Subtypes
Showing 1 to 20 of 28 results
Subtype Overview
- Parent Species: Aphex
- Height: 60–110 cm
- Avg Lifespan: Immune to Aging
- World Standing: Beloved, but rarely authoritative
Blessings
- Unblighted Body
Blights
- No blights listed.
Subtype Aspect - Everbeating Heart
Plushex do not die from wounds that would kill most living beings. So long as their plush heart remains intact, their body can be restitched or remade.
Base Stats
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Diet
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Plushex do not have a desire or need to eat. Those with mouth traits may swallow valuables like coins, buttons or crystals to store for later.Â
Lifespan
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Plushex are essentially immortal as long as their heart remain intact.Â
Creation
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Plushex are not born but created by the being known as The Last Gentle Thing. A soul is woven within the plush heart, granting life to these fabric bodies.Â
Lore
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Plushex (pronounced Plush-Ex) are a beloved sub-subspecies of Aphex known for their unique bodies of cotton and fabric. They are hardy creatures, and do not experience wounds or sickness like most organic creatures. When wounded, they must re-stitch the wound; otherwise, it will remain open until it is addressed. If Plushex loses too much of its cotton, its body becomes unusable but will not perish as long as the heart remains unharmed. They do not need to eat or drink. Plushex are made from the soul of someone who may have recently passed, found, or brought to The Last Gentle Thing, where it is then contained in the unique plush heart that prevents the soul from passing. A blank body is then created for the soul, which will flourish with colour once the heart is placed. While they are immune to aging, Plushex are far from immortal to time itself. Over a century-long lifespan, their souls may begin to decay inside their hearts, turning the Plushex someone unrecognisable.
Plushex with soul-rot may appear more dull, or their colours may have changed entirely. Their cotton turns into a black, tar-like substance and can emerge from their stitching. The longer a Plushex survives soul-rot, the further they change from their personality, often experiencing memory loss and higher rates of aggression. Soul-rot is near impossible to revert.
This image depicts potential appearances of soul-rot, however, it may not be outwardly present unless the Plushex manipulates it or experiences excessive amounts of emotion.Â
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Social Life
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Plushex are considered a peaceful species, often working in fields such as crafting, tailoring, shopkeeping, and gardening. It is rare to find Plushex in labouring jobs or jobs that require strength and endurance. For this reason, Plushex are beloved by most species and are usually avoided by predators or aggressive fauna and flora.Â
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Plush Heart
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 Every Plushex has a stuffed heart on their chest or stomach. While being referred to as "hearts", they can take the shape of almost any whole symbol. This means it must be one piece, but it can be as detailed or as simple as the Thing may wish to craft. The Last Gentle Thing is exceptional at sensing the soul of the being it is working with, crafting them a heart that suits their personality, history, or dreams. It is unknown how the plush heart effectively contains a soul, however, the Thing is the only known being that can successfully create them.Â
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Species Identity
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To turn your Aphex into a Plushex, you must apply a Plush Heart to your design or MYO token.
To keep the identity of the species when applying mass amounts of traits or premium tokens, you must keep the following recognisable: Stitching on body, head shape of a bird. Plush "heart" must be present on the chest or stomach.Â
Traits
Snout Mutations
Eye Mutations
Body Mutations
Subtype Overview
- Parent Species: Aphex
- Height: 100–280 cm
- Avg Lifespan: 120 Years
- World Standing: Nature Dwelling/Herbalists
Blessings
- Wild Evasion
Blights
- No blights listed.
Subtype Aspect - Verdant Hymn
Elsin horns release a soft, glowing pollen known for its restorative properties. When carried by their song or movement, the pollen drifts like pale light in the air and can soothe pain, calm distress, and encourage natural healing.
Base Stats
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Diet
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Elsin diets align closely to Aphex's, however, Elsin may enjoy sweeter liquids such as juices, nectar, and honey.Â
Lifespan
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Elsin have been known to outlive Aphex, usually reaching ages between 100-120.
Creation
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Elsin produce large eggs, usually one per conception, but on rare occasions, they can have twins within the same egg.Â
Lore
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Elsin are a race of agile Aphex that are mostly found in naturally dense areas of wilderness or villages. They are incredibly quick and flexible, allowing them to easily dash from threats and traverse difficult terrain with ease. Aside from their agility, Elsin have a strong connection with nature. They can mentally connect with the plantlife around them, sensing danger and incoming signals from the interconnected flora of the forest.Â
One of Elsin's most prominent features is their horns, a unique growth upon their heads that is more plant than flesh. These crests sit upon their heads in unique patterns and shapes. Pollen unique to the Elsin covers their horns, containing bioluminescent properties that allow them to glow at will. When their crests glow, their pollen gently releases from the horns, leaving a glittering trail of light in it's wake. These trails have been known to guide the lost, warn of danger, or even serve as a courting gesture. An Elsin's crest is its pride, and they take special care to avoid damaging their horns on branches or other obstacles.Â
Being mostly plant, these crests can have some unusual properties. When an Elsin has chosen their mate, they will often graze their crests together, sharing their unique pollen with one another. This causes flowers to bloom upon their heads, signalling their commitment to their partner. Some Elsin prune their flowers for aesthetic reasons, while other may collect flowers from their forests to adorn their heads if their partner is not an Elsin.
Elsin also have the unique ability to change into their Wildform. This form has the body of a deer and the head of an Elsin. This form allows Elsin to traverse their environments with much more precision and speed than their bipedal forms allow. These forms are culturally important to the Elsin, and are often depicted in their scriptures and artworks. Elsin can not last long in their Wildforms, but with practice, they can hold this form for up to four hours.ÂTainted by hands that we do not call home.
Back towards a land of memories that are not my own.
Wet and humid like you say,
Tell me everything will be okay.
Seasons change while I pray.
I follow, but you stay away.
A crude depiction of nature.
Tell me everything will be okay.
A touch, a song.
So far we have come along.
Steps in time, we will soon decay.
You say everything will be okay.Â
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Elsin Pollen
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Elsin pollen is one of the most treasured natural remedies found in Elyxium. The glowing powder sheds softly from their horned crests, especially when an Elsin's horns glow, or they move with purpose, drifting behind them like living light. When collected, it can be used to soothe pain, calm stressed minds, and encourage wounds to close faster than normal regeneration. Though it cannot reverse death or mend what has been destroyed, it is widely respected as a gentle healing gift of the Elsin tribes.Â
Some Elsin may collect their pollen when it has layered too densely over time, usually storing it away for emergencies or gifts for others. Great pride is taken in their pollen, as each Elsin's pollen may have a slightly unique effect on the user. Effects range from stress relief, pain soothing, calming a racing heart, or encouraging small wounds to mend more cleanly. Some pollen may carry a warmer glow and ease exhaustion, while others may feel cool against the skin and settle fevers or irritation. Because of this, it is often treated as a precious restorative rather than a cure-all, and gifting it to another is seen as a deeply personal act of trust and care.
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Species Identity
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To turn your Aphex into a Elsin, you must apply a Elk Harp to your design or MYO token.
To keep the identity of the species when applying mass amounts of traits or premium tokens, you must keep the following recognisable: Hooved legs (Centaur body trait allowed), crest upon their heads, Aphex headshape, and "M" nose.Â
Traits
Head Mutations
Snout Mutations
Eye Mutations
Body Mutations
Leg Mutations
Subtype Overview
- Parent Species: Aphex
- Height: 100–300 cm
- Avg Lifespan: 500+
- World Standing: Elusive/Honour-bound
Blessings
- No blessings listed.
Blights
- No blights listed.
Subtype Aspect - Burdenbound Chitin
A Rhakin’s armour grows denser throughout their life, hardening with age, injury, and devotion. In youth, this living armor shields them in battle, giving them an advantage over their opponents. In old age, it becomes their final burden, thickening until movement slows and heat can no longer escape through the vents between their scales. Many Rhakin die encased within their own armour, left behind as silent statues of the vows they once carried.
Base Stats
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Diet
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Rhakin are omnivores, primarily eating meat, fruit, and vegetables.Â
Lifespan
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The average lifespan of a Rhakin is 500 years; however, they have been documented to reach longer lifespans if their chitin growth is well managed or unusually soft.Â
Creation
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Rhakin produce large eggs, usually one per conception, but on rare occasions, they can have twins within the same egg.Â
Lore
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Rhakin are an ancient subtype of Aphex, known for their dense armour-like chitin growths, smoke-vents between their armor scales, and solemn oathbound traditions. They are most often found in deep ruins, old forest sanctuaries, sacred groves, and historically or culturally important locations. Rhakin are believed to descend from an ancient Aphex offshoot shaped during the age of the Ancestors, molded into sentinels to guard religious grounds. Some say they were made to be immortal living guardians, designed to withstand harm that would destroy most bodies while continuously growing stronger after each battle, but such a strength came at a detrimental cost; armor that never stops hardening and growing will always overcome a Rhakin to the point they can no longer physically move or vent heat. Whether this origin is truth or myth, Rhakin are known for their incredible durability and their instinctive draw toward places, people, and promises in need of protection.
Over time, hidden Rhakin communities formed around old ruins and sacred lands. These groups became clans, each with its own traditions, beliefs, and crest-symbols. While many clans use insect imagery, these symbols vary widely, including arachnids and, in rare cases, crustaceans for clans close to the ocean. Dragonflies, beetles, moths, cicadas, mantises, ants, and other creatures may all appear in Rhakin crests, each carrying different meanings depending on the clan. A clan of the Wasp may focus their warriors around the skill of sleight of hand, spear handling, and blades, for example. Not all Rhakin belong to a clan, and not all Rhakin bear a crest. Some are born outside clan life, some leave, some refuse the tradition, and some are never called to take an oath at all. A crest does not make someone Rhakin. Instead, it marks a Rhakin who has chosen, inherited, or accepted a specific burden.
Rhakin are not only known for their ever-hardening armor, but also for the unique steam expelled from between their plates after strenuous pressure or exertion. Often during battle, Rhakin will expel heat through the joints in their armor, allowing them to push their bodies to the absolute limit.Â
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Crests and Oaths
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Rhakins are known for their sacred oaths, which they carry throughout their lifetime, represented by a crest (or multiple) on the body. Oaths can be decreed at any point during a Rhakins life, usually once they have found a purpose that fuels their existence.Â
A Rhakin crest is a carved, forged, or shaped emblem that represents an oath. It is usually fused into the body during a clan rite, though the exact method varies between traditions. Some crests are metal, while others may be made from bone, shell, stone, glass, resin, or old relic-materials recovered from ruins. The shape of a crest often reflects the clan that made it. Many clans use insects as sacred symbols, believing them to represent endurance, transformation, labour, protection, or survival. The placement of a crest usually reflects the nature of the oath carried.A crest on the head is often tied to guidance, judgement, memory, or leadership. These Rhakin may carry vows of wisdom, truth, ancestry, or watchfulness. A crest on the chest is often tied to protection, loyalty, devotion, or love. These Rhakin may bind themselves to a person, family, clan, sacred place, or heartfelt duty. A crest on the belly is often tied to endurance, survival, shelter, or nurturing. These Rhakin may carry vows connected to community, food, children, healing, or keeping others alive through hardship. A crest on the hand is often tied to action, labour, service, or sacrifice. These Rhakin may fulfil their vows through craft, rescue, combat, building, guarding, or direct intervention.
The material and colour of a Rhakin crest are not set in universal laws, but many clans share loose associations. Metal crests are often linked to service, duty, protection, and work done for the clan. Dark colours or blackened materials may suggest mourning, secrecy, punishment, grief, or especially serious oaths. Bright colours, painted crests, or warm-toned materials are often associated with nurturing, celebration, family bonds, healing, or vows made in hope rather than hardship. These meanings vary between clans and individuals. A black crest is not always shameful, nor is a bright crest always gentle. Like most Rhakin traditions, the meaning depends on the oath, the clan, and the burden being carried.
Removing a crest is considered a grave act in many Rhakin cultures. To some clans, it represents exile or oathbreaking. To others, it may mark grief, freedom, or the end of a burden that can no longer be carried.

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Species Identity
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To turn your Aphex into a Rhakin, you must apply a Ancient Crest to your design or MYO token.
To keep the identity of the species when applying mass amounts of traits or premium tokens, you must keep the following recognisable: Chitin armor on atleast 30% of the arms, legs, and the chest. Armoured head. Mouth. Crests should be in the shape of a pointed oval, any insect, arachnid, or crustacean can be carved to be lore accurate. Can be any tangible material.Â
Traits
Snout Mutations
Mouth Mutations
Eye Mutations
Body Mutations
Subtype Overview
- Parent Species: Aphex
- Height: Unknown
- Avg Lifespan: Unknown
- World Standing: Unknown
Blessings
- No blessings listed.
Blights
- No blights listed.
Subtype Aspect - Unknown
No subtype aspect listed.
Base Stats
Diet
-
Phynix thrives off magic and afflictions of others. This can be afflicted items or the flesh of a being containing some sort of magic essence.Â
Height
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Phynix typically reach heights from 5-8ft.Â
Reproduction
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Phynix can not reproduce and may adopt hatchlings from beings they have eaten.Â
Lore and Information
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Base Lore
Phynix are considered the polar opposites to the Ascended. They are formed when an Ascended is either corrupted during the development stages or is cursed. Phynix can not die by normal means. Some may recall their memories of their prior life, while many traverse the land looking for a purpose. Phynix are filled with magical essence and feed from those who also contain afflictions. Typically, they do not need to eat food, but devouring a creature that has either magical essence or afflictions feeds the "fire" inside these strange beings. If they go too long without feeding, they will perish or become ravaged beasts, hungering for any slither of magic. Due to this, many of these beings are found around the Harrow, where magic is plentiful. After a Phynix feeds on an affliction that has an effect, the Phynix can possibly absorb the effect or experience the power for a limited amount of time. Phynix can still eat and taste normal foods, however, it is nothing more than a luxury.
Aside from the harmless fire inside their bodies, Phynix can morph their arms to be bigger or change shape to fight enemies. They can even turn their fire incredibly hot or cold to protect themselves. If a Phynix is injured, its body breaks away like stone despite its form being soft. If they are completely decapitated, the body will reform where the heart would be located. You can keep a Phynix in this broken form if you seal the heart away in an airtight container. Phynix do not have blood, but rather their "soul fire" may spill out their wounds.Â
A Place in Elyxium?
Phynix are extraordinarily rare, so many beings do not understand or know of their existence. They are often viewed as some twisted form of an Aphex, or unknown subspecies. This means it is rather easy to merge into districts and with other Aphex. Phynix are just as intelligent, meaning it can often be easy for a Phynix to live a normal life albeit the hunger to feast on magic.ÂÂ
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Soul Lore
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Phynix contains souls, shown as their "soul fire".Â
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Traits
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Subtype Overview
- Parent Species: Aphex
- Height: Unknown
- Avg Lifespan: Unknown
- World Standing: Unknown
Blessings
- No blessings listed.
Blights
- No blights listed.
Subtype Aspect - Unknown
No subtype aspect listed.
Base Stats
Diet
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Trajen draw in energy from the sun, similar to Aphex. They constantly need to be hydrated, so Trajen need to live in or close to bodies of water.Â
Height
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Trajen are the same size as regular Aphex.Â
Comparable chart.
Reproduction
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Just like Aphex, Trajen lay eggs, usually 1-2 commonly. These eggs are far more fragile, and suited for an aquatic environment.Â
Lore and Information
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​Trajen are a mysterious race of Aphex that live primarily in water. It is almost unheard of to see these Aphex roam far from the beaches due to the inability to survive without moisture on their skin. Just like other ocean dwelling mammals, a Trajen can become sick when their coat completely dries out. Like normal Aphex, Trajen do not have mouths and do not need to eat, but must return to the surface to bathe in the sunlight. They are the same size as the average Aphex, but their limbs are much more thin and fragile. Trajen use a unique style of communication, most commonly infrasonic sound accompanied by clicks and whistles. This language is rather complex, and with the lack of complex movements of their hands leaves a difficult language barrier between Aphex and Trajen. Some Aphex have taken to learning the Trajen's native "tongue" and can recreate their unique style of whistles even out of water.Â
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In order to turn an Aphex into a Trajen, you must use a Glass Shell.
Starts with +6 Agility
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Soul Lore
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Trajen are created and born with reborn souls straight from Alure, and this soul is released upon death as per normal.
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Traits
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Body Mutations
(Coming)
Aphex has feathers, they must be dropped or replaced with a trait of the same rarity. Same for Feathered wings, they must be changed to be appropriate for water. Trajen Aphex must kept their same patterns and traits (Slight alteration in the transformation is allowed). You may choose to keep/add fur if you'd like, typical Trajen can have any type ears.Â
When transformed these additional traits must be added.Â
Gills and legs are set as above, fins and tail can be personalized.Â
+ ScalesÂ
+ Fins
+ Gills (As pictured above)
+ Aquatic anatomyÂ
Tragen Anatomy|Special
- Optional Sensors on the head (Like a catfish etc. Does not need to be added) - For reference, below are the old trait sheets. Do not use these for future designs!
Old Trait Sheet
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Subtype Overview
- Parent Species: Dephx
- Height: Unknown
- Avg Lifespan: Unknown
- World Standing: Unknown
Blessings
- No blessings listed.
Blights
- No blights listed.
Subtype Aspect - Unknown
No subtype aspect listed.
Base Stats
Centeer are a exclusive sub-breed of Dephx, usually found deep underground. Centeer are very good diggers, and live in massive nests, usually alone. They do not posses the same ability to hover like normal Dephx, explaining their affinity to digging and nesting. Centeer have long tails, filled with poison. Their bite or sting can paralyze it's prey in seconds, however when it is used on other Dephx it slowly changes them into a Centeer if they survive the attack. Centeer are very territorial. They use the large horns on their heads to battle with other male Centeers for territory. Â
Centeer still prefer Aphex as their main source of prey, however they do not leave their nests very far so they usually snack on any animals they can get. In terms, Aphex can usually outrun a Dephx or fight back, but a Centeer can easily paralyze their prey in seconds, making them a constant fear for travelers alike.Â
​
Centeer can be found anywhere there is dirt, even in snowy areas, however this is exceptionally rare as snow often covers their burrow's exits. Centeer are horrible swimmers, so they usually avoid beaches or anywhere prone to flooding.Â
In order to turn a Dephx into a Centeer, you must use Centeer Poison on them.
Starts with +5 Strength, +3 Logic
Items

​When transforming your Dephx to a Centeer sub-species, the Dephx may lose some characteristics in the process.Â
During the transformation, your patterns must remain recognizable.Â
When transformed these additional traits must be added.Â
The tail can be short or long, but must have pincers at the end.
Fur can be added
Eye horns can be flexible like antenna.Â
+ Centeer anatomyÂ
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Subtype Overview
- Parent Species: Nadire
- Height: Unknown
- Avg Lifespan: Unknown
- World Standing: Unknown
Blessings
- No blessings listed.
Blights
- No blights listed.
Subtype Aspect - Unknown
No subtype aspect listed.
Base Stats
Lore and Information
-

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Sycokin are Nadires who have met an unfortunate fate with a rare parasite called Sycos. Sycos are a unique parasite perfectly adapted to meld with machinery and complicated electrical devices in the core of a Nadire. They have found that a Nadire's body provides the perfect host that requires little to no upkeep, meaning more food for the parasite itself. The longer they spend with the host body, the better they learn to control the machinery and can even create upgrades for their own body. During the adapting stage, the Nadire's body will undergo key changes to better suit the parasite, some of which require agility and defense resulting in hooves and cloth over more of the body. The parasites meld with the circuitry of the Nadire, combining the instincts of a living being and the mind of an AI. In a sense, the two become one, and in some cases the parasite can access the memory database of the Nadire and may begin to act similarly to the host before transition. Syco parasites can be a substitute for a cheaper version of becoming an Oniyx, but a far more risky procedure. Some parasites may accidentally tear Nadire's delicate hardware during the transition if under stressful conditions. Syco parasites can repair the body with organic material found in a Nadire's cosmetics, allowing for its alterations. Sycokin like to be constantly warm and will build on the host's cloth by producing their own, building upon the body similar to silkworms.Â
A Syco parasite's skin is like glass and is always black. Their glowing features can be any colour. They can eat any food but mostly enjoy meat. Acclimatizing to society can be difficult but not impossible for Sycokins, by using the wisdom of the Nadire the parasite can navigate languages, customs, and cultures with appropriate care and knowledge. With the intellect of a Nadire, Sycokin can be found in high-ranking roles and in technology-based jobs. Ohaso is a hot spot for Sycokins as these roles are abundant. Oniyx and Nadires often turn their noses up at Sycokins and usually have a negative prejudice formed from the parasitic nature of the symbiotic relationship.In order to turn your Nadire into a Sycokin, you must use a Syco Parasite.
Requirements of SubtypeÂStarts with +10 Agility
-Wing materials can be converted to sleeve material.Â
- Wings are a separate trait.
- Tail follows general Aphex rules.
- The Parasite must be black. Glow can be any colour.
-Anatomy as shown above.
+ Cloth can cover entire body.
+ Sycokin anatomy|Special
Old anatomyÂ
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Soul Lore
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Sycokin bodies contain souls from the parasite.
Subtype Overview
- Parent Species: Kiku
- Height: Unknown
- Avg Lifespan: Unknown
- World Standing: Unknown
Blessings
- No blessings listed.
Blights
- No blights listed.
Subtype Aspect - Unknown
No subtype aspect listed.
Base Stats
Toku's are very large, horse sized beasts that roam large fields and mountains. Their legs are perfectly adapted for both running on uneven terrain and climbing sheer cliffs. Their legs end in tough pincers, perfect for gripping rocks and objects, but sturdy enough to walk on razor sharp rocks. Unlike Kikus, Tokus can not remove their masks. To eat, they can expand their mouths and allow their insides to wrap or hold an object to eat. These insides consist of black tentacles that have a sharp small mouth in the center. This means eating can take a long time, and Tokus are often found laying down for long periods of time to eat and digest their food.
Toku's naturally feast on animals, usually smaller creatures but they won't shy away from a challenge. Due to their incredible speed, Toku's can be quite scary when encountering one that is hostile. Toku can speak like Kikus can, but have a tendency to mimic sounds of previous victims to lure in their prey. Toku's mostly live in large areas of grass or along mountain edges where they can easily hide and stalk their prey.Â
Mythos
It chirps and whistles, i know it's close. It sounds just like Luke, I cant stand it.Â
Is it waiting for me to fight? To run? Or to just give up?Â
I don't know if it will ever leave me alone, but if i cant escape, i ain't going down without a fight.Â
Starts with +2 Agility, 3+ LogicÂ
Items

When transforming your Kiku to a Toku sub-species, the Kiku may lose some characteristics in the process.Â
During the transformation, your patterns must remain recognizable.Â
Fur should loosely follow the guide above.Â
The Kiku will lose the large gaps in it's mouth.
The teeth will transfer the same design to the Toku's teeth design. (The one above showing normal teeth)
Some mouth designs can still be applied such as double.
When transformed these additional traits must be added.Â
+ Toku anatomyÂ
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Subtype Overview
- Parent Species: Xeode
- Height: Unknown
- Avg Lifespan: Unknown
- World Standing: Unknown
Blessings
- No blessings listed.
Blights
- No blights listed.
Subtype Aspect - Unknown
No subtype aspect listed.
Base Stats
Xi'rune are exceptionally rare forms of Xeodes that hold more magical power than their counterparts. When forming in their seeds, they can carry over the essence of stronger afflictions, changing their forms and abilities. One of the most noticeable changes is their anatomy, sacrificing their sturdy forms into one that is more agile and graceful. Along with this change, their tusks are twisted into horns that can vary from any size, also accompanied by an extra growth in the middle of the head. This horn is the conductor of their base magic which allows them to pick up items around them to compensate for the lack of digits.
Another impressive addition a Xi'rune has is its stronger affliction status. Instead of tame class afflictions, they are born with an alert class, making them much more powerful and respected by other species for this known fact. Just like normal Xeodes, they do not have a strong recollection of their past life and thus are still outcasted by many species.
In order to turn a Xeode into an Xi'rune, you must use an Afflicted Soul Seed.
Starts with +3 Agility
Starts with Alert affliction. (Tame affliction must change to alert class.)
Items
​When transforming your Xeode to a Xi'rune sub-species, the Xeode may lose some characteristics in the process.Â
During the transformation, your patterns must remain recognizable.Â
Anatomy should follow the guide above.Â
Ears can be added along with different basic tails.
Xeode horn traits are lost and should be turned in or used on another trait.
When transformed these additional traits must be added.Â
Horns on the head should be placed like the example above. Style can be any sort.
Need hooves.Â
+ Xi'rune anatomy | Special
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Subtype Overview
- Parent Species: Vikai
- Height: Unknown
- Avg Lifespan: Unknown
- World Standing: Unknown
Blessings
- No blessings listed.
Blights
- No blights listed.
Subtype Aspect - Unknown
No subtype aspect listed.
Base Stats
Subtype Overview
- Parent Species: Vikai
- Height: Unknown
- Avg Lifespan: Unknown
- World Standing: Unknown
Blessings
- No blessings listed.
Blights
- No blights listed.
Subtype Aspect - Unknown
No subtype aspect listed.
Base Stats
Subtype Overview
- Parent Species: Vikai
- Height: Unknown
- Avg Lifespan: Unknown
- World Standing: Unknown
Blessings
- No blessings listed.
Blights
- No blights listed.
Subtype Aspect - Unknown
No subtype aspect listed.
Base Stats
Subtype Overview
- Parent Species: Vikai
- Height: Unknown
- Avg Lifespan: Unknown
- World Standing: Unknown
Blessings
- No blessings listed.
Blights
- No blights listed.
Subtype Aspect - Unknown
No subtype aspect listed.
Base Stats
Subtype Overview
- Parent Species: Aphex
- Height: Unknown
- Avg Lifespan: Unknown
- World Standing: Unknown
Blessings
- No blessings listed.
Blights
- No blights listed.
Subtype Aspect - Unknown
No subtype aspect listed.
Base Stats
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Diet
-
Ascendants can eat any edible foods or items. They generally enjoy fruits and pleasant flavors.Â
Height
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Ascendants can vary drastically in size, ranging from 2 meters long to 15 meters long, mostly dependant on age.
Reproduction
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Ascendants have a small chance to conceive if they find a mate, however, due to their rarity, it has never been documented.
Lore and Information
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Ascended are incredibly rare god-like beings. These beings are created when an Aphex of strong emotion returns to the earth and is transformed into an Ascended, similar to the process for a Xeode. It takes hundreds of years for an Ascended to reach a god-like level, which explains the rarity of sightings. These beings, once fully grown, can reach massive sizes. The Ascended are, in simplest forms, hibernating stars, and carry a stone-like orb throughout their entire lives, which is the source of their power. Once they are fully grown they can contain a mass of abilities. If their stone is broken, the being will die. Ascended are very vulnerable during their development stages, and require protection and guidance. They usually hatch alone, and the chances of an Ascended finding another Ascended or passive being are so slim that many perish in their earliest stages.Â
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Soul Lore
-
Ascendants have normal souls, however, these do not weaken or deteriorate despite the soul's age.
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Traits
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Aphex Traits (Where Applicable)
Basic Trait Sheet
Bonus Pack #1
Physical Requirements
The Stone in the chest must match their "flames/Smoke". The smoke should be one main defined colour but can have slight/soft gradients. The sclera (whites of the eyes) must be black or dark and the basic eye is a slit but can be changed with traits. Â The stone can be gradients/patterns/sparkly etc but this must be reflected in their magic (Flames/Smoke). Wings can be small or large but follow the anatomy shown on the sheet. The smoke can be manipulated into odd shapes and resemble creatures around the Ascended. It does not need to be obvious, but the Ascended is covered in "sensors/vents" that expel their magic. Flames/smoke do not have to be present 24/7 or on the masterlist entries but the colour would be assumed by their stone.
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Ascended Stages
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Due to being gods, Ascended advance in stages to depict their story or survival and to cement their place in the world of Elyxium. You will be required to draw a prompt each time your Ascended has leveled up, and when submitting your prompts ensure you have the minimum XP in their bank to advance. Once the prompt has been approved, submit the next stage design as a redesign with the approved prompt in the comments.

Stage 1: Egg
The egg stage. The egg must represent the Ascendants stone. Must be in a spiral shape. These stones are crystal in nature and can be transparent to opaque.Â
(Submit your egg design as your stage 1 character image. You will be able to alter the colours in future redesigns. You are free to colour-shift the image above as your egg.
XP Needed in bank for age up: 0XP
Prompt:
Draw your egg design in the location or place where it will hatch. What is its environment? Is it harsh? Has your Ascended been adopted by a traveling family?
Artwork requires the egg in full view, and at least a simple scenic background. -
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Stage 2: Hatchling
In this stage Ascended are blind. They use most of their energy burrowing out the ground. They are always hungry and often like to sleep and can fall asleep on the spot. They can not hear very well, leaving them quite vulnerable. Their sensors can not emit their magic until stage 4 (fire/smoke).Â
(Submit your baby design as your stage 2 character image. The stone's colour should be derived from the previous stage if not redesigned.
XP Needed in bank for age up: 200XP
Prompt:
Now that your egg has hatched, how will your Ascended survive in this harsh world? Are they alone to scavenge for themselves? Do they spend most of their hatchling stage in the burrow? Do they have a safe place and a caring hand to guide them?
Artwork requires at least halfbody, and at least a simple scenic background.Â
Stage 3: Fletchling
Fletching Ascended has finally opened their eyes and wants to play and test their strength! They are very friendly and love to explore and meet others at this stage. Their bodies are still quite small, so they need to be cared for. This is the borderline of their independence.
(Submit your youngling design as your stage 3 character image. The colour should be derived from the previous stage if not redesigned.Â
XP Needed in bank for age up: 500XP
Prompt:
Your Ascended has survived to reach the Fletching stage! They have finally grown curious about the world and their place in it. Draw your Ascended finding a new skill or hobby it enjoys, or facing a challenge or situation they must overcome to mature.
Artwork requires at least halfbody, and at least a simple scenic background.Â
Stage 4:Sub-Adult
An Ascended finally gains their wisdom and magical abilities. They do not have full control, but slowly start to build their skills. Their magic starts to spill from their sensors and they begin to show off their soul colours. Their magic smoke should only be around 0-30% of their full design and can not be any defined shapes yet. Their wings at this point can not carry their body without magical help and should be small. At this point, a few magical powers begin to emerge.Â
-Alert Affliction: Ascended Ability: Healing abilities, especially against other afflictions.
-Alert Affliction: Ascended Ability: Very small hovering abilities.Â
-Alert Affliction: Ascended Ability: Alert Affliction (User's choice. Locked to this character).Â
Wisdom +5
Magic +10
(Submit your adolescent design as your stage 4 character image. The colour should be derived from the previous stage if not redesigned.)
XP Needed in bank for age up: 1000XP
Prompt:
What a beauty to behold! Your Ascended has finally gained its abilities and is on the journey to its full potential. During this stage Ascended have trouble controlling their powers, and develop unique ones usually inspired by their skills or interests. Draw your Ascended practicing or using their magic, or finding our their own unique alert affliction.
Artwork requires at least halfbody, and at least a simple scenic background.Â
Stage 5: Adult
Ascended have fully formed their abilities, but their body still has time to grow. Their magic spills out, but can of course be controlled and manipulated to suit the Ascendant's aesthetics. Their magic smoke can be around 0-80% of their full design and can take the form of many different types of shapes, even splitting off into creatures around the Ascended. Their smoke is harmless and is not a viable weapon.Â
-Alert Affliction: Ascended Ability: Able to hover to great heights. (Upgraded)
(Submit your adult design as your stage 5 character image. It is not necassary to update your character at this point if you are happy with the previous design's appearance. The colour should be derived from the previous stage if not redesigned.)
Magic +10
Subtype Overview
- Parent Species: Vikai
- Height: Unknown
- Avg Lifespan: Unknown
- World Standing: Unknown
Blessings
- No blessings listed.
Blights
- No blights listed.
Subtype Aspect - Unknown
No subtype aspect listed.
Base Stats
Lore
Dragon Vikai are a very rare and diverse subspecies of Vikai. They have a range of abilities and can are widely adapted to suit all types of terrain. These Vikai are born with a single elemental ability, which can be diverse and unique to the Vikai. They control this element by breathing it or controlling it with their horn. Common examples are air, fire and land but can be unique such as acid, darkness and ice. Aside from their one elemental ability, they can also hover as a form of transport, many depict that these Vikai "slither" in the air like snakes to propel themselves forward.Â
You will need a Scorched Egg to turn your Vikai into a Dragon Vikai
Dragon Vikai have 5 Agility and 5 Magic
Requires the same food as per normal Vikai
Sky/Battle/Magic
Dragon Vikai
Requirements:
Slit Eyes.Â
Anatomy that matches the one above.
Maw or teeth can be any style.
Tail can be furry or hairless in any basic style. (No scorpions etc)Â
At least 1 horn on the head to control their element. (Any style)
Can Add:
Horns/Spikes
Extra Eyes
Fur
Feathers
Scales
Gills
Any Physical WingsÂ
Mineral Growth
Can be the sized pictured to Fae Vikai Sized.Â
Subtype Overview
- Parent Species: Kiku
- Height: Unknown
- Avg Lifespan: Unknown
- World Standing: Unknown
Blessings
- No blessings listed.
Blights
- No blights listed.
Subtype Aspect - Unknown
No subtype aspect listed.
Base Stats
Kackles are a sub-species of Kiku that are rather common among their kind. Seen as more of a "genetically mutated" strain, they often excel at abilities normal Kikus may be weak at. Rather than strong stocky legs, Kackles have thin almost human-like limbs that allow them to run at great speeds. They use their agility to catch small fast prey. A major defining mutation to the Kackle is their unusual method for gaining colors. When born, they only possess black coats with white masks. As they grow and hunt, they slowly gain the colours from the creatures they eat that soon merge to create a defined coat for the Kackle. Many creatures of Elyxium have colourful patterns, allowing Kackles to come in all shades of the rainbow.Â
MYTHOS
This time, get it right.
Starts with Agility+10
When transforming your Kiku to a Kackle sub-species, the Kiku may lose some characteristics in the process.Â
During the transformation, your patterns must remain recognizable.Â
Fur can be added as per normal rules.
Tail can be any normal Kiku tail.
The second mouth can have any teeth/lip line.Â
When transformed these additional traits must be added.Â
+ Kackle anatomyÂ
Subtype Overview
- Parent Species: Dephx
- Height: Unknown
- Avg Lifespan: Unknown
- World Standing: Unknown
Blessings
- No blessings listed.
Blights
- No blights listed.
Subtype Aspect - Unknown
No subtype aspect listed.
Base Stats
Subtype Overview
- Parent Species: Aphex
- Height: Unknown
- Avg Lifespan: Unknown
- World Standing: Unknown
Blessings
- No blessings listed.
Blights
- No blights listed.
Subtype Aspect - Unknown
No subtype aspect listed.
Base Stats
Defects are human traits mixed with various species. These can include Aphex, Dephx, Kiku and Nadires. These are considered the rarest of any subspecies.Â
Defects are only available through Cryptickoi Adopts/customs or special events.Â
Subtype Overview
- Parent Species: Nadire
- Height: Unknown
- Avg Lifespan: Unknown
- World Standing: Unknown
Blessings
- No blessings listed.
Blights
- No blights listed.
Subtype Aspect - Unknown
No subtype aspect listed.
Base Stats
Subtype Overview
- Parent Species: Kiku
- Height: Unknown
- Avg Lifespan: Unknown
- World Standing: Unknown
Blessings
- No blessings listed.
Blights
- No blights listed.
Subtype Aspect - Unknown
No subtype aspect listed.
Base Stats
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