Use the tabs to navigate through some of the more uncommon races found in Ivalice. Races found here are either extremely rare to see because they typically stay within their own cities, or are usually aggresive towards integrating into hume society. The sight of such a race in a hume society usually causes a commotion, and said person will stick out and frequently draw ire from the populus.
Race | STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|---|
Aegyl | +2 | +1 | ||||
Genasi - Air | +1 | +2 | ||||
Genasi - Earth | +1 | +2 | ||||
Genasi - Fire | +2 | +1 | ||||
Genasi - Ice | +2 | +1 | ||||
Genasi - Lightning | +1 | +2 | ||||
Genasi - Water | +2 | +1 | ||||
Goblins - Baknamy | +1 | +2 | -1 | +1 | ||
Goblins - Nightblue | +2 | +1 | ||||
Goblins - Red Caps | +2 | +1 | ||||
Gria | +1 | +2 | ||||
Helgas | +1 | +2 | ||||
Lalafell - Dunesfolk | +2 | +1 | ||||
Lalafell - Plainsfolk | +1 | +2 | ||||
Urutan-Yensa | +2 | +1 |
Language | Typical Speakers | Script |
---|---|---|
Bangaan | Bangaa | Common |
Common | Humes | Common |
Garfic | Garif | Garfic |
Goblin | Baknamy, Goblins | Garfic |
Mooglish | Moogles | Etorian |
Nu Mo'kel | Nu Mou | Etorian |
Seeq | Seeq | Garfic |
Vieran | Viera | Vieran |
Yensa | Urutan-Yensa | Garfic |
Language | Typical Speakers | Script |
---|---|---|
Abyssal | Dak'roh Nu Mou, Demons | Infernal |
Celestial | Angels, Aegyl, Feol Viera | Celestial |
Deep Speech | Abberations, Aliens, Helgas | Etorian |
Draconic | Dragons, Gria | Draconic |
Primordial | Elementals | Garfic, Genasi |
– Aquan | ||
– Auran | ||
– Fulman | ||
– Glacian | ||
– Ignan | ||
– Terran | ||
Infernal | Dak'roh Nu Mou, Devils | Infernal |
Sylvan | Fey creatures, Wood Viera | Vieran |
Undercommon | Dak'roh Nu Mou, Underworld traders | Vieran |
Language | Typical Speakers | Script |
---|---|---|
The Green Word | Geomancers, Plants, Rava (Wood) Viera | None |
Thieves' Cant | Assassins, Rogues, etc. | Miscellaneous symbols |
Thousands of years in the past, the Aegyl were simply another race inhabiting the world of Ivalice. However, they and their leader Feolthanos refused to serve and worship the Occuria, the self-styled gods of Ivalice. Feolthanos used this opportunity to lead his people in an exodus to the skies, settling in a number of floating islands and naming their new home Lemurés.
Outraged, the Occuria used the power of the skystone to create a barrier around Lemurés, effectively locking the aegyl within their newly christened world. Thus did the history and memories of the Aegyl fade into Ivalice's legends, until an outburst of mist from The Tribulation caused the skystone barrier to fade.
The Aegyl resemble humes, except they have large wings on their back that can come in different colours, from brown to red to black. The wings allow the Aegyl to fly, but the strain they put on their body means they have the shortest life span of any race in Ivalice, with an average lifespan of forty years.
Aegyl are usually not keen on other races, since most of the sky pirates arriving from Ivalice either attacked or enslaved them. This was also in part due to their leader Feolthanos and his dislike of all the other races.
Most Aegyl are vegetarians, the majority of their diet being wild fruits and vegetables. The Damson, a plump red fruit that grows in the Bosco Pampa, appears to be their favorite. Aegyl harvest the waters of Lemurés for native fish, and eggs are also a part of their cuisine. Other hunting sources are nonexistent, as the Yarhi beasts, called forth from varying planes of existence, that would normally yield meat are but shadow illusions, and fade to nothing when killed.
Since the climate of Lemurés is mostly tropical, aegyl garb is light and geared for flight. Most Aegyl males do not wear an upper garment, and Aegyl armour is sparsely distributed over the Aegyl form.
Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.
Age. Aegyl reach maturity by age 7. Compared to humes, Aegyl don't usually live longer than 40 years.
Alignment. Most Aegyl are good and rarely choose sides when it comes to law and chaos. Tribal leaders and warriors might be lawful, while explorers and adventurers might tend toward chaotic.
Hit Points (optional). Your base HP is 6.
Size. Aegyl range in size from 1.6m to 2.1m tall. Your build is a thin, lightweight body, and your size is Medium.
Speed. Your base walking speed is 8m.
Flight. You have a flying speed of 16m. To use this speed, you can't be wearing medium or heavy armour.
Languages. You can speak, read, and write Common and Celestial.
Those who think of other planes at all consider them remote, distant realms, but planar influence can be felt throughout the world. It sometimes manifests in beings who, through an accident of birth, carry the power of the planes in their blood. The genasi are one such people, the offspring of genies and mortals.
Occasionally, genasi result from exposure to a surge of elemental power, through phenomena such as an eruption from the Inner Planes or a planar convergence. Elemental energy saturates any creatures in the area and might alter their nature enough that their offspring with other mortals are born as genasi.
Ability Score Increase. Your Constitution score increases by 2.
Age. Genasi mature at about the same rate as humes and reach adulthood in their late teens. They live somewhat longer than humes do, up to 120 years.
Alignment. Independent and self-reliant, genasi tend toward a neutral alignment.
Hit Points (optional). Your base HP is 8.
Size. Genasi are as varied as their mortal parents but are generally built like humans, standing anywhere from 1.5m to over 1.9m tall. Your size is Medium.
Speed. Your base walking speed is 10m.
Languages. You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.
As an air genasi, you are descended from the Djinn. As changeable as the weather, your moods shift from calm to wild and violent with little warning, but these storms rarely last long. Air genasi typically have light blue skin, hair, and eyes. A faint but constant breeze accompanies them, tousling the hair and stirring the clothing. Some air genasi speak with breathy voices, marked by a faint echo. A few display odd patterns in their flesh or grow crystals from their scalps.
Ability Score Increase. Your Dexterity score increases by 1.
Unending Breath. You can hold your breath indefinitely while you're not incapacitated.
Elemental Affinity. You have Resistance to Lightning and Wind damage, and you take an extra 5 points of damage when you take Earth damage.
Mingle with the Wind. You know the Command Air cantrip. As you gain Levels, you can cast the following spells without needing any spellcasting components, or expending any spell slots. Each spell can be cast once every long rest. Constitution is the spellcasting ability used when casting these spells.
As an earth genasi, you are descended from the cruel and greedy dao, though you aren't necessarily evil. You have inherited some measure of control over earth, reveling in superior strength and solid power. You tend to avoid rash decisions, pausing long enough to consider your options before taking action. Elemental earth manifests differently from one individual to the next. Some earth genasi always have bits of dust falling from their bodies and mud clinging to their clothes, never getting clean no matter how often they bathe. Others are as shiny and polished as gemstones, with skin tones of deep brown or black, eyes sparkling like agates. Earth genasi can also have smooth metallic flesh, dull iron skin spotted with rust, a pebbled and rough hide, or even a coating of tiny embedded crystals. The most arresting have fissures in their flesh, from which faint light shines.
Ability Score Increase. Your Strength score increases by 1.
Unending Breath. You can move across Difficult Terrain made of earth or stone without expending extra movement.
Elemental Affinity. You have Resistance to Earth and Fire damage, and you take an extra 5 points of damage when you take Wind damage.
Merge with Stone. You know the Mould Earth cantrip. As you gain Levels, you can cast the following spells without needing any spellcasting components, or expending any spell slots. Each spell can be cast once every long rest. Constitution is the spellcasting ability used when casting these spells.
Level | Spell |
---|---|
2 | Earth's Endurance as a 1st level spell |
4 | Earthen Grasp as a 2nd level spell |
6 | Stonera as a 3rd level spell |
As a fire genasi, you have inherited the volatile mood and keen mind of the efreet. You tend toward impatience and making snap judgments. Rather than hide your distinctive appearance, you exult in it. Nearly all fire genasi are feverishly hot as if burning inside, an impression reinforced by flaming red, coal- black, or ash-gray skin tones. The more human-looking have fiery red hair that writhes under extreme emotion, while more exotic specimens sport actual flames dancing on their heads. Fire genasi voices might sound like crackling flames, and their eyes flare when angered. Some are accompanied by the faint scent of brimstone.
Ability Score Increase. Your Intelligence score increases by 1.
Darkvision. You can see in dim light within 20m of you as if it were bright light, and in darkness as if it were dim light. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red.
Elemental Affinity. You have Resistance to Fire and Ice damage, and you take an extra 5 points of damage when you take Water damage.
Reach to the Blaze. You know the Produce Flame cantrip. As you gain Levels, you can cast the following spells without needing any spellcasting components, or expending any spell slots. Each spell can be cast once every long rest. Constitution is the spellcasting ability used when casting these spells.
As an ice genasi, you have inherited the cool and calculated mind of the Shivar. While most look calm and cold on the outside, within can stir a passion and desire that may not otherwise be seen. Almost all ice genasi are cool to the touch, as if stricken by chillblains, and this is reinforced by the colour of their skin, which tend to be a really pale ice blue. Most have hair that range from white to light blue.
Ability Score Increase. Your Intelligence score increases by 1.
Composed Demeanour. You have Advantage on Saving Throws against the
Hold Breath. You can hold your breath for 15 minutes.
Ice Walk. You can move across Difficult Terrain made of ice or snow without expending extra movement.
Elemental Affinity. You have Resistance to Ice and Water damage, and you take an extra 5 points of damage when you take Fire damage.
Command the Frost. You know the Shape Water cantrip. As you gain Levels, you can cast the following spells without needing any spellcasting components, or expending any spell slots. Each spell can be cast once every long rest. Constitution is the spellcasting ability used when casting these spells.
Level | Spell |
---|---|
2 | Blizzard as a 1st level spell |
4 | Icy Shield as a 2nd level spell |
6 | Sleet Storm as a 3rd level spell |
Bold, impulsive, and brash are traits that mark the Lightning Genasi, similar to the characteristics of the Fulminar from which they are descended. They often seem like they have an extra spring in their step, and if one looks closely, small electrical currents occasionally are visible, running through their hair and skin.
Ability Score Increase. Your Dexterity score increases by 1.
Darkvision. You can see in dim light within 20m of you as if it were bright light, and in darkness as if it were dim light. Your ties to the Elemental Plane of Lightning make your darkvision unusual: everything you see in darkness is in a shade of violet.
Elemental Affinity. You have Resistance to Lightning and Wind damage, and you take an extra 5 points of damage when you take Ice damage.
Energetic Step. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can gain extra movement equal to half of your speed and your jump distance is doubled until the end of your turn. Once you use this trait, you can't use it again until you move 0m on one of your turns.
Speak to the Storm. You know the Command Air cantrip. As you gain Levels, you can cast the following spells without needing any spellcasting components, or expending any spell slots. Each spell can be cast once every long rest. Constitution is the spellcasting ability used when casting these spells.
Level | Spell |
---|---|
2 | Thunderwave as a 1st level spell |
4 | Warding Wind as a 2nd level spell |
6 | Blitz as a 3rd level spell |
The lapping of waves, the spray of sea foam on the wind, the ocean depths—all of these things call to your heart. You wander freely and take pride in your independence, though others might consider you selfish. Most water genasi look as if they just finished bathing, with beads of moisture collecting on their skin and hair. They smell of fresh rain and clean water. Blue or green skin is common, and most have somewhat overlarge eyes, blue-black in color. A water genasi's hair might float freely, swaying and waving as if underwater. Some have voices with undertones reminiscent of whale song or trickling streams.
Ability Score Increase. Your Wisdom score increases by 1.
Amphibious. You can breathe air and water.
Swim. You have a swimming speed of 10m.
Elemental Affinity. You have Resistance to Acid and Water damage, and you take an extra 5 points of damage when you take Lightning damage.
Call to the Wave. You know the Shape Water cantrip. As you gain Levels, you can cast the following spells without needing any spellcasting components, or expending any spell slots. Each spell can be cast once every long rest. Constitution is the spellcasting ability used when casting these spells.
Level | Spell |
---|---|
2 | Water as a 1st level spell |
4 | Blur as a 2nd level spell |
6 | Wall of Water as a 3rd level spell |
Being a humanoid race diminutive in size, even adults grow no larger than Hume children. The greater part of goblins live in poverty, and their frequent association with criminal activities has led to much prejudice and hatred of their people among Hume society. What they may lack in strength, they make up for in numbers and mischief. Travellers steer clear of known goblin infested areas, because of the danger of being swarmed in mere seconds.
Ability Score Increase. Your Dexterity score increases by 2.
Age. Goblins reach adulthood at age 12 and rarely live longer than 50 years.
Alignment. Goblins usually live in small packs, and many take little regard to the hume laws around them. While perhaps not being intensely evil, their mischief and lack of regard for the law, even in their own villages, makes for a race of people that is unruly, only firmly guided by a strong presence.
Hit Points (optional). Your base HP is 6.
Size. Goblins range in size from 0.7m to 1.2m tall. Your size is Small.
Speed. Your base walking speed is 10m.
Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 20m of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of gray.
Pack Tactics. You have Advantage on an attack roll against a creature if at least one of your allies is within 2m of the creature and the ally isn't Incapacitated.
Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.
Languages. You can speak, read, and write Common and Goblin.
Elemental Affinity. You have Resistance to Lightning damage, and you take an extra 5 points of damage when you take Ice damage.
These goblins mainly dwell in or near subterranean regions. Unable to really take in the sunlight or breathe the air above ground, many wear masks that help circumvent this.
Ability Score Increase. Your Strength score increases by 1, and your Charisma score increases by 1, but your Constitution score decreases by 1.
Hidden Step. As a bonus action, you can magickally turn
Sunlight Sensitivity. You have Disadvantage on attack rolls and on Perception checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Superior Darkvision. Your darkvision has a radius of 40m.
A subrace of goblins whose skin has turned pale blue through time spent in dark areas, such as caves or abandoned mines. Though apparently weak, Nightblue goblins are tricksters who very easily lie to subvert unwary travellers.
Ability Score Increase. Your Charisma score increases by 1.
Deceitful Tongue. You have proficiency in Deception.
Black Speech. You can also speak, read, and write Infernal. Once every long rest, you may use an action to cast the Command spell for free, however, you must speak the command in Infernal. This ability still affects creatures even if they don't understand Infernal.
The Red Cap goblins are the common variety seen around Ivalice. Being named thus because of the red caps they usually wear, with many thinking that the red dye comes from the blood of foes they have killed.
Ability Score Increase. Your Constitution score increases by 1.
Grit. You have Resistance to Fire damage and Psychic damage. In addition, when you are wearing no armour, your AC is equal to 11 + your Dexterity modifier.
Dragonic wings, horns, and tail adorn this peculiar race, giving them the ability to fly for short distances. Their main town is found in the region of Jylland, situated partially in the Loar continent in the west, and the western half of the Ordalia continent. However, because of their extremely free-spirited nature, there are several Gria who choose to go beyond their homeland and explore other regions of Ivalice.
Though outwardly small, and some might even say cute (much to the males disdain), Gria make vicious foes in battle, having a fierce, competitive spirit.
Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score increases by 1.
Age. Compared to Humes, Gria mature at around 35, and live for about 3 times as long.
Alignment. Most Gria are very free-spirited, preferring not to be strictly bound by laws unless they hold a position of high responsiblity.
Hit Points (optional). Your base HP is 6.
Size. Gria range in size from 1.4m to 1.8m tall. Your build is thin, and slender, and your size is Medium.
Speed. Your base walking speed is 8m.
Flight. You have a flying speed of 12m. To use this speed, you can't be wearing medium or heavy armour.
Strong-willed. You have proficiency in the Persuasion skill.
Languages. You can speak, read, and write Common and Draconic.
A rare humanoid race, characterised by their height and long faces and limbs. With their ability to speak telepathically to other creatures, they are often held in awe or fear. They are the race whose life-span is the longest of all of the races in Ivalice. Because of that and with their sharp mental acuity, their small villages contain records of many things that might have otherwise been forgotten by other races.
While finding one on the main continents of Ivalice is rare, when found, they are often seen doing research, usually in partnership with Nu Mou, for the continued expansion of knowledge.
Their villages are well hidden by magick, leaving the pursuant of knowledge for the wrong reasons unable to access their archives. To be invited into a Helgan village is of utmost honour to any academic – not many know this privilege, but those who do have usually gone on to be inspired masters of their field.
Ability Score Increase. Your Wisdom score increases by 2, and your Intelligence score increases by 1.
Age. Helgas mature at 30 years of age, and have a life-span more than five times as long as humes.
Alignment. Most Helgas are very reserved, law-abiding creatures, seeking the experience of wisdom.
Hit Points (optional). Your base HP is 6.
Size. Helgas range in size from 1.8m to 2.3m tall. Your build is tall and lanky, and your size is Medium.
Speed. Your base walking speed is 10m.
Silent Speech. You can speak telepathically to any creature within 20m of you that you can see. The creature understands you only if the two of you share a language. You can speak telepathically in this way to 1 creature at a time. At Level 5, you can do so to up to 3 creatures at a time. At Level 9, you can do so up to 8 creatures at a time.
Mental Fortitude. You have resistance to Psychic damage, and have Advantage on Saving Throws against the
Languages. You can speak, read, and write Common and Deep Speech.
The Lalafell are a folk both rotund and diminutive. Small by any race's standards and possessed of a childlike countenance, it proves difficult for non-Lalafell to gauge an individual's age with any degree of accuracy. Originally an agricultural people inhabiting the fertile islands of the south seas, they found their way to the main continents of Ivalice via the burgeoning trade routes, though they remain averse to cold climates.
The short, rotund builds of the Lalafell belie an incredible agility, and their seemingly feeble legs are capable of carrying them long distances over any terrain. Many among them are also known for possessing highly developed and cunning intellects. The Lalafell place a great deal of significance on familial bonds, but are by no means unfriendly to outsiders. Lalafell are welcoming of outsiders, and share prosperous relations with all of the other races of Ivalice.
The Lalafell use names that are ruled by rhythm, repetition, rhyming, and alliteration. Syllable count also plays a large part. There are four unique sets of phoneme patterns based on the person's background, and these rules are rarely deviated from. Once the rules are learned, one can potentially discern a Lalafell's ethnicity and gender by simply looking at a name. Surnames are only surnames in placement, as they are not taken from the mother or father and are unique to the individual.
Rules:
Male Plainsfolk Names: Zorido Manarido, Kopel Yorpel, Alka Zolka, Waguda Mabaguda
Female Plainsfolk Names: Mimomo Mimo, Tokiki Toki, Ulala Ula, Honmeme Honme
Male Dunesfolk Names: Jajariku Nanariku, Momomena Lolomena, Nunulupa Tatalupa, Fafajoni Kukujoni, Lalawefu Sil Tatawefu
Female Dunesfolk Names: Jajano Jano, Kokobi Kobi, Yayamo Yamo, Chuchumu Chumu, Nanamo Ul Namo
Ability Score Increase. Your Intelligence score increases by 2.
Age. Lalafell reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.
Alignment. Lalafell are very warm and welcoming to those around them, using their intellect to improve the quality of life for themselves and those around them. They generally err towards a neutral alignment, happy to live their own lives within their community.
Hit Points (optional). Your base HP is 6.
Size. Lalafell range in size from 0.7m to 1.2m tall. Your size is Small.
Speed. Your base walking speed is 8m.
Ever Hospitable. You have proficiency in Brewer's Tools and Cook's Utensils. Whenever you roll a Charisma (Persuasion) check, or an ability check involving Brewer's Tools or Cook's Utensils, roll a d4 and add the number rolled to the total ability check.
Lalafell Cunning. You have Advantage on all Intelligence, Wisdom, and Charisma saves against magick.
Nimbleness. You can move through the space of any creature that is of a size larger than yours.
Acclimated to the Sun. You have Advantage on any Constitution saving throws against exposure to extreme heat as created by the environment around you, and Disadvantage on any Constitution saving throws against exposure to extreme cold as created by the environment around you.
Languages. You can speak, read, and write Common and Lalafell.
Perhaps the most distinctive aspect of Dunesfolk culture is its traditional dwellings—structures affixed to the backs of large beasts of burden. The luminous eyes of the Dunesfolk are the result of a glossy, protective layer which covers the pupil, an evolutionary response to the glaring sunlight of their home region. Many individuals wear a small gemstone on their forehead, representing their zodiacal sign. Dunesfolk have a particularly wide variation in skin tone - while many tend toward the darker side of the spectrum (as they live in a desert), several prominent Dunesfolk, are among the fairest-skinned individuals in Eorzea.
Ability Score Increase. Your Wisdom score increases by 1.
Animal Handlers. You have double proficiency in Animal Handling.
Luminous Eyes. You have Advantage on saving throws against the
Speak with Beasts. Through sounds and gestures, you can communicate simple ideas with Small or smaller Beasts, or Larger or smaller Beasts that are friendly towards you.
The flat landscapes of the Plainsfolk's home islands are dotted with the clan's traditional thatched huts, beneath which lie intricate networks of underground passageways. Their distinct hair coloration—a myriad of earthy and grassy tones—mimics their native environment, and their long, pointy ears are said to be able to detect the faintest scampering of the prairie's various fauna. Their skin tones tend generally toward the fairer, lighter side of the spectrum, though as with many races this is not universal.
Ability Score Increase. Your Dexterity score increases by 1.
Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 20m of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of gray.
Keen Hearing. You have Advantage on any Wisdom (Perception) check that relies on hearing.
They are called by some as the "Kings of the Sandsea", a name bestowed by the people of ancient Galtea, befitting their presence in many of the Sandseas present in Ivalice.
The Urutan-Yensa are divided into different tribes each ruled by a queen, who is noticeably taller than the others. The Urutan-Yensa are strictly territorial, attacking outsiders on sight. The hostilities with the Urutan-Yensa stopped the Rozarrians from building oil rigs in the Ogir-Yensa Sandsea. The Urutan-Yensa are proud of their heritage; it is a shame to show weakness, especially by asking outsiders for help, and death is the only fitting punishment. The Urutan-Yensa travel across the Sandsea on the giant Yensa.
The Urutan-Yensa evolved from crustaceans and their bodies are thin as if suffering from scurvy. All Urutan-Yensa, besides the queens, are covered in layers of clothing. Some believe they do this to hide their hideous bodies, while it may be due to the environment of the Sandsea.
Their speech is animal-like. This, and their violent tendencies, keep all but the very few of them from adapting to hume society.
Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1.
Age. Urutan-Yensa reach maturity around 14 years old, and have a life-span of around 70 years.
Alignment. Most Urutan-Yensa follow code of their people, being strictly loyal to the tribe to which they belong. However, there is a sense of might makes right, and they take what they want. Because of this, they have a strong tendency towards evil, and even the Urutan-Yensa that rebel and find themselves trying to integrate into society find the pull to their old ways ever present.
Hit Points (optional). Your base HP is 8.
Size. Urutan-Yensa range in size from 0.9m to 1.5m tall. Your build is standard - neither slim, nor stocky - and your size is Small.
Speed. Your base walking speed is 10m.
Languages. You can speak, read, and write Common and Yensa.
Fury of the Small. When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your Level. Once you use this trait, you can't use it again until you finish a short or long rest.
Pack Tactics. You have Advantage on an attack roll against a creature if at least one of your allies is within 2m of the creature and the ally isn't Incapacitated.
Riders of the Sandsea. When you are interacting with Yensa, you are considered to have proficiency in the Animal Handling skill and are doubly proficient.
Elemental Affinity. You have Resistance to Earth damage, and you take an extra 5 points of damage when you take Wind damage.