Post by N3B on Mar 25, 2004 21:58:47 GMT -5
Bat
Description: A large black bat. They are nocturnal creatures that prefer dark places, such as the inside of caves or abandoned buildings. Their diet consists primarily of insects, though they have been known to be agressive toward anything that intrudes on their territory. Their bite is not terribly powerful, but tends to be septic because of the poisonous insects they eat.
Special Abilities: Poison Bite - Strikes the target at normal attack power, and adds poison status.
Known Habitats: Dungeon of Eternal Turmoil, Iron Mines
HP: 55/55
AGL: 10
Attack: 10
P.Defense: 5
M.Defense: 0
exp: 30
Bat's Command List
- Attack
- Defend
- Poison Bite: 5/5
- Run
Bat's Drop List:
- Bat Wing
Description: A large black bat. They are nocturnal creatures that prefer dark places, such as the inside of caves or abandoned buildings. Their diet consists primarily of insects, though they have been known to be agressive toward anything that intrudes on their territory. Their bite is not terribly powerful, but tends to be septic because of the poisonous insects they eat.
Special Abilities: Poison Bite - Strikes the target at normal attack power, and adds poison status.
Known Habitats: Dungeon of Eternal Turmoil, Iron Mines
HP: 55/55
AGL: 10
Attack: 10
P.Defense: 5
M.Defense: 0
exp: 30
Bat's Command List
- Attack
- Defend
- Poison Bite: 5/5
- Run
Bat's Drop List:
- Bat Wing
Ghoul
Description: Ghouls are humanoids, generally ranging anywhere from 4 to 6 feet tall. Their skin is a sickly grey color and is often encrusted with dirt, grime, and gore, while their eyes are bright yellow, and will glow in the dark. They tend to have an emaciated appearance, with bones and joints being rather pronounced underneath their skin, as well as much more elongated heads than most other humanoid races. Ghouls are obligate carnivores, though they are less than discriminate about the source of their meat. This gives them their well deserved reputation for being foul, disgusting creatures: Their primary source of food is carrion, preferably from another humanoid race, though they will turn to cannibalism without a second thought when times are lean. However, a ghoul will happily devour a freshly killed corpse, which means they are often on the prowl for their next meal, and will kill without remorse if they think they can accomplish it or are despereate for food. Besides supporting their diet, ghouls also enjoy tormenting other humanoids, which usually comes in the form of banditry. While not the brightest humanoid race, ghouls are possessed of a certain low cunning, which makes them well suited to this particular variety of torment, especially when setting ambushes. They are rather fond of any type of stone that reflects the light, and will often carry trinkets like these as charms. Due to their penchant for eating corpses, ghouls can often be found in the same places as the undead, and for some reason are not typically attacked by undead beings, leading some to believe that they are undead themselves. However, this notion is entirely false; ghouls are very much alive, and do not share the same strengths or vulnerabilities as the undead, despite any passing resemblance between the two.
Special Abilities: Poison Bite - Strikes the target at normal attack power, and adds poison status.
Known Habitats: Prydwen Valley, Fields of Blood, Sea-Lab Dungeon
HP: 85/85
AGL: 15
Attack: 35
P.Defense: 10
M.Defense: 15
exp: 85
Ghoul's Command List
- Attack
- Defend
- Poison Bite: 5/5
- Run
Ghoul's Drop List
- ?
- ?
Description: Ghouls are humanoids, generally ranging anywhere from 4 to 6 feet tall. Their skin is a sickly grey color and is often encrusted with dirt, grime, and gore, while their eyes are bright yellow, and will glow in the dark. They tend to have an emaciated appearance, with bones and joints being rather pronounced underneath their skin, as well as much more elongated heads than most other humanoid races. Ghouls are obligate carnivores, though they are less than discriminate about the source of their meat. This gives them their well deserved reputation for being foul, disgusting creatures: Their primary source of food is carrion, preferably from another humanoid race, though they will turn to cannibalism without a second thought when times are lean. However, a ghoul will happily devour a freshly killed corpse, which means they are often on the prowl for their next meal, and will kill without remorse if they think they can accomplish it or are despereate for food. Besides supporting their diet, ghouls also enjoy tormenting other humanoids, which usually comes in the form of banditry. While not the brightest humanoid race, ghouls are possessed of a certain low cunning, which makes them well suited to this particular variety of torment, especially when setting ambushes. They are rather fond of any type of stone that reflects the light, and will often carry trinkets like these as charms. Due to their penchant for eating corpses, ghouls can often be found in the same places as the undead, and for some reason are not typically attacked by undead beings, leading some to believe that they are undead themselves. However, this notion is entirely false; ghouls are very much alive, and do not share the same strengths or vulnerabilities as the undead, despite any passing resemblance between the two.
Special Abilities: Poison Bite - Strikes the target at normal attack power, and adds poison status.
Known Habitats: Prydwen Valley, Fields of Blood, Sea-Lab Dungeon
HP: 85/85
AGL: 15
Attack: 35
P.Defense: 10
M.Defense: 15
exp: 85
Ghoul's Command List
- Attack
- Defend
- Poison Bite: 5/5
- Run
Ghoul's Drop List
- ?
- ?
Giant Ant
Description: A colossal ant, grown to a size of 3 - 4 feet in length by unknown means. These are the colony workers, and so their jaws and stingers are used primarily for self-defense. However, these insects consider anything approximately their size or smaller as potential prey, and may attack without provocation. They are also known to be highly destructive with regards to plant life and wooden structures, as they will tear them apart piece by piece for building materials for their hive. Their carapace is quite tough, and functions as a form of natural armor.
Special Abilities: None
Known Habitats: None
HP: 50/50
AGL: 5
Attack: 30
P.Defense: 10
M.Defense: 5
exp: 45
Giant Ant's Command List
- Attack
- Defend
- Run
Giant Ant's Drop List
- ?
Description: A colossal ant, grown to a size of 3 - 4 feet in length by unknown means. These are the colony workers, and so their jaws and stingers are used primarily for self-defense. However, these insects consider anything approximately their size or smaller as potential prey, and may attack without provocation. They are also known to be highly destructive with regards to plant life and wooden structures, as they will tear them apart piece by piece for building materials for their hive. Their carapace is quite tough, and functions as a form of natural armor.
Special Abilities: None
Known Habitats: None
HP: 50/50
AGL: 5
Attack: 30
P.Defense: 10
M.Defense: 5
exp: 45
Giant Ant's Command List
- Attack
- Defend
- Run
Giant Ant's Drop List
- ?
Giant Centipede
Description: A centipede that has grown to gigantic proportions though unknown means. It is roughly 6 feet long, and its segments are over a foot in diameter. Like its smaller sized counterparts, it possesses a pair of long, vicious fangs that exude a deadly poison, as well as dozens of pairs of legs that serve not only as a means of mobility, but are also used to hold prey fast while feeding. Centipedes are voracious predators, and will not hesitate to hunt anything close to its size. In the case of a centipede this large, that means that humans are seen as prey, and a giant centipede will attack without provocation.
Special Abilities: Venomous Bite - Strikes the target at half normal attack power, and adds poison status.
Entangle - Paralyzes the target.
Known Habitats: None
HP: 110/110
AGL: 10
Attack: 40
P. Defense: 20
M. Defense: 10
Exp: 100
Giant Centipede's Command List
- Attack
- Defend
- Venomous Bite: 5/5
- Entangle: 2/2
- Run
Giant Centipede's Drop List
- ?
Description: A centipede that has grown to gigantic proportions though unknown means. It is roughly 6 feet long, and its segments are over a foot in diameter. Like its smaller sized counterparts, it possesses a pair of long, vicious fangs that exude a deadly poison, as well as dozens of pairs of legs that serve not only as a means of mobility, but are also used to hold prey fast while feeding. Centipedes are voracious predators, and will not hesitate to hunt anything close to its size. In the case of a centipede this large, that means that humans are seen as prey, and a giant centipede will attack without provocation.
Special Abilities: Venomous Bite - Strikes the target at half normal attack power, and adds poison status.
Entangle - Paralyzes the target.
Known Habitats: None
HP: 110/110
AGL: 10
Attack: 40
P. Defense: 20
M. Defense: 10
Exp: 100
Giant Centipede's Command List
- Attack
- Defend
- Venomous Bite: 5/5
- Entangle: 2/2
- Run
Giant Centipede's Drop List
- ?
Giant Moth
Description: An enormous moth, with an approximate wingspan of up to 4 feet. These insects spread dust from their wings as they fly, which contain spores that have a wide variety of adverse effects on other living things. They are strictly herbivorous, but will "attack" if provoked. While they can physically do little but buffet a foe with their wings, the dangerous spores that they spread can often be lethal on their own.
Special Abilities: Toxic Powder - Poisons the target.
Numbing Powder - Paralyzes the target.
Blinding Powder - Blinds the target.
Known Habitats: None
HP: 40/40
AGL: 1
Attack: 5
P. Defense: 0
M. Defense: 0
Exp: 30
Giant Moth's Command List
- Attack
- Defend
- Toxic Powder: 5/5
- Numbing Powder: 3/3
- Blinding Powder: 2/2
- Run
Giant Moth's Drop List
- NONE
Description: An enormous moth, with an approximate wingspan of up to 4 feet. These insects spread dust from their wings as they fly, which contain spores that have a wide variety of adverse effects on other living things. They are strictly herbivorous, but will "attack" if provoked. While they can physically do little but buffet a foe with their wings, the dangerous spores that they spread can often be lethal on their own.
Special Abilities: Toxic Powder - Poisons the target.
Numbing Powder - Paralyzes the target.
Blinding Powder - Blinds the target.
Known Habitats: None
HP: 40/40
AGL: 1
Attack: 5
P. Defense: 0
M. Defense: 0
Exp: 30
Giant Moth's Command List
- Attack
- Defend
- Toxic Powder: 5/5
- Numbing Powder: 3/3
- Blinding Powder: 2/2
- Run
Giant Moth's Drop List
- NONE
Giant Rat
Description: A rodent of unusual size, typically 2 - 3 feet in length. Giant Rats are nocturnal creatures, that usually live in large family groups. These groups will make their dens in any nook or cranny that has a small enough entrance to be easily defendable, or will sometimes build nests out of trash, scrap wood, mud, and any other odds and ends lying about that the rat can carry. They are omnivorous, and typically stay away from creatures larger than themselves. However, if desperate for food, defending territory, or provoked, they can be vicious, and have a bite that can cause grievous wounds.
Special Abilities: Super Bite - Attacks the target at 1.5X normal attack power.
Known Habitats: Dungeon of Eternal Turmoil, Suryan Sewers
HP: 70/70
AGL: 5
Attack: 20
P.Defense: 15
M.Defense: 0
exp: 40
Giant Rat's Command List
- Attack
- Defend
- Super Bite: 5/5
- Run
Giant Rat's Drop List:
- ?
- ?
- ?
- ?
Description: A rodent of unusual size, typically 2 - 3 feet in length. Giant Rats are nocturnal creatures, that usually live in large family groups. These groups will make their dens in any nook or cranny that has a small enough entrance to be easily defendable, or will sometimes build nests out of trash, scrap wood, mud, and any other odds and ends lying about that the rat can carry. They are omnivorous, and typically stay away from creatures larger than themselves. However, if desperate for food, defending territory, or provoked, they can be vicious, and have a bite that can cause grievous wounds.
Special Abilities: Super Bite - Attacks the target at 1.5X normal attack power.
Known Habitats: Dungeon of Eternal Turmoil, Suryan Sewers
HP: 70/70
AGL: 5
Attack: 20
P.Defense: 15
M.Defense: 0
exp: 40
Giant Rat's Command List
- Attack
- Defend
- Super Bite: 5/5
- Run
Giant Rat's Drop List:
- ?
- ?
- ?
- ?
Goblin
Description: A small, green-skinned humanoid, typically between 2 and 3 feet tall. They have yellow eyes, no hair, and small, sharp teeth, which befits their primarily carnivorous diet. Generic goblins that are encountered by humans tend to be simple grunts, and are armed with fairly primitive weapons, such as wooden clubs, stone axes or knives, or old and rusted weapons stolen from other races. They will also wear simple loincloths, or scraps of armor stolen from others if they are so fortunate. However, goblins are wily and cunning, and tend to prefer to ambush their foes rather than fight head-on. Many goblins are known to take trophies from their victims, and often will fashion these into talismans that they wear in order to advertise their previous victories.
Special Abilities: None
Known Habitats: Dungeon of Eternal Turmoil, Western Forest, Iron Mines
HP: 50/50
AGL: 5
Attack: 15
P.Defense: 5
M.Defense: 5
exp: 35
Goblin's Command List
- Attack
- Defend
- Run
Goblin's Drop List:
- Goblin Talisman
- ?
- ?
- ?
Description: A small, green-skinned humanoid, typically between 2 and 3 feet tall. They have yellow eyes, no hair, and small, sharp teeth, which befits their primarily carnivorous diet. Generic goblins that are encountered by humans tend to be simple grunts, and are armed with fairly primitive weapons, such as wooden clubs, stone axes or knives, or old and rusted weapons stolen from other races. They will also wear simple loincloths, or scraps of armor stolen from others if they are so fortunate. However, goblins are wily and cunning, and tend to prefer to ambush their foes rather than fight head-on. Many goblins are known to take trophies from their victims, and often will fashion these into talismans that they wear in order to advertise their previous victories.
Special Abilities: None
Known Habitats: Dungeon of Eternal Turmoil, Western Forest, Iron Mines
HP: 50/50
AGL: 5
Attack: 15
P.Defense: 5
M.Defense: 5
exp: 35
Goblin's Command List
- Attack
- Defend
- Run
Goblin's Drop List:
- Goblin Talisman
- ?
- ?
- ?
Goblin Archer
Description: Goblin Archers are grunts who have some modicum of skill with ranged weapons. They are most often seen carrying crude bows of goblinic manufacture, though they may occasionally have a slightly better weapon which was often stolen from a recent victim. Otherwise, they are very similar to generic Goblins.
Special Abilities: First Strike - See Skills Guide.
Known Habitats: Dungeon of Eternal Turmoil, Western Forest, Iron Mines
HP: 50/50
AGL: 5
Attack: 15
P.Defense: 5
M.Defense: 5
exp: 35
Goblin Archer's Command List
- Attack
- Defend
- First Strike
- Run
Goblin Archer's Drop List:
- Goblin Talisman
- ?
- ?
- ?
Description: Goblin Archers are grunts who have some modicum of skill with ranged weapons. They are most often seen carrying crude bows of goblinic manufacture, though they may occasionally have a slightly better weapon which was often stolen from a recent victim. Otherwise, they are very similar to generic Goblins.
Special Abilities: First Strike - See Skills Guide.
Known Habitats: Dungeon of Eternal Turmoil, Western Forest, Iron Mines
HP: 50/50
AGL: 5
Attack: 15
P.Defense: 5
M.Defense: 5
exp: 35
Goblin Archer's Command List
- Attack
- Defend
- First Strike
- Run
Goblin Archer's Drop List:
- Goblin Talisman
- ?
- ?
- ?
Goblin Elite
Description: Goblins live in a tribal society, with workers and grunts on the bottom, shamans and elite warriors above them, and one or more chiefs on top to lead them. A Goblin Elite is one of the higher tiered warriors. They are often larger and stronger than typical specimens of goblinkind, and their bodies are frequently crisscrossed with scars and other wound from old battles. In fact, in order to earn their ascendance to the upper ecehlons of goblin society, they had to fight long and hard against countless foes to earn the rank they have obtained. As such, these are likely to be some of the toughest and fiercest fighters among the goblins, save perhaps the chiefs. Goblin Elites have first pick of the best weapons and armor in the tribe's possession (except for the chiefs), and as such are often armed with well forged melee weapons and armor, as often stolen as not. A Goblin Elite's trophy collection is frequently large and greusome, depending on which sort of trophies their tribe chooses to claim.
Special Abilities: Snap Kick - See Skills Guide.
Known Habitats: Dungeon of Eternal Turmoil, Western Forest, Iron Mines
HP: 100/100
AGL: 15
Attack: 30
P.Defense: 20
M.Defense: 10
exp: 75
Goblin Elite's Command List
- Attack
- Defend
- Snap Kick: 10/10
- Run
Goblin Elite's Drop List:
- ?
- ?
- ?
- ?
Description: Goblins live in a tribal society, with workers and grunts on the bottom, shamans and elite warriors above them, and one or more chiefs on top to lead them. A Goblin Elite is one of the higher tiered warriors. They are often larger and stronger than typical specimens of goblinkind, and their bodies are frequently crisscrossed with scars and other wound from old battles. In fact, in order to earn their ascendance to the upper ecehlons of goblin society, they had to fight long and hard against countless foes to earn the rank they have obtained. As such, these are likely to be some of the toughest and fiercest fighters among the goblins, save perhaps the chiefs. Goblin Elites have first pick of the best weapons and armor in the tribe's possession (except for the chiefs), and as such are often armed with well forged melee weapons and armor, as often stolen as not. A Goblin Elite's trophy collection is frequently large and greusome, depending on which sort of trophies their tribe chooses to claim.
Special Abilities: Snap Kick - See Skills Guide.
Known Habitats: Dungeon of Eternal Turmoil, Western Forest, Iron Mines
HP: 100/100
AGL: 15
Attack: 30
P.Defense: 20
M.Defense: 10
exp: 75
Goblin Elite's Command List
- Attack
- Defend
- Snap Kick: 10/10
- Run
Goblin Elite's Drop List:
- ?
- ?
- ?
- ?
Goblin Guard
Description: Goblin Guards are grunts who have proven themselves to be better than average, and those in the upper tiers of goblin society have taken notice of them. They have been assigned to guard important places or members of goblin society, and they take their responsibilities seriously; if they do well in their position, the next step up is to the ranks of the elites. Goblin Guards are often granted better arms and armor than the average grunt, as befits their standing, and they are usually better at maintaining what they have as well.
Special Abilities: Parry - See Skills Guide. Note that, unless explicitly stated otherwise, Goblin Guards are assumed to be carrying shields.
Known Habitats: Dungeon of Eternal Turmoil, Western Forest, Iron Mines
HP: 75/75
AGL: 10
Attack: 25
P.Defense: 15
M.Defense: 5
exp: 50
Goblin Guard's Command List
- Attack
- Defend
- Parry: 5/5
- Run
Goblin Guard's Drop List:
- Goblin Talisman
- Potion
- ?
- ?
Description: Goblin Guards are grunts who have proven themselves to be better than average, and those in the upper tiers of goblin society have taken notice of them. They have been assigned to guard important places or members of goblin society, and they take their responsibilities seriously; if they do well in their position, the next step up is to the ranks of the elites. Goblin Guards are often granted better arms and armor than the average grunt, as befits their standing, and they are usually better at maintaining what they have as well.
Special Abilities: Parry - See Skills Guide. Note that, unless explicitly stated otherwise, Goblin Guards are assumed to be carrying shields.
Known Habitats: Dungeon of Eternal Turmoil, Western Forest, Iron Mines
HP: 75/75
AGL: 10
Attack: 25
P.Defense: 15
M.Defense: 5
exp: 50
Goblin Guard's Command List
- Attack
- Defend
- Parry: 5/5
- Run
Goblin Guard's Drop List:
- Goblin Talisman
- Potion
- ?
- ?
Goblin Shaman
Description: Shamans are the equivalent of wizards and priests in goblin society, rolled into one; they possess magical powers, and as such, are considered to be the terrestrial mouthpieces of the goblin gods. Though often not as physically strong as some other goblins, they always are held in high esteem by other goblins, and occupy a high position in the ranks of the elite of goblin society. Shamans are typically used as advisors by goblin chieftans, as their keen minds and magical powers allow them to obtain information that other goblins would find difficult or impossible to access. However, they are no strangers to battle, and can wield formidable power in combat as well.
Special Abilities: Curse - See Skills Guide.
Fireball - See Arms and Equipment Guide.
Miasma - See Arms and Equipment Guide.
Known Habitats: Dungeon of Eternal Turmoil, Western Forest, Iron Mines
HP: 75/75
AGL: 15
Attack: 15
P.Defense: 10
M.Defense: 20
exp: 75
Goblin Shaman's Command List
- Attack
- Defend
- Curse: 2/2
- Fireball: 15/15
- Miasma: 3/3
- Run
Goblin Shaman's Drop List:
- Goblin Talisman
- Mana Shard
- ?
- ?
Description: Shamans are the equivalent of wizards and priests in goblin society, rolled into one; they possess magical powers, and as such, are considered to be the terrestrial mouthpieces of the goblin gods. Though often not as physically strong as some other goblins, they always are held in high esteem by other goblins, and occupy a high position in the ranks of the elite of goblin society. Shamans are typically used as advisors by goblin chieftans, as their keen minds and magical powers allow them to obtain information that other goblins would find difficult or impossible to access. However, they are no strangers to battle, and can wield formidable power in combat as well.
Special Abilities: Curse - See Skills Guide.
Fireball - See Arms and Equipment Guide.
Miasma - See Arms and Equipment Guide.
Known Habitats: Dungeon of Eternal Turmoil, Western Forest, Iron Mines
HP: 75/75
AGL: 15
Attack: 15
P.Defense: 10
M.Defense: 20
exp: 75
Goblin Shaman's Command List
- Attack
- Defend
- Curse: 2/2
- Fireball: 15/15
- Miasma: 3/3
- Run
Goblin Shaman's Drop List:
- Goblin Talisman
- Mana Shard
- ?
- ?
Horse Archer
Description: A lightly armored warrior mounted on a horse, and armed with a bow. They are usually employed in various city militias or armies as an advance scout or fast support cavalry. They are well trained both in riding and marksmanship, and can fire accurately even while moving at a brisk pace.
Special Abilities: First Strike - See Skills Guide
Target - Seel Skills Guide
Known Habitats: Suryan, Kestral
HP: 100/100
AGL: 50
Attack: 30
P.Defense: 10
M.Defense: 10
exp: 100
Horse Archer's Command List
- Attack
- Defend
- First Strike
- Target: 5/5
- Run
Horse Archer's Drop List
- ?
- ?
- ?
- ?
Description: A lightly armored warrior mounted on a horse, and armed with a bow. They are usually employed in various city militias or armies as an advance scout or fast support cavalry. They are well trained both in riding and marksmanship, and can fire accurately even while moving at a brisk pace.
Special Abilities: First Strike - See Skills Guide
Target - Seel Skills Guide
Known Habitats: Suryan, Kestral
HP: 100/100
AGL: 50
Attack: 30
P.Defense: 10
M.Defense: 10
exp: 100
Horse Archer's Command List
- Attack
- Defend
- First Strike
- Target: 5/5
- Run
Horse Archer's Drop List
- ?
- ?
- ?
- ?
Kobold
Description: A small furry ratlike creature with no tail. Its beady eyes betray its intelligence and cunning. Standing at about two and a half feet tall, bluish-grey fur covers its entire body. While not physically intimidating, a lone adventurer may have some difficulty if previously weakened, as Kobolds are known to possess high-level martial arts skills. Goblins often employ Kobolds as guards or assassins (some Kobolds train specifically in these fields) in exchange for protection, as all-out frontal assault is usually fatal for a Kobold.
Special Abilities: Critical Hit - See Skills Guide.
Known Habitats: Dungeon of Eternal Turmoil
HP: 50/50
AGL: 35
Attack: 20
P.Defense: 10
M.Defense: 10
exp: 40
Kobold’s Command List:
- Attack
- Critical Hit: 1/1
- Defend
- Run
Kobold’s Drop List:
- ?
- ?
Description: A small furry ratlike creature with no tail. Its beady eyes betray its intelligence and cunning. Standing at about two and a half feet tall, bluish-grey fur covers its entire body. While not physically intimidating, a lone adventurer may have some difficulty if previously weakened, as Kobolds are known to possess high-level martial arts skills. Goblins often employ Kobolds as guards or assassins (some Kobolds train specifically in these fields) in exchange for protection, as all-out frontal assault is usually fatal for a Kobold.
Special Abilities: Critical Hit - See Skills Guide.
Known Habitats: Dungeon of Eternal Turmoil
HP: 50/50
AGL: 35
Attack: 20
P.Defense: 10
M.Defense: 10
exp: 40
Kobold’s Command List:
- Attack
- Critical Hit: 1/1
- Defend
- Run
Kobold’s Drop List:
- ?
- ?
Mine Raider
Description: A thief who has chosen to prey on those who work in the mines, hence their name. They come from a multitude of races and backgrounds, but they all share a desire for ill-gotten gains and a disregard for life. Mine Raiders can be dangerous foes, especially in groups, and also have a nasty tendency to steal the possessions of those that resist them and then flee with their loot.
Special Abilities: Pickpocket - See Skills Guide.
Known Habitats: Iron Mines
HP: 125/125
AGL: 25
Attack: 30
P.Defense: 30
M.Defense: 10
exp: 100
Mine Raider's Command List:
- Attack
- Defend
- Pickpocket
- Run
Mine Raider's Drop List:
- Any stolen items
- ?
- ?
Description: A thief who has chosen to prey on those who work in the mines, hence their name. They come from a multitude of races and backgrounds, but they all share a desire for ill-gotten gains and a disregard for life. Mine Raiders can be dangerous foes, especially in groups, and also have a nasty tendency to steal the possessions of those that resist them and then flee with their loot.
Special Abilities: Pickpocket - See Skills Guide.
Known Habitats: Iron Mines
HP: 125/125
AGL: 25
Attack: 30
P.Defense: 30
M.Defense: 10
exp: 100
Mine Raider's Command List:
- Attack
- Defend
- Pickpocket
- Run
Mine Raider's Drop List:
- Any stolen items
- ?
- ?
Mountain Lion
Description: A large, predatory cat that lives at high altitudes. It is a fierce hunter, despite being one of the smaller specimens of big cats, and is able to bring down prey several times larger than itself with its deadly claws and jaws. Its pelt keeps it warm in the often chilly mountainous environment, and camoflauges it well against its rocky habitat, making it difficult to tell that one is even around unless it wants you to know. Mountain lions are solitary hunters, and are most often encountered alone unless they are raising a litter of cubs. They are also fiercely territorial, and will attempt to intimidate or kill any precieved threat that comes near their dens.
Special Abilities: None
Known Habitats: Prydwen Valley
HP: 130/130
AGL: 35
Attack: 45
P.Defense: 15
M.Defense: 10
exp: 110
Mine Raider's Command List:
- Attack
- Defend
- Run
Mountain Lion's Drop List:
- ?
- ?
Description: A large, predatory cat that lives at high altitudes. It is a fierce hunter, despite being one of the smaller specimens of big cats, and is able to bring down prey several times larger than itself with its deadly claws and jaws. Its pelt keeps it warm in the often chilly mountainous environment, and camoflauges it well against its rocky habitat, making it difficult to tell that one is even around unless it wants you to know. Mountain lions are solitary hunters, and are most often encountered alone unless they are raising a litter of cubs. They are also fiercely territorial, and will attempt to intimidate or kill any precieved threat that comes near their dens.
Special Abilities: None
Known Habitats: Prydwen Valley
HP: 130/130
AGL: 35
Attack: 45
P.Defense: 15
M.Defense: 10
exp: 110
Mine Raider's Command List:
- Attack
- Defend
- Run
Mountain Lion's Drop List:
- ?
- ?
Orc
Description: A large and tough green-skinned humanoid, thought to be distantly related to goblins. They stand 5 - 6 feet tall (and would be taller, if they weren't always slouched over), and have their yellow eyes and sharp teeth in common with goblins. However, the incisors of their bottom jaw are very large and long, and seem more like tusks than teeth. The bottom incisors jut out over the upper lip, giving Orcs the appearance of having a tremendous underbite. Orcs outfit themselves with somewhat crude and poorly maintained (though always deadly) melee weapons, preferring axes to other implements of destruction. They also wear whatever armor they can find, which they maintain as poorly as their weapons, meaning leather is nearly always in tatters and metal is nearly always held together by rust. However, their natural toughness and immense strength make them very dangerous in battle, and that is without their notorious temper. Orcs tend to be much thicker and more straightforward than goblins, preferring to rush into battle rather than have the patience to set ambushes and traps. They are also very fond of treasures; the more shiny and sparkly they are, the more they like them.
Special Abilities: Berserk - See Skills Guide
Snap Kick - See Skills Guide
Known Habitats: Dungeon of Eternal Turmoil, Iron Mines
HP: 125/125
AGL: 25
Attack: 30
P.Defense: 30
M.Defense: 10
exp: 100
Orc's Command List:
- Attack
- Defend
- Berserk 1/1
- Snap Kick 10/10
- Run
Orc's Drop List:
- Herb
- Potion
- ?
Description: A large and tough green-skinned humanoid, thought to be distantly related to goblins. They stand 5 - 6 feet tall (and would be taller, if they weren't always slouched over), and have their yellow eyes and sharp teeth in common with goblins. However, the incisors of their bottom jaw are very large and long, and seem more like tusks than teeth. The bottom incisors jut out over the upper lip, giving Orcs the appearance of having a tremendous underbite. Orcs outfit themselves with somewhat crude and poorly maintained (though always deadly) melee weapons, preferring axes to other implements of destruction. They also wear whatever armor they can find, which they maintain as poorly as their weapons, meaning leather is nearly always in tatters and metal is nearly always held together by rust. However, their natural toughness and immense strength make them very dangerous in battle, and that is without their notorious temper. Orcs tend to be much thicker and more straightforward than goblins, preferring to rush into battle rather than have the patience to set ambushes and traps. They are also very fond of treasures; the more shiny and sparkly they are, the more they like them.
Special Abilities: Berserk - See Skills Guide
Snap Kick - See Skills Guide
Known Habitats: Dungeon of Eternal Turmoil, Iron Mines
HP: 125/125
AGL: 25
Attack: 30
P.Defense: 30
M.Defense: 10
exp: 100
Orc's Command List:
- Attack
- Defend
- Berserk 1/1
- Snap Kick 10/10
- Run
Orc's Drop List:
- Herb
- Potion
- ?
Skeleton
Description: Skeletons are the long-dead remains of some sort of humanoid, raised into undeath by dark magic. Skeletons are not intelligent, and will simply wander aimlessly unless given specific commands by their creator, which they will follow without question. However, Skeletons are always agressive toward living things, and will attack without provocation. Skeletons often carry ancient weapons, and wear scraps of the armor that their once-living counterparts died in.
Special Abilities: None
Known Habitats: Dungeon of Eternal Turmoil, Fields of Blood
HP: 100/100
AGL: 30
Attack: 30
P.Defense: 10
M.Defense: 10
exp: 70
Skeleton's Command List
- Attack
- Defend
- Run
Skeleton's Drop List:
- ?
- ?
Description: Skeletons are the long-dead remains of some sort of humanoid, raised into undeath by dark magic. Skeletons are not intelligent, and will simply wander aimlessly unless given specific commands by their creator, which they will follow without question. However, Skeletons are always agressive toward living things, and will attack without provocation. Skeletons often carry ancient weapons, and wear scraps of the armor that their once-living counterparts died in.
Special Abilities: None
Known Habitats: Dungeon of Eternal Turmoil, Fields of Blood
HP: 100/100
AGL: 30
Attack: 30
P.Defense: 10
M.Defense: 10
exp: 70
Skeleton's Command List
- Attack
- Defend
- Run
Skeleton's Drop List:
- ?
- ?
Spider
Description: A fairly large spider with a painful bite. They prefer dark places, especially abandoned buildings where prey is plentiful. They will usually build webs to catch prey, though some varieties are known to stalk insects and small animals instead. These varieties of spiders will tend to flee from something as large as a human, rather than attack, but will bite in self-defense or to defend fresly-caught prey or their eggs.
Special Abilities: None
Known Habitats: Dungeon of Eternal Turmoil, Suryan Sewers
HP: 40/40
AGL: 1
Attack: 15
P.Defense: 10
M.Defense: 0
exp: 20
Spider's Command List
- Attack
- Defend
- Run
Spider's Drop List:
- NONE
Description: A fairly large spider with a painful bite. They prefer dark places, especially abandoned buildings where prey is plentiful. They will usually build webs to catch prey, though some varieties are known to stalk insects and small animals instead. These varieties of spiders will tend to flee from something as large as a human, rather than attack, but will bite in self-defense or to defend fresly-caught prey or their eggs.
Special Abilities: None
Known Habitats: Dungeon of Eternal Turmoil, Suryan Sewers
HP: 40/40
AGL: 1
Attack: 15
P.Defense: 10
M.Defense: 0
exp: 20
Spider's Command List
- Attack
- Defend
- Run
Spider's Drop List:
- NONE
Spitter Weed (Sapling)
Description: Spitter Weeds, when first sprouting, have a large bulb supported by a thin stem, which originates from a nexus of root tendrils that emerge from the ground. They are uniformly bright green and have a small orifice atop the bulb, and at this stage will typically be only 1 - 2 feet in height. Their name originates from the fact that they can fire small barbed seeds from the orifice, at distances up to several feet. They appear to be able to sway about of their own accord, as if searching for targets in their immediate vicinity. However, the mechanism for how they know a target is nearby, as well as the mechanism behind their ability to fire seeds, is currently unknown. In fact, other than outward appearance, little else is known about this mysterious variety of plant.
Special Abilities: First Strike - See Skills Guide.
Known Habitats: Spitter Weed Field
HP: 40/40
AGL: 10
Attack: 15
P.Defense: 5
M.Defense: 0
exp: 20
Spitter Weed's Command List
- Attack
- Defend
- First Strike
Spitter Weed's Drop List
- NONE
Description: Spitter Weeds, when first sprouting, have a large bulb supported by a thin stem, which originates from a nexus of root tendrils that emerge from the ground. They are uniformly bright green and have a small orifice atop the bulb, and at this stage will typically be only 1 - 2 feet in height. Their name originates from the fact that they can fire small barbed seeds from the orifice, at distances up to several feet. They appear to be able to sway about of their own accord, as if searching for targets in their immediate vicinity. However, the mechanism for how they know a target is nearby, as well as the mechanism behind their ability to fire seeds, is currently unknown. In fact, other than outward appearance, little else is known about this mysterious variety of plant.
Special Abilities: First Strike - See Skills Guide.
Known Habitats: Spitter Weed Field
HP: 40/40
AGL: 10
Attack: 15
P.Defense: 5
M.Defense: 0
exp: 20
Spitter Weed's Command List
- Attack
- Defend
- First Strike
Spitter Weed's Drop List
- NONE