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Overview & Notes[]

The source for the data below is DARKLAND.ENM. Every hostile creature comes from a template defined in this file. Human foes in particular will have a screen name based on the encounter context, such as "Castle Guard," but castle guards could vary in strength from any one of the five Sergeant* templates (see the Sergeants section below) from which this kind of enemy is rolled.

Knowing thine Enemy
  • Human opponents' bare essentials— Armor Thickness and Weapon Penetration— are readily surmised by bringing up the enemy info (E key) in battle and looking at what armor and weapons they are carrying.
  • Non-human foes usually have "natural armor" and a "natural weapon" that get rated in Basic and Normal difficulty when looking at the enemy info (E), but are otherwise impossible to tell. The Thickness, Penetration, and Damage specs for natural equipment shown in this article are nothing but a shameless plagiarism of the data published in the Cluebook. They do not appear to be defined in DARKLAND.ENM.
  • In every template, the combat attributes, End, Str, and Agl, are uniquely-defined. The individual's melee weapon skills, WEdg, WImp, WFll, and WPol, are set to one (same) value, and the ranged skills WBow, WThr, and WMsD are set to another value. Stats not relevant to combat are all trivially set to 20.
  • The "Rating" line in the tables below is taken from a mysterious byte (offset 0x2E in each template). This number progresses in a way that suggests it's involved in the process of generating an enemy group. As the party gets stronger, the strength and number of randomly-generated opponents does indeed creep upwards, whereas all the templates with a rating of 20 are preset; however, this matter is still only guesswork.
Notes on Ranged Enemies
  • Party members' ranged skills impose a limitation on whether they have a clear shot at the enemy through objects encroaching on their line-of-sight bead.
  • Enemy archers' and potion-throwers' line-of-sight is not subjected to this skill-imposed limitation. Of course, enemy archers must still overcome the party members' evasion odds with their WBow skill to determine whether they actually hit, as normal.
  • Some foes have potions or potion-like abilities technically reliant on WThr, but these always hit once launched— so even where this skill is defined, it is never checked.


Humans[]

Bandits[]

Instances
Bandit, Pirate, Brigand, Follower, Villager
Artwork
EBandit EBanditW
Template Bandit1 Bandit2 Bandit3
Rating 8 10 12
End 16 20 25
Str 15 17 20
Agl 20 20 20
WEdg, WImp 20 30 40
Armor V:Lthr 20q V:Lthr 22q V:Lthr 25q
L:Cloth 20q L:Padded 22q L:Lthr 25q
Weapon Club 15q
Falchion 15q
Club 20q
Falchion 20q
Club 25q
LngSword 25q

These represent hoodlums with no military training, and are found in easy city, overland, and boat encounters, and in the main quest as Followers and deranged Villagers. Brigands are the bottom-rung thralls of a Raubritter. Groups outside cities may be led by a markedly stronger individual, such as a Brigand Sgt, or even a Robber Capt.

Since these three types have no shields, they have a small penalty avoiding blows in melee and at range. Also, a weapon with 2 Penetration will deal full damage to them, and wearing armor with 4 Thickness will normally prevent them from doing any significant damage to a party member. The game will favor the full leather-clad Bandit3 as the party gets more powerful, but these encounters will remain an easy source of weapons training and spare change.


Mercenaries[]

Instances
Mercenary, Brigand Sgt, Henchman
Artwork
EMercenary EMercenaryAxe
Template Mercnry1 Mercnry2 Mercnry3 Mercnry4 Mercnry5
Rating 9 11 13 15 15
End 14 18 24 32 42
Str 12 14 18 24 32
Agl 20 22 24 26 28
Melee Skill 25 35 45 55 65
Armor V:Lthr 25q V:StLthr 25q V:Curbli 25q V:Scale 25q V:Brgdn 25q
L:Padded 25q L:Lthr 25q L:StLthr 25q L:StLthr 25q L:Scale 25q
Shield SmlShield 25q SmlShield 25q MdmShield 25q MdmShield 25q LrgShield 25q
Weapon Hnd Axe 25q
Mace 25q
Falchion 25q
Hnd Axe 25q
Mace 25q
LngSword 25q

These mercenary templates vary a great deal in strength. The first type is a pushover. A large group of the fifth type, with its high skill, endurance, metal armor, shield, and a powerful captain, is a force to be reckoned with. Enemy info (E key) will reveal exactly which type is on the battlefield, because each one's armor is different.

Long employment gaps for Mercenaries in the Empire are apparently the reason why the "mercenary-turned-bandit" encounters happen with such tiresome regularity. A Raubritter Castle garrisons Brigand Sgts.


Guards[]

Instances
Guard, Schulz
Artwork
EGuardBlue EGuardGreen EGuardGrey EGuardRed EGuardTan EGuardTeal
Template Guard1 Guard2 Guard3 Guard4 Guard5
Rating 10 11 12 13 14
End 16 20 24 28 32
Str 12 15 18 21 24
Agl 20 22 24 26 28
WEdg 18 24 30 36 40
Armor V:Scale 25q V:Scale 25q V:Scale 25q V:Brgdn 25q V:Brgdn 25q
L:Padded 25q L:Padded 25q L:Padded 25q L:StLthr 25q L:StLthr 25q
Shield     SmlShield 25q SmlShield 25q SmlShield 25q
Weapon Falchion 20q Falchion 24q ShrSword 27q
LngSword 27q
ShrSword 28q
LngSword 28q
ShrSword 30q
LngSword 30q

These templates are guardsmen of low or no formal rank, all carrying swords. The lowest grades seem to be genuinely decrepit people. The highest ones have good-quality gear.

Encountering Guards is uncommon unless the party makes a point of attacking city watchmen, and winning those encounters erodes the party's legal standing. There is an instance of Guards encountered overland in the party of a hostile Alchemist, and these ones' equipment will have chemically-enhanced Thickness and Penetration values. The Schulz in some hamlets may be confronted in the course of the main quest.


Sergeants[]

Instances
Castle Guard, Sergeant, Huntsman, Archer
Artwork
ESergeantBlueBow ESergeantBrown ESergeantGold ESergeantGreen ESergeantGrey ESergeantRed
Template Sergeant1 Sergeant2 Sergeant3 Sergeant4 Sergeant5
Rating 12 13 14 15 16
End 22 26 30 34 38
Str 16 19 22 25 28
Agl 20 22 24 26 28
WEdg, WPol 20 28 36 44 52
WBow 20 28 36 44 52
Armor V:Scale 25q V:Scale 25q V:Scale 25q V:Brgdn 25q V:Brgdn 25q
L:Padded 25q L:Padded 25q L:Padded 25q L:StLthr 25q L:StLthr 25q
Shield MdmShield 25q MdmShield 25q MdmShield 25q MdmShield 25q MdmShield 25q
Weapon Batl Axe 25q
LngSword 25q
Halberd 25q
Lng Spr 25q
Batl Axe 25q
LngSword 25q
Halberd 25q
Pike 25q
Missile Sht Bow 25q Sht Bow 25q
Lng Bow 25q

These regulars wield a variety of heavy melee weapons, and they can also draw bows. Be careful of longbowmen in particular, since this weapon's Penetration matches plate. Bowmen frequently move around on the battlefield in an attempt to get a bead on a party member. A high-penetration weapon swap may be a good idea against the stronger types of sergeants.

Sergeants may be found leading weaker bandit parties overland and city guard detachments intown; Archers are in a difficult ambush encounter, and Castle Guards are obviously stationed in castles (but not Raubritters' castles).


Captains[]

Instances
Robber Capt, Zealot
Artwork
ECaptainBrown ECaptainGold ECaptainGreen ECaptainGrey ECaptainRedW
Template GrayExPC1 GrayExPC2 GrayExPC3
Rating 17 17 17
End 30 32 40
Str 30 32 40
Agl 30 30 30
WEdg 75 85 95
Armor V:Scale 25q
L:StLthr 25q
Shield SmlShield 25q MdmShield 25q LrgShield 25q
Weapon LngSword 25q

A Robber Capt is a lightly-armored but extremely proficient swordsman conforming to any one of the three types above, found leading random bandit parties overland. Their skill ratings give them very favorable block and strike rates until they are surrounded. The size of the shield reveals which type was rolled.

The Zealots are a big gang of GrayExPC3 guarding the Demon Prince of the Fortress Monastery. Their swords and armor are enchanted. If the party is unable to bottleneck them, the encounter could be catastrophic.


Knights[]

Instances
Castle Lord, Knight, Evil Knight, Raubritter
Artwork
EKnightGreen EKnightPurple EKnightRedW
Template Knight1 Knight2 Knight3
Rating 15 16 17
End 27 35 43
Str 23 30 37
Agl 25 25 25
WEdg 50 65 80
Armor V:Brgdn 25q V:Brgdn 28q V:Plate 30q
L:Scale 25q L:Chain 28q L:Chain 30q
Weapon 2H Sword 25q 2H Sword 30q 2H Sword 35q

These are nobles with heavy armor and two-handers, surrounded by retainers. Their encounter contexts are generally difficult.

Raubritters can be rolled either from these types or from the TinKnight* types described next. Raubritters command either bandits or mercenary-types, and Castle Lords will always be accompanied by sergeant-type Castle Guards. The Evil Knight appears to be a unique individual residing in the Fortress Monastery, commanding acolytes.

A battle with several Knights at once, plus Guards, may happen in a couple specific overland encounters.


Tin Knights[]

Instances
Captain, Raubritter, Dark Knight
Artwork
EKnightArmoredW
Template TinKnight1 TinKnight2
Rating 16 17
End 30 40
Str 25 35
Agl 16 16
WEdg 60 80
Armor V:Plate 25q V:Plate 30q
L:Plate 25q L:Plate 30q
Shield MdmShield 25q MdmShield 30q
Weapon LngSword 25q LngSword 30q

While similar to the Knights, the TinKnight types possess full plate and shields, augmenting their defense. Ideally, the party should use either Great Hammers or the slow, vulnerable spot attack mode (V key) on them. It goes without saying that these are hard enemies.

Captains lead some random bandit groups when the party is powerful. Raubritters are sometimes these instead of a Knight. The Dark Knights are a group of four TinKnight2 in the Fortress Monastery. Their armor and weapons are enchanted; the party should do likewise to their gear and be ready to blow through healing potions.


Alchemists[]

Instances
Alchemist, Kobold King
Artwork
EAlchemistBlue EAlchemistRed
Template EvilAlch1 EvilAlch2
Rating 10 15
End 20 26
Str 18 24
Agl 25 25
WEdg 15 35
WThr 45 60
Armor V:Padded 25q V:StLthr 25q
L:Padded 25q L:Padded 25q
Weapon Dagger 25q Dagger 25q
Missile 6 Nox Aroma 25q
6 Eyeburn 25q
6 Fleadust 25q
5 EaterWatr 25q
5 BrthODth 25q
6 Sunburst 25q
5 Thundrblt 25q
5 ArabFire 25q
6 Stone-tar 25q
6 Nox Aroma 35q
6 Eyeburn 35q
6 Fleadust 35q
6 EaterWatr 35q
6 BrthODth 35q
6 Sunburst 35q
6 Thundrblt 35q
6 ArabFire 35q
6 Stone-tar 35q

Predictably, Alchemists will attempt to hurl potions at the party. EvilAlch1 has 25q formulas, and EvilAlch2 knows 35q formulas.

Potions cannot be identified mid-air, and there is a chance the incoming ordnance is something that will permanently damage a character's armor (Eater Water, Thunderbolt, or Arabian Fire) unless it is de-equipped.

Like enemy archers, enemy alchemists do not need to make a WThr skill check when determining line-of-sight through their own teammates or nearby obstructions. They might be able to target a party member while not themselves being a viable ranged target.

Yet unlike enemy archers, alchemists will not normally move around to get a bead on the party. If they stay put for long enough without throwing a potion, they will visibly brandish their dagger, and from this moment will no longer attempt to throw anything, making the encounter much less tricky.

Hostile Alchemists, always of the first type, can be encountered overland. The Kobold King is no kobold at all, but some lunatic found inciting the kobolds during one of the Mine crisis scenarios. The EvilAlch2 type is used for a notorious battle against four alchemists at once in an obstruction-free arena in Baphomet's Citadel. Bringing a total shutdown like Sunburst can help.


Monks[]

Instances
Monk, Leader, Evil Monk, Friar
Artwork
EMonkBlue EMonkGrey EMonkRed
Template Monk1 Monk2 Monk3
Rating 14 16 18
End 26 29 32
Str 22 24 26
Agl 23 25 27
WPol 40 45 50
WThr 20 30 40
Armor V:Padded 25q V:Padded 25q V:Lthr 25q
L:Cloth 25q L:Padded 25q L:Padded 25q
Weapon Qtr Stf 25q
Missile 6 Sunburst 25q 7 Sunburst 25q 8 Sunburst 25q

Hostile monks are found in isolated situations during the main quest. They may possess 25q Sunburst potions depending on the context. They also bestow enchantments on their quarterstaves or their allies' weapons; the active effects appear to be increased penetration and quality.


Blond Witch[]

Instances
Witch
Artwork
EWitchBlonde
Template BlondExPC
Rating 17
End 30
Str 27
Agl 35
Wedg 50
WThr 55
Armor V:Lthr 25q
L:Lthr 25q
Weapon Falchion 25q
Missile 2 Nox Aroma 25q
3 EaterWatr 25q
3 BrthODth 25q
3 Sunburst 25q
3 Thundrblt 25q
2 ArabFire 25q

If the party makes a habit of traveling through forest tiles overland, an encounter with a Witch in her "modest sod hut" might set the main quest in motion. She will have Wolf familiars with her. Her potion selection is large and can harm both health and armor, potentially. As a potioneer, her combat behavior is the same as the Alchemist, above.


Witch Cultist[]

Instances
Cultist, Acolyte
Artwork
ECultistW
Template WCultist1 WCultist2 WCultist3
Rating 14 16 18
End 22 25 30
Str 21 25 30
Agl 20 25 30
WFll 25 30 40
Armor V:Padded 25q V:Curbli 25q V:Curbli 25q
L:Cloth 25q L:Padded 25q L:Padded 25q
Weapon MilFlail 25q MilFlail 25q MilFlail 25q

Cultists may turn hostile on various occasions during a Witch Sabbat. They are not soldiers, but they are focused and numerous. Considering the size of the battles they are involved in, it's worth emphasizing from the data above that their armor Thickness rating is only 0 to 2, and their weapons' Penetration is 4.


High Witch[]

Instances
High Witch, Acolyte
Artwork
EHighWitch
Template HiWitch1 HiWitch2
Rating 17 17
End 26 35
Str 23 33
Agl 30 35
WPol 45 55
WThr 60 80
Armor V:Padded 25q V:Lthr 25q
L:Padded 25q L:Padded 25q
Weapon Qtr Stf 40q Qtr Stf 40q
Missile 6 Nox Aroma 25q
6 Fleadust 25q
6 Stone-tar 25q
6 Nox Aroma 25q
6 Fleadust 25q
6 EaterWatr 25q
6 BrthODth 25q
6 Stone-tar 25q

A High Witch engages the party in back-to-back battles at the end of a Witch Sabbat, and throws spells (which are functionally potions) at the party with his staff. His combat behavior pattern is the same as the Alchemist. Shooting him down to halt the stream of spells is made difficult by the numerous Cultists charging towards the party.

An Acolyte of this kind is found in the templars' monastery.


Templars[]

Instances
Templar, Preceptor
Artwork
ETemplar ETemplarPot
Template Templar1 Templar2 Templar3
Rating 15 16 17
End 25 38 50
Str 33 35 40
Agl 20 20 50
WEdg 50 70 90
WThr 50
Armor V:Brgdn 25q V:Plate 30q V:Plate 55q
L:Chain 25q L:Chain 30q L:Plate 55q
Shield LrgShield 25q LrgShield 30q LrgShield 55q
Weapon 2H Sword 25q 2H Sword 35q 2H Sword 99q
Missile 4 Nox Aroma 25q 4 Nox Aroma 25q
2 EaterWatr 25q

The Templars are a monastic order that has been bent to devil worship. Its members are veteran knights. The first two types listed are the Fortress Monastery garrison, and will usually be operating in units of five or more individuals. Holding their teams off at doorways and corridors is a good idea. Some groups of Templar2 lob Noxious Aroma at the party.

The third type, the order's Preceptor, is the strongest human NPC. The party has the advantage of finding him alone and in close quarters, and he has some fine equipment— though, his two-hander loses its satanic power after his passing.


Creatures[]

Wolf[]

Artwork
EWolf EWolf
Template Wolf
Rating 10
End 25
Str 20
Agl 40
Melee Skill 28
Armor Natrl Armr 25q
1 Thick
Weapon Natrl Weapn 25q
2 Pen, 10 Dmg

Wolves invariably move in packs and can cover ground a great deal faster than humans, which means that attempting a battlescape edge retreat (X) will be very painful. Quantity and speed are their only strengths, however.

New parties should not travel overland until they are confident about being able to handle these rather frequent encounters, as well as those with Boars, below.


Boar[]

Artwork
EBoar
Template Boar
Rating 18
End 45
Str 42
Agl 8
Melee Skill 30
Armor Natrl Armr 25q
2 Thick
Weapon Natrl Weapn 25q
4 Pen, 13 Dmg

Boars are tougher than Wolves, but otherwise represent a similar sort of encounter. They are too fast to allow much time for arrow fire; so that in spite of their powerful tusks, their chief weakness is poor melee skill.


Bear[]

Artwork
EBear
Template Bear
Rating 15
End 55
Str 55
Agl 21
Melee Skill 45
Armor Natrl Armr 25q
1 Thick
Weapon Natrl Weapn 25q
5 Pen, 9 Dmg

Bears have formidable attack and health ratings. These animals are never randomly encountered; they only appear in big dungeons.


Giant Spider[]

Artwork
ESpider
Template BigSpider
Rating 16
End 35
Str 25
Agl 25
Melee Skill 45
WThr 99
Armor Natrl Armr 25q
4 Thick
Weapon Natrl Weapn 25q
2 Pen, 13 Dmg
Missile ∞ Stone-tar 25q

Lurking in dark, wild places, a supernatural Spider may appear alone or in groups. It has a tough carapace, but its attacks can be stopped by equipping a tough carapace of your own. Spiders begin with a melee charge, almost never using their Stone Tar-equivalent ranged snare.


Schrat[]

Artwork
ESchrat
Template Schrat
Rating 13
End 45
Str 45
Agl 25
Melee Skill 40
Armor Natrl Armr 25q
1 Thick
Weapon Natrl Weapn 25q
5 Pen, 10 Dmg

This is a huge, hairy demihuman with an unpredictable temperament. Troops of Schrats may be encountered in wilderness overland map tiles (not that this is a frequent occasion at all), and their giant cudgels could mean serious trouble unless everyone has a high melee skill attainment. In that case, the Schrats' own middling skills will prevent their swings from connecting very often.


Tatzelwurm[]

Artwork
ETatzelwurm
Template Tatzlwurm
Rating 13
End 50
Str 47
Agl 65
Melee Skill 68
Armor Natrl Armr 33q
3 Thick
Weapon Natrl Weapn 25q
2 Pen, 14 Dmg

Stories of Tatzelwurms might come from Alpine folk memory of extinct large animals. It is a durable creature that can evade missiles. Be advised that it can quickly tear a leather-clad human to ribbons, but metal armor will force it into a slow attack stance.


Hellhound[]

Artwork
EHellHound EHellHound
Template HellHound
Rating 18
End 40
Str 40
Agl 50
Melee Skill 55
Armor Natrl Armr 40q
3 Thick
Weapon Natrl Weapn 25q
2 Pen, 14 Dmg

A Hellhound is a supernatural, pack-oriented hunting dog. It is fast and solidly built, its hide surpasses Scale Mail guildware, and it's immune to Noxious Aroma and Arabian Fire. Metal armor greatly reduces the danger it poses.


Wild Hunter[]

Artwork
EWildHunter
Template WildHuntr
Rating 20
End 90
Str 70
Agl 20
Melee Skill 75
Armor Natrl Armr 40q
3 Thick
Weapon Natrl Weapn 25q
6 Pen, 15 Dmg

The Wild Hunter is the immortal antagonist in the Wild Hunt encounter chain. Handling this solitary boss creature calls for one party member to buy time in parry stance (P) while everyone else flanks him with all-out attacks (B). Hardarmor may prove useful.


Dwarves[]

Instances
Dwarf, Dwarf Overseer
Artwork
EDwarf EDwarfPotioneer EDwarfOverseer
Template Dwarf1 Dwarf2 Dwrf Over
Rating 14 14 20
End 40 40 50
Str 40 40 40
Agl 10 10 10
WImp 50 50 70
WThr 50 55
Armor V:Chain 35q V:Chain 40q
L:Chain 35q L:Chain 40q
Weapon Maul 25q Maul 55q
Missile 4 Nox Aroma 25q
3 Thundrblt 25q
4 Stone-tar 25q
3 Nox Aroma 25q
2 Eyeburn 25q
3 Thundrblt 25q

Dwarves will be encountered in the depths of Mines. Dwarf warriors carry mauls, high-quality dwarven mail, and possibly potions to throw. One of the Mine scenarios brings the party into a showdown with a Dwarf Overseer and his subordinates. He is approximately 50 percent more grizzled than a standard Dwarf.


Kobolds[]

Artwork
EKobold
Template Kobold
Rating 16
End 15
Str 10
Agl 50
Melee Skill 40
Armor Natrl Armr 25q
0 Thick
Weapon Natrl Weapn 25q
5 Pen, 7 Dmg

A subterranean race enslaved by the dwarves, the Kobold is a pipsqueak threatening only through quantity. Be nonetheless aware of its miner's pick, which goes straight through Chain and Brigandine.


Gnomes[]

Instances
Gnome, Big Gnome
Artwork
EGnome EBigGnome
Template Gnome GiantGnom
Rating 18 20
End 50 60
Str 45 45
Agl 5 5
Melee Skill 20 40
Armor Natrl Armr 70q
0 Thick
Natrl Armr 80q
0 Thick
Weapon Natrl Weapn 35q
4 Pen, 11 Dmg
Natrl Weapn 45q
4 Pen, 11 Dmg

In Darklands, a Gnome is a deep subterranean creature best described as an earth elemental. Gnomes' natural armor is an interesting phenomenon: with 0 Thickness, it surrenders the Penetration check outright, and instead, it uses what is likely an overwhelming Quality check to reduce the magnitude of all incoming blows by a large integer.

Consisting of nothing but solid living rock, gnomes are immune to Noxious Aroma, Eyeburn, Fleadust, Arabian Fire, and Breath of Death.


Vulcan[]

Artwork
EVulcanWalk EVulcan EVulcanAttack
Template Vulcan
Rating 19
End 35
Str 30
Agl 40
Melee Skill 45
WThr 70
Armor Natrl Armr 75q
0 Thick
Weapon Natrl Weapn 25q
9 Pen, 10 Dmg
Missile ∞ ArabFire 25q

A Vulcan is a hellborn fire elemental encountered possibly in a Mine scenario and without fail in the Citadel. If you have not done so already, these battles are a good time to apply Firewall or beseech Saint Charity, Erasmus, Pantaleon, or Polycarp. Vulcans' natural armor utilizes the same damage-soaking mechanic as the Gnome, above. They throw fireballs while being immune to Sunburst and Arabian Fire themselves.


Skeletons[]

Artwork
ESkeleton
Template Skeleton1 Skeleton2
Rating 20 20
End 30 40
Str 30 40
Agl 40 40
WEdg 70 75
Armor Natrl Armr 25q
2 Thick
Weapon Batl Axe 20q

Skeleton revenants are found in quest-related dungeons where satanic power gathers. They are immune to Noxious Aroma, Eyeburn, Fleadust, and Breath of Death. Note their high melee skill in spite of having poor equipment.


Gargoyles[]

Artwork
EGargoyle
Template Gargoyle
Rating 13
End 29
Str 22
Agl 45
Melee Skill 50
Armor Natrl Armr 25q
3 Thick
Weapon Natrl Weapn 25q
3 Pen, 12 Dmg

First encountered in the game's intro cinematic, Gargoyles make later random appearances overland and in one of the Mine scenarios. While very fast and immune to Stone-tar (since they fly), they are entirely average fighters.


Demons[]

Artwork
EDemonRed EDemonGreen
Template DemonThA1 DemonThA2
Rating 17 17
End 55 70
Str 55 60
Agl 35 40
Melee Skill 35 45
WThr 40 40
Armor Natrl Armr 25q
2 Thick
Natrl Armr 30q
2 Thick
Weapon Natrl Weapn 25q
3 Pen, 15 Dmg
Natrl Weapn 35q
3 Pen, 15 Dmg
Missile 3 EaterWatr 25q
3 BrthODth 25q
3 EaterWatr 35q
3 BrthODth 35q

Demons inhabit and guard objectives the party will be dealing with in the course of the main quest.

All Demon encounters are with the second type, DemonThA2, unless they are weakened by prayers beforehand. They are immune to fire in either case. Demons are not known to use their acid-poison breath attacks. Instead, they fly in quickly for melee, which actually makes them rather anticlimactic opponents, their melee skill being roughly on par with Guards or Bandits.


Hell Locusts[]

Artwork
EHellLocust
Template DemonLcst
Rating 20
End 70
Str 70
Agl 50
Melee Skill 99
WThr 50
Armor Natrl Armr 25q
0 Thick
Weapon Natrl Weapn 25q
6 Pen, 3 Dmg
Missile 3 Eyeburn 25q
3 Sunburst 25q
3 Thundrblt 25q

Referencing the Locusts of Abaddon (Revelation 9:1-11), these swarms inhabit the Citadel. The peculiar nature of this enemy is expressed through attacks that penetrate all types of armor with absolute skill (99), though accumulating fatal damage from these little bites would be a very long process. The locusts occupy rather cramped rooms and will seldom use their ranged attacks.


Demon Lord[]

Artwork
EDemonLord
Template DemonPrn1 DemonPrn2
Rating 20 20
End 40 70
Str 45 70
Agl 30 50
Melee Skill 75 99
WThr 50 50
Armor Natrl Armr 50q
5 Thick
Natrl Armr 40q
6 Thick
Weapon Natrl Weapn 25q
5 Pen, 20 Dmg
Natrl Weapn 25q
6 Pen, 20 Dmg
Missile 3 Eyeburn 25q
3 Sunburst 25q
3 Thundrblt 25q

A lightning-shrouded demon boss, immune to fire, best addressed with shutdown potions and swarming tactics. DemonPrn2 guards the seals in the Fortress. DemonPrn1 is the weakened form of the Demon Lord if he is fleadusted beforehand, and is also a possible form taken by the builder of the Devil's Bridge if the party is very strong.


Dragon[]

Artwork
EDragon
Template Cave Drag
Rating 20
End 70
Str 70
Agl 30
Melee Skill 80
WThr 80
Armor Natrl Armr 25q
6 Thick
Weapon Natrl Weapn 25q
7 Pen, 12 Dmg
Missile ∞ ArabFire 45q

A Dragon is the subject of an encounter-driven overland Quest. Once cornered in its lair, it will be stationary and, relatively speaking, vulnerable. To become dragon-slayers, the party needs to use what means they can to penetrate its thick natural armor and weather its high-grade fiery breath attacks. This monster and the Hell Dragon in the next section are immune to Eyeburn, Sunburst, and Arabian Fire.


Hell Dragon[]

Artwork
EHellDragon
Template 7 Hd Drag
Rating 20
End 125
Str 70
Agl 30
Melee Skill 80
WThr 80
Armor Natrl Armr 99q
6 Thick
Weapon Natrl Weapn 25q
7 Pen, 12 Dmg
Missile ∞ Sunburst 25q
∞ ArabFire 45q

Aside from its color, the Hell Dragon is based on the fellow described in Revelation 12:3. This dragon's scales are of immense quality, and its huge lava cavern domain grants it ample time to bathe the party in fire and stunning breath before CQC may begin... at which point it engages in both slashing and breath attacks... it has seven heads, after all.

Since this is the game's final battlescape encounter and Florins are no longer a foremost concern, it may be worth mentioning that no enemy, anywhere, is immune to the effects of Eater Water. It will still take about 10 to 12 potions to destroy this dragon's natural armor.

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