| Aerial Servants are made by Theurgists by means of an Aerial Servant spell, and are thus bound to do their will. They can manipulate objects, giving the feel of the old Telekinesis spell from older Ultimas. Just like Ghosts, they can only be harmed by Magic damage.- Armour Class: 0
- Dexterity: 15
- Damage: 6-12
- Hit Points: 40-60
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| Changelings, despite their special abilities, are very common creatures, found practically everywhere, from the Docks to the Ethereal Plane. They are, however, easy to defeat. They have the special ability to mimic their foes, and use their own powers against them. They often drop explosives and money when defeated.- Armour Class: 11 (15 in Avatar form)
- Dexterity: 12-16 (5-10 in Avatar form)
- Damage: 7-10 (7-15 in Avatar form)
- Hit Points: 30-45
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| Daemons are the souls of those killed by fire, brought to a state of undeath to serve Pyros. With Pyros in the hands of the Sorcerers, they can summon daemons to their service. Extremely tough creatures, daemons are immune to fire damage, and blunt weapons only do half damage on their sturdy hide. Their raking claws also do fire damage on their victims. However, Sorcerers, as much as having the ability to summon them, can very well banish them back to the fire from where they came.- Armour Class: 19
- Dexterity: 14-21
- Damage: 12-18
- Hit Points: 80-100
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| Ghosts are undead creatures that have many powers. They can remain invisible, showing up to attack only when you go near their territory. They can throw their explosive ghost heads at you, which have the ability to track you and explode on contact. Only magic damage can harm them, making them an impossible target for those equipped with regular weapns, but Necromancers can grant them peace with their magic.- Armour Class: 16
- Dexterity: 15-21
- Damage: The ghost itself does not do any damage; it is the ghost head that does 1-3 damage
- Hit Points: 80-90
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| Ghouls at the service of Lithos can be summoned with a Necromantic Summon Undead spell. They can burst through the ground to attack you. Ghouls have no memory of their human past. Deformed and damaged beyond recognition, their sole purpose seems to be killing. Ghouls are good practice, however, and continuously killing them will increase your strength. Although they do not see or think very well, they can learn from experience at which angles to attack you. They can be stunned for a few seconds with a kick, but are easy to kill even with a dagger, and although a Grant Peace spell will end their undeath, it is not worth wasting it on them.- Armour Class: 15
- Dexterity: 14-16
- Damage: 6-12
- Hit Points: 35-50
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| Golems are summoned by Necromantic magic, using a spell written by the second Necromancer, Galious. When summoned, they will perform a large choice of tasks for their masters. Golems in the Hall of the Mountain King, however, are programmed to defend their territory and to kill any who pass by. Their slow movement, however, makes it easy to evade them. Its powerful defence makes it immune to fire, resistance to stuns and blunt weapons only do half damage to it.- Armour Class: 18
- Dexterity: 7-8
- Damage: 15-25
- Hit Points: 150-175
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| Minions of the Lurker lurk in the seas, waiting to drag anyone foolish enough to step into water to their deaths at the bottom of the ocean. All those who die at sea in such a manner will in turn become minions themselves, and will be at the service of Hydros rather than Lithos. The beasts are scaly and possess a head filled with a row of sharp teeth, and a direct encounter will prove fatal. Despite being formerly land-walking, the minions cannot enter land, especially due to the fact that the light hurts their sensitive eyes.- Armour Class: 30
- Dexterity: 20-22
- Damage: 1-5
- Hit Points: 78-83
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| Invisible beings live up to their name. All you will see of these beings is not the outline in the picture left, but their red eyes. When hit, their outline shows for a few moments as shown in the picture, and then they resume their invisibility. I have only encountered them in the cave on the Plateau, defending the locked double doors that might have been intended as an entrance for the Lost Vale.- Armour Class: 5
- Dexterity: 8-12
- Damage: 4-6
- Hit Points: 15-25
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| Seekers are believed to be remnants of the Destroyer that was supposedly defeated in Pagan history, but nobody seems to know that they resulted from magical experiments that took place long before recorded history. They have a longer reach than their opponents, making it difficult to even get close enough to strike, but they are very vulnerable to fire.- Armour Class: 14
- Dexterity: 17-25
- Damage: 12-16
- Hit Points: 75-100
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| Skeleton Warriors are swift fighters, still possessing their equipment and memory of their lives. They are capable of delivering many blows of their sharp axes in little time. It is not possible to actually kill a skeleton, and it will resurrect shortly after being put down, but a Grant Peace spell will put it to an eternal rest, and is a recommended weapon against them.- Armour Class: 17
- Dexterity: 15-20
- Damage: 7-13
- Hit Points: 30-45
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| Kith look like massive spiders, and are similar in other things too. Domesticated kith produce silk just like the spiders we know, while a kith filet is also considered a local delicacy. When it comes to fighting kith, however, their fangs can easily put down a well equipped assailant. They resist stuns, and blunt weapons will only do half damage on them. They are commonly found in caves, and even in the wild.- Armour Class: 20
- Dexterity: 14-18
- Damage: 12-16
- Hit Points: 85-105
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| Mandrils are huge insects that are quick to defend their territory. They attack with swift, flying attacks, but despite their ability to fly, they are easy to kill. They can be found on Argentrock Isle and in the Ghost Cave.- Armour Class: 3
- Dexterity: 15-23
- Damage: 3-5
- Hit Points: 18-22
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| Skellots are little crawling, biting creatures that like getting into places where they can find food, even in the dungeon below the Tempest's Palace. They are slow and can easily be stepped on, so they do not represent any threat.- Armour Class: 0
- Dexterity: 8-12
- Damage: 1-2
- Hit Points: 2-7
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| Spiders, just like skellots, are more of a niusance than a threat, and can be stepped on. Spiders have the same characteristics as skellots, except for their colour that enables them to hide in grassy areas and they are also weaker than skellots and do less damage.- Armour Class: 0
- Dexterity: 8-12
- Damage: 1
- Hit Points: 2-6
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| Toraxen are docile, domesticated creatures, but know how to defend themselves well when attacked. Their tough hide gives them an incredibly high level of protection, and makes them stun resistant, as well as the fact that blunt weapons only do half damage to them.- Armour Class: 28
- Dexterity: 8-12
- Damage: 7-14
- Hit Points: 40-55
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| Trolls lack speed and intelligence, though their great strength makes up for them. Always carrying a club and wearing little, tattered clothing, the trolls of Pagan no longer live under bridges as in the older Ultimas, but instead they live in the wild. A troll is also in the arena in West Tenebrae, for those who want some practice. Trolls possess a massive strength that gives them the ability to kill a person with one blow on some occasions.- Armour Class: 18
- Dexterity: 7-10
- Damage: 10-28
- Hit Points: 150-225
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