A monster is essentially anything that isn't animal, human, or undead. Monsters range from lizard men to elementals to orcs. Elemental Earth, fire, wind, and water are the four basic natural elements, and this game has then all except wind in the form of something nasty. Elementals are big and brutal, so try to keep your distance from all types. Magic (except for fire on the fire elemental), missile attacks, and bows of any type are your best bet to return them to the earth from whence they came. On the other hand, their strength makes the conjure elemental spells quite useful. Frostbite He's cold, so warm him up a little bit. Use any magic besides cold to do so and send in your fighters to really ruin his day. Be sure to equip them with weapons that cause crushing damage, such as maces and hammers. These will be most effective. Idol This fixture of the fallen temple in lower Dorn's Deep may not move, but it can cast level 5, 6, and 7 priest spells. It is vulnerable to everything, so leverage your attack with the strengths of your party members. Iron Golem Unless you have +3 weapons, run. They are immune to everything except +3 weapons and better. Lissspen There's not much to it. Bring your fighters in for a little melee action and let the rest work from a distance; cast spells to keep his friends off your back. Lizard Man Well, they're lizards that walk upright. They are basically the giants of the reptile world. The basic lizard man can be defeated with just your fighters going to work on him. Shaman In any party of lizard men, these should be the focus of your fight. Do a little dance, make a little noise, and take them down tonight. Then, work on their friends. Tough Not really. They are slightly stronger and have a few more hit points than the regular lizard men do. Use the same tactics.
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