-= Monsters =- We, the Followers of Nexus, are well-versed in the history of Darlow. With this knowledge, we have learned several things, with one area of importance being the creatures of Darlow. Most of Darlow's creatures have been corrupted by a force that, to this day, we are unclear on the identity of. What we are certain of is that this force has turned those same creatures into vicious monsters, due to this corruption. With the newly discovered drastic increase in the number of these monsters, it has been decided that there is a need to spread our knowledge to all those whom we can contact. One of our eldest monks, Takahashi, has volunteered to undertake the task of informing any kingdoms and towns that survive to this day. It is our hope that he will be able to spread what we know to those in need. Indeed, if you are reading this document, then he (or someone he has entrusted this document to) has succeeded to some degree. For the benefit of all who read this, the general format of this document is as such: Name: This is the monster's name. Level: This is the monster's level. HP: This is the life force of the monster. MP: Like HP, except this shows how many points the monster has for magic. Hits: How many hits the monster can do, ranging from one to this number. Attack: More or less, this is the least and most damage that a monster can do to you. Depending on the number of hits the monster is capable of, the actual amount of damage done to you will be reflected by your defense. Typically, if a monster is shown with a wide range of damage, this is due to it having several hits. If your defense is high enough, a monster will only do one damage per hit. Defense: Similarly, this is how much is taken away from your damage. The higher this is, the less you'll do to a monster with physical attacks. Defense has no influence on magic damage. Like with your defense, the defense of a monster can reduce your damage to one per hit, if it exceeds your attack power. Attack Speed: How fast the monster attacks. If this is much higher than your evasion (roughly double or more), look forward to many critical hits and mortal wounds (due to your odds of avoiding attacks being very low). If this is much lower than your evasion, expect the monster to miss often. Evasion Speed: How fast the monster moves. If this is much higher than your attack speed, don't be surprised if you have a hard time hurting the monster. If it's much lower, it'll be easy to land hits. Also, this helps to determine battle order; the greater the difference there is between your evasion and a monster's evasion, the higher the odds are of the one with higher evasion going before the one with lower evasion. Willpower: The higher this is, the stronger the monster's magic will be. Unlike with melee damage, you cannot reduce the damage done by a monster's spell without the use of magic or skills. Experience: How much XP you gain when you kill the monster. Gold: How much money you get per monster. Misc.: Some monsters have special properties; they may take increased damage from certain elements, or reduced damage. Others have higher than normal resistance to certain types of non-damaging magic. Some have special attacks that they will use frequently, rarely or almost never at all. Some only show up in certain regions. This just happens to be the list of those miscellaneous quirks. Name: Adasaur Level: 19 HP: 125 MP: 0 Hits: 2 Attack: 100-132 Defense: 40 Attack Speed: 46 Evasion Speed: 90 Willpower: 46 Experience: 230 Gold: 9 Misc.: The smallest of the dinosaurs, adasaurs are nonetheless fierce creatures. They have sharp claws and teeth, are very swift, and often hunt in packs to bring down its enemies. They are difficult to hit, and when threatened, they often will fly into a rage that will not abate until either the hunter or the hunted dies. They have been seen throughout the plains and grasslands of Southern Skure. Name: Aetosaur Level: 24 HP: 250 MP: 0 Hits: 1 Attack: 160-180 Defense: 100 Attack Speed: 47 Evasion Speed: 60 Willpower: 52 Experience: 1600 Gold: 28 Misc.: Cousin to the tisaur and ankylosaur, aetosaurs desire little more than seclusion. Having been disturbed by the onset of the chaotics has brought them out of hiding, and none too pleased at all. Woe to the adventurers who stumble across an aetosaur. Their skin is highly resistant, reducing the damage taken from ice, fire, lightning and physical attacks. They are found in the deepest reaches of Ruoze's ruins, as well as occasionally being found in some of Southern Skure's forests. Name: Air Elemental Level: 34 HP: 50 MP: 280 Hits: 6 Attack: 152-224 Defense: 1 Attack Speed: 648 Evasion Speed: 827 Willpower: 28 Experience: 4500 Gold: 1 Misc.: Much like the water elemental, this creature was once a welcome sight to weary travelers, willing to aid them in any way it could. Now, it seeks to blast all those who enter its domain with fierce electrical blasts, while maintaining speed such that damaging them is a chore in and of itself. Their speed is such that they can simply phaze through most forms of magic. Only dark and holy magic have any chance of dealing damage to them. Name: Ankylosaur Level: 20 HP: 200 MP: 0 Hits: 1 Attack: 140-160 Defense: 40 Attack Speed: 41 Evasion Speed: 3 Willpower: 46 Experience: 1400 Gold: 26 Misc.: One of the mightiest territorial herbivores of Skure, the Ankylosaur was once a passive and tame creature. Now, it is on the prowl, sniffing out and killing all non-chaotics. There is no form of damage that it is not resistant to, and its powerful attacks make us wonder whether it is a wise idea to confront one at all. They are located throughout Southern Skure, as well as the ruins of Ruoze. Name: Armadon Level: 31 HP: 600 MP: 0 Hits: 4 Attack: 168-230 Defense: 50 Attack Speed: 96 Evasion Speed: 32 Willpower: 30 Experience: 5000 Gold: 32 Misc.: A dinosaur related to the ankylosaurs of southern Skure that somehow migrated further south into Hassen, armadons were once reclusive creatures. With the onset of the Hunting Grounds era, these beasts now seek to tear apart anything that gets in their way. Their spiked carapace grants them heavy resistance against physical attack, as well as from fire, ice and lightning. Name: Ballistic Tiger Level: 7 HP: 120 MP: 0 Hits: 4 Attack: 46-80 Defense: 17 Attack Speed: 30 Evasion Speed: 28 Willpower: 15 Experience: 60 Gold: 11 Misc.: The ballistic tiger is blessed with being one of the supreme hunters of Darlow. Its speed and size make it very deadly. It lurks within the forests around the ruined Cathedral. Name: Black Widow Level: 18 HP: 115 MP: 0 Hits: 2 Attack: 80-108 Defense: 38 Attack Speed: 36 Evasion Speed: 50 Willpower: 42 Experience: 135 Gold: 7 death: 2 ActionList: list(attack,poisonhit,parahit,parahit) Misc.: The black widow is a hunter of the dark; a predator of the night. They stalk their prey quietly before rendering them immobile and consuming them. Their poison is so strong that it can result in paralysis, in addition to severe poisoning. They have been seen in the marshes of Southern Skure, and various sections of Southern Skure's grasslands. Name: Black Wolf Level: 14 HP: 90 MP: 0 Hits: 1 Attack: 70-90 Defense: 26 Attack Speed: 33 Evasion Speed: 52 Willpower: 32 Experience: 65 Gold: 6 Misc.: Wolves born specifically from the corruption of Darlow, they are a fine example of a hunter. Hiding in the shadows, they wait for the perfect opportunity to pounce on unsuspecting travellers. They tend to enjoy areas steeped with evil energies, having only been seen lurking in the Ranook graveyard. Those who encounter a black wolf need to exercise caution. In addition to being powerful and able to sustain a lot of damage, they are highly agile. Name: Bridge Troll Level: 18 HP: 250 MP: 60 Hits: 3 Attack: 75-112 Defense: 36 Attack Speed: 48 Evasion Speed: 38 Willpower: 40 Experience: 1500 Gold: 0 Misc.: Kaug's subordinates, always ready to gang up on passersby to make sure they are thoroughly beaten. Kaug likely does not care for their help, believing himself more than capable of doing so on his own... were he not in what seems like an eternal bloodlust, robbing him of any ability for coherent thought. These trolls are familiar with magic, able to increase their reflexes through the use of Fast spells. Unlike their boss, they are extremely weak to fire and ice magic. Name: Cave Ogre Level: 33 HP: 1000 MP: 0 Hits: 1 Attack: 195-210 Defense: 35 Attack Speed: 112 Evasion Speed: 41 Willpower: 35 Experience: 8000 Gold: 14 Misc.: A mildly intelligent being, cave ogres are only found within the confines of Hassen's icy caverns. The miasma covering the land has twisted these already sadistic creatures into merciless killing machines. There's nothing complex about the tactics they employ; if they can see you, they'll hit you. If they can hit you, they'll do whatever they can in order to kill you. Name: Cobra Level: 5 HP: 26 MP: 15 Hits: 2 Attack: 30-41 Defense: 16 Attack Speed: 20 Evasion Speed: 19 Willpower: 13 Experience: 9 Gold: 3 Misc.: These fierce predators have been seen throughout the far eastern section of South Kreland, as well as within the Cathedral ruins. Their bite almost always results in injection of vile poisons, so take care to pack antidotes or have a White Mage close by. Name: Cougar Level: 9 HP: 70 MP: 0 Hits: 1 Attack: 48-60 Defense: 15 Attack Speed: 32 Evasion Speed: 29 Willpower: 23 Experience: 27 Gold: 5 Misc.: Cougars are feline predators which reside on the high altitude slopes of the Death Mountains. It was once a beast that could be tamed by people to act as guards, but the corruption of Darlow has now made that task all but impossible. Cougars are hardy creatures who will sometimes fly into uncontrollable rages. It is advised that you dispose of the cougar as soon as possible if this happens. Name: Crawler Level: 6 HP: 62 MP: 0 Hits: 6 Attack: 34-50 Defense: 1 Attack Speed: 22 Evasion Speed: 12 Willpower: 17 Experience: 16 Gold: 1 Misc.: Similar to the creeper, this animated mound of flesh and bone is a more efficient killer for its master, with several limbs it uses to attack with. It lacks the creeper's weakness to fire, making it that much more dangerous. It is found inside the Dainarian Cathedral, but nowhere else. Name: Creeper Level: 5 HP: 52 MP: 0 Hits: 1 Attack: 35-36 Defense: 1 Attack Speed: 22 Evasion Speed: 10 Willpower: 15 Experience: 11 Gold: 1 Misc.: A disgusting mass of flesh brought together by magic to serve an endless desire for death, these abominations have been seen lurking throughout the ruins of Dainaria's cathedral. Any adventurer wishing to dispose of these beasts quickly can make use of fire magic, which appears to rapidly tear away the magical bonds that bind them. Name: Crevice Beast Level: 14 HP: 500 MP: 0 Hits: 1 Attack: 80-110 Defense: 1 Attack Speed: 31 Evasion Speed: 33 Willpower: 32 Experience: 240 Gold: 18 Misc.: An oversized ancient monster that has made a reappearance in modern times, being revitalized by the chaos of the Hunting Grounds. The crevice beast is one of the largest creatures of the Death Mountains. Their appetite is legendary, which makes their tendency to eat creatures whole unsurprising. Name: Crocodile Level: 19 HP: 100 MP: 0 Hits: 1 Attack: 110-120 Defense: 60 Attack Speed: 38 Evasion Speed: 51 Willpower: 44 Experience: 180 Gold: 9 Misc.: A hungry, angry predator that is not to be taken lightly, crocodiles often form groups with dinosaurs in order to hunt more efficiently. Their skin is as tough as leather, able to absorb a good deal of impact. Ice magic does an admirable job of finishing them quickly though, which may be a necessity due to their proficiency in dealing damage and goring those who are not careful. They are commonly seen in Southern Skure's marshlands, as well as in the ruins of Ruoze. Name: Dark Imp Level: 46 HP: 600 MP: 0 Hits: 1 Attack: 260-300 Defense: 60 Attack Speed: 164 Evasion Speed: 102 Willpower: 68 Experience: 10000 Gold: 12 Misc.: Very little is known about these creatures. What few reports there are of their existance tell a tale of vile little beasts with skin the color of ash, which vaguely resemble the imps found elsewhere in Darlow. Hence their name, Dark Imp. They can rend and tear with surprising skill with what appear to be simple daggers, making them far more dangerous than they look. It is assumed that dark magics will be of little use against these creatures, given their appearance and foul nature. Name: Dark Knight Level: 52 HP: 1400 MP: 0 Hits: 1 Attack: 380-420 Defense: 125 Attack Speed: 300 Evasion Speed: 120 Willpower: 48 Experience: 19000 Gold: 18 Misc.: Dressed in matching suits of pale purple mail, these men and women have given themselves to whatever being plagues this land. In return, they have been rewarded with inhuman strength and endurance, able to land swift and crushing blows at a moment's notice. Name: Death Stare Level: 48 HP: 1600 MP: 400 Hits: 1 Attack: 340-360 Defense: 180 Attack Speed: 225 Evasion Speed: 155 Willpower: 100 Experience: 32000 Gold: 14 Misc.: A horrifying beast with leathery wings, a bulbous body and a giant eye, the Death Stare is able to hinder even the most organized of groups. If not due to its knowledge of arcane dark magic, it is due to its resiliency and knowledge of the strongest curative magic art. An assault on its magical resources might be necessary if it becomes defensive. Name: Death Veggie Level: 53 HP: 2600 MP: 0 Hits: 1 Attack: 360-440 Defense: 1 Attack Speed: 270 Evasion Speed: 185 Willpower: 37 Experience: 20000 Gold: 15 Misc.: The existance of this creature is an affront to Nexus, all things considered. It is a mass of vibrant red flora and fleshy pulp, with an insatible hunger for yet more flesh to add to its mass. It will rip and tear through anything and everything that stands between it and its next meal. Pray that you are capable of avoiding it or killing it should you be the one it chooses. Name: Deinonychus Level: 25 HP: 200 MP: 0 Hits: 3 Attack: 150-182 Defense: 60 Attack Speed: 66 Evasion Speed: 78 Willpower: 60 Experience: 900 Gold: 12 Misc.: Information on these dangerous beasts is limited. What little we know about them indicates that they possess intelligence on par with a human, being able to devise plans in order to swiftly kill its prey. It is willing to team with other monsters, even those that it would normally consider enemies, in order to rend and tear the flesh of any intruders. Name: Demon Eye Level: 16 HP: 450 MP: 82 Hits: 2 Attack: 100-138 Defense: 1 Attack Speed: 31 Evasion Speed: 50 Willpower: 30 Experience: 330 Gold: 22 Misc.: A large minor demon of the Hunting Grounds, these creatures defy any biological explanation. Our only theory is that they are a creature whose origins are of a magical nature. It can use magic in order to smite its foes, including Demi, and of great note, the arcane art of Darkfire. It is immune to death, poison and dark magic, and resistant to ice magic. The best course of action is a physical one; they don't seem to have any resistance to melee damage. They have been seen deep in the Ranook ruins, commonly alongside skeleton tigers, spectres and wights. Name: Demon Smoke Level: 49 HP: 250 MP: 300 Hits: 1 Attack: 310-320 Defense: 380 Attack Speed: 250 Evasion Speed: 1250 Willpower: 80 Experience: 12000 Gold: 1 Misc.: The environment that these creatures are found in is dark and smoky, making it easy for an unattentive adventurer to fail to notice that they are not alone until it is too late. Even for the wary adventurer, an encounter against this gaseous fiend is not one to enjoy. Considerable physical damage is all but impossible to inflict, due to its very nature. Magical damage is slightly less futile, but no less an ordeal to inflict. Name: Dire Cougar Level: 11 HP: 88 MP: 0 Hits: 2 Attack: 50-72 Defense: 16 Attack Speed: 36 Evasion Speed: 30 Willpower: 27 Experience: 34 Gold: 6 Misc.: Cousin to the Cougar, but blessed with being a fair bit larger. Dire cougars are more ferocious in combat, always fighting to the end. They are more than willing to gore their target as many times as is necessary in order to emerge victorious. They are resistant to ice magic, but thankfully are uncommon, being seen only in the further reaches of the Death Mountains. Name: Dire Imp Level: 4 HP: 26 MP: 0 Hits: 1 Attack: 24-27 Defense: 10 Attack Speed: 14 Evasion Speed: 17 Willpower: 8 Experience: 4 Gold: 4 Misc.: Found in the plains and forest east of the southern deserts of Kreland, these are the fiercest of the imps in South Kreland. They occasionally show vague signs of a tribal community when in groups, with a recognized 'leader' commanding the others. Name: Dire Rat Level: 5 HP: 28 MP: 0 Hits: 1 Attack: 28-38 Defense: 12 Attack Speed: 17 Evasion Speed: 18 Willpower: 14 Experience: 7 Gold: 5 Misc.: A stronger offshoot of the giant rat, its hunger for meat appears to never be satiated. Its bite is just as toxic as its weaker brethen, with increased potence. These dire rats have been spotted east of South Kreland's desert, as well as within the former Cathedral of Dainaria. Name: Dire Spider Level: 10 HP: 56 MP: 0 Hits: 2 Attack: 46-60 Defense: 24 Attack Speed: 27 Evasion Speed: 33 Willpower: 25 Experience: 25 Gold: 5 Misc.: Another version of an already large animal, the dire spider lurks in shadowy sections of the Death Mountains, appearing only when it feels ready to strike its prey. In addition to being poisonous, it is also resistant to the effects of poison magic. Name: Dire Wolf Level: 9 HP: 52 MP: 0 Hits: 3 Attack: 40-61 Defense: 15 Attack Speed: 29 Evasion Speed: 35 Willpower: 24 Experience: 24 Gold: 5 Misc.: The larger, fiercer cousin of the wolves of Southern Kreland, dire wolves have a ravenous appetite, often teaming up with cougars to hunt for meals. They are abnormally agile, making it difficult to physically damage them without accuracy that rivals this speed. Name: Dragon Snake Level: 22 HP: 128 MP: 0 Hits: 1 Attack: 125-135 Defense: 86 Attack Speed: 65 Evasion Speed: 65 Willpower: 51 Experience: 500 Gold: 11 Misc.: Their name is slightly inaccurate; dragon snakes are not actually related to dragons. The name was given because of its ferocity in battle and skill as a hunter. It should be noted that they are accurate, and resistant to physical damage. Dragon snakes have been seen only in the forests of Southern Skure and the ruins of Ruoze. Name: Dust Devil Level: 21 HP: 80 MP: 50 Hits: 12 Attack: 90-151 Defense: 45 Attack Speed: 130 Evasion Speed: 225 Willpower: 48 Experience: 430 Gold: 10 Misc.: An elemental of Darlow composed of sand and wind. They are extremely fast and intelligent, a living nightmare of the Dal'r Desert. Physical damage is almost a lost cause, given that dust devils appear to be able to avoid an attack just as it starts. Magic of any form tends to take awhile to destroy a dust devil as well. Further solidifying their status as a great annoyance, dust devils can further increase their speed, as well as reduce the speed of any aggressors. Name: Earth Elemental Level: 7 HP: 28 MP: 20 Hits: 1 Attack: 42-47 Defense: 36 Attack Speed: 19 Evasion Speed: 5 Willpower: 20 Experience: 18 Gold: 5 Misc.: An actual projection of Darlow's power, the Earth Elemental once thrived in its natural landscape. With the rise of the hunting grounds, it has succumbed to inflicting terror like every other creature. They have been seen in the ruined Cathedral, as well as the Death Mountains. They are resistant to most forms of magic, save lightning. This is very fortunate, given that it is hard to damage them physically without great strength or precise hits, even more so should the elemental reinforce its defense or slow down the aggressor via magic. Name: Evil Spirit Level: 51 HP: 500 MP: 600 Hits: 1 Attack: 1 Defense: 95 Attack Speed: 225 Evasion Speed: 220 Willpower: 65 Experience: 16000 Gold: 1 Misc.: These spirits once inhabited the bodies of great mages, but are now relegated to striking down all that oppose them with those same magics. They can be especially dangerous, given that they have retained their knowledge of one of the more fearsome black magics known to man: Rub. Name: Fire Dragon Level: 51 HP: 4500 MP: 240 Hits: 2 Attack: 360-444 Defense: 75 Attack Speed: 260 Evasion Speed: 110 Willpower: 50 Experience: 45000 Gold: 17 Misc.: One of the eldest family of dragons in Darlow, these regal, crimson beasts are capable of speech, although they rarely consider it worth the effort to address lesser creatures than themselves (which appear to be every other creature known to man). If aggravated, they will strike out with blasts of white-hot flame that can incinerate an unprepared adventurer. They have no glaring weaknesses, so the task of defeating such a beast is not a simple one. Name: Fire Elemental Level: 50 HP: 800 MP: 600 Hits: 1 Attack: 1 Defense: 200 Attack Speed: 265 Evasion Speed: 186 Willpower: 55 Experience: 15000 Gold: 1 Misc.: The Fire Elemental is yet another spirit of nature that has been twisted into a nefarious being that seeks only the death and destruction of those that enter its lair. It is normally content with issuing small blasts of fire towards those who approach it, but if pressed, will respond with greater and greater blasts as it feels the need arise. Their fiery powers seem limitless; it will take a good deal of effort to exhaust its magic powers, should one feel pressed to do such a thing. Name: Fire Giant Level: 46 HP: 2800 MP: 270 Hits: 1 Attack: 300-350 Defense: 40 Attack Speed: 205 Evasion Speed: 40 Willpower: 60 Experience: 28000 Gold: 20 Misc.: These giants have made their habitat in the volcanic depths of Darlow for centuries on end, gradually gaining the ability to breathe blistering gales of fire on command. Their fondness of this ability is almost to the point of absurdity; the rare occasions where they attempt to strike someone physically tend to result in far more damage. Far be it from one such as I to bring this to their attenion though. I somehow doubt that instructing them on how to be even more dangerous would serve the will of Nexus. Name: Forest Imp Level: 2 HP: 13 MP: 0 Hits: 1 Attack: 16-20 Defense: 7 Attack Speed: 9 Evasion Speed: 9 Willpower: 6 Experience: 2 Gold: 2 Misc.: Slightly larger than a normal imp, this species of imp is seen only in the forests of Southern Kreland. Much like their weaker brethen, abnormal hostility is the only defining trait of forest imps. Name: Frost Gator Level: 29 HP: 150 MP: 60 Hits: 1 Attack: 150-160 Defense: 40 Attack Speed: 80 Evasion Speed: 35 Willpower: 32 Experience: 1100 Gold: 14 Misc.: A rare breed, the frost gator does not appear to be prone to the effects that cold normally has on reptiles. Instead, they move about just as ably as their desert brethren, and like snow wolves, can breathe gales of icy breath at will. They are somewhat uncommon, only appearing further into the caverns of Hassen, as well as its western islands. Their skin is as tough as melded leather, making fire magic an advisable course of action. Name: Frost Leopard Level: 29 HP: 250 MP: 0 Hits: 2 Attack: 160-204 Defense: 40 Attack Speed: 90 Evasion Speed: 62 Willpower: 22 Experience: 1500 Gold: 15 Misc.: An oversized mammal that appears to be unaffected by the bitter cold of Hassen, frost leopards are more vicious than frost wolves in every way. Adventurers can take solace in the fact that these leopards are just as weak to fire as frost wolves, and the fact that they're not as resistant to damage. Name: Frost Snake Level: 32 HP: 240 MP: 0 Hits: 2 Attack: 160-194 Defense: 105 Attack Speed: 141 Evasion Speed: 75 Willpower: 23 Experience: 2100 Gold: 14 Misc.: An exceptionally dangerous creature, frost snakes can easily poison unwary adventurers. Worse still, their bite is highly damaging on its own, and these creatures are very quick and resistant to damage. Lightning magic does not have much of an effect, and ice magic has even less of an effect, to the surprise of no one. Name: Frost Wyrm Level: 29 HP: 700 MP: 160 Hits: 1 Attack: 160-200 Defense: 70 Attack Speed: 78 Evasion Speed: 37 Willpower: 28 Experience: 3200 Gold: 28 Misc.: These fearsome beasts were wyrms that migrated to Hassen, making their homes in its icy lands. They were once able to be tamed, but now are wild and freely blast all within range with their bitter ice breath. Name: Gargoyle Level: 7 HP: 40 MP: 15 Hits: 4 Attack: 44-59 Defense: 16 Attack Speed: 27 Evasion Speed: 28 Willpower: 18 Experience: 21 Gold: 3 Misc.: Protector of a lair either of its own or to its faithful master, the gargoyle now serves a higher, darker order. Semi-intelligent creature with extremely long and sharp teeth and claws, found only in the Cathedral ruins. It is highly accurate, evasive, fire resistant and it is not easy to damage it with weapons, given its stone skin. Name: Geyzer Level: 52 HP: 16000 MP: 460 Hits: 2 Attack: 350-660 Defense: 1 Attack Speed: 125 Evasion Speed: 75 Willpower: 50 Experience: 1200000 Gold: 2500 Misc.: There are no words that can do this violent force of nature justice. Failing that, let it be said that there are creatures larger, or faster, or smarter, but few can match the powers that Geyzer commands. Able to summon giant boulders of ice to crash upon those he deems unworthy of living, Geyzer usually contents himself with unleashing a physical assault that can be further enhanced if he feels the need to use boost 1 upon himself. Woe to the party that encounters this demigod without a proper battle plan. If there is anything that can be thought of a weakness for Geyzer, it is his extreme dislike of fire. Name: Ghast Level: 16 HP: 180 MP: 0 Hits: 5 Attack: 66-108 Defense: 1 Attack Speed: 38 Evasion Speed: 24 Willpower: 34 Experience: 110 Gold: 7 Misc.: A sickly mass of melting flesh, ghasts stagger around mindlessly, looking for victims to spread the various contagions that fester and swim about its body in the form of a vile miasma. These toxins serve a double purpose, poisoning and/or paralyzing those who get within their radius. Their stamina is extraordinary, compensating for what appears to be a lack of any defense whatsoever. We suspect this defensive disdain is due to the rumor that those exposed to ghast miasma for extended periods will in turn become ghasts. Those hoping to quickly finish the battle should employ fire magic, but avoid death and ice magic. Ghasts are seen only in the Ranook graveyard underground. Name: Ghost Level: 30 HP: 100 MP: 150 Hits: 1 Attack: 170-175 Defense: 100 Attack Speed: 180 Evasion Speed: 154 Willpower: 26 Experience: 1750 Gold: 1 Misc.: These are the lost souls of those who inhabited the once thriving underground city of Junuli. They have risen from their graes to haunt their former home. Their threat comes not from awe-inspiring powers, but from an unnerving resistance to all forms of magic. Only holy and lightning magic appear to have any noticeable effect on these beings. Name: Ghoul Level: 2 HP: 30 MP: 0 Hits: 1 Attack: 21-22 Defense: 1 Attack Speed: 9 Evasion Speed: 2 Willpower: 5 Experience: 3 Gold: 3 Misc.: Seen only in the ruins of Dainaria. These are reanimated corpses of former Dainarians, infused with unholy strength and a toxic touch that freezes its victims in place. Being undead, spells centered around poison and death have no effect on ghouls. However, fire and harming magic does increased damage. Name: Giant Panther Level: 2 HP: 60 MP: 0 Hits: 2 Attack: 17-29 Defense: 5 Attack Speed: 15 Evasion Speed: 9 Willpower: 6 Experience: 10 Gold: 6 Misc.: Seen only in the forests of South Kreland. Can devour their prey whole, when the whim strikes them. It is because of this rare tendency that any who are faced by a giant panther either flee quickly, or if escape is not an option, kill the panther as soon as possible. Name: Giant Rat Level: 1 HP: 13 MP: 0 Hits: 1 Attack: 14-18 Defense: 3 Attack Speed: 9 Evasion Speed: 6 Willpower: 7 Experience: 2 Gold: 1 Misc.: Seen only in the forests and plains of South Kreland. Are known to carry diseases, which occasionally spring forth when the rat bites its prey. Giant rats are weak to fire. Name: Giant Snowman Level: 31 HP: 900 MP: 175 Hits: 2 Attack: 190-230 Defense: 60 Attack Speed: 124 Evasion Speed: 56 Willpower: 40 Experience: 9500 Gold: 12 Misc.: These strange constructs appear to be made entirely of ice and snow, thus the name giant snowman. In spite of the merry image this name might conjure, be assured that the real thing is anything but passive. Given the components that they're made of, it is not surprising that fire will quickly destroy them. Name: Gigan Centipede Level: 4 HP: 60 MP: 0 Hits: 1 Attack: 33-40 Defense: 8 Attack Speed: 13 Evasion Speed: 15 Willpower: 11 Experience: 22 Gold: 8 Misc.: Seen only in the deserts of South Kreland. As their name implies, these creatures are gigantic, and their bite is poisonous. Few creatures in South Kreland can match the strength these carnivorous insects possess. Surprisingly, their continued inhabitation in the desert has not resulted in a weakness to ice. Instead, they are resistant to fire magic and to physical damage. Name: Gigan Trillipede Level: 13 HP: 180 MP: 0 Hits: 2 Attack: 75-102 Defense: 55 Attack Speed: 27 Evasion Speed: 34 Willpower: 31 Experience: 190 Gold: 20 Misc.: Cousin to the gigan centipede, this beast has many more legs and a more deadly poison. It is no less carnivorous, perfectly willing to eat anything (usually anyone) it comes across. It wanders around the outer areas of the Death Mountains, close to the Skure side. Name: Gigas Worm Level: 32 HP: 2800 MP: 0 Hits: 1 Attack: 200-210 Defense: 1 Attack Speed: 103 Evasion Speed: 22 Willpower: 45 Experience: 7000 Gold: 10 Misc.: At first glance, these massive behemoths would appear to be a major threat. To be sure, they can be a great burden if left unchecked. To our great relief though, practically every form of attack does either full or enhanced damage. Gigas worms are an example of a creature that fails to live up to its image. Name: Gigasaur Level: 25 HP: 800 MP: 0 Hits: 2 Attack: 170-210 Defense: 60 Attack Speed: 62 Evasion Speed: 40 Willpower: 54 Experience: 2500 Gold: 30 Misc.: We had not considered it possible to supercede the awe-inspiring presence of a tyrannosaur, but if our reports are true, these creatures are even larger and fiercer. We have had only one adventurer return to us with information on this montrosity, but they are supposedly more than willing to tear its prey into pieces, slamming the remains around and mercifully eating whatever is left after its fury has temporarily been sated. Their size and power is said to be absurd, rivaling that of the Dinosaur King, Grygasz. Thankfully these beasts are said to be rare, appearing only in the very bottom of Ruoze's ruins. Name: Golden Striker Level: 54 HP: 1000 MP: 400 Hits: 1 Attack: 420-430 Defense: 320 Attack Speed: 320 Evasion Speed: 160 Willpower: 75 Experience: 22000 Gold: 19 Misc.: Given their majestic appearance that lends an air of dignity and honor to them, it is discouraging to learn that these warriors have pledged their lives to evil, using their curative knowledge, significant strength and considerable resiliency to destroy Darlow, rather than heal it. Name: Gold Guard Level: 35 HP: 150 MP: 0 Hits: 1 Attack: 180-200 Defense: 40 Attack Speed: 116 Evasion Speed: 17 Willpower: 55 Experience: 3000 Gold: 30 Misc.: At first glance, these golems appear to be no different than those found elsewhere. However, once engaged in battle, it becomes clear that they employ teamwork with their fellow chaotics. This is not a thing that should be seen as a quick way to get rich by any means. Name: Great Mummy Level: 37 HP: 550 MP: 240 Hits: 1 Attack: 190-210 Defense: 30 Attack Speed: 130 Evasion Speed: 96 Willpower: 54 Experience: 6000 Gold: 16 Misc.: Unlike 'normal' mummies, the great mummy was, in life, a nobleman with a natural gift for magic. Now mindless, it uses its knowledge of enfeebling magic and the always fearsome Demi spell to use for the forces of chaos. Name: Great Ogre Level: 5 HP: 120 MP: 0 Hits: 1 Attack: 38-50 Defense: 5 Attack Speed: 15 Evasion Speed: 14 Willpower: 12 Experience: 30 Gold: 9 Misc.: The larger but no more intelligent cousin of the ogre, great ogres are controlled by their greed and hunger for killing. They are found in the eastern plains of South Kreland, as well as within the ruins of the Dainaria cathedral. Name: Grygasz Level: 38 HP: 4000 MP: 0 Hits: 1 Attack: 275-325 Defense: 50 Attack Speed: 90 Evasion Speed: 50 Willpower: 48 Experience: 80000 Gold: 2000 Misc.: The King of the Dinosaurs, it has been reported that even as mighty a creature as he was not immune to the corrupting influence that gave rise to the Hunting Grounds. Grygasz now represents the third Hunting Grounds. He is patronizing, furious, and confident. A single blow from him can reduce even the hardiest of adventurers to a broken shell. Sometimes, Grygasz is not content with crushing those who challenge him, he will at times merely devour them whole. Name: Hill Giant Level: 8 HP: 230 MP: 56 Hits: 1 Attack: 60-75 Defense: 8 Attack Speed: 21 Evasion Speed: 24 Willpower: 20 Experience: 70 Gold: 13 Misc.: An intelligent giant humanoid and distant cousin to the ogre, hill giants were corrupted by the chaos of the Hunting Grounds. They are able to cast lightning and curative magic. Name: Ice Dragon Level: 34 HP: 2000 MP: 280 Hits: 1 Attack: 210-240 Defense: 44 Attack Speed: 126 Evasion Speed: 72 Willpower: 50 Experience: 14000 Gold: 14 Misc.: These are frighteningly strong creatures, with powers that rival their simple and noble beauty. They are highly intelligent, openly showing disdain towards friend and foe alike without saying a single word. Their breath can tear through even the hardiest of warriors, so magical protection is highly encouraged. For those willing to go on the offensive, fire and lightning will quickly fell these beasts. Name: Imp Level: 1 HP: 9 MP: 20 Hits: 1 Attack: 13-17 Defense: 4 Attack Speed: 8 Evasion Speed: 5 Willpower: 6 Experience: 1 Gold: 2 Misc.: Seen only in the forests and plains of South Kreland. No special abilities, aside from above-average aggression levels. Name: Iron Golem Level: 11 HP: 140 MP: 70 Hits: 1 Attack: 85-90 Defense: 2 Attack Speed: 28 Evasion Speed: 12 Willpower: 27 Experience: 200 Gold: 18 Misc.: An animated monster made of hard, thick metallic ores, iron golems are one of the toughest monsters in the Death Mountains. They possess very high defense, both in terms of physical damage and magic. It is an ordeal in and of itself trying to take down just one iron golem. To further hinder those who use a physical approach, iron golems can cast Shield. Name: Iron Guard Level: 13 HP: 40 MP: 32 Hits: 2 Attack: 65-84 Defense: 55 Attack Speed: 29 Evasion Speed: 5 Willpower: 23 Experience: 85 Gold: 8 Misc.: A powerful composition of heavy metals, notably iron, these guardians are infused with a great deal of magical energy, making it a very powerful adversary. Resistant to all forms of damage, it will take a coordinated effort to destroy one guard. In the case of several, it is strongly advised that you consider retreat. Iron guards are thankfully rare, appearing only in the furthest depths and highest peaks of the Death Mountains. Were they common, their fearsome power, defense and magic knowledge would invoke fear within even those who had yet to know it. Name: Kaug Level: 26 HP: 600 MP: 0 Hits: 6 Attack: 125-180 Defense: 2 Attack Speed: 68 Evasion Speed: 48 Willpower: 45 Experience: 8000 Gold: 800 Misc.: Kaug is a monstrous troll and the self-appointed guardian of the Death Mountains. Kaug is angry and routinely out of control, always a split second away from falling into an uncontrollable rage, blindly smashing friend and foe with blatant disregard. One could say that he is the personification of fury, untouched by most forms of non-elemental magic. Name: Lower Demon Level: 48 HP: 900 MP: 160 Hits: 2 Attack: 300-361 Defense: 120 Attack Speed: 236 Evasion Speed: 140 Willpower: 64 Experience: 13000 Gold: 15 Misc.: An abomination of twisted flesh and muscle, these lesser demons are not a threat so much due to their power, but more so because of their ability to augment the power of those allied with it, making already fearsome creatures deathly powerful and able to fell unprepared targets with a single strike. Name: Magora Level: 75 HP: ? MP: ? Hits: ? Attack: ? Defense: ? Attack Speed: ? Evasion Speed: ? Willpower: ? Experience: 30000000 Gold: 4000 Misc.: I am troubled by the existance of this creature. Sadly, our belief that it was the root of Darlow's corruption was proven to be inaccurate. Reports of bands of adventurers that managed to fell Magora have come in, and yet reports continue to come in about Magora's continued existance. This reminds me of the reports of adventurers who prevailed against Vallatio, Kaug, Grygasz and Geyzer, only to later find that the Four had resurfaced, none the worse for wear. If this foul being Magora is not responsible for the slow and steady decay of Darlow, just as the Four were but pawns serving under a greater evil... I daresay that the crisis facing all of Darlow's people is one I am not certain we can overcome. Name: Mesosaur Level: 20 HP: 115 MP: 48 Hits: 1 Attack: 115-125 Defense: 65 Attack Speed: 38 Evasion Speed: 49 Willpower: 40 Experience: 260 Gold: 9 Misc.: A rarity among reptiles, it has become accustomed to living in the heat of the tropics and has somehow managed to take control of fire magic. It is a sly animal, deceiving its prey into seeing as less of a threat than it truly is. It lacks a weakness to ice, contrary to what we originally were led to believe. It currently makes its home in the marshes of Southern Skure and the ruins of Ruoze. Name: Middle Demon Level: 58 HP: 2500 MP: 360 Hits: 2 Attack: 420-510 Defense: 60 Attack Speed: 355 Evasion Speed: 195 Experience: 32000 Gold: 16 Willpower: 120 Misc.: Guardians who accompany Magore, these demons can strike down those who oppose Magore just as quickly as they can protect their queen and fellow demonfolk. Even without Magora's guidance, they are a force to be reckoned with. Name: Monstrous Cactus Level: 24 HP: 500 MP: 0 Hits: 20 Attack: 11-22 Defense: 1 Attack Speed: 42 Evasion Speed: 22 Willpower: 57 Experience: 800 Gold: 1 Misc.: An oddity in the evolutionary chain of Darlow is this creature, the Monstrous Cactus. A living plant, considered to be an elemental, it became carnivorous once the chaos of the hunting grounds appeared. It lulls its victims to sleep then consumes them ever so slowly. All things considered, it is probably better that their victims are not awake during the agonizing process of digestion. What they lack in power, they make up with amazing endurance. Even though they take increased damage from fire, lightning and ice magic, it will still require a strong spell in order to quickly fell one of these beasts. They reside in the deserts within the Anaran border. Name: Mountain Imp Level: 8 HP: 50 MP: 0 Hits: 1 Attack: 44-54 Defense: 20 Attack Speed: 22 Evasion Speed: 26 Willpower: 22 Experience: 18 Gold: 4 Misc.: Tribal humanoids who managed over time to survive high in the mountain slopes. Semi-intelligent, now corrupted into little more than cruel killers. They have been found throughout the Death Mountains. Name: Mountain Sentry Level: 12 HP: 70 MP: 0 Hits: 1 Attack: 65-75 Defense: 22 Attack Speed: 30 Evasion Speed: 36 Willpower: 29 Experience: 40 Gold: 6 Misc.: Another unintelligent animation composed of light metals, the mountain sentry will stand guard for ages, unmoving. Any who step into its line of sight have found that a sentry immediately springs to life, ready to dispose of the intruder. The composition of metals that form them result in high resistance to standard magic, notably fire, ice and lightning. It is rare to see a sentry anywhere outside of the depths of the Death Mountains. Name: Mountain Worm Level: 12 HP: 380 MP: 0 Hits: 1 Attack: 80-90 Defense: 1 Attack Speed: 27 Evasion Speed: 29 Willpower: 29 Experience: 150 Gold: 16 Misc.: Very large carniverous worms that bore into hillsides and mountains, making an appearance when it is ready to feast. Unfortunately for any adventurers in the Death Mountains, this happens to be often. Fire magic does increased damage, which is of minor comfort to those who have it. Name: Mud Golem Level: 6 HP: 95 MP: 40 Hits: 2 Attack: 40-62 Defense: 25 Attack Speed: 18 Evasion Speed: 5 Willpower: 14 Experience: 46 Gold: 10 Misc.: An animated monster made of clay and mud, it is the weakest of its kind. Compared to the monsters in the same areas though, it is a mighty foe, resistant to damage, able to cast Fast, but weak to fire and lightning. These golems have been spotted within the Cathedral, but nowhere else. Name: Mud Troll Level: 3 HP: 80 MP: 20 Hits: 2 Attack: 20-34 Defense: 2 Attack Speed: 12 Evasion Speed: 10 Willpower: 9 Experience: 15 Gold: 9 Misc.: Seen in the deserts of South Kreland and in the ruins of Dainaria, both above and below ground. In possession of almost human intellect, these hulking creatures have been driven insane by the corrupting influence of our unknown foe. In addition to a physical attack, mud trolls have been known to utilize weak fire magic, as well as magic that increases their reflexes. Mud trolls do not react favorably to ice magic. Name: Mummy Level: 34 HP: 500 MP: 225 Hits: 1 Attack: 165-190 Defense: 25 Attack Speed: 116 Evasion Speed: 30 Willpower: 66 Experience: 4000 Gold: 14 Misc.: Mummified remains from Hassen burial tradition, these were often the corpses of Hassite mages, in an attempt to confine their magic abilities, even after death. With the taint that has spread across the land, these magical bonds have been broken, allowing these corrupted husks to slow and halve the life of any who oppose them. Fire and holy magic are useful in battle against these beings. Name: Ogre Level: 1 HP: 50 MP: 0 Hits: 1 Attack: 16-22 Defense: 3 Attack Speed: 9 Evasion Speed: 5 Willpower: 5 Experience: 6 Gold: 7 Misc.: Seen only in the northern plains of South Kreland. Hulking brutes who possess the ability to occasionally deliver crushing blows that slam their targets, inflicting damage beyond that of the initial impact. Name: Phantom Level: 16 HP: 40 MP: 38 Hits: 1 Attack: 75-95 Defense: 70 Attack Speed: 80 Evasion Speed: 90 Willpower: 30 Experience: 105 Gold: 6 Misc.: The Phantom is a disturbed soul that was bound to the living world after its material death. Now ethereal and still highly intelligent, it haunts everything it can out of anger and rage. Phantoms are powerful foes, with knowledge of highly dangerous death-based magics such as Demi and Drain. Physical damage is all but impossible to deal out without some form of enhancement, due to inhuman evasion and defense against physical damage. If one weakness exists within these deathly creatures, it has yet to be discovered. Phantoms have only been sighted below ground in the Ranook graveyard. Name: Plague Rat Level: 15 HP: 105 MP: 0 Hits: 1 Attack: 72-92 Defense: 15 Attack Speed: 32 Evasion Speed: 44 Willpower: 33 Experience: 75 Gold: 6 Misc.: Disgusting creatures that spread disease everywhere they go, plague rats send illnesses back to the homes of any travellers that pass through their lairs. In this sense they are unique compared to other members of the rat family. They do not need to bite someone in order to infect them, although they will on occasion do so. Plague rats have so far only been spotted in the graveyard of Ranook. They are resistant to poison, dark and death magic, but susceptible to fire magic. Name: Raptor Level: 23 HP: 210 MP: 0 Hits: 2 Attack: 110-168 Defense: 26 Attack Speed: 52 Evasion Speed: 71 Willpower: 53 Experience: 600 Gold: 10 Misc.: Raptors are the largest of the 'normal' dinosaurs and are somewhat intelligent hunters. They prefer to work in groups, and are one of the few creatures in Darlow who were dangerous even before the rise of the Hunting Grounds. Few monsters can match the sheer ferocity of an angry raptor, rending and tearing flesh in a gory display of violence. They limit their territory to the forests of Southern Skure and the ruins of Ruoze. Fire magic does not appear to intimidate these creatures. Name: Rattler Level: 3 HP: 18 MP: 0 Hits: 2 Attack: 19-29 Defense: 9 Attack Speed: 20 Evasion Speed: 13 Willpower: 9 Experience: 4 Gold: 3 Misc.: Seen only in the deserts of South Kreland and the plains directly bordering them. These deadly snakes are deathly accurate, with poisonous bites. Like scorpions though, rattlers fall quickly under an ice-based assault. Name: Rock Golem Level: 9 HP: 135 MP: 55 Hits: 1 Attack: 65-75 Defense: 20 Attack Speed: 23 Evasion Speed: 20 Willpower: 24 Experience: 120 Gold: 14 Misc.: An animated monster made from rock, this golem spends its existence keeping travellers from travelling simply by killing them under its massive weight. It is resistant to some forms of magic, notably fire and ice. It's rock skin makes physical attacks half as effective. They can cast Boost and Slow, which can be dangerous if left unchecked. They lurk inside of the Death Mountains, waiting for anyone who passes by. Name: Sabretoothed Tiger Level: 10 HP: 175 MP: 0 Hits: 2 Attack: 60-94 Defense: 18 Attack Speed: 44 Evasion Speed: 35 Willpower: 25 Experience: 105 Gold: 13 Misc.: These tigers are mountain-dwelling predators with unusually large fangs. They never seem to satiate their appetite, fueling its urge to engage in combat. If one goes too long without food, it will go beyond goring its prey and moving straight onto eating it whole. They are found in the outer areas of the Death Mountains. Name: Salamander Level: 47 HP: 450 MP: 240 Hits: 1 Attack: 290-300 Defense: 210 Attack Speed: 180 Evasion Speed: 80 Willpower: 60 Experience: 11000 Gold: 12 Misc.: Salamanders are well known for their fiery breath, able to scorch even the hardiest of surfaces with minimal effort. They are very durable as well, making it difficult to kill one before it has done considerable damage to its surroundings and anything within those surroundings. Name: Sand Scorp Level: 22 HP: 105 MP: 0 Hits: 2 Attack: 110-156 Defense: 90 Attack Speed: 45 Evasion Speed: 64 Willpower: 50 Experience: 450 Gold: 10 Misc.: Much like its Southern Kreland relative, this oversized scorpion carries one of the deadlier poisons for its region, and is more than willing to use it on anything that gets too close. Standards form of attack will meet with resistance, given high defense and evasion. Magic is almost as futile, with only ice being the only form of magic that adversely affects a sand scorpion. Name: Sand Worm Level: 21 HP: 800 MP: 0 Hits: 1 Attack: 140-170 Defense: 1 Attack Speed: 43 Evasion Speed: 54 Willpower: 49 Experience: 1100 Gold: 27 Misc.: A frighteningly large underground-dwelling beast that appears on a frequent basis, due to the rise of the chaotics. It's enjoys a good-sized meal from time to time... which translates into everything that is smaller than it. They are extremely durable, but take significant damage from ice and physical damage. If it considers itself threatened, it will fly into a rage in order to protect itself... or fly into a rage just for the sake of doing so. Sand worms are resistant to fire magic, due to making their home within the Dal`r desert. Strangely, they have also been seen in the dank ruins of Ruoze. Name: Scorpion Level: 4 HP: 16 MP: 0 Hits: 2 Attack: 21-33 Defense: 22 Attack Speed: 16 Evasion Speed: 13 Willpower: 10 Experience: 6 Gold: 3 Misc.: Seen only in the deserts of South Kreland, it is an oversized arachnid whose carapace is an angry red in color, which we suspect is a side-effect of the corrupting influence that mutated them. Their sting is rather poisonous. Being desert dwellers, their resistance to ice magic is rather threadbare. Name: Shadow Level: 2 HP: 8 MP: 17 Hits: 1 Attack: 16-24 Defense: 10 Attack Speed: 17 Evasion Speed: 26 Willpower: 5 Experience: 4 Gold: 2 Misc.: Seen only in the ruins of Dainaria, below ground. These are the souls of fallen Dainarians, corrupted by the unknown force that we believe is behind the decay of Darlow itself. Shadows are very mobile and resistant to physical damage. Like all of Dainaria's undead forces, they are immune to the effects of poison and death magic. However, harming and lightning magic are particularly potent. Name: Silver Guard Level: 33 HP: 175 MP: 0 Hits: 1 Attack: 175-190 Defense: 80 Attack Speed: 125 Evasion Speed: 85 Willpower: 38 Experience: 3400 Gold: 15 Misc.: Much like the constructs that inhabit the Death Mountains, these mindless beings protect whatever areas they patrol. In this case, the area appears to be the middle islands of western Hassen, as well as the caves that those islands possess. They do little else aside from attack, and their resistance to all forms of damage makes this otherwise simplistic approach rather effective. Name: Skeleton Level: 1 HP: 7 MP: 0 Hits: 1 Attack: 15-19 Defense: 8 Attack Speed: 10 Evasion Speed: 8 Willpower: 5 Experience: 1 Gold: 2 Misc.: Have been seen in the ruins of Dainaria, mindlessly wandering about. These are the reanimated bones of imps and slain humans. They are immune to the poisons and death spells of Blue Magic, but are weak to the harming family of White Magic. Name: Skeleton Fighter Level: 15 HP: 80 MP: 0 Hits: 3 Attack: 65-105 Defense: 55 Attack Speed: 32 Evasion Speed: 43 Willpower: 34 Experience: 90 Gold: 6 Misc.: These are undead animations of fallen warriors. Although braindead, the skeleton fighter retains the ability to wield a blade, protecting whatever area it inhabits, which appears to be the underground section of Ranook's graveyard. Their physical skills are noteworthy, being able to gore its target with the blade it holds. Its defense is rather high, in spite of being little more than bones. Their resistance to lightning magic, however, is minimal. Being undead, death magic has no effect. Name: Skeleton Knight Level: 17 HP: 100 MP: 22 Hits: 1 Attack: 90-105 Defense: 40 Attack Speed: 36 Evasion Speed: 39 Willpower: 38 Experience: 125 Gold: 6 Misc.: The skeletal figure of a once noble warrior, skeleton knights now guard areas of its creator, who animated it to be a powerful and skilled warrior, just as it was during life. Similar to skeleton fighters, these undead knights will expose any openings provided and gore their target, sometimes enhancing the damage through the use of a Boost spell before the attack. They are resistant to almost every form of magic, so taking on a pack of knights requires some form of physical damage on your end in order to keep things from ending poorly. Skeleton knights are usually found patrolling the underground central section of Ranook's graveyard. Name: Skeleton Tiger Level: 15 HP: 230 MP: 0 Hits: 3 Attack: 90-140 Defense: 32 Attack Speed: 64 Evasion Speed: 44 Willpower: 35 Experience: 250 Gold: 20 Misc.: A well-formed animation of giant tiger and cougar bones, the skeleton tiger is mindless in its goal to block passage to travellers by slashing them to pieces. They hit very hard, are highly accurate and will not go down without receiving a good deal of punishment... or a well-aimed fire spell. These creatures stand guard throughout the underground section of the Ranook graveyard. Name: Slurper Level: 13 HP: 150 MP: 0 Hits: 13 Attack: 56-98 Defense: 1 Attack Speed: 39 Evasion Speed: 3 Willpower: 30 Experience: 60 Gold: 1 Misc.: A horrid mindless monster created by powerful magic, slurpers are little more than various body parts of anything that once lived. True to its name, it slurps up everything it has killed into its numerous tendrils, liquifying them into base nutrients. Their attacks are numerous and very accurate; there have been reports of a slurper striking its target up to thirteen times in a single assault. Fire is very effective in stopping a slurper, while poison magic has been shown to do reduced damage. Name: Snow Wolf Level: 28 HP: 180 MP: 90 Hits: 1 Attack: 140-160 Defense: 70 Attack Speed: 85 Evasion Speed: 64 Willpower: 32 Experience: 1000 Gold: 14 Misc.: A distant relative of the wolves of Southern Kreland, these fierce have displayed the ability to breathe bitter gales of ice, as well as goring unwary adventurers. Given their habitat, it is not surprising to realize that fire has a much greater effect on them than ice. Thankfully, these creatures do not venture outside of the caverns of Hassen. Name: Spectre Level: 18 HP: 60 MP: 50 Hits: 8 Attack: 73-120 Defense: 50 Attack Speed: 60 Evasion Speed: 85 Willpower: 36 Experience: 200 Gold: 7 Misc.: An ethereal and mystical version of the wight, spectres are one of the most powerful undead beings we have encountered. Much like the wight, we strongly suggest that you only engage a spectre in battle if you left with no avenue of escape. In life, spectres were great mages. In death, they retain enough of their knowledge to fell unsuspecting targets, whether through the use of Drain or strong ice magic. It now directs other undead in a quest to destroy all intruders into their lair. Physical damage is all but useless, and magic damage is not far behind. It will require a great deal of firepower to progress further into their lair, which is the deepest sections of Ranook's underground. Name: Spider Level: 2 HP: 16 MP: 0 Hits: 2 Attack: 14-22 Defense: 5 Attack Speed: 11 Evasion Speed: 8 Willpower: 5 Experience: 3 Gold: 2 Misc.: Have been seen in the plains and forests around the Dainarian ruins and South Kreland, as well as the deserts of South Kreland. Also known as Dainan Eater spiders, they possess a poisonous bite, but are weak to ice magic. Name: Stone Guard Level: 11 HP: 35 MP: 26 Hits: 1 Attack: 58-65 Defense: 40 Attack Speed: 25 Evasion Speed: 13 Willpower: 26 Experience: 38 Gold: 6 Misc.: A small, animated mindless golem made of rocks. The stone guard is appointed by a powerful force to block entrance to trespassers, and will kill in order to achieve that purpose. Almost all forms of damage are not as effective as they would normally be, so fights against several stone guards may take a while to resolve. This is goes double for physical damage, due to the stone guard's ability to cast slowing magic. Stone guards are found deep inside the Death Mountains. Name: Talon Level: 21 HP: 140 MP: 0 Hits: 4 Attack: 108-152 Defense: 50 Attack Speed: 67 Evasion Speed: 53 Willpower: 46 Experience: 340 Gold: 10 Misc.: One of the few creatures that can truly be considered a stalker, given the name of Talon due to its large hook-like claws. It is a semi-intelligent dinosaur that has become corrupted by the Hunting Grounds and now hunts down everything in sight, often doing so in packs. They are highly accurate, able to deliver brutal blows with minimal effort. They inhabit the grasslands and forests of Southern Skure, as well as the ruins of Ruoze. Name: Thunder Dragon Level: 53 HP: 5000 MP: 240 Hits: 1 Attack: 400-440 Defense: 75 Attack Speed: 290 Evasion Speed: 140 Willpower: 50 Experience: 50000 Gold: 18 Misc.: A truly fearsome creature, these dragons are among the greatest of their family, able to belch streams of lightning that can render anything devoid of life. On the rare occasion that they humor themselves with more physical methods of attack, they are equally dangerous. If at all possible, avoid a confrontation with these beasts, lest you find yourself a victim of their macabre whims. Name: Tisaur Level: 17 HP: 200 MP: 0 Hits: 1 Attack: 120-140 Defense: 90 Attack Speed: 34 Evasion Speed: 10 Willpower: 38 Experience: 450 Gold: 24 Misc.: A herbivorous dinosaur corrupted into a flesh rending creature by the Hunting Grounds. Once peaceful, the tisaur now rampages in search of killing all who intrude upon its territory. There are no noticeable flaws in the Tisaur's natural reinforced scale armor, making physical damage not the best of approaches. So far, they are content to stay within the home territory: Southern Skure's grasslands. Name: Titan Level: 57 HP: 9000 MP: 220 Hits: 1 Attack: 400-500 Defense: 15 AttSpeed: 330 EvaSpeed: 50 Expgive: 100000 Goldgive: 22 Willpower: 100 Misc.: Once proud creatures, these giants have been twisted by the taint spreading across Darlow, rendered mindless forces of destruction as a result. What shreds of sanity they have left are dedicated purely to self-perservation, due to their knowledge of strong healing magics. All other waking actions are used to strike down all that would oppose them, going into a violent rage with no prior warning. Name: Tyrannosaur Level: 22 HP: 600 MP: 0 Hits: 2 Attack: 150-192 Defense: 70 Attack Speed: 54 Evasion Speed: 40 Willpower: 51 Experience: 2000 Gold: 30 Misc.: The prince of the dinosaurs, second only to Grygasz. Tyrannosaurs are wandering monstrosities, commonly eating anything it pleases in a single gulp. Their power is uncommonly fierce, and they seem to be resistant to standard (non-elemental) forms of magic.of Skure. They lurk in the forests of Southern Skure, as well as deep within the ruins of Ruoze. Name: Vallatio Level: 18 HP: 300 MP: 120 Hits: 3 Attack: 66-86 Defense: 10 Attack Speed: 54 Evasion Speed: 40 Willpower: 28 Experience: 1200 Gold: 400 Misc.: Vallatio is a powerful vampire residing within the cathedral of South Kreland. He is sinister, intelligent and calm. If the reports we have heard are true, he is immortal, having risen from death after an encounter with a band of adventurers. There is no form of damage that he is not either immune to or resistant to. He strikes hard and fast, casting magic and using his might equally. Name: Vampire (Ice Caverns version) Level: 9 (35) HP: 140 (350) MP: 0 (140) Hits: 1 (2) Attack: 55-65 (180-220) Defense: 20 (63) Attack Speed: 38 (172) Evasion Speed: 34 (96) Willpower: 20 (40) Experience: 200 (5500) Gold: 0 (15) Misc.: Vallatio's guardians - drained travellers of the kingdoms and turned to regal undead, eternally under the service of Vallatio. They have not developed the resistances of their master, being vulnerable to fire magic. There are also those who flock to the realm of Hassen, far more powerful than the puppets used by Vallatio. These true vampires are a fierce opponent for anyone, whether they be mage or fighter. On those rare occasions that they do not try to drain the life of their targets, they can inflict serious physical damage to those who come unprepared. It is no small task to defeat these true vampires, due to their resistance to most forms of damage. Name: Vampire Lord Level: 38 HP: 440 MP: 80 Hits: 2 Attack: 200-252 Defense: 110 Attack Speed: 194 Evasion Speed: 38 Willpower: 60 Experience: 8000 Gold: 15 Misc.: Not content with merely draining the life of those they target with their undead wrath, the royalty of vampires can also rob an adventurer of battle experience, leaving them weaker of body AND mind. They are not easy to harm, having immunity or resistance to almost all forms of damage. Unless ambushed, it is advisable to retreat when faced with a vampire lord if you have no one accompanying you. Name: Vampire Wizard Level: 36 HP: 300 MP: 370 Hits: 1 Attack: Irrelevant; appears to do nothing aside from casting magic Defense: 63 Attack Speed: 128 Evasion Speed: 114 Willpower: 40 Experience: 6500 Gold: 14 Misc.: A truly sobering sight is this being, an archmage that has been turned into a vampire. It appears to enjoy casting magic in death just as it did in life, bombarding unfortunate adventurers with fierce bursts of fire and life draining magic. As per a master mage, few forms of magic will have a great effect. Name: Vampire Zombie Level: 31 HP: 600 MP: 130 Hits: 3 Attack: 140-200 Defense: 1 Attack Speed: 112 Evasion Speed: 20 Willpower: 52 Experience: 2400 Gold: 16 Misc.: These abominations are the result of deceased humans which are returned to unlife via vampiric methods. Like a zombie, they possess no intellect at all and have fierce physical strength. Like a vampire, their bite is dangerous, and in the case of these creatures, causes the victim to succumb to sleep. Fire and lightning will quickly send these creatures to their death yet again. Name: Water Elemental Level: 33 HP: 180 MP: 240 Hits: 1 Attack: 160-170 Defense: 146 Attack Speed: 215 Evasion Speed: 93 Willpower: 46 Experience: 3600 Gold: 1 Misc.: A beautiful sight to behold (unless you happen to be its next target), water elementals are one of the few forces of nature remaining in Darlow. Sadly, even they have fallen prey to the blight that covers the land, using their powers not to aid Hassites in need, but to strike down all they encounter. Lightning magic is often the only hope there is of quickly dealing with these fine beings. Name: Wight Level: 17 HP: 90 MP: 0 Hits: 1 Attack: 80-110 Defense: 30 Attack Speed: 35 Evasion Speed: 50 Willpower: 40 Experience: 120 Gold: 8 Misc.: A scourge of the undead, wights wander everywhere in search of unfortunate victims with which it can strengthen and reproduce itself by draining away their lifeforce. They are unspeakably evil and mindless, and are one of the few undead that we of the Followers of Nexus highly discourage engaging in battle. Their touch both paralyzes and robs the recipient of fragments of their soul. They have no discernable weaknesses and what few reports we have from those who have survived an encounter with a wight, they guard the deepest reaches of Ranook graveyard's underground. Name: Wolf Level: 3 HP: 21 MP: 0 Hits: 1 Attack: 21-28 Defense: 7 Attack Speed: 14 Evasion Speed: 16 Willpower: 7 Experience: 5 Gold: 3 Misc.: A wild species of canine that was already considered unfriendly before the corrupting influence set into Darlow, now augmented by the taint into a fiercer, faster, more vicious creature. They have been seen all over Southern Kreland's various forests. Name: Wolf Spider Level: 6 HP: 34 MP: 0 Hits: 2 Attack: 33-45 Defense: 16 Attack Speed: 18 Evasion Speed: 23 Willpower: 18 Experience: 10 Gold: 4 Misc.: Quick, subtle and deadly, this is a beast that no longer limits its diet to large insects. It has usually been seen inside the ruined Cathedral, although we have heard reports of wolf spiders being sighted in the forests just before the Cathedral. Its bite is very poisonous. Name: Wraith Level: 4 HP: 10 MP: 0 Hits: 3 Attack: 21-32 Defense: 15 Attack Speed: 29 Evasion Speed: 35 Willpower: 12 Experience: 7 Gold: 6 Misc.: Seen only in the depths of the ruins of Dainaria. Wraiths are very dangerous creatures, whose touch almost always sends the victim into slumber. Hardier than shadows, the use of magic is almost required in order for new adventurers to defeat these creatures. Along those lines, death and poison magic have no effect, but fire, lightning and harming magic are doubly powerful. Name: Wyvern Level: 19 HP: 350 MP: 80 Hits: 3 Attack: 105-168 Defense: 40 Attack Speed: 48 Evasion Speed: 50 Willpower: 36 Experience: 700 Gold: 25 Misc.: One of the minor dragons of Darlow, Wyverns were once intelligent and even benevolent. Now, they have been corrupted by the horror of the Hunting Grounds. They now seek only to find and kill all outsiders, using their claws, as well as strong fire magic. Their skill with fire translates into a natural resistance to it; only a fear of lightning can drive away a Wyvern. They can be found in Southern Skure's marshes, grasslands and forests. Name: Zombie Level: 3 HP: 35 MP: 0 Hits: 1 Attack: 26-27 Defense: 1 Attack Speed: 10 Evasion Speed: 2 Willpower: 6 Experience: 6 Gold: 4 Misc.: Seen only in the depths of Dainaria's ruins. Like ghouls, these undead corpses were former Dainarians. Unlike ghouls, zombies are the corpses of Dainarian soldiers and warriors, which gives them increased durability and strength. Their brethren's magical resistances and weaknesses are present here as well; they are unaffected by death and poison magic, but weak to harming and fire magic. Name: Zombie Dragon Level: 34 HP: 2200 MP: 175 Hits: 1 Attack: 215-220 Defense: 44 Attack Speed: 151 Evasion Speed: 72 Willpower: 54 Experience: 18000 Gold: 15 Misc.: These are the long since desecrated remains of an ice dragon, restored to a state of unlife. Like their living brethren, zombie dragons can decimate a pack of adventurers with strong breath attacks or with a infectious bite that causes the vile strain of rabies to pulse throughout the victim's body. Stay far away from these creatures unless you are interested in a mighty struggle. In the case that you wish for battle to be joined, make sure you have access to holy magic, which will do increased damage to these beasts.