Sacred:Monster Resistance Tables
Below is a list of generic enemy types. Be sure to also examine the list of Unique Enemies.
An analysis of dragon eggs and Seraphim blood showed that both inherit signs of having been present since the Ancient Gods of Creation, and thus are even older than the Elves. So far, there have been reports of three dragons in Ancaria. Loromir of Drakenden instructs Valorian knights near the enclave of the magicians. There are rumors that the people of Alkazaba noc Draco serve a dragon which is guarding a mystical treasure. Latest observations claim that there is an especially fierce and powerful monster in the forests west of Mascarell. There are rumors that the necromancer Shaddar turned a dieing dragon into an undead creature.
he Cave of Heroes
The animals of the forest define Ancaria's fauna. There are deer and stags and only nobles and their gamekeepers are allowed to hunt them. Several types of bear and wild boar are also at home in these lands. These animals, along with most types of wolves, are usually less aggressive than people are led to believe. Only the Wargh-Wolves are dangerous and aggressive as they derive from the Dark Elven breeding kennels of Mhurag-Nar. Their aggression is similar to that of rabid wolves and even the usually timid forest wolves of Ancaria will adopt this aggression when the Wargh infest them
The common demon is a being which does not derive from our plane of existence. Demons exist on all four of the elemental levels but the most familiar among them are those coming from the flames of hell. Little is known about these creatures. Apparently, they have auras which enable them to bring part of their demonic level into this dimension in order to link the two dimensions together. There are even assumptions that the word demon does not derive from "Daemoncius" but rather from the change of dimensions and therefore dates back to the ancient Ancarellian "Dimen-Zion". Attempts to conjure demons are rarely successful because dragging them from their dimensions usually ends in violent reactions. There are recommendations for establishing binding areas using pentagrams or hexagrams while attempting to conjure a demon. You can find more literature concerning this subject: Shaddar "The Gods Erred! Introduction to the Conjuration of Lesser Demons"; from the same author "Sakkara-Dimen-Zion " The leading Fire Devils of Hell: An Analysis of Experimental Possibilities" and "Further Errors of the Ancient Gods".
Contrary to popular belief wyverns, dragons and fire lizards do not share a common origin. The wyvern as well as the ice, fire and desert lizards derive from cold-blooded reptiles, whereas true dragons share similar blood fragments with the Seraphim.
ark Elves of Zhurag Nur
The Dark Elves of Zhurag-Nar are infamous for their merciless efficiency in finding and neutralizing their enemies. They are organized in a strict matriarchy and only female Dark Elves may employ magic. The male fighters, however, are merely pawns in their fight to conquer Ancaria. Their exclusion from the powers of magic bestowed upon the male Dark Elves the inherent ability to resist magic and even to control and deflect it back onto the caster. Instead of using magic, they rely on poison which they acquire from the numerous giant spiders of Zhurag-Nar. They also count on their Wargh-Wolves since their fangs are also dripping with poison and were strengthened by spells of the female priestesses.
hosts (Energy Beings)
Ghosts are entities whose souls are unable to find peace after their death. This can happen because of evil souls or because the demise was caused prematurely by unfortunate circumstances. However, it has been proven that ghosts are bound to their spiritual existence by emotions such as hatred, fury or even love and concern. It is said that such a restless ghost will finally find peace when the emotional tie is undone by solving an open task. However, it is allegedly possible to destroy the ghost form temporarily and it is rumored that it takes decades, if not centuries before the ghosts are able to take shape again. The Lich is an especially evil form of undead creature. A Lich is a mighty sorcerer who took preparations before their death to turn the body into negative, magical energy and to preserve the spirit at the same time. These creatures are the masters of all undead, and they have the ability to suck life through their energistic form. Their goal is the accumulation of power. Therefore, as a Lich grows older, they very often become mightier sorcerers than their living counterparts. Only the strongest magic would be able to destroy these creatures. A Lich also creates its servants from the corpses of its enemies. With such an army available, it is not surprising that more than 78 sorcerers died in Mystdale Castle alone whilst trying to stop a Lich, created by the Necromancer Shaddar. Let it be known that Shaddar was banished from the enclave for this act of blood.
The origin of the goblinoids, such as orcs, goblins and ogres is unknown. There are speculations that they stem from early tribes of humans and dwarves mingling with each other. The ogres are a variation bred from the enslaved orcs of Mhurag-Nar during the occupation of the Dark Elven empire. Similarities between the Dark Elven ?Nar? and the Orcish ?Nur?, both expressions for strongholds, appear to date back to this era of slavery. The heritage of the goblins seems to be even older. These creatures are not truly evil, but rather chaotic. There are speculations here that the orcs evolved from a variation of goblins, which had to develop aggressive behavior patterns in the harsh and hostile environments they used to live in. The rare imps are another derivation from the goblins. They are well known for causing trouble and they always like to join the superior side, hoping to find protection. Therefore, they are frequently found as familiars in the employment of sorcerers.
Various creatures of Ancaria managed to grow to unnatural sizes due to a contamination with free-floating magic. Several spiders and scorpions boast both unpleasant size and speed. Two species of cave inhabitants grew to unimaginable sizes and they live near the glowing crystal mountains of Gnarlstat. Tatabak, the dwarven guardian of Upper Gnarlstat, reported during the times of Morgast I. that cavefish and giant spiders took refuge in the depths of the mines and within deserted strongholds. The cavefish appear to be a mixture of crab and fish, crushing everything with their giant jaws. Some of the spiders have allegedly reached the size of houses.
rigands and Thieves
These outlawed thugs are random fighters; they attempt to flee early and prefer to attack from ambushes.
ark Mages and Sakkara Priests
The influence of the occult has changed the character of these experts of magic, twisting them into more selfish, diabolical spell casters. While the mages research the magical potentials, the dark priests of the Sakkara cult pay homage to the demonic creatures of Orcus. The nefarious magicians are dreaded in battle because they are not only masters of the elements but they also conjure creatures from hell.
houls and Zombies
Ghouls and zombies used to be human but their nature was so evil that their rotten souls continue to transform them even in death. Thus their sinister decay continues. They are barely recognizable as humans as their bodies are covered in slime and they are decaying and infested with maggots. The zombies hunger for living flesh, while the ghouls feed on carrion. Beware adventurer! Ghouls and zombies have an predatory intelligence, which makes them hunt their prey. Do not be fooled by their slow movement. Some of them may turn into a nightmare, which is difficult to kill, as they appear to be mightier in death than they were during their lives. The Scribe Sebastianus of Urkenburgh reports that Morgast, second son of Aarnum I., continued to harass the stronghold for seven days as a zombie after his own men had killed him. He did not want give in and his tyranny only ended when Sir Michaelius of Mascarell finally tore the beast to pieces and threw tar over it in order to bind it in death forever. A pure spirit might also be compromised in such manner but that would require the deepest and darkest power of necromancy. Such power has not been known for many years on the plains of Ancaria.
Mummified creatures are a plague from the graveyards, dating far back to days before Aarnum I. As this technique is no longer applied and it has not been actively in use centuries, very few of these unholy creatures remain. These condemned creatures often came from rich backgrounds and when they died, they would be cursed in order to harass the living. Little is known of these creatures. Shaddar, the great Necromancer of Mystdale Castle claims that the ungainly, stumbling mummies which were created during experiments of necromancy, are only laughable images of the mummies of a true master. The mummies of a master, it is said, would receive the powers and abilities of heroic fighters and mythical sorcerers.
Skeletons are beings without intellect. They act automatically, animated by the spells of necromancy, driven by their master's will. They do not have a will of their own; they simply carry out attacks or spells which were implanted. Necromancers often use these creatures as guardians for special places because they stoically follow their orders and have no desire to care for themselves. So far, it is uncertain how they can move in the absence of muscles. The necromancer Stevus Manekellus of Mystdale Castle, who was an apprentice of Shaddar, claimed recently that magical forces hold the limbs together. Therefore these masterfully created beings are able to move more swiftly than usual.
oldiers, Mercenaries and Deserters
These humans have many experiences with fighting and excel at close combat. Generally, such characters have been trained as military warriors, able to stand their ground during tactical battles with their troops. Archers frequently accompany these close combat fighters in order to weaken their opponents from a distance before close combat can ensue.
The common Nosferatu, better known as the vampire in more recent times, is an especially dastardly beast. This undead creature is malicious and deceitful and ever more agile and swift than before the poor soul's unholy demise. The vampire feeds on the blood of the living and has the ability to create mindless servants with kisses of blood. The vampire is by no means a grotesque monster; but is instead a creature possessing an aura of voluptuousness combined with divine grace and elegance. A vampire can uphold this appearance at night or in vampire form as they have the ability to change form at will. Sunlight will damage and burn these creatures but only while in vampire form. Fortunately, only very few of these creatures can be found in Ancaria. The last known case of a vampire sighting is during the harassment of Bellevue in the times of Valorian. This horror ended when the Seraphim traveled to Bellevue at Valorian?s request and tracked the beast down. However, it is not known exactly how the Seraphim stopped the monster.