Monsters – M/N/O/P

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Magic Vice

Barely-sentient mages that inhabit the eternally-drenched landscape of Burmecia, Magic Vices are closely-related to Vices, with the difference being the latter's inability to use magic effectively during combat. These powers are granted to them through the machinations of Mimics, and they will often appear within seconds of a Mimic's Call. Magic Vices are sickly, weak creatures, which can barely stand their ground in close-quarters combat. If you ever get close enough to one of them, you should be able to easily observe the numerous scabs, sores, and oozing wounds that cover their skin. As with Vices, Magic Vices do not care much for their personal well-being, but rather, build their lives around the pursuit of riches and treasure. Be wary of a Magic Vice's physical ailments, since it could easily infect you, with several deadly viruses such as thyphoid and certain plagues.

Their main attacks include Mug and Magic Hammer. Mug is executed by them slashing at a target, and relieving the target of any valuables, be it Gil or items. It is notable, that especially-talented Magic Vices have the ability to steal weapons out of their wielder's hands, and though this is quite a rare occurrence. Magic Hammer functions like Osmose, but does not transfer energy from the target to the caster. Rather, it forces the energy out of the target, by accelerating the target's metabolism. A person hit by the Magic Hammer spell will feel weak and drained, as well as severe heatiness. This is due to the loss of energy in the form of heat, during the duration of the Magic Hammer spell. The only peculiarity regarding this spell, is the random manner in which it removes its target's energy. In some cases, the target was barely-weakened, whereas in some other incidents, the target could barely-cast a basic Fire spell.

Should there remain any questions regarding Magic Hammer and spells similar to it, kindly refer to 'Magicks and Spelles', by Dr. Taxo. It is currently in keeping with the librarians of Alexandria Castle.

The only skill in possession of a Magic Vice, that is remotely-enviable, is the Escape spell. This spell creates an instantaneous explosion of smog, that covers the caster's Escape. The smog is a mildly-caustic gas, that will settle to the ground and dissipate within five minutes of the spell being cast. People with respiratory illnesses should be particularly careful around Magic Vices, since their Escape smog could trigger an acute inflammation of the lungs, which could be fatal.

However, Magic Vices are easy for even the most inexperienced of fighters to defeat.

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Malboro (Gastropoda Halithosis)

Powerful and bizarre-looking gastropods native to Pandemonium, Malboros are gas bags with numerous tentacles dangling down from their wide, decay-riddled maws, crowned with several dozen eyes, mounted on prehensile stalks. They hover close to the ground, due to the unique mixture of gases within their membranous bodies, that is lighter than the heavy atmosphere of Terra. Their skin is thin, yet highly-durable. Even my Orichalcums had some difficulty in slicing through their stinking, wart-encrusted skin, and that is definitely saying something. They were first discovered by RH Whittaker, and he almost loved them as much as he loved Ghosts.

Malboro's never brush their teeth, which is bad (for you, that is). The problem is compounded by their habit of retaining food in their pharyngeal cavities for weeks at a stretch, while their oral secretions digest the food. The reason for this is their lack of a true stomach, and their need to regurgitate any swallowed items for a second-round of mastication, with those horribly corroded incisors, much like the way by which a cow would eat grass. An agitated Marlboro might spit out its semi-digested food onto its opponents, and I can assure you, this is a disgusting and unpleasant experience, of the highest order…

Naturally, as a follow-up to their absymal oral hygiene, Marlboro's use the Bad Breath technique in self-defense during combat. They will exhale a gigantic cloud of fetid air from their stinking gullets, and release special toxins that penetrate into the brain, and enhance your nasal receptors. The result of this move, which basically combines a REALLY BAD smell with a HIGHLY-SENSITIVE nose… Suffice to say, the numerous constituents of a Marlboro's toxin-mixed exhalations alone are enough to cause any number of effects in different targets, ranging from Confusion to Poisoning.

In fact, a small tobacco company called Marlboro has been founded recently. One can only wonder if their cigars are as fatally-pungent as their namesake implies.

Marlboro tentacles are tipped with cnidocytes, which are cells similar to those on jellyfish stingers. These cells are equipped with Virus-infected nematocysts, or organic micro-darts. Skin contact with a Malboro's tentacle will result in Viral infections, which should be cured with a Vaccine as soon as possible. The Viruses contained within these stingers prevent memory from working, which could later lead to severe Alzheimer's Disease if left untreated.

Also, Marlboro's can cast Osmose, Thundaga, and Absorb with relative efficiency. I have elaborated on these spells before, and as such, I shall not do so here. Kindly refer to some earlier entries on Grand Dragons and several other beasts if you have forgotten about them.

Marlboros can only be defeated by experienced fighters.

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Mandragora (Mandragora Decibeptera)

Mandragora are actually plant-like insects that inhabit several forests above the Mist, in the regions surrounding Treno and Dali. They live in swarms above chestnut trees, and often use hardened chestnuts in combat. The wispy fronds above their heads are actually delicate wings, which have de-volved beyond usefulness, due to their strong legs. Their claw-tipped legs allow them to walk on vertical or inverted surfaces with ease, and this accounts for their tendency to inhabit tree canopies. What remains unexplained, however, is their love of chestnuts.

Mandragora were named because of their Shriek attack. Ancient lore has it that there once was a plant called the Mandragora, which killed with the screams of its baby-shaped roots. These creatures indeed look like walking plants, and their ability to manipulate air to produce earsplitting Shrieks would have given credibility to the claims of the Mandragora plant's existence. Their Shriek is on a high frequency, that alters the brain's though patterns, inflicting Silence upon all who hear it. The Mandragora will build-up its Shriek, by sucking in gallons of air, and exhaling through the overlapping armor-plates on its thorax. This method of making loud sounds is also used by the cicadas, and this has led to some scientists theorizing that Mandragora should be inducted into the order Hemiptera (the taxonomic order of which cicadas are prominent members).

They are weak against Fire spells, which will set their wings on fire. They DO have the ability to use Blizzara spells, however, and hence can extinguish any flames you might set uopn them. Their spells can pack quite a punch, so be wary if you see a Mandragora's wings glowing with Icy energy.

If frustrated, a Mandragora will often scale a nearby chestnut tree (a rule of thumb is that they never wander further than ten-feet away from a chestnut tree), and fling chestnuts at any enemies who wounded it. Their aim is truer than the devil's, and it hurts to high Heaven if one of their nutty projectiles finds its mark on your head. It's not surprising that in the past, several famous Mandragora collectors have died from a cracked skull, courtesy of a Mandragora-flung chestnut.

Mandragora are often harvested for the synthesis of Soft, a potion that reverses the effects of Petrification spells. The captured Mandragoras are stewed in a large cauldron, together with several other ingredients, such as Basilisk eyes and the essence of Gysahl Greens. The resulting potion resembles a viscous fluid, which is a light-yellow in color. Making Soft requires prodigious skill, since subduing the numerous beasts that provide its vital constituents is quite a difficult task, often requiring many months of traveling and brewing. Indeed, Soft needs to be left to mature over a full-moon cycle, and this is what makes it so valuable.

Qus enjoy eating Mandragoras that have been lightly-fried in butter and sour cream, which gives their crunchy flesh a sweet and nutty taste. They believe that eating Mandragora flesh is good for the bones, though this is being more-frequently discounted as traditional hogwash by the modern medical community. And the funny thing about the Qus' method of serving any Mandragora dish? Chestnuts are a compulsory ingredient.

Mandragora are only to be challenged by experienced fighters, due to their swarming habits, and also their wily nature during combat.

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Mimic (Emulatio Pandora)

These monsters are yet another of Dr. Taxo's twisted creations. Released into Burmecia after a disagreement between the then King and Dr. Taxo, they have remained there ever since. They are the creatures who bestow normal Vices with the power of magic, hence creating a Magic Vice. They have the ability to Call a Magic Vice into battle, to assist them or to draw fire until they can beat a steady retreat. Resembling an ancient, fungus-covered treasure chest with rusted locks and hinges, Mimics often sit motionless in derelict buildings, waiting for someone to open their lid, and unleash the monstrosity within. It is not surprising, that the term 'Pandora's Box' was coined with respect to these monsters.

As fighters, Mimics are not very formidable to have as enemies. They mostly use their Eat spell (which basically is done by them chewing on a victim's limbs), and also Poison, to try and weaken enemies, before they are defeated. It is unheard of, that a capable fighter would lose to a Mimic. Indeed, they are sluggish things, which could only inflict some small amount of harm unto you if you wander within eight feet or so of them, whereupon they will ensnare you with their venom-charged tentacles, and Poison you. Studies have revealed that their venom is identical to that of a bumblebee, and generous amounts of diluted alkaline substances can easily neutralize their vile fluids.

The good doctor created the first Mimics, by enchanting several treasure chests with an ancient and forgotten potion, named Pandora's Avarice. The potion worked much like an Epitaph's soul-reflecting eye, in the sense that the person who opened the chest, would be attacked by a Mimic that was as strong as the darkness within their heart. The potion was made by combining several deadly ingredients such as the eye on an Epitaph, and the Behemoth's scales. Fortunately for the rest of society, Pandora's Avarice was not potent enough to fully-emulate the Epitaph's stare, and nobody has brewed it in centuries, due to the rarity of, and diffiulty of obtaining, the required precursors.

As with most other of Dr. Taxo's creations, Mimics are only semi-vulnerable to Shadow spells, and greatly-weakened by Holy spells. Their seemingly-wooden bodies are NOT vulnerable to Fire spells, and do not try to use such magic against them, for they shall swallow the flames, and regurgitate your own Fire back at you.

Rookie fighters could defeat Mimics with considerable ease, but if you want to avoid them, just don't open any suspicious-looking treasure chests (I'm referring to those with bones surrounding them, and fungus all-over the chest's exterior).

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Mistodon (Thanatos Mistodon)

Dr. Taxo's second-deadliest creations, but also his most-feared, Mistodons are the hellspawn of the Mist. He created the first Mistodons after some dark experiments into the soul-corrupting properties of the Mist. These Undead creatures are immensely powerful, and are incredibly agile in combat. When he first created them, he killed an entire village of people within Burmecian territory, using his newly-made puppets. This proved to be his undoing, since he was then tracked-down by the armies of Lindblum, Alexandria, and Burmecia, and killed in a deadly showdown, involving the three great nations' most powerful Mages and soldiers, against the deranged Red Mage's lethal magical abilities and his army of hellspawn. The titanic battle lasted for more than three days, and on the fourth day, his last Mistodon was slain by Alexandria's White Mage. The madman tried to stand his ground, but the three of them had exhausted him over the days, and he eventually fell to their magic.

Being born of Mist, it is not a surprise that Mistodons can summon and manipulate Mist to aid themselves in battle. They can smother their opponents in clouds of Sleep-inducing Mist, and then lay waste to the slumbering souls with vicious Fira spells, and hard-hitting Head Attacks. Their exoskeletons are near-indestructible by non-magical means, and their claws are sharp enough to slash through even a set of Grand Dragon hide armor. Facing down with a Mistodon requires either a good set of magical abilities, or melee weapons with long Reach, such as halberds.

Magic is their only true weakness, since it can be used to exploit their Mist-based physiology, and it can also penetrate their tough exoskeletons. To be specific regarding this statement, they are particularly-vulnerable against Fire spells and Holy spells. These weaknesses are caused by the combustible properties of Mist, and the Dark nature of their birth from the souls that make-up Mist. Mist contains enough energy to power an airship when combusted, and this holds true even for Mistodons. Be wary of using Fire spells against them, for they could explode with trembendous force if pockets of gaseous Mist within their exoskeleton ignite suddenly. As a result of their Dark nature, Shadow spells are only partially-effective against them, and this is a general rule of thumb when dealing with any of Dr. Taxo's creations.

No Mistodons have walked on Gaian soil for at least a century, and they have been officially dismissed as having gone extinct. No one has tried to create any more of them, and this is enforced by the safekeeping of Dr. Taxo's journal, deep within the labyrinth of subterranean tunnels that form the dungeons of Alexandria Castle. The book is guarded by no less than four Elite Alexandrian Warriors at any given time, and is only accessible through ten locked doors of indomitable strength. I only ever read it once, and even then, I was supervised by three Alexandrian Soldiers, in addition to the customary four Elite Warriors.

The manuscript itself was written on enchanted parchment, that was indestructible. It was bound with a mysterious leathery substance, the likes of which I had never seen before. It's exterior was beautiful, but the pages within were the real treasure to be beheld. He had chronicled all his experiments in flawless Magian calligraphy (a complex cypher that is not understood nor readable by any living person, and has been so for the last eighty years or so since the last Magian sholar, Dr. Calcite Canaliculi, passed away), and also with accompanying ink illustrations that were incredibly ornate in terms of details.

The journal did have entries on what I presumed were the processes of making Mistodons and Behemoths, but thankfully, those processes seem to have been buried with their creator. I must honestly admit that I cannot judge the combat abilities of a Mistodon, since I have never fought one, and pray that I wont ever get the chance to do so.

It is my fervent hope that the world never again sees the birth of another Magian scholar who could decipher Dr. Taxo's journal, since some secrets of the past are best left buried.

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Mover (Locomotor Tripitakka)

Aerial, sphere-shaped creatures native to Terra, Movers are formidable fighters that always appear in groups of three, called triads. They resemble flesh-colored orbs that jump around restlessly in the air, without stopping until death halts them. It is obvious then, I think, the reason as to why they are called Movers. Each Mover in a triad is a master of one offensive technique, and the only three moves they have been known to use, are Delta Attack, Firaga, and Virus Combine (also known as Virus Combo by some of the new-age scientists, the impertinent whelps).

Their bodies are nothing more than gas bags, which raises an infinite number of questions as to how they perform their basic functions. The dominant Mover in a triad is often the smallest and weakest, and also, the master of Delta Attack. This attack is executed by the dominant Mover assuming control over the magical abilities of its two companions, and casting a Death spell at one of their opponents using the cumulative power within all three of them. Firaga is done by the Mover on the right of, or above the dominant Mover, and this is such a well-known spell that I shall not elaborate about it in this entry. The Mover below or on the left of the dominant Mover, on the other hand, uses Virus Combine, whereby all three of the Movers shall rush forward and expel clouds of Viral gases at their opponents. These gases are mildly-toxic, and also negligibly caustic. A well-aimed Water spell will disperse the cloud of gas, and also weaken the triad considerably.

Despite their impressive attacks, they are weak against all the magical elements save for Earth, which only affects them normally. The dominant Mover, as the weakest of the three, often dies first in combat, due to its frailty, and this is good for their opponents. After all, having Death spells cast at you isn't a pleasant experience, and it is rather tedious, not to mention difficult, to evade the Grim Reaper when He has been summoned to smite you.

Movers can be fought only by experienced fighters, and it would be better to know some measure of magic, to be able to attack them with more effectiveness.

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Mu (Canis Lupus Felix)

These canine creatures presented a unique dilemma to taxonomists several decades back, when the Linnean Binomial Naming System was implemented. Prior to the Binomial System's usage, Mus had been classified as felines and canines, depending on which taxonomist you asked. The older, and less open-minded ones would tell you that Mus were most definitely felines, whereas the savvy, younger generation of taxonomists would tell you that Mus were canines, without a doubt. Much debate and experimentation was done, and finally, it was agreed that Mus were canine animals, with several feline physical traits that had deceived the senior taxonomist population. All that was well and done with, but at conventions, there are still several taxonomists who refuse to converse with each other…

Honestly, the whole lot of them are as barmy as balls. All the hoo-hah over some bloody blue-furred pests…

Anyways, Mus are native to the Gunitas Basin. They prowl the vast, windswept prairies, and live in large colonies within the caves running into the mountains that surround the Basin. Social creatures who mean no harm to others, Mus are misunderstood by many. What most of us perceive to be a full-frontal charge, is actually the Mu's attempt to knock you down and give you some affectionate cuddling. Personally, I consider them to be annoying, snot-nosed beasts that take a dump everywhere and anywhere they please.

The only thing unique to them, is the fact that a Mu's tail is extremely strong. To be hit with a Mu's tail will most definitely hurt, and they could actually break a person's bones using a Tail attack. I find that using a Stop spell works well to halt their ridiculous antics, and that is my advice to those who wish to deal with troublesome Mus.

Mus could be easily defeated by even the most inexperienced of fighters.

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Myconid (Hypsilophodont Fungi)

These Aerial creatures, much like the Mandragora, resemble plants, but are actually animals. They are native to the Magdalene Forest and also the Iifa Tree, though the Myconid population at the former location is significantly larger. They look like large, floating toadstools with three stalks, and a crest of long and sharp thorns sticking out of their cap. The cap is actually the Myconid's body, with the thorns being its teeth, and the three stalks dangling beneath it being its three prehensile tongues. A Myconid hunts using its three tongues, which are often much longer than its actual body. The tongues are amorphous in structure, and can change their shape rather rapidly, to suit the creature's moods. They inhabit tree canopies, using their vine-like tongues to sense approaching prey, and they will drop their entire mass onto their intended prey. Myconids eat by pulling a food item close to their body, and enveloping the entire item by closing their circular jaws around the food, much like an umbrella closing.

Also, Myconids are the main material for Swamp Stew, a Qu dish which blends several different types of fungi and swamp herbs with the flesh of a Myconid, to produce a tangy concoction that warms the belly, and rejuvenates the weary person's stamina. It is even rumored that the Alexandrian royal family has actually hired a Qu chef to lead their castle's kitchen staff, so that they might enjoy some Swamp Stew every fortnight or so. Indeed, I can give you my personal assurance that Swamp Stew, despite having a misleadingly-disgusting name, is a subtle, delightful dish that will steal your heart through your stomach.

The unusual thing about them is their ability to produce Spores, which is usually only done by plants. These are produced asexually when the environment is stable, and will result in offspring that are identical to the parent Myconid. These Spores will inflict Darkness upon those who wander within a Spore cloud, by irritating the eyes. Eye Drops should be used to remedy the situation immediately, since Myconids often strike out with Saw or Blizzara attacks after blinding their potential prey. Their Saw attack is done by them flying towards a target, while spinning rapidly in a corkscrewing manner. Their potruding fangs will form a deadly cutting-edge when they rotate at such high speeds, and this allows them to cut through the most durable armor, and after that, the flesh the armor once shielded. Blizzara is cast through their cap, and when the spots on their cap start glowing, evasive action or counter-attacks should be instantly used. Casting a Fire spell on the cap will be sufficient to stop their spell-casting, from my experience.

As implied in the paragraph above, they have a weakness against Fire-elemental spells. Being Aerial, they also fit the bill by having an immunity to Earth-based spells, and a weakness against Wind spells. You see, their tongues could get tangled by a strong windstorm, which causes them some severe distress (especially if two of them get their tongues tied-up together) since their tongues are highly-sensitive organs. In fact, they often wrap their tongues tightly around tree branches if they sense an approaching storm, and would even sit-out the chance to ensnare passing creatures due to fear of getting their tongues tangled. Hence, Myconids could be used as reliable weather forecasters if you are traveling within their territories. Just look up into the tree canopies, and you should be able to spot several Myconids with their tongues wrapped neatly around some branches, if stormy weather is coming soon. They aren't hard to spot, since their caps are a bright red in color, and the leaves which live close to are green.

If you suffer from color-blindness, tough luck. Just as some additional information, all Qus can only see in shades of gray. Most of us have learned to differentiate color by studying various shades of gray, and that is why many remain ignorant of the fact that Qus cannot actually perceive the seven colors of the rainbow.

Myconids can be challenged by fighters with some experience of, say, killing a Hillgigas.

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Nymph (Narcissus Slumberus)

A relative of the Epitaph and Mimic, Nymphs are lady-like demons which inhabit the coastal areas close to Cleyra's Healing Shores. They only appear during the day, when the sun is high. This is because they derive their energy from the sun's rays, but feel excruciating pain if they are exposed to moonlight. This is a form of curse upon them, since their main magical offensive is the Night spell, which summons the moon, and sends their opponents into the deepest sleep. They will feed on their sleeping victims' life forces soon after that, to soothe the agony they brought upon themselves by summoning the moon. Nymphs are actually hench-wenches of the Sea Witch Ursula, who steals the voices and souls of Merpeople. Ursula was slain several centuries ago, but her minions remain, to continue part of her mission – the stealing of voices and souls.

Nymphs are dangerous due to their prodigious magical abilities, which include Fira spells, Night, and the Silent Kiss. I have elaborated on the effects of Night before this already, and Fira should be familiar to you if you're planning to go monster-hunting (what are you doing reading this entry if you can't cast Fira, hmm?). In fact, I find all excuses for not knowing Fira to be unreasonable, save for those who use melee weapons. Call me an elitist, but there you are.

Silent Kiss helps the Nymphs do what Ursula set-out to accomplish all those centuries ago, by stealing the target's voice, and inflicting Silence upon him/her. The Nymphs will then store the stolen voice in their voice-box, to be brought to a hidden location known only to them. Many mages have been doomed through Silent Kiss, since they couldn't down an Echo Screen potion fast enough, before the Nymphs cast Night onto them.

Ironically enough, Nymphs are weakest against Fire spells, despite being creatures of the sea, and users of that very magical element. Their weakness to Shadow spells, and partial-immunity to Holy spells, was the result of their ambiguous elemental nature. It is a relatively-unknown fact, that Nymphs were once beings of light, that were corrupted by the empty promises made by Ursula. They retained most of their Light properties, including their voluptuous figures, and their Holy element. Hence, Nymphs have elemental properties as I have described.

Nymphs are only truly afraid of Qus, which are in love with them, not for their bodies, but for their taste. Qus love the occasional Nymph for a supper snack, which, as an effect of their moon-summoning powers, guarantees a night of dreamless, peaceful sleep. In fact, several types of Sleep Potions utilize Nymph extracts as the main catalytic component, which sends the drinker to sleep.

Only challenge a Nymph if you are quick at the draw, and if you have some experience of killing something at least at a Basilisk's level.

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Ochu (Nepenthes Ochu)

Ochus are bellicose, mobile, carnivorous plants that infest the areas within close proximity of the Conde Petie Mountain Path. They resemble a large, bulbous globe, held aloft by four thick vines, and with several more (known as crown vines) whipping the air around their large maws. Within their perpetually-open maws is a rare type of acid, which can dissolve rocks and metals. A hungry Ochu that cannot get its vines on some prey, will grab rocks and consume them, its powerful digestive fluids metabolizing the rocks and allowing it to absorb their nutritive constituents. Ochus that consume too many rocks have cracked and blistering skin, which should give you an idea of just how savage it is. A useful rule of thumb regarding this matter, is that an Ochu's savagery is directly proportional to the number of blisters that are on its body. They might even vomit-out semi-digested rocks and acidic juices at you, if they're desperate enough for some fresh meat.

Ochus are not that agile, and move with the speed of a tortoise under the partial-influence of some Sleeping Weed. However, Mother Nature has blessed their kind with a means to compensate for the bad hand which she has dealt to them. They are the masters, and also highly-accurate casters, of the Slow spell. No one in living memory has ever evaded an Ochu's Slow spell, save for those who avoided its effects by using armor with the Locomotion spell cast upon it. The Slow spells used by Ochus are EXTREMELY effective, and could even slow down your heartbeat if they wanted to do so. This brings you down to their fighting speed, where reflexes and agility are null and void.

Once they have made you sluggish enough, they will use their hard-hitting Blizzara spells and Thorn Whips to duel you into submission. Their Blizzara spells are ridiculously-powerful, and their spine-studded crown tentacles make for a agonizing whipping, which is usually followed by ingestion. Trying to escape from an Ochu's grip is nearly-impossible, and I speak from experience when I say this. The only effective way of making them release their grip is a well-aimed Fira spell, straight down the hatch. This should severely-maim, if not kill outright, the Ochu that you hit. Anybody with half-a-brain should be able to discern an Ochu's weakness against Fire spells, since after all, it is most-obviously, nothing beyond a carnivorous plant.

As with Mistodons, be wary of setting an Ochu aflame. The large amounts of accumulated methane gas within their bloated bodies could explode upon sudden ignition, so it would be wise to step-back before casting Fire spells at an Ochu. Casting the spell directly into an Ochu's mouth is potentially hazardous, since the great plant's methane-saturated exhalations could catch fire, and bake you in a pillar or gaseous flames. Hence, this tactic should be avoided, and I only advocate it as a desperate measure to be taken during life-and-death situations of the greatest urgency. A useful, albeit unreliable, method of determining the presence of methane gas within the proximity of an Ochu, is the pungent smell of feces and flatulence. If you are traveling along the Conde Petie Mountain Path, and a scent of flatulence is detected without any human owners, keep your eyes open for a possible Ochu attack.

Just as some extra information for those who may be interested – scientists theorize that deep within the densest forests of the Mist Continent, a yet-to-be-discovered species of extra-large Ochus is possibly in existence. This theory arose due to several eyewitness accounts, and also numerous beast-tracks that have no known creature as the source. Furthermore, those very tracks seem to have been made by an Ochu's large, spiny leg-vines, but of trembendous dimensions. Currently, these theoretical Ochus have been dubbed as 'Lord Ochus', and are being pursued as I write this sentence, by teams of skilful beast-trackers.

Only challenge normal Ochus if you have some experience in combat. Lord Ochus, if they actually exist, should be significantly more formidable than their Lord-less counterparts.

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Ogre (Homo Nullmagus)

Humanoid fiends native to the magically-barren land of Oeilvert, Ogres are moderately-strong creatures that tend to attack in groups. They have dark skin and apparel, and hence can blend-in with Oeilvert's ocean of shadows with utmost ease and fluidity. When Colin and I traversed through Oeilvert, mapping-out the interior, we were attacked by no less than a hundred Ogres during the entire duration of our stay there. The encounters we had with them were tiresome and even scary to a degree, as they ALWAYS had the advantage of numbers over the two of us. In fact, it was our rule of thumb, that for every fifty Ogre attacks you experience, only three Epitaphs would attack you. Such is the proliferation of the Ogres as a species, and their tenacity in taking-down whoever trespasses upon their void-of-magic domicile.

The reason for their species' name, Nullmagus, is the unusual fact that they CANNOT be sensed through magical means. Ever feel that tingling sensation, almost like a warning, when someone is sneaking-up behind you? What about when you have a sudden burst of intuition that allows you to evade that deadly slash by several inches? Some call it instincts, but the plain truth is that those 'nudges' are actually magic, though at its most basic and uncontrollable level. You see, magic permeates through everything and everyone, even the rocks, trees, and creatures that roam the wilderness. Mages are merely people who have learned the methods of tapping-into the magic that surrounds us, and channel it out through a wand, staff, sword, or even their bare hands. To be able to use White or Black magic, all you need to do is feel and harness the magical potential within you, and you shall be able to bend magical energy to your will.

This is why some Mages in the past have managed to stretch the boundaries of magical knowledge and accomplish amazing feats, that nobody else could ever duplicate. Truly, the Mages of old were in greater harmony with Gaia's magical energies, thus allowing them to possess unimaginable powers that we can barely fathom, let alone comprehend.

Circe the Sorceress could manipulate emotions and thoughts as easily as a tailor sews a garment.

Yin Yang, a Black Mage, could cast spells of such power, that he could create an army of golems and ferocious beasts out of living Fire and Blizzard spells.

Hippocrates, the White Mage who could execute Curaga spells of such power, that he could even bring back a patient from the very threshold of Death's inner sanctum, despite being more than a hundred miles away from the patient in concern.

Ultimecia, the Sorceress who could perceive a person's presence from across the globe by sensing their magical aura, and even snuff their life's candle out with minimal effort, just by reaching-into, and altering, the flow of magical energy.

The all accomplished great things in their days… Some did terrible things, but great things, nonetheless.

It is notable at this point of my writings, that Oeilvert is not totally devoid of magic. That basic form of magic is still there, and will still serve you well if any beast other than an Ogre tries anything against you.

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Plant Brain (Hepaticae Musci Dominatrix)

Plant Brains, named for their ability to manipulate the actions of inferior plant-beings, are fungus-like, colossal plant-based monsters that inhabit the deepest and darkest recesses of the Evil Forest, lighting-up their lairs with the luminescent spores that they discharge from their lone blossoms. They are beyond rare, and to encounter one is a one-in-a-thousand chance event. In fact, besides this manuscript, only two other books actually contain the very basic facts about Plant Brains, namely, the Journal of Dr. Taxo, and 'Systema Naturae' by Carolus Linnaeus.

The reason for this is the simple fact that Plant Brains are psychically-powerful beings, that can summon the entire forest to defend them from any intruders, which has probably led to many unexplained deaths and missing people. Indeed, 'Systema Naturae' claimed that the author's encounter with a Plant Brain, took place in, 'A humid, shadow-dominated cavern in the ground beneath a tangle-tree's convoluted roots, illuminated by the Brain's luminous blossom, and littered with the bodily-remnants of a hundred souls'.

The weak-willed plant-beings under the influence of a Plant Brain's mind-domination powers include Dendrobiums, Plant Spiders, Prison Cages, and even Myconids (though the latter are currently extinct in the Evil Forest, to the best of modern scientific knowledge). These creatures are pitiful and pathetic weaklings, but could provide some formidable resistance if united under the single, imperious command of a Plant Brain's telepathic powers. In fact, it is often debated as to whether a Plant Brain can hear or see through the sensory organs of these other beings. After all, it was observed by Carolus Linnaeus that they could 'see' and 'hear' through their minions' sensory organs, and hence they should be also able to sense stimuli through ordinary plants. After all, the only difference between a plant-being and a normal plant, is the ability to move and the possession of an advanced sensory system, so it is possible that a Plant Brain could actually be watching your movements through the senses of that innocent-looking tree several feet ahead of you.

If you are actually traveling through the Evil Forest, and notice and unusually-dense population of the aforementioned plant-beings, it is probable that a Plant Brain is nearby, and is planning on having you for a meal. Obviously, it has been watching you through its 'eyes' and has sent its minions after you. One attack will be followed by many others, as the Plant Brain knows where you will be heading, and will execute its crude, but ruthless plan, to bring you closer to its lair.

In the event that you actually encounter a Plant Brain, use a Fire spell to distract it, and make your escape with godspeed. Traces of Dendrobium gas could cause the Plant Brain's entire lair to ignite, so make sure that you cast your Fire spells, and RUN AWAY!

With regards to attacks, Plant Brains are rather lacking in this aspect. They DO have a multitude of weak-willed drones to execute their bidding, and hence often will not lift a vine to harm you. The lazy worms leave everything to their lackeys, which is a good thing sometimes, for you…

Anyways, they will use their vines to flog you, or Thunder spells of lackluster strength. Take note, that a Plant Brain can actually alter the power of its Thunder spells, to either hit a single being, or several at once. It has no qualms about killing its own minions, and so, don't bother taking cover behind any of them. They are dispensable to the Plant Brain.

Plant Brains, as individuals, can be challenged by rookie fighters with some skills.

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Plant Spider (Lycosa Musci)

These plant-based arachnids form the bulk of a Plant Brain's 'soldiers', and are more numerous than the sands of a beach, in the Evil Forest. Plant Spiders have only six legs, and instead use their foremost pair of legs for mating and combat purposes. These legs are point-tipped, and are sharp enough to penetrate through bronze armor like a knife through butter, so be careful about getting too close to them. They can climb onto tree branches or even vertical surfaces using their four locomotive appendages, and this allows them to spring an ambush on you from above, if you aren't observant enough. The large, petal-like crest on their heads detects changes in air currents, temperature, humidity, and even magical energy, and they use these crests to scan their surroundings for prey.

Plant Spiders always attack in groups, but use attacks which are too weak to actually do any damage. The only people who should fall before a Plant Spider is an incompetent fighter, be it due to lack of experience or physical disability. To kill one of them is simple – just cast a Fire spell at its head crest. You couldn't possibly miss such a big and colorful target, hmm? Yes, they ARE weak against Fire spells, and the move I mentioned will be one-hundred percent fatal, without fail.

They, like their brainy commanders, have limited mastery over the Thunder spell. They cast this spell out of their crests, so slicing-off the crest off a Plant Spider will prevent it from casting any more spells. Their melee attacks are more damaging, but as with their general description, these atatcks are pathetic and a waste of time. Unless, of course, you can't even evade their badly-aimed swipes, that is.

Plant Spiders have been eaten by Qus for generations, but are not exactly renowned for their taste. Their extracts have a sickly-sweet taste, much like spoiled yak milk. This flavor is often used in medicine for children, to mask any unpleasant tastes, and this is possible, since Plant Spider extracts are neutral buffer solutions that will not affect the properties of the medicine in any way.

If you can't kill four Plant Spiders on your own, go and suck eggs. They are truly the most pathetic monsters around, even weaker than Goblins!

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Prison Cage (Nepenthes Incarcerous)

These relatively-rare carnivorous plants inhabit the Evil Forest, and make their dwellings in the dark treetops, where they wait for the unwary victim to walk within range of their dropping-ambush, and their ensnaring vines. They resemble a squat, octopus-like mass of moss-covered skin. Prison Cages will grab a victim using their vines, and proceed to detain the captive within their 'prison cage', which is actually numerous vines on their crowns, which can 'lock' together at the ends, to form a small holding space. Prison Cages were first discovered by accident, when Dr. Buter found himself trapped by one while searching for a Plant Brain. The capable man killed it with a Thundara spell to its crown, and later brought it back to Lindblum's science laboratories for further examinations. Unfortunately, if he had just let the thing hold him, he probably would have been brought to the Plant Brain that was controlling the stupid Cage.

Plant Brains have been known to use a Prison Cage to capture any particularly-coveted prey, and this makes Prison Cages little-more than a Plant Brain's ass-kissing delivery boy. Fortunately for most of their victims, Prison Cages travel so slowly, that most of their captives often escape before they get back to their boss. However, these slow suckers have evolved a magical means by which they can subdue prey for some time, just long enough for the poor soul to be carried back to the Cage's master. This is done using the Absorb spell, which gradually drains the captive's energy, thus weakening the person until he/she can no longer put-up any resistance to the Prison Cage's unlawful detention of its captive.

Their two locomotive stems are also impressive weapons, with the ability to break bones and snap tree trunks with a single, swinging blow. Avoid being hit by the stems, and kill the stupid Cage before it harms you, either accidentally or deliberately. About what I said earlier regarding Dr. Buter and locating a Plant Brain by letting its Prison Cage carry you to it? Forget it, since you would most-likely be drained to near-death by its Absorb spells by the time you reached the Plant Brain, unless of course, you have sufficient resistance to magical attacks.

Obviously, as a plant, a Prison Cage's weakness is to Fire spells. Cast the spell at the creature's main body, and don't bother hitting the stems – it could easily regenerate them, and bludgeon you in the meantime.

Prison Cages can be challenged by rookie fighters, but only those with fast reflexes.

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Python (Python Pugilus)

Of all the python species that have been discovered on Gaia's numerous continents, Pythons are the only ones with the ability to use magic during combat, and as such, the term 'python' generally refers to this species specifically, while others such as the Blood Python and Reticulated Python, which cannot use magic spells, are referred to using their species' names. These reptiles are endemic to the Gunitas Basin and Nolrich Heights, where they often predate upon the animals reared by farmers living within the area. They are as such considered to be pest animals by those who own farms, and have become endangered because of various hunting activities that have been carried-out in an attempt to exterminate them.

They have impressive combat reflexes, and can also attack with blinding speed. Their Rapid Fire attacks are actually a series of minor bites and slamming moves, executed in the blink of an eye. However, this attack is often ineffective, due to their lack of power. The could hit you a dozen times consecutively, and yet this could only measure up to a single swipe from a Basilisk, in terms of equivalent power.

Their Thunder spells are annoying, and sometimes dangerous. Pythons will use these spells to start bush-fires, to drive prey animals in their direction, and this has resulted in several plantations being burnt into ruins. This is another reason why they are so actively-hunted, and you really can't blame the farmers for their actions, because of the Python's destructiveness.

Python skin is highly-prized by those in the clothing business, for such garments are indeed comfortable and durable. Python-skin clothes, however, are useless to repel cold, since Pythons are weak against Blizzard spells, due to their thin skins. In a seeming paradox, Blizzard spells are used to kill Pythons by those who collect their skin, to preserve the perfection of the specimen's hide.

Qus enjoy eating Python flesh, and most Qu clans have brokered deals with skin-collectors so that all of the collected flesh is sent to them, for their consumption. The flesh is the principal ingredient of a savory soup that is boiled during the winter months, to stave-off the cold. How ironic this is, that the living Python would die during the winter, yet its flesh can keep those who eat it, warm enough to be comfortable during the snow days.

Pythons can be challenged by rookie fighters.