Monsters & Mobs

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Monsters & Mobs

Post by Keighn » Sat Sep 15, 2007 12:07 pm

To start this thread off I'll post a link to my template I have that I use to gauge monsters:

Monster Template

I'll add pages or copy the template for each different mob type. I'm hoping this will assist me for when I make unique encounters for certain mobs using lua scripting. I will eventually cover each and every monster including unique quest mobs.

This thread is also open to any mob ideas that wouldn't require lua (i.e. using a new pic and creating a monster from scratch like a scorpion, elemental, etc.).
Last edited by Keighn on Fri Apr 30, 2010 12:16 pm, edited 1 time in total.

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Post by Keighn » Mon Oct 01, 2007 2:41 am

I had just printed Cat's maped guide and was perusing it for a leisurely read. I hit the section about monsters and the "NEVER" place monsters but place spawners. Then I recalled the threads talking about how completion of a map was satisfying. An idea clicked. What if the monster placement functioned how mobs were spawned before before this constant spawning that Spawners currently do on maps. This way you could place spawners that respawned certain mobs while you were on the map and you could place the "monsters" that wouldn't respawn unless the map was devoid of players for so long.

In this way maps could be made that the completion effect would be welcome and maps where it just seems that the infestation of monsters never stops.

I suppose there could even be spawners that functioned how pd did back when where they would appear right next to you even.

I also was thinking along the lines of gauntlet for special generators (also used in diablo 2 see mummy coffins). This leads more or less to hack and slash and less real rpg but it could also make for maps where that army of darkness effect just keeps parties at bay. In essence a monster generator just summons monsters of the same type. "Orc generator pops out orcs left and right"
Last edited by Keighn on Fri Apr 30, 2010 12:18 pm, edited 1 time in total.

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Post by Keighn » Sun Oct 07, 2007 4:23 am

MOBS FROM THE PAST: (Previous Ultimas)


Here I'll go through each of the various ultima games and flesh out ideas to borrow from them. I know we're trying to get away from ultima but there are some basic creatures here that aren't too bad.

Ultima: Escape From Mount Drash (original Vic-20 game)
You've probably never heard of this game and frankly neither had I until I came across some of my old vic 20 manuals long before I hit the internet. Later I looked the game up and slowly it made a comeback to the light from the darkness which it was hidden. There are currently a program for windows that emulates the original and there is even a remake done with Joshua Steele's graphics. Let's start out with the original creatures:

The selection of monsters in this game is very small, and there is no information that can describe them. None of them have particular fighting methods, but you may benefit from their weak point if you can find it. Each monster will die immediately if you hit its weak point - the ones I know are mentioned below. The monster will not die until you hit its weak point - until you hit it, you are destined to remain fighting it.

A Floating Orb (looks very much like a gazer)
Floating Orb, apparently a primitive form of a gazer (though not nearly as dangerous).
First Encounter: Level 1
Weak point: To deal a mortal blow to a Floating Orb, you need to thrust your sword deep enough so that the hilt and a small part of the blade only are outside the Floating Orb.

A Gremlin (yup, our gremlin buddy was even here.)
Gremlin, an apparently lively little monster.
First Encounter: Level 1
Weak point: Try and aim so that your sword comes exactly in line with the frontmost point of it (as in the picture) - if you thrust your sword too far, it will miss, while an exact hit can kill it with one blow.

A Dancing Demon (the first instance of the bradle that we see in euo. Later Dancing Demon's became Bradles, Pinchers and Snatches in Ultima 3)
Dancing Demon, a mysterious little demon dwelling deep within the mountain.
First Encounter: Level 3
Weak point: Dancing Demons seem to be vulnerable in the head - you can kill them by pointing your sword at their brain as shown.

A Phantom (A blue phantom not to make an appearance until Ultima IV)
Phantom, an undead creature whose eyes are initially the only visible part.
First Encounter: Level 5
Weak point: Thrust your sword a step away from the phantom's eyes (it's easier to calculate the distance when only its eyes show).

A Purple Slime (What's to say; its purple and its a slime.)
Purple Slime, a gooey creature that tends to lurk within the deepest levels of the mountain.
First Encounter: Level 8
Weak point: As with the gremlin, hit the slime's frontmost point to kill it.

Look for yourself at: Escape From Mt. Drash

Ultima: Escape From Mount Drash RL (Rogue-Like)
My skills are limited and I can't get into the exml data file so I'll just have to play the game many times and go from there. This is a nifty remake and you can download it and its buddies here: Villa of Darkness

Akalabeth - The Land of Doom:
I don't have detailed descriptions of these monsters but I believe many if not all made it to Ultima I. Here is the listing:

Lvl 1 - Skeleton & Thief
Lvl 2 - Giant Rat
Lvl 3 - Orc
Lvl 4 - Viper
Lvl 5 - Carrion Crawler
Lvl 6 - Gremlin
Lvl 7 - Mimic
Lvl 8 - Daemon
Lvl 9 - Balrog

Ultima I - The First Age of Darkness (And I get to prove again that U1 skeletons looked different and that there were no U1 giants):

The Bestiary
The Realm of Sosaria is populated by a variety of creatures, both natural and unnatural. The latter group hath been on the increase since the coming of the Evil One. Through the efforts of a posterity-minded few, a collection of names and descriptions of the more common beasts hath been compiled and may be perused herein.

Archer, Hidden – So lacking in courage are the minions of the vile Mondain that his Archers only ply their trade from hiding places high in the treetops of the forests of Sosaria. Their aim, nonetheless, is accurate and many a traveler has died without ever knowing whence came the deadly rain of barbed shafts.

Balron – Huge, leather-skinned daemon lords, the Balron are perhaps the most fearsome of the evil minions of Mondain. Armed with vicious barbed whips and the ability to cast devastating fireballs at their victims, these winged scions of Hell have proved to be the nemesis of the flower of Sosarian knighthood.

Bat, Giant – Although the Sosarian Giant Bat is but a dumb brute, this large cousin of the more common vampire bat found in other lands is indeed a menace to those unfortunate enough to disturb its subterranean slumber. The Giant Bat lives on a diet of animal blood and is not averse to feasting on adventurers.

Bear – The Hill Bear towers over the tallest human and is armed with saber-like claws capable of rendering even the stoutest plate armour in a single blow. The species was first sighted on the slopes of Mt. Drash, but hath since spread throughout the land. These creatures are extremely ill-tempered and will attack without provocation.

Carrion Creeper – These loathsome worms in habit the deeper reaches of most dungeons, where they feed on the corpses of any luckless creatures they encounter. The numerous legs on their segmented bodies are equipped with small barbs that allow them to move quickly on walls and along corridors. Carrion Creepers should be avoided at all costs.

Cyclops – A race of belligerent, one-eyed giants, the Cyclops dwelt in Sosaria long before humans ever landed on these shores. Driven underground many years ago, the Cyclops long to return to the surface and drive humans into the sea. Beware, for they will attack any adventurers on sight.

Daemon – Fierce, bat-winged horrors armed with cruel talons and barbed tridents, Daemons were unknown in Sosaria hitherto the advent of Mondain. Drinkers of human souls, Daemons are said to relish the screams of tortured humans above all else.

Dark Knight – Such is the corrupting influences of the foul Mondain that even the most virtuous of Sosarian chivalry are subject to fall under his sway. The land is now befouled with Dark Knights—predatory warriors who seek to waylay innocent travelers and to rob them of their hard-earned goods.

Dragon Turtle – These fire-breathing, aquatic dragons inhabit the seas around Sosaria and are considered an even greater menace to mariners than the winds of a typhoon. They are protected by a shell tougher than enchanted plate armour, and thus are extraordinarily difficult to defeat in combat.

Ettin – Travelers in the forests of our land have oft been fooled into thinking they have drawn near to a group of fellow explorers when they encounter an Ettin, for these two-headed monstrosities have been known to carry on heated discussions with themselves. An Ettin invariably abandons its dialogue when it hath the chance to attack an adventurer.

Gelatinous Cube – Called ‘dungeon sweeper’ by some, the Gelatinous Cube is a subterranean dweller that roams corridors in search of food. Their bodies are composed of a clear, corrosive, jelly-like substance which renders them difficult to see, but they may sometimes be detected by the remnants of armour or debris contained within them. They are omnivores, digesting anything they find after absorbing it into their massive bodies. Contact with a Gelatinous Cube hath ruined the armour of many a hardy warrior.

Gremlins – Mischievous kin of the trolls and lizard men, Gremlins are underground creatures of voracious appetite. A favorite diversion is to stealthily approach unwary travelers and pilfer their food rations. Many an adventurer had been consigned to death by starvation below the surface of Sosaria as a result of the antics of these creatures.

Hood – When the corrupt influence of the unspeakable Mondain spread throughout the Realm, even some of our stalwart peasants fell under the sway of the evil wizard. These warped individuals now roam the countryside attacking travelers. While unskilled in the use of arms, they nonetheless pose quite a nuisance to adventurers.

Invisible Seeker – Among the most dangerous of the denizens of the catacombs below our land is the Invisible Seeker. None have ever seen one of these horrific slayers, for they are—as their name implies—unseeable. Their presence is usually first detected when open wounds suddenly begin appearing on the body of a victim. They are, however, susceptible to harm from most weapons.

Knight – Like their forest-dwelling counterparts the Dark Knights, the predatory Knights of Sosaria are warriors who have forsaken the ways of Chivalry for the paths of Evil. They are fierce opponents and must be treated with care if one is to avoid an untimely demise.

Lich – The Lich is an evil spellcaster who, through the necromantic arts, hath entered a state of living death in order to prolong an unholy reign on earth. Woe to the explorer who stumbles upon the lair of a lich, for the undead mage will guard its domain fiercely and attack without hesitation.

Lizard Man – When Mondain first came to our land he performed unspeakable experiments with his servitors and the fierce reptiles that in habit some of the streams and rivers in the south of our land. The result was the Lizard Man, a being both reptilian and human in a single body, armed with cruel teeth and a disposition to match its appearance.

Mimic – Beware the treacherous Mimic, for it hath been the doom of many a dungeon explorer. Disguised as a tempting treasure chest, the Mimic patiently awaits the overly-curious adventurer. When the victim makes as if to examine the chest, the Mimic attacks with a ferocity unmatched.

Mind Whipper – Truly hideous, the Mind Whipper is a being with the body of a human, a face that resembles nothing so much as the underside of a squid, and an unquenchable thirst for the mental energies of its victims. The few who have survived encounters with Mind Whippers have emerged as babbling lunatics, their minds flayed from their souls by the relentless onslaught of these terrible creatures.

Minotaur – As mentioned before, the evil Mondain experimented ceaselessly with the cross-breeding of man and beast in an effort to create the ultimate soldier. As if the creation of the dreaded Lizard Man was not enough, the vile wizard also mated the famed Baratarian fighting bull with some of his followers, resulting in the Minotaur—a horror that walks on two legs like a man, but which has the head and the cruel horns of a bull.

Necromancer – The Necromancer is a mage whose specialty is the practice of the arcane arts that pertain to the dead. Practitioners of such a morbid specialty were naturally drawn to the fowl Mondain as jackals are to the carrion of the plains.

Ness Creature – The seas surrounding Sosaria are home to a number of beasts, among which numbers the dread Ness Creature. For many years these reptilian behemoths were thought to be naught but the workings of the over-wrought imaginations of mariners. The sinking of the frigate Pembroke in plain view of a small armada hath disproven this belief.

Orc – Small, pig-visage humanoids, the Orcs were the vanguard of Mondain’s first advance. Tribal by nature, they are sub-human at best, just a slight cut above true bestiality. They abhor all things human and cultured and will lay waste to anything fashioned by human hands. ‘Tis said that they relish the taste of human flesh.

Pirates – The pirates that infest the coastal waters of Sosaria are the scourge of the honest mariner. They ply the waterways seeking unarmed merchant ships to plunder, and often press the younger crew members into service as marauders. Once engaged, a pirate vessel and its crew will battle to the end, seeking no quarter and offering none.

Ranger – Alas! Even the noble Ranger, preserver of the woodlands and keeper of the forests, hath fallen under the sway of dark Mondain! These matchless trailblazers long watched over the preserves of the Sosarian nobility, but as Mondain’s treachery took hold, many of them forsook their old ways and became predators themselves. He who is pursued by a Ranger must turn and make a stand, for once on a trail a Ranger will never give it up.

Rat, Giant – The underground passages of the Realm are prowled by oversized rodents, the result of Mondain’s necromancy and an abundance of food on the form of victims of the Evil One’s minions. The Sosarian Giant Rat is a vicious predator and should not be taken lightly.

Skeleton – The progeny of Necromancers and undead Liches, Skeletons are the animated corpses of dead warriors from which the flesh hath withered and fallen away. They fight tirelessly in an effort to carry out the bidding of their dark masters.

Spider, Giant – Few moments hold more terror for the intrepid explorer than when a Giant Spider, venom dripping from its fangs, is encountered in the corridor of a subterranean labyrinth. These creatures are dazzling in their agility and tireless in their search for prey. Fight well, or face a paralyzing sting and the fate of becoming a living hatchery for their young.

Squid, Giant – Sosarian mariners swap legends of the Kraken, or Giant Squid, in every pub in every port of the Realm. These monstrous creatures have been known to rise from the ocean depths, seize a vessel in their long tentacles, and drag the hapless vessel and its crew to a watery grave in the space of but a half-dozen heartbeats.

Tangler – Looking for all the world as naught but a vine-covered tree stump, the Tangler lurks in subterranean corridors, waiting to ensnare explorers of the underground. Once a Tangler hath enmeshed an adventurer in its tentacles, it will hold the victim fast until starvation ends the struggle. The monstrosity then feasts on the corpse.

Thief – Long before the coming of Mondain, the common cutpurse was a plague to travelers in Sosaria. Lurking in alleyways, poised behind trees, and skulking in dungeon corridors, these villains are always ready to relieve innocent citizens of their valuables and their lives. ‘Tis a service to your fellow Sosarian to exterminate a Thief whenever possible.

Trent – Native to the woodlands of Sosaria, the evil Trent seems like an ordinary oak tree until one approaches near enough to be ensnared in the grasp of its plaint branches. Once it hath crushed the life from the victim, the Trent then devours it, leaving no trace of its prey to warn other travelers.

Viper – Since before the dawn of civilization, the race of serpents hath roamed the land. From the most harmless garden snake to the giant constrictors, these legless creatures have always inspired fear in the human race. In the case of the Viper, this fear is well-founded. These vicious reptiles strike fiercely and frequently at all who stray too closely. Their venom-laden fangs bring a swift yet painful death.

Wandering Eyes – Many a dungeon seeker hath been startled to enter a darkened chamber and be greeted by a number of eyes staring out of the murky blackness. Stare not long, for the Wandering Eyes weave a hypnotic spell that entrances event he most strong-willed and leaves one helpless before the magical onslaught that inevitably follows mesmerization.

Warlock – Rogue practitioners of the magical arts, Warlocks are the evil servitors of Mondain. The Foul One hath trained them in the casting of bolts of mystic energy and sent them forth to wreak havoc among the populace. Slay them if yea can, for the arcane arts should never be used for wicked purpose.

Wraith – Summoned from the nethermost regions of Hell by Mondain’s perverse enchantments, Wraiths are the restless souls of dead clerics. Once on the material plane, they drift about seeking potential ‘converts’ to the discipline of Evil. Since one must first die in order to be converted, ‘tis strongly advised that their enticements be resisted.

Zorn – Little is known of the mysterious Zorn. ‘Tis a creature that not only defies logic, but that seems to defy the very laws of nature. It can burrow through anything and is completely omnivorous. In battle it seems to generate far more force than one would estimate possible from a creature of its size. When slain, the Zorn quickly evaporates, thus none have ever been studied closely.

Look For yourself at: Ultima I bestiary Images

I should also point out the beings you can fight in town which include:

Again take a look:Ultima I Town

Ultima II - Revenge of the Enchantrass
Yep, there's even a few little creatures in here we could learn from and use. Lets have a look at them:

More pest than peril, the not-bright orc is the prolific product of a foolish experimental genetic mating of human and boar.

An ordinary human pickpocket, the thief would rather snitch than fight. He may take something very important from you. Always check your inventory (Z) after being confronted by a thief.

Humanoid and strong, fighters carry something you need.

Men of the cloth carry their crosses and proselytize but are not always good or wise.

With magical staff in hand, wizards enjoy throwing magic missiles that do powerful damage.

It looks like it’s shrugging, this creature of minor hells, but it’s pleasure is to stop you in your tracks by magic. A certain magical item can thwart the daemon—sometimes.

Complementing the daemon, the devil stays in your arms. A different possession deals with this baby.

Awesomely recognizable from its great leathery wings, the wretchedly evil balron ensures the success of its Herculean strength by using a sleep spell to render its victims helpless. Some have hypothesized that the spell is not real—that the fetid, putrid breath of the creature is so horrible that humans cannot resist the urge to escape it immediately through sleep.

If it weren’t so big it might be a swan—until it takes after your frigate. It will also attack you while you are on land if you are near water.


Chosen for their brawn, guards are mindlessly loyal to their governments; they’re generally harmless unless you break the rules—they’re extremely strong.

Unarmed and mild, the grassroots of Ultima II, merchants rarely fight.

Bouncing about in eternal jumping jacks, jesters are usually the buffoons you’d expect—but occasionally the buffoonery masks great wisdom.

Larger-than life humans, but smaller than guards, royal persons do little other than sit on thrones and bestow.



Traveling on foot will take you far in Ultima II—but not everywhere. You can purchase, overtake, or steal more efficient forms of transportation.

Riding horseback is slightly faster than walking, and horses are cheap.

When a frigate docks near you, you can commandeer it—if the crew will accept you as a seasoned sailor—if you have a certain item. Otherwise, they’ll turn the broadsides on you.

No jets in Ultima II, but these little singe prop jobbies are just the ticket for hotfooting it around the world and through time—if you’re prepared.

Probably by the time you find one, surely by the time you figure out how to procure one, you won’t need a manual to deal with the situation. It takes proper armour to launch one and survive.

To tell the truth, I'm not entirely you can attack planes, rockets, or horses. But if you can't get a frigate you will have to board a pirate boat (if you have blue tassles) and then kill the pirate ship.

Take a closer look here: Ultima 2 monsters

I bet you noticed some creatures that lived in the dungeons: Crawlers, ghosts, snakes, gremlins, Balrons, Daemons, Orcs. As you can see our cute friend the gremlin continues to pester us.

Ultima III - EXODUS:
Here we delve into my personal favorite Ultima as I love turn-based combat and slaughtering civilians and guards. Also a note to those who ever wondered where fuzzies and perhaps the dual moon idea came from. We know that later in the ultima series fuzzies were probably renamed Emps (they did look alike); but what you probably didn't know is the book that inspired Richard to put them in the game. I give you "The Fuzzy Papers" by H Beam Piper. Seriously, google the book and you'll definitely see. I believe Loubet also did the color art for those books. Anyway back to the bestiary of U3:


The mainstay of Sosaria’s prosperity. They operate the shops in town to the benefit of all. Some are not very clever, and if a sharp Thief is in thy Party, then a chest or two might be stolen from under the Merchant’s nose. If thy Thief is caught stealing, the entire town guard will assault thee.

They resemble big bouncers at tough bars — all brawn and no brains. If a crime is detected within a town, or Lord British’s castle, each Guard will pursue thee to the boundaries of the place. Most Guards are very difficult to overcome, but rumors have been circulating that some Guards are not completely honest.

They entertain Lord British with their antics. Occasionally they even harass visitors.

Player Type
Any of the regular Player types may appear in the towns and castle. Speak to all of them, some hold valuable clues to the locations of hidden items.

Monster Type
Very rarely are renegade monsters seen in towns. These monsters no longer serve the Dark, but now serve Light.

Lord British
The august ruler over all the People. Widely regarded as a fair ruler, he will richly reward those who serve by his side.


Orcs - Goblins - Trolls
These three creatures of evil are the result of long ago mutation wrought by magic. As they were created by magic, so can a Wizard’s spell dispel them from this plane.

Skeletons - Ghouls - Zombies
All Undead creatures are an abomination before the light of Truth. A Cleric with thy Party can Turn these Undead creatures.

Player Types
Any of the regular Player types may have fallen under the spell of Darkness and now serve their evil Masters.

Thieves - Cutpurses - Brigands
These are the worst of the human trash that pollute the countryside. Thieves can steal any weapon or armour that thou hadst, except for those with which thou art equipped. The Brigands man the Pirate Ships and fiercely control the oceans.

Giants - Golems - Titans
These creatures have no special attributes, but their huge size makes them very formidable opponents. Watch out for the force of their War Hammers.

Pinchers - Bradles - Snatchs
Any bite from these creatures is poisonous. If a character is bitten, only a Prayer or a Healer, can cure the poison that is running in thy character’s vein. Every step the character takes, lowers the character’s hit level by one. If thou art far from a Healer, thou dost travel with a walking dead man.

Gargoyles - Manes - Daemons
Be very careful dealing with these minor demonic legions. They can hurl powerful magic attacks across the arena at thee, inflicting great damage.

Griffins - Wyverns - Dragons
These creatures can hurl mystical Fireballs at thy Party from afar. They are the only creatures that can wreck havoc upon thee when not in Conflict Mode. Any Party luckless enough to venture within three squares of one of these creatures will be subject to an awesome attack. The Great Dragons can destroy a Party before the Party ever engages in combat with the Dragon!

Devils - Orcus - Balrons
If thou attempts to overcome these mighty warriors of the Dark, then thou hadst best be protected by all means possible. Anything less will mean thy instant destruction. These archfoes are so filled with evil, that they can hurl poisoned magic bolts from across the arena. The slightest hit may poison thy character and sap their vitality.


Pirate Ships
Be extremely cautious when one of these ships is sighted if thou art on land. A Pirate Ship can fire its cannons at thee three squares away. If the shot hits, all members of thy Party take damage. Most beginning Parties cannot sustain more than a few shots before the Party is wiped out. If the Pirate Ship stays offshore, shelling thee, nothing can be done to get him. If, however, he touches the coast, thou couldst now attack him.

Sea Serpents
Small cousins of the Great Earth Snake, these creatures can destroy an entire ship. In conflict mode, they can hurl magic across water, making it hard to fight them.

These are the most feared of all the denizens of the oceans. There long giant tentacles are poisonous, and they can hurl magic. Because of their nature, Man-O-Wars can take vast punishment without dying. A Party attacked by such as these, has a very slim chance for survival.

Gremlins also made an appearance of sorts but more as a fixed spot in dungeons. If you hit the nasty "GREMLINS!" square they would steal 1/2 or all of your food on a random character. I even think they'd smack you if you didn't have any food.

Other creatures to note appeared in Castle Death: Chests, Grass, Floor, Exodus Itself, Rangers, and nastly blasts of magic that would randomly blast the entire party to bits.

Also, for those that don't believe EUO is really using U3 Giants and U3 Bradles take a look carefully.

Look for yourself at these two sites:
Classic U3 Bestiary
The NES(bleh) Bestiary
And see the Graphic Upgrade for NES: NES GFX Upgrade

Ultima IV - Quest Of The Avatar:
We're getting closer and closer to our canon EUO creatures all the time. Many of these you'll quite easily remember from the remakes using Joshua Steele's work.

Chapter VIII
A Bestiary

Bat. A non-evil subterranean dweller found in the deepest caverns, the principal diet of the bat is animal blood. They are quite large and may attack any who disturb their rest.

Cyclops. These evil giants can hurl half-ton boulders down from the heights. Even a grazing hit will do considerable damage to a member of thy party. The Serpent's Spine is said to be the best hunting for them.

Dragon. The dragon is an evil, flying serpent which can cross water and blast ships with huge fireballs. Not many ships can withstand a couple of passes by an attacking Dragon.

Ettin. These evil two-headed aberrations of nature can cast huge boulders down upon thy party, causing immense damage. It is best to try to kill them with long-range weapons and spells. A large clan of Ettins is said to live along the Serpent's Spine.

Gazer. These hypnotic creatures snare their prey by putting them to sleep. The deep forests are the favorite habitat of these evil, floating eyes.

Ghost. The restless spirits of those trapped between planes, ghosts can pass through walls, so use extreme caution when they are thought to be nearby. Evil Ghosts are often found in ruins, battlefields and crypts.

Gremlin. These hungry denizens of the underworld love to sneak up to unwary travelers and steal all their food. Do not let an evil gremlin get close to thee!

Headless. Another evil being best suited to terror and destruction, the Headless is indeed a creature of nightmares. Many a traveler has fled in abject horror at the sight of a headless torso bearing down upon them.

Hydra. Beware the evil breath of the multi-headed hydra! The massive fireballs can fry most members of thy party.

Insects. If thou dost stay clear of these non-evil vermin, they will not bother thee. Marsh and dungeons are their favorite locales. Insects can fly, so they can chase thee over water.

Lich. This undead shade of a powerful wizard can still cast very powerful magic spells. The lich is a most dangerous opponent under even favorable conditions.

Lava Lizard. These reptilian creatures love fire and dwell in infernos. In combat, they have been known to spit flaming lava thirty feet, so beware these evil beasts.

Mimic. One of the most treacherous and evil creatures in all of Britannia, the mimic can assume any shape, although they seem to prefer assuming the likeness of treasure chests. Upon spotting one, the careless traveler greedily rushes toward the chest. When the traveler gets close enough, the mimic casts out a poisonous venom. When the traveler succumbs to the poison, the mimic feasts upon him. The only known way to detect a chest mimic is to wait until it gets curious enough to peer out at thee by lifting the lid of the chest.

Nixie. These aquatic first cousins of the ancient race of elves rise from the depths to strike terror into the hearts of seafarers. The evil Nixies wield sharp tridents which can be hurled against a ship's crew from afar, causing great damage.

Orc. Would that every orc had been destroyed with the fall of the Triad of Evil! They breed like rabbits and still infest the woods and hills, though in much smaller numbers than before.

Phantom. These tragic souls have been captured by evil and forced to reenact their battles throughout all time. They are bodiless, but can be detected because their swords and shields remain visible. Phantoms are tough opponents as dying is meaningless to them.

Pirates. Truly the dregs of Britannia, most of these crews have death warrants hanging over their heads. Remember that the evil pirates take no prisoners! Their ships are equipped with heavy cannons, and the crews are well-trained to quickly move their large galleons into battle position. It is a rare skipper indeed that can survive a broadside duel with a pirate vessel. Thy best hope is to "dot the T" or to close with thy enemy. If thou art able to defeat the crew, the ship itself becomes thy prize. For castaways on remote islands, this is the only hope for salvation.

Python. The venom of a Britannia python is highly poisonous. These non-evil constrictors can spit their foul venom a full eleven paces, and should be treated with the utmost respect.

Rat. The common giant rat, while not evil by nature, will still enter human camps in search of food. They pose a threat to any dungeon explorers foolish enough to startle them.

Reaper. These grim creatures stand upright on trunk-like bodies and wave many tentacles at their prey. The evil reaper can also reputedly cast different energy fields, and this is considered a most vicious opponent.

Rogue. The rogues that are to be found throughout the land are often escaped prisoners who now make their livelihood as highwaymen by attacking travelers. If they get near to thee, they may pick thy pockets.

Seahorse. These magical creatures appear fair and are not evil, but if offended they make devastating enemies. They are possessed of powerful magical abilities which can wreak havoc among the party.

Serpent. The sea serpent is an aquatic relative of the dragon. The fireball cast by the serpent can sink a ship long before it has a chance to close with the beast. The best defense against a sea serpent is to engage It in close combat as quickly as possible. It is thy only chance, albeit a slim one, to survive the encounter.

Skeleton. Animated bones, the skeletons are the undead incarnations of a variety of creatures. These tools of evil strike fear into ordinary travelers. With the proper enchantment, however, they can be dispelled.

Slime. Dungeon walls fairly ooze with slime. Most slime just sits there, this evil variety comes after thee!.

Spider. Beware of inadvertently wrecking a spider's web and this non-evil creature will probably leave thee in peace. If thou suffer the misfortune of crossing one, take care to avoid the venomous spittle.

Squid. When the tentacles of the giant squid close around a man or a ship, the very power of lightning is released upon the prey. Tis best to try to destroy the evil squid within cannon fire before it can engage thee at close quarters.

Troll. These large and evil creatures can hurl axes--of which they carry a plentiful supply--with frightening accuracy. Beware their tricks. Trolls are usually found in hills and mountains.

Wisp. More insubstantial than most evil creatures, wisps can actually teleport around the battlefield and attack from anywhere. It is most disconcerting to be involved in an encounter that contains a wisp.

Wizard. Not all magic users follow the path of good. These evil renegade wizards make very dangerous adversaries when crossed.

Zorn. Zorns are the antithesis of everything. They pass through walls and obstacles, and negate all nearby magic. If an evil zorn closes with thee, thou probably will not escape its embrace.


Balron. It is believed by some that all of these Marshals of Evil were destroyed when the triad fell. If any do exist, it would be better for one to quit life itself than to face the fury of a balron. The ancient scrolls describe them as flying creatures which cast devastating fireballs as well as weave massive enchantments that once felled entire armies.

Devil. These flying Lieutenants of Evil may sweep offshore and chase thee across the waves. They are powerful magic users and should be avoided at all costs. Devils are particularly fond of torturing their victims when the opportunity arises.

There are also all sorts of town and character types to kill:
Bull (EUO cows look much like them)
Lord British
Other Lords in the 3 Castles
Ankh (yep, you can kill an ankh even)
People in General that I don't care naming.

The only site I have some pics to view are here: Ultima IV Bestiary

Ultima V - Warriors of Destiny:
The most inspirational game for EUO perhaps. Always a great game to go back and play.

General Populace
Adventurers are generally categorized by professional affiliation: mages, bards and fighters. Druids, magicians who draw their very powers from nature and natural phenomena, are regarded as a subset of mages. Tinkers are bards with a special knack for building or repairing who serve as keepers of our oral history as they move from towne to towne. Paladins, shepherds and rangers, long having fought at the side of fighters from the Valorian Isles, are usually associated with fighters.
Of course mages, bards and fighters are not always adventuring. Often they may be found among the general populace along with villagers, merchants, minstrels, jesters, farmers, beggars and guards.

Mage is the title subsuming all Britannians endowed with full magic powers and for whom magic is primary. Mages tend to settle in Moonglow, enjoying its proximity to the scholarly and esoteric treasures of the Lycaeum; indeed, many youngsters who show magical learnings are sent to live with groups of mages near the Lycaeum and schooled in its ways from an early age. Others favor Yew for its emphasis on nature.
Skill in magic requires serious study. With such sedentary childhoods, it is no wonder that most mages are not very strong. Do not, however, take that to mean they are not healthy ; as a group, mages tend to live longer than any others.

Bards excel in dexterity and poise. They rightly choose professions that make good use of their talented hands and agile bodies; minstrel, archer, locksmith, and tinker are just a few. Fearless in battle, bards are often as quick of mind as of hand and their magic abilities are keen, although their power is half that of mages. Britain is a favorite gathering place of many bards. Others, especially tinkers, are based in Minoc.

In the isolation of the Valorian Isles, Valorous fighters are trained in the arts of battle. Strong and fearless, the fighters of Jhelom can overcome any known foe. They are trained in all weapons and they show dexterity in all armour. Most fighters prefer the sword or bludgeoning weapon, for they have the strength to wield the heaviest two-handed sword and do extreme damage with it.
Often found fighting beside the best of Jhelom are the paladins of Trinsic, the fierce rangers of Skara Brae and the humble shepherds of New Magincia.
Although fighters enjoy the advantages of magic, they do not practice it and seldom show any tendencies of talent in that direction. They do show an almost magical intuition about animals; no people train horses or out think monsters better than fighters.


Wild creatures, intelligent and not, roam the countryside; others frequent the waters. Few of these creatures are evil; but many attack out of hunger or when surprised.

Creatures of the Land and Sky
Insect Swarms. Pesky insects have little muscle or brain, but their tiny size lets them move quickly, dodging and feinting. They bite more often than they miss, but their sting does little damage. Once hit, all insects are easily squashed. Rare is the insect that delivers a fatal bite, but a swarm of thousands can mean death.

Bats. These annoying creatures live by night, usually, and travel in flocks. Often their high pitched screech is heard before they are seen. Though flighty and hard to hit, bats are not difficult to kill. As attackers they are relentless and vicious.

Giant Rats. Natural agility and sharp teeth are rats' chief advantages. They are not strong and do not hit very hard. The mortal danger rats pose to knights comes from their capacity for passing on noxious germs and substances. Seldom do knights tangle with rats without someone in the group becoming ill with poison. At worst, the result of such an encounter is infection with plague.

Slimes. In appearance, slimes are goofy green splats. They are weak, clumsy, and not very damaging, individually. But they almost always travel in schools and when a slime is hit it is apt to split into two healthy, hostile slimes. If the slime does not split, it succumbs quite easily. Slimes carry no booty.

Giant Spiders. Although weak and slow, spiders take their toll: they poison, both on touch and by spitting venom from a distance. Spiders have been known to carry a few goods.

Snakes. Extremely poisonous and quite accurate when shooting their poison even from a distance, snakes are otherwise relatively harmless. They are easy to destroy, once engaged directly.

Orcs. Orcs are more annoying than dangerous to the seasoned adventurer, but they can be a grave threat to the novice, especially when they travel in large groups or accompanied by a giant or two. Generally, they are fairly easy to defeat, do a modicum of damage if they hit, and carry meager belongings.

Trolls. Large misshapen humanoids that like to live underground, trolls are strong and dexterous and can cause moderate damage to their victims. Fortunately, they are not very enduring. Trolls tend to lie in wait to ambush unsuspecting travelers. Trolls like treasures and often carry some with them.

Ettins. Strange two-headed creatures, ettins hurl large boulders with enough strength to do considerable damage. Though not magical, they are quite hardy and often carry a good many interesting belongings.

Gremlins. The blow of a gremlin is hardly felt, but he is not very hard to do in. He travels in huge packs and he may leave you starving. The gremlins' ability to consume food at an inordinate rate is startling and dismaying. Once overcome, he usually leaves some goods.

Headlesses. No one knows exactly how the senses work on these mutant abominations. Do they sense the world only through touch and feeling? Or do they see with some inner vision? Whatever the answer, these relatively strong creatures are fairly enduring and do mild damage to their foes. They tend to carry goods with them.

Gazers. Giant, magical floating eyes, gazers mesmerize their foes, turning them against each other. They make up for their weak, clumsy physique with strong intelligence and a fairly good constitution.

Mimics. Masters of imitation, mimics make themselves so like treasure chests that many an adventurer has met his doom trying to open one. Mimics have little courage and even less patience though, so if one is willing to wait a few minutes, they are apt to reveal themselves. Close up, mimics bludgeon and do unpleasant damage. Getting past them can reveal treasure.

Reapers. Reapers are strong and enduring, and do severe damage by bludgeoning. Their weakness is their immobility; for they cannot change locations. They throw magical bolts at distant foes. They also bludgeon nearby creatures with their tentacles. Reapers are quite hardy, but often worth the trouble. They hoard good booty.

Wisps. Harmless looking little bits of flashing light, wisps are agile and highly intelligent. Although not strong, they do serious damage, taking their victims by surprise again and again, blow after blow. They often attack in large groups and they teleport from place to place on the battlefield. Worst of all, they can magically possess members of the opposing party. Wisps seem to have strong constitutions and are quite difficult to destroy.

Sand Traps. Sand traps burrowing in the sand are nearly impossible to notice, but a party passing too close to one is in for trouble. Strong and agile, these desert monsters strike out at anything that comes near their hiding places, and they hit very hard. They are also very hardy, and their endurance has meant the demise of more than one adventurer. When a sand trap is overcome, however, generous treasure is revealed in the sand.

Dragons. Strongest and most feared of creatures, dragons shoot extremely damaging magic fireballs and are nearly impossible to defeat. They can attack while in flight and may do in an entire party before it has a chance to engage in close combat. Killing a dragon, however, can earn the slayer great treasure.

Creatures of the Sea
Sharks. Strong and agile in water, sharks are not particularly intelligent. They can endure quite a beating before dying.

Sea Horses. These graceful, appealing ocean creatures have nasty personalities. They enjoy shooting foes at range, which they do very effectively. They are also rather strong, flexible, even intelligent, and they take a fair amount of punishment to be defeated.

Squids. Squids are not intelligent, but the dexterity of their tentacles makes their considerable strength a real menace. They throw their poisonous ink from a distance, and it is always very damaging. These unpleasant sea creatures are hardy and difficult to overcome.

Sea Serpents. These serpents appear from nowhere to rock a ship. Capable of launching fireballs from a distance--even across an island--they are among the most formidable of opponents. Not intelligent and easily out-witted, the best strategy is often to evade them and flee. However, if forced into battle, closing in to engage will improve a ships' odds.

From Beyond the Grave
Ghosts. Spirits of the uneasy dead, these bodiless creatures compensate for their lack of strength with excellent dexterity and the ability to disappear at will. They do not inflict much damage, but cunning is needed to win.

Skeletons. Perhaps the most common of undead creatures, skeletons lack strength and brains, but they are dexterous and can take a surprising amount of punishment. They often carry some goods.

Daemons. Strong, agile and smart, daemons, posses magic that include summoning other daemons and possessing their opponents. They are extremely hardy and difficult to kill. Daemons fly and can easily manage to cross rivers or shallow waters, although they are seldom encountered in mid ocean.

There were also hidden creatures which I will edit in here later.

Ultima VI - The False Prophet:
We shy away from my favorite graphic types to go slowly into the more modern 3/4 view 3d-like effects.

A Bestiary
Numerous and diverse are the beasts that inhabit the plains, forests, waterways and dungeons of Britannia. Attempts to catalog them all have met with only limited success--such an endeavor requires the researcher to put his life in grave peril in order to make observations. Therefor, much of what follows is information collected from first hand accounts of travelers and adventurers who have managed to return with their tales.

Acid Slug: Though seldom encountered except in the darkest corners of the dampest caves, this featureless creature will secrete its corrosive juices on anything you possess that is metal, thus dissolving it. Painful but superficial skin burns may result from contact with the acid while it eats away at your armour. Conventional weapons have little effect on the monster, whereas a flame will send it fleeing.

Alligator: Care must be taken whilst wading in the murky swamps which are the home of this aggressive man-eater. Possessing great physical strength, this fearsome lizard can inflict heavy damage with a single blow from its mighty tail.

Ant, giant: The shifting desert sands conceal these warrior insects all too effectively. Beware their powerful mandibles, capable of crushing a man in an instant.

Bat, giant: Equipped with keen hearing and night vision, these large, winged rodents are swift and efficient in their nocturnal attacks. Though difficult to hit, their fur-covered bodies are extremely vulnerable to damage.

Bird: Generally posing no serious problem to the traveler, these swift, delicate creatures can peck annoyingly about the head if they are disturbed or threatened.

Cat: Among the most common of domesticated beasts, the cat is often found prowling about alleys and storefronts, looking for bits of food or hapless mice.

Corpser: Found only in deep, labyrinthine caverns, these hellish, tentacled ghouls drag their screaming victims into subterranean dens. What fearful end awaits the poor captive none can say. Only a burning flame has been known to have any effect on these creatures of the dark.

Cow: A fine source of meat and dairy products, the complacent cow is a common sight on most farms.

Cyclops: This hulking, one-eyed titan fears no one. Possessed of remarkable strength, it wields a mighty oaken club when it isn't hurling large boulders at its foes. The earth trembles as this giant lumbers about its domain, or so say those who claim to have survived an encounter with a Cyclops.

Daemon: This most wicked and formidable of foes is not to be underestimated. Overwhelming strength, skill and intelligence make daemons nearly unbeatable. Possessing magical powers rivaling the most powerful mages, the daemon can summon hordes of his brothers to assist him in killing or possessing his victims. Being already undead, the daemon has little fear of death. You are forewarned!

Deer: These graceful athletes of the forest can be spotted dashing through the shadows on sunlit afternoons. Deer are a good source of food, but be aware that the antlers they sport can do significant damage.

Dog: Though related to the vicious wolf, the common dog poses far less of a threat than his wild counterpart. As much at home in the field hunting rabbits as at the dinner table of its master, the dog should be respected, but not feared.

Dragon: How many myths have been built around this winged, fire-breathing holdover from Britannia's distant past? Even the strongest warrior has been known to wilt under the intense magical flames and noxious fumes that pour from the enraged beast's nostrils. Though mortal, dragons are extremely difficult to kill. It is, therefore, a wonder that some bold souls have actually managed to steal eggs from a dragon's nest to satisfy the culinary delights of wealthy town dwellers!

Drake: Smaller than their cousins, the dragons, but no less ferocious in battle, drakes are usually found in the company of their more formidable relatives. In a battle against a dragon, one must ever be mindful of the deadly drakes.

Gargoyles: Frequently confused with daemons, the gargoyles are a little understood race of beings. Only fragments of information have made their way back from expeditions to the underworld habitat of these creatures. We do know that there are two classes of gargoyles--a dominant, winged variety and smaller, wingless drones. The larger gargoyle is a daunting opponent, possessing very high intelligence and impressive magical powers. But, the smaller drones are not to be ignored, for their attack is deadly, despite their apparent lack of magical ability. Scholars at the Lycaeum are feverishly analyzing all incoming information regarding these perplexing creatures.

Gazer: How this monstrosity evolved is anybody's guess, for gazers are among the most unusual creatures found in the realm. They are usually spotted hovering above the ground in dungeons, searching for creatures they can mesmerize with their multiple eyes. One experienced adventurer claims that gazers emit a strange buzzing sound as they move about. Remain alert when you suspect the presence of a gazer, as it is constantly on the alert for prey.

Ghost: Ghosts are generally found in cemeteries and other places of the dead, though their movements are all but unlimited. These ethereal spirits pass easily through solid walls and other obstacles, making them difficult to chase and difficult to elude. Though they do not possess great strength, their mobility and ability to use magic make them a force to be reckoned with.

Gremlin: Unimpressive in battle, gremlins usually roam in packs and will attempt to overcome you through sheer force of numbers. Given the chance, these persistent creatures will take whatever food you are carrying in your pack, distributing it amongst themselves in a frenzy of feeding.

Headless: The product of a wizard's failed experiments, these wretched creatures somehow manage to sense the location of their quarry and strike with unnatural accuracy. Do not fall prey to pity, for the headless would as soon strangle you with his bare hands as accept your mercy.

Horse: Being both strong and swift, these companions of the trail are invaluable when time is of the essence and one's strength is at an end. The traveler should obtain a steed early in his adventuring. Occasionally, you may spy a majestic wild stallion roaming the broad plains, but catching and taming it is another thing.

Hydra: The putrid quagmire of the swamp is the spawning ground of this botanical nightmare. Survivors of the Great Battle on the Bloody Plains tell of driving the enemy into the adjacent swamplands where the carnivorous hydras completed their mission of destruction. While fearsome, hydras also bring good luck, of a sort--when one finds a hydra, the valued nightshade mushroom can usually be found close by.

Insects: These pesky, flying nuisances can be quite bothersome if stirred up by the careless explorer. A single buzzing swamp fly can be annoying; a biting swarm can leave the traveler depleted and exhausted.

Mimic: Disguised as abandoned treasure chests, these masters of illusion wait patiently for passing adventurers whose greed exceeds their wisdom. If you take a moment to observe questionable chests from a safe distance, the mimic may reveal its true nature by spitting venom in your direction.

Mongbat: Resembling a monkey as much as a bat, these winged anomalies are swift and powerful in their attacks. Though seldom encountered except in the deepest dungeons, encountering one in the dim subterranean light can unnerve even the stoutest among you.

Mouse: This timid rodent seldom ventures from its lair except under cover of night, and then only in search of crumbs of food. Cheesemakers are especially wary of the nocturnal activities of these otherwise benign creatures.

Rabbit: Though quite shy and non-threatening, these long-eared creatures are the bane of farmers, whose crops attract them in hordes.

Rat, giant: These voracious, overgrown rodents have evolved over the centuries in the dank, inhospitable sewers that honeycomb the levels below some castles. Having grown immune to most poisons, they are difficult to exterminate. Even a single bite from one of these giants can cause disease or plague.

Reaper: A remnant of an ancient enchanted forest swallowed up long ago in a cataclysmic upheaval, the reaper at first appears as a solitary tree trunk rooted in the dungeon rock. Closer examination reveals a grim intelligence which lashes out with long, gnarled branches and magical bolts of destruction. But, the resourceful adventurer can turn the threat of the reaper into the evening's campfire, ofttimes uncovering hidden treasure in the process.

Rotworms: Born of the decaying detritus which carpets the swamplands, these loathsome invertebrates are more nuisance than threat--a pass of your torch across their path will usually keep them at bay.

Scorpion, giant: Is there anyone who has not flinched at the site of an angered scorpion, its stinger poised to inject its victim with deadly venom? You are advised to keep moving when confronted by one of these armoured nightmares, lest you perish where you stand.

Sea Serpent: Like its land-bound cousin, the dragon, the sea serpent will attack the seagoing traveler with magical fireballs and violent physical swipes of its long tail. The wise sailor avoids this nasty beast.

Sheep: Among the most docile of the beasts of the field, flocks of these highly beneficial creatures served the common good by providing wool to the garment- and rug-makers and fine mutton to the pubs.

Silver Serpent: Since the days of ancient Sosaria, the silver serpent has been a part of our lives. Its form has been found etched on tomb walls, and ancient monuments have been found which were crafted in its image. Yet, a recent scouting brigade claims to have seen a dead silver serpent of incredible size near a gargoyle encampment. The scouts observed for a time and, upon their return, reported that the gargoyles milked the slain creature of its venom and even ingested the fluid thus derived before entering battle. This ritual act seemed to give the gargoyles a short-term increase in aggression and strength, though causing their death in the end. Whether the drinking of venom actually increased the gargoyles' strength is currently the subject of some debate at the Lycaeum.

Skeleton: The expressionless, hollowed eyes of the skeleton belie the malice that animates this otherwise lifeless latticework of bone and sinew. Conjured up by malcontented mages bent on mischief, these creatures--the restless remains of fallen warriors--are both fearless and tireless in battle.

Slime: This shimmering, amorphous mass seems more an oddity than a threat when first encountered. Constantly dividing up and recombining, it seeks to surround the traveler who happens upon its swamp or dungeon lair. Though susceptible to damage from ordinary weapons, the experienced adventurer is always ready to use fire against the ooze's subtle maneuvers.

Snake: Emerging from their rocky lairs at the first morning light, these reptiles spend their days basking in the sun, warming their cold-blooded bodies so they can strike swiftly at their unsuspecting prey. They can even spit poisonous venom from several yards away with accuracy that is both horrifying and deadly.

Spider, giant: Though they spin their lethal webs deep inside dark lairs, spiders of this gargantuan variety often venture forth in search of prey. They are capable of inflicting painful bites or spitting their toxic sputum from great distances. But they are not invincible, and can be killed with a few well-placed blows.

Squid, giant: The dreaded scourge of all mariners, this horror of the high seas is legendary for its ability to destroy a large sailing vessel with its dexterous tentacles and crushing beak. It being exceedingly strong and durable, one should avoid confrontations with this nemesis of the deep.

Tangle Vine: Though this plant resembles a common hedge of briars and thistles, wary adventurers take care to avoid the tangle vines. The sharp thorns that adorn this creeping foliage radiate from a well-protected central flower pod. As if the swiftly growing limbs weren't enough, the flower pod gives off a sleeping-inducing fragrance whenever it is threatened.

Troll: The brutish troll takes perverted pleasure in hiding beneath bridges so it can terrorize the unsuspecting traveler. Fortunately, trolls are relatively weak and they lack endurance, so they pose only a moderate threat when encountered.

Wisp: Often mistaken for a harmless, forest firefly, the nocturnal wisp can both mystify and antagonize the adventurer. Though only causing minor harm in any single attack, its uncanny ability to dance about the field of battle, striking at will, can lead to serious cumulative injury.

Wolf: Both revered and feared, this canine lord stalks the high plains and forest alike on its quest for survival. Never, ever, put this wary beast in a threatening situation! Its bite is far worse than its mournful howl.

Seems this post is just about full so I'll continue on another. Starting with Worlds of Ultima.
Last edited by Keighn on Sat May 01, 2010 6:19 am, edited 5 times in total.

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Post by Rusty76 » Sun Oct 07, 2007 8:02 am

Another way we could get more monsters is by applying a template to the existing ones. Examples of templates are: Lycanthrope, vampire, zombie, lich, skeletal, spectral, shadow, hell, fire. There could also be size templates as well, like small, large, huge, monstrous, etc.

He're basically how these templates would effect the base monster it's applied to. The specifics can be worked out later if necessary.

Lycantrope: (examples: werewolf, wereorc, weretroll, wereminotaur)
attacks with claws instead of normal attack
boost to speed, strength and hit points
lowered defense (as lycans can't use armor properly)
chance of infecting you with lycanthropy

Vampire: (vampire, vampire orc, vampire troll, vampire minotaur)
creature is undead type
has XMP spell or some sort of melee vampyric attack
increase to hit points and defense
summons bat (or some other weak vermin-like creature)

Lich: (lich, orc lich, troll lich, minotaur lich)
creature is undead type
increases hit points, defense and attack strength
only creatures that can do magic and are intelligent can become a lich.
creature is undead type
increase to hit points and defense
gains one or more normal lich spells (OG, KXQ, AEP, KX, WQ, VAM, SL)

Skeletal: (skeleton, skeletal orc, skeletal troll, skeletal minotaur)
creature is undead type
increased hit points, defense and attack strength
winged skeletal monsters can't fly

Zombie: (zombie, zombie orc, zombie troll, zombie minotaur)
creature is undead type
increased hit points ,defense and attack strength
decreased speed (about 50% of the base creature's speed)
decreased inteligence
zombies can't cast spells unless zombie is made from a powerful magical creature then it may have some of it's spells.
possiblilty of causing disease on attack

Spectral: (spectral reaper, spectral orc, spectral troll, spectral minotaur)
creature is undead type
increased hit points, defense and attack strength
creature has the spells IP and SL plus any spells/abilities of the base creature

Shadow: (shadow warrior, shadow orc, shadow troll, shadow minotaur)
greatly increased hit points
one of the following 2 depending if the base creature is a spellcaster type:
non spellcaster type: greatly increased attack strength and magic resistance
spellcaster type: greatly increased defense, inteligence and has one or more of the spells XMP, OG, AEP, WQ, VM in addition to the base creature's spells

Hell: (hellcat, hell orc, hell troll, hell minotaur)
increased hit points, defense, attack strength, inteligence and magic resistance
gains one or more of the spells OG, XMP, KXC, AEP, XC, WQ, VAM, IFH, VF
possibly gains flying ablilty

Fire: (fire dragon, fire orc, fire troll, fire minotaur)
gains the spell IFH and/or VF (like a fire breath or spit attack)
pretty much keeps the same attributes/ablilties as the base creature

Size templates (small, large, huge, monstrous, etc) would basically either increase or decrease the attributes that the monster already posseses. So a small orc would have less hit points, less defense and less attack strength than a normal orc. a large orc would have more hit points, more defense and more attack strength than a normal orc. Possibly the huge or monstrous sizes could have 2x2 or 3x3 avatars.

I realize that having different versions of monsters would mean having to make more avatars for them. Obviously these templates wouldn't be applied to every monster, as some might be too powerful and some just wouldn't make sense (skeletal slime?). This is just a springboard for ideas for new monsters is all. It'd be ok to apply multiple templates to monsters except that there should only be one undead or lycan template applied if one is applied. Though doing this too much would get ridicolus (shadow hell fire orc lich) so I would say 1 or 2 templates at the most.

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Post by Keighn » Sun Oct 07, 2007 8:13 am

Templates is definitely a great idea. I wouldn't worry about new creature pics right off the bat. Let the gamers use a little imagination for a while. I know I have in older games with far more primitive gfx than EUO. As to shadow orcs, they need to be beefed up and the current needs to be renamed Orc Shaman or Orc Witchdoctor (wicca). Shadow Beasts should be tough.

Worlds of Ultima - Martian Dreams:
Very similar to Ultima 6 in combat we will describe the bestiary of these two games just for fun (the other being Savage Empire).


AS recently as the late 1800's, Mars teemed with life. As dangerous as the cold and lack of oxygen may be the most serious threat to human life on Mars is the danger posed by these decidedly alien and often hostile creatures.

According to Lowell's reports, there is little difference between those Martian lifeforms described as "flora" and those we would call "fauna." All Martian life appears to fall into one of two categories: There are plant-like creatures (dubbed "plantimals" by Lowell) and worm-like creatures.

All plantimals grow from seeds, spending at least a portion of their "youths" rooted in the ground. When seedlings near maturity, pods appear on the plant. Within each pod a new plantimal grows. The pods grow quite large and eventually burst, releasing fully grown creatures.

While the pods are growing. plantimals derive nourishment from the ground, just like Earth plants, but they also acquire something more -- plantimals are capable of extracting species specific information from the soil in which they're planted! In other words, the instincts of members of the seedling's species that have died in the vicinity become part of the seedling's own makeup. Each youngster acquires the "wisdom" of its predecessors. In the case of most wandering plantimals, little knowledge is passed on. In the case of the sentient Martians, the benefits of passing along multi-generational racial knowledge were dramatic.

Note that the red pods growing on some adult creatures are edible seed pods -- fruit. The seeds are scattered when a piece of fruit falls from its host creature and bursts, allowing the seeds to be blown about by the Martian winds. Seeds can also be spread when herbivorous creatures pluck and eat the fruit of other creatures (in a curious blurring of the distinction between carnivore and herbivore). The indigestible seeds pass through the creature when it eliminates solid waste. Eventually the seeds take root and the cycle begins again.

The worm-like creatures differ dramatically from plantimals in appearance, habitat, and behavior. They are often shelled and generally avoid the extreme conditions of the Martian surface, living well-protected beneath the surface. Worms are almost always aggressive.

The unexplained disappearance of some members of the 1893 expedition led to rumors of the existence of mysterious, horrible, and deadly Martian creatures. Whether Mars is home to unidentified creatures and whether they are plant or worm is, as yet, a mystery.

Here is a listing of all creatures known to exist on Mars. The list may not be complete and further investigation is definitely in order.

Airsquid - No Earthly equivalent exists for this, perhaps the strangest and most surprising of Martian creatures. The carnivorous airsquid is a remarkable combination of hawk. squid, and, jellyfish. It floats, seemingly harmless, through the sky, its body suspended below a distended bag filled with hydrogen gas. Blessed with keen eyesight, it can spot prey at great distances. When it finds a victim. the airsquid drops in vicious, gravity-aided attack. Sharp teeth, a tearing beak and grasping tentacles make the airsquid a hideous and effective enemy. Not surprisingly, the first expedition reports no sightings underground. The airsquid seems willing to float anywhere prey is to be found. There is no place on the Martian surface free of these deadly creatures.

Ammonoid - This primitive, snail-like creature dwells exclusively in the dank. dark Martian underworld. Its spiky, thorned shell provides ample protection against attack. Its tentacles allow it to grasp prey, but the real danger posed by the ammonoids is the burning acid secreted from suckers on the lower tentacle surface.

Bushalo - The plains areas are home to this bison- or buffalo-like herbivore. Herds of bushalo can generally be found near the wandering forests. feasting on the small plants found in and around the woods. Though normally sedate, these massive, hippopotamus-sized creatures are easily provoked. The charge of a bushal, wood-like tusks clacking, is something to behold from a distance. The best advice that can be given is to leave these creatures alone unless it is absolutely necessary to disturb them.

Bushrat - Here is a curious anomaly -- one of the few plantimals to be found, both above and below ground. How these rat-like scavengers survive without the light of the sun so necessary to other plants is a mystery. Perhaps it is akin to Earth saprophytes -- non-photosynthesizing plants that survive on decaying organic matter. Bushrats can be found everywhere, feeding on the remains of dead worms and the kills of surface-dwelling carnivores. Small, quick and blessed with razor sharp teeth and claws, bushrats are surprisingly dangerous when provoked.

Canal Worm - No human has ever seen one of these creatures, but several circular tapestries found in the Martian cities depict what Lowell believes to have been huge, canal-dwelling worms. Several features are immediately apparent. They: had huge maws full of row upon row of shark-like teeth. They must surely have been quite ferocious, attacking anything that moved on or near the canals. And they were large enough to swallow a man whole. Perhaps it is a blessing that the canals are empty and mankind need never fear these awesome beasts.

Cave Worm - Unlike its distant relative, the extinct canal, cave worms are quite real and quite deadly. These glowing shelled cave dwellers can grow to lengths up to ten feet, but a spitting attack makes them a threat at far greater distances. Once prey comes within reach, a cave worm uses grasping tentacles to squeeze the life from its victims. Like many Martian creatures, the cave worm secretes a burning acid through its skin. Victims are, in essence, rendered down to liquid which the mouthless worm absorbs through its skin.

Creeper - This rootless, leafy vine is the above-ground equivalent of the cave worm. Its natural habitats are the mountainous regions of Mars, though it will travel as far as necessary to find food. It squirms about the surface and attacks by wrapping itself around its victims and suffocating them. The creeper tends to be shy, attacking only when requiring one of its infrequent feedings, but it can respond viciously to provocation.

Creeping Cactus - Among the odder Martian creatures, this hybrid of cactus and sea urchin moves by inflating its rear pods and deflating the ones ahead, pushing it slowly across the surface. This is probably a variation on the flight mechanism used by the air squid, but the creeping cactus is too heavy to get off the ground. Despite their weight, the strong Martian winds often send creeping cacti tumbling across the plains, like tumbleweed. Unlike tumbleweed, however, the creeping cactus has pointy spines that can inflict surprisingly serious damage.

Glow Worm - Though similar in appearance to their cousins, the rockworms, glow worms are quite harmless. Found only in the maze-like underground passages of Mars, these shy creatures shrink into their shells at the approach of any creature larger than a bushrat. For reasons we can hardly guess, glow worms usually cluster at points where passageways curve or reach a dead end. Underground explorers quickly came to consider the creatures their friends for, as their name indicates, they glow quite fiercely. Whether this display is designed to scare away would-be attackers, to blind underground predators used to the dark. or to accomplish some other, unknown goal is a subject worthy of further study.

Hedgehog -This belligerent, mid-sized carnivore fills the ecological niche of Earth wolves. Woody tusks, sharp fangs, and thorns that can be sent flying through the air make the lone hedgehog quite formidable. Unfortunately, they often travel in packs, making them even more of a threat. A group of hedgehogs can take down a bushalo with ease, and can even give a sextelleger a hard time. Be ever alert for hedgehogs they range far and wide and can be found anywhere on the planet.

Jumping Bean - The rabbit-like jumping bean looks almost comical as it traverses the Martian landscape with a peculiar hopping gait. Don't be deceived by its 1ooks, however, or its herbivorous nature -- beans are quite aggressive. In fact, they're just plain nasty, seemingly for the fun of it. (How else do you explain an herbivore that attacks without provocation?) A pack of jumping beans is quite dangerous, giving pause even to the carnivores of Mars.

Oxy-leech - This slug-like underground life form feeds on oxium. Unfortunately, these primitive creatures make no distinction between veins of oxium ore and travelling adventurers with oxium in their packs. The oxy-leech has a hideous, toothy mouth opening, but does very little physical damage, preferring to steal oxium and flee before victims can react. Generally found near cave entrances and in ravines, the oxy-leech is a disgusting creature. but more a nuisance than a genuine threat.

Plantelope - The gazelle-like plantelope may remind explorers of its smaller cousin, the jumping bean. Normally docile, it tends to be shy, choosing to flee rather than fight in almost every case. The plains are its customary feeding grounds though herds of plantelope have been seen leaping goat-like in the mountainous areas of Mars.

Planther - Fast, agile and deadly, the planther is at the top of the plantimal food chain. Though it rarely attacks the larger herbivores, a hungry specimen of the breed can chase down a sextelleger (with some difficulty...). Planthers tend to be loners, sticking to the mountainous regions they love, but they move into the plains areas and travel in small prides during pollination season.

Pod Devil - Here is a creature with no Earthly equivalent. Three times during the Martian year, the mysterious pod devil blooms. Anywhere from five to 30 pods appear on each mature adult. Within each pod, a young devil begins to grow. If left alone, the pods drop to the ground and a fully grown pod devil emerges. If the "mother" plant is disturbed before the "babies" reach full maturity, a variable number of pods burst, releasing immature (and quite vicious) devils. The young are bipedal, frog-like whirlwinds of teeth and claws. They have been reported to attack from a distance by hurling small stones, an indication of relatively high intelligence. If one of the prematurely-released young dies, a new pod devil plant grows on the spot thus assuring the continuation of the species.

Proto-Martian - Though the sentient Martian race became extinct long before man set toot on the red planet, a primitive relative managed to survive. Though nowhere near as intelligent as their ancient cousins, the omnivorous proto-martians are clearly the top of the heap among the remaining plant creatures. (For the sake of comparison, think of proto-martians as somewhere between gorillas and human cavemen in intellect.) Alone among plantimals, the proto-martians travel in bands and use crude weapons (sticks, hurled rocks, and so on). They generally live near the bases of mountains, seeking the shelter of caves. They have also been spotted roaming the plains, living in crudely constructed shelters. Be warned that proto-martians are not intelligent enough to reason with. Consider them clearer, dangerous animals.

Rockworm - These gigantic tube worms live coiled up under the earth with only a hard, slime-covered tube visible at the surface. The tubes are made of a caustic material regurgitated by the worm. This same acidic ooze coats and lubricates the rockworm's body, allowing it to emerge with startling speed from its subterranean resting place. The slightest vibration on the surface draws the rockworm out. The speed of its attack, the caustic ooze and a horrible thorny maw make each rockworm a threat. Making matters worse, rockworms tend to clump together in colonies and can be vicious when provoked. They are best left undisturbed whenever possible.

Sand Trapper - These large, pod-like creatures would appear to be easily avoided -- they are completely immobile. Appearances can be deceiving, however. Like the Earth insect known as the ant lion (or more popularly, the doodlebug ) the sand trapper uses the lower portion of its abdomen as a shovel and digs itself a deep, conical pit in the loose sand of the plains. Any plantimal, worm, or human who gets too close loses its footing in the loose sand and falls to the bottom, where the creature waits to devour it. Even potential victims who don't fall within reach of the waiting creature have little chance of climbing out as the sand shifts beneath their feet. Escape is made even more difficult by the trapper's grasping, ropy tentacles.

All in all, the sand trapper is a devouring machine little more than a huge mouth lined with razor sharp teeth. A spitting attack can send a man tumbling down the slopes of its trap and into its waiting jaws. Don't be lulled into a sense of false security by its immobility. The sand trapper is quite deadly.

Sextelleger - Here is another Martian plantimal with no Earthly equivalent. No other creature encountered by Lowell and the others was considered more dangerous or more malevolent. Even the planther thinks twice before attacking a fully-grown sextelleger. The six-legged beast can only be described as a carnivorous rhinoceros. A lone sextelleger is a menace, but one seldom encounters a lone sextelleger -- the creatures travel in herds, killing and devouring anything and everything in their paths.

Trees - The pod-trees are not true plantimals like the other lifeforms of Mars, but they are, nonetheless, worthy of inclusion in a compendium of Martian creatures. Unlike Earth trees, Martian trees are capable of limited movement. For reasons not fully understood by human explorers, the trees clump together in forests and then wander together across the plains of Mars, usually in the vicinity of the canals. Explorers quickly determined that it was not worth their time and energy to map either the location of the forests or the paths through them. The next time they reached an area through which they had passed earlier, the paths had changed and, in some cases, the entire forest had moved!

Worlds of Ultima - The Savage Empire:
Dinosaurs and natives need I write more? Yes I will.


Editor's Note: The following article was transcribed from handwritten notes provided by Professor Rafkin who elected to stay behind in the Valley of Eodon.

It is a trifle distressing to realize that future generations will remember one's name more for a stroke of extraordinary luck than for personal accomplishments. That, I think, is my own situation. Though I never had reason to doubt my own qualifications, it is inevitable that the scientific community will eventually regard me as the chronicler of the remarkable Valley of Eodon - as a Bosworth to a primordial Johnson. And it was sheerest luck, not scientific inquiry or archaeological exploration, that led me to find the valley.

My good friend Jimmy Malone informs me that he will be arranging for the story of our discovery of the valley to be published before these notes see the light of day, and that I need not fill the few remaining pages of his battered notebook with another account of that story. So I shall instead provide a summary overview of the valley itself - the world's first look at this remarkable setting. It is my hope that in the future I will be able to send out more thorough essays on the topic.

The Valley of Eodon is, to a scientist, rather akin to a time capsule which was filled with amazing treasures and crucial information ... but flaws in its construction allowed moisture to seep in and corrupt the wondrous items within. As labored as this simile may be, it is indeed representative of the facts. In these few pages remaining to me, I will look at some of these "treasures" make hypotheses about their origins and the changes they have undergone.

The people of Eodon:
The people living in the Valley of Eodon, with an important exception, are pre - agrarian, untouched by the Agricultural Revolution. To the readers of Mr. Malone's more general - interest publication, this means that they do not grow food; they are hunter - gatherers, living on the meat of the beasts they hunt, and supplementing their diets by gathering plants, nuts, and fruits which grow wild in the wilderness. The exception to that generalization is the Nahuatla race, who are somewhat more advanced than the other tribal groupings.

By and large, the peoples of the valley live in small tribal groupings. Though the tribes appear to have originated in very disparate parts of the globe, they have apparently assimilated to a significant degree and now most tribes are organized along very similar fashions.

Each tribe is led by a hereditary chieftain, who acts as the dictator of tribal policy, adjudicator of disputes among tribe members, war - leader in the frequent clashes between tribes, and representative of the tribes to all visitors and dignitaries.

Also very crucial to the tribe's chain of command is its shaman, or spiritual leader. The tribal shamans conduct important rituals which divine the wishes of certain "nature spirits" revered by the people of the valley ... but I will address that topic momentarily. The shaman also acts as advisor to the chieftain, performs ceremonies of "marriage" (i.e., ceremonies in which the nature - spirits are invoked to recognize the validity of a nuptial bond), and often acts as principal healer to the tribal unit.

Below the tier to which the chieftain and shaman belong, the precise hierarchy of the tribe is somewhat difficult for an outsider to discern. Warriors are accorded a special status; so are tribesmen who develop a bond or special affinity for the beasts of the jungle, such as jaguars. Different tribes have different approaches to the rights of their female members. Some are distinctly patriarchal, with women distinctly second - class citizens; at least one is definitely matriarchal; and many others seem to have traditions of women in subordinate positions while yet allowing certain capable women to attain the skills and status of warriors.

A certain amount of assimilation has taken place among the tribes over the years; there has been a good deal of interbreeding between the tribal units, so that none is precisely a pure descendant of a specific outer - world culture. However, many of the tribes have retained distinctive racial and cultural features over the centuries, and it is fascinating to study them and speculate on their origins.

Before progressing on to a look at the individual tribes, let me say that the thing which most struck me about these humans - the thing which I should have anticipated, and yet which still gripped me when I perceived it - is the manner in which they have adapted to their wild environment. In a land replete with prehistoric reptiles and other beasts of antiquity, the cultures, iconography, and mythology of the peoples have adopted to reflect these surroundings.

It is not uncommon, for example, to see a tribal chieftain whose elaborate headdress is a hood fashioned from the skull and beak of a large pteranodon ... a wooden tribal border marker rather like a "totem pole" carved with the features of carnivorous dinosaurs ... warriors carting about shields fashioned from the skin of reptiles thought extinct for more than 65 million years ... cave - paintings showing human warriors locked in deadly combat with the mighty triceratops or ankylosaurus ... Scenes like these, commonplace and invisible to the natives, are amazing and delightful to the anthropologist. I hope to be able to study them for many years to come, and that I will be joined by those even more qualified to such study.

All humans in the valley speak a common language, a mother tongue which appears to have been blended from several sources, principally the nahuatl tongue of central America. Examinations of their individual dialects, however, sometimes illuminate the tribes' true origins.

Nahuatla There is no double in my mind that the Nahuatla people are related to the outer - world Aztec culture. Indeed, it is my belief that the Nahuatla and the Aztecs both descended from a single culture, and that members of that culture were transported to the Valley of Eodon at a time in the ancient past. The very word "Nahuatl," in fact, refers to the language spoken by the Aztecs.

The Nahuatl, like their outer - world counterparts, build massive pyramids, temple buildings, and homes in stone. They work gold. They have a certain reverence for the sun, but they do not anthropomorphize it, or directly worship it: Like the other valley natives, and unlike the Aztecs, they withhold their special reverence for the valley's nature - spirits. However, Nahuatla legend and the behavior of a recent Nahuatla leader make me believe that ancient customs of human sacrifice were once part of the Nahuatla culture.

They are somewhat more technologically advanced than the other tribes, working copper and bronze for ornamentation ... although tradition has apparently kept them to the obsidian standard for their weaponry. And they are distinctly more agrarian than the other tribes, growing and harvesting much of their food, hunting and gathering the rest.

Yolaru The Yolaru are a black tribe dwelling in some of the deepest jungles of the valley of Eodon. Their antecedents are definitely African, but I have been unable to pin down even an approximation of the era they left their homeland and came to the Valley of Eodon.

I had the fortunate opportunity to live among the Yolaru for a time, and found them to be among the most civilized of the human tribes of the valley - civilized not in terms of technological advancement, but in the sophistication of their tribal laws and the tolerance in which they hold the beliefs of other tribes.

Their dialect of the common valley language contains elements of what I believe to be Bantu dialects. Their choices of weapons include the to - be - expected spear and knife, but the Yolaru warriors also had a certain affection for large wooden club - like maces featuring wicked - looking obsidian spikes.

Barako I had very little opportunity to study the Barako, a northern tribe of the valley. They are mountain - dwellers, fond of high craggy places and heavy wrapped - fur garments; a Barako warrior is considered most noble when his garments come from the fur of the ferocious cave bear common in the Barako mountains. No fools, they do most of their hunting with the simple bow, and appear to use their heavy wooden clubs only in times of emergency.

The Barako are a matriarchal society, their rulership being handed down from queen to queen. Though, other tribes of the valley appear to have had independent queens, the Barako are the only tribe to whom this appears to be the norm.

A caucasian race, the Barako are insular (they are among the most isolated tribes to be found in the valley) and aggressive, but appear to form strong family bonds. Their dialect of the common language appears to contain more of the other dialects; it is therefore likely that they hail originally from prehistoric Europe.

Barrab An interesting race, the Barrab live atop a mesa on a distant corner of the lost valley. Their skin tone is somewhat yellow, and these racial factors, plus some unusual structures in their dialect of the common valley language, lead me to conclude that they originated in eastern or northeastern Asia of many centuries ago.

The Barrab live at a higher altitude than most of the valley residents. Their rulership combines both secular and mystical interests: Their chieftain is always their shaman. They are expert climbers, and my friends who have observed them in warlike situations say they prefer to climb to high altitudes and rain spears down on their prey, often utilizing the atl - atl, or spear - thrower.

They are a very polite people, as cultured in many ways as the Yolaru, but not as outgoing or tolerant of outsiders.

Disquiqui Though I can detect practically no evidence of it in their dialect, the Disquiqui bear certain cultural traits in common with the peoples of the South Sears. Considered irresponsible and annoying by many of the other tribes, the Disquiqui tend to be happy, musical, and rather notoriously amorous.

However, in spite of their behavior, which tends to range from the humorous to the bizarre to the celebratory, I always recall how and where Captain Cook died, and keep my wits about me when dealing with the Disquiqui.

Jukari A reverent and hard - living race, the Jukari occupy lands in the vicinity of the valley's active volcanoes. Their lives seemed to be dedicated to a few simple tasks: Finding enough to eat in the harsh, unpromising volcanologists' paradise they occupied; placating the nature - spirits whom they felt cause the earth to rumble and the mountains to "spit fire," and coping in a warlike fashion with the nearby tribe called the Haakur.

The Jukari are amongst the most primitive of the valley's tribes, and their dialect of the languages gives me few clues as to their outer - world origin.

Kurak The Kurak were one of the more interesting cultures of the lost valley. Evidently descended from certain South American Indian tribes (or so their dialect attests), they appear to have profited more from interaction with other tribes than their fellows. Their legends make it clear that they have frequently accepted exiles into their ranks, particularly exiled warriors and runaways from other tribes. This has certainly profited their gene pool and given them a reputation as the valley's "melting pot" tribe.

A tribe of deep jungles, the Kuraks revere the jaguars, and some of the tribesmen actually appear to develop emotional bonds with the wild felines.

The Kuraks are famed in the valley as stealthy warriors, as very accurate spearmen and bowmen. Though they have a history of warfare with the Yolaru, they are much like that tribe in many ways.

Pindiro It seems evident that the Pindiro have a distant relationship with one or more North American Indian tribes, particularly plains - dwelling tribes. Some dialectal phrases reminiscent of the Siouan language group, and their nomadic, plains - oriented lifestyle point to this origin.

The Pindiro appear to feel the closest kinship with the eohippus, or "down horse," ancestor of the modern equines; this mammal as large as a medium - sized dog, is very numerous on the Pindiro plains. The Pindiro hunt and trap the animal for its meat and fur, and keep some as pets.

Interestingly, though the Pindiro appear to be patriarchal in structure, their legends cite many independent queens, and the current ruler of the tribe at the time of this writing is a queen.

Urali Among the most exasperating peoples of the valley - exasperating in both a personal and academic sense - are the Urali tribe. It would be difficult to find a more suspicious, insular culture.

According to the legends of the Yolaru and the Kurak, the Urali once lived out in a marshy region of the central jungle area of the valley, east of the Nahuatla. However, over a period of centuries the marsh gradually dried out, forcing the Urali into an ever - smaller homeland ... for the Urali do prefer swamps to more congenial surroundings.

Eventually, again according to legend, the Urali just vanished as a tribe, not to be heard from again for quite a long time. (The natives say it was a thousand years, which is unlikely, but following the approximation of dividing by ten any such inflated number out of antiquity a century is not unlikely.) As it turns out - as modern members of the Urali will reluctantly admit - an Urali scout of that time discovered access to another, greater swamp region and the entire tribe migrated there in secret. It was not until recent years that the other tribes encountered Urali exiles and discovered that the Urali still existed; and only in recent months has contact with the Urali been extensive, as a recent chieftain led the tribe in raids against the other tribes.

But the Urali remain as secretive as ever, and will not willingly divulge the secret of the access to their hidden swamplands. As it turns out, that access is not too far afield of their original homeland (else the legends of other tribes might mention the Urali migrating before disappearing altogether).

On an academic level, the Urali are exasperating because it has been difficult - rather, impossible - to discern their outer - world origins. Based on the preponderance of rogues, outcasts, and exiles in their folklore, the blended quality of their dialect and racial characteristics, and other data, it is my belief that they are a tribe originating in the valley itself, being composed of exiles who fled to the seclusion of the swamps in order to elude enemies. This is certainly an appropriate origin for their suspicious tribal personality. However, this is merely a working hypothesis. It will take a more accomplished linguist and anthropologist than your humble correspondent to root out the truth about their background.

Haakur Saving the best for last, I present the Haakur. My initial impression of their was that they were a tribe whose homeliness, excessive hairiness, characteristic facial features (such as jutting jaws, prominent supraorbital ridges, and oversized noses), and other factors were simply the result of inbreeding and perhaps cultural selection.

However, such turns out not to be the case. Examinations of an injured Haakur warrior - especially concentrating on the shape and volume of the skull (the brain case actually being greater than that of homo sapiens sapiens), the curiously limited characteristics of the vocal chords, their patterns of thought (far more intuitive and instinctive and far less rational) than the other humans of the valley - lead me to the inevitable conclusion that here we have living examples of Homo sapiens neanderthalensis, or Neanderthal Man, extinct on the outer world for at least 30,000 years.

If the Haakur were the only evidence I had of such an amazing survival, I would be greatly tempted to dismiss it - to presume that conditions of health and breeding had led one insulated pocket of humanity here to develop neanderthaline physical characteristics. But, as will be demonstrated below, this is far from the only case of survival.

Ironically, though modern anthropological theory holds that the Neanderthals were more uptight that the brutish, bent - knees posture firmly fixed in modern folklore for the "caveman" - that, in fact, a shaved and suitably - dressed neanderthal would merely be considered somewhat homely by modern man - the Haakur come much closer to fitting the stereotyped image. Millenia of inbreeding and hereditary arthritis have conspired to make the Haakur of the valley of Eodon almost precisely into the stooped, hunched "cavemen" of pedestrian Saturday cinema.

The Spiritualism of the People Man does not live by bread - or, in the case of the valley's natives, principally meat - alone. The peoples of the valley have a distinct spiritual side to their cultures.

Each tribe is served by one shaman and one or two shaman apprentices whose task it is to commune with the nature spirits they believe inhabit the valley. They commune with these spirits for guidance, beg them for courage and the benefits of health in times of trouble, ask their forgiveness when slaying totem animals, and ask portents of the future.

All of this would seem to be commonplace, except for the manner in which these rituals sometimes manifest themselves. The shamans are very accomplished at demonstrating what can only seem like "magic" to their more credulous brethren. When attempting to perform "magic," a shaman will draw forth a small carved stone icon representing the nature - spirit he wishes to invoke, and will make an offering to that icon - for example, scattering a handful of grain to the wind. Then, the shaman concentrates or mediates while chanting, and in short order some interesting effect results.

Make no mistake: Their performances are convincing, and no one living in the valley, the shamans included, perceives them as connivance or fakery. And while I do not know if they are utilizing an unconscious form of mass hypnosis, a biophysical process such as that which produces hysterical stigmata, or some other technique, their "magic" is quite inexplicable and believable. I have seen the injured and sick know if they are utilizing an unconscious form of mass hypnosis, a biophysical effect miraculous recoveries after being "healed" by a shaman ... and, while most of the healing is unquestionably taking place only in the mind of the patient, the results of this healing far exceed any results I have heretofore seen in conventional hypnosis.

It is a fascinating phenomenon, and one which I hope to be able to study for many years to come.

The Fauna of Eodon:
I note with dread the upcoming end of blank pages in Mr. Malone's fabled notebook, and will strive to distill the rest of my commentary. In doing so, I will no more than briefly mention the more "mundane" varieties of animal life to be found here - a great variety of snakes (principally vipers; constrictors do not seem to have survived here), a large and beautiful species of black jaguar which has been very successful in this environment, a great variety of parrots - and will instead concentrate on the more extraordinary forms of animal life to be found here.

Unfortunately, I can do no more than briefly mention the variety of enormous cave spider to be found here in the Valley of Eodon. This is a web - building spider, an absolutely huge species - one example I have seen measured six feet across with legs at extension. They occupy certain caves in the valley, but do not rely on the bounty of their webs: They go foraging at night. I have not had the opportunity to study them and cannot offer much in the way of scientific discussion of their origins.

I mentioned "survivals" earlier, speaking specifically of species which here have survived the extinction which befell them in the outer world. There are many such cases of survival here, and I will address several of them briefly. You will doubtless scoff at this listing, dismissing it as impossible, an attitude I encourage among the scientifically - minded ... but I must also insist that when qualified scientists have come here and seen what I have seen, the scoffing will cease.

Among the animal types to be found in the Valley of Eodon are the following:

Allosarus. Family Allosauride. The Allosaurus dates to the late Jurassic and early Cretaceous (centering on about 144 million years ago). It is a carnivorous dinosaur which moves about on two legs; some 40 feet long and 15 feet in height, it weighs (from casts I have taken of its footprints and estimations therefrom of its weight) about one and a half tons. The only ones I have seen in the valley have been solitary hunters, but the natives swear to me that they sometimes band together in packs to hunt down larger prey, such as the apatosaurus. I do not know whether these stories reflect the truth, or are tales designed to terrify unwitting outsiders such as myself. (In truth, they did manage to achieve that effect.)

Alphadon. Order Pantotheria. This primitive mammal dates to the late Cretaceous period (around 65 million years ago). It is best thought of as a three foot - long marsupial superficially resembling an opossum. In the valley of Eodon, they occupy the ecological niche elsewhere taken by modern rates. They are clever omnivores, capable (via gripping feet and prehensile tails) of living in trees, and can be quite dangerous in packs.

Ankylosaurus. Family Ankylosauridae. This low - slung dinosaur with the armored back dates to the late Cretaceous period (about 65 million years ago, up to the end of the age of dinosaurs). An herbivore, it moves about on four legs, defending itself with a massive macelike knot at the end of its tail. It grows to some 18 feet and weighs about three tons, making it about the length and weight of a car. I have personally seen one native man riding a smaller variety of ankylosaur, but as he was in the process of trying to murder me at the time, I failed to query him on his techniques for capturing and training the beast.

Apatosaurus. Family Diplodocidae. The Apatosaurus as for years known, and is still popularly known, as the Brontosaurus. Though by no means the largest dinosaur known in the outer world, the Apatosaurus is the largest to be seen within the Valley of Eodon, being some 80 to 120 feet long and weighing some 30 - 35 tons. Though prevailing scientific theory (and evidence within the Valley) holds that the apatosaurus does not actually spend the majority of its life in the water, the apatosaurus of the Valley does tend to seek the swamp - waters when danger is in the air; this terrain discourages the greater predators such as the allosaurus and tyrannosaurus. The native name for this beast translates, most appropriately, as "Longneck."

Archelon. Order Chelonia, Suborder Cryptodira, Family Protostegidae. Modern readers would doubtless prefer to call it a "big turtle." Dating to the late Cretaceous period,(i.e., somewhat over 64 million years old), the Archelon is a sea turtle of preposterous size, growing to some 12 feet in length. The varieties I have seen in the Valley of Eodon have been freshwater variants who are accustomed to the presence of humans and will often forebear attacking humans if thrown a quantity of food.

Deinonychus. Family Dromaeosauridae. The Deinonychus dates to the early Cretaceous (some 144 million years ago) and is a fast - moving carnivorous dinosaur which runs on two legs. It grows to about 12 feet in length, stands around 6' in height, and weighs as much as a man. While living with the Yolaru tribe, I had opportunity to see a pack of Deinonychus hunting, attacking, and killing a juvenile apatosaurus, a most remarkable and illuminating sight. It is my hope that in future letters I may provide commentary on the social structure of the Deinonychus and other saurian species.

Dimetrodon. Order Pelycosauria. Not technically a dinosaur, this creature belonged to that class of reptiles from which the mammals evolved. Dimetrodon dates to the early Permian era (about 286 million years ago). This four - legged, low - slung reptile is about 13' long, weighing some 450 pounds, and features a large, sail - like spinal crest used to regular its body heat. It has very powerful jaws and kills its prey by clamping onto and holding its victim until it perishes. In the Valley of Eodon, it's an early - morning hunter, usually making its kill shortly after dawn or going hungry for the day.

Gigantopithecus. Family Pongidae. This primate is an enormous gorilla - like animal, standing some twelve feet in height and weighing in around 900 pounds, if my measurements of its tracks can be trusted. The native name for it translates roughly as the "black ghost" referring to the color of its hair and its solitary, normally shy habits. Though it does not seek out other animals - except for small rodents to supplement its otherwise vegetarian diet - it is a ferocious adversary when injured or angered, and the natives are terrified of it. Too, it is to be noted that there are occasional "rougue ghosts" who develop strange, deviant behavior, such as rampaging through the jungles and terrifying most men and animals in their path, or breaking away from their gigantopithecus clan and seeking to form new clans - often with smaller, intimidated "black ghosts" or even humans! In the Valley of Eodon, the Gigantopithecus dwells on the mountain slopes and ledges.

Hyracotherium. This small animal (some two feet in total length) is more commonly known as the eohippus, or "dawn horse." As the name suggest, it is the ancestor of modern horses. It dates to the early Eocene era (around 55 million years ago). It is very common in the Valley of Eodon, especially in the northern plains, where the natives hunt it for its hide and meat. (It is in no immediate danger of extinction, being a prolific breeder and a very good runner.)

Megatherium. This ancestor of the modern tree sloths was a ground sloth the size of some modern elephants. Walking about on four legs, it was some 20 feet long and 6 feet at the shoulder, and weighed on the order of three tons. Its descendant in the Valley of Eodon is much the same, and behaves much like its tree - sloth relatives: Vegetarian, slow - moving, mostly peaceful. It is not, however, an easy kill for natives or dinosaurs, being capable of fighting savagely for its life.

Plesiosaur. Order Plesiosauria, Superfamily Plesiosauroidae. This is a water - dwelling dinosaur dating to the early Jurassic (some 200 million years ago). Growing to twenty to twenty - five feet in the valley, the plesiosaur is a dangerous and aggressive animal. Certain outer - world descendants of the species grew to more than forty feet in length, and may well be represented in the deeper waters of the valley. The still waters (such as the swamps) are sufficiently rife with them that it is unsafe to cross except on a raft or perhaps on the back of an accommodating apatosaurus or archelon.

Pterosauria. Numerous examples of the famous flying reptiles are in evidence in the valley. The species they represent date from the early Jurassic (213 million years ago) to the late Cretaceous (some 65 million years ago), from the Dimorphodon of England to the Quetzalcoatlus of the southwestern United States. In addition, another pterosaurian species, a super - pteranodon who dwarfs the mighty Quetzalcoatlus and is capable of becoming airborne while carrying hundreds of pounds of prey, exists in the valley; I do not know whether it is a survival of a hitherto - undiscovered species from the outer world or a species which has developed in the peculiar conditions of the Valley of Eodon. When I have had opportunities to examine more of these "super - pteranodons," I shall provide the scientific community with more data on them ... and, of course, will take the discoverer's perogative of naming the species.

Smilodon. Family Felidae. This beast, dating from the late Pleistocene era (about 10,000 years ago), is the archetypal "sabre - toothed tiger." Here, as with the Haakur, conditions in the Valley of Eodon have made the creature match its popular conception rather than its outer - world reality. Though laymen regard the "sabre - toothed tiger" as a monster the size of a Kodiak bear, actual outer - world smilodons seldom grew longer than four feet. However, in the Valley of Eodon, I have seen many sabre - tooths four times that size. The smilodons of the valley are vicious, brutish animals, terrifyingly aggressive in combat and capable of little cunning; they have been known to mortally wound their prey and sit back for it do die, but that is the extent of their "tactics."

Stegosaurus. Family Stegosauridae. This beast dates to the late Jurassic era (around 144 million years ago), was some 25 feet long, and weights around four tons. An herbivore, it is notable for the series of spiny plates which protrude from its spine, and for the knot of sharp spikes at the end of its tail - its most formidable weapon. I regret to say that I cannot settle the debate over whether the spiny plates are actually armor or a mere heat - dispersal mechanism; none of these plated beasts has allowed me to get close enough to determine this. However, the natives of the Kurak tribe say that monsters such as the Sharptooth (Tyrannosaurus) circumspectly avoid the spines when attacking the Stegosaurus, which is some evidence that they play a definite defensive role.

Triceratops. Dating from the late Cretaceous (70 to 65 million years ago or so), the triceratops is the dinosaur famed in art and moving pictures, with the shield - like head featuring three protruding offensive horns; the horns over the eyes are over a meter in length apiece. This herbivorous beast is over 30 feet long and weighs, as far as I can tell, in the vicinity of ten tons. In the Valley of Eodon, the Triceratops moves about in herds through the forests and the plains, living off the luxurious plantlife and using pack tactics to defend itself from predators.

Tyrannosaurus. Family Tyrannosauridae. The Tyrannosaur dates to the late Cretaceous period (some 65 million years ago, about the end of the era of the dinosaur). It is another carnosaur moving on two legs, and is almost 60 feet in length. It stands a few feet taller than the Allosaurs (or is it merely that it appears to stand taller? I must do comparative measurements sometime ... when I am able to do so without being consume) and weighs four times as much, massing some eight tons.

Among the inhabitants of the valley, its native name translates roughly as "Sharptooth." As observed in the Valley of Eodon, the Tyrannosaur is actually a quick - moving and intelligent predator; the natives say that it is in the habit of hiding itself behind stands of trees or ridges of hills and then ambushing its prey, roaring and racing down upon them at full speed. It is a prodigious and terrifying beast.

The tyrannosaur skulls I have been able to observe here suggest that the local species has developed a genetic defect in its skull structure: A blow of sufficient magnitude, assuming that one is able to hoist a boulder high enough into the air and drop in onto the tyrannosaur's head, might be enough to slay it in a single blow, if my calculations are to be trusted.

Ursus spelaeus. Family Ursidae. The mighty "cave bear" first appeared in the outer world some two million years ago, in the Pleistocene era and survived well beyond the Ice Age. A large bear, it is still not as large as certain modern bears. The bears observed in the Valley of Eodon seem content to subsist on grubs and vegetable matter, but the natives are certain that it will kill quite effectively if provoked.

And let me not finish this discourse without mentioning two of the most amazing examples of "animal life" I have encountered in the Valley: The Sakkhra and the Myrmidex.

The Sakkhra are a bipedal dinosaurian race. They stand some six to seven feet in height and weigh an average of about 150 pounds. And, though this statement will inevitably lead to consternation and mockery among my fellows in the scientific community, they have every appearance of being a sentient race, possessing language, the knowledge and ability to flake stone into weaponry, civilized customs, and the ability to learn and speak some of the human language of the valley. They seem to be an evolutionary offshoot of some bipedal carnosaur; my best guest places their ancestor in the family Dromaeosauridae. They feature cranial crests as, it would appear, warning mechanisms and secondary sexual characteristics, and the Domaeosauridae's distinctive sickle - claw on the lower legs is merely a vestige in the Sakkhra.

The Mymidex are an insect species, but one unlike any ever seen in the other world. Myrmidex (my own name for them, and the name to which I've translated all native references to them in our various notes and papers) are ant - like in structure and social organization, but grow to manlike size. As such, they make hash of prevailing theory about the square - cubed laws, but they do exist, and are a formidable and savage race ... much like the ants to which they appear to be related. They are a frightful danger in the Valley of Eodon, and show signs of intelligence to augment their ant - like ferocity and tirelessness.

The Flora of Eodon I look with alarm on the shrinking number of blank pages available to me in Mr. Malone's notebook, and so I must be brief here.

The Valley of Eodon is a remarkable hodge - podge of terrain types. At its heart, in both a geographical and thematic sense, is jungle - a jungle featuring plant - life largely retained, I believe, from the Jurassic and Cretaceous. It is distinctly a rain forest, but unlike any known to the outer world.

Side - by - side, and growing in great profusion, we see giant horsetails of the Carboniferous era; luxuriant seed ferns of the Permian era; great conifers of the Jurassic; and flowering plants and modern - seeming tropical plants of the Cretaceous. In addition, many forms of plant life are identical to those to be found in the Amazon basin of the outer world, one more datum. to my mind, that the Valley of Eodon is in that region of South America somewhere.

However, in the north of the valley, the terrain abruptly gives way to upland plains, where maize and modern grasses grow. In the southeast, stony land predominates, where little grows; this is the region dominated by active volcanoes, a volcanologist's dream. And then there are the rich Urali swamplands, a microcosm of Jurassic - era swamp conifers.
That was a ton to read and probably not all that informitive. I seriously doubt euo will be turning into the next Jurrasic Park adventure.
Last edited by Keighn on Fri Apr 30, 2010 12:22 pm, edited 2 times in total.

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Post by Keighn » Sun Oct 07, 2007 8:45 am


Ultima VII - The Black Gate & Ultima VII - Forge of Virtue Add-on:
Now away from jungles and space camp and back to Britannia.

A Bestiary of Britannia
The wilderness of Britannia is the home of a multitude of strange beasts and
magical creatures. While many creatures are mundane and harmless, others are
terribly dangerous and barely understood. For the traveller it is vitally
important to be able to recognize any type of beast that may be encountered so
that one can respond accordingly. The following is a list of beasts now known to
live in Britannia.

Acid Slug - This very unpleasant creature tends to inhabit dark places
underground. Its skin exudes secretions of acid that can burn flesh and are
especially damaging to metal. The best weapon to use against this monster is

Alligator - This vicious man-eating creature lives in swampy terrain and can
inflict heavy damage with its bite and tail.

Bat (Giant) - This large winged rodent attacks by night, aided by it's night
vision and acute hearing. Its body is very light and fragile.

Bee (Giant) - This energetic flying insect will instantly attack anything that
it perceives as a threat to its hive. It attacks with a sleep-inducing poisonous

Bird - This type of creature is not openly hostile to human beings, but will
probably attack if provoked or frightened.

Cat - A domestic animal commonly found in city alleyways, this creature performs
an invaluable service in continuously thinning the rat population.

Centipede (Giant) - This large, multi-legged insect frequents cool, dark places.
Its poison is considered to be among the most deadly of any creature. It can be
destroyed by fire.

Chicken - This bird can be found on many farms. It is the source of both eggs
and delicious meat often served in inns. It poses no threat to humans, as it
will generally run away if attacked.

Corpser - This creature is a type of ghoul that ensnares its victims with its
tentacles in order to drag them off to its lair and presumably kill them in a
manner that has never been discovered. Its only known weakness is fire.

Cow - This harmless farm animal is the source of beef and dairy products.

Cyclops - One of a race of incredibly strong one-eyed giants, when it is not
hurling large boulders at its enemies, its favorite weapon is a large wooden

Deer - This swift but timid forest creature has sharp antlers to defend itself.
It is the source of venison.

Dog - A domesticated cousin of the wolf, this animal guards homes from
intruders, tracks game during hunts, and is a playmate for children and a pet
for adults.

Dragon - Dragons are a mysterious ancient race of highly evolved reptiles that
possess magical abilities and a high degree of intelligence. They have large
wings and are capable of rapid flight. A dragon is formidable in combat and is
all the more lethal due to its noxious flaming breath. Its lair is usually a
cave or dungeon where it guards its eggs and treasure.

Drake - This creature is a dragon that has not yet fully grown to adulthood, a
process that takes several hundred years. Like its mature relatives, this
creature can also breathe fire and fly. It is commonly found in the lair of a
Emp - This extremely peaceful creature lives in the forest. It shuns violence
to such a degree that it is doubtful it will want to have anything to do with
any humans it comes into contact with. Some emps possess a remarkable degree of
intelligence and magical ability. Emps are so named because of their empathic
abilities. So sensitive are they to the pain and discomfort of other living
things that they subsist on a diet of such foods as milk and honey.

Fairy - These flirtatious and mischievous tiny flying creatures are rarely

Fish - This generally harmless water-breathing creature can be found in
abundance in the seas, rivers and lakes of Britannia. It greatly contributes to
the local food supply.

Fox - This small, wily mammal is related to the wolf, but is not as powerful or

Gargoyle - This red-skinned creature originally comes from the subterranean
domain of the gargoyles. There are two classes of gargoyles - the larger winged
gargoyles that possess keen intellect and magical ability, and the smaller
worker drones that possess little thinking ability but are embodied with great

Gazer - This strange creature is found mostly in dungeons. It hovers about,
looking for victims to mesmerize with its multiple eyes. Upon being killed, the
body of a gazer will break up into a tiny swarming colony of insects.

Ghosts - This magical spirit of the dead has the power to move through solid
walls and has been known to use magic. It can appear anywhere, but tends to
frequent graveyards or places significant to the life of the deceased.

Gremlin - This tiny creature travels in a pack and attacks in a large group. Its
primary threat is that it likes to steal food.

Harpy - This half human/half bird creature nests in mountainous caves. It
attacks from the air with the sharp talons on its feet.

Headless - This ensorcelled creature appears to be a living ambulatory, beheaded
human being. It is unknown exactly how it compensates for its apparent lack of
sensory organs, but it manages to do so quite well. Its favorite method of
attack is strangulation.

Horse - This strong, swift animal can be found in the wild or domesticated in
the stables. Horses are most commonly used for rapid transportation from town to
town or through the wilderness.

Hydra - This creature is a type of dragon that possesses three heads. Like the
dragon, a hydra also can fly and breathe fire.

Insects - This is an insect swarm capable of causing an intolerable number of
bites and stings, as well as severely spooking horses and destroying crops.

Kraken - This mysterious peril of the sea is not well understood. There have
been numerous reports of sailors being snatched from the decks of ships by huge
suckered tentacles and dragged down to the bottom of the ocean, never to be seen
again. No one has yet reported an actual sighting of the full body of this

Liche - This is an extremely rare type of undead creature that is both dangerous
and very difficult to destroy.

Mongbat - This bizarre and frightening creature is a cross between a bat and a
monkey. Its attacks are fast and powerful, but it usually only inhabits the
deepest dungeons.

Mouse - This harmless rodent lives on whatever little scraps of food it can
find, although it is especially fond of cheese. It occupies the space just
beneath the cat on the food chain.

Rabbit - This fast, long-eared animal lives primarily on the carrots grown by
local farmers.

Rat (Giant) - This filthy, overgrown rodent is a severe hazard to the health of
human beings. Immune to poison and too large to be trapped, this creature has a
voracious appetite for garbage and carrion. When it roams in packs it loses its
natural fear of human beings. The bit of a giant rat can cause a variety of
potentially fatal diseases.

Reaper - The reaper is actually a malevolent tree spirit that has the power to
reach out and grab passers-by in its long, powerful branches. The reaper also
possesses the magical power to unleash destructive bolts of lighting. As it is a
creature made of dry deadwood, it is quite vulnerable to fire.

Sea Serpent - This creature is a sea-going dragon. It is capable of spitting out
fireballs, much the same as dragons breathe fire. A sea serpent can severely
damage a ship with a single lash of its powerful tail.

Sheep - These non-threatening beasts are raised by shepherds, who take them out
to graze in great numbers. Sheep produce both wool and mutton.

Silver Serpent - This creature, seen in the symbols of ancient Sosaria, once
more holds the fascination of Britannia. The venom of the silver serpent is
reported to have a strange and lasting effect on people. No doubt this shall be
the subject of further study.

Skeleton - This is the undead reanimation of a fighter who was slain on the
field of battle. Skeletons tend to cluster in hordes and are often following the
commands of a sorcerer. In fact, they may continue to do so well after the
sorcerer himself is dead!

Slime - This grotesque gelatinous mass lives in the depths of a dungeon or in
the murkiest corners of a swamp. It reproduces by dividing itself and grows
through the absorption of other slimes. Slimes attack by hurling foul blobs of
slime at their intended victims. Fire is known to be a very effective weapon
against them.

Snake - This creature spends the night coiled among the cool rocks and comes out
into the sun during the day. This warms its blood, enabling it to strike more
quickly. The creature is venomous and can even spit venom from several yards

Spider (Giant) - While this creature may be encountered anywhere in the
wilderness, its lair is its giant web, which will almost always be hidden in a
cool and dark place. A giant spider is capable of spraying its poisonous spittle
from a considerable distance. Its bite is also tremendously painful.

Troll - This brutish creature is the bane of all travellers. Many tales relate
how trolls hide beneath bridges in order to terrorize and prey upon all those
who would cross it. The wise traveller would do well to exercise caution when
crossing any bridge, especially those one may come across in the wilderness, far
from the security of a city.

Unicorn - Fanciful stories of these creatures abound in rural areas. The unicorn
appears as a splendid you white stallion with a single great horn rising from
its head. Legends speak of how only those who are truly virtuous may approach a
unicorn. Unicorn sightings are rare - so rare in fact that most serious scholars
deny their existence.

Wisp - These mysterious floating lights have been a puzzlement to many an
adventurer. They seem capable of inflicting only slight physical damage, but
they also see impervious from physical harm themselves. It has been said that
these strange creatures are very knowledgeable and that they come from a world
other than our own.

Wolf - This plains and forest hunter has long had the greatly undeserved
reputation of a vicious predator. While wolfpacks do thin the weak and the sick
from the herds of wild animals, and while farmers must occasionally be wary of
their curiosity, there is little to support the notion that these animals are
bloodthirsty man-eaters.

Forge of Virtue Bestiary:
There is little remarkably different about most of the animals of the Isle of'
Fire- I have seen the rodents and the deer and a few members of the avian
species. And, in fact, the castle walls are scorched in places - the aftermath
of a dragon's assault upon the castle. The dragon has taken up residence here
in one the tunnels of the main cave. During her raid, she stole from me the
Ether Gem, a possession of reasonable importance. As soon as I can find a way
to retrieve it, her head shall be mine.
However, I digress. By far the most intriguing creatures I have come
across are the stone golems. I had heard nothing more than mere rumors prior to
my arrival here, but seeing the mobile masses of rock have convinced me of their
existence. Astelleron was quite a master, indeed, for his workmanship is
beautiful. I know nothing of their- sentience, for they have never spoken to
me. To be honest, I am not even sure they are aware of my intrusion, for I have
yet to venture near one of the Shrines. I hope soon to journey back to what I
have assumed is Astelleron's hovel and learn more about their creation, but that
will come after my other research. Regardless of how the golems were
constructed, I am confident more than an ordinary sword would be necessary to
Stop them.

Ultima VII Part II Serpent's Isle & The Silver Seed Add-on:
And here we go.

As I had expected, the fauna here bear much resemblance to the creatures we left
behind. Once part of Sosaria, Serpent Isle has changed little since the days
before Mondain. However, it behooves me to record the details of all observable
life here, however common, if for no other reason than to compare it to that in
Sosaria. There are, no doubt, indigenous life forms unknown to me. I leave it
to the more adventurous to discover them and report to me their findings, that I
may update this list in the future.

Acid Slug. Much larger than its cousin, the common slug, the acid slug prefers
habitats far below ground. The creature's slimy covering is quite acidic,
burning easily through metal and flesh alike. If it is like its Sosarian
counterpart, fire is the most potent way in which to combat one.

Alligator. This large, amphibious lizard is quick and dangerous, utilizing all
of its I extremities in battle.

Bat, Giant. As its name implies, this is an enlarged version of the common bat,
a small flying mammal capable of sensing creatures in total darkness. Their
nests are found most often in caves and other areas where little light is

Bear. This ursine creature stands well over a man when fully upright. Able to
easily rend flesh with their teeth and claws, bears are quite fearsome
opponents, especially when their lairs are threatened.

Bear, Polar. Like its brother from warmer climes, this bear is a terrifying
predator. The most notable difference between these and ordinary bears is the
color of their fur, white as white can be. Polar bears usually inhabit the
cooler regions of the land and hibernate longer than do other bears.

Bird. A variety of avian creatures inhabit the land, though an attractive
silver-winged creature seems the most prevalent. Preferring fruits and
vegetables, birds rarely attack people, though I have witnessed a few that were
so inclined. One of the most colorful birds, the parrot, is even rumored to be
able to converse in human language.

Boar. This wild creature displays a nasty temperament. Though boar's meat is
quite delectable, fear of being gored by a tusk leads many to seek less violent

Cat. The stereotyped familiar of wizened mages (another myth I hope to dispel),
cats populate the nooks and crannies of every area of civilization. Little more
than a nuisance, they do seem to possess the cunning necessary to survive in big

Chicken. Cowardly birds with little or no ability to fly, chickens are an
excellent source for both meat and eggs. I have yet to see any that are not

Corpser. A thorough description of this vile ghoul has never been compiled, for
no one has ever survived a close encounter with one. However, once one has made
its presence known, it can be identified easily by the tentacles it forces up
through the ground to grasp its prey As with the acid slug, fire is the only
reported way to slay a corpser.

Cow. This large domestic mammal is our main supply of milk and beef.

Cyclops. Cyclops are giant, man-like creatures recognized by their lone eye
centered in the forehead. Fond of large bludgeoning weapons, such as clubs and
boulders, cyclops make deadly combatants.

Daemon. These evil, red-hued beasts hold even less love for mankind then we do
for them. They call themselves "Gargoyles," but a change in name is not a
change in disposition.

Deer. Another source of meat, deer inhabit the forests. Their antlers are more
than adequate defense against most predatory beasts.

Dog. A versatile creature, the dog is many things to many people. Partner to
the hunter, aid to the parent, companion to the child and defender to the
family, the dog is indeed man's best and most reliable friend.

Dragon. Similar to the ferocious, flying lizards of old Sosarian fame, the
dragons here differ primarily in appearance. Ice dragons have white-blue scales
and spew flames of blue death.

Fish. Fish are nothing more than food from the rivers. While some contend that
larger members of the species oft times display a fair amount of intelligence, I
have yet to know one serve better than on my plate.

Fox. Lesser relatives to both wolves and dogs, these cunning animals prefer
smaller creatures to fill their diet.

Frost Serpent. A distant relative of the Sea Serpent of Sosaria, these serpents
prefer the icy arctic waters of the North.

Gazer. Hovering orbs of flesh, gazers seem to spend all their time in search of
prey Their name comes from their multiple eyes, all but their central eye
extending from tentacle-like arms. Having faced one in battle, I can report
that a gazer's death results in an explosion of swarming insects.

Ghost. Manifestations of the remains of the deceased, ghosts are known for
their ability to ignore most natural laws, floating about at whim. Presumably
in deference to their origin, ghosts tend to gravitate toward locations relevant
to the dead.

Goblin. The result of ancient magical experimentation (poorly conducted
experimentation, I am sure) goblins only vaguely resemble the men from whom
their forebears sprang. Although some attempt has been made to civilize them,
surliness still dominates their nature.

Gremlin. It is difficult to identify individual traits of these bothersome
creatures, for they always travel in bands. Quite cowardly, they are a greater
threat to one's food supply than to oneself. I have heard of, but not seen, a
few who use magic.

Gwani. These white-furred creatures appear to be a cross between men and apes.
Despite their unusual form, the combination seems more natural than magical and
I have seen no evidence they have any familiarity with magic. There is some
element of civilization in their culture, however slight, for I have seen them
entomb their dead in the icy lands that they inhabit. If such is possible, I
hope to find a way to communicate with them soon.

Harpy. This abhorrent cross between human and bird is as vile in behavior as it
is in appearance. Harpies favor an attack from the air, seeking to utilize
their hawk-like talons.

Headless. As the name implies, these are creatures without heads. Barring that
difference, albeit significant, these bipedal beasts resemble humans. I have
not yet captured one for study, but the ease with which they act without
apparent senses defies logic.

Ice Corpser. Even less is known about these vile beings than their slightly
more common namesake. Again, only ice-like tentacles have ever been seen by
humans who lived to retell the tale.

Ice Elemental. Composed entirely of ice, this bipedal creature attacks with
swinging, stone-like arms.

Ice Troll. Much like true trolls, these are nothing more than brigands and
killers. However, their cold nature makes them even more dangerous, for the
nearer one comes to an ice troll, the lower the surrounding temperature drops.
Sadly, I have witnessed a man quite literally freeze to death while combating
one of these terrifying monsters.

Ice Worm. Large, squirming creatures without appendages, it is from these
beasts that we get our supply of a rare reagent, worm's heart.

Insect. This term refers to a great variety of tiny, six-legged creatures.
Some fly, some bite, some travel in swarms, but all are a nuisance.

Mongbat. In appearance, a cross between a small boy and a bat, this nimble
creature is capable of quick, aerial strikes. Fortunately, a mongbat's small
size renders its attack little more than a painful nuisance.

Mouse. One of the smallest rodents known, this scavenger is quite useful as a
test subject in spell research.

Mummy. Apparently a form of undead, the mummy seems to be nothing more than a
dead person wrapped entirely in rotting bandages. I know not whether there is a
connection, but what history of this land I have chanced upon indicates that the
original civilizations buried their dead in a similar manner, wrapping the
corpses completely in strips of cloth.

Penguin. These are flightless, black and white aquatic fowl. Their slow
movements would make them easy prey for humans, were penguin worth eating.

Phoenix. This unique, orange-plumed bird lives for a thousand years, then
returns to its nest and dies. But if its body is then burned, the phoenix rises
from the ashes and lives again for another thousand years.

Rabbit. Another scavenging rodent, the rabbit is quite fond of the carrots
found on many farms.

Rat, Giant. Much larger and fiercer than its smaller brother, the giant rat is
the king of carrion. When several are found together, what little fear they
possess for humans vanishes entirely Both here and back in Sosaria, we sought to
eliminate the local population with poison, but whatever it is in their
metabolism that causes them to feast on refuse has also granted them immunity to
most toxins.

Ratman. These half-men, half-rats are the scourge of Moonshade. They infest
the catacombs beneath that city, preventing access to the underground. There
are far too many for us to overcome, but some day the time will arrive to purge
the catacombs.

Reaper. The cruel spirit of a living plant, the reaper is a most devastating
hunter. Although tethered by roots to one location, the reaper possesses
tentacle-like branches strong enough to grasp even the stoutest of warriors. In
addition, the creature's magical abilities pen-nit it to fling awesome bolts of
lightning. While its natural intangible form prevents harm to a reaper, its
body is simply the wood of the dying tree it has inhabited. Killing its host
tree renders a reaper powerless.

Scorpion. This giant arachnid is a most fearsome creature, as its large size
gives it the power to hunt even humans as food. It is fond of gripping prey in
its pincers and then using its tail to inflict a paralyzing sting.

Serpent. Serpents are large, predatory snakes. Their lightning reflexes permit
them to strike quickly, usually killing their targets with little effort.

Sheep. Another domesticated animal, sheep are our source for mutton and wool.

Skeletal Dragon. Some dragons reach heights of great intellect, learning so
much that they lose the need for their corporeal forms. After time has ravished
their scales and flesh, only the mind remains intact, caged in the gray-white
bones of the original body Such monstrosities continue their accumulation of
power, far surpassing the strength of their living counterparts.

Skeleton. The undead remains of warriors from ages past, skeletons fight just
as well as their living, fleshy counterparts. Until animated, one skeleton
appears no different from another, so the wise traveller will always beware when
encountering a disinterred pile of bones.

Slime. It is difficult to describe these creatures in any way other than to
repeat their name. They reproduce through division, sometime initiated by
opponents' blows; they can quickly increase size by melding with other slimes.
A useful tool for combating slimes is a lit torch, for fire hampers their
ability to divide and, therefore, to reproduce.

Snow Leopard. Snow leopards are large, sleek felines native to colder climates.
These man-eating beasts are equipped with sufficient claws and fangs to shred
other creatures in a surprising flash of movement.

Spider, Giant. The giant spider prefers to spin its web in darkness, hoping the
lack of light will assist in securing a victim. Not only is its bite poisonous,
but it can spray the same poison considerable distances.

Stone Harpy. Harpy is a misnomer, for the name actually refers to any enchanted
statue capable of human-like animation. In general, these stone constructions
are used to guard valuables long-since secreted away in dark tombs.

Swamp Tentacle. Like the corpser, nothing has been observed of these beasts
save their appendages, which seem designed to pull hapless victims into the
murky depths of the monsters' home.

Troll. Trolls are nothing more than bandits: large, fearsome bandits, perhaps,
but bandits nonetheless. They set upon their targets with heavy bludgeoning
weapons, hoping to stun or kill the victim quickly and claim its possessions as
booty. Like as not, a troll will select for its home a secluded bridge.

Wolf. Larger than either dog or fox, wolves are among the most efficient
hunters of the wild, travelling in fearsome packs across the plains. Their prey
of choice is other animals, from the rodent to the sheep, However, in
desperation, a few have been known to set upon humans, though only when with the

The Silver Seed:
I can't really remember besides boss specific creatures and the.......

Occasionally I overhear conversations between the warriors here in Seriss. They
often mention the names of three sorceresses, members of the Dark Monks-Rieya,
Solaria, and Drusilla. From the information available to me at this point, I
must assume that these monks have great power.

They are not fond of the Order Forces; they believe in their own distinct
prophecies. These monks speak some drivel about destroying the "Pawn of
Prophecy." They believe their victim will arrive here through the powers of the
Amulet of Balance. I don't know what to make of all their prattle. I don't
think they are talking about our hero, the Champion of Balance. If he ever
arrives here, I will give him the magic Key Ring as I have been ordered by thee,
Calithiss, revered Order Hierophant.

The three monks haven't caused the keep any trouble so far; therefore, I shall
allow them to remain in this area. Although I don't trust them under any
circumstances, a treaty has been signed-they may each stay at the entrance of a
different dungeon, as long as they repulse any interlopers seeking that route
into Seriss. I haven't been here long enough to know them well, but I plan on
gathering more material for my next report to thee.

Ultima VIII - Pagan
We are definitely straying from our canon path to some weird critters. I won't get into the elemental Titans of Air, Water, Earth, Fire, and I think there was Ether as well.


Although they are large, multicolored quadrupeds, kith bear a remarkable
resemblance to the common insect. The major difference between the kith and
what some consider to be their smaller cousins is size. At full maturity, a
kith's head easily reaches the waist of a man. A few may grow even larger.

Being omnivorous by nature, kith tend to live on the various plant life found
throughout the land, though they prefer denser flora. Domestic kith are de-
venomed and de-fanged at birth, feral kith are far more dangerous, often rearing
up on their abdomens to strike with poisoned fangs.

Kith excretions come in the form of silky strands, which are woven together to
make fine clothing and linens. The finer weaves of kith silk make excellent
canvases, for the paints adhere well to the fibrous material. In addition, the
meat taken from the kith's abdomen and thorax is quite tasty, and many herdsmen
raise kith solely for the sustenance they provide.

Large, slow reptiles, toraxen are the staple of the herdsman's stock. They are
usually brown in color, though some have dark brown or dark gray spots. Their
heads are broad and flat, filled more with bone and muscle than brain. Half as
tall as a man and usually docile, the torax is particularly strong for its size,
often able to knock down trees in one angry charge. Setting its head down, the
torax charges victims and then snaps with its bone-crushing jaws. Their tough
hide is thickest around the legs and back, making them especially difficult to
damage in these areas.

The tremendous strength of a torax makes it an excellent dray beast; able to
carry great loads for a long amount of time. In addition, their thick skin
makes excellent leather, which is usable as clothing, armor and even temporary
shelters. Torax meat is a staple food, whether served fresh as chops or dried
as jerky.


Changelings are, indeed, a curious species. As they are shapeshifters, it is
difficult to describe their true form. However, there is one shape that is
apparently available to all changelings - or at least in all of those
encountered thus far. In that form, they appear much like short, disfigured and
disproportioned men. The changelings' movements seem jerky and erratic, yet the
creatures seem to be in control of their actions.

In battle, the changeling assumes the shapes of its opponent or flora! In these
forms, the changeling has the strengths and abilities of these other creatures,
including any toxins they might be able to employ. In what must be assumed is
its natural form, the changeling bounces about the area and then suddenly leaps
at its opponent with it huge tooth-filled maw opened widely. No one has had the
opportunity to learn exactly what it is that allows a changeling to shapeshift
or what makes it act as it does, for it fights viciously to the death. Moreover,
the creature disappears when it dies, making study impossible.

Trolls are large, lumbering bipedal creatures, standing half again as tall as a
man. Their skin color ranges from a pale green to an olive or tan, and they
wear little in the way of clothing. Trolls move quite slowly, as if they must
first decide where to place each foot before taking a step - though anyone who
has watched a troll move through a small community, stepping on whatever is
underfoot, knows better than to think a troll is careful. There are those who
speculate that trolls are the offshoot of an ancient tribe of particularly evil
and stupid Zealans, though none of the ancient tomes in Tenebrae support that

Trolls fight poorly, being so slow and bulky. However, their solid strength
means certain death for most who are careless enough to be struck. All trolls
use clubs, usually pulled from dead vegetation, though even their powerful fists
are enough to deliver a tremendous blow.

The seeker is nothing more than an abomination of nature. One large eye floats
about connected to a huge, snapping mouth via a thick red membrane. It is hoped
that this creature is the result of a magical concoction, but others claim that
seekers are the living remains of the Destroyer, as foretold by the one who
called himself the Guardian.

The seeker seems to be neither herbivore nor carnivore - no one has ever seen it
eat. The creature simply hovers about until it sights a target and then
launches into a furious assault of gnashing teeth. Yet no scholar has ever been
able to explain the seeker's sole purpose of wanton destruction. It does not
eat, and yet nothing eats it. Even in death the seeker mocks other life,
exploding into a myriad of sharp bone and cartilage that can be fatal to those
caught within the radius of its devastating blast.


Aerial Servant
Many people who die before they finish important tasks become spirits bound to
the welfare of others. Unlike ghosts, for whom the Titans have no use, aerial
servants function as messengers and assistants to Stratos. Moreover, aerial
servants do not possess the same dark gray appearance of their counterparts, the
ghosts, seeming instead to be made up of simple currents of air.

Aerial servants do not attack others, whether they are living or otherwise.
However, they are usually loyal to the Theurgists who summon them, obeying their
commands to the best of their abilities. Some say that aerial servants can
affect the objects they touch, temporarily changing the objects into air
currents as well. This way, the aerial servant is able to transport otherwise
solid objects through the smallest wall chinks and such.

Those consumed by flame, either in life or death, or are slain by another
Daemon, become servants and warriors for the Lord of Flame and his followers.
Daemons are bipedal creatures with mottled and scaly skin, sporting sharp claws
and talons. Atop their heads are two horns, while coarse brown fur covers their

These hideous beasts are terrible tools of destruction. With their powerful
arms and sharp fangs and claws, they rend their victims with razor-like ability.
According to the few witnesses who have seen a Daemon attack, the victims scream
of the burning pain that comes from each strike, and legend maintains that
Daemons can even hurl destructive balls of flame. As fire is their primary
tool, Daemons seem immune to the effects of flame themselves, and their thick
scales make them nearly impervious to the common blade.

Ghosts, also known as wraiths, are the disembodied spirits of those who died so
tragically that even the Titans have no use for them. They appear as twisted
shapes of gray floating above the ground. Tied to the general location of their
demise, ghosts rarely travel far in search of victims. They consume life forces
to give them strength. Ghosts have complete control over their visibility,
often remaining invisible until prey is near enough to scare.

Feeding on the spirits of the living, wraiths attack with a draining touch that
leaves the victim weak of body and will. Armor is useless against their attack,
and weapons without some sort of enchantment cannot hurt them. Legend claims
that some of the Necromantic magics may affect a ghost, but I doubt there is any
evidence to support the supposition. Note that a ghost's non-corporeal nature
permits it to access many areas sealed to ordinary folk.

Ghouls are the animated corpses of the recently dead. Wearing nothing more than
the clothing in which they were interred, ghouls - or zombies are extremely slow
in both thought and action. Unlike skeleton warriors, the ghouls' function is
far less oriented towards combat, and they begin their service as soon as they
make their way to the Mountain King's domain.

However, when sacred areas such as the cemetery are disturbed, ghouls are there
to confront the trespasser. Fortunately for the perpetrator, movement for
ghouls is extremely difficult and painful, rendering them poor combatants. An
ironic twist to the ghouls' nature is that they consume the flesh of their prey,
thus making it impossible for the victims ever to reach Lithos and serve him.

Minion of the Lurker
The Tempests tell us that those whose bodies fall dead in the water, whether by
drowning or other means, tragically face service not with l,ithos, but with
Hydros, the Lurker. Little is known about the vile minions, for they do not
walk upon the land and no one has dared to enter the Lurker's domain to view
them up close. The few glimpses that have been seen reveal a large, fish-like
head filled with a row of sharp teeth. It is assumed that the transformation
into this disgusting beast takes some time, though how much is unknown.

There is no record of anyone surviving a direct encounter in the water with a
minion, though some of the fishing folk have managed to avoid the creatures by
remaining in their boats. It is unknown whether minion victims are consumed or
dragged deep below the waves to become minions themselves.

Skeleton Warrior
The remains of warriors from ages past, skeletons are the servants of Lithos and
the Necromancers who follow him. Their body and spirits, passed to the Mountain
King during interment, are held in waiting until needed. However, they still
carry with them the accouterments of their fighting days: axes, swords, shields,
armor and so forth.

Though dead, these animated skeletons are extremely agile and strong, often
felling a man before he can even strike. They are brainless, yet seem to retain
much of the fighting skill they possessed in life. Skeletons attack only with
their ancient weapons, which are oft times filthy with disease-ridden decay. As
they are already dead and serve only a single function, skeleton warriors attack
relentlessly until destroyed.

By the way for those who might be interested there was almost an addon released called "The Lost Vale." Too bad it never saw the light of day.

Ultima IX - Ascension:
I don't have any info on this ATM.

Ultima Underworld:

Ultima Underworld II -

Runes of Virtue I:

Runes of Virtue II:
Last edited by Keighn on Sun Oct 07, 2007 10:20 am, edited 1 time in total.

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Post by Keighn » Sun Oct 07, 2007 9:07 am


Ultima Underworld - The Stygian Abyss:
Both of these games were quite fun to play.

The Colony of the Abyss

With the permission of Lord British, my fellow colonists and I set sail for
the Isle of the Avatar five years ago. After a brief though difficult voyage, we
sighted the bleak, forboding island rising above the waves.
We wasted no time in charting out the island, pausing to meditate at the
Twin Shrines and once again sealing the entrance to the Dungeon Hythloth.
Our company of warriors, mages and other pioneers then made the descent
into the legendary Abyss. The eruptions and quakes of the past drove away
many of the former predators of the chasm, and with the island again stable, we
can dwell here in relative security. Nevertheless, our fighters find many chal-
lenges against which to test their Valor.
Lord British ordered that a village be established upon the surface of our
isle, as a point of contact between ourselves and the rest of Britannia. Baron
Almric, formerly the King's Master of Hounds, has been appointed to com-
mand the settlement. His men have erected a rough stone tower, and the
completion of a small fort should take only a few years more.
Lord British may soon favor us with a seat upon his Council - that is, we
may gain equal status with the Eight Towns of the Virtues. If so, this can only
be because of the brotherhood we have established among the disparate societ-
ies who have settled this Colony: Knights, Mountain-Folk, Seers, Lizardmen,
Goblins and Trolls.

Page 8


Knights of the Crux

The first to respond to the Proclamation of the Abyssal Colony were the
Knights of Jhelom. These fighting men from the town which Lord British
dedicated to a life of Valor were attracted by the valorous nature of our

Here the former warriors of Jhelom have formed the Order of the Crux
Ansata - "crux ansata" being an ancient term for ankh - in the hope of
establishing an organization to rival the heralded Order of the Silver Serpent.
Someday they plan to have extensive training facilities and barracks for young
recruits, but at the present time conditions remain primitive. Warriors and
mages, while not exactly traditional enemies, have often been bickering
companions in the world of Britannia. Such is not true among us, for the Knights
of the Crux Ansata are dependent upon our wizards for magical light and healing.
Therefore, mage and fighter are amiable allies in the Abyss.

Our Knights have also renounced many lifelong prejudices and formed friendships
with their traditional foes - our Troll, Goblin and Lizardman citizens. Any
fighter who violates the least aspect of the strict code of the Crux Ansata must
submit himself to the will of the Knight-Master, who prides himself on finding
acts of penance which match the violation. This method of discipline has worked
so well that the Knights have become strict advocates of the Way of the
Avatar, and are often the first to locate and bring violators to our Court of

Page 9



Our Colony in the Abyss is a place for new beginnings. This has certainly
been true for the Mountain-Folk of Britannia.
Short of stature and broad of shoulder, the Mountain-Folk - known in
times past as "Dwarves," though they detest this name - have a unique
lifestyle dedicated to traditional craftsmanship. Over the ages, however, their
distrust of outsiders and their well-known love for precious metals have put
them in disrepute. In the past century, many of the Folk abandoned their old
ways, left their homes, and married outside their clan.
I was surprised when the Chief of the Mountain-Folk wrote to me con-
cerning the desire of his people to join the Abyssal Colony. Knowing that the
Folk were in danger of dying out as a culture, I suggested that the Chief might
not want his people to be part of our town - where, after all, our goal is to
prove that all people can live in unity.
However, Chief Goldsword was stubborn, and correct about his people being useful
in hewing out living quarters from the rocks of the chasm. (Indeed, some
histories claim that the Mountain-Folk built the original passageways of the
Abyss, in the days when the Isle of the Avatar first rose from the ocean.)

The Mountain-Folk have proved to be excellent fellow-citizens, and they are on
friendly terms with our Knights and Seers. They even abide the presence of their
traditional foes, the Trolls.

Page 10


Seers of the Moonstone

On the southern tip of Verity Isle, the town of Moonglow was founded by
the mages of Britannia as a settlement embodying the virtue of Honesty. The
wizards of this town were among the first to volunteer to be colonists, and an
entire contingent of mages joined me on our first voyage to Avatar Isle.
Our magic-users have formed their own Order of Magic, and refer to themselves as
the Ancient Illuminated Seers of the Moonstone. They have an especially close
relationship with the Mountain-Folk - it was the mountaineers who carved out the
seers' living chambers from the rock walls of the chasm.
The seers have, of necessity, chosen to specialize in those magics most useful
in our subterranean abode - spells of light, food and comfort. They also conduct
many magical experiments, and hope to find new spell reagents among the
materials which occur naturally in the Abyss. The seers have asked our explorers
to bring back samples of all that they find. (The seers do not speak directly to
me of their matters, but I have overheard them on occasion. While the Eight
Virtues may have prompted some of the mages to travel here, I believe that most
came for the chance to conduct experiments. It is said that the Great Abyss is
unique in all of Britannia, because the barrier between dimensions is especially
thin here. - Corby)

Page 11



"The Dark Ages" is the name given to that long-ago time when the Triad
of Evil stalked the lands. In those same years when Lord British first arrived
upon our shores, a young mage named Mondain was perfecting his skills in the
arcane arts. The wizard slew his own father in order to seize a gem with mystic
powers. Mondain subverted the jewel to evil purposes, and began a campaign
of unrest and dismay against all of the world.
In his most foul experiments, Mondain dissected his own servitors as well
as the great reptiles which then dwelt in the southern swamps. Reuniting the
body parts through magical means, he created a variety of strange sauran
forms. One strain proved successful, and thus came the Lizardmen into our world.
After Mondain was slain, the Lizardmen were hunted down one by one until none
remained. Or so it was thought, until our colonists came to settle the Abyss!
Here we found the last clan of the reptilians living in the grottos.
Inspired by Compassion, we forbore slaying the monsters and taught them of
the Path of the Avatar. To our delight, the Lizardmen can understand the common
tongue, but not speak it. Goblins and Lizardmen intermingle in the wetter
portions of the Abyss, and have a friendly rivalry with the Mountain-Folk (the
mountain-men hate dampness, and would build channels and drain the Abyss if left
to themselves!).

Page 12



The Goblins originated from forbidden arcane experiments performed on
prisoners and other victims by demented, power-seeking mages. (It was for
causes like these that magic was once banned in our lands.) During the Third
Age of Darkness, Exodus bred the Goblins into an army dedicated to his
wicked cause. Following his defeat, the survivors vanished from the face of
Britannia - hunted down by vigilantes or banished to other realms. (In those
times, the Goblins were so loosely bound to this world that a single spell could
expel them from this plane of existence.)
It was only after our Proclamation went out, promising clemency to those
primitive monsterforms who would undertake to follow the Path of the Avatar,
that the Goblins were rediscovered. A delegation of Goblinfolk appeared at the
gates of Castle Britannia, asking for an audience with Lord British. Not just
one but two species of Goblins had survived in hiding from the days of Exodus.
The Gray Goblins, originally mountain dwellers, had skulked in the caves of
the Serpent's Spine mountains. The forest-dwelling Green Goblins hid themselves
by retreating into an underground river's channel, near the baneful lake
called Venom.

Today, virtuous Goblinfolk make up one-third of our community. There was a time
when a Green Goblin would rather slay a Gray Goblin than any other enemy, but
the Path of the Avatar has brought the tribes together as brothers.
(Though the two species rarely come to blows nowadays, the Gray and the Green
still attempt to outdo each other whenever possible in matters of Virtue. Old
enmities die hard. - Corby)

Page 13



In the district where I was raised, it is not uncommon for Trolls to waylay
an occasional traveler. Several times I have seen such brigands after justice
had dealt with them, hanging from roadside crosses. Until I visited the Shrine
of Compassion, therefore, it had not occurred to me how nearly civilized the
Troll people are. After all, they use civilized weapons (stolen from us), wear
tatters of clothing or hide, and speak a rough form of the same tongue which we
speak. Curiosity next drove me to visit the Lycaeum on Verity Isle, where I
learned that the Trolls had once been a mountain-dwelling people. Over
recorded history, however, they have always moved closer to civilization -
today, they are commonly found along roads and under bridges. I became
convinced that the Trolls were fit candidates for the Way of the Avatar.
My servitors and I travelled the roads of Britannia for two years, recruiting
Trolls for our great Abyssal Experiment. Many of the monsterforms rejected us,
and some we were forced to slay in self-defense. However, I am glad to report
that the Trolls accepted our ways and now constitute an important section of our
community. It has been difficult for many to accept the presence of the Trolls.
The Knights were trained from youth to slay such creatures on sight, and Goblins
are a favorite food of Trolls. Nevertheless, the Virtues have triumphed.
(And those Trolls who offend by dining on Goblinflesh are immediately exiled, if
caught. - Corby)

Page 14



What follows has been written by me in the interests of Honesty and Justice. The
fact that Sir Cabirus did not include these facts among his own writings was no
doubt a simple oversight. - Corby

Some colonists prove unable or unwilling to live according to the Code of
the Avatar. A few became discouraged by life in the Abyss, which is hard and
bleak. Some were formerly wicked men who honestly adopted the Eight Virtues, but
who, through weakness of will, returned to wickedness. There are
those who say that the Abyss itself works to degrade the quality of a man's
character, but Sir Cabirus regarded this as sheer superstition.Those unable to
live in peace with the rest of us are asked to separate themselves, and if
they will not go of their own will, they are driven at the point of the sword.
Most Exiles join Baron Almric's keep, or from there sail back to their former
lands. However, some Exiles descend further into the Abyss than any colonists
dwell. Knights who have explored the deeper recesses tell of reclusive beings -
they call them "ghouls"- who eat rats and vermin. Our warriors claim that the
Exiles have degenerated in physical form, and that even though they were
once of several races and colors, all approach a common, horrific semblance.
I suspect these are stories embellished by a few rounds of ale, for who can
believe such an occurrence!

Page 15


Ye Who Venture Here

This passage is a guide to those who might feel moved to join our Colony.
This rough place is unsuited for those with soft hands or unsteady swords!
In particular, we are looking for settlers of these eight professions:


Minstrels with bright songs and inspiring tales might relieve our bleak
existence, and our Colony is worthy of a new tale or two. Bards considering the
journey to Avatar Isle must be prepared to perform deeds of valor, not just
chronicle them! Many bards are greatly skilled with sling and crossbow, not to
mention the arcane arts - these are talents always needed here.


We are now seeking a contingent of druids to join us in the Abyss. We hope they
might be able to use their mystic abilities to persuade a sacred grove to take
root in our chasm. Many druids are skilled with bow or mace, and so would be
doubly useful. Druids generally shun the wearing of metal armor. Here this is
good, for in the Abyss sound carries easily, and metal armor is noisy.


Those warriors wishing to join our number should be prepared to satisfy the
qualifications of our fighting society, the Order of the Crux Ansata.
Prospective Knights should have spent their lives in martial training and
have the use of all weapons and armor. (The Order has particularly found the
double-edged Britannian sword to be a devastating weapon in the close quarters
of the Abyss.) Horses are impractical in our surroundings, and we have no
facilities to feed or stable mounts, so leave your steeds behind. The Order's
custom is that engaging in magic is only a waste of energy for fighters -
Knights leave spell-casting to the mages.

Page 16



As with the fighters, wizards desiring to join our Colony must be ready to
satisfy the entry requirements of a fraternal organization unique to the Abyss.
This is our magical society, the Ancient Illuminated Seers of the
Moonstone. Their by-laws encourage magic-users to shun armor except that made of
cloth, and to carry no weapons beside staff, sling or dagger. (Arcane weapons
are, naturally, excluded from this limitation.) However, no natural
or magical law prevents spellcasters from using whatever armor and weapons they
choose, and many of the younger Seers opt for the heaviest arms and armor they
can manage. Still, the Seers' rules serve to keep the mage focused on his
primary purpose - the working of magic.



I have lately regretted not encouraging immigration by members of this
profession, as it might be useful to have colonists experienced in both magic
and combat. It is well-known that paladins are formidable warriors and
valued allies.


With the coming of the druids, should I be successful in recruiting them to
establish a grove in the Abyss, we will of course also welcome woodsmen of all
types. I have often thought that rangers would be useful here to track down
intruding predators, and their training in woods lore might enlighten
us about some of the odd creatures we find.

Page 17



I have given some thought to the introduction of sheep into the Abyss, and for
that reason would like to encourage shepherds to make their way to our isle.
Herders vary widely in their training, some being adept at certain weapons or
even spells, but the one certain attribute of every shepherd is a degree of
humility which would be most welcome here.


Our community has great need of any who can repair metal or wooden implements
(especially weapons). Such artisans should also be warriors, due to the
nature of our settlement. I do not think that the well-known tinker aversion to
magic will be a problem here, for our mages are never intrusive.


The prospective member of our community should not be discouraged to
learn that there are many fierce beasts which inhabit the Abyss. Numerous and
diverse as they are, they have proved no match for the swords of our Knights.
(Or so the Knights tell us. - Corby)


These verminous, disease-ridden pests proliferate in the more remote portions
of the Underworld. Bats are bird-like in aspect, but covered with a rough fur
rather than feathers. Bats make annoying foes, as they are difficult to strike
and very swift, and are almost always found in flocks.
Our Knights report finding two varieties of bat in the Abyss. Cave Bats are not
known to be fearsome antagonists, preferring to avoid battle when they can.
Being dark as midnight, they are difficult to sight but may be detected by the
high squealing sounds they make when communicating amongst themselves. One is
easily killed with a well-placed blow.
On the other hand, the Vampire Bat is a robust creature which seems to seek out
opponents. This cunning beast - which can be distinguished from the Cave Bat by
its red fur - prefers to attack from above, and may easily remain unseen by
those who keep their eyes fixed on the ground, looking for traps or
gold. Beware the bite of the Vampire Bat, for the venom it releases is strong
enough to sear one's skin.


These repulsive green crawlers are distantly related to the common Rotworms of
Britannia, but are possessed of an aggressive nature that would befit a creature
ten times their size. Sir Broderick stumbled upon a subterranean nest of these
vermin, and quickly discovered that they were not as easily killed as
Rotworms. Seeking to find a better location to make his stand against the
beasts, the Knight retreated - only to discover the worms pursuing him with single-minded

Page 22


determination. Broderick finally slew them all, only to die from poisoning of
the blood as a result of the worms' venom. His scrawled notes, written as a
selfless act by a dying man, were recently recovered by explorers, but the good
knight's body has never been found.

Fire Elementals

These beings of fire, left in the chasms after eruptionss of lava in the last
age, ar among the most challenging foes of the Abyss. First of all, one should
know that these Elementals have the ability to toss portions of themselves -
balls of living fire - at their opponents. Secondly, they are fearsome warriors:
quick to attack with their flaming arms, nimble enough to escape most
blows, and sturdy enough to withstand grievous damage. As they can kill a man in
only a few blows, it is often prudent to avoid their attention by passing
quietly and at a distance (Elementals are said to be nearly blind).


Surely this creature was created by sorcerous means, for no natural law could
have given birth to a beast this monstrous. Gazers float through the corridors
of our chasm, and with their many eyeballs are quick to spot intruders into
their domain. Do not underestimate the fearsomeness of this obstacle, as a
Gazer's attack - noted by the wink of its great central eye, or the twist of an
eye stalk - cuts as deep as a sword thrust, and this beast seldom
misses its mark.


Our Seers have been at a loss to explain the presence of the several types of
spectral beings which are sometimes found within the Underworld. We do not know
whether these are the spirits of Britannia's dead or merely beasts of an
ethereal nature. The typical Ghost is no match for an experienced warrior, as
two or three well placed blows will quench its essence, and in such a short

Page 23


the specter cannot seriously injure its foe. More dangerous are the rarer, more
powerful ghostforms. The White Ghost, which differs from a typical ghost by
being opaque and blazingly white in hue, is more substantial in this plane and
thus much mor difficult to slay. Therefore, combat against this foe typically
takes much longer - and the White Ghost can easily slay its foe in such
a span of time!

The most dangerous form of ethereal being to be found here is the Dire Ghost.
Dark as night and as substantial as a shadow, this creature is difficult to see
until it attacks - when its eyes glow a bright golden color.
Seer Moonwane believes that these ghosts are the remnants of slain monsters,
based on the observation that Dire Ghosts attack with an unmatched ferocity.

Giant Rats

Over the centuries, the rodents of Britannia have grown ever larger (and
hungrier) in the catacombs and tunnels which honeycomb this land. Natural
agility and sharp teeth are these creatures' chief advantages. Even a single
Giant Rat poses a significant danger for a lightly armed opponent, though an
experienced warrior can slay a pack in as many blows as there are enemies.
Of the rats which have bred in the Abyss, we have distinguished two varieties.
The Giant Tan Rat, commonly found in the drier upper levels, is an aggressive
beast with the disgusting tactic of leaping up in order to slash with its teeth
at an enemy's throat. The Great Gray Rat is found in the lower depths, where it
feeds upon the refuse washed down from higher in the chasm. Consequent to their
revolting eating habits, these rats are universally infected with noxious germs
which they pass on with every bite. Seldom do our Knights tangle with Great Gray
Rats without someone in the party becoming ill. Fortunately, these rats can
often be avoided, or driven off with a spirited defense.

Page 24



Whether these monsters are natural to this chasm, or whether they were created
here by long-ago wizards experimenting with dark forces, our wisest men cannot
say. What we do know is that the Golems attack us on sight, and that no single
mortal warrior has yet been a match for their fearsome strength and resistance
to damage. Each type of Golem appears to have been formed from a different
element, and they also differ somewhat in mass. The Earth Golem, a brown-hued
figure composed of solidified soil, is the smallest. Still, it is a formidable
creature best tackled by well-armed opponents. Knight Galloway claims that he
once escaped from such a Golem by entering a maze of passageways - he thinks
these beasts track their foes by eyesight, and are probably hard of hearing.
The Stone Golem is larger than the Earth Golem, and can be recognized by its
gray color. As it can slay a man in as few as two blows, and since it would seem
to take many sword strikes to slay it, our Knights only tackle this opponent in
teams. Worst of all these unnatural creatures is the Metal Golem, noted for its
mottled rust-and-steel appearance. Few weapons can dent this massive being,
while a single blow from a Metal Golem canleave a warrior crippled for life.
Knight Galloway concluded that Metal Golems were practically blind, but his
recent death at their hands has put this theory into disrepute.

The Headless

Do not fall prey to pity for these wretched deformities, for the Headless have a
relentless animosity for all upright beings with heads - they attack without
thought, and give no quarter unless on the verge of their own extinction. Having
no visible eyes or ears, it has long been a mystery how the Headless find
and pursue their prey. It is a simple matter to avoid a pack of these beasts by
exercising silence and keeping a prudent distance.

Page 25



These damnable abominations, virtually extinct elsewhere in Britannia, remain
alive in the Abyss despite our best efforts to slay every last one of them. They
are a foul conglomeration, part demon, part monkey and perhaps part creature or
creatures unknown (to account for their hideous green coloring).
Flying lazily overhead in the larger crevices, taunting our Knights and tossing
down the occasional arcane bolt, Imps have been a nuisance and a thorn in our
flesh since our arrival. They are poor fighters when one can draw them into
hand-to-hand combat, and can easily be slain with a sword-thrust or two - if
they can be enticed to fight.


For the most part, these tentacled monstrosities have been more of a nuisance
than a threat. Lurkers dwell in the subterranean rivers and channels of the
Abyss, and have never been seen on land. They are normally seen floating just
below the surface of the water, with their eyes and yellow tentacles poking out
above. We know of a few cases in which a Lurker has pursued a swimmer, and once
a beast became so enraged that it lurked at the water's edge and attacked those
along the shore. Knight Willomar tells of encountering a more ferocious variety
of Lurker in the deeper catacombs. This Deep Lurker is reportedly a veritable
giant. (We do not know if it is a lone monster, or one of a new sub-species.)
Its great size could not be detected from the small profile it presented above
the water, but the Deep Lurker should be recognizable by its distinctive green
color. Willomar spent many days recovering from his battle, and was for a time
wracked by a mysterious fever that poisoned his brain, but we do not know if the
disease came from the monster or from some other source.

Page 26



The Mongbats rank even worse than Imps as the most pestiferous elements in
our underground abode. Resembling a cross between bat and monkey, these
brown avians have no honor, but instead conduct battle by swooping down to score
a hit, then flying off to circle out of range of one's weapons. Even worse, the
beasts are so swift and nimble that they are difficult to hit even in close
combat. These evil pests are most accurate in their diving attacks, though
fortunately they are too small to cause great damage with any single blow. We
would exterminate these vermin if we could.

Legend tells us that the first Reapers were born when an ancient, enchanted
forest was swallowed up in a cataclysmic upheaval long ago. Ever since, these
animate, arcane treeforms have been found in subterranean places, often guarding
some object they fancy or patrolling their chosen territory. The common Reapers
of Britannia are fully mobile for only a brief period in their life cycle, but
the specimens to be found here can wander about at will (though quite slowly).
Although their wildly swinging branches often miss their targets, one blow that
strikes a valiant warrior can do more damage than any sword thrust. Therefore,
Reapers are a serious menace, to be avoided by the inexperienced warrior.


In the dank depths of the Underworld - where rot infects, corrosion ruins and
corruption festers - can be found the foul nests of these loathsome worms.
Should one approach close enough to be sensed by a Rotworm, the beast is sure to
attack. An armored warrior has little to fear from these worms, but an
illequipped explorer could easily be overcome by sheer numbers.

Page 27


Shadow Beasts

There is little we can say about this entity, or family of entities - we
obviously cannot see that which is invisible, so we do not know how many there
are. The Shadow Beast is thought to be immensely powerful, more than a match for
any single warrior. When attacked by an unseen adversary, first look up (for a
flying attacker) and down (lest a small worm or other foe is striking) - if
none of these be the case, then suspect the Shadow Beast and begin to strike
in all directions!


Perhaps a consequence of the unique, arcane nature of our Abyssal environment,
these Undead creatures may be found almost anywhere - some think Skeletons crawl
directly out of the rock walls of the chasm! Furthermore, these monsters are
most commonly found in groups (should you find one Skeleton, there are likely to
be more around the corner). Skeletons hate all living beings. Fortunately, they
are weak, ineffective warriors.


Not to be mistaken for the common Slimes of Britannia, the Slugs of the Abyss
are gelatinous, amorphous entities. Their extremely small and limited minds are
entirely taken up with an insatiable curiosity, and so Slugs are certain to
follow any motion they detect. Fortunately for explorers, Slugs have no eyes or
ears, and therefore miss much that occurs around them. Of the two varieties of
Slug found locally, the Flesh Slug - notable for its pale fleshy color - is the
most common and least dangerous. We are not certain if these creatures intend to
bite their victims, or if their offensive actions are accidents of their
constant writhing. Certainly, no warrior of any experience need fear these
pitiful beasts. However, beware the greenish Acid Slug. Though only a little
larger than the Flesh Slug, the Acid Slug secretes a noxious vapor which
sometimes intoxicates its foes. Despite its fearsome name, this Slug is not
poisonous - merely inedible.

Page 28



The repellent arachnids which patrol the depths of the Abyss are not of the
web-building kind, but roam the crevices in search of fresh prey. The common
Giant Spider is a dark gray in color. These gargantuan spiders are midway in
stature between a bloodhound and a small pony, and since they travel in mated
pairs or clans, these creatures present a reasonable challenge to the typical
fighting man. Despite their bloated appearance and short legs, don't be
surprised by their leaping form of attack. Smaller in form and reddish-brown in
hue is the poisonous Wolf Spider. It is the most easily killed of the large
spiders, but the Wolf Spider will likely score one or two bites (and inject its
red bile, a powerful poison) before succumbing to the inevitable. Most Knights
think this spider to be relatively inoffensive, but Knight Vitalar reports the
beasts have attacked him whenever they have detected his presence. The greatest
adversary among the arachnids of the Abyss is the Dread Spider. A ghostly white
or light gray in color, this creature is the equivalent in combat of two or
three of its cousins - very sturdy and thus difficult to kill. To compound the
problem, this spider is a vicious opponent, capable of repeatedly penetrating
one's armor with its sharp bite. The Dread Spider is one of the most venomous
creatures known in the Abyss.


Having the harmless appearance of floating bits of light, the solitary Wisp of
the Abyss would appear to be no more than a beautiful apparition. The contrary
is true. Wisps are nearly indestructible masses of energy, and given their
tremendous speed and devastating electrical attacks, they cannot be fought by
ordinary mortals. Our Seers think them capable of casting magic as well, and
often seek them out to consult them on arcane matters.

Ultima Underworld II - The Labyrinth of Worlds:
I had a site where it showed even some of the very weird creatures not in the bestiary. Too bad its gone now.

Since the Guardian's corrupting influence touched our land, Britannia has
once again been blighted with all manner of dangerous beings, which men-
ace those who would stray far from our cities and towns, or venture
underground. These entities, some animal, some sentient and even some vegetable
life, live apart from our ordered society, and prey on unwary travelers.
As part of the reconstruction, we hope to civilize the more intelligent of
Britannia's monsters, and eliminate those which prove hopelessly vicious.
In particular, the Avatar's exploration of the Great Stygian Abyss
demonstrated that trolls and goblins are quite reasonable, and are capable of
interacting successfully with civilized beings. What follows is partly the
result of a systematic investigation on my part, but largely a matter of folk
tales and hearsay.


Bats are small flying mammals, almost completely
blind, who navigate by means of high-pitched
squeaking noises - it is not known whether
magic is involved in this process. They are active
only in darkness, and tend to live in deep forest
or underground terrain.
We know of two major varieties of bat.

Cave bats
are small and have a relatively mild disposi-
tion - they will usually only attack if provoked.
Although hard to hit, they can do very little dam-
age to a properly armored opponent, and can be
killed in one blow. They are, of course, more dan-
gerous when found in flocks.

Vampire bats
are larger than their cousins,
and can also be identified by their red coloration.
They are vicious predators, and have been
known to stalk and kill human prey. The wise
adventurer will remain alert to surprise attacks
from above.

Page 21

Bloodworms are a revolting menace. They are
large (up to three feet long) carnivorous green
worms, usually found underground but which
occasionally squirm their way up to the surface.
They are mindlessly aggressive, and will attack
anything living, regardless of its size. Although
the bloodworm is easily killed, its bite is extreme-
ly venomous - more than one knight has died of
it, thinking himself invulnerable to attacks by
such lowly vermin.

Our plane of existence is occasionally visited by
beings known as daemon. Very little is known
about them, save that they are malevolent and
highly intelligent. Most often seen is the
imp, a small winged being about the size of an Emp,
possessed of a perverse sense of humor. Few have
seen them up close, as they prefer to circle
overhead, dropping stones and hurling bolts of energy
at their foes. Of the other daemons we know almost
nothing. A colleague of mine who was investigating
old works concerning the summoning of daemons
has of late disappeared, and I fear the worst. His
notes refer to a being called a "destroyer," but the
notes are largely incoherent.

An elemental is a living incarnation of one of the
four elements of nature: earth, wind, fire and
water. Beyond this, I know little - their origins
are unguessable, their motives, inscrutable .
When angered, they are capable of unleashing
great destructive force.

Page 22

These many-eyed floating spheres are the product
of some perverse wizard 's madness, or perhaps
genius, given that once created the gazers proved
well-adapted to the subterranean environment ,
and have multiplied in profusion. No one knows
what they eat, or whether they are intelligent.
Some have been observed using magic, but we
cannot tell whether this is a learned skill among
them, or some sort of innate ability.

The dead of Britannia do not always lie quietly.
Occasionally, one who has died will not depart in
good order, but instead something called a ghost
will arise in his place. Ghosts are frequently
malevolent, and can sap heat from the human
body, as if drawing it off into some infinite reser-
voir of cold. The pale white ghost
is easily dispersed into air, but the
dire ghost and the reddish aunt have a more tenacious
hold on their unnatural existence.

Giant Rats
Away from towns, cities, and domestic settings,
rats grow to the size of cats or even small dogs.
Such rats usually live underground, eating small-
er vermin, scavenging refuse left by other cave-
dwellers, even occasionally cooperating to bring
down larger prey.
The giant tan rat is the most common of these
creatures, but in the lower depths a thing called
the great grey rat has been increasing its numbers.
The knight who reported this to us soon suc-
cumbed to an unidentifiable feverish disease, per-
haps contracted as an infection from the many
bites found on her legs and torso.

Page 23

Giant Spiders
In the underworld, the ordinarily tiny spider can
grow to enormous size. The common giant spider is grey,
and is the size of an extremely large dog.
Giant spiders often form mated pairs or larger
groupings, which will protect one another in a
fight. They rear on their hind legs to bite their
opponent. A single giant spider can be a challenge
- one should always flee a larger grouping,
unless one has the protection of numbers.
The wolf spider is smaller, but can inject a powerful poison
with its bite. It is recognizable by its reddish -
brown fur. There are written accounts of a huge,
pale white breed of spider dwelling deep in the
underworld, dubbed the read spider, but I would
tend to dismiss this as hysterical exaggeration.

The Goblin race originated in now-forbidden
experiments among the earliest wizards of our
lands, performed shortly before the period in
which magic was banned outright in Britannia.
Later, in the Age of Darkness, the man-machine
Exodus bred the few remaining goblins into a
substantial army with which he threatened the
land. After the downfall of Exodus, the goblins
fled into seclusion, forming two nations, the Grey
and the Green.

When the Age of the Avatar began, Lord
British granted clemency to all "monstrous" folk
who would pledge to follow the path of Virtue ,
and it was thus that many goblins came to be
accepted as members of our society, although
they continued to keep largely to themselves, and
to dwell in their own enclaves. I would advise
thee, though, to be wary of any goblins you might

Page 24

meet on the road, far from the protection of a
town, as they are a violent people, and some still
cling to their old practice of banditry. Taken
singly, a goblin is weaker than an average human,
but for this reason they frequently travel in

The headless seem to be the result of a bizarre
and cruel prank on the part of some powerful
human or possibly nature itself. Headless appear
as twisted human bodies, lacking any sort of head
or neck. It is not known how they feed, or how
they sense the world around them. However,
they do have some means of locating an oppo-
nent, and once they know a human is near they
will almost always fight to the death. They are a
vicious abomination, to be pitied and avoided.

Occasionally, an extremely old and powerful wiz-
ard will choose not to suffer a natural death, but
instead become a liche. In such cases, their bod-
ies die, but their minds live on and animate the
rotting corpse. Liches are in nearly all cases soli-
tary, most being scholars who carry out magical
research in secret. Anyone capable of becoming a
liche must already be highly intelligent and a
master of arcane knowledge. In most cases, a
liche is also completely insane.

Page 25

Lurkers are usually seen floating just beneath the
surface of a secluded lake or subterranean pool.
They rest with their eyes and a few tentacles pok-
ing just above the surface, alert for predators or
prey. In most cases, lurkers will not bother any-
one who does not actually enter the water,
although they may track a person's position, and
follow along behind him. They present a greater
danger in the water, however, as they are well-
adapted to water-borne combat, and their body-
mass alone is enough to bar a swimmer's way in a
narrow strait. As lurkers sink out of sight when
killed, it is unclear whether they breath air or
water, or what shape their lower body takes.

These airborne primates are fast and tough, with
a vicious disposition. This hybrid species thrives
both below ground and above, where they dwell
in rocky and mountainous areas. Apparently the
concept of a fair fight is foreign to them, and they
prefer to bombard their enemy from above, or
swoop in and score a hit, then fly off before their
opponent can retaliate. Mongbats are singlehand-
edly responsible for the fact that the best archers
in Britannia dwell near the Serpent Spine moun-

The legends relate that long ago, an enchanted
sentient forest sank underground in a great cata-
clysm, and there the trees that composed it
mutated into something that could survive in the
underworld. Reapers appear as ambulatory trees,
broken and bare of leaves. Their thick limbs can

Page 26

deliver blows of enormous power, and for all its
flexibility their wood is as resistant as any oak or
pine. There are a few unconfirmed reports of
magic use among the reapers.

The rotworm, cousin to the bloodworm, feeds on
decaying organic matter, and thus has no short-
age of food in the underworld. These worms will
always attack when they sense flesh nearby, but
a re easily crushed to death with a well-aimed
kick. The only danger lies in being overwhelmed
by a large number of rotworms clustered around
a carcass.

No one knows what makes a human skeleton rise
and walk on its own, intent on destroying the liv-
ing. Some claim to have mastered the art of ani-
mating and controlling skeletons, but I have yet
to see proof of this. Others theorize that skele-
tons are not human bones at all, but emerge from
the rock itself in human form.

Slugs are little to be feared, only avoided. They
writhe mindlessly and senselessly from place to
place, feeding on whatever they encounter.
Disgustingly enough, the flesh slug is a large
amorphous blob of gelatin, the color of pale pink
human flesh. The greenish acidslugs are slightly
more dangerous, as they are capable of spitting
acid a considerable distance.

Page 27

Long hunted and feared as monsters, these giants
have only recently been recognized as sentient
and, in their own way, civilized. They speak the
human tongue and band together in loose tribes.
However, there are still many, many trolls that
simply wander the landscape preying on smaller,
more vulnerable travelers, particularly the rarely
sighted great Troll. Trolls are generally agreed to
be the strongest species to walk on two legs.

Little understood by humans, wisps appear to be beings of pure energy,
impervious to any physical weapon. They seem to have sources of knowl-
edge that lie beyond our own reality.
I must mention here that the creatures listed above are only those known to fre-
quent Britannia's air, soil and waters. It is not unheard of for monsters from
other worlds to wander into our own and menace the population, and thus one
should at all times be prepared to encounter unknown foes, with unknown
Last edited by Keighn on Fri Apr 30, 2010 12:24 pm, edited 2 times in total.

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Post by Rusty76 » Sun Oct 07, 2007 9:12 am

These are interesting to read through and have some good ideas for potential monsters. Some of them bring back alot of memories. It's a lot to have to read through though. Perhaps instead of taking a monster from an old ultima game we should use these to help create unique monsters for EUO. by the way, try to notice my post up above, buried between Keighn's large posts :)

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Post by Rusty76 » Sun Oct 07, 2007 9:43 am

Reposting my previous post for better visibility :)

Another way we could get more monsters is by applying a template to the existing ones. Examples of templates are: Lycanthrope, vampire, zombie, lich, skeletal, spectral, shadow, hell, fire. There could also be size templates as well, like small, large, huge, monstrous, etc.

He're basically how these templates would effect the base monster it's applied to. The specifics can be worked out later if necessary.

Lycantrope: (examples: werewolf, wereorc, weretroll, wereminotaur)
attacks with claws instead of normal attack
boost to speed, strength and hit points
lowered defense (as lycans can't use armor properly)
chance of infecting you with lycanthropy

Vampire: (vampire, vampire orc, vampire troll, vampire minotaur)
creature is undead type
has XMP spell or some sort of melee vampyric attack
increase to hit points and defense
summons bat (or some other weak vermin-like creature)

Lich: (lich, orc lich, troll lich, minotaur lich)
creature is undead type
increases hit points, defense and attack strength
only creatures that can do magic and are intelligent can become a lich.
creature is undead type
increase to hit points and defense
gains one or more normal lich spells (OG, KXQ, AEP, KX, WQ, VAM, SL)

Skeletal: (skeleton, skeletal orc, skeletal troll, skeletal minotaur)
creature is undead type
increased hit points, defense and attack strength
winged skeletal monsters can't fly

Zombie: (zombie, zombie orc, zombie troll, zombie minotaur)
creature is undead type
increased hit points ,defense and attack strength
decreased speed (about 50% of the base creature's speed)
decreased inteligence
zombies can't cast spells unless zombie is made from a powerful magical creature then it may have some of it's spells.
possiblilty of causing disease on attack

Spectral: (spectral reaper, spectral orc, spectral troll, spectral minotaur)
creature is undead type
increased hit points, defense and attack strength
creature has the spells IP and SL plus any spells/abilities of the base creature

Shadow: (shadow warrior, shadow orc, shadow troll, shadow minotaur)
greatly increased hit points
one of the following 2 depending if the base creature is a spellcaster type:
non spellcaster type: greatly increased attack strength and magic resistance
spellcaster type: greatly increased defense, inteligence and has one or more of the spells XMP, OG, AEP, WQ, VM in addition to the base creature's spells

Hell: (hellcat, hell orc, hell troll, hell minotaur)
increased hit points, defense, attack strength, inteligence and magic resistance
gains one or more of the spells OG, XMP, KXC, AEP, XC, WQ, VAM, IFH, VF
possibly gains flying ablilty

Fire: (fire dragon, fire orc, fire troll, fire minotaur)
gains the spell IFH and/or VF (like a fire breath or spit attack)
pretty much keeps the same attributes/ablilties as the base creature

Size templates (small, large, huge, monstrous, etc) would basically either increase or decrease the attributes that the monster already posseses. So a small orc would have less hit points, less defense and less attack strength than a normal orc. a large orc would have more hit points, more defense and more attack strength than a normal orc. Possibly the huge or monstrous sizes could have 2x2 or 3x3 avatars.

I realize that having different versions of monsters would mean having to make more avatars for them. Obviously these templates wouldn't be applied to every monster, as some might be too powerful and some just wouldn't make sense (skeletal slime?). This is just a springboard for ideas for new monsters is all. It'd be ok to apply multiple templates to monsters except that there should only be one undead or lycan template applied if one is applied. Though doing this too much would get ridicolus (shadow hell fire orc lich) so I would say 1 or 2 templates at the most.

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Post by Keighn » Sun Oct 07, 2007 9:51 am


Ultima - Runes of Virtue I:
Oh dandy back to Nintendo versions of Ultima but new adventures featuring the very evil baddy - THE BLACK KNIGHT!!!!! (ehco echo echo).

Certain monsters require certain techniques to defeat them. Here is a run-down of monsters, with experience totals, and the strategies you use to defeat them. URV has some interesting twists as many monsters that aren't particularly powerful in other Ultimas or RPG's in general have a good deal of clout here.
Monsters also aren't affected by lava, and trolls and pythons get stronger in later dungeons. Monsters also occasionally leave a coin or heart behind.

Also, you can't shoot Chuckles the jester or any townspeople regardless of if they block your way or not.

Balls - probably not their real name, these are little balls that explode on impact, sending shards of fire in eight directions. They often appear in clumps, causing a chain reaction. Their explosion radius is three squares, but if you go 2E1S of an exploding ball you'll be safe too.

Bats: these move around very quickly and don't damage you much. I don't bother
with them unless they're blocking a corridor. They'll drive you catty if you try
to kill the ones that appear overground.

Boulders: most of these are invincible, but you can shoot some of them, and
you're faster than they are. They move slowly and are very nasty. It's best to
try to run behind them, but you can't move onto a square where a boulder is
part-touching. Boulders test your patience and often change their paths after
you pick up some treasure--after you do, they can plow over that square. They
cannot go through doors. You can obliterate a boulder by teleporting onto it,
but if you shoot one down, it appears at the last square where it landed on the
grid. If a boulder touches you, it leaves you inoperative a bit, so that can
lead to you getting nicked several times.

Cyclops: these don't appear until the end, and they're very hard. Vulnerable
only to the magic sword, these slow monsters track you down ruthlessly and take
away a few hearts' worth of damage. The best strategy with cyclops is to note
when they are about to align themselves with you. Strike with the sword when
they are halfway from one square to another, then do so again. Two hits take
them out. Many late rooms have a passel of cyclops, and you must use the pipes
to freeze them.

Dragons: three-wide monsters that shoot fireballs but are surprisingly easy.
They usually guard something. Just flail away at their heads with a sword. Often
you'll have to take damage from a dragon.

Eep Eeps: these can't actually harm you, but you'll want to harm them. They
bounce around in dungeons and just block everything in their way, transferring
them to the screen that says "Eep? Eep eep!" This definitely breaks one's
concentration. Often they block where you want to go, and if you are in a narrow
corridor and they bounce back and forth, you can't move into the square they
just vacated. You have to wait 'til they go two squares away. You do have to
touch some eep eeps, though, to open secret passages.

Ghosts: these go through walls, where you can't hit them. Often they'll bounce
back and forth inside the walls, too. When a ghost hits you from inside a wall,
move a square away from it. The ghost may change direction. Try to avoid areas
next to walls with these. But they don't damange you too much, so if you have
some more tangible monsters to fight, they take priority.

Gremlins: these steal your food and then whiz away. The best solution is to use
the pipes on them right away. A few magic points cost much less than a plate of
food. Killing a gremlin nets 5 gems, so it's even a decent trade-off given a
potion(~4-9 magic points, 3 for pipes) costs 10.

Mages: these guys have pointy cloaks and try to use the fire and duck strategies
that work so well for you. The difference? They're too slow and so are their
shots. Sometimes they even duck while forgetting to fire. But they can damage
you at close range.

Pythons: these are the most valuable monsters experience wise in the game. Not
sure why. They do have a nasty habit of not quite aligning with you
vertically/horizontally and running at you. They'll be one square away from it,
so their strategy is to corner you. They're a bit slow, though, so often you can
nip in and fire quickly as they start to move to the next square. Some pythons
can cause a lot of damage later on.

Reapers: very impressive looking monsters, but in fact it's fun and not too hard
to fake them out. A reaper will always fire when it can. But it can only have
one shot on the playing field at a time. So if you're in a long corridor,
running at a reaper, step out of the way of the missile and fire with impunity.
Be sure to keep 2-3 squares away so you can duck when it fires next. Then go
back where you were and keep firing. What's really cool is that you can usually
outrun reapers' shots.

Rats: the most annoying monsters in the game. I mean, RATS should never be hard,
right? But they are rather quick, and when they hide behind doors, you need to
be careful WHEN you open the door--usually just after the rats turn away. That
gives time to set up and fire.

Seahorses: these calm monsters won't attack unless you attack them. And they're
damaging when they do. Two to three hearts a pop.

Serpents: these shoot fireballs, which are easy to duck. They also duck-and-
shoot like you, but you can anticipate where they'll be and knock them off. Plus
they can't come on land. They're usually easy picking and can often knock out
enemies running at you.

Skeletons: they generally move slowly and in a pattern. Those that don't have
axes, just get them in a corridor, fire at them with a missile weapon, and
retreat. For those with axes, you will want to work out their pattern and fire
as they go by and duck.

Spiders: these create cobwebs which are hard to clear. The pipes are a great
asset against spiders, and the whip seems to work well against them. Killing a
spider is a bit of timing and luck as they seem to put up a web on a square
before they land on it--and the web they put up gets hit before they do.

Squids: relatively easy monsters. Water, no missile attack. Whip or shoot them
from afar.

Tigers: you'll probably take damage whenever you face a tiger. They're quick and
have good endurance. Fortunately there are very few in the game.

Trolls: again there's no way to tell if the opponent throws stuff. Trolls are
slower than skeletons, so shooting and ducking works easier, but even better,
trolls are STOO-PID. If you have several trolls on the other side of a wall, you
can just wait, or move back and forth occasionally, to watch them shoot each
other until one is left. Trolls also may be invincible, and others may circle in
a set pattern, tripping important switches.

Wisps: these have nasty missile damage and quick shots but don't stay around
long. In a room with wisps I recommend you either keep moving or freeze monsters.
Even if there aren't many wisps to freeze, these guys do pop up at random and
zap you, so if your health dips to two hearts in a room with wisps, heal

Experience for monsters(note that you don't get experience if monsters kill
each other or themselves)

Ball 20
Bat 10
Boulder 30??
Cyclops 0
Dragon 0, 50 or 100
Eep Eep N/A
Ghost 20
Gremlin 40
Mage 30 aka Count Chocula
Python 250 <- not sure why
Reaper 50
Rat 40
Seahorse 20
Serpent 30
Skeleton 20
Spider 30
Squid 30
Tiger 0
Troll 30
Wisp 70

Ultima - Runes of Virtue II:


Hits: 1
Description: your basic cannon fodder, person is nothing hard

Hits: 1
Description: your chances of getting hit from this are rare

Hits: 2
Description: not much trouble from these guys, cannon fodder

Deadly Tree
Hits: 6
Description: pretty strong, just throw your weapon and back away
fast as a good stratagem

Yellow Seahorse
Hits: 8
Description: harmless until you touch it making it enraged, maybe a
message leave things be unless you want trouble?

Hits: 4
Description: very annoying, kill immediately

Hits: 6
Description: will try and ram into you, not much of a threat

Iskander (ogre)
Hits: 3
Description: Big but quick, weakness is the sword

Giant Two-Headed Iskander
Hits: Roughly 10
Description: They carry a club and try to smite you, pretty strong

Green Monstrosity
Hits: Roughly 7
Description: two types, the kind that freezes or shoots lightning

Hits: 2
Description: when hit it splits in half, but the process of halving
makes it weaker

Green Warrior
Hits: varies
Description: if you hit them, they will try to get away from you,
except in the great stygian abyss

Hits: Depends
Description: first they carry no weapon, and then they have arrows,
and shields, then finally a boomerang and a whip

Hits: 3
Description: will travel around the room shooting fireballs, pretty
hard the first time around

Hits: 3
Description: Only in groups, be circumspect they can also shoot arrows

Evil Spirit
Hits: varies
Description: a goblin with a blue toga, one hit will make him
disappear then he reappears very angry, pretty easy

Hits: 13-18
Description: spins around like a tornado trying to keep up with you and
hurts you with arms crossed, takes a lot of hits

Fireball Monster
Hits: 10-15
Description: Huge, has four mouths used for shooting fireballs and or
lightning at you, a force to be reckoned with

Hits: 12
Description: orange and large, pretty hard to miss, spits fire
Last edited by Keighn on Fri Apr 30, 2010 12:25 pm, edited 1 time in total.

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Post by Keighn » Sun Oct 14, 2007 4:56 am

Since it is nearing Halloween, and listening to some player's hates in the game made me think of the Unliving. First, if I ever get a chance I want to talk to egg about the disease differences from "lump of coal" and the current plague from various undead. 2nd, I think zombies stats should be switched with the mummies. Zombies would be better suited with the lesser disease while mummies and the others that have plague attack get our current nasty disease that players hate so much (I love it personally).

I've been thinking of a greater mummy type similar to what BK or whoever mentioned that had the ability to curse players items and hex them. If there is nothing more annying to players is having their items getting cursed only to have to be unweld or uncursed. Top that with hexxing and you can get damn pinned very fast.

Next is a Revenant creature. This creature can aep you and it can inflict "Asphyxiation" via choking you. D&D and myth have great examples. I'll think up some stats soon.

Wraith - According to Ultima I these creatures could influence or make your soul evil. Simply the nastiest thing to do is have it make you criminal to a certain degree. Naturally, it can continue to smack you and make meditation time at Humility even more of a pain in the arse.

Vampire Bats - Undead version of bats with vampyric attack that fly. Note I mean vampyric touch not the vampyric spell.

Vampire Lords or greater vampires - We want to make them unique. Naturally, they have all the abilities of the regular vampire. Summon - Vampires and/or Vampire Bats. AEP (unless you can possibly think of a way to charm so I'll say it resembles Hypnotism). What else, Do we need more?

Undead or Zombie rats - (i recall a crude graphic somewhere that i'll dig up and try to fix) similar to a zombie cow that diseases. More hp than a rat, increased damage, lesser vision range.

Zombie cow should have double hp IMHO.

Shadow - Near invisible except for 3rd and 4th pic which is two versions of crimson eyes. Flies, can turn invisible for extended amount of time. Strength drain perhaps.

Shadow Wisp (why all the shadow creatures - perhaps the rift is opening up) - I'll work on a grayish wisp. Teleports, flies, magic bolt, Invisiblility, aep.

Grim Reaper or Preferrably Minor Death - cleave attack, XC, flies, aep, Inflict starvation per hit.

Sacrol (if you don't know what one is it is essentially a flying cloud of death with a skull for a head of sorts. It attacks via tendrils of its cloud) - flies, aspyixiation, poisonous, plague.

Wights need a slight upgrade - perhaps permanent blindness.
Last edited by Keighn on Fri Apr 30, 2010 12:27 pm, edited 1 time in total.

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Post by Keighn » Fri Oct 19, 2007 3:30 am

Does anyone know if as pets advance in levels (or monsters) whether anything else raises besides Hit points?

Attack Strength?
Magic Resistance?

I'd really like to know the simple formula for this otherwise I'm going to have to just write out my ideas without that info.
Last edited by Keighn on Fri Apr 30, 2010 12:29 pm, edited 1 time in total.

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Post by Ulric » Thu Mar 13, 2008 4:31 am

While I was getting my butt kicked by a Blood Wyvern and was hoping someone would help me. It hit me that an evil version of a player would be great fun. It would be like a doppelganger of players’ lvl 100+. Maybe once a day a new doppelganger of a randomly chosen player above lvl 100 would appear next to a shrine. Then it would roam the land killing everything :). At least until it was killed. Note it would look just like the real player name, clan and all. It would have the same weapons the real player had when it was copied. Once killed it would then say the doppelganger of so and so was killed.

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Re: Monsters & Mobs

Post by Keighn » Fri Apr 30, 2010 12:13 pm

I thought I'd bring this series of posts up from the grave. Mostly I'm interested in Rusty's template ideas. Now with tinted mobs and the glowing effect this could lead to some diabloesque type mobs. As it stands now:
Boss Mobs:
MR 1.5x normal
Intelligence 1.25x normal
HP 2x normal
AS/Damage? 2x normal?
xp 2x normal?
Some one correct me on that. Was looking through an old dialbo manual I had:
Diablo wrote:Fanatics: Faster speed, -30% Armour class
Beserkers: Damage 4x, To hit 4x, hitpoints x1.5
Ghostly: Half speed, approximately 1/5 chance for cold damage, Resist damage 77%
Possessed: Hit points x12, can't be cursed
Champions: minimum damage x2, maximum damage x2, to hit x2, attack rate 120%, hp x6, level plus 4, experience x3

Extra strong: min damage x3, max damage x3, to hit plus 25%
Extra fast: unique and pack get velocity increase: attack rate x2
Magical resistance: resist all 75% (fire, cold, lightning)
Curse: 50% hits, an amplify damage curse (MLVL/4) on attacker
Fire Enchanted: fire min damage + (min. damage), fire max damage + (max damage), x2 to hit, fire resist (corprse explosion upon death)
Cold Enchanted: cold min damage + (min. damage), cold max damage + (max damage), cold length +20, x2 to hit, cold resist 75% (cold nova upon death)
Lightning Enchanted: lightning min damage + (min. damage), light max damage + (max damage), x2 to hit, lightning resist 75% (charged bolt explosion upon death)
Mana burn: mana min damage + (min damage), mana max damage + (max damage), x2 to hit, magic resist 75%
Spectral Hit: Fire, lightning, cold Resist 20%, x2 to hit (randome fire, cold, lightning, magic, & posion do elemental hit) + (min damage) + ( max damage)
Stone skin: damage resist +80%, ACx3
Multi-shot: two more missiles of the same type are shot
Teleport: (health<33%) or (ranged monster & someone is close); teleport if (health<33%) add +25% of max hp to health
Aura enchanted: might( at monster lvl 4), holy fire( at monster lvl 2), thorns (at monster lvl 4), holy freeze(at monster lvl 2), holy shock(at monster lvl 2), conviction (at monster lvl 4), fanaticism( at monster lvl 4)
Poison strike: hit poisons target
Poison cloud: damage and poisons like poison javelin skill of the amazon
Fire arrow: damage like fire arrow skill of the amazon.
These would need some tweaking to fit in with euo rules but I see some possiblities instead of the same old all the time. Don't get me wrong, I love the mob specials we currently have.

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Re: Monsters & Mobs

Post by eggmceye » Fri Apr 30, 2010 2:30 pm

so instead of just 'boss' which you quoted the specs reasonably correctly from memory you could have varying degrees of boss .. hmm interesting, is this rusty's template thing? link to post pls ...

so these boss variants would auto spawn
1/40 reg boxx
1/400 mega boss
1/4000 ultra boss XD whatever, the names are dumb but I get the idea - it's interesting flavour

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Re: Monsters & Mobs

Post by Rusty76 » Fri Apr 30, 2010 2:38 pm

Here it is, reposted again

Another way we could get more monsters is by applying a template to the existing ones. Examples of templates are: Lycanthrope, vampire, zombie, lich, skeletal, spectral, shadow, hell, fire. There could also be size templates as well, like small, large, huge, monstrous, etc.

He're basically how these templates would effect the base monster it's applied to. The specifics can be worked out later if necessary.

Lycantrope: (examples: werewolf, wereorc, weretroll, wereminotaur)
attacks with claws instead of normal attack
boost to speed, strength and hit points
lowered defense (as lycans can't use armor properly)
chance of infecting you with lycanthropy

Vampire: (vampire, vampire orc, vampire troll, vampire minotaur)
creature is undead type
has XMP spell or some sort of melee vampyric attack
increase to hit points and defense
summons bat (or some other weak vermin-like creature)

Lich: (lich, orc lich, troll lich, minotaur lich)
creature is undead type
increases hit points, defense and attack strength
only creatures that can do magic and are intelligent can become a lich.
creature is undead type
increase to hit points and defense
gains one or more normal lich spells (OG, KXQ, AEP, KX, WQ, VAM, SL)

Skeletal: (skeleton, skeletal orc, skeletal troll, skeletal minotaur)
creature is undead type
increased hit points, defense and attack strength
winged skeletal monsters can't fly

Zombie: (zombie, zombie orc, zombie troll, zombie minotaur)
creature is undead type
increased hit points ,defense and attack strength
decreased speed (about 50% of the base creature's speed)
decreased inteligence
zombies can't cast spells unless zombie is made from a powerful magical creature then it may have some of it's spells.
possiblilty of causing disease on attack

Spectral: (spectral reaper, spectral orc, spectral troll, spectral minotaur)
creature is undead type
increased hit points, defense and attack strength
creature has the spells IP and SL plus any spells/abilities of the base creature

Shadow: (shadow warrior, shadow orc, shadow troll, shadow minotaur)
greatly increased hit points
one of the following 2 depending if the base creature is a spellcaster type:
non spellcaster type: greatly increased attack strength and magic resistance
spellcaster type: greatly increased defense, inteligence and has one or more of the spells XMP, OG, AEP, WQ, VM in addition to the base creature's spells

Hell: (hellcat, hell orc, hell troll, hell minotaur)
increased hit points, defense, attack strength, inteligence and magic resistance
gains one or more of the spells OG, XMP, KXC, AEP, XC, WQ, VAM, IFH, VF
possibly gains flying ablilty

Fire: (fire dragon, fire orc, fire troll, fire minotaur)
gains the spell IFH and/or VF (like a fire breath or spit attack)
pretty much keeps the same attributes/ablilties as the base creature

Size templates (small, large, huge, monstrous, etc) would basically either increase or decrease the attributes that the monster already posseses. So a small orc would have less hit points, less defense and less attack strength than a normal orc. a large orc would have more hit points, more defense and more attack strength than a normal orc. Possibly the huge or monstrous sizes could have 2x2 or 3x3 avatars.

I realize that having different versions of monsters would mean having to make more avatars for them. Obviously these templates wouldn't be applied to every monster, as some might be too powerful and some just wouldn't make sense (skeletal slime?). This is just a springboard for ideas for new monsters is all. It'd be ok to apply multiple templates to monsters except that there should only be one undead or lycan template applied if one is applied. Though doing this too much would get ridicolus (shadow hell fire orc lich) so I would say 1 or 2 templates at the most.
This was posted quite a while ago, I'd add template for blood mobs now. I haven't looked over these so they might need some tweaking but you get the basic idea.

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Re: Monsters & Mobs

Post by Keighn » Fri Apr 30, 2010 3:39 pm

What's sort of funny is all the flak I'm going to take for even suggesting this. I've already heard that some people are less than pleased about the mobs having the fighter specials. I was surprised and intrigued when I read the patch and immediately searched out the golems and shadow warriors. I haven't seen the bloodbolt yet but will eventually.

I'll post my thoughts in brackets as I think it would look weird for certain mobs... zombie zombie?

Lycantrope: (examples: werewolf, wereorc, weretroll, wereminotaur)

Vampire: (vampire, vampire orc, vampire troll, vampire minotaur)
[Blood Lusted]

Lich: (lich, orc lich, troll lich, minotaur lich)

Skeletal: (skeleton, skeletal orc, skeletal troll, skeletal minotaur)
[actually skeletal is pretty good]

Zombie: (zombie, zombie orc, zombie troll, zombie minotaur)

Spectral: (spectral reaper, spectral orc, spectral troll, spectral minotaur)
[Phantasmal or Supernatural] I actually like spectral a lot but again.. Spectral Spectral Reaper?

Shadow: (shadow warrior, shadow orc, shadow troll, shadow minotaur)
[Dark maybe]

Hell: (hellcat, hell orc, hell troll, hell minotaur)

Fire: (fire dragon, fire orc, fire troll, fire minotaur)

[Frigid] for Frost/ice
[Toxic] for poison
[Sparking] for electric/lightning
[Reinforced] for heavily armoured
[Dread] for leeching mana

Not sure if you'd use the glowing effect or the tint for like weapons or armour. More than likely not necessary except for that eye-candy excitement people feel when seeing such.

From what recall:
venomous tint-color
vampyric tint-color
copper tint-color
gold tint-color
blackrock tint-color
adamantium tint-color

Should mobs that are of a template type be allowed on boss mobs (ie. Elder skeletal bat)?
Some mobs might look wierd (ie skeletal slime?).

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Re: Monsters & Mobs

Post by TheOneGuy » Sat May 01, 2010 4:31 am

Keighn wrote:What's sort of funny is all the flak I'm going to take for even suggesting this. I've already heard that some people are less than pleased about the mobs having the fighter specials. I was surprised and intrigued when I read the patch and immediately searched out the golems and shadow warriors. I haven't seen the bloodbolt yet but will eventually.

my only disappointment with current bosses is that they are not stronger this idea would be awesome, the only flack you will get from me Keighn is i just spent 25 min of my life reading your epic post and i want my life back :cry:
all i want is a test server for maped then ill be happy ...

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Re: Monsters & Mobs

Post by dshadowplay » Sat May 01, 2010 5:02 am

TheOneGuy wrote:
Keighn wrote:the only flack you will get from me Keighn is i just spent 25 min of my life reading your epic post and i want my life back :cry:
Hey um Keighn, all that good junk you posted in 2007 looks like a copy/paste of the respective manuals with alot of repeats of monsters that are already in game. Do you think it is possible to edit those enormous posts and just put links seeing as how you only resurrected this post for Rusty's template ideas.

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Re: Monsters & Mobs

Post by Keighn » Sat May 01, 2010 6:06 am

HAHA! I figure page 2 will hit eventually. Look at it this way, if you're an ultima nut you won't have to finger through your hard copies. Those were from pdfs or hard to find txt files. I'm really surprised the Ultima wiki isn't very complete. Maybe I'll volunteer my time someday and complete the wiki etries. The special Ultimawiki not the regular wiki.

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