Here's a list of the various monsters that you will encounter on your quest for glory through these games. They range from minor nuisances (like the pesky saurus) to horrifying, deadly creatures of death and mayhem, to be put on your hero's feet-don't-fail-me-now list. According to the FACS manual, you can usually identify a creature as a monster if it:

  1. Oozes green ichor that shrivels plants, corrodes metal, and smells like rotten turnips
  2. Eats people with its mouth full
  3. Collects half-eaten corpses
  4. Drools, gibbers and slavers
  5. Attacks first and asks questions later
  6. Twitches its tentacles in anticipation of torturing tourists
  7. Will not eat his spinach.
Of course, this makes it difficult to tell a monster from your average adventurer. An easy rule of thumb is this -- if a creature attacks, kill it -- and call it a monster afterwards.

This section describes each monster, where and in which games it is found (episode number in parantheses), the best strategies for dealing with it, and what rewards you can expect for defeating it (other than a feeling of truimph and power). Note that the difficulty rating, which is on a scale of 1 (easiest) to 10 (hardest), is relative to each game; and therefore, can't be used to compare two monsters from two different episodes.

 

Apemen
Apemen are tough and very strong. It's a dangerous combination, because they'd love to bludgeon you to death with the clubs they carry if only you give them the chance. Fortunately, apemen are also rather slow. They do carry some cash if you need it, but it will cost you to get it.
Where Found The jungles around Tarna, especially near the great waterfall and the Lost City (3).
Difficulty 6
Bounty A few Royals.
Tactics It is relatively easy to outrun these cantankerous beasts and pelt them with daggers or spells from a distance, but killing them thus takes a while.
In close combat, duck to avoid their blows or you'll soon be squished to a pulp.
A Dazzle spell is quite effective against them.
 
Badders
A cross between a spider and a bat, Badders live in caves and dark areas, coming out at night in flocks to feed. They attack by swooping down on their prey, biting and injecting them with a mild poison. They're relatively easy to kill, provided you can hit them.
Where Found Mordavian forest at night,
Other dark, dingy places such as the castle staircases and the Dark One's Cave (4).
Difficulty 3
Bounty None.
Tactics Mage Frost Bite works great at a distance.
In close combat, time their swoops and duck. Keep varying your position after each attack (moving left or right), otherwise the badders tend to compensate for the duck making their attack difficult to avoid.
They are at their most vulnerable during the a swoop and a well timed slash generally dispatches the attacker for good.
Spells, daggers or jump attacks don't work very well against them.
 
Batties
Seemingly silly bats, these tiny winged warriors are really fearsome blood-craving killers with a bat attitude. Like badders, they usually attack in flocks, swooping down on their prey from all directions. Individual creatures are not very hardy and can be easily dispatched.
Where Found Marete and surrounding islands at night,
also in the Dragon Cave (5)
Difficulty 1
Bounty None.
Tactics Since they fly around constantly, they are hard to target with spells or daggers.
Wait for them to come near you and them swing your weapon at them. You'll take some damage in the process so be sure to have healing at hand.
Mage If you have difficulty spotting them, cast a couple of Fascination spells to light up the area. Area effect spells such as Frost Bite work well against them, especially if you turn in an arc for the spell's duration.
 
Bearmen
Similar to Boarmen & Cougarmen, these quick moving ursine humanoids, will come after you with spears. Neither particularly intelligent or tough, they should be relatively easy for the seasoned Hero to deal with. However, since they travel in groups, don't underestimate their combined might. Grizzlymen are a hardier variant of these monsters.
Where Found Marete and surrounding islands particularly near the shoreline (5).
Difficulty 3
Bounty 15 or so drachmas, stamina pills and spearheads.
Tactics All the usual combat strategies apply.
When they charge at you, quickly sidestep and then counterattack from behind.
 
Boarmen
undone. Also Goremen subspecies.
Where Found Marete and surrounding islands, especially near the Dragon Pillars during day time (5).
Difficulty 3
Bounty undone
Tactics undone
 
Brigands
Men who march around the forest wearing armor and attack first before asking questions can usually be classified as Brigands. Individual brigands have various degrees of skill in fighting, but most are moderately tough. Combat with Brigands, therefore requires the use of all the combat skills of Weapon Use, Parry and Dodge. Non-Fighters should use other skills against a Brigand before engaging in direct combat.
Where Found Forests of Spielburg, especially from the Antwerp Area towards the Brigand Fortress (1)
Difficulty 4
Bounty A fair number (10-25) of silver coins
Tactics Flame darts and daggers work well against them, so use these liberally before entering combat.
Block their attacks with your shield and look for openings in their defense to thrust your weapon.
If you're really tough, you can on take several of them at the Brigand Ambush Area.
 
Cheetaur
This cat-like creature is skilled at tearing adventurers apart. A Fighter should attack constantly to try to keep the creature on the defensive. Other adventurers be warned, avoid direct combat with a Cheetaur altogether.
Where Found Forests of Spielburg (1)
Difficulty 7
Bounty Cheetaur claws are valuable for use in Potions. Sell these to the Healer.
Tactics Flame Dart and Dazzle spells are quite effective, although best used from a distance. Casting spells in close combat takes time and gives the cheetaur ample opportunity to claw at you.
Attack swiftly and relentlessly keeping it on the defensive. Don't bother parrying or dodging; just attack!
 
Chernovy
Originally, human followers of the Dark One's Cult, Chernovy were the result of dark magic seeping out of the Dark One's cave during the last attempted summoning. They were mutated into grotesque, misshapen forms often with insectoid appendages and twisted features. Although they can be killed, the mutation spell that created them also gave them partial immortality making them immune to natural death. Garbed in the remenants of their ritual robes, they are powerful spellcasters.
Where Found Mordavian forest at night, especially near the swamp. Also guarding the Mad Monk's Tomb (4).
Difficulty 6
Bounty 5-10 gold crowns and some loose kopeks.
Tactics Quick jumps, ducks and shield blocks are needed to avoid their continuous barrage of spells (You'll need plenty of time to jump over high spells though).
It is difficult to get close to them because of this; so use of spells and daggers is recommended at a distance.
Defend and wait for them to get close, then pummel them with your weapon.
Mage If they cast a Darkness spell, dispel it with your Juggling Lights spell.
 
Cougarmen
undone
Where Found Marete and surrounding islands (5).
Difficulty 4
Bounty undone
Tactics undone
 
Crocs
These humanoid reptiles range all over Eastern Fricana but are most frequently found near the Big River. Relying on crude spears and sharp teeth for weapons, they are not very difficult to overcome for the seasoned adventurer.
Where Found The savanna around Tarna, particularly near the river. Also seen in the Tarnan jungles (3).
Difficulty 3
Bounty A couple of royals.
Tactics All adventurer types can build some experience as well obtain some cash that makes it worthwhile fighting these critters.
Distance attacks (rocks, daggers and spells) prove useful against them since they are not very fast on their feet.
 
Demon
Demons are not native to this world, but enter through magical portals called "World Gates" to spread chaos and destruction. They are magical beings that feed on negative energy of death and destruction. They come in a variety of shapes, sizes and forms, but all are tough and practically immune to spells and normal weapons. Some maybe highly intelligent and magic using (Demon Wizards); others simply stupid and tough. Still others can possess bodies of other creatures giving them superhuman strength and abilities.
Where Found Not native to this world, you will only find them in the Lost City in the jungles of Tarna near the gate orb in their demonic form (3).
Difficulty 10
Bounty None.
Tactics Avoid them if you can. Often there are other ways of dealing with the demons you will encounter than fighting them.
You will encounter them mostly during the endgame, so build up your skills and be prepared with a supply of healing and magic potions.
Anticipate their attacks in close combat and parry, dodge or duck appropriately, while attacking constantly.
Some demonic battles you cannot win through straight combat.
 
Demon Worm
One of the toughest creatures around Tarna, Demon Worms are not native to the region. Belonging to the realm of demons, they reach this world through magical portals called "World Gates". They are relatively immune to spells, particularly when they are underground. They burrow underground and spring up right next to their enemy to attack. Their sharp, long claws and teeth do much damage, and can rip into shreds all but the strongest and healthiest of heros in no time.
Where Found Near the great waterfall in the jungles around Tarna (3).
Difficulty 9
Bounty None.
Tactics Avoid them whenever possible. Unless it's your sworn duty to rid the world of all demonic creatures, run away.
If you are a fighter, you want to build up your abilities enough that you can defeat them. You should be pretty powerful and in good health before you take these monsters on.
You can't use distance combat with these creatures. They hide underground safely avoiding all your attacks until they can get you.
Lightning Ball seems to be the most effective against these worms.
Just attack constantly in close combat.
 
Desert Brigands
Desert brigands roam the desert in search of unwary travelers to waylay. Somewhat tougher than their Spielburg counterparts, they are nevertheless relatively easy to defeat for the seasoned adventurer. Tribes of brigands are known to attack travelling caravans, but alone you will only encounter one at a time.
Where Found All over the desert surrounding Shapeir and Raseir, during daytime(2)
Difficulty 2
Bounty A few dinars and centimes
Tactics Block the brigand's sword attacks with your shield or use your dodging skills and simply pummel him with your weapon and / or spells. Distance attacks with spells, daggers or rocks also work well against them.
 
Dinosaur
The Hatari Kubwa, or "Big Danger", aptly named by the Simbani, are mean, ferocious, ugly, and their breath alone is enough to make lesser explorers faint. They'll relentlessly pursue you across the savanna and once they catch you, they'll fight tooth, nail, and tail to ensure that you're a has been rather than a hero. They can dish out and take it. You better be awfully skilled before you stop running from one of these.
Where Found The Tarnan savanna (3).
Difficulty 8
Bounty A dinosaur horn. This is needed by Fighter and Paladin types to prove themselves worthy for the Simbani Warrior Initiation.
Tactics Unless you are a strong Fighter type, don't even think about getting into close combat with Dinosaurs. They take a lot of damage, so if you have to fight them, make sure you have some healing pills with you.
 
Dragon of Doom
undone
Where Found Emerges from the Temple of Flames in the Dragon Blood Pool Cave at the end of the game (5).
Difficulty 10
Bounty None.
Tactics undone
 
Dragonfish
undone
Where Found While swimming underwater in the Med Sea,
Summoned by Hippolyta in the Temple of Poseidon in Atlantis (5).
Difficulty 8
Bounty None.
Tactics undone
 
Dragonlings
These creatures appear to be adorable, blue miniature dragons until they decide to attack. Suddenly they become vicious, nasty creatures with flaming breath. They have a natural immunity to fire-based spells.
Where Found Coastal regions of Marete and other Med sea islands,
Northeastern Dragon Pillar on Marete (5).
Difficulty 6
Bounty None.
Tactics These creatures don't have a lot of hit points, but what makes them hard to hit is their constant flying around.
Don't let them fly overhead you or you'll be suspectible to their powerful and deadly shower of blue flames.
Keep on the move and when they fly low to attack you, hit them with a couple of swift jabs of your weapon and then back off.
MageCalm and Dazzle spells are ineffective against them, and so is Flame Dart. Protect yourself with the Resistance spell which can significantly reduce the amount of damage from their flaming showers if you get caught in one. Dispatch them with area effect spells such as Frost Bite or bind them to a spot with Whirlwind and then pummel them with Force Bolts, Lightning Balls or daggers.
 
Flying Cobra
A particularly nasty combination of venom and wings, flying cobras roam the jungles in search of prey. They are not extremely tough but they do attack swiftly with vicious fangs and spit poison. It is recommended that you keep several Poison Cure pills to counteract the venom when fighting them.
Where Found The jungles around Tarna (3).
Difficulty 4
Bounty None.
Tactics Remember to take a Poison Cure pill if you are poisoned (the Health bar will turn bright green) or you will slowly die of the venom. The local Apothecary will be able to sell you these pills.
It is possible to dodge the venom if you are quick enough, or attack relentlessly without giving the cobra a chance to retaliate.
If you are skilled at throwing, a quick bombardment with rocks from a distance is an easy way to finish off these creatures.
 
Ghoul
Ghouls, or al-ghuls as the locals call them, are undead, magical beings that roam at night in search of living prey. Their chilling claw attacks have a similar affect as FrostBite and can quickly drain the stamina of their victim (although not quite as rapidly as Wraiths, facing whom, Undead protection is a must).
Where Found All over the desert surrounding Shapeir and Raseir, at night(2)
Difficulty 7
Bounty The Ghoul's claws can be sold at the Apothecary for a tidy sum.
Tactics The key tatic is to attack fast and relentlessly when engaged in battle with a ghoul giving it no chance to attack; as just a few swipes of its chillings claws are enough to finish you off. Thrusts work best. Don't bother parrying or dodging. In distance combat, Force Bolt and daggers are particularly effective, although you won't be able to throw many as the ghoul moves quite fast.
 
Giant Ants
Giant ants roam both the savanna and jungle, looking for food to take back to their anthill. These insects are tough, but mostly just big nuisances. They use their vice-like jaws and acid-ejecting abdomen as their principal modes of attack. Unless you encounter them in a large numbers, they are not very deadly.
Where Found The savanna and the jungles around Tarna (3).
Difficulty 2
Bounty None.
Tactics They prove useful for practicing one's combat skills.
Attack often in close combat to keep them on the defensive. Duck to avoid the acid, and keep attacking their tough exoskeleton until they roll over dead.
At a distance, you can use them for target practice also.
 
Goblins
Those annoying little blue humanoids who march around carrying a club and a shield are not very dangerous unless you are already wounded. All types of adventurers can get some combat experience with Goblins.
Where Found Forests of Spielburg; Goblin Hideout (1)
Difficulty 1
Bounty A few (0-10) silver coins
Tactics These critters are very easy to defeat unless you take on several of them at once at their hideout.
Dodge left and right to avoid their swings or parry with your shield.
A Dazzle spell really blinds them in close combat.
 
Goons
Goons have been around since the first game (remember Otto and Crusher?), but Dragon Fire is the only game where you can fight them. Although, not terribly intelligent, these hulking green humanoids can be trained to obey simple orders and are often employed as guards. Like their distant cousins, the Ogres, Goons prefer the use of blunt weapons such as hammers, mallets, or even their bare fists, to deal with their foes.
Where Found Marete and surrounding islands, specially near the Dragon Pillars, employed as guards by Minos at his island (5).
Difficulty 6
Bounty undone
Tactics Goons present a tough opposition and can take significant damage before going down.
However, they are slow and stupid, and you can use that to your advantage.
Keep moving and let them come to you.
Pelt them with stones and daggers at every opportunity.
Mage Many spells will deter and confuse them, including Calm, Dazzle, Hide, Fascination, and Shrink.
Thief Your blackjack is an effective way of dealing with a Goon, if you can sneak upto one without being noticed.
 
Granglers
Granglers are big, ugly monsters with big, pointy horns and big, sharp teeth. They smell bad and pack a particularly powerful punch.
Where Found Marete and surrounding islands; also on the beach between Silmaria and village of Naxos (5).
Difficulty 5
Bounty Healing or Vitality Potions and sometimes money.
Tactics Since they are not very fast, you can maneuver around them in combat.
When they crouch into a defensive stance, they are almost completely invulnerable. However, be prepared to strike as soon as they come out of it.
Dazzle is particularly effective and can be followed by a quick volley thrown daggers and spears to dispatch them.
 
Griffin
A cross between an eagle and a lion, the Griffin is an intelligent creature that rarely attacks without provocation. It is an extremely tough fighter and difficult to kill, as it retreats from battle (by flying away) when seriously injured. However, once its anger is aroused, it will not forget an enemy and will seek him out.
Where Found Griffins can be found nesting on the rocky ledges of the mountains surrounding desert regions (2);
On occassion, a griffin or two may be spotted as far north as Spielburg.
Difficulty 6
Bounty None.
Tactics Leave sleeping griffin alone.
 
Hesparian Invaders
Fighting mercenaries from the land of Hesparia, these heavily-armored, ruthless warriors are just hired thugs. Led by their General, they have invaded the fishing villages of Marete and set up a base on the small island of Sifnos. Freeing the villages from their control and defeating their General are the central tasks of the first two Rites of Rulership.

Individual soldiers are easy enough to dispatch, but taking out a mini-army of them can be troublesome and tiring. They are adept archers as well as good swordsmen; so a Hero must employ both his brains and brawn to defeat them. .
Where Found Island of Marete and its fishing villages (during Rite 1), Sifnos fortress (during Rite 2) and Minos' Palace (5)
Difficulty 2
Bounty Drachmas and equipment such as swords, armor and arrows.
Tactics Try to deal with a few of them at a time or their sheer numbers will overwhelm you.
Paladin Mage Thief You can avoid fighting most of them if you employ your skills wisely.
Deal with the archers first by getting close to them so that they cannot fire at you from a safe distance. Force them to retreat or engage them in close combat.
Keep moving, and you'll avoid most of their arrows.
Stun them with your own projectile weapons (daggers, spears) and spells but don't overuse these as they start to sidestep after getting hit a couple of times.
 
Jackalmen
These nocturnal jackal-like humanoids hunt their prey in packs. A single jackalman is easy enough to defeat; however, one can become easily overhelmed by sheer numbers if attacked by a group of several jackalmen.
Where Found All over the desert surrounding Shapeir and Raseir, at night(2)
Difficulty 4
Bounty Quite a lot of dinars and centimes depending on the number of individuals in the pack you defeated.
Tactics Distance combat doesn't work quite as well as the whole pack kind of descends on you en-masse. However, in close combat, you only have to fight one individual at a time. Balance your attacks with the parry and dodge defensive maneuovers but try to conserve stamina. The Dazzle spell works quite well against them leaving them totally stunned and defenseless for some time.
 
Kobold
Distant cousins of the dwarves, Kobolds tend to prefer dark, underground caverns to broad daylight. Although physically frail, they are often powerful magic users; and are best avoided by unseasoned adventurers.
Where Found Kobold Cave in the northeast corner of Spielburg valley (1)
Difficulty 6
Bounty There is a hidden chest containing nearly 20 gold coins in the Kobold Cave. Be careful finding or opening it though.
Tactics There are alternative ways of obtaining what you need without disturbing the Kobold for the Mage and Thief, although you will need good skills.
In combat, keep moving and you will present a harder target for the Kobold's Lightning Ball spells.
The Kobold uses a Teleport spell to move around the cave, so stay alert.
Mage If you know the Dazzle and Flame Dart spells, bombard him with those alternatively; and don't allow him to cast a Reversal spell on himself, or all your subsequent spells will reflect back to you.
Throw daggers at him if magic fails.
Get close to him and finish him with your sword or dagger.
If all else fails, run away and try again another day.
 
Lemures
Skeletal ghosts of the dead, found in large numbers in Hades. While not as powerful as some of the other undead (Shades and Manes), they are capable of dealing a good deal of physical damage to the unprepared Hero. Extremely dangerous in mobs.
Where Found Hades (5).
Difficulty 3
Bounty None.
Tactics undone
 
Leopardmen
These shapechangers are powerful magic users, who stalk the depths of the jungle, defending their magically hidden village with their arcane arts. The Simbani claim that the Leopardmen have stolen their sacred Spear of Death and hence want to go to war against them. In turn, the Leopardmen blame the Simbani for the disappearance of their Drum of Magic and are understandably upset. You would do best to avoid them unless you are a skilled Mage. Although they do carry money with them, it isn't worth the pain it takes to defeat them. Anyway, it's hard to make peace with people you go around killing.
Where Found Primarily in the Tarnan jungles, especially at night (3).
Difficulty 5
Bounty About 5-10 Royals
Tactics Avoid these as quickly as you can, for the spells they cast are powerful.
They excel at distance combat, so unless you are protected by the Reversal spell; either retreat altogether and run away, or run in close and engage in close combat.
Leopardmen are not very hard to defeat in close combat, but watch out for those spell attacks
Mage Magic Users can defend against their spells using the Reversal spell and practice their spells against them in distance combat.
Paladin Paladins who have gained the Honor Shield will automatically not be affected by their distance spell attacks.
 
Manes
Strong, magic-wielding undead spirits, demonic in nature.
Where Found Hades (5).
Difficulty 7
Bounty None.
Tactics Stay out of reach of their fiery area-effect spell or you'll die very quickly. Gulp down healing pills and potions as needed.
Only magical weapons are good against them.
MageProtect yourself with Aura and Reversal, but note that they too can cast Reversal. So use area spells like Frost Bite.
PaladinUse your Destroy Undead ability.
 
Mantray
This flying terrestrial combination of a Sting and Manta Ray uses its talent at camouflage to surprise unwary adventurers. Its tail produces a strong jolt of lightning. The best way to deal with it is to keep it always on the defensive. This monster can be dangerous to beginning adventurers, so you should keep an eye on your Health and remember to run away before it is too late. Magic Users should note that this monster is highly resistant to magical spells.
Where Found Forests of Spielburg (1)
Difficulty 3
Bounty None
Tactics During combat, watch for its tail movement as it prepares to strike. Simply dodge out of the way.
Magical spells are highly ineffective against it, so don't waste your mana.
 
Minotaur
These half-man, half-bull creatures are not native to cold climes like the Spielburg valley and are very rare. They prefer the more mediterranean temperatures of Silmaria. They are very strong and especially dangerous because of their intelligence. Don't even think about taking one on unless you are a skilled Fighter.
Where Found Brigand Fortress Gate in Spielburg (1)
Difficulty 10
Bounty A large amount of gold and silvers.
Tactics Watch out for openings in the Minotaur's defense.
Know when to attack and when to parry or dodge.
 
Necrotaur
These vicious creatures, with their nasty temper, razor-sharp claws and huge fangs are perhaps the most dangerous foes that roam the forests of Mordavia. Despite their gruesome appearance (which looks like a cross between a rottweiler and a dead bear), they are not Undead but very much alive.
Where Found Mordavian forest (both day and night),
Guarding the castle gates at night (4).
Difficulty 10
Bounty None.
Tactics It is not usually worthwhile fighting a necrotaur; so unless you are in good health and looking for trouble, run away!
At a distance, spells and daggers work well against them, so use these effectively before engaging in combat.
Necrotaurs are swift and relentless in their attack, leaving little room for strategy. Simply hack and slash at them repeatedly.
Acrobatic attacks and spells are suicidal when they are attacking right next to you.
If they do retreat a bit, use a continuous stream of daggers and spells to keep them back.
 
Ogre
Ogres are big, ugly, slow, and stupid. However, when ogres hit, adventurers get hurt. It is better to outwit an Ogre than try to outfight it. That is, unless you have decent fighting skills.
Where Found Outside the Bear Cave in the northeast corner of Spielburg valley (1)
Difficulty 5
Bounty A lot of silvers in his chest if you can open it.
Tactics Take advantage of the Ogre's lack of speed both in distance combat by throwing daggers or spells at him and during close combat.
Dazzle and Calm spells are also very effective in stopping him from a distance.
Watch for his attacks, and use your own quick thrusts to counter those; this will cause him to abort the attack.
 
Pit Horror
This gruesome, misshapen creature is the former Boyar Sergei Barishnikov, leader of the Dark One's Cult. Trapped in the Dark One's Cave when its mouth closed as Erana prevented Avoozl's summoning, he was transformed into this mutated, grotesque form due to the dark magic. Ever since, he has waited in the depths of the cave, guarding the only copy of the Dark One's Essence ritual.
Where Found In the cave pit of the Dark One's Cave during the endgame (4).
Difficulty 10
Bounty The only copy of the Dark One's Essence Ritual.
Tactics Avoid combat with it unless you must. There are other ways of defeating it and achieving your objective.
It is very easy to kill them from a distance, but that is quite unsporting.
In close combat, duck the acid and wait for its acid supply to exhaust. This takes a while, but it does happen.
Even so, guard against its tentacles, when moving in for a close range attack.
Mage Mages should note that it is immune to all offensive spells except Frost Bite.
 
Razored Remora
Don't mistake these for cute, harmless fish when you go diving in the Med Sea, or that might be your last mistake. These oversized, sharp-teethed denizens are in abundance underwater and a school of them can easily rip apart a hapless Hero.
Where Found While swimming underwater in the Med Sea, In Atlantis, outside the Temple entrance (5).
Difficulty 5
Bounty None.
Tactics All the usual underwater combat tactics apply.
When facing multiple remoras, swim around and deal with one at a time or you'll be fish-bait very quickly.
 
Revenant
Revenants are low-power Vampires that feed on living flesh. These undead emerge out of the ground and their graves at night in search of their prey. They are bloodthirsty killers that can regenerate their tissue and heal their wounds faster than one can make them.
Where Found Forests of Mordavia at night (4).
Difficulty 5
Bounty A few (15 or so) copper kopeks.
Tactics Revenants are slow moving undead, but you should be fast in dealing with them as they continously regenerate their health.
Take advantage of their slugishness and pummel them with spells and daggers at a distance, moving yourself as needed.
Mage Frost Bite does not harm them; Flame Dart, however, seems to work best. Calm and Dazzle also don't work against them.
If they get too close in close combat, use weapons only. Spells, daggers and acrobatic attacks don't have the quick recovery need to counter their blows.
 
Saurus
The man-sized dinosaur who runs around everywhere is easy for an adventurer to avoid since it is extremely stupid. However, it is also fairly easy to defeat in combat and makes good combat practice. Note that in many parts of Gloriana, certain species of Saurii are domesticated.
Where Found Forests of Spielburg (1)
Difficulty 2
Bounty None
Tactics All the usual fighting guidelines apply.
 
Scorpion
The giant black scorpion is perhaps the deadliest creature that roam the desert sands in the Shapeirian region. Its huge, sharp claws and a venomous tail make formidable weapons and impossible to defeat for all but the strongest fighters. A single sting from the tail will cause instant death unless one is suitably protected. Retreat from combat usually means a stab in the back.
Where Found All over the desert surrounding Shapeir and Raseir.
Difficulty 9
Bounty The venomous tail is useful for making poison cure pills and the local Apothecary will pay handsomely for such valuable bounty.
Tactics Avoid combat unless you are very skilled at combat and protected by a poison cure pill (to be taken before the fight). Even a poison cure pill will protect you against a single sting; multiple stings are almost always fatal. Talk to Harik at the Apothecary about these pills.
Practice your dodging and blocking skills with Uhura at the guild hall before tackling these oversized arthropods.
In combat, be on the defensive, and watch for the tail movement as it prepares to strike. Dodging usually works best. Attack often, especially with low swings. If in doubt whether you can win, run away.
Throwing daggers and casting spells from a distance works well against a scorpion as it moves somewhat slowly when chasing you across the desert.
Mage If you are a powerful Mage, alternate Dazzle and offensive spells, along with keeping ample distance between you and the scorpion, can kill it at a distance alone. It takes a while though.
 
Shades
Ethereal ghosts of the restless dead, these undead are deadly. Not only can they attack with a ghostly touch, their proximity itself will drain your life forces (health and stamina) unless suitably protected. If you try to keep your distance, Shades will attack you with magical fireballs. Lay them to rest before your life is wrested away from you... if you can.
Where Found Marete and surrounding islands at night especially near the Dragon Pillars; also in Hades (5).
Difficulty 5
Bounty None.
Tactics Only magical weapons do them harm, so don't try and use an ordinary sword or spear against them.
Thief Most thrown objects also don't bother them, so don't bother throwing them. Magical daggers do work from a distance even, but you can't retrieve them later since there is no body to search.
Mage Absolutely use the Reversal and Aura spells to protect yourself from their spells and life-draining attacks. They are resistant to fire based attacks and the Shrink spell, but Frost Bite typically is very effective. Also use the Dazzle spell to stop them temporarily as Calm doesn't work.
Paladin Paladins should have no problem dispatching them using their Destroy Undead ability.
 
Supersaurus Rex
This large cousin of the Saurus has strong jaws, tough scales, and a hard head. When injured, the Supersaurus reacts by attacking. Liberal use of the shield is recommended for Fighters. Other adventurers should just run away at the sight of these awesome monsters.
Where Found Forests of Spielburg (1)
Difficulty 8
Bounty None
Tactics The best strategy is to run away!
In close combat, attack continuously, and dodge or parry with your shield the monster's attacks.
 
Terrorsaurus
An extremely agile species of saurus, the terrorsaurus is aptly named. It is well adapted for racing down and disemboweling prey with the deadly claws upon its hind feet. Like most species of sauruses, this one is not noted for its brains.
Where Found All over the desert surrounding Shapeir and Raseir.
Difficulty 10
Bounty None.
Tactics The Terrorsaurus is the toughest monster in the desert. Make sure you build up your combat skills before you try to face him.
Run away from this fierce opponent, unless you are a strong fighter and aren't afraid of being torn to pieces! Note that you might not be able to escape since the Terrorsaurus is fast.
Take some healing and stamina Pills if you get a chance.
Distance combat is not very effective as the creature is ready to pounce upon you before you can get your spell or dagger ready. A Dazzle or Calm spell may buy you some time.
In combat, attack frequently with quick thrusts. Use your blocking and dodging skills to ward off its counterattacks.
 
Tritons
Part-human, part-fish like underwater inhabitants of the sunken city of Atlantis, the Tritons are no mere merefolk. They were tranformed by the magics of their wizards when Atlantis was submerged eons ago to escape destruction from the Dragon of Doom. Up until recently, they were friendly with the "air-breathers", the inhabitants of Silmaria, frequently aiding them in distress. However, for unknown reasons, they've turned hostile, declaring war on the "air-breathers" and attacking any that dare invade their watery dominion. In one of the Rites of Rulership, you will be tasked with reforging peace with them.

The tritons are fierce fighters and powerful spellcasters. Their weapon of choice is a trident.
Where Found Atlantis, near the island of Skyros in Med Sea,
Occasionally, also underwater in the open Med Sea (5).
Difficulty 6
Bounty Money, tridents, and mana pills or potions.
Tactics You should really not be fighting them as you're trying to restore peace between Silmaria and Atlantis - avoid them whenever possible.
Even when you're venturing into Atlantis, try to accomplish your mission peacefully without attacking any of the Tritons.
If you insist on fighting them, then be prepared to dodge their powerful spells.
Mage Protect yourself with reversal and attack them with the Frost Bite area-effect spell.
 
Troll
This huge man-like monster walks softly and carries a large club. Direct sunlight will turn a Troll into stone, so Trolls travel at night and stay in deep caves by day. Trolls are strong, have tough, armor-like skin, and are somewhat resistant to Flame Darts. Trolls are extremely dangerous and are best avoided unless you are extremely skilled.
Where Found Forests of Spielbuerg at night, especially near the Troll Cave.(1)
Difficulty 9
Bounty Trolls carry a good amount of treasure (20-50 silvers). Also Troll's beard can be valuable if you can get it. The Healer will give you 2 healing potions for each troll beard.
Tactics Attack with daggers from a distance to weaken them.
In close combat, look for openings and use full, deep swings instead of quick thrusts.
The Dazzle spell also works reasonably well against a troll.
 
Vorpal Bunny
Also known as Killer Rabbits, these seemingly cute and furry animals have bad tempers, sharp teeth and a taste for blood. However, the seasoned adventurer should not have much trouble dealing with them.
Where Found Forests of Mordavia during daytime (4).
Difficulty 2
Bounty None.
Tactics They are quite easy to kill, even from a distance using rocks, daggers or spells.
In close combat, they make great opponents for practicing defense (especially with a shield), and regaining stamina.
Note that jump attacks and spells are not very effective against them in close combat, due to their diminished height.
 
Walking Salamanders
While you won't see these reptilian amphibians (or is that amphibous reptilians?) exactly walking around on dry land, you encounter these scaly, oversized lizards underwater. Beware of their tail though!
Where Found Underwater in the Med Sea (5)
Difficulty 4
Bounty None.
Tactics Usual underwater combat tactics.
 
Weirdings
These bizarre beings are not native to mainland Marete, but have insidiously invaded the remoter regions of this island. They are intelligent, cunning, and cruel with an appalling anthropophagus appetite for adventurers.
Where Found Northern part of interior Marete and occasionally on the other islands (5).
Difficulty 8
Bounty A lot of drachmas (75), a magic suit of Chainmail and sometimes a potion or two.
Tactics Keep out of range of their scythes which deliver devastating damage upon contact.
Throwing daggers, rocks and spears works well against them.
When you do go in for a close attack, keep your shield handy and block often.
 
Winged Homunculi
Fast-flying ape-like creatures with wings, horns and red, glowing eyes, Homunculi attack in packs. They are difficult to hit due to their continuous movement.
Where Found Marete and surrounding islands,
Sifnos fortress during daytime after completing Rite 2 (5)
Difficulty 5
Bounty None.
Tactics undone
 
Wraith
Wraiths are the jealous ghosts of miserly men. They are found near their death mounds at night, generally guarding some item of value. These Undead spirits can suck the very life out of you, if you approach their mounds without adequate magical protection. Besides, they are powerful adversaries and adept spellcasters. Your hero should be very powerful before even going near these monsters.
Where Found Mordavian forest at night (4).
Difficulty 9
Bounty A Wraith's mound typically contains a lot of treasure. You'll find anywhere from 20 to 250 crowns, some jewelry, good weapons and armor (swords, battleaxe, platemail)
Tactics Make sure your Hero has an Aura spell or a protection Amulet before you even approach a Wraith mound, otherwise he won't stand a chance.
Do not waste any time in distance combat, as the Wraith will still be able to suck your life force from a distance, even with magical protection.
In close combat, time the spells and duck or jump over the high ones, and jump or parry the low ones.
Counter with your own daggers and spells, all the while moving closer to it.
Once you get close enough, dispatch it with quick strokes of your weapon.
 
Wyvern
Wyverns are smaller cousins of Dragons and lack hind legs. Nevertheless, they are not opponents to be treated lightly. Besides their arsenal of sharp claws, teeth and a strongly venomous sting on their tail, they breathe fireballs at their foes in rapid succession. Beware when battling these serpentine creatures with bat-like wings.
Where Found Forests of Mordavia (4).
Difficulty 7
Bounty None.
Tactics When healthy, a Wyvern will try to get close to you and sting you with its tail. Take this opportunity to fight back with your weapon.
Only when it is hurt, will it retreat and resort to spitting fireballs.
The fireballs are quite evenly timed and can be jumped over or blocked with a little bit of practice. This is actually a great strategy for building defense.
Mage A Frost Bite spell works well against a Wyvern.
Drink a Poison Cure potion after combat in case you get poisoned, as the venom is very strong, and all but the healthiest of heros will succumb to its effects long before it wears off.