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 | |||
---|---|---|---|
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 | |||||
---|---|---|---|---|---|
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 | |||||
---|---|---|---|---|---|
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 | |||||
---|---|---|---|---|---|
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 | |||
---|---|---|---|
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 | |||
---|---|---|---|
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 | ||
---|---|---|
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 | ||
---|---|---|
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 | |||
---|---|---|---|
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 | |
---|---|
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 | |||
---|---|---|---|
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 | ||
---|---|---|
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 | |||
---|---|---|---|
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 | |
---|---|
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 | |
---|---|
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 | |
---|---|
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 | |
---|---|
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 | |
---|---|
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 | |
---|---|
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 | |
---|---|
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 | |
---|---|
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 | |||
---|---|---|---|
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 | |
---|---|
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 | ||
---|---|---|
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 | |
---|---|
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 | ||
---|---|---|
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 | |
---|---|
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 | ||
---|---|---|
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 | |
---|---|
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 | ||
---|---|---|
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 | |
---|---|
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 | |
---|---|
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.