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BEASTS.ABR
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~01+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
~11+ Land Of Arrowbridge Bestiary +
~01+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
~13Throughout the land thy will most certainly fall prey to many a foul
~13creature that may lurk throughout the land. This bestiary will aid
~13thee in thy quest for a safer journey. Below is a table of foul
~13creatures, and may it aid thee on thy journey throughout the land.
~07The creatures are listed in name, class, the amount of experience a
~07player will recieve, the amount of gold collected, any type special
~07ability it may use or have, and the locations of where it may be
~07found mostly throughout the game. Below is a table of the creatures
~07as discussed.
~01+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-~01+
~01+ ~09Name of Creature ~15 :- ~07{The name of the creature} ~01+
~01+ ~10Class ~15 :- ~07{The level of the creature} ~01+
~01+ ~03Xp Gain ~15 :- ~07{Experience you gain from killing it} ~01+
~01+ ~13Special ~15 :- ~07{If the creature has any special ability} ~01+
~01+ ~14Gold ~15 :- ~07{If the creature has gold} ~01+
~01+ ~11Location ~15 :- ~07{The Location of the creature} ~01+
~01+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-~01+
~09Bats
~10Class ~15 :~12L1
~03XP Gain ~15 :~11+1
~13Special ~15 :~07None
~14Gold ~15 :~12No
~11Location ~15 :-
~10Dark secluded forests with little sunlight. Mostly come out around
~10dusk in large numbers. They are also found in dark deep and musty
~10dungeons, as well as Dragons lairs.
~07These creatures are quite weak, but do not let this fool you, when
~07there are packs of 3 or more, they can quickly subdue a lower level
~07class player quite quickly. Bats usually bite or attack victims
~07eyes. They do not possess poisons, and usually clubs, or sling will
~07will bring them down with ease.
~09Giant Rats
~10Class ~15 :~12L1
~03XP Gain ~15 :~11+1
~13Special ~15 :~07None
~14Gold ~15 :~12No
~11Location ~15 :-
~10Usually found in old abandoned farms, old castles, ruins, and dark
~10Dungeons.
~07These creatures are not to be put aside lightly. They may look
~07harmless, but in great numbers, just like the bats, can cut down
~07any weary traveller very quickly by clawing the victims. Their bite
~07is very ferocious, and can cut through leather armour usually with
~07just one bite. Best offensive weapons is either a projectile, or a
~07melee attack either a club or mace. Do not attempt to attack with
~07just fists, they can slice to the bone in seconds.
~09Green Slime
~10Class ~15 :~12L1
~03XP Gain ~15 :~11+1
~13Special ~15 :~07None
~14Gold ~15 :~12No
~11Location ~15 :-
~10Usually found in and around swampy land. They can also be found in
~10thick marshy forests, where light is low.
~07These creatures survive on fluids. When they attack, they usually
~07try to smother their victims in geletanous liquid, by spitting out
~07an anaesthetic type of mucus gel. Since these creatures are very
~07poor at close combat due to their fragile body, they tend to appear
~07out of nowhere on the element of surprise, hoping for a quick
~07victim. Best weapons are projectiles, if you are very quick, a stab
~07with a dagger or sword quickly subdues the fragile creature.
~09Red Slime
~10Class ~15 :~12L1
~03XP Gain ~15 :~11+1
~13Special ~15 :~07None
~14Gold ~15 :~12No
~11Location ~15 :-
~10Usually found in and around swampy land. This is a cousin of the
~10green slime, and can be found almost anywhere due to its thirst for
~10blood.
~07These creatures survive on blood, rather than its counter part
~07cousin the green slime. It also uses the same tactics as the green
~07slime, but is rather more ferocious. Tactics basically the same as
~07the green slime, but be more alert, as it is far quicker than the
~07green slime.
~09Black Slime
~10Class ~15 :~12L1
~03XP Gain ~15 :~11+1
~13Special ~15 :~07None
~14Gold ~15 :~12No
~11Location ~15 :-
~10Usually found mainly in Dungeons, or dark places like Dragons lairs.
~07Yet again, another strain of the family of slimes. This one however
~07prefers the darkness to pounce on its prey. It also uses a type of
~07anaesthetic gel that it squirts on its prey. However the gel is a lot
~07purer due to the dark conditions, and can quickly overcome its victim
~07Best defence is always keep your torches handy, as they despise the
~07light, and usually retreats.
~09Black Orcs
~10Class ~15 :~12L1
~03XP Gain ~15 :~11+1
~13Special ~15 :~07None
~14Gold ~15 :~12Yes
~11Location ~15 :-
~10Usually found almost anywhere in the arrowbridge land. Since they are
~10the disbanded army of the loathsome Zombre himself, they tend to roam
~10the countryside looking for victims to steal gold from. Basically
~10scavengers, they will usually have lots of gold on them from past
~10victims.
~07These creatures are very weak by themselves, but if gathered together
~07in packs of 4 or more can be quite lethal! Do not underestimate them
~07for a second, as they were trained by the devil himself, and can cut
~07down a skilled warrior in seconds with their deadly accurate slings.
~09Kobalds
~10Class ~15 :~12L1
~03XP Gain ~15 :~11+1
~13Special ~15 :~07None
~14Gold ~15 :~14Yes
~11Location ~15 :-
~10Found anywhere in the land from deep forests, to dark Dungeons.
~07These creatures are well known for cowardice and a wide sadistic streak
~07Kobalds are usually only dangerous in large groups like the black orcs.
~07Kobalds stand about 3 feet high, and their dark rusty hides are
~07somewhat scaly. The smell of these creatures have been described as a
~07cross between a wet dog, and a swamp! They have an ancestral hatred
~07for Gnomes, and attack them on sight. Kobalds usually tend to attack
~07their opponents en masse, or from a distance.
~09Skeleton
~10Class ~15 :~12L1
~03XP Gain ~15 :~11+1
~13Special ~15 :~07None
~14Gold ~15 :~14Yes
~11Location ~15 :-
~10Found mainly in Dungeons only, but tend to wander the land at dusk.
~07This is a magically animated body created and controlled by a high
~07level wizard or priest. Skeletons are lessor undead monsters, though
~07powerful skeletons have been created from the bodies of powerful
~07warriors. Because they have no intelligence or will, skeletons are
~07immune to spells such as sleep, they are uttelry fearless and never
~07retreat from a fight. Best weapons are to smash their bones with a
~07mace.
~09Wild Boar
~10Class ~15 :~12L1
~03XP Gain ~15 :~11+1
~13Special ~15 :~07None
~14Gold ~15 :~12No
~11Location ~15 :-
~10Found in open countryside only. Tend to hang around bodies of water,
~10such as rivers or swampy lands.
~07Wild boars are the remnants of farmers stocks that were used for
~07feeding the townsfolk. When Zombre lead his armies through the land
~07most of the farms were destroyed, and the boars were left to fend
~07for themselves. They tend to attack humans on sight by charging from
~07nowhere, and can inflict serious damage with their curved tusks. The
~07best defence from these boars is to either run for cover, or try to
~07pick them off with a skilled archer. They make excellent food
~07supplies for long journeys.
~09Locusts
~10Class ~15 :~12L1
~03XP Gain ~15 :~11+1
~13Special ~15 :~07None
~14Gold ~15 :~12No
~11Location ~15 :-
~10Found in open country ravaging the farmers fields or crops.
~07These creatures usually only attack if disturbed from their usual
~07frenzies. They only attack moving objects, and can smother their
~07victims in seconds. Best to keep away from these creatures. Once
~07encountered, best defence is to just club them to death.
~09Goblins
~10Class ~15 :~12L1
~03XP Gain ~15 :~11+1
~13Special ~15 :~07None
~14Gold ~15 :~14Yes
~11Location ~15 :-
~10Found mainly in Dungeons, sewer systems, or anywhere dark.
~07Goblins come in green or black depending on the clans. Goblins once
~07servants to the townsfolk, escaped underground when the great war
~07came, and formed their own clans. Now a hatred for humans attack in
~07groups of 4 or more, and steal food clothing, weaponry for their own
~07perverse use. They usually carry lots of gold due to the bartering of
~07the other clan race.
~09Sea Snakes
~10Class ~15 :~12L2
~03XP Gain ~15 :~11+3
~13Special ~15 :~07None
~14Gold ~15 :~12No
~11Location ~15 :-
~10Found around river mouths, or near sea shores.
~07These snakes are about 30 foot long, and have a tendancy to attack
~07any sea bound frigate. Their venom is very potent, and it attacks
~07the nervous system in a matter of seconds, and is quite lethal.
~07It is advised to carry plenty of potions for any sea journey, or at
~07least have a Cleric among your party to combat the effects of this
~07usually fatal venom. If bitten the victim can lose conciousness in a
~07matter of seconds, and a potion or cure is the only way to cure the
~07effect of the toxin.
~09Wolf
~10Class ~15 :~12L2
~03XP Gain ~15 :~11+3
~13Special ~15 :~07None
~14Gold ~15 :~12No
~11Location ~15 :-
~10Usually found in deep forests, hills, or bodies of water.
~07Ancestors of modern wolves, they are active and cunning carnivores.
~07They can act independantly, but tend to travel in packs. These
~07ancestral wolves are larger than the average man, and have powerful
~07jaws and teeth. They are swift and sure hunters. Best defence is to
~07pick off individual wolves with your crossbow. They usually retreat
~07if their numbers are greatly reduced to 2 or less.
~09Nixie
~10Class ~15 :~12L2
~03XP Gain ~15 :~11+3
~13Special ~15 :~07None
~14Gold ~15 :~12No
~11Location ~15 :-
~10Found in dark forests or subdued bushland
~07The Nixie is very rarely seen, most descriptions of the creature
~07have been vastly exaggerated, and an accurate description is unknown
~07It is said the creature is a magical Will'o'Wisp type creature that
~07is very difficult to combat due to its carporeal state. Magic is
~07known to quickly slay these creatures.
~09Zombie
~10Class ~15 :~12L2
~03XP Gain ~15 :~11+3
~13Special ~15 :~07None
~14Gold ~15 :~12No
~11Location ~15 :-
~10Found only in Dungeons, or any desicrated land.
~07The Zombie, like the skeletons are animated undead creatures, and are
~07controlled by a powerful wizard or priests. The animation ritual does
~07does not alter the condition of the Zombie's body, so most are in
~07severe state of decay, often missing patches of skin and hair, and
~07occasionally whole limbs. Zombies are very slow and clumsy, but they
~07fight with determination and persistence. A cleric can turn a Zombie
~07with a'~14 Turn Undead Spell ~07, this usually makes the creature retreat.
~09Electric Eel
~10Class ~15 :~12L2
~03XP Gain ~15 :~11+3
~13Special ~15 :~12Poison
~14Gold ~15 :~12No
~11Location ~15 :-
~10Found on the high seas, they can also be found near reefs, or any low
~10lying water.
~07Electric Eels can be upto 40 feet in length, and deliver a shock of
~07tremendous damage. Any victim can be instantly stunned and unable to
~07move since the electricity can severly paralyse the victim into
~07shock. Best defence, use crossbows or any projectile from a distance.
~09Fisherman
~10Class ~15 :~12L2
~03XP Gain ~15 :~12+3
~13Special ~15 :~07None
~14Gold ~15 :~12No
~11Location ~15 :-
~10These are found only on the high seas, and merely attack to steal any
~10frigate they can get their hands on!
~07Fishermen attack any sea going boat merely to steal the boat, and they
~07usually only attack if the party are in great numbers, and could cause
~07them a problem. A frigate is easily stripped down and sold on the black
~07market known as Thieverers place, a secret society of thieves hidden in
~07a secret location somewhere on an island on the high seas.
~09Curator
~10Class ~15 :~12L2
~03XP Gain ~15 :~11+3
~13Special ~15 :~07None
~14Gold ~15 :~14Yes
~11Location ~15 :-
~10Curators are only found in Dungeons.
~07Curators are long dead torturers of dungeons, who do not know they
~07have passed on into the next life. They resent anyone travelling in
~07the dungeons without their permission, and usually attack without
~07any warning. Similar to Zombies, although not commanded by a wizard
~07or priest,the sight of them is enough to turn any brave warrior into
~07a snivelling wreck, since they are rotting bodies held together with
~07a determination to hold onto the memories of pain and death! A good
~07marksman with crossbows usually finish them off!
~09Bugbear
~10Class ~15 :~12L2
~03XP Gain ~15 :~12+3
~13Special ~15 :~07None
~14Gold ~15 :~14Yes
~11Location ~15 :-
~10This creature is found mainly in forest areas, but have been known
~10to frequent rivers and swamps.
~07This creature is a mutated form of the brown bear. It is believed to
~07have been hexed by a powerful wizard into half insect and half bear.
~07Although the creature has large claws that can rip your flesh from
~07your body in an instant with one swipe of its claws, it also posseses
~07a form of paralysing poison that it injects into its victim in the
~07the form of a sting below its claws. These bear type creatures rarely
~07attack in numbers, and singles out its victims by circling from the
~07rear, and attacking without warning. Best defence is to be alert when
~07roaming the deep forests, and have your crossbow ready!
~09Python
~10Class ~15 :~12L3
~03XP Gain ~15 :~11+6
~13Special ~15 :~12Poison
~14Gold ~15 :~12No
~11Location ~15 :-
~10Pythons are usually found in deep bush, or scrub, also found in the
~10rivers close to the banks.
~07These creatures can vary in length, but the average sighting has been
~07reported as being upto at least 30ft.They usually hide in hollow logs
~07hoping its victims step onto it. Their venom is similar to the sea
~07snake, but not as potent, and the effects can wear off in time. It is
~07handy to have a potion on hand all the same. Best defence is to walk
~07around any fallen trees, logs, and have a crossbow on hand.
~09Fire Beetle
~10Class ~15 :~11L3
~03XP Gain ~15 :~12+6
~13Special ~15 :~07None
~14Gold ~15 :~12No
~11Location ~15 :-
~10Usually found around active volcanoes, or lava flows.
~07These creatures are as hard as stone, and exhale flames hot as the
~07coals of the volcano itself. Projectile weapons have little effect
~07on them, best defence is to have a magician cast spells on them, or
~07simply crush them with a club. Always approach these creatures fully
~07dressed in metal armour, leather armour has little effect on the
~07flames they extinguish, and usually will burn it right off your back!
~09Ghoul
~10Class ~15 :~12L3
~03XP Gain ~15 :~11+6
~13Special ~15 :~12Level Drain
~14Gold ~15 :~14Yes
~11Location ~15 :-
~10Found only in Dungeons or dark caves. They have been known to inhabit
~10collapsed forts or castles at night.
~07The Ghoul is quite dangerous to the fact they posess a level draining
~07ability similar to the Wraith. These undead creatures can be destroyed
~07with magic from a distance. Any attempt at close range result in level
~07draining its victim!
~09Hobgoblin
~10Class ~15 :~12L3
~03XP Gain ~15 :~11+6
~13Special ~15 :~07None
~14Gold ~15 :~14Yes
~11Location ~15 :-
~10Found mainly in Dungeons or delapidated towns, forts.
~07Hobgoblins are the cousins to the goblins, although much larger, they
~07still posess the sneaky tactics of their counter parts. They almost
~07certainly will attack with 4 or more, since these creatures are very
~07cowerdice in nature, and rely on en masse attacks. These creatures
~07most certainly have lots of gold on its person, seeing they attack
~07anything that moves. Best defence is to use crossbows to cut them down
~07before they have a chance to group.
~09Giant Centipede
~10Class ~15 :~12L3
~03XP Gain ~15 :~11+6
~13Special ~15 :~07None
~14Gold ~15 :~12No
~11Location ~15 :-
~10Found almost anywhere where there is mounds of soil, dead trees,
~10and the like.
~07Giant Centipedes are rather dangerous as they posess a debilitating
~07toxin that they squirt in your eyes. Once the toxin sets in, you become
~07nausious, and dizzy. Blurred vision sets in almost immediately, where
~07the creature will then attack with its giant scissor like fangs. The
~07creature is quite harmless from a distance, but they tend to camoflage
~07themselves quite well.Best weapon is crossbow or magic to destroy their
~07soft bodies.
~09Sea Eagle
~10Class ~15 :~12L3
~03XP Gain ~15 :~11+6
~13Special ~15 :~07None
~14Gold ~15 :~12No
~11Location ~15 :-
~10Found mainly at sea, around islands, or shadowing frigates.
~07Sea Eagles are quite fierce, their wing span is around 50 ft. They
~07tend to attack frigates for food onboard, they will even attempt to
~07carry off a full grown man if it gets the chance. Best defence is to
~07pick them off with your crossbow, for if they get too close, their
~07huge talon claws will no doubt crush any type of armour in the land.
~09Grave Robber
~10Class ~15 :~12L3
~03XP Gain ~15 :~11+6
~13Special ~15 :~07None
~14Gold ~15 :~12No
~11Location ~15 :-
~10Found mainly in church yards, burial mounds, or Dungeons.
~07These creatures are vile and corrupt animated bodies looking for fresh
~07bodies or limbs to continue their body generation. Since being dead,
~07projectiles have little effect, but do decimate the body. But however
~07they usually come back to life after a while, unless decimated with a
~07magic spell such as magic missile, then prayed upon by your Cleric.
~09Vulture
~10Class ~15 :~12L3
~03XP Gain ~15 :~11+6
~13Special ~15 :~07None
~14Gold ~15 :~12No
~11Location ~15 :-
~10Found anywhere where animals have died fallen to predators.
~07Found circling around dead carion, the vulture usually leaves living
~07animals alone.However if you get too close to its dying meal, it will
~07strike with a severe blow. It will swoop down on any creature that
~07gets too close to its dying prey, and can do serious damage. Although
~07not life threatening, if wounded by the vulture, the disease from its
~07claws will make you very sick, and a visit to the healer could be in
~07order!
~09Hell Hound
~10Class ~15 :~12L4
~03XP Gain ~15 :~11+10
~13Special ~15 :~07None
~14Gold ~15 :~12No
~11Location ~15 :-
~10Found in Dungeons or Dragon Lairs only.
~07Hell hounds are very large, and their colour is said to be a rust-red
~07or brown, with burning red piercing eyes. The beasts markings, teeth,
~07and tongue are soot black.The baying of a hell hound is quite "eerie"
~07, hollow, and disturbing. The beast attacks with flaming breath and
~07piercing teeth. Best defence, use Magic, and melee attacks to over-
~07power these creatures.
~09Viper
~10Class ~15 :~12L4
~03XP Gain ~15 :~11+10
~13Special ~15 :~12Poison
~14Gold ~15 :~12No
~11Location ~15 :-
~10Found mainly in dry arid areas.
~07The Viper is a small black snake with a white belly, they have one of
~07the most potent venoms in the Arrowbridge land, and can cause paral-
~07ysis or heart failure in seconds after bitten. Even leg plating will
~07not save you from their bite, as they can slice through thick leather
~07and even steel with their "as hard as diamond teeth." Cast a Fireball
~07spell to vanquish these small creatures, as they are only deadly close
~07up.
~09Bloodsedge
~10Class ~15 :~12L4
~03XP Gain ~15 :~11+10
~13Special ~15 :~07None
~14Gold ~15 :~12No
~11Location ~15 :-
~10Found lurking anywhere in the Arrowbridge land.
~07This creature disguises itself as plant life, in the hope of catching
~07its prey. If the monster fails to catch anything using this method, it
~07will then morph into anything it sees fit to destroy its victim. Usually
~07a trained ranger can pick up the 'Bloodsedge's' tricks, and can alert
~07the party to go in another direction. Sometimes if the rangers level is
~07not as high as the monster, he will not be able to distinguish it from
~07any ordinary tree, shrub etc... Magic usually kills these creatures.
~09Bull
~10Class ~15 :~12L4
~03XP Gain ~15 :~11+10
~13Special ~15 :~07None
~14Gold ~15 :~12No
~11Location ~15 :-
~10The bull is found in open areas, fields, or edge of forests.
~07The bull is just a wild version of the farmers once proud bull stock.
~07They tend to charge at anything that moves. If met, best to either
~07slay it with projectiles such as the crossbow, or magic. The bull is
~07only dangerous if challenged, and is best avoided if possible. Their
~07sharp horns can slash through the hardest of leather.
~09Giant Crab
~10Class ~15 :~12L4
~03XP Gain ~15 :~11+10
~13Special ~15 :~07None
~14Gold ~15 :~12No
~11Location ~15 :-
~10Found around barrier reefs, and shallow sea inlets.
~07These giant crabs tend to latch onto your frigate, and cause damage
~07to the boats infrastructure. To avoid these creatures, avoid sailing
~07near any barrier reefs, or shalow waters. If you are confronted
~07, use rocks or slings, if you get too close, their 1ft long pincers
~07will cut a man in half in one snap.
~09Evil Gnome
~10Class ~15 :~12L4
~03XP Gain ~15 :~11+10
~14Special ~15 :~07None
~13Gold ~15 :~12No
~11Location ~15 :-
~10Found usually in deep forests only.
~07This little creature is of pure evil, and is totally malevolent. It will
~07hide behind trees near used trails to pounce on their victims. It carries
~07quite a punch for its 3ft size, and can knock out any seasoned Knight!
~07Beware of these little evil creatures, their size does not make them at
~07all timid, but if you are surprised by one of these creatures give it all
~07you have!
~09Moon Dog
~10Class ~15 :~12L4
~03XP Gain ~15 :~11+10
~13Special ~15 :~07None
~14Gold ~15 :~12No
~11Location ~15 :-
~10Found only in Dungeons or Dragons' Lairs.
~07Similar to the wolf, but it is possessed by evil. The moon dog has
~07a long dark silver grey coat, thick mane, and is uttely fearless.
~07It posesses little magic ability, and is usually found in packs of
~073 or more. Crossbows should be able to pick these foul creatures off,
~07but do not get too close their claws are said to be quite lethal, and
~07tear open the toughest of armour, including metal plate!
~09Deathhead
~10Class ~15 :~12L4
~03XP Gain ~15 :~11+10
~13Special ~15 :~07None
~14Gold ~15 :~12No
~11Location ~15 :-
~10Found floating around the countryside only at dusk
~07These creatures are the decapitated servants of Zombre himself. Once
~07servants to the great Zombre, they were decapitated in a ritual of
~07serviance, to wander the countryside to be the eyes of Zombre, so
~07he could watch his henchmen, The Black Orcs following his orders and
~07making sure they did not pocket any of his~12 TAXES~07. Now disbanded in
~07the great war, they still wander the countryside searching out the
~07vast armies of Zombre, and usually attack anything in its path. The
~07best defence against these foul creatures is to cast magic on them
~07to return their parted souls back to the earth.
~09Warg
~10Class ~15 :~12L4
~03XP Gain ~15 :~11+10
~13Special ~15 :~07None
~14Gold ~15 :~12No
~11Location ~15 :-
~10Found on the high seas, as well as on land.
~07This creature is a hybrid of the wolf. It posesses gills as well as
~07lungs, and can be found wandering the islands, inlets, and the coral
~07reefs. The Warg, although slightly smaller than the wolf, posesses
~07huge claws on web like feet to enable it to swim. One swipe from
~07these claws can cause disease, as well as sickness.
~09Harpy
~10Class ~15 :~12L4
~03XP Gain ~15 :~11+10
~13Special ~15 :~07None
~14Gold ~15 :~12No
~11Location ~15 :-
~10Found usually on the high seas, on islands, or around coral reefs.
~07These creatures have the bodies of vultures, and torso of women. These
~07creatures will lure any male travellers to her island lair with the
~07her sweet singing lullabyes. Once mesmorized by the captivating song,
~07they will then devour their victim. If you chance to find any of these
~07creatures, use your magician to cast magic on them. Beware, it is said
~07no man can resist their singing.
~09Ogre
~10Class ~15 :~12L5
~03XP Gain ~15 :~11+15
~13Special ~15 :~12Boulders
~14Gold ~15 :~14Yes
~11Location ~15 :-
~10Found anywhere from mountainous regions, to the lowlands of the marshes
~10or swamps. They prefer to hide out near forest openings to pounce on its
~10victims.
~07Similar to the troll, it could even be related, as they look almost
~07identical, except they are more humanoid looking than its counter part
~07the troll. These creatures stand about 9ft tall, are quite gruesome
~07looking with huge curved hind teeth. Most of these creatures use melee
~07attacks with huge clubs, but are also know to throw huge boulders at
~07their victims.
~09Desert Troll
~10Class ~15 :~12L5
~03XP Gain ~15 :~11+15
~13Special ~15 :~12Boulders
~14Gold ~15 :~14Yes
~11Location ~15 :-
~10Found in arid sandy places such as open countryside, or near the lands
~10equatorial regions.
~07Trolls are horrid carnivores, with a thin frame but with a surprising
~07strength. They are very tall creatures, with long arms almost touching
~07the floor. Their melee attack is quite ferocious and powerful, and can
~07crush a well seasoned traveller if not alert. Desert Trolls can travel
~07with up to 3 or more in packs, so be careful they are not to be toyed
~07with!
~09Spectral Troll
~10Class ~15 :~12L5
~03XP Gain ~15 :~11+15
~13Special ~15 :~12Boulders
~14Gold ~15 :~14Yes
~11Location ~15 :-
~10Found in Dungeons usually, but have been known to stray the odd grave
~10or burial site at dusk.
~07This creature is like its counter-part~09 The Troll ~07Except it is not
~07a living creature, but is commanded by an evil priest, or a wizard. The
~07'Spectral Troll' is totally fearless, and has no will like its counter-
~07part '~09 The Troll~07 and will not retreat under any circumstances. The
~07best way to kill these creatures is to use magic on them by a fairly
~07high level cleric, wizard, and polarize the magical effect it has been
~07commanded by.
~09Ettin
~10Class ~15 :~12L5
~03XP Gain ~15 :~11+15
~13Special ~15 :~12Boulders
~14Gold ~15 :~12No
~11Location ~15 :-
~10Found anywhere from open spaces, to thick forests.
~07Very similar to the~09 Troll~07 Except it is orangish in colour. It
~07resembles a cross between an ogre or troll. Some say it is a direct
~07breed from a troll and an ogre, but this is speculation! However, it
~07is quite a formidable enemy, and is not to be toiled with. They can
~07posess huge bursts of strength, and can hurl boulders up to 60 or 70
~07feet.
~09Giant Turtle
~10Class ~15 :~12L5
~03XP Gain ~15 :~11+15
~13Special ~15 :~12Poison
~14Gold ~15 :~12No
~11Location ~15 :-
~10Found in the deep oceans, and near land masses such as islands.
~07This creature is a huge beast, and can measure up to 40ft in diameter.
~07It has huge flippers than could sink any well kept frigate by swiping
~07the water in one huge flip, and causes tidal waves towards the boat.
~07It has a huge boney like beak, with huge razor sharp teeth. Although
~07you can kill it with your crossbow, you must aim under the soft part
~07of its belly, as the shell is as hard a diamonds.In better cases, use
~07magic as a preference of combat such as the wizards magic missile.
~09Boggart
~10Class ~15 :~12L5
~03XP Gain ~15 :~11+15
~13Special ~15 :~12Magic Missile
~14Gold ~15 :~14Yes
~11Location ~15 :-
~10Found in Deep woody areas, swamps.
~07This creature stands about 3ft high. It is humanoid in appearance,
~07and possesses magical abilities. This creature usually hides in woody
~07growth, or hollow logs, and waits for its victims, where it will cast
~07a magic missile to paralize its victims.
~09Ghost
~10Class ~15 :~12L5
~03XP Gain ~15 :~11+15
~13Special ~15 :~07None
~14Gold ~15 :~12No
~11Location ~15 :-
~10These undead creature can be found in grave yards, and Dungeons.
~07Ghosts are the spirits of long dead warriors, who in their carporal
~07state have no compassion for other life forms, and attack its victim
~07with determination.
~09Salamander
~10Class ~15 :~12L5
~03XP Gain ~15 :~11+15
~13Special ~15 :~07None
~14Gold ~15 :~12No
~11Location ~15 :-
~10Found in open forests, woodlands.
~07These natives of the elemental planes of fire, are immune to any
~07fire based spell. They are dangeous foes due to their evil nature
~07and their immunity to all but magical weapons.
~09Water Weird
~10Class ~15 :~12L5
~03XP Gain ~15 :~11+15
~13Special ~15 :~07None
~14Gold ~15 :~12No
~11Location ~15 :-
~10Found in open seas, inlets, and sometimes river systems.
~07This creature takes the form of water that is usually found in underground
~07springs or streams. It is quite a formidable enemy due to the fact it has
~07no actual body to harm. Best defence is to kill it with magic.
~09Grave Gaunt
~10Class ~15 :~12L5
~03XP Gain ~15 :~11+15
~13Special ~15 :~07None
~14Gold ~15 :~12No
~11Location ~15 :-
~10Found only in Dungeons, around church yards, or grave sites.
~07The grave gaunt is similar in appearance to the grave robber, except
~07that the grave gaunt is purely elemental in appearance. Its carporal
~07state makes it difficult to attack it with clubs, or projectiles. It
~07is better handled using a magician casting magic missile or earth
~07quake spells.
~09Shark
~10Class ~15 :~12L1
~03XP Gain ~15 :~11+1
~13Special ~15 :~07None
~14Gold ~15 :~12No
~11Location ~15 :-
~10Found only in salt water oceans deep out to sea.
~07Sharks are quite harmless to any sea bearing traveller, and really
~07cause a nuisance to navigation with their circling movement infront
~07of your frigate. However, if you sink your boat, and use your life
~07raft, they can become a danger to you. Best defence is to just fire
~07your projectiles at them to slay them. However do not get too close
~07their teeth and jaws are quite strong, and can devour any traveller
~07instantly. They've been reported to be at least 60ft long, out deep
~07in the Antibredes oceans!
~09Mummy
~10Class ~15 :~12L6
~03XP Gain ~15 :~11+22
~13Special ~15 :~12Sleep Spell
~14Gold ~15 :~14Yes
~11Location ~15 :-
~10Found only in Dungeons, Dragons Lairs, mausoleums.
~07The Mummies are like the Zombies.. undead, and are commanded usually
~07by a high level evil entity. The mummy is quite a ferocious fighter
~07as it has no will of its own, only pure hatred. Do not get too close
~07to any of these undead creatures, as the disease and pestilence that
~07is transmitted by these foul creatures can only be cured by a healer
~07of a high level Cleric. Avoid close combat, always use your archers
~07to remove these creatures. Usually a prayer is needed to keep the
~07the mummy from resurrecting, and usually the caster has to be at
~07least 3 levels higher than the mummy for it to be successful.
~09Basilisk
~10Class ~15 :~12L6
~03XP Gain ~15 :~11+22
~13Special ~15 :~07None
~14Gold ~15 :~12No
~11Location ~15 :
~10Found only in dungeons, Drangons Lairs.
~07The Basilisk, this uncommon reptillian monster has leathery skin and
~07eight legs. Basilisks' defences include a powerful bite and a hideous
~07gaze that can turn a target to stone/paralysis. Though they have eight
~07legs, their metabolic process causes them to move sluggishly. They can
~07be encountered alone, or in groups.
~09Gorgon
~10Class ~15 :~12L6
~03XP Gain ~15 :~11+22
~13Special ~15 :~12Paralysis/Sleep
~14Gold ~15 :~14Yes
~11Location ~15 :-
~10Found around old desecrated graves, Dungeons. Usually appear at dusk.
~07The Gorgon is one of the most feared of the creatures to the fact that
~07they can paralyse a whole party with its stare. Unless you have a
~07cleric in your party, you can succum to this creature within minutes.
~07Its glare is known to turn men into stone, as well as paralyse you on
~07the spot. Best defence is to kill it with any magic you have, keep your
~07shiny shields angled, and always look at this creature from the shields
~07reflecive coating. Any attempt to look directly into its eyes, can
~07result in paralysis, or worse, turned to stone!
~09Werewolf
~10Class ~15 :~12L6
~03XP Gain ~15 :~11+22
~13Special ~15 :~12Paralysis
~14Gold ~15 :~12No
~11Location ~15 :-
~10Found in open countryside during the hours of dusk.
~07The werewolf, is a cursed man or woman, who only during the full moon
~07roams the countryside at dusk, looking for its victims to eat the meat
~07and drain the blood of any animal it comes across. It stands about 7ft
~07tall, has long curved claws, and jaws that could crush any armour
~07plating. It is said if scratched by one of these creatures, you too can
~07succum to the curse, and become one of its bretheren, and change at the
~07time of full moon. Best defence is to shoot it at a distance, do not
~07let it aproach you close up, melee battle is too dangerous, and is best
~07handled from a distance with crossbow, or magic.
~09Triton
~10Class ~15 :~12L6
~03XP Gain ~15 :~11+22
~13Special ~15 :~07None
~14Gold ~15 :~12No
~11Location ~15 :-
~10Found only in the high seas between two land masses.
~07These mythological creatures stand over 900 ft tall, and usually wait
~07for any sea bearing frigates passing between its domain. Usually these
~07creatures hide between two land masses waiting to trap its prey, and
~07subsequently sinks the boats. To avoid these creatures, do not
~07sail between land masses, take another route, it may be longer, but it
~07will save your boat. If there is no other way of passage, use your
~07magicians to slay these creatures before they have a chance to sink
~07your frigate.
~09King Cobra
~10Class ~15 :~12L6
~03XP Gain ~15 :~11+22
~13Special ~15 :~12Poison
~14Gold ~15 :~12No
~11Location ~15 :-
~10Found in deep forests, and bushlands.
~07The king cobra is about 50ft long, and usually stalks its prey by
~07waiting in thick brush. The King cobra has the ability to spit its
~07venom over 40ft, and it's a crack shot, always aiming for the eyes
~07to Subdue its victim. There it then strikes its blow with its long
~07fangs. Death is quite quick, unless you have magic potions on hand
~07to repel the venom. It can swallow a man whole, this gives you an
~07idea of how big they are! Use crossbows, or magic to slay these
~07creatures, make sure you are more than 40ft distance, so its spit
~07cannot reach you.
~09Orc Lord
~10Class ~15 :~12L6
~03XP Gain ~15 :~11+22
~13Special ~15 :~12Special Mission
~14Gold ~15 :~12No
~11Location ~15 :
~10Found usually in taverns, or towns collecting their gold.
~07Orc Lords are found collecting taxes from poverished towns for the
~07great evil himself Zombre. He uses these huge warriors to collect
~07gold for the upkeep of his ghastly armies of creatures known as
~07the~14 "Guardians."~07 These "ORCS" can be found smashing up the
~07bars, stealing food, killing innocent people for no good reason.
~07You may come across one or two Guardians if you are unfortunate to
~07bump into one of the Lord Orcs placing a transaction with them!
~10If by chance you find pieces of the orb, beware, the~14 'Guardian'
~10will hunt you down!
~09Spectre
~10Class ~15 :~12L6
~03XP Gain ~15 :~11+22
~13Special ~15 :~12Level Drain
~14Gold ~15 :~12No
~11Location ~15 :-
~10Found only in collapsed churches, graves, or Dungeons at dusk.
~07The Spectre, is an entity, that roams Dungeons or church yards looking
~07for its victims to drain the souls from their very bodies. They use
~07a form of magical encantment to rip the soul from anybody it comes
~07across. Avoid direct contact with these creatures, kill it using your
~07crossbow, longbow, magic missiles etc... Any contact can drain your
~07soul, and XP level!
~09Air Elemental
~10Class ~15 :~12L7
~03XP Gain ~15 :~11+30
~13Special ~15 :~07None
~14Gold ~15 :~12No
~11Location ~15 :-
~10Found in the open areas, of forests.
~07These are powerful creatures that travel very slowly, but pack a
~07ferocious punch. These creatures are summoned from the elements
~07of the AIR.
~09Water Elemental
~10Class ~15 :~12L7
~03XP Gain ~15 :~11+30
~13Special ~15 :~07None
~14Gold ~15 :~12No
~11Location ~15 :-
~10Found in open seas, or river inlets.
~07These are slow powerful creatures that travel very slowly, but pack a
~07ferocious punch. These creatures are summoned from the elements WATER.
~09Fire Elemental
~10Class ~15 :~12L7
~03XP Gain ~15 :~11+30
~13Special ~15 :~12Fireballs
~14Gold ~15 :~12No
~11Location ~15 :-
~10Found usually around volcanoes, or lava flows.
~07This creature is also slow moving, and is summoned from the element of
~07FIRE.
~09Earth Elemental
~10Class ~15 :~12L7
~03XP Gain ~15 :~11+30
~13Special ~15 :~12Earth Elements
~14Gold ~15 :~12No
~11Location ~15 :-
~10Found in open countryside, forests.
~07This creature is also slow moving, and is summond from the element of
~07EARTH.
~09Unicorn
~10Class ~15 :~12L7
~03XP Gain ~15 :~11+30
~13Special ~15 :~07None
~14Gold ~15 :~12No
~11Location ~15 :-
~10This creature is found usually in special parts of the forest.
~07This creature is very rare to see let alone attacking you. The Unicorn
~07is snow white, usually found in pairs Male/Female. They have one huge
~07spiralled horn. Over the past centuries, herbalists have sought to use
~07in their potions, as their healing capabilities are well known in the
~07Clerics order. Since being hunted down, they are rarely seen and will
~07attack if confronted.
~09Wumpus
~10Class ~15 :~12L7
~03XP Gain ~15 :~11+30
~13Special ~15 :~07None
~14Gold ~15 :~14Yes
~11Location ~15 :-
~10Found in thick brush, forests, and swampy areas.
~07These short hairy creatures are about 3ft high, usually hide in the deep
~07forests waiting for any passing women or children to kidnap, so it can
~07eat at a later date in its lair. Although humanoid in appearance, the
~07Wumpus is a strong creature for its size, and will tackle even the bravest
~07of knights.
~09Banshee
~10Class ~15 :~12L7
~03XP Gain ~15 :~11+30
~13Special ~15 :~12Magic Missiles
~14Gold ~15 :~14Yes
~11Location ~15 :-
~10Found mainly at night roaming the dark forests wailing.
~07This is a creature that over the centuries, has gained fame to the
~07fact it warns its victims of its coming death by wailing outside
~07their homes. The wail is said to completely paralyse its victim.
~09Mud Golem
~10Class ~15 :~12L9
~03XP Gain ~15 :~11+51
~13Special ~15 :~12Boulder
~14Gold ~15 :~14Yes
~11Location ~15 :-
~10Found in hilly areas, also can be found in forests.
~07A golem is an artificial creature created by an elemental creatures
~07such as the will'o'Wisps. The process of creating a golem begins with
~07a body made from materials such as stone, clay,iron, and even flesh.
~07After the body has been assembled, the creator must undergo a lengthy
~07ritual to bind the elemental to the body, and subordinate its will to
~07its new master. The ritual is a closely guarded secret known only to
~07a few high level Wizards, such as Merxon, Merlin. Golems are uttely
~07Fearless, and battle with single-minded determination.
~09Mountain Lion
~10Class ~15 :~12L8
~03XP Gain ~15 :~11+40
~13Special ~15 :~07None
~14Gold ~15 :~12No
~11Location ~15 :-
~10Found only in the mountainous regions of the land
~07These creatures are similar to the puma in many ways, except that this
~07creature has huge 1ft fangs, 4 inch claws, and stand about 5ft high.
~07When the creature stands on its hind legs, it measures over 7ft tall!
~09Wight
~10Class ~15 :~12L8
~03XP Gain ~15 :~11+40
~13Special ~15 :~12Magic Missile
~14Gold ~15 :~14Yes
~11Location ~15 :-
~10Found in Forests, open areas of the land.
~07This creature resembles the troll, except it has magical capabilities.
~07The wight will never stand down from a confrontation, and usually will
~07continue to cast magic missile until all its strength is depleted.
~07There it will engage in heavy melee attack. If possible, destroy this
~07fiend with its own medicine, get a wizard to destroy it with magic
~07missile!
~09Gargoyle
~10Class ~15 :~12L8
~03XP Gain ~15 :~11+40
~13Special ~15 :~07None
~14Gold ~15 :~14Yes
~11Location ~15 :-
~10Found in forests, mountains, and Dungeons, mainly at dusk.
~07This Monster is a ferocious predator with huge wings, and long claws.
~07It is similar in characteristics as the margoyle, except that it has
~07no magical capabilities. They are mostly found among ruins or dark
~07Dungeons. They seem to have their own gutteral language, and if you
~07are captured by them, they love to torture their victims before they
~07devour them. They attack ferociously with their teeth and claws!
~09Sea Hag
~10Class ~15 :~12L8
~03XP Gain ~15 :~11+40
~13Special ~15 :~12Paralysis/Sleep
~14Gold ~15 :~14Yes
~11Location ~15 :-
~10Open Seas, inlets, usually hides around low lying coral reefs. Can
~10also be found on land near the shores
~07Cousin of the Night hag, except it has legs as well as a tail. This
~07creature has the ability to live on land as well as sea, it has gills
~07and also lungs. These creatures cast sleep spells, and can paralyse
~07its 7victims.
~09Night Hag
~10Class ~15 :~12L8
~03XP Gain ~15 :~11+40
~13Special ~15 :~12Magic Missiles
~14Gold ~15 :~14Yes
~11Location ~15 :-
~10Open countryside, forests, also found in Dungeons, Dragon's lairs.
~07This creature resembles a witch, but has a scaley body. The smell
~07from one of these creatures is quite offensive. You can hear the
~07night hag cackling and screaming over a long distance. They have
~07certain magical abilities.
~09Caitshee
~10Class ~15 :~12L8
~03XP Gain ~15 :~11+40
~13Special ~15 :~07None
~14Gold ~15 :~12No
~11Location ~15 :-
~10Found in wooded areas, dark secluded bushlands.
~07This creature is the cousin of the leopard, but is more ancient. This
~07creature stands about 5ft on its all fours, and can reach a height of
~07about 7ft on its hind legs. It has huge long sabre like teeth on both
~07upper and lower jaws, which could easily bite through the toughest of
~07plate armour. Use crossbows to pick them off, but you must keep an eye
~07out for these creatures, they tend to climb up trees, and wait for
~07their victims!
~09Barbed Devil
~10Class ~15 :~12L8
~03XP Gain ~15 :~11+40
~13Special ~15 :~12Holds parts of the~10 Runes~12 of Zombre
~14Gold ~15 :~12No
~11Location ~15 :-
~10Found guarding the ~12"Runes" ~10of Zombre, by his sacrificial Altar on
~10the lower level of the 9 Dungeons.
~07This creature is the result of Zombre Bryan himself, who summoned these
~07creatures from the very hell itself, to guard his ~10Runes ~07in the deep
~07Dungeons. The description of this creature said to be redish in colour,
~07a long forked tail, cloven hoofs. They walk on their hind legs, carrying
~07magical whips created by Zombre himself. Be very careful of these foul
~07creatures!
~09Phase Spider
~10Class ~15 :~12L9
~03XP Gain ~15 :~11+51
~13Special ~15 :~12Poison
~14Gold ~15 :~14Yes
~11Location ~15 :-
~10Found deep in forests where it is dark, and also found in Dungeons.
~07The phase spider is about 3ft from end to end.They are a pinkish in
~07colour, and tend to vibrate from one dimension to another hence the
~07name "phase" spider. They have quite a powerful venom, and can kill
~07in a matter of minutes, unless treated with a cleric, or potion.
~07Once the spider phases out, it is quite difficult to hit, trying to
~07kill it in this stage is quite difficult, unless you have a magician
~07on hand with a magic spell. Once in phase, it can be slayed by natual
~07means, ie a crossbow.
~09Stone Golem
~10Class ~15 :~12L9
~03XP Gain ~15 :~11+51
~13Special ~15 :~12Boulders
~14Gold ~15 :~14Yes
~11Location ~15 :-
~10Found usually in Dungeons, but are known to stray the ruins of
~10castles, swamps.
~07A golem is an artificial creature created by an elemental creatures
~07such as the Will'o'Wisps. The process of creating a golem begins with
~07a body made from materials such as stone, clay,iron, and even flesh.
~07After the body has been assembled, the creator must undergo a lengthy
~07ritual to bind the elemental to the body, and subordinate its will to
~07its new master. The ritual is a closely guarded secret known only to
~07a few high level Wizards, such as Merxon, Merlin. Golems are uttely
~07Fearless, and battle with single-minded determination.
~09Flesh Golem
~10Class ~15 :~12L9
~03XP Gain ~15 :~11+51
~13Special ~15 :~12Boulders
~14Gold ~15 :~14Yes
~11Location ~15 :-
~10Found usually in Dungeons, but are known to stray the ruins of
~10castles, swamps.
~07A golem is an artificial creature created by an elemental creatures
~07such as the Will'o'Wisps. The process of creating a golem begins with
~07a body made from materials such as stone, clay, iron, and even flesh.
~07After the body has been assembled, the creator must undergo a lengthy
~07ritual to bind the elemental to the body, and subordinate its will to
~07its new master. The ritual is a closely guarded secret known only to
~07a few high level Wizards, such as Merxon, Merlin. Golems are utterly
~07fearless, and battle with single-minded determination.
~09Reaper
~10Class ~15 :~12L9
~03XP Gain ~15 :~11+51
~13Special ~15 :~12Fireballs/Poison
~14Gold ~15 :~14Yes
~11Location ~15 :-
~10Found usually in Dungeons, or dark secluded places.
~07These creatures are a result of an evil entities summon. They are cat
~07like in appearance, and have huge poisonous fangs.Since these creatures
~07are undead, they have no will, and never retreat. Beware, they posess
~07some magical ability, and can cast ~12Fireballs ~07from their mouth.
~09Bearded Devil
~10Glass ~15 :~12L9
~03XP Gain ~15 :~11+51
~13Special ~15 :~12Holds parts of the~10 Runes~12 of Zombre
~14Gold ~15 :~12No
~11Location ~15 :-
~10Found in the Lower levels of the Dungeons
~07Again another of the Zombre entities. Summond to guard the ~10Runes ~07of
~07Zombre himself. These creatures are brownish in appearance, They have a
~07huge mane that flows from its neck to the chin, resulting in its given
~07name ~10Bearded~07 Devil. They possess the magical whip summond by Zombre
~07himself, and can cause massive damage to any well seasoned traveller.
~09Cloud Giant
~10Class ~15 :~12L9
~03XP Gain ~15 :~11+51
~13Special ~15 :~12Boulders
~14Gold ~15 :~12No
~11Location ~15 :-
~10Found in high altitudes such as mountains, or high hilly country.
~07These giant are one of the most powerful of the giantkind. Some Cloud
~07Giants can cast magic. Beware they are not to be toiled with lightly.
~09Hill Giant
~10Class ~15 :~12L9
~03XP Gain ~15 :~11+51
~13Special ~15 :~12Boulders
~14Gold ~15 :~12No
~11Location ~15 :-
~10Found in the mountain ranges, or any high altitude environment.
~07A few Hill Giants have what is known as "Shamans", who can cast spells
~07as a fifth level Cleric. But in normal cases, they usually throw large
~07rocks or boulders at their enemy.
~09Bone Devil
~10Class ~15 :~12L9
~03XP Gain ~15 :~11+51
~13Special ~15 :~12Holds parts of the~10 Runes~12 of Zombre
~14Gold ~15 :~12No
~11Location ~15 :-
~10Found in the lower levels of Dungeons.
~07Again another Zombre summoned monster that guards Zombres~10 Runes~07.
~07These creatures have their skeletonal frame on the outside of its body
~07and are quite repulsive to look at. It is a greyish white in appearance
~07with huge blood red eyes, forked tail, and cloven hoofs. They also too
~07possess the magical whip of the Zombre!
~09Erinyes
~10Class ~15 :~12L9
~03XP Gain ~15 :~11+51
~13Special ~15 :~12Holds parts of the~10 Runes~12 of Zombre
~14Gold ~15 :~12No
~11Location ~15 :-
~10Found only in the lower levels of the Dungeons.
~07Another Evil creation of Zombre. These devil like creations have 4 limbs,
~07spiralled horns on each side of its head, and has huge uneven razor
~07pointed teeth. This creature also possesses the standard magical Whip
~07summoned by Zombre!
~09Evil Priest
~10Class ~15 :~12L9
~03XP Gain ~15 :~11+51
~13Special ~15 :~12Magic
~14Gold ~15 :~14Yes
~11Location ~15 :
~10Found lurking among church grave yards, and Dungeons.
~07These are the priests that are known to be the evil that resurrects the
~07Zombies in the Dungeons. It has been known that they chant for days
~07at a time, casting spells of suggestions. They usually do this in dark
~07secluded deep dungeons. If disturbed from their chants, they have been
~07known to focus all energies of its victims, resulting in instant death!
~09Wraith
~10Class ~15 :~12L9
~03XP Gain ~15 :~11+51
~13Special ~15 :~12Level Drain
~14Gold ~15 :~12No
~11Location ~15 :-
~10Found mainly in deep dark Dungeons.
~07Wraiths are semi-transparent spirits of dead souls, that have come
~07back to wreak vengeance on its killers. However, they are utterly
~07malevonent. They forget their torturers, and inflict soul shattering
~07drain on anything that cares to encounter it. The best defence is to
~07Use your magicians, or long range attacks with crossbows. Because if
~07too close, your soul is litterly ripped from your body, resulting
~07in experience drain!
~09Giant Octopus
~10Class ~15 :~12L11
~03XP Gain ~15 :~11+76
~13Special ~15 :~12Poison
~14Gold ~15 :~12No
~11Location ~15 :-
~10Found on the high seas only, usually in the deep oceans of Antebredes.
~07This creature is known to inhabit the deep oceans north of the Antibredes.
~07It is the largest of the octopi family, and is quite ferrocious. It is
~07about 300ft long, has 8 huge tentacles that can rip apart any frigate it
~07comes across. It has a huge boney beak measuring over 10ft in diameter,
~07and has a very potent poisonous ink, which it squirts from a gland under-
~07the beak.
~09Storm Giant
~10Class ~15 :~12L10
~03XP Gain ~15 :~11+62
~13Special ~15 :~12Boulders
~14Gold ~15 :~14Yes
~11Location ~15 :-
~10Found in high mountainous regions, can also be found in lower
~10lying country, but that is quite rare.
~07These are too one of the most powerful of the giants. They can throw
~07boulders, rocks distances of upto 100 feet. They also possess small
~07magic abilities
~09Fire Giant
~10Class ~15 :~12L10
~03XP Gain ~15 :~11+62
~13Special ~15 :~12Fireballs
~14Gold ~15 :~14Yes
~11Location ~15 :-
~10Found in the hills, open countryside, and deep forests.
~07These creatures are brutal and fearless warriors who resemble huge
~07dwarves, and have flaming red or orange hair, and coal black skin.
~07Most fire giants can cast magic, but usually throw boulders at the
~07victims if confronted.
~09Cloud Spider
~10Class ~15 :~12L10
~03XP Gain ~15 :~11+62
~13Special ~15 :~12Poison
~14Gold ~15 :~14Yes
~11Location ~15 :-
~10Found in thick dense forests, or bushland.
~07Extreemly potent venom is found in these huge white-grey spiders. The
~07venom is highly toxious, and deadly, and is capable of killing victims
~07that is low on health or sick. They are about 3ft in diameter, and is
~07best killed from a distance if possible using crossbows.
~09Will'O Wisp
~10Class ~15 :~12L10
~03XP Gain ~15 :~11+62
~13Special ~15 :~07None
~14Gold ~15 :~14Yes
~11Location ~15 :-
~10Found anywhere from forests, to Dungeons.
~07These malevolent entities subsits by luring unsuspecting creatures
~07to their deaths amid the hazards of their own environment. They
~07feed on the energies released in their targets' death struggle.
~07They prefer their victims meet long lingering deaths to increase the
~07energies given off before death. Will'o'Wisps attack in melee by
~07disgarging their stored energies into their foes, in a swooping
~07attack.
~09Anhkheg
~10Class ~15 :~12L10
~03Xp Gain ~15 :~11+62
~13Special ~15 :~07None
~14Gold ~15 :~12No
~11Location ~15 :-
~10Found in deep forests or open country of the land
~07This creature resembles the common garden worm, except it has legs very
~07similar to the centipede. Although it is quite soft unlike the shell of
~07the centipede, it can do enormous damage by burrowing underneath its
~07victims, and causing the land to crumble underneath you. Crossbow this
~07creature before it has time to disappear under the earth.
~09Wyvern
~10class ~15 :~12L10
~03Xp Gain ~15 :~11+62
~13Special ~15 :~12Poison
~14Gold ~15 :~14Yes
~11Location ~15 :-
~10Found in deep dark forests, or sometimes in Dungeons.
~07This creature is quite huge, said to be the cousin of the '~09Dragon~07'.
~07It has a scaly body, and a tail very similar to the scorpion. This tail
~07has a very potent poison, that can kill in minutes if not treated by a
~07potion or a Clerical spell! The head resembles a cross between a dragon
~07and a lizard, with a membrane-like hood around its neck. It is also an
~07excellent melee fighter. Unlike its cousins the dragon, it has no flame
~07ability, and is quite harmless from a distance.
~09Black Devil
~10Class ~15 :~12L10
~03XP Gain ~15 :~11+62
~13Special ~15 :~12Holds parts of the~10 Runes~12 of Zombre
~14Gold ~15 :~12No
~11Location ~15 :-
~10Found in the loewer levels of the Dungeons
~07These black as soot creatures are another of the Zombre creations, sent
~07to guard his ~10Runes~07. They are a devil-like creature with huge claws
~07and small wings enabling them to fly a short distance. They too possess a
~07magical whip summoned by Zombre!
~09Pitfiend
~10Class ~15 :~12L10
~03XP Gain ~15 :~11+62
~13Special ~15 :~12Holds parts of the~10 Runes~12 of Zombre
~14Gold ~15 :~12No
~11Location ~15 :-
~10Found in the lower levels of the 9 Dungeons.
~07The pitfiend is another of the standard creations of Zombre. These also
~07resemble a devil-like appearance, are dark red, and are said to be immune
~07to any fire based spell. The Pitfiend has huge claw like talons for hands
~07that can rip any type of armour of your back. They too also possess the
~07magical whip of Zombre!
~09Titan
~10Class ~15 :~12L11
~03XP Gain ~15 :~11+76
~13Special ~15 :~12Boulders
~14Gold ~15 :~12No
~11Location ~15 :-
~10Found in high altitude mountains. They are sometimes found lower down in
~10low lying land, but it is very rare.
~07This creature is a huge humanoid like man, over 8ft tall, similar to the
~07hill giants. It is rumoured that it is a direct mate from the '10Hill
~07Giants and the Cloud Giants? This is only speculation however, as not too
~07many men have got close enough to verify this, due to their ferrocious
~07nature. They can hurl boulders over 50ft, so be careful while travelling
~07the hill sides.
~09Cyclops
~10Class ~15 :~12L11
~03XP Gain ~15 :~11+76
~13Special ~15 :~12Boulders
~14Gold ~15 :~12No
~11Location ~15 :-
~10Found mainly in high altitude areas.
~07These huge creatures stand about 100ft tall, have one huge eye in
~07the middle of its forehead, and is dark brown in appearance. Since
~07the Cyclops has only one eye, its vision is impaired, and is quite
~07short sighted. They only surprise their victims if sighted from a
~07distance, where he circles around the victims from behind, then
~07pounces.
~09Giant Squid
~10Class ~15 :~12L11
~03XP Gain ~15 :~11+76
~13Special ~15 :~12Poisonous Ink/Poison
~14Gold ~15 :~12No
~11Location ~15 :-
~10Found mainly on the high seas. They have been known to travel down
~10rivers, but only close to an inlet, as they prefer salty water.
~07Huge creatures, known to be up to 400ft across, its 10 tentacles can
~07rip a sea worthy vessel to pieces in minutes. Its poison is highly
~07toxic, and if squirted on, can cause delerious delusions, or death.
~07Its huge beak is extreemly hard as diamonds, and up to 50 ft in
~07diameter which can smash a hole through any hardened timber vessel.
~09Margoyle
~10Class ~15 :~12L11
~03XP Gain ~15 :~11+76
~13Special ~15 :~07None
~14Gold ~15 :~14Yes
~11Location ~15 :-
~10Found mainly in dark deep Dungeons, or delapidated castles, churches.
~07This monster is a ferocious predator of a magical nature. Margoyles
~07are typically found amid ruins, or dewlling in underground caverns.
~07They seem to have their own gutteral language. These monsters will
~07attack anything they find, and they love to torture their helpless
~07prey. They attack with their claw, teeth and horn.
~09Dragon Turtle
~10Class ~15 :~12L11
~03XP Gain ~15 :~11+76
~13Special ~15 :~12Poison/Flame breath
~14Gold ~15 :~14Yes
~11Location ~15 :-
~10Found mainly in the open seas, low lying lakes, or coral reefs.
~07These creatures are similar to their cousins the black, green, red etc.
~07They have a body of a dragon, but the head of a turtle. They have huge
~07flippers with razor sharp spikes. Usually they swim in the open seas,
~07But have the ability to fly short distances. They too like their cousins
~07are excellent melee fighters!
~09Cloud Dragon
~10Class ~15 :~12L11
~03XP Gain ~15 :~11+76
~13Special ~15 :~12Flame breath
~14Gold ~15 :~14Yes
~11Location ~15 :-
~10Found in forests, or open country. They may also be found in Dungeons
~10as well.
~07The Cloud Dragon is a medium sized dragon, with a brownish scaly skin.
~07This dragon is not as ferrocious as its cousin the~12 Red Dragon~07 but
~07does have the flame breath capability. The Cloud Dragon is an excellent
~07melee fighter!
~09Ifrit
~10Class ~15 :~12L11
~03XP Gain ~15 :~11+76
~13Special ~15 :~07None
~14Gold ~15 :~12No
~11Location ~15 :-
~10Found sometimes on open seas, but mainly in forests.
~07This creature is a genie type creature, and is in a state of carporal
~07existance, similar to the wraith or ghost. Magic Is a preferred 'Kill'
~07method!
~09Lich
~10Class ~15 :~12L11
~03XP Gain ~15 :~11+76
~13Special ~15 :~12Paralysis/Sleep
~14Gold ~15 :~14Yes
~11Location ~15 :-
~10Found mainly in the dark deep Dungeons.
~07Lich's are high level Wizards with a Lord status. They posess high
~07level mage, cleric spells, and can be very dangerous if encountered.
~07Counter magic attacks are know to work well on these creatures.
~09Horned Devil
~10Class ~15 :~12L11
~03XP Gain ~15 :~11+76
~13Special ~15 :~12Holds parts of the~10 Runes~12 of Zombre
~14Gold ~15 :~12No
~11Location ~15 :-
~10Found in the lower levels of the Dungeons.
~07Yet again Zombres creations at his worst. These creatures are totally
~07covered from head to toe in an armoured horn type skin. This creature
~07is best killed using magic, as the horny material can severly damage
~07your swords, or even shatter them! Use magic where possible.
~09Beholder
~10Class ~15 :~12L11
~03XP Gain ~15 :~11+76
~13Special ~15 :~12Paralysis/Sleep
~14Gold ~15 :~14Yes
~11Location ~15 :-
~10Only found in the lower levels of the dungeons.
~07These creatures also called "Eye of tyrants", or "Spheres of many
~07eyes". They are solitary horrors of immense power. Each of its eyes
~07has a unique magical ability. They are armoured with tough chilinous
~07skin. Be very careful when encountered by one of these creatures
~07, they can kill instantly in most cases, or cause severe damage.They
~07also possess the Magical whip summoned by Zombre.
~09Medusa
~10Class ~15 :~12L12
~03XP Gain ~15 :~11+92
~13Special ~15 :~12Paralysis/Sleep
~14Gold ~15 :~14Yes
~11Location ~15 :-
~10Mainly dungeons, but can wander the dark forests during the hour of
~10dusk.
~07These creatures are extreemly dangerous. They have the ability to
~07turn many travellers to stone in extreme cases. They have the ability
~07to completely immoblise its victim with a paralysis spell, where it
~07then will drag off the victim to devour in its lair. If encountered,
~07use the shiny side of your shields, as to glance at one of these vile
~07creatures directly, can turn them to stone. Always try to kill these
~07creatures from a distance.
~09Vampire
~10Class ~15 :~12L12
~03XP Gain ~15 :~11+92
~13Special ~15 :~12Paralysis/Sleep
~14Gold ~15 :~14Yes
~11Location ~15 :-
~10Found only during the hours of dusk, roaming grave yards, and burial
~10chambers.
~07The Vampire is an undead creature that survives totally on the life
~07blood of another creature. They have the ability to poison the victims
~07with its fangs, as well as paralysing its victim with its stare. They
~07also possess 'Sleep Induce' spells such as hypnotism!
~09Ice Devil
~10Class ~15 :~12L12
~03XP Gain ~15 :~11+92
~13Special ~15 :~12Holds parts of the~10 Runes~12 of Zombre
~14Gold ~15 :~12No
~11Location ~15 :-
~10Found on the high altitudes of mountains only.
~07These creatures summoned by Zombre himself, guards parts of his ~10Runes
~07deep in the Dungeons. They are of '~09Ice Blue~07' in colour, and have a
~07devastating ice cold touch. Made from ice, fireball spells may have a
~07positive affect on them?
~09Ice Snake
~10Class ~15 :~12L12
~03XP Gain ~15 :~11+92
~13Special ~15 :~12Icy Cold Venom/Poison
~14Gold ~15 :~12No
~11Location ~15 :-
~10Found mainly in the ice covered tops of the mountain passes.
~07These creatures are about 60 ft long, and are of ice blue complexion.
~07Their Venom is said to be icy cold, and cause total imobilization
~07of its victim by freezing it with its icy venom, where it then will
~07totally devour any creature in one single gulp.
~09Naga
~10Class ~15 :~12L12
~03XP Gain ~15 :~11+92
~13Special ~15 :~12Poison
~14Gold ~15 :~12No
~11Location ~15 :-
~10Found mainly in deep forests, or swampy land.
~07The Naga is a snake-like creature with a human head. It will usually
~07fool travellers that it is a fellow traveller in danger by mimicking
~07the cries of pain. When the travellers go to the aid of the fallen
~07victim, it will then jump out and bite its victims to eat at a later
~07date. Beware of this loathesome creature!
~09Green Dragon
~10Class ~15 :~12L12
~03XP Gain ~15 :~11+92
~13Special ~15 :~12Poison/Acid
~14Gold ~15 :~14Yes
~11Location ~15 :-
~10Found in open countryside, deep dark forest, or Dungeons.
~07These dragons attack with poisonous breath, and are notorious for
~07cruelty, and sadism.
~09Chronomatic Dragon
~10Class ~15 :~12L13
~03XP Gain ~15 :~11+110
~13Special ~15 :~12Flame Breath
~14Gold ~15 :~12Yes
~11Location ~15 :-
~10Found in open countryside, dungeons, or sleeping in its lair guarding
~10vasts amounts of trasures or gold.
~07These are quite large dragons, similar to the red dragons, except they
~07are quite older in race, and are stronger. They attack with searing
~07hot flames.
~09Silver Dragon
~10Class ~15 :~12L12
~03XP Gain ~15 :~11+92
~13Special ~15 :~12Flame Breath
~14Gold ~15 :~14Yes
~11Location ~15 :-
~10Found in open countryside, forests, sometimes dungeons.
~07About the same size as the~12 Red~07 Dragon, this creature is luminous
~07silver in colour, and packs a punch with a flaming hot breath. They are
~07also excellent melee fighters.
~09Giant Slug
~10Class ~15 :~12L12
~03XP Gain ~15 :~11+92
~13Special ~15 :~12Acid
~14Gold ~15 :~12No
~11Location ~15 :-
~10Found in swampy areas, or wet to damp land.
~07This creature is a mutation of the general common garden slug. It has
~07mutated over the centuries into a formidable creature. It has the ability
~07to spit corrosive acid from its glands at its victim, which usually will
~07corrode the strongest of armour right off your back. Best defence is to
~07use crossbows at a distance, or magic.
~09Xorn
~10Class ~15 :~12L13
~03XP Gain ~15 :~11+110
~13Special ~15 :~07None
~14Gold ~15 :~12No
~11Location ~15 :-
~10Found in Dungeons only, and nowhere else in the land.
~07These creatures are quite a formidable enemy. It has a body made from
~07a pebbly stonelike material. It has a large and powerful mouth on the
~07top of its head, with huge teeth. It has 3 long arms that extend out
~07from its body, to which it has an eye on each arm, so it can see in
~07any direction it likes. Due to this, it is rather hard to kill, as you
~07cannot sneak a member of your party behind it. Best defence is to kill
~07it with magic from a distance.
~09Kraken
~10Class ~15 :~12L13
~03XP Gain ~15 :~11+110
~13Special ~15 :~07None
~14Gold ~15 :~12No
~11Location ~15 :-
~10Found in deep open oceans of antibredes.
~07This creature is one of the most feared creatures you ever want to meet.
~07Only Zombre or the Guardians come close to this horror. Fortunately due
~07to being a sea bearing creature, it can be controlled using magic. The
~07Kraken resembles a squid, except it is 3 times larger than its counter-
~07part 'The Squid'!
~09Forest Daemon
~10Class ~15 :~12L13
~03XP Gain ~15 :~11+110
~13Special ~15 :~12Special Mission
~14Gold ~15 :~12No
~11Location ~15 :-
~10Found only in Forest areas.
~07This foul creature is described only from devastated travellers that
~07have managed to escape its grasp. As it goes, it is described as being
~07of demonic in nature, is black with purple veined skin, and huge bat
~07like wings. Its head has huge spiral horns, the lower body is of devil
~07origin, with cloven hoofs. These creatures carry magical items it
~07steals from other travellers, and Merxon sometime will ask you to find
~07a particular object this creature stole previously.
~09Fire Devil
~10Class ~15 :~12L13
~03XP Gain ~15 :~11+110
~13Special ~15 :~12Holds parts of the~10 Runes~12 of Zombre
~14Gold ~15 :~12No
~11Location ~15 :-
~10Found around hot lava flows, or lava pits. Found also holding parts of
~10the ~12Runes ~10deep in the lower level of the Dungeons.
~07This is again, another summoned monster from the devil himself, Zombre.
~07Its body is as hot as the maw of a volcano, and can cause serious damage
~07to any well seasoned traveller. It too also carries the Magical Whip of
~07Zombre.
~09White Dragon
~10Class ~15 :~12L13
~03XP Gain ~15 :~11+110
~13Special ~15 :~12Cold Breath
~14Gold ~15 :~14Yes
~11Location ~15 :-
~10Found in dungeons, open areas, usually forests, and sleeping in their
~10lairs guarding vast amounts of gold and treasures.
~07These are one of the smaller Dragon species, and attack with freezing
~07cold breath, fangs. and claws. Use magic, or crossbows from a distance.
~09Black Dragon
~10Class ~15 :~12L13
~03XP Gain ~15 :~11+110
~13Special ~15 :~12Flame Breath
~14Gold ~15 :~14Yes
~11Location ~15 :-
~10Found in open countryside, usually around dark deep forests. They also
~10dwell down in deep dungeons, and can also be found sleeping in its
~10lairs, guarding vasts amounts of treasures.
~07These creatures attack with spilling streams of acid, and slashing with
~07its razor sharp teeth and claws.
~09Red Dragon
~10Class ~15 :~12L14
~03XP Gain ~15 :~11+128
~13Special ~15 :~12Flame Breath
~14Gold ~15 :~14Yes
~11Location ~15 :-
~10Also found in open countryside, deep dark forests, and dungeons.
~10They can also be found sleeping in its lair guarding vast amounts
~10 of gold and treasures.
~07These dragons are the most feared of its dragonkind. This is due to
~07their ability to breathe searing hot blasts of fire.
~09Hydra
~10Class ~15 :~12L14
~03XP Gain ~15 :~11+128
~13Special ~15 :~12Acid/Poison/Paralysis
~14Gold ~15 :~14Yes
~11Location ~15 :-
~10Found in Dungeons mainly, but can be found in open countryside, or
~10deep forests.
~07Similar looking to the dragon family, this creature is known to be a
~07descendant of the older Dragons, but has mutated over the centuries.
~07These creatures can cast magic fireballs of tremendous accuracy, and
~07strength. It is best to use a shiny strong Dragon shield to combat
~07 the creatures fireballs. They also have an excellent melee rating,
~07and can use its huge claws, and teeth to rip its victims apart.
~09Malgash
~10Class ~15 :~12L15
~03XP Gain ~15 :~11+555
~13Special ~15 :~12Special Mission
~14Gold ~15 :~12No
~11Location ~15 :-
~10Found loitering bridges, forests, and the like.
~07This creature is awesome in size, it has a firery mane flowing from
~07its neck. It has a huge head with rows of razor sharp teeth, and has
~07in its possession one of the magical whips of Zombre. It can cause
~07massive and devastating damage. BE careful when confronted by this
~07creature!
~09Guardians
~10Class ~15 :~12L15
~02XP Gain ~15 :~11+555
~13Special ~15 :~12Found holding parts of the~14 'Orb'~12 Fragments
~14Gold ~15 :~12No
~11Location ~15 :-
~10Found mainly lurking in Dungeons, or searching for orb fragments.
~07This is the most powerful of all enemies you can meet, apart from the
~07evil Zombre himself! This malevolent creature, is assigned the duty of
~07locating the~14 'Orb'~07 fragments that~12 Merxon~07 shattered centuries
~07ago. Any traveller can find a piece of the fragment, scattered through
~07the land. Once in your posession, these creatures have the ability to
~07locate the traveller by the~14 'Orbs'~07 'natural' vibration it gives
~07off. The Guardian will usually strike at dusk while you settle down for
~07the night, and disturb your sleep. Be warned, if you have parts of the
~07fragment, buy plenty of potions, because eventually he will find you!!
~12Thou can avoid running into one of the~14 'Guardians'~12 by purchasing a
~15'Secure'~12 room for the night.
~07{End of Bestiary list}