monsters

 

 

Dummy

Hit Points: 40-60
Hit Probability: 100
Magic Resistance: 0
Damage: 1
Defense: 0
Experience Value: 40-75
Location: Barracks
Parts: None
Special Attributes: Anti-Physical, Anti-Magic

This man-made creature is used in barracks to train weapon skill and gain experience for new players. There are two types of dummies, one which can't move or attack, and one who moves slowly and hits for 1 damage. Do not wear armor against dummies, because they will hit you no matter what. However, they can only hit for 1 damage.

 

 

 

Slime

Hit Points: 4-17
Hit Probability: 30
Magic Resistance: 5
Damage: 1d3 (1-3hp)
Defense: 20
Experience Value: 8-20
Location: Beginner Zone, Town, Farm, Beginner Dungeon, Middlelands Dungeon, Dungeon Level 1 and 2, Eternal Field/Rocky Highland, Garden, Middlelands, PromiseLand
Parts: Slime Jelly
Special Attributes: Anti-Physical, Anti-Magic

This green, organic monster is the fodder of every location, they are more a nuisance than a monster, getting in the way and providing minimal experience. Even the weakest of players can easily defeat these creatures.

 

 

 

 

Bunny

Hit Points: 10-20
Hit Probability: 30
Magic Resistance: 5
Damage: 1d3 (1-3hp)
Defense: 15
Experience Value: 10-20
Location: Town
Parts: None
Special Attributes: Anti-Physical, Anti-Magic

Part of Helbreath's wildlife, bunnies can be found all over town, they are neutral and do not attack anyone.

 

 

 

 

Cat

Hit Points: 15-25
Hit Probability: 30
Magic Resistance: 10
Damage:  
Defense:  
Experience Value: 15-20
Location: Town
Parts: None
Special Attributes: Anti-Physical, Anti-Magic, Poisonous

Another neutral creature, cats are also found throughout the town. They will attack with their claws if provoked.

 

 

 

 

Giant Ant

Hit Points: 6-15
Hit Probability: 40
Magic Resistance: 10
Damage: 2d2 (2-4hp)
Defense: 30
Experience Value: 12-30
Location: Town, Farm, Beginner Dungeon, Middlelands Dungeon, Dungeon Level 1 and 2, Eternal Field/Rocky Highland, Silent Woods/Death Valley, Garden, Middlelands, PromiseLand
Parts: Ant Antenna, Ant Leg
Special Abilities: Anti-Physical, Anti-Magic, Poisonous

The giant ant is the mutated version of the normal ant, larger and deadlier. They travel in groups and spray a stinging mist of red acid which can sometimes be poisonous.

 

 

 

 

Snake

Hit Points: 8-20
Hit Probability: 50
Magic Resistance: 20
Damage: 2d3 (2-6hp)
Defense: 60
Experience Value: 16-40
Location: Town, Farm, Beginner Dungeon, Middlelands Dungeon, Dungeon Level 1 and 2, Eternal Field/Rocky Highland, Silent Woods/Death Valley, Garden, Middlelands, PromiseLand
Parts: Snake Teeth, Snake Tongue, Snake Skin, Snake Meat
Special Abilities: Anti-Physical, Anti-Magic, Poisonous, Critical Poisonous

The Amphis, or the double-headed snake, are common in the Realm of Helbreath. The two heads balance each other, and give the creature a higher chance of survival. Snakes can be overwhelming in groups, especially with their venomous fangs. Apprentice mages should attack these creatures from a distance.

 

 

 

 

Orc

Hit Points: 8-20
Hit Probability: 70
Magic Resistance: 25
Damage: 3d2 (3-6hp)
Defense: 75
Experience Value: 28-70
Location: Town, Farm, Beginner  Dungeon, Middlelands Dungeon, Dungeon Level 1-4,,  Eternal Field/Rocky Highland, Garden, Middlelands, Toh Level 1, PromiseLand
Parts: Orc Teeth, Orc Leather, Orc Meat
Special Abilities: Anti-Physical, Anti-Magic, Berserked

The orc are considered a cunning species, though not intelligent. They have learned to master simple tools and the basic elements of magic. However, their slow attack and evasive skills make them an easy kill. Orcs are an exceptional source of experience for new players.

 

 

 

 

Scorpion

Hit Points: 31-36
Hit Probability: 90
Magic Resistance: 30
Damage: 4d3 (4-12hp)
Defense: 70
Experience Value: 32-80
Location: Town, Farm, Middleland Dungeon, Dungeon Level 2, Silent Wood/Death Valley, Middlelands, PromiseLand
Parts: Scorpion Pincer, Scorpion Sting, Scorpion Skin, Scorpion Meat
Special Abilities: Anti-Physical, Anti-Magic, Poisonous, Critical Poisonous

The giant scorpion is not as threatening as the name suggests. They are barely stronger than an orc, and also provide exceptional experience points for beginner mages.

 

 

 

 

Skeleton

Hit Points: 41-48
Hit Probability: 100
Magic Resistance: 40
Damage: 5d3 (5-15hp)
Defense: 100
Experience Value: 40-100
Location: Beginner  Dungeon, Middlelands Dungeon, Dungeon Level 1-4, Eternal Field/Rocky Highland, Silent Wood/Death Valley, Middlelands, PromiseLand
Parts: Skeleton Bones
Special Abilities: Anti-Physical, Anti-Magic, Clairvoyant, Destruction of Magic Protection, Explosive, Critical Explosive, Berserked

When the power of Abaddon swept across the land, the skeletons of long-decayed citizens rose up only seeking to take the souls of the living. Skeletons are dangerous especially to mages, a group of skeletons can hit a mage so many times that the mage would be trapped in their fury.

 

 

 

 

Zombie

Hit Points: 51-60
Hit Probability: 90
Magic Resistance: 30
Damage: 4d3 (4-12hp)
Defense: 80
Experience Value: 32-100
Location: Beginner  Dungeon, Middlelands Dungeon, Dungeon Level 1-4, Eternal Field/Rocky Highland, Silent Wood/Death Valley, Middlelands, PromiseLand
Parts: None
Special Abilities: Anti-Physical, Anti-Magic, Poisonous, Critical Poisonous, Berserked

These half-decayed denizens of the night are sluggish and slow. They are more of a hinderance than an obstacle. Their lack of speed makes them easy targets for both warriors and mages alike.

 

 

 

 

Magic Orc

Hit Points: 61-72
Hit Probability: 100
Magic Resistance: 25
Damage: 4d3 (4-12hp)
Defense: 70
Experience Value: 56-140
Location: Garden, Silent Wood/Death Valley, Middlelands, PromiseLand
Parts: Orc Teeth, Orc Leather, Orc Meat
Special Abilities: Anti-Physical, Anti-Magic, Clairvoyant, Destruction of Magic Protection

The mage orc is an ascend form of its cousin, possessing more energy as well as endurance. It can launch a quick flurry of rudimentary magic at a player, though not doing much damage, can be quite distracting when dealing with larger, more powerful monsters.

 

 

 

 

Stone Golem

Hit Points: 126-150
Hit Probability: 150
Magic Resistance: 50
Damage: 7d3 (7-21hp)
Defense: 110
Experience Value: 100-250
Location: Beginner  Dungeon, Middlelands Dungeon, Dungeon Level 1-3, Eternal Field/Rocky Highland, Silent Wood/Death Valley, Middlelands, PromiseLand
Parts: Stone Golem Piece
Special Abilities: Anti-Physical, Anti-Magic, Explosive, Critical Explosive, Berserked

The soldiers of stone were created by the will of Abaddon, to serve as obedient warriors. Stone golems are slow, but can be quite powerful in packs. Due to its mass, stone golems are difficult to hit for warriors under 100 dexterity. Mages possessing 100 magic skill should slay a golem with ease.

 

 

 

 

Clay Golem

Hit Points: 151-180
Hit Probability: 150
Magic Resistance: 50
Damage: 7d3 (7-21hp)
Defense: 100
Experience Value: 100-250
Location: Beginner  Dungeon, Middlelands Dungeon, Dungeon Level 1-2, Eternal Field/Rocky Highland, Silent Wood/Death Valley, Middlelands, PromiseLand
Parts: Lump of Clay
Special Abilities: Anti-Physical, Anti-Magic, Explosive, Critical Explosive

Clay golems are another soldier of Abaddon. Clay golems can be summoned at any point by the powers of evil, and the clay that melds them can repair the damage taken. Due to this, clay golems have higher life points.

 

 

 

 

Helhound

Hit Points: 176-210
Hit Probability: 170
Magic Resistance: 60
Damage: 7d4 (7-28hp)
Defense: 90
Experience Value: 140-350
Location: Middlelands Dungeon, Dungeon Level 1-3, Silent Wood/Death Valley, Middlelands, Toh 1
Parts: Helhound Heart, Helhound Tail, Helhound Teeth, Helhound Tongue, Helhound Claw, Helhound Leather
Special Abilities: Anti-Physical, Anti-Magic, Explosive, Critical Explosive, Berserked

 

Orginially only found in the deepest of dungeons, the Hellhound has been provoked to make its way to the surface. These ruthless creatures are driven by pure fury, and will strike without warning at all intruders.

 

 

 

Giant Frog

Hit Points: 180-200
Hit Probability: 180
Magic Resistance: 70
Damage:  
Defense:  
Experience Value: 150-350
Location: Beginner Dungeon, Middlelands Dungeon, Eternal Field/Rocky Highland, Silent Woods/Death Valley, Middlelands, PromiseLand
Parts: None
Special Attributes: Anti-Physical, Anti-Magic

The giant frogs are native to the land of Helbreath. They are very protective, and tend to take even travelers as threats. These large frogs are surprisingly powerful, accurate and fast, making them dangerous in groups.

 

 

 

 

Troll

Hit Points: 276-330
Hit Probability: 200
Magic Resistance: 60
Damage: 8d4 (8-32hp)
Defense: 85
Experience Value: 200-500
Location: Gardens, Silent Wood/Death Valley, Middlelands
Parts: Troll Heart, Troll Claw, Troll Meat, Troll Leather
Special Abilities: Anti-Physical, Anti-Magic, Poisonous, Critical Poisonous

Once residing in caverns on Mount Asgarde, the evil of Abaddon has summoned them down from the mountain. Trolls provide good experience, but is not recommended for beginners.

 

 

 

 

Cyclops

Hit Points: 301-360
Hit Probability: 180
Magic Resistance: 70
Damage: 8d3 (8-24hp)
Defense: 100
Experience Value: 220-550
Location: Middlelands Dungeon, Dungeon Level 1-3, Silent Wood/Death Valley, Middlelands, Tower of Hell Level  1, PromiseLand
Parts: Cyclops Heart, Cyclops Eye, Cyclops Hand Edge, Cyclops Meat, Cyclops Leather
Special Abilities: Anti-Physical, Anti-Magic, Clairvoyant, Destruction of Magic Protection, Explosive, Critical Explosive, Berserked

Cyclops hail from the western edge of the Helbreath world, living on higher grounds and near cliffs. They are a formidable race, possessing both magic as well as powerful physical attacks. Facing a cyclops in melee combat is always wiser than fleeing from one.

 

 

 

 

 

Cannibal Plant

pic

Hit Points: 526 - 630
Hit Probability: -
Magic Resistance: -
Damage: -
Defense: -
Experience Value: 300 - 750
Location: Garden, Middlelands Silent Wood/Death Valley.
Parts: None
Special Abilities: Anti-Physical, Anti-Magic, Clairvoyant, Destruction of Magic Protection, Explosive, Critical Explosive

The Cannibal Plant is a close cousin of both the Cyclops, and the Beholder. With such a low defense the Cannibal has evolved to decimate its opponents with a powerful physical attack, as well as a magical attack second to one. These man eaters are a force to be reckoned with.

 

 

 

Beholder

Hit Points: 501-600
Hit Probability: 450
Magic Resistance: 0
Damage: 8d8 (8-64hp)
Defense: 100
Experience Value: 280-700
Location: Tower of Hell Level 1 and 2
Parts: None
Special Abilities: explosive, critical explosive

A mystical and very rare monster, the beholder makes up in power for what it lacks in endurance. The eyes of the beholder glow and changes color when attacking, freezing its enemy so they can't flee. Its long range makes it dangerous for mages, as well as for warriors.

 

 

 

 

Ogre

Hit Points: 576-690
Hit Probability: 230
Magic Resistance: 70
Damage: 8d5 (8-40hp)
Defense: 150
Experience Value: 400-1000
Location: Dungeon Level 3, 4, Tower of Hell Level 1  Silent Wood/Death Valley, Middlelands
Parts: Ogre Heart, Ogre Claw, Ogre Hair, Ogre Teeth, Ogre Meat, Ogre Leather
Special Abilities: Anti-Physical, Anti-Magic, Berserked

Descendants of the ancient giants, the ogres are now smaller in size, but slightly more cunning. The ancient giants were once friendly, but no doubt their offspring have been also corrupted by the dark powers of Abaddon. Their clubs do quite a bit of damage, however their aim isn't the best.

 

 

 

 

Liche

Hit Points: 651-780
Hit Probability: 230
Magic Resistance: 75
Damage: 8d4 (8-32hp)
Defense: 300
Experience Value: 420-1050
Location: Dungeon Level 3 and 4, Tower of Hell Level 2
Parts: None
Special Abilities: Anti-Magic, Berserked, Destruction of Magic Protection, Clairvoyant

The fallen sages that once guarded the 12 demi-gods have been resurrected to evil's will. The undead necromancers now have less control over the forces of nature, but compensating with a much more powerful physical force. With such a powerful magic attack, the attacker would be wise to protect from magic.

 

 

 

 

Stalker

Hit Points: 651-780
Hit Probability: 300
Magic Resistance: 0
Damage: 8d8 (8-64hp)
Defense: 180
Experience Value: 500-1250
Location: Middlelands
Parts: None
Special Abilities: Anti-Magic, Poisonous, Critical Poisonous

The most ferocious of all beasts, the stalker was rumored to be not native to the land of Helbreath. These walking horrors tear apart even the most powerful of warriors with their gaping jaws. Be careful, as their green hide cloaks them well under the swaying leaves...

 

 

 

 

Werewolf

Hit Points: 701-840
Hit Probability: 300
Magic Resistance: 0
Damage: 8d8 (8-64hp)
Defense: 180
Experience Value: 500-1250
Location: Silent Wood/Death Valley, Middlelands
Parts: Werewolf Heart, Tail, Claw, Teeth,  Meat,  Leather, Nail
Special Abilities: Anti-Magic

Werewolves were once a mere lore, however, during the battle between the two gods, werewolves began appearing throughout the land. These monsters are pure bundles of muscle, powering through even when severely injured. Rumors has it that werewolves are more powerful at night.

 

 

 

Mountain Giant

pic

Hit Points: 501 - 600
Hit Probability: -
Magic Resistance: -
Damage: -
Defense: -
Experience Value: 400 - 1000
Location: Silent Wood/Death Valley, Middlelands
Parts: None
Special Abilities: Anti-Magic

The Mountain Giant decended down from the baron landscape to reap havoc on those from lower altitudes. With there almighty club they bash the enemy with bruit force. The Gods truly cursed these men into life's of plundering and senseless violence.

 

 

 

Ettin

pic

Hit Points: 901 - 1080
Hit Probability: -
Magic Resistance: -
Damage: -
Defense: -
Experience Value: 700 - 1780
Location: Silent Wood/Death Valley, Middlelands
Parts: None
Special Abilities: Anti-Magic

The Ettin is the most powerful beast roaming the lands of Helbreath in search of vindication. The Ettin once had hopes on becoming a powerful Battle Golem, but due to its greed it was sentenced to a life of solitude and ferocity. Its soul goal now is to decimate the human population of Helbreath.

 

 

 

 

Dark Elf

Hit Points: 701-840
Hit Probability: 450
Magic Resistance: 0
Damage: 8d4 (8-32hp)
Defense: 200
Experience Value: 560-1400
Location: Tower of Hell Level 1-3
Parts: None
Special Abilities: Anti-Magic, Poisonous, Critical Poisonous, Berserked

An ancient sect of high elfs hid high above the mountains, watching the battle for the gods. Little did they know, that the power of Abaddon slowly corrupted them one by one, until the entire race is drawn to guard the entrances to Abaddon's lair. Dark elfs are extremely powerful, and have limitless rang due to their bows. Even with the best armor and agility, their arrows will always find their target. Several of these elfs have been using poison-tipped arrows to weaken their enemies.

 

 

 

 

Demon

Hit Points: 1701-2040
Hit Probability: 500
Magic Resistance: 500
Damage: 10d10 (10-100hp)
Defense: 450
Experience Value: 1320-3300
Location: Dungeon Level 3-4 Tower of Hell Level 2-3
Parts: Demon Heart, Demon Claw, Demon Eye, Demon Meat, Demon Leather
Special Abilities: Anti-Magic, Clairvoyant, Destruction of Magic Protection, Berserked

Existing only in the deepest of dungeons, these ancient demons are masters of magic and pure physical combat. The influence of evil has only made them even more powerful. Only a well seasoned group of strong warriors and mages can hope to bring this monster to its death.

 

 

 

 

Unicorn

Hit Points: 1701-2040
Hit Probability: 500
Magic Resistance: 500
Damage: 10d10 (10-100hp)
Defense: 450
Experience Value: 1320-3300
Location: Everywhere
Parts: Unicorn Heart, Unicorn Tail, Unicorn Horn, Unicorn Meat, Unicorn Leather
Special Abilities: Anti-Magic, Destruction of Magic Protection,  Clairvoyant, Berserked

The messenger of the gods, the Unicorn is a graceful and gentle creature... unless provoked. The Unicorn is a formidable fighter to be reckoned with.. Its horn can pierce the hardest of armors, and the powerful streams of energy emanating from it are a force to recon with.

 

 

 

 

Gargoyle

Hit Points: 1700,2050
Hit Probability: 600
Magic Resistance: 500
Damage: 3D40 (40-120 HP)
Defense: 500
Experience Value: 1320-3300
Location: Tower of Hell Level 2-3
Parts: None
Special Attributes: Anti-Magic, Clairvoyant, Destruction of Magic Protection, Berserked

Summoned from the stone statues that guard ancient edifices, these ancient demons wield a great sword and shield, and are as resiliant as the stones they were carved from. Upon defeat, gargoyles will change back into their bodies of stone, only this time collapsing into scattered debris.

 

 

 

 

Helclaw

Hit Points: 5001-6000
Hit Probability: 1000
Magic Resistance: 0
Damage: 15d14 (15-210hp)
Defense: 450
Experience Value: 2800-7000
Location: Middlelands, Tower of Hell 3
Parts:  
Special Abilities: Anti-Magic, Clairvoyant, Berserked

Created by the pure evil or Abaddon, the Helclaw is one of the strongest monsters in the Realm of Helbreath. Its giant pincers crush and slice through rocks, and its long range makes it a deadly creature. Only a large group of the best warriors and mages could possibly take down this beast..

 

 

 

 

Tigerworm

Hit Points: 7501-9000
Hit Probability: 550
Magic Resistance: 0
Damage: 18d17 (18-306hp)
Defense: 1200
Experience Value: 6000-15000
Location: Middleands
Parts:  
Special Abilities: Anti-Magic, Clairvoyant,

The ultimate monster, created and designed by the hands of Abaddon himself to wreak havoc on both Elvine and Aresden. The Tigerworm's body pulses with static lightning, allowing it to cast lightning storms on its prey. The Tigerworm can easily crush even a group of powerful warriors and mages. Only an extremely large battalion of the most experienced warriors and mages can defeat a Tigerworm, but also suffer significant losses.

 

God's Hand Knight

Hit Points: 1750-2100
Hit Probability: N/A
Magic Resistance: N/A
Damage: 20-70
Defense: N/A
Experience Value: N/A
Location: Summoned by Gamemaster, and Guildmasters in crusades.
Parts: None
Special Abilities: None

The knight of Eldiniel is swift and tough. They throw their short blades with pin-point precision and speed.

 

God's Hand Knight Calvary

Hit Points: 4100-4800
Hit Probability: N/A
Magic Resistance: N/A
Damage: 50-100
Defense: N/A
Experience Value: N/A
Location: Summoned by Gamemaster, and Guildmasters in crusades.
Parts: None
Special Abilities: None

The knights of Eldiniel are even more effective on the legendary battle steeds. They possess greater range than their comrades on foot, as well as much more physical strength.

 

Temple Knight

Hit Points: 1750-2100
Hit Probability: N/A
Magic Resistance: N/A
Damage: 20-70
Defense: N/A
Experience Value: N/A
Location: Summoned by Gamemaster, and Guildmasters in crusades.
Parts: None
Special Abilities: None

These followers of Aresien are mystics who are rarely seen. They train and meditate in the temples of Aresien, until they reach a state of total awareness. Temple Knights are loyal to their god, and will unless their awesome skills on all who oppose them.

 

Battle Golem

Hit Points: 4100-4800
Hit Probability: N/A
Magic Resistance: N/A
Damage: 50-100
Defense: N/A
Experience Value: N/A
Location: Summoned by Gamemaster, and Guildmasters in crusades.
Parts: None
Special Abilities: None

Crafted by the skilled hands of the Aresden Citizens, the Battle Golem is a walking goliath on the battlefield. Laying waste to even demons, Battle Golems are imbued with a magic to hunt down only enemies at all costs. Due to their massive size and construction costs, Battle Golems are not often manufactured, and extremely valued.

 

Light War Beetle

Hit Points: 1250-1500
Hit Probability: N/A
Magic Resistance: N/A
Damage: 20-50
Defense: N/A
Experience Value: N/A
Location: Summoned by Gamemaster, and Guildmasters in crusades.
Parts: None
Special Abilities: None

War Beetle Riders come mysteriously to aid a town during wars, to gain money and fame. They use crossbows mounted on their war beetles, for maximum range. Light War Beetles may not do much damage, but they can hit their targets from very far away.

 

Abbadon's Battle Steed

Hit Points: 4100-4800
Hit Probability: N/A
Magic Resistance: N/A
Damage: 50-100
Defense: N/A
Experience Value: N/A
Location: Summoned by Gamemaster
Parts: None
Special Abilities: None

The personal steed of Abaddon, it is truly loyal to its rider. Very little is known about this legendary creature.

 

Rudolph

pic

Hit Points: N/A
Hit Probability: N/A
Magic Resistance: N/A
Damage: N/A
Defense: N/A
Experience Value: N/A
Location: Eternal Field/Rocky Highland, Middlelands, PromiseLand, Tower of Hell 1
Parts: None
Special Abilities: Anti-Magic, Anti-Physical

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