Monsters

Monsters are a type of unit that appear in many games of the series, typically serving some kind of evil force. There are many different types of monsters, each of which use different weapons. Some monsters use weapons available to players, while others use exclusive monster weapons with unique effects. However, all monsters are weak to units with the Slayer skill.

Normal Monsters


Normal Monsters are those monsters that are encountered as normal enemy units during a fight. Each category of normal monsters features different variants, which have different stats and use different weapons and skills.

Centaurs


Centaurs are ferocious half horse man-beasts. Depending on the setting centaurs might serve some demonic entity, or organise closed societies, hostile to humans. Centaurs are classified as horses, monsters and axe users, and as such, they are vulnerable to the Axereaver, Halberd, Longsword and Horseslayer weapons and the Slayer skill.

Tarvos


Tarvos are belligerent man-beasts boasting immense Strength and low Defense, charging into battle with their axes. These monsters are notorious for pillaging and destroying human villages near their mountainous homes.

Starting Weapon Rank: Axes C
Constitution: 1d4 + 10
Movement: 7
Class Value: 300

Base Stat Value
HP 21
STR 6
DEF 7
RES 0
SKL 2
SPD 5
LUK 0
Stat Cap Value
HP 60
STR 20
DEF 20
RES 20
SKL 20
SPD 20
LUK 30
Growth Percentage
HP 80%
STR 35%
DEF 15%
RES 15%
SKL 40%
SPD 28%
LUK 10%

Weapons: Tarvos units might use any axe listed in the Weapons page, with the condition that it is appropriate for their weapon rank.

Maelduin


The stronger form of the Tarvos, Maelduins pursue their foes with axes and bows as their weapons of choice. Maelduins are distinguished from their unpromoted counterparts by a purple-coloured torso and their preference to hunt their prey unaccompanied.

Starting Weapon Rank: Axes A, Bows A
Constitution: 1d4 + 12
Movement: 8
Class Value: 290

Base Stat Value
HP 25
STR 8
DEF 9
RES 3
SKL 4
SPD 7
LUK 0
Stat Cap Value
HP 80
STR 25
DEF 25
RES 25
SKL 26
SPD 24
LUK 30
Growth Percentage
HP 75%
STR 30%
DEF 13%
RES 20%
SKL 30%
SPD 18%
LUK 10%

Weapons: Maelduin units might use any Axe or Bow listed in the Weapons page, with the condition that it is appropriate for their weapon rank.

Hellhounds


Hellhounds are fearsome dog-like creatures, armed with supernatural strength and speed. Depending on the setting, they might be demonic creatures infesting ruins or forests, guardians of the world's underworld, or used as war hounds by the armies of the world.

Mauthe Doog


Mauthe Doog are savage demon hounds that thirst for blood. Mauthe Doogs are renowned for their high Skill and Speed that is offset by low HP, and attack with keen-edged fangs.

Constitution: 1d4 + 6
Movement: 7
Class Value: 310

Base Stat Value
HP 16
STR 4
DEF 2
RES 0
SKL 10
SPD 10
LUK 0
Stat Cap Value
HP 60
STR 20
DEF 20
RES 20
SKL 20
SPD 20
LUK 30
Growth Percentage
HP 70%
STR 35%
DEF 15%
RES 20%
SKL 45%
SPD 45%
LUK 30%
Weapon Durability Might Hit Critical Weight Proficiency Range Price Effect
Fiery Fang 5 90 0 5 1

Gwyllgi


A stronger variant of the Mauthe Doog, these savage, three-headed hellhounds are significantly more dangerous than their weaker counterparts, ripping the flesh of their foes with deadly attacks administered by their fangs. Gwyllgi are distinguishable by their three-headed forms, alongside a mane that is murky green in colour.

Constitution: 1d4 + 8
Movement: 7
Class Value: 300

Base Stat Value
HP 21
STR 6
DEF 5
RES 2
SKL 12
SPD 12
LUK 0
Stat Cap Value
HP 60
STR 24
DEF 22
RES 23
SKL 29
SPD 30
LUK 30
Growth Percentage
HP 65%
STR 28%
DEF 16%
RES 22%
SKL 35%
SPD 45%
LUK 25%
Weapon Durability Might Hit Critical Weight Proficiency Range Price Effect
Fiery Fang 5 90 0 5 1
Hellfang 13 80 0 8 1

Observers


Observers are demented, flying eyeballs given life through fell magic by demonic entities, or human sorcerers, in order to defend dungeons or other areas of stategic importance. These horrors attack their enemies using unique Dark or Anima monster spells or attack enemies with their own bodies.
As observers are considered flying units, they are weak to Bows, Ballistas and Wind magic.

Mogall


Mogalls are flying eyeballs, which are capable of logical reasoning and thought. These monsters wield Dark Magic as their weapon of choice, and are outfitted with wicked spells. Seeing a Mogall is considered an ill omen in many places, with some believing their appearance signifies the end of the world.

Starting Weapon Rank: Dark C
Constitution: 1d4 + 4
Movement: 5
Class Value: 320

Base Stat Value
HP 15
MAG 2
DEF 2
RES 4
SKL 1
SPD 2
LUK 0
Stat Cap Value
HP 60
MAG 25
DEF 20
RES 20
SKL 20
SPD 20
LUK 30
Growth Percentage
HP 50%
MAG 45%
DEF 10%
RES 28%
SKL 32%
SPD 30%
LUK 30%
Weapon Durability Might Hit Critical Weight Proficiency Range Price Effect
Evil Eye 7 85 0 6 Dark 1-2
Shadowshot 5 13 70 5 20 Dark 3-10

Arch Mogall


Arch Mogalls are stronger versions of the Mogall unit, nefarious eyeballs given life through fell magic, which wield either Thunder or Dark Magic as their weapon of choice. Many Arch Mogalls break out of their master's control, and end up establishing Mogall colonies in mountains or swamps. Each colony is ruled by an Arch Mogall queen, with the members of the colony hunting humans, in order to feed on their life energy.

Starting Weapon Rank: Dark A Anima B
Constitution: 1d4 + 5
Movement: 6
Class Value: 300

Base Stat Value
HP 17
MAG 6
DEF 3
RES 7
SKL 3
SPD 3
LUK 0
Stat Cap Value
HP 60
MAG 29
DEF 20
RES 29
SKL 26
SPD 26
LUK 30
Growth Percentage
HP 45%
MAG 55%
DEF 10%
RES 28%
SKL 30%
SPD 25%
LUK 30%
Weapon Durability Might Hit Critical Weight Proficiency Range Price Effect
Crimson Eye 14 70 5 13 Dark 1-2
Shadowshot 5 13 70 5 20 Dark 3-10
Optical Beam 5 7 90 15 13 Anima 1-2
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