TEW - Beasts - Ectoplasm: Difference between revisions

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(Created page with '* Danger level: 4-8 The forces of the Dead Gods, now in the hands of mindless beasts. These beings of raw natural force are most commonly seen patrolling the edges of The Far Wi…')
 
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* Danger level: 4-8
* Danger level: 3-6


The forces of the Dead Gods, now in the hands of mindless beasts. These beings of raw natural force are most commonly seen patrolling the edges of The Far Wilds. Though minor ones have been seen setting fire to crops and such. For such minor cases, the best weapon is the conflicting element. Pour water, blow winds, etc. Without that, you’re better off running. Elementals have the weird property of only hanging around a certain area, and never leaving. Consider your party strength before engaging. Stealth is a common tactic to get around them.
Those pretty lights during your walks around the City Walls? They can kill you. These beings of un-death are rumored to stem from bodies that aren’t properly buried, though no one wants to confirm it. In cities, they’re more annoyances than threats. Little balls of gooey substance ruining your living room, strange apparitions stealing your bowl of cereal. Annoyances that warn you that the Mana content has become too high in your house. In the wilds though, be warned. Always bury your fallen Hunter, let The Wilds finally have what he took from it. Otherwise, you may seem him again. Dealing with this type of being involves the use of Magisters siphoning the Mana, a painful procedure that can knock out a rookie. Though, barring that option, an enchanted physical weapon may work. Though that may just attract more monsters in the process.


Back to [[The Endless Wilds]]
Back to [[The Endless Wilds]]

Revision as of 21:33, 7 September 2011

  • Danger level: 3-6

Those pretty lights during your walks around the City Walls? They can kill you. These beings of un-death are rumored to stem from bodies that aren’t properly buried, though no one wants to confirm it. In cities, they’re more annoyances than threats. Little balls of gooey substance ruining your living room, strange apparitions stealing your bowl of cereal. Annoyances that warn you that the Mana content has become too high in your house. In the wilds though, be warned. Always bury your fallen Hunter, let The Wilds finally have what he took from it. Otherwise, you may seem him again. Dealing with this type of being involves the use of Magisters siphoning the Mana, a painful procedure that can knock out a rookie. Though, barring that option, an enchanted physical weapon may work. Though that may just attract more monsters in the process.

Back to The Endless Wilds