# Introduction
**Taxonomical Attributes** describe an entity's biological makeup. There are several primary biological families, as well as biological modifiers that can further describe how entities specialize. While the amount of applicable families and modifiers vary, depending on the entity in question, all entities have a minimum of one taxonomical family.
# Taxonomical Families
- **Celestial** - Strong logical essence
- **Chthonic** - Strong elemental essence
- **Construct** - An artificial being
- **Draconic** - Beings of dragon heritage
- **Nex** - Strong resilient essence
- **Samsaric** - Strong cyclical essence
- **Sylvan** - Strong resonant essence
# Taxonomical Modifiers
Creatures that have adapted to an element are immune to afflictions based on the element and resist damage based on that element.
- **Aerial** - Adapted to Air
- **Aquatic** - Adapted to Water
- **Arcane** - Adapted to Mana
- **Beast** - Mammalian entities, usually with fur, claws, and teeth
- **Boreal** - Adapted to Ice
- **Dire** - Apex predators, unusually powerful
- **Earthen** - Adapted to Stone and Earth
- **Ethereal** - Adapted to Aether
- **Electric** - Adapted to high voltage
- **Elysian** - Adapted to Elysia
- **Floral** - Plant-life entities
- **Folk** - Any entity that is a fully realized conscious person
- **Fungal** - Fungus entities
- **Giant** - Large entities with greater than average mass
- **Minish** - Small entities with lesser than average mass
- **Noxious** - Adapted to Miasma, poisons
- **Petric** - Adapted to Magnus/Nether
- **Photonic** - Adapted to Light
- **Reptilian** - Cold-blooded, scaly entities
- **Sonic** - Adapted to Sound
- **Temporal** - Adapted to Chronos
- **Ungulate** - Hooved entities
- **Vermin** - Measly entities, such as rats, bugs, and parasites
- **Vestial** - Adapted to Fire