Types

Types are the fundamental elemental and biological foundations of all creatures. Types distinguish the offensive and defensive capabilities of a monster, which can have 2 Elemental Types and 2 Species Types at a time. All monsters, with the exception of one, have at least one Type, even if they lack a clear Species or Element.

Element Types

 * Fire. Monsters of this Elemental Type command flames, heat, lava, or otherwise singe the opponent. Fire's signature effect is Burn, which will deal percentages of the victim's HP in flame irritants after all successful attacks from the victim to the enemy.
 * Water. This Type focuses on the manipulation of liquids or simply monsters attuned to aquatic life. It is capable of Dampening the enemy, a status that replaces their Elemental type with Water and lowering speed.
 * Nature. Using the power of the natural world around them, like plants, fruits, and leaves, they are capable of healing quite easily, such as with their signature status Seeded, which drains HP from the enemy to heal the user or its active ally.
 * Elec. type using energy and electricity, commonly found in machines beasts. Using the Shock status, they can occasionally jolt a victim into skipping a turn, but also speed them up a bit.
 * Ice. A Type using all of the staple elements of the worst winters, it delivers chilling Freeze statuses that totally lock movement for some time.
 * Earth. The ground, sand, rocks, and dirt bend to the will of an Earth Monster. This type can use the Rock Armor status on themselves, a temporary effect that makes physical damage hurt the attacker.
 * Air. The wind and sky can be a dangerous force in the hands of the scary wildlife of outer space! Using the one-turn Bounce effect, it can drag out a different enemy from the crowd.
 * Toxic. Inflicting enemies with the damage-dealing Poison effect, their toxins and quills are difficult to challenge.
 * Light. Shining brilliant rays of brightness onto their opponent, their Blind effect can severely lower accuracy.
 * Dark. Manipulating forces of shade, their main effect is Corrupt, which may make the enemy hit themselves like a dummy.
 * Magic. The arcane forces of Eotica's will, which may be used to hypnotize an opponent to a turn-skipping Sleep which heals the enemy, but can only be released by taking a hit.
 * Cosmic. The cosmos themselves are at the power of a mighty Cosmic monster! Their Starstruck status causes the enemy to act without their master's will for a few turns.

Species Types

 * Amorphous. A creature like this is blobby, or even possibly able to transform.
 * Insect. The critters and crawlers of the world, with their stick legs and big ol' eyes.
 * Avian. With big wings and sharp beaks, they can soar above some grounded attacks.
 * Serpentine. Slithery and scaly, expect venom bites and evasive stat spreads.
 * Pixie. The cutesy, fluttery appearance besets their natural evil.
 * Plantlike. A little TOO close to nature, to the point that they have bonded into it.
 * Synthetic. Robotic, metallic monsters, usually from the minds of weirdo scientists.
 * Dragon. The iconic scourges of medieval folklore!
 * Mutant. Whatever these things used to be, SOMETHING changed that up quick.
 * Deepsea. From the depth of the dark ocean, or at least close enough to being from it.
 * Hellspawn. These things came right outta the vast underworld.
 * Abyssal. Beings of unfathomable origin from pitch-black realms.
 * Parasitic. These eerie things will leech off other life.
 * Spirit. Incorporeal monsters, or perhaps the lingering souls of those passed.
 * Undead. For those who thought being a ghost wasn't their style.
 * Humanoid. These creatures were SO close to starting their OWN society, but for now they're just like REALLY humanlike partners.
 * Beyonder. These odd-looking things are beyond spacetime and come from the Beyond Zones.
 * Divine. Beasts of the gods, holding near-unmatched potential.