A list of enemies, their locations, hitpoints, drops, behaviors and and effective spell counters.
Some monsters have "multi-stage" hitpoints. For example, the Goblin Captain has 150+2200 hitpoints, meaning that his shield is destroyed once you deal 150 damage and his in-game model will downgrade to one without a shield. Another example, the Orc Warrior has 250+2200+2200 hitpoints. Once his shield and armor are gone (250 and 2200 respectively), he moves faster (from speed 4 to 7 which is the same as an Orc Scout) and has 2200 hitpoints left. Multi-stage monsters that drop equipable items will drop it every time they change stage if they are using it on the previous stage. For example, the Orc captain can drop 2 thunderblades, as it takes out the thunderblade once its shield gets destroyed, and then drops a copy of it when the armor is destroyed. Using freezing to kill an armored enemy without having it lose the armor first will make it only drop a single item.
Name | Description | Location | Hitpoints | Drops | Behavior | Strategy |
---|---|---|---|---|---|---|
Goblin Rogue | ![]() |
Chapter 1, Chapter 2 | 700 | - | Tries to grab you or melee you with his weapon | Spam Arcane Fireballs (![]() ![]() ![]() ![]() |
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Chapter 2, Chapter 3, Chapter 4 | 700 | - | Tries to grab wizards or melee them with his weapon | ||
Goblin Ranger | ![]() |
Chapter 2, Chapter 3 | 700 | - | Shoots arrows | Disengage personal shield if it is active, as arrows hitting it would knock down the wizard. Kill them in the same way as regular goblins. |
Goblin Hood | ![]() |
Chapter 2 | 700 | High Quality Goblin Dirk | Shoots arrows in a straight line and much faster than regular goblin rangers | Use beam spells to keep a good distance, as their range is not as far as regular goblin rangers, but is almost guaranteed to hit. |
Goblin Bomber | ![]() |
Chapter 2, Chapter 3, Chapter 4, Chapter 8 | 800 | - | Throws bombs that inflict damage, cause knockback and set you on fire. | Charge a Fireball (![]() ![]() They tend to attack in a group of goblins, making them very easy channel targets. Use a 4x |
Goblin Warrior | ![]() |
Chapter 8 | 100+900 | - | Closes in to melee you. | It is a good idea to destroy this monsters shield as soon as you can, since when this happens, it negates effects that have been inflicted on the goblin, potentially very dangerous in the wrong situation. Use ![]() |
Goblin Archer | ![]() |
Chapter 8 | 900 | - | Shoots fire arrows that burn you. | Using the Staff of Fire that can be found at the beginning of the mines, or casting a fire shield ![]() ![]() |
Goblin Miner | ![]() |
Chapter 8 | 700 | - | ||
Goblin Commando | ![]() |
Chapter 5 | 700 | - | Uses its bow at range and will either try to slash at you or grab you if you get close | |
Goblin Captain | ![]() |
Chapter 8 | 150+2200 | Frost Cleaver | They usually surround themselves with other goblins, making them harder to hit with beam spells or direct attacks. | It's best to not let these guys get close, for if they hit you, it will freeze you solid. Its best to channel a beam into their party that is aimed directly at the captain, as to cut through a few goblins then hit him. He definitely takes priority in a group. |
Goblin Shaman | ![]() |
Chapter 2, Chapter 6 | 2000 | Rod of Emergency Teleport, | Will cast a (![]() ![]() ![]() |
His beam is water, therefor if you maintain a ![]() ![]() |
Goblin Wizard | ![]() |
Chapter 6, Chapter 8 | 3000 | Goblin Staff | Will cast the element corresponding to their cape and every once in a while another element.
the gray ones can cast multiple elements |
These creatures are incredibly vulnerable, just simply channel any beam (Except their element)on them and they should fall quick. (Preferably their counter element) |
Poison Spider | ![]() |
Chapter 8 | 2500 | - | They act as ranged support for when giant spiders appear, spitting poison from afar | Use a ![]() |
Giant Spider | ![]() |
Chapter 1, Chapter 8 | 330 | - | Usually come in swarms, un-burrowing or climbing towards the players when they walk too close. Their low health makes them easy to deal with. | AOE Electricity preforms very well. Usually a 5-charge electricity (![]() ![]() ![]() ![]() ![]() |
Forest Troll | ![]() |
Chapter 2 | 6000 | - | Walks towards the player and hits with its fist. Also kicks with its foot, causing a moderate distance knock back and moderate damage. May also attempt to pick up and (slowly) eat a player. | Set up a Stone Barrier (![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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Chapter 2 | 6000 | - | Sometimes swings at the player with the tree trunk, causing the player to fly across the screen and doing moderate damage. Also attempts to pick up and (slowly) eat a player. | ||
War Troll | ![]() |
Chapter 5 | 6000 | - | Mostly same as Forest Troll | As you will have Thunder Bolt at this point, fire away. It will take two casts to kill it unless it is wet. |
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Chapter 5 | 6000 | - | Stays at a distance. Similar behavior to Goblin Archers, as he has two attacks. The first is shooting a shell directly at the player, the second firing a shell in an arc towards the players position. | Same as the regular War troll. Keep him at a distance, as his direct attack is hard to avoid. | |
Beast Raider | ![]() |
Chapter 3 | 1000 | - | Usually jump across the map towards you. Occasionally they will sidestep your attacks. | Generally best to use any kind of area-effect attack, or freeze them (water spell followed by cold spell) and then use a beam spell. |
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Chapter 3 | 1000 | - | Torches buildings during the Jotunn boss fight | ||
Beast Raider Alpha | ![]() |
Chapter 3 | 1000 | Skyward Spear | Same behavior as Beast Raider | |
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Challenge mode | 1000 | Seaward Spear | |||
Beast Brute | ![]() |
Chapter 3 | 3000 | Will move slowly towards you then charge, sending you flying if it hits you | Use a (![]() ![]() | |
Beast Brute Alpha | ![]() |
Chapter 3 | 4000 | Mace of the Molten Core | Same behavior as Beast Brute | |
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Chapter 3 | 4000 | Mace of the Earth | |||
Beast Chieftain | ![]() |
Chapter 4 | 8000 | M60 IF all buildings survive (otherwise nothing) | Enchants his weapon with earth to create a fissure (knocking you down) if you are far away. Will also use a disruptive earth AOE if you are close enough but not if he can hit you normally. His attacks pack a punch, taking roughly half your health away while dealing knock-back. | It's recommended you DON'T throw up a self-shield because you risk flying off the cliff if you let him get close enough to hit you with his weapon. Use haste to get out of the village quickly. Even if you don't want the M60, do it so you don't risk getting game over because you missed too often. Enchant your weapon with (![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Druid | ![]() |
Chapter 3, Chapter 6 | 2800 | Gnarled Staff | Tend to cast rain a lot, followed by a (![]() ![]() ![]() ![]() ![]() |
Toss up a self-shield (![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Tree Spirit | ![]() |
Chapter 3, Chapter 6 | 2500 | - | They are big and slow. When they attack, they cause a knock-back. If you don't deal with them while there are druids around, then they can quickly become a problem. | Like anything made of anything flammable, Tree Spirits will very easily catch fire, and will take a ton of damage from it. Any fire spell will do the trick. However, do not attempt to douse them, as trees can not be doused, and therefore do not take extra damage from lightning, nor can they be frozen. |
Orc Scout | ![]() |
Chapter 4, Chapter 5 | 2200 | - | Will shake itself dry if wet (but it is still possible to freeze them) | As they shake off every time they get wet, this can be abused by creating lightning steam walls (![]() ![]() ![]() |
Orc Warrior | ![]() ![]() ![]() |
Chapter 4, Chapter 5 | 250+2200+2200 | - | Charges and shield bashes you while it got a shield. Acts like a faster orc scout once armor is gone. Use ![]() |
They are armored so they are extremely vulnerable to ![]() |
Orc Captain | ![]() ![]() ![]() |
Chapter 5 | 500+5500+2200 | Thunderblade | Will charge and shield bash sending you flying like the orc warrior. Can also throw a ball that will spew poison around it, | |
Orc Berserker | ![]() |
Chapter 4 | 2500 | - | Move quickly and use a fast jump-attack | Use a (![]() ![]() |
Disciple | ![]() |
Chapter 4, Chapter 5, Chapter 6 | 7000 | Staff of War | Enjoy spamming beam spells, occasionally use a (![]() ![]() ![]() ![]() |
Toss up a self-shield (![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Daemonling | ![]() |
Chapter 6 | 380 | - | Will kick you doing minimum damage but pushing you back (Trying to get you off the edge) | They are very easily killed by casting Conflagration (![]() ![]() ![]() ![]() ![]() |
Daemon | ![]() |
Chapter 6 | 2999 | - | Move between the ethereal and corporeal realm with impunity, making them a bother to hit with long-cast magickas. They attack from afar with a projectile attack; if wizards get too close (for some reason) they attack with a knock-back melee attack. When killed, they spawn three Daemonlings. | These larger daemons are killed easily with a single Lightning spell (![]() ![]() ![]() ![]() ![]() |
Daemon Lord | ![]() |
Chapter 6 | 9999 | Daemon Arm | Will fire a barrage from both of his fists at you. Splits into three Daemons upon death (but not if overkilled). | The barrage he fires can be easily countered by either casting a shield or merely standing still. Once his attack starts missing you, you can just channel any beam at him and he will be dead in no time. |
Cave Troll | ![]() |
Chapter 8 | 10000 | - | Moves towards the player to melee | |
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Chapter 8 | 10000 | - | Moves towards the player to attack with his huge club | ||
Necromancer | ![]() |
Chapter 6, Chapter 9 | 3000 | Staff of the Dead, | Does poison attacks | Seems to be weak against Conflagration Magick |
Traeskmonstír | ![]() |
Chapter 9 | 7000 | - | Arms will extend and attempt to grab you, once grabbed it will proceed to crush you. Healed by water. | It's preferable to get these guys one on one. (Kill everything else first) Once 1 on 1 proceed to channel a ![]() ![]() Alternately, just lay down a patch of grease, set it on fire, and lead him through it. |
Zombie | Chapter 9 | 500 | - | Usually comes in large groups to surround you | They can be disposed of easily by getting them wet and then using lightning on the large group dealing massive damage. Conflagration can also be used to deal with spammed Zombies.
Since Zombies are healed by arcane and damaged by life it is convenient to use | |
Ghoul | ![]() |
Chapter 9 | 1000 | - | They will rush you normally in groups of 2 or more, once they do they will start clawing away at your health rather quickly. Can also start digging in the dirt and throw a rock at you. | These ghouls are not something you wanna play with. They can eat through your health like nothing. Proceed to frost them as they get close ![]() ![]() ![]() ![]() ![]() |
Lantern Ghoul | ![]() |
Chapter 9 | 1000 | - | Same as a Ghoul, but explodes with fire damage on death and their attack ignites you | |
Skeleton | ![]() |
Chapter 9 | 500 | - | Will attempt to melee hit you or throw bones at you. | These creatures are relatively slow, but are healed by arcane magic. Like most undead beings ![]() ![]() ![]() |
Skeleton Soldier | ![]() |
Chapter 9 | 500 | - | Attacks the player with his sword. | |
Wight | ![]() |
Chapter 9 | 3000 | Cursed Blade | They walk very slowly but once you get within their range they will proceed to stab you. Their stab is very fast and once finished they will spam stabbing you. You can die fast if you fall victim to their assault. | They move slowly off the bat, so hitting them with a frost beam will make them turtles. Once chilled they are very easy targets.
I find that the fastest way to kill them is to wet them with |
Elemental | ![]() ![]() |
Chapter 10 | 4000 | - | They start as white blob like stationary creatures, but once passed or attacked will turn into an elemental minotaur beast. Develops an immunity to the first elemental attack on them if attacked before they activate (about 3 seconds), otherwise a random elemental immunity is chosen. They do melee elemental damage. Possible elements are: Water, Lighting, Cold, Fire, Life, Arcane, Steam and Poison | In the only encounter with these in Niflheim you can run right past them. Due to their 3 second aggro time its very easy simply to run by them with haste (![]() ![]() ![]() If you attack a dormant elemental they will develop an immunity to whatever you first attack them with (they glow with the color corresponding to their immunity). Although you don't have to kill them you can do it very quickly as follows: First target a passive elemental with a beam of An other way would be casting Rain ( If you don't attack but just walk close to them they will become immune to a random element. |
Darksoul | ![]() ![]() ![]() ![]() |
Chapter 10 | 800 | - | Will fire tiny balls of energy (The element goes with the color of the skeleton) | Its best to start with casting an immunity aura (![]() ![]() Note: They will attack in counter groups, Exp: Fire and ice. When this happens its better to turn on frost immunity than fire, for if you're chilled you're pretty much completely helpless. |
Malignant Beholder | ![]() |
Chapter 11 | 6000 | - | Shoots small balls of either lighting or cold from its tentacles, or a large ball from its eye that deals 4000+ damage on a direct hit, and high knockback in an aoe | The beholder will fire bolts fast enough to batter through shields more quickly than you can boost them, so it is imperative that you slow or ice them as quickly as possible of you will find yourself locked in a losing battle to stay alive. Use lightning/frost Arua (![]() ![]() ![]() ![]() ![]() |
Dwarf Warrior | ![]() |
Chapter 11 | 350+3000 | - | Will run directly towards wizards and teleport into melee range A single axe strike will destroy a wizard's shield. | Use ![]() |
Dwarf Champion | ![]() |
Chapter 11 | 500+2500 | Axe of the Dwarf Champion | ||
Dwarf Priest | ![]() |
Chapter 6, Chapter 11 | 3000 | Righteous Rod of Runes | Casts asteroids (5x![]() |
Toss up a self-shield (![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Snow Troll | ![]() |
Chapter 11 | 6000 | - | Moves as fast as a hasted wizard. Will instantly grab and eat you upon contact. More dangerous than Death! | Set up a Stone Wall (![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Another method would be damaging them with a fast attack, teleport away, set up a Stone Wall ( To prevent their insta-kill, simply give yourself rock armor An alternative, very easy way to defeat them could be this: create a shield around yourself ( At the beginning of chapter 11, you can find a book of Invisibility. If you have Frost Cleaver, hit from invisibility and area spell quickest method is to set up a stone wall, wet them and use thunderbolt, it will one shot them for 10000 dmg (casting thunderbolt is quicker than casting area freeze and then super steam lightning bolt.) |
Fire Drake | ![]() |
Chapter 11 | 3200 | - | They will spit fire at you and stand there. | They are fire creatures so naturally susceptible to ![]() ![]() ![]() ![]() ![]() ![]() ![]() The best solution is to cast a cold beam ( |
Sapient Pearwood Luggage | ![]() |
Challenge mode | 500 | Random Magick or Item | Hops towards you slowly and does a weak melee attack | These should be a priority early on in challenges, as they can drop a vital, game-changing magick early on (but it's not guaranteed). Their priority as a target should drop drastically as you start to see greater numbers of enemies, until they are nothing more than minor distractions. |
Imp | ![]() |
Chapter 1 | 300 | - | Passive Aggressive | Only encountered in the tutorial. They are incredibly weak and easy to deal with, but may swarm an unprepared player. Once down to a certain amount of health, they will run away and cower. |
Bosses[]
A list of bosses, their locations and drops. For strategies on defeating them, go to their respective chapter walkthroughs or the boss page.
Name | Description | Location | Hitpoints | Drops |
---|---|---|---|---|
Behold the Watcher | ![]() |
Chapter 1 | 2400 | - |
Ygg, Hungry Forest Troll | ![]() |
Chapter 1 | 6000 | Captain's Axe as a reward from Captain Bjorn |
Jormungandr, Guardian of the Tree | ![]() |
Chapter 2 | 10000 | - |
Jotunn, Chieftain of the Tribes | ![]() |
Chapter 3 | 8000 | M60 if you defeat Jotunn with no buildings destroyed |
The Machine | ![]() |
Chapter 4 | 5000 | Staff of War from Disciples |
The Warlock | ![]() |
Chapter 4 | 12000 | Staff of War from Disciples |
Khan, Warlord of the Orcs | ![]() |
Chapter 5 | 8000 | - |
Grimnir, The Dark Lord | ![]() |
Chapter 6, Chapter 12 |
35000 | Different staves from hostile mages fought in the mind duel before main battle. |
The Aristocrats, High Lords of the Goblins | ![]() |
Chapter 8 | 4500 / 1200 | Aristo-staff from the black robed Aristocrat |
Vlad the Vampire | ![]() |
Chapter 9, Chapter 12 |
10000 | Vlad's Gauntlet, that gets you "ALmost vampiric powers". |
Death, Travel Agent | ![]() |
Chapter 10 | 10000 | Summon Death Magick |
Fafnir, the Burninator | ![]() |
Chapter 11 | 35000 | Corporealize Magick |
Assatur, The King in Yellow | ![]() |
Chapter 12 | 50000 | Vortex Magick, Moose |
See Also[]
Monsters/Challenge Stats -- A complete list of monster and mob entities you can use in customized Challenges and the like.