Dear readers! Be careful ! This tables shows only basic monster statistics (A random percentage from 0 to 50 will be added to the base attributes)
Monsters that use magic attacks have a 25% chance to land a melee attack instead of using magic.
¶ Unable to muster the troops to defend her temple, the High Priestess Daerhanna has broken her own tenets and awakened the forces of Schism to create the most terrifying army Grimlarn has ever seen. Soon, the army of the dead will sweep away everything in its path and the region will be quiet and serene, as it should be.
¶ The Ancient Forest does not like the presence of an active Schism temple and what goes on within its walls. Monsters afflicted by the Forest often try to break into Askra and do damage there.
¶ The ancient cult of the keepers of the resting graves of great ancestors is now augmented by the most well-mannered and religious hangmen. They are also in charge of order in the necropolis city.
¶ Aristocrats used to be men of honor and raised as elite warriors to protect the borders and interests of the Empire. To commemorate that time, this specimen was produced from a capricious and spoiled individual.
¶ A lump of strong and flexible muscles, complete with teeth and claws. It is unknown what the creature had been before, but it retains a strange grace.
¶ These creatures did not come from the Schism, nor were they created by the Forest. They consider the Askra burial grounds their pasture and are ready to punish any encroachment on their territory severely.
¶ A ridiculous creature with monstrously thick skin and a fearless disposition that loves to feast on carrion. Don't underestimate this creature, even large predators don't want to mess with it.
¶ A nightmare from a past life is haunting you! You sneakily murdered your Master, and now his restless spirit has come for revenge.
¶ People with developmental disabilities are traditionally disliked in the uneducated settlements of Grimlarn and this is attributed to their involvement in evil and undignified deeds. Some dwarves take offense at this and become evil indeed.
¶ In a city of thieves and murderers, someone has to do the robbing and killing. Usually they're not very smart guys with no imagination.
¶ In most Grimlarn kingdoms, the only penalty for desertion from the army is still death. Deserters have nothing to lose, they are hunted, and the only thing they can do is join the bandits.
¶ The thrall trade is a dangerous but very lucrative business that attracts a lot of heartless scumbags, for whom human life and fate is worth only a few coins.
¶ Poking your penis into exotic and unintended orifices can lead to serious and incurable diseases.
¶ Archibald Dickstrong is the new king of Enfitilia and the new hope of the wacky kingdom of jesters for a few winters of stability and reasonable rule.... Which, of course, will come to nothing.
¶ Everybody dies. Even the rich. The only thing that separates the dead rich from the dead poor is the clothes. They're more stylish.
¶ Aristocrats love strange creatures and various freaks and buy them for their pleasure from all over the world.
¶ Sometimes servants get bored and are no longer needed. They are thrown out on the street like broken toys. They live a miserable existence and fight for crumbs of food with dogs.
¶ Spoiled by wealth and a rambunctious lifestyle, the children of aristocrats often leave their ancestral estates in search of thrills and violent entertainment with someone of lesser lineage.
¶ A giant horse, absolutely insane, bloodthirsty and unstoppable. He escaped from the royal stables last winter, and since then, there has been no man brave enough to bring him back to his stall.
Attribute | Value |
Level | 25 |
Experience Gained | 25757 |
Health | 537 |
Damage | 43–129 |
Magic Damage | Thunderbolt |
Attack Rating | 330 |
Defense | 68 |
Resistances | Fire 0%, Cold 0%, Lightning 80%, Status 50% |
Confuse | 20 |
Critical Hit | 10 |
Energy | 100 |
Lightning Damage Factor | 165 |
Race | Human |
¶ He was once a famous bard and an athlete in an unrecognized sporting discipline. Now he is an ascended adept of evil forces who has undergone a terrible ritual of initiation.
Attribute | Value |
Level | 25 |
Experience Gained | 11701 |
Health | 215 |
Damage | 26–48 |
Attack Rating | 446 |
Defense | 447 |
Block Rating | 15 |
Resistances | Fire 40%, Cold 40%, Lightning 20%, Status 0% |
Critical Hit | 24 |
Stun | 10 |
Race | Daemon |
¶ Terrible creatures that once served a Forgotten Empire. They have found a new faith and a haven among the remote and forbidden swamps of Grimlarn, but still hunger for human flesh.
Attribute | Value |
Level | 25 |
Experience Gained | 15280 |
Health | 413 |
Damage | 78–112 |
Attack Rating | 660 |
Defense | 373 |
Block Rating | 10 |
Resistances | Fire 80%, Cold 0%, Lightning 60%, Status 60% |
Stun | 24 |
Race | Human |
Attribute | Value |
Level | 25 |
Experience Gained | 24688 |
Health | 913 |
Damage | 43–193 |
Attack Rating | 495 |
Defense | 653 |
Block Rating | 1 |
Resistances | Fire 0%, Cold 35%, Lightning 35%, Status 50% |
Stun | 25 |
Race | Beast |
Attribute | Value |
Level | 25 |
Experience Gained | 36218 |
Health | 644 |
Damage | 21–86 |
Magic Damage | Ice Shard |
Attack Rating | 619 |
Defense | 355 |
Block Rating | 1 |
Resistances | Fire 0%, Cold 90%, Lightning 20%, Status 80% |
Critical Hit | 10 |
Energy | 200 |
Freeze | 40 |
Cold Damage Factor | 165 |
Race | Undead |
¶ Runaway thralls have nothing to lose, and they do not shy away from hiding in places where an ordinary traveler would not dare to look. The dangerous work of catching them is well paid, and the difference between a runaway slave and poor people in worn clothing is not always obvious to the eye.