Beastmancer

Beastmancer

Not enough ratings
Bestiary of the Dawn and Dusk Islands
By Rikika
A guide for beginners and veterans alike.
Covering the numerous monsters found on the Islands and tips for beginners who are new to the Beastmancer profession.
2
   
Award
Favorite
Favorited
Unfavorite
Introduction
Hello I am professor Farnsworth, dean of Beastmancy at the academy of magic and explorer extraordinaire.

It has come to my attention that the Dawn and Dusk islands contain many powerful monsters that might overwhelm those unprepared. So I compiled this volume to address this issue.

In the following Chapters I will go over my research of what you can expect to encounter and then some tips that might make your beastmancer life easier.

The many next chapters details the many monsters you might encounter on the islands.

Monster entries will be presented in the following way:

Name: the given creature's name

Commentary: This section I will give some insight into the monster, I will try to stay as informative as possible, but I sometimes get lost in my fascination of monsters (all commentary sections are non-cannon and just for fun/flavor)

Abilities: This section will detail the skills and passives abilities of the monster.

Ratings: this section is presented in two parts
1) Rarity: This details how rare a monster is on a scale of 1 to 10 (This likewise is just for fun and holds no serious gameplay information, though I will note if a monster is unique here, unless you save beforehand you will only get one chance to catch these)
2) Combat potential: This details how powerful a monster is on a scale of 1 to 10 (this is my subjective opinion about the effectiveness of a given monster)

Sightings: This section details where a given monster might be found.

Following the monster chapters I have as a veteran also included some tips and a dictionary of magical effects.
Basic monsters introduction
This section contains monsters that can be found commonly.

All are not unique to the islands and can be found almost all over the world in their respective habitats.

While common wisdom states that common monsters are weak, that is not always the case. Besides, a well trained team of common monsters can easily defeat rare monsters with ease. Their maximum potential is simply lower for the most part.
Basic monsters part 1
The Swamp Gecko.

Commentary: This all too common monster can (unfortunately) also be found on the islands, just like seemingly everywhere else. For those not in the know, these pests make up the majority of the incidents between monsters and regular citizens.
They pose little danger to a beastmancer individually, but beware they do not overwhealm you with numbers.






Abilities:
-Bite: a basic melee attack dealing 1 to 10 damage.
-Poison spit (lvl 5): A ranged skill that can be learned by the gecko with a little training that deals 1 to 3 damage and applies poison to the target.

Ratings:
Rarity: 0/10 (extremely common)
Combat potential: 1/10 (very low)

Sightings: If you have trouble finding one of these you might consider changing profession.
There has been sightings of these on the Broken Coast



The Eye Bat

Commentary: Another common monster that has spread to the island by smuggling itself aboard ships traveling there.
While not as common as swamp geckos, Eye Bats are still a very common monster. It is said to be the weakest of monsters and is often hunted by rockie beastmancers as training.







Abilities:
-Melee strike: a basic melee attack dealing 5 to 10 damage with a small chance to use a critical attack instead.


Ratings:
Rarity: 0.5/10 (very common)
Combat potential: 0.5/10 (abysmal)

Sightings: No need for specification, most caves will be filled with them.


The Carcinus

Commentary: Carcinus is a monster commonly found on coast areas that hides inside it's tough shell from stronger monster's, that tend to just leave it be as it is too much of a hassle for most of them to crack open the hard shell to eat it.
Beastmancers who have eaten the creature reports it tasting rancid to the point of being almost uneatable without cooking and seasoning it thoroughly, which might also be a reason it is mostly left alone by other monsters.
The monster hunts by firing balls of condensed water out of the cannons between its claws at unsuspecting prey causing a substantial deal of blunt force trauma, so don't turn your back to them lest you want a dislodged shoulder.

Abilities:
- Water missle: a basic ranged attack dealing 5 to 10 damage
-Melee defence: a basic melee attack used against enemies who are too close to shot, deals 1 to 5 damage
-Light Bleed resistance (passive): Reduces bleeding damage and chance by 25%

Ratings:
Rarity:2.5/10 (common)
Combat potential: 2.5/10 (low)

Sightings: On the west coast and the far coast.


Merfolk Soldier

Commentary: The scouts of the merfolk clan, known to look for settlements near the coast or boats for their clan to raid, though they are also known for ambushing individuals or small groups themselves, which is how most get acquainted with them.
While most merfolk soldiers are the weakest amoung their clan, serving as little more than shields in combat with their brethren, they are surprisingly adept at martial arts roughly equal to a well trained human soldier, however some have pushed themselves beyound their peers, to the point of being able to learn to strike their enemy multiple times in the blink of an eye.

Abilities:
-Blade strike: a basic melee attack dealing 5-10 damage with a chance to use a critical attack instead.
-Beatdown (lvl 10): a three strike combo that takes serious training to learn dealing 5-15 damage with each blow.

Ratings:
Rarity:2.5/10 (common)
Combat potential: 3.0 (below average)

Sightings: mostly found near the coasts


Cannon Testudo

Commentary: The ranged fighters of the testudo clan, this turtle-like monster bombards his foes with a hail of shots from his arm cannon. It is a well known fact that this monster has a larger cannon hidden in his shell, but will not to use it till it has gained sufficient experience with it's smaller one. The reason why is not currently known.








Abilities:
-Normal cannon shot: a basic ranged attack dealing 5-10 damage
-Melee defence: a basic melee attack used against enemies who are too close to shot, deals 1 to 5 damage
-Artillery strike (lvl 5): an explosive shell that deals 10-20 damage to its main target and a lesser amount to the surrounding area of the impact. Used best for punishing foes for clumping up.

Ratings:
Rarity: 4.5/10 (uncommon)
Combat potential: 5/10 (average)

Sightings: A testudo clan was spotted settling down on the broken coast.


Wizard Testudo

Commentary: The supportive spellcasters of the testudo clan, these wizards are well known for the rituals they perform in large groups and their versatile magic abilities that makes them quite suitable in rockie Beastmancer teams.
They carve their staves out of flotsam wood, the carvings and accessories they add to their staff indicate various achivements and their state of magical mastery. The orb they add to the curved top seems to be the most important of these symbols, as it seem to mark the completion of a rite of passage among their kind.
The first testudo wizards is rumoured to be have been blessed with magic by a currently unknown monster sleeping deep beneath the ocean surface.

Abilities:
-Arcane missile: a basic ranged attack dealing 1-10 damage
-Melee defence: a basic melee attack used against enemies who are too close to shot, deals 1 to 5 damage
-Lightning strike: a magical spell that calls down a bolt of lighting on a foe dealing 7-12 damage.
-Lightning storm (lvl 10): Powerful spell that summons bolts of lightning to strike every foe in sight dealing 10-20 damage to each.
-Healing (lvl 3): this monster is able to cast a spell healing one of its companions for 5-20 life.

Ratings:
Rarity: 4.5/10 (uncommon)
Combat potential: 6/10 (above average)

Sightings: A testudo clan was spotted settling down on the Broken Coast.


Kobold Hunter

Commentary: If you find yourself in a cave and sudden have a stone tipped spear chucked at you, chances are good that it is one of these fellas.
The hunters are the ranged fighters of the kobold packs. All kobolds hunters are resistant to poisons, to an even larger degree than their kind usually are and like to live in dark areas like caves.
Skilled kobold hunters poison their spears for more killing power.





Abilities
-normal spear shot: a basic ranged attack dealing 1-7 damage
-Melee defence: a basic melee attack used against enemies who are too close to shot, deals 1 to 5 damage
-poisoned spear (lvl 5): a ranged attack dealing 1-7 damage and has a high chance to poison the target.
-Medium poison resistance (passive): Reduces poison damage and chance by 50%

Ratings:
Rarity: 3/10 (common)
Combat potential. 2.5/10 (below average)

Sightings: Packs of kobolds has been spotted in the cave on the west coast.
Basic monsters part 2
Kobold warrior

Commentary: Small, but highly agressive is probably the easiest way to describe the kobold warrior. These frontlines fighters of the kobold packs have considerable strength for their size.
Kobold warriors carry a stone axe carved from hard rock which is enchanted by the kobold shamans to be durable enough to withstand the warriors reckless fighting style.







Abilities:
-Blunt strike: a basic melee attack dealing 6-12 damage with a chance to use a critical attack instead and/or inflict stun.
-Sweeping blow: a strong melee attack that hits anything in a forwards cone dealing 10-20 damage (watch out for friendly fire)
-Light poison resistance (passive): Reduces poison damage and chance by 25%

Ratings:
Rarity: 3/10 (common)
Combat potential: 4/10 (fair)

Sightings: Packs of kobolds has been spotted in the cave on the west coast.

Kobold shaman

Commentary: The shamans are the spellcasters of the kobold packs. Though able to use magic they are among the least capable of the magical monsters on the islands.
They try to make up for their lack of a consistent projectile with stronger close combat prowess than what other magician class monsters can muster.
Their greatest ability does not stem from their skills on the battlefield, but their unique enchantments that makes their kobold comrade's stone weapons able to rival and in many cases surpass traditional metal weapons.


Abilities:
-Melee strike: a basic melee attack dealing 1 to 10 damage.
-Lightning strike: a magical spell that calls down a bolt of lighting on a foe dealing 7-12 damage.
-Healing (lvl 3): this monster is able to cast a spell healing one of its companions for 5-20 life.
-Light poison resistance (passive): Reduces poison damage and chance by 25%

Ratings:
Rarity: 3/10 (common)
Combat potential: 2/10 (low)

Sightings: Packs of kobolds has been spotted in the cave on the west coast.

Earth formican

Commentary: The most common of the Insect like formican monsters that lives underground. The yellow and green earth formican are very toxic and are immune to poisons that are not tailored specifically to their physiology making them rather troublesome monsters for laymen to get rid of.
They act as the scouts for their species and therefore often seen outside formican territory unlike the other types of their kind.








Abilities:
-Melee strike: a basic melee attack dealing 1 to 10 damage.
-Poison spit (lvl 5): A ranged skill that can be learned by the earth formican with a little training that deals 1 to 3 damage and applies poison to the target.
-Poison immunity (passive): Naturally immune to poisons of all kinds.

Ratings:
Rarity:2/10 (common)
Combat potential: 1.5/10 (very low)

Sightings:can often be found in damp caves and especially in caves with green crystal formations.


Ratkin Brigard

Commentary: These ratmen scurry along the roads alongside ratkin raiders in search of lone or small groups of wanderers to rob. Unlike human brigards, ratkin can fortunately be bribed with alchohol to peacefully leave.
Brigards are the frontline fighters of the ratkin and usually fights little better than a human soldier, but very few have trained to be able to deliver a flurry of attacks.





Abilities:
-Blade strike: a basic melee attack dealing 6-12 damage with a chance to use a critical attack instead.
-Beatdown (lvl 10): a three strike combo that takes serious training to learn dealing 5-15 damage with each blow.

Ratings:
Rarity: 3.5/10 (uncommon)
Combat potential: 3.5/10 (fair)

Sightings: Seen on the western road


Ratkin Raider

Commentary:Like the Brigard, the Ratkin Raiders are either on the lookout for looting targets or drunk off their tail from booze given to them by travelers.
Raiders are the ranged support of the ratkin, capable of nailing tough shoots even while drunk.

Abilities:
-Normal arrow shot: a basic ranged attack dealing 4-8 damage
-Melee defence: a basic melee attack used against enemies who are too close to shot, deals 1 to 5 damage
-Crippling shot: a ranged attack dealing 4-8 damage that cripples the target. (applies cripple)

Ratings:
Rarity: 3.5/10 (uncommon)
Combat potential: 3.5/10 (fair)

Sightings: Seen on the western road

Umbra

Commentary: Often mistaken for vengeful ghosts, these monsters dwell around ruined towns and other places where death lingers in the air. No one is sure where they come from or why they do this.
For all their terrifying appearance they are not much stronger than your average soldier and are not resistant to physical damage like true spectres, despite what some ignorant scholars have asserted.






Abilities:
-Blade strike: a basic melee attack dealing 5-10 damage with a chance to use a critical attack instead.
-Slash: a strong bladed attack dealing 10-15. Causes bleeding.

Ratings:
Rarity: 4.5/10 (fairly uncommon)
Combat potential: 3.0/10 (fair)

Sightings: Seen in the ruined village east of the forgotten pass

Ratkin Assassin

Commentary: often not seen alongside it's fellow rodent monsters, this sneaky ratkin hides where people are most likely to venture alone to ambush isolated prey.
If their initial ambush fails or their target is too dangerous, they can command weak-willed monsters to do their bidding. This ability is unfortunately lost when subjugated by a beastmancer.
Their title of assassin is most likely tied to the poison that always coat their claws and their ability to dig at astounding speed, often avoiding capture by regular soldiers or to bypass the frontline in a fight to attack ranged fighters unhindred.

Abilities:
-Claw attack: a single attack dealing 4-8 damage capable of poisoning.
-Go underground(lvl5): digs and pops up at any free space. (teleport ability)

Ratings:
Rarity: 4.5/10 (fairly uncommon)
Combat potential: 3.5/10 (fair)
Basic monsters part 3
Ghoul

Commentary: Undead-like creatures that often roam catacombs and cemeteries. Often found on large groups alongside their variants.
Utilises unholy brute strength to pummel it's opponents to death and is resilient to many types of damage and inflictions.
Does not eat their victims unlike popular rumors suggest. Their true food source is unknown, but is speculated to be a sort of necro energy.






Abilities:
-Melee strike: a basic melee attack dealing 5 to 10 damage with a small chance to use a critical attack instead.
-Light poison resistance (passive): Reduces poison damage and chance by 25%
-High bleeding resistance (passive): Reduces bleeding damage and chance by 75%
-light curse resistance (passive): 25% resistance to debuffs and curses

Ratings:
Rarity: 3/10 (common)
Combat potential: 1.5/10 (low)

Sightings: The catacombs underneath the church is rumored to house these

Ghoul archer

Commentary:Often found with their unarmed brethren, these undead-like monsters uses a basic curved bow to support from afar. Feared by normal people for their crippling shots that lets their fellow ghouls catch up to their prey.
A strange bone structure started to grow from their right shoulder to the center of their chest in recent years and has not been seen in any other type of ghoul. This strange phenomenon is currently being studied.





Abilities:
-Normal arrow shot: a basic ranged attack dealing 4-8 damage
-Melee defence: a basic melee attack used against enemies who are too close to shot, deals 1 to 5 damage
-Crippling shot: a ranged attack dealing 4-8 damage that cripples the target. (applies cripple)
-Light poison resistance (passive): Reduces poison damage and chance by 25%
-light bleeding resistance (passive): Reduces bleeding damage and chance by 25%
-light curse resistance (passive): 25% resistance to debuffs and curses

Ratings:
Rarity: 3/10 (common)
Combat potential: 3/10 (fair)

Sightings: The catacombs underneath the church is rumored to house these


Spectre knight

Commentary: Many stories of vengeful knights that have lost their head and seeking vengeance stems from this creature.
Rumored to sometimes fend off monsters attacking helpless travellers, aiding the creation of said stories, but these rumors has never been investigated and thus cannot be validated yet.
The monster that looks like an animated set of armor with the helmet missing. Research shows their sight stems from the visage on their shield. They do not die if they lose their shield, but expect to be hunted to the ends of the earth if you steal it as they seem instinctively know where it is and will tirelessly pursue it.
For as common as this monster is, it is fairly powerful and is often picked up by rookie beastmancers if they get the chance. They posses many powerful offensive options against single targets using their wicked looking axe-scythe and a powerful defensive skill, but lack area of effect abilities and their only decent speed hold them back from being truly great, but you will not find a better common monster for fighting one on one.
Guardsmen the world over is relived that this fairly powerful monster is mostly passive and will only attack if provoked. It is content with seemingly wandering aimlessly.

Abilities:
-Blade strike: basic melee attack dealing 5-10 damage with a small chance to use a critical attack instead.
-Slash (lvl 5): Strong bladed attack dealing 10-15 damage. causes bleed. Hits twice.
-Shield Bash: Blunt attack with shield dealing 5-10 damage and inflicts stun
-Arcane barrier (lvl 5): removes all effects on self and increases defenses (casts arcane shield on self)
- (hidden skill) Deadly criticals: Rather than a normal critical attack like most monsters, the Spectre unleashes two quick consecutive blows with devastating effect.

Ratings:
Rarity: 3.5/10 (uncommon)
Combat potential: 6.5/10 (good)

Sightings: The metallic sounds of armors wandering aimlessly around have been heard from the catacombs underneath the church.

Fire formican

Commentary: Formican that has devoured red crystals and gained pyrokinetic abilities as a result.
They acts as the vanguard of the formican queens, lopping bolts of fire at any intruder in their nest. A lone fire formican is not a large threat, but they often attack in packs of earth, ice and fire formicans.







Abilities:
-Melee strike: a basic melee attack dealing 1 to 10 damage.
-fire bolt (lvl 5): A ranged skill that can be learned by the fire formican with a little training that deals 5 to 10 damage and may apply burn to the target.
-light Poison resistance(passive): 25% resistance to poisons of all kinds.
-burning immunity(passive): naturally immune from suffering from the burn status effect

Ratings:
Rarity:3.5/10 (uncommon)
Combat potential: 2.5/10 (low)

Sightings:can be found in large underground caves where their kind often make nests. One such nest can be found next to what the local sailors call "the hidden cove"

Ice formican

Commentary: formican that has devoured blue crystals and gained cryokinetic abilities as a result.
Alongside fire formicans they guard formican nests. They use their ice bolt ability to immobilize prey or intruders. As all formicans they are not terribly dangerous on their own, but they are rarely alone.









Abilities:
-Melee strike: a basic melee attack dealing 1 to 10 damage.
-ice bolt (lvl 5): A ranged skill that can be learned by the ice formican with a little training that deals 1 to 3 damage and may apply frozen to the target.
-light Poison resistance(passive): 25% resistance to poisons of all kinds.
-frozen immunity(passive): naturally immune from suffering from the frozen status effect

Ratings:
Rarity:3.5/10 (uncommon)
Combat potential: 2.5/10 (low)

Sightings:can be found in large underground caves where their kind often make nests. One such nest can be found next to what the local sailors call "the hidden cove"


Snow Gecko

Commentary: Swamp Geckos that venture into freezing environments have a chance to mutate into this variant rather than freeze to death due to a wild trait that allows them to rapidly change to fit their surroundings.
This trait is lost when captured and is not wholly reliable, but due to their numbers extreme climates barely slow these pests spread.
Please do yours to curb their spread. This message is brought to you by our sponsor: the royal committee of monster regulation.
In this form these pests gain icy offensive and defensive traits.

Abilities:
-Bite: a basic melee attack dealing 1 to 10 damage.
-ice bolt (lvl 5): A ranged skill that can be learned by the snow gecko with a little training that deals 1 to 3 damage and may apply frozen to the target.
-frost resistance(passive): 50% protection against the frozen status effect

Ratings:
Rarity:2/10 (common in any cold environment)
Combat potential: 1.5/10 (very low)

Sightings: The northern pass behind the black fort

Basic monsters part 4
Sand Gecko

Commentary: Gecko monster that has adapted to hot climate. When these blights were discovered there was some heated debate whether all the gecko species originated from one common ancestor or if each kind could change to the other type by occupying new territory with different climate.
Neither conclusion had more evidence supporting it and the topic was never resumed as it was decided it was better to devote time to find ways to eradicate Gecko kind.
These particular pests can often be found in sandy regions, they seem harmless like their brethren species, but they have a particularly dangerous fire bolt spit attack that deals more damage than you would think.
Note: only edible version of gecko, tastes wonderful after simmering overnight and served alongside a strong broth or soup.

Abilities:
-Bite: a basic melee attack dealing 1 to 10 damage.
-fire bolt (lvl 5): A ranged skill that can be learned by the sand gecko with a little training that deals 10 to 20 damage and may apply burn to the target.
-light fire resistance(passive): 25% protection against burn status effect

Ratings:
Rarity:2.5/10 (common in any hot and sandy environment)
Combat potential: 2.5/10 (low)

Sightings: The red wastes and scorching plains

Simion

Commentary: Often found in jungle environments these gorilla like monsters are the pest monsters of the jungle, not very strong on their own, but they usually attack in large packs.
If you end up in such a situation a show of force will scatter most of them as they are very cowardly, the remaining ones will be the strong ones.
Their power range widely as the weakest simions can be as weak as a gecko while a strongest simion can effortlessly crush rock, sadly they can't learn any techniques.
Their dark fur and skin allows them to hide efficiently under the shadows of trees or in bush.


Abilities:
-Melee strike: a basic melee attack dealing 5 to 10 damage with a small chance to use a critical attack instead.

Ratings:
Rarity: 3/10 (common) (in jungle areas)
Combat potential: 0.5/10 (abysmal)

Sightings: The lost jungle. Found past the caves in the hidden cove.

Vine Elemental

Commentary: One of the few plant monsters not consisting of wood. The vine elemental consist of a tangle of vines along a bark skeleton structure controlled by a flower-like plant atop it's torso.
Due to it's unusual physiology it has no blood to spill and is immune to all but the rarest or specialized poisons.
They are not impressive in close quarters as they lack a critical attack, but they have a powerful immobilization ability that can outright stop some monsters dead in their tracks. This also makes them very hard to flee from if they really are out to get you. Keep some tinder handy if you need to escape, they don't like fire.

Abilities:
-Melee strike: simple attack dealing 1-10 damage
-Entangling roots(lvl 5): deals 6-12 damage as has a high chance to reduce targets speed by 3 for 2 turns
-Poison Immunity (passive): immune to poisons of all kinds
-Bleeding Immunity (passive): Immune to bleeding effects.

Ratings:
Rarity: 4.5/10 (uncommon) (in jungle areas)
Combat potential: 3.5/10 (Below average)

Sightings: The lost jungle. Found past the caves in the hidden cove.

Finfolk Archer

Commentary: Physical ranged soldier of the finfolk military.
The first thing many will experience before they see the red armored finfolk archer is one of their arrows hitting next to them as a warning.
The archers are made up of middle-class finfolk. Their people's culture is very developed and stratified, each born with a role to fulfil. When not in battle these finfolk take care of processing of material. Crafting and making whatever their society might need.
Their ace in the hole is a specialized harpoon arrow that inflict grievous wounds.


Abilities:
-Normal arrow shot: a basic ranged attack dealing 4-8 damage
-Melee defence: a basic melee attack used against enemies who are too close to shot, deals 1 to 5 damage
-Harpoon (lvl 5): Enhanced arrow attack dealing 8-16 damage and inflicts bleeding
-light bleeding resistance(passive): Reduces bleeding chance and damage by 25%

Ratings:
Rarity: 2.5/10 (common) (There are finfolk societies all over the world)
Combat potential: 4.5/10 (Average)

Sightings: They can be found on the mostly forgotten temple island.

Finfolk Guard

Commentary: Spear-wielding melee combatant of the finfolk military.
Consisting of the lower-class of finfolk, the blue armoured guard's duty is to hold back the enemy or die trying while the archers and magi inflict ranged damage.
To aid them in their duty they have mastered a defensive spell that increases their defences and purges them of negative effects.
Their prowess is usually quite high and can easily defeat several human soldiers on their own, but they struggle with monsters with offensive skills.
Outside of combat they make up the working class of the finfolk, gathering resources and material and growing food from special underwater farms.

Abilities:
-Melee strike: a basic melee attack dealing 5 to 10 damage with a small chance to use a critical attack instead.
-Purge (lvl 5): removes all effects on self and increases defenses (casts arcane shield on self)
-light bleeding resistance(passive): Reduces bleeding chance and damage by 25%

Ratings:
Rarity: 2.5/10 (common) (There are finfolk societies all over the world)
Combat potential: 3/10 (below average)

Sightings: They can be found on the mostly forgotten temple island.

Finfolk Magus

Commentary: Magical support unit of the finfolk military.
These sorcerers consist of the high-class of finfolk kind. Their combat role is to freeze enemies with their ice bolt spell and heal the front-line Finfolk guard to ensure they can hold the line while dealing damage with their concussive water missile spell.
Outside combat they make up the merchants, trading with the other ocean clans, thought some finfolk societies also trade other monsters and/or humans. They also make up the decision makers, researchers, expedition leaders and personal servants of their Scilla leaders.

Abilities:
-Water missle: a basic ranged attack dealing 5 to 10 damage
-Melee defence: a basic melee attack used against enemies who are too close to shot, deals 1 to 5 damage
-Ice bolt (lvl 5): a ranged spell dealing 2-6 damage and has a moderate chance of freezing target.
-Healing spell (lvl 3): heals a monster for 5-20 health

Ratings:
Rarity: 2.5/10 (common) (There are finfolk societies all over the world)
Combat potential: 4/10 (fair)

Sightings: They can be found on the mostly forgotten temple island.
Rare monsters introduction
This section contains monsters classified as "rare", meaning they either do not exist in many parts of the world, that their numbers is low and/or they are hard to find or that their habitat is so special that such places only exist in a limited amount around the world.

Rare monsters contain the most diverse amount of monsters, ranging from the decently powerful to extremely so. There is also a couple that is quite weak comparatively, even to common monsters.
Rare monsters part 1
Shinobi Testudo

Commentary: The shinobi is not only the melee fighter of the testudo clan, but a menace to all who underestimate them, as their ability to teleport contradicts its otherwise slow movement speed and has left many with injuries and stolen possessions. They are also deceptively powerful in close quarters, able to unleash sudden deadly strikes.







Abilities:
-Blade strike: basic melee attack dealing 5-10 damage with a small chance to use a critical attack instead.
-Teleport (lvl 5): with a little training Shinobi are able to teleport short distances, perfect for getting close to monsters most comfortable with ranged combat.
- (hidden skill) Deadly criticals: Rather than a normal critical attack like most monsters, the shinobi unleashes two quick consecutive blows with devestating effect.

Ratings:
Rarity: 6/10 (rare)
Combat potential: 4/10 (below average)

Sightings: a testudo clan was seen settling in the Broken Coast


King Testudo

Commentary:
As their names implies they are the leaders of the clan and they are responsible for protecting the area containing their young and their ritual sites.
A single clan can have up to three of these, splitting up their leader and protector duties among them. Any more will be given a small group of testudo and sent out to make their own clan.
Their creation is a rather interesting one, as on rare occasions an individual testudo will grow large spikes on their shell, this individual will undergo special training and as of yet unknown rituals which makes them grow to their towering size.
The Testudo is the smallest of the three great ocean clans, preferring to keep to themselves.

Abilities:
-Melee strike: a basic melee attack dealing 5 to 10 damage with a small chance to use a critical attack instead.
-Tornado attack: a spinning melee attack that hits three times each hit dealing 10-15 damage to all surrounding it, whether they be friend or foe.
-Mass arcane barrier (lvl 12): casts arcane barrier on all allies.

Ratings:
Rarity: 7/10 (very rare) (Note: unique)
Combat potential: 6.5/10 (good)

Sightings: the testudo clan on the Broken Coast does not seem to have a king, but they have rather curious statue of one.


Kobold Chieftan

Commentary:
These huge monsters leading kobold packs are not true kobolds, but rather a subspecies of dragonkin that grew to into a symbiotic relationship with their smaller cousins, though they have come to share many of their traits.
Unlike their name would suggest it is not uncommon to find these monsters among groups of creeps without kobolds in them.
It has the uncanny ability to turn empower its allies with a roar, it is not known if this is a magical ability or a power stemming from its draconic heritage.


Abilities:
-Blunt strike: a basic melee attack dealing 6-12 damage with a chance to use a critical attack instead and/or inflict stun.
-Sweeping blow: a strong melee attack that hits anything in a forwards cone dealing 10-20 damage (watch out for friendly fire)
-warcry (lvl 10): with a mighty roar, the kobold chieftan empowers his allies to strike harder. (applies primal rage to all allies)
-Light poison resistance (passive): Reduces poison damage and chance by 25%

Ratings:
Rarity: 5.5/10 (rare)
Combat potential: 5/10 (average)

Sightings: Packs of kobolds has been spotted in the cave on the west coast, but this monster can also be found in the cave on the east coast.


Treant

Commentary: Often mistaken for a tree, this goliath of a monster is the bane of lumberjacks everywhere, luckily it is very slow and can easily be outrun which is recommended for leyfolk.
In combat the treant is a tank capable of taking much punishment before going down. A smart beastmancer lets their ranged creatures weaken it before sending in their melee fighters.
Contrary to popular belief treants are not susceptible to fire more than a regular monster.




Abilities:
-Melee strike: a basic melee attack dealing 5 to 10 damage with a small chance to use a critical attack instead.
-Sweeping blow: a strong melee attack that hits anything in a forwards cone dealing 10-20 damage (watch out for friendly fire)

Ratings:
Rarity: 5.5/10 (rare)
Combat potential: 2.5/10 (low)

Sightings: There has been rumors of treants on the Western road and forgotten pass


Undine

Commentary:
The undine usually act as spies for the merfolk tribes, using their looks and charm to gather information or valueable items.
These beautiful merfolk women are a rarer sight than their male counterparts, but no less dangerous or ferocious in a fight despite their usual calm demeanor.
While most undines wield magic, the weakest among them only have their razor sharp claws to rely on in combat.
Their magical arsenal is however limited to a single supportive and offensive spell.
If overwhelmed they have been known to fall back on their charm for either a distraction to escape or to gain a potential powerful ally for their clan.

Abilities:
-Melee strike: a basic melee attack dealing 5 to 10 damage with a small chance to use a critical attack instead.
-Healing (lvl 3): this monster is able to cast a spell healing one of its companions for 5-20 life.
-Water blast (lvl 7): a spell that launches concussive ball of water at range. Looks deceptively harmless but deals 10-15 damage.

Ratings:
Rarity: 6.5/10 (very rare)
Combat potential: 3.5/10 (below average)

Sightings: West coast and possibly the far coast


Noctua druid

Commentary: It might look like a cute teddybear, but beware, because beneath his fluffy exterior is a mage rivaling even the most adept spellcasters. Many novice beastmancers have learned why is it not a good idea to anger them the hard way, including my idiot younger brother.
Believe it or not, this little fella is the reason a lot of Beastmancers swing by the isles. It is arguably one of the most powerful non-unique small monsters. With the right training it can cast some crazy powerful spells, but it offers no support spells, which might be their only flaw.
The druid makes up the magical part of the noctua tribes, prefering ranged attacks during engagements and herbal treatments for wounds after conflict has ended.
The Noctua tend to stay in areas with lots of forest away from human civilization, they are mostly peaceful prefering to leave humans alone unless they get too close to their camps without permission or is attacked first.
Be on the lookout for the carvings they make in the trees or the various charms they hang up in the forest or to indicate their territory to avoid unnessesary conflict.

Abilities:
-Arcane missile: a basic ranged attack dealing 1-10 damage
-Melee defence: a basic melee attack used against enemies who are too close to shot, deals 1 to 5 damage
-Lightning strike: a magical spell that calls down a bolt of lighting on a foe dealing 7-12 damage.
-Meteor (lvl 5): a magical spell that summons down a meteor from the sky dealing 10-20 damage with 1 range of splash damage.
-Armageddon (lvl 20): Crashes down a meteor on every foe each dealing 10-20 with 1 range of splash damage.

Ratings:
Rarity: 7.5/10 (very rare) only found on the isles and a couple of forests on the mainland
Combat potential: 9.5/10 (Extremely deadly) Author's note: apocalyptic magical destruction.

Sightings:Western road and the forgotten pass

Rare Monsters part 2
Noctua scout

Commentary:Silent as the night the noctua scout prowls the forests their kin inhabit, their arrows punishing any unsuspecting visitors, rarely ever missing.
By all accounts, the physical ranged support of the noctua are not to be underestimated by themselves, but they are a serious threat working with other monsters as they specialize in disrupting the mobility of their foes with either crippling shots or traps alongside their enchanted arrows that pierces all in their path.
Making up the majority of the noctua, these rangers cover vast amounts of ground to find resources or suitable land for nesting and is not shy of teaming up with various monsters if it means completing their objective. This also makes meeting them less rare than their other tribe members.

Abilities:
-Normal arrow shot: a basic ranged attack dealing 4-8 damage
-Melee defence: a basic melee attack used against enemies who are too close to shot, deals 1 to 5 damage
-Crippling shot: a ranged attack dealing 4-8 damage that cripples the target. (applies cripple)
-piercing shot (lvl 5): fires a piercing arrow that damages all units that are in the way to its target dealing 8-15 damage per target (watch for friendly fire with this one)
-Set trap: set a trap on an open tile that damages and ends a monsters turn that steps on it.

Ratings:
Rarity: 6.5/10 (rare)
Combat potential: 7/10 (very good)

Sightings: Western road and the forgotten pass

Noctua guardian

commentary: These feathered behemoths are the frontline warriors of the noctua tribe. Fortunately they are rarely seen far from clan nesting areas they guard. Make no mistake though, if you encounter an angry one unprepared, you are not likely to see the next light of day.
These large monsters are exemplary tanks that can shrug off large amounts of damage and are more than capable of dishing it back to either multiple or single targets. They also have the uncanny ability to remove any ill effects ailing them while bolstering their defences. All these elements combined make them both feared and sought out monsters.
They use their enchanted armored gauntlets for both defense and attacks, rarely if ever seen without them. Their composition is not currently known as they vanish alongside their wearer when they die.
Beastmancers have been known to pass these versatile monsters on to their apprentices or offspring to give them a solid foundation to build their career from.

Abilities:
-Melee strike: a basic melee attack dealing 5 to 10 damage with a small chance to use a critical attack instead.
- Stomp: area of effect attack that harms all standing near (beware friendly fire) dealing 10-15 damage twice.
-Beatdown (lvl 10): a three strike combo that takes serious training to learn dealing 5-15 damage with each blow.
-Purge (lvl 5): removes all effects on self and increases defenses (casts arcane shield on self)

Ratings:
Rarity: 7.5/10 (very rare)
Combat potential: 8.5/10 (very Deadly)

Sightings: the forgotten pass


Ghoul champion

commentary:Big hulking undead-like monsters that often appear alongside their smaller cousins. Their skins is bright red and they wear a minimal armor and wield an axe with decent skill hinting at a higher intelligence than their more common variant, but it has not been scientifically established yet.
Combat wise they are not dangerous to an experienced beastmancer on their own, but they are rarely alone. Acts like a tank for less durable creatures.




Abilities:
-Blade strike: basic melee attack dealing 5-10 damage with a small chance to use a critical attack instead.
-Slash (lvl 5): Strong bladed attack dealing 10-15 damage. causes bleed.

Ratings:
Rarity: 6/10 (rare)
Combat potential: 3.5/10 (below average)

Sightings: Spotted in the crypt below the church

Gargoyle

Commentary: These deadly critters like to hide in the darkness of caves or on masonry where their appearance is often mistaken for a statue when they are still. Hated by many as they hunt both animal and human Indiscriminately.
A rather famous series of kidnappings, later found murders, were due to a gargoyle who had nested atop a Cathedral in Shadria, a large trading port.
Despite their stone-like skin these monsters are somewhat glass cannons, forgoing defence for serious offence.



Abilities:
-Claw attack: basic melee attack dealing 4-13 damage with a small chance to use a critical attack instead.
-Fire Bolt (lvl 5): A fire projectile attack dealing 10-20 damage with a medium chance of burning
-Flurry of claws (lvl 10) attacking in a whirlwind of claws dealing 6-14 damage multiple times.

Ratings:
Rarity: 5/10 (somewhat rare)
Combat potential 5/10 (average)

Sightings: Sailors claim to have seen them in the cave on the east coast

Queen formican

Commentary: A single queen formican can create an entire colony on it's own in just a few months if it finds a cave with plenty of crystals. These brightly yellow formicans are much larger than the other formicans species and are deadly poisonous.
A formican colony can either cause untold damage to nearby human settlements if the formicans settle too close and hunt humans or be unfound for years after being created, no middleways.
Formican colonies are often purged as soon as possible as they multiply rapidly.




Abilities:
-poisonous bite (lvl 5): basic melee attack dealing 5-10 with a high chance to cause poison. (critical possible?)
-blight shell (lvl 5): A poisonous projectile that effect a large area dealing 5-10 damage with a large chance of blighting
-toxic cloud (lvl 5) emits a cloud of toxin effecting all adjacent monsters dealing 5-10 damage with a large chance of poisoning.
-High poison resistance: 75% poison resistance

Ratings:
Rarity: 7/10 (very rare) (unique)
Combat potential 6.5/10 (good)

Sightings:can be found in large underground caves where their kind often make nests. One such nest can be found next to what the local sailors call "the hidden cove"

Horror

Commentary: you better have a strong stomach if you wish to deal with this undead behemoth as their stench have rendered many unprepared unconscious, if that was not enough their mere presence is deadly as they constantly release poisonous vapor from their bodies.
They are notoriously hard to kill as they can stitch their wounds themselves together merely by concentrating on top of their massive bulk making it hard to land a substantial hit.
These Grotesque creatures seek out and gather where many people have died in suffering.
This wild ability as led some special law enforcement capture them wild and release them near suspected criminal hotspots.
One such operation led to the upheaval of the largest slaving ring in the world, which brings an unexpectedly heroic quality to these horrible looking creatures.

Abilities:
-Blunt strike: a basic melee attack dealing 6-12 damage with a chance to use a critical attack instead and/or inflict stun.
-Regeneration: self heal 7-15
-Toxic cloud (lvl 5): releases a toxic cloud damaging all surrounding entities for 5-10 with a high chance of poisoning them.
-Plague aura (passive): for 10 turns from the start of combat will damage any monster directly attacking for 3 damage.

Ratings:
Rarity: 5/10 (somewhat rare)
Combat potential 5/10 (average)

Sightings: Basement of the black fort and lower floors of the church catacombs.
Rare monsters part 3
Demonic knight

Commentary: They may looks like a mere variant of the spectre knight, but don't be fooled, their massive axes will cleave even the toughest monsters in twain.
Unlike their cousins they are very easy to anger and will often attack armed humans. However they too show some level of honor, as merely laying down your weapon will calm them down.
Some claim to have heard it emit a demonic laughter before the monster walked away.
They seem to always purposely pursue something, no one knows what.
In many aspects they are a direct upgrade from their cousins, all but their defensive skill is more powerful than their common counterpart, but it makes them less balanced in terms of offence and defence.

Abilities:
-Vampiric blade: a strong basic attack that deals 7-15 damage and restores a little hp with every hit.
small chance to unleash a critical attack instead
-(hidden) deadly critical: this monster's critical attack lands two hits, each strike will trigger vampiric blade's heal effect.
-Vampiric slash (lvl 5): strong bladed attack dealing 10-15 damage and healing the user, hits twice.
-Shield Bash: Blunt attack with shield dealing 5-10 damage and inflicts stun
-dark aura (lvl 6): gives the user a 5 damage reflect shield on direct attacks for three turns.

Ratings:
Rarity: 6.5/10 (rare)
Combat potential: 7.5/10 (great)

Sightings: The basement of the black fort, lower church catacombs and in the volcano on the eastern island

Fenrir

Commentary:
Wolf-like monsters in tune with their frozen environments. They hunt very aggressively and will form up in a pack to attack larger prey.
Some claim a large group of Fenrir can conjure a snow storm from which they raid caravans, but this has not been confirmed yet.
Each strike of this monster canine's claws or bite while inflict severe frostbite to any human, even standing close to one for prolonged periods of time can be dangerous. Monsters are partially resistant to this effect and strangely for captured ones their beastmancer is completely exempt from this phenomenon.

Abilities:
-Claw attack: basic melee attack dealing 4-13 damage with a small chance to use a critical attack instead.
-Ice beam(lvl 7): Elemental beam of frost that hits all targets in a line dealing 5-10 damage and has a small chance to freeze them.
-Primal rage(lvl 5): Raises the user's attack by 5 for 2 turns. (apply primal rage buff to self)
-frozen immunity(passive): naturally immune from suffering from the frozen status effect

Ratings:
Rarity: 6/10 (rare)
Combat potential: 4.5/10 (average)

Sightings: The northern pass behind the black fort

Garudon

Commentary:
These birdlike beastmen can be found in any region with furious winds near a mountain whether it blows snow or sand, they do not care.
While wearing sophisticated armor they seem to forego weapons for their own deadly claws. Their kind also seem to naturally wield lightning magic.
The Garudon are among the most intelligent monsters and can often be reasoned with, but not always. Though the talks often boil down to: you got a shiny they want and you handling it over willingly.
In societies where monster taming is more common the garudon are used to send mail due to their amazing flight capabilities.

Abilities:
-Claw attack: basic melee attack dealing 4-13 damage with a small chance to use a critical attack instead.
-Lightning shield (lvl 6): form a 2 round, 5 damage reflection shield against direct attacks.
-Beatdown (lvl 10): a three strike combo that takes serious training to learn dealing 5-15 damage with each blow.
-Fly (lvl 5): travel to any open battle tile. Hint: use to ambush ranged monsters.

Ratings:
Rarity: 7/10 (pretty rare)
Combat potential: 6/10 (above average)

Sightings: The northern pass behind the black fort, Red wastes


Dagon

Commentary: These aquatic quadrupeds are often found domesticated by finfolk or merfolk as their attack animals. And good thing too as wild Dagon are extremely ferocious and will attack anything that move.
Dagon share many traits with Fenrir, even being capable of using their own variant of elemental beam, how these two are related is not known currently.
Many do not take Dagon serious because they shoot a beam of water and that is a fatal mistake, I have witnessed a thin beam of water shot by a Dagon cut fully plated knight in two.
And if you make it past their elemental beam their claws will rend you asunder as easily as their icy brethren.

Abilities:
-Claw attack: basic melee attack dealing 4-13 damage with a small chance to use a critical attack instead.
-water beam(lvl 7): ranged beam attack dealing 7-12 damage. Hits all targets in a line.
-Primal rage(lvl 5): Raises the user's attack by 5 for 2 turns. (apply primal rage buff to self)
-Light bleeding resistance (passive): Reduces bleeding damage and chance by 25%
-Light frost resistance (passive): Reduces frozen chance by 25%

Ratings:
Rarity: 6/10 (rare)
Combat potential: 5/10 (average)

Sightings: The far coast, located on the eastern island.

Merfolk Captain

Commentary: Merfolk grown to large sizes through unknown circumstances, they train rigorously to be heavy assault troops or body guards for their clan.
A single Captain can overwhelm even the strongest humans and even take on several soldier or more likely sailors, as they tend to attack ships, without trouble.
As their title imply they have shown decent leadership capabilities, they commonly show up with several Merfolk soldiers in tow each and attack very coordinatedly or if you are very unfortunate they will all be commanded by a merfolk general.
Their weapon of choice seem to be a toothed axe which they wield with great skill.

Abilities:
-Blade strike: a basic melee attack dealing 5-10 damage with a chance to use a critical attack instead.
-Beatdown (lvl 10): a three strike combo that takes serious training to learn dealing 5-15 damage with each blow.
-Slash (lvl 5): Strong bladed attack dealing 10-15 damage. causes bleed.
-Light Bleed resistance (passive): Reduces bleeding damage and chance by 25%

Ratings:
Rarity: 6.5/10 (rare)
Combat potential: 6.5/10 (above average)

Sightings: The far coast, located on the eastern island.

Stone Golem

Commentary: For as huge and intimidating as they may looks Stone golems are not very dangerous compared to most monsters, they move slow and do not have any special abilities. Almost as if they kind has lost their true powers in some sort of terrible event.
Conflict-shy they will often seek out the most secluded places possible, but if you approach them they will try and pulverize you like any other monster.
Sought out by beastmancers as training targets for their monsters as their thick hide provide a suitable target for stronger monsters while providing little actual threat.

Abilities:
-Melee strike: a basic melee attack dealing 5 to 10 damage with a small chance to use a critical attack instead.

Ratings:
Rarity: 7/10 (very rare)
Combat potential: 1/10 (very low)

Sightings: The scorching plains, located on the eastern island.

Rare monsters part 4
Vorax

Commentary: These big hulking brutes roam destroyed civilization after other scavengers have left, picking up the last scraps of metal and stone to reinforce their armor.
A headache for archaeologists everywhere not only as they are the most likely to bump into them, but that their thorough scavenging makes their work much harder.
Hard to kill and armed with dual axes they are not easy to take down. They even have learned the power art of vampiric slash, a move usually reserved for much more powerful monsters.


Abilities:
-Blade strike: a basic melee attack dealing 5-10 damage with a chance to use a critical attack instead.
-Vampiric slash (lvl 5): strong bladed attack dealing 10-15 damage and healing the user, hits twice.
-dark aura (lvl 6): gives the user a 5 damage reflect shield on direct attacks for three turns.

Ratings:
Rarity: 7/10 (very rare)
Combat potential: 5.5/10 (slightly above average)

Sightings: The scorching plains, located on the eastern island.


Wolvenaur

Commentary: These centaur-like beastmen can be found in spaces with wide open terrain where they hunt using their formidable speed and deadly glaive.
Domesticated ones are sometimes used as mounts, but is not recommended unless one has high levels of riding skill as they can make far sharper turns than a horse.
In open combat their effectiveness sadly decreases and their large body make it hard for them to defend themselves from attacks.
It is one of the usual monsters passed on to a new beastmancer as they can hunt down and secure captures with their speed.

Abilities:
-Blade strike: a basic melee attack dealing 5-10 damage with a chance to use a critical attack instead.
-Slash: a strong bladed attack dealing 10-15. Causes bleeding.
-Lightning shield (lvl 6): form a 2 round, 5 damage reflection shield against direct attacks.
-Roar (lvl 5): Terrifying roar that intimidates the enemy, all enemy monsters loose 10 initiative for 3 turns.

Ratings:
Rarity: 6/10 (rare)
Combat potential: 5/10 (average)

Sightings: The scorching plains, located on the eastern island.

Plague champion

Commentary: Grotesque hulking undead monsters, their bodies are lined with pores filled with poisonous gasses strong enough to kill a man, and their skin is sickly purple.
How these monsters came to be is unknown, but their physical similarities to ghoul champions have made some speculate that they are an evolved form.
Their massive swords have deadly hooks on the backside of them that they use to pull prey close to their poisonous bodies if they try to escape.
Few have lived to tell encountering one of these, be wary, they are considered the most deadly of the undead monsters for a reason. Thankfully they are rare and only found in ancient catacombs.


Abilities:
-Blade strike: a basic melee attack dealing 5-10 damage with a chance to use a critical attack instead.
-Slash: a strong bladed attack dealing 10-15. Causes bleeding.
-Toxic cloud (lvl 5): releases a toxic cloud damaging all surrounding entities for 5-10 with a high chance of poisoning them.
-Plague aura (passive): for 10 turns from the start of combat will damage any monster directly attacking for 3 damage.
-High poison resistance (passive): 75% resistance to poison damage and 75% lower chance to be poisoned.

Ratings:
Rarity: 8.5/10 (extremely rare)
Combat potential: 7.5/10 (great)

Sightings: The scorching plains catacombs, located on the eastern island.

Flauros

Commentary: Spiky stone beasts found in extremely hot territory. These monsters can breathe fire hot enough to melt just about anything, but are fortunately only found in active volcano areas, so encounters with humans are rare.
Though they possess wings they have never been observed to fly. The areas where they are found usually contains gargoyles and some propose that the unused wings similar to the gargoyle suggests that they once were gargoyles, but the extreme heat made them change form.
This hypothesis however is not very popular amongst scholars for lack of substantial evidence.

Abilities:
-Claw attack: basic melee attack dealing 4-13 damage with a small chance to use a critical attack instead.
-Fire breath: Spews out flames in a cone area from it's mouth dealing 10-20 damage, watch out for friendly fire.
-Roar (lvl 5): Terrifying roar that intimidates the enemy, all enemy monsters loose 10 initiative for 3 turns.
-High burning resistance (passive): reduces burning damage and chance by 75%

Ratings:
Rarity: 7/10 (very rare)
Combat potential: 5/10 (average)

Sightings: The volcano found on the red wastes, located on the eastern island.

Obsidian Golem

Commentary: Thought to be the true form of the lumping stone golems, the obsidian golems are significantly more dangerous. Possessing almost complete immunity to almost every debuff expect freeze, wielding two clubs each the size of a full grown man to bash their enemies to pulp and the unique fire shield, which is most powerful reflect shield known. They are not to be taken lightly if you manage to encounter them, but you are almost certain not to encounter them unless you search them out, as they only reside close to lava environment.
Take this old adventurer's advice, use their slow speed against them. A few ranged creatures on your team can wilt them down while your other monsters keep them at bay.

Abilities:
-Melee strike: a basic melee attack dealing 5 to 10 damage with a small chance to use a critical attack instead.
-Beatdown (lvl 10): a three strike combo that takes serious training to learn dealing 5-15 damage with each blow. Hits four times.
-Fire shield (lvl 6): a damaging reflective shield for three turns that deals 7 damage to direct attackers.
-Bleeding Immunity(passive): complete immunity to bleeding
-burning immunity(passive): complete immunity to burning
-poison immunity(passive): complete immunity to poison
-High curse resistance: 75% resistance to debuffs and curses

Ratings:
Rarity: 7/10 (very rare)
Combat potential: 6.5/10 (great)

Sightings: The volcano found on the red wastes, located on the eastern island.

Alpha Simion

Commentary: Simion who rise to the top of their packs undergo a transformation, increasing their size and turning their fur bright orange and their skin red-ish pink alongside growing a massive horn and other small bone protrusions. All to seemingly indicate they will not hide anymore unlike their smaller brethren. They meet every challenge head-on, and they have the might to do so too.
These hardy monsters are a favorite among beastmancers to pass onto their apprentices as their heavy offensive skill-set lets them quickly bring monsters to heel and they have the sturdiness to last in a prolonged fight.


Abilities:
-Melee strike: a basic melee attack dealing 5 to 10 damage with a small chance to use a critical attack instead.
-Stinkbomb: launches a...errr..."projectile" that deals 6-12 damage and reduces the targets attack by 2 for 2 turns
-Stomp (lvl 10): a single massive ground-smash that deals 20-30 damage to any adjacent to the monster, watch out for friendly fire.
-Primal rage(lvl 5): Raises the user's attack by 5 for 2 turns. (apply primal rage buff to self)

Ratings:
Rarity: 6.5/10 (rare)
Combat potential: 6.5/10 (great)

Sightings: The lost jungle. Found past the caves in the hidden cove.
Rare monsters part 5
Troll

Commentary: Trolls ain't very complicated monsters, but they not don't need to as they pack a massive punch.
Clad in patches of bone armor and wielding a spiked mace that weighs so much that it can put marks in all but the sturdiest stone floors even if put down gently, they are a melee force to be reckoned with.
There is a spot on their mace covered in a flat layer of bone, they use this spot to kick their mace to give their underhand swings unexpected force.They also possess a regenerative ability, which helps them keep in the fight longer if used at the right times without requiring healing from their beastmancer.
Most seem to live as nomads, but there is certain environments they seem to settle down in as well, mostly jungle. If you are a newbie in survival you can learn a lot from a Troll as they have a wealth of knowledge on the subject.
On the subject of knowledge, just because they are big, hulking and simple don't mean they are stupid. Make that mistake and you will most likely end up in a snare trap or get brained from behind by a massive spiked mace.
Ranked number 2 in a survey of "the sole monsters that beastmancers would rather be stranded with on an island".

Abilities:
-Melee strike: a basic melee attack dealing 5 to 10 damage with a small chance to use a critical attack instead.
-Stunning blow: strong blow dealing 10-20 damage with a high chance of stunning target. (has no cool down, likely due to a bug)
-Regeneration: heals self for 7-15 health

Ratings:
Rarity: 6.5/10 (rare)
Combat potential: 6.5/10 (great)

Sightings: The lost jungle. Found past the caves in the hidden cove.

Viverrus

Commentary: Sneaky, cunning and elusive. The Viverrus can most closely be compared to an assassin, you are not likely to see them unless they are trying to kill you. Even more so than a human assassin as they possess they ability to teleport.
Little is known about this monster as it is notoriously hard to catch and thus to study.
For as elusive as it is and how deadly it is, it is a shame that the Viverrus is a glass cannon. Able to dish out tons of damage, but is very susceptible to it with it's very low defensive abilities and stats.
My personal advice if you are fighting with a Viverrus? Let him hang back until the enemy close combat monsters have left their ranged companions and then teleport behind and assassinate the squishy ranged monsters.

Abilities:
-Claw attack: basic melee attack dealing 4-13 damage with a small chance to use a critical attack instead.
-Porcupine (lvl 7): A unique desperation attack, the viverrus hits all surrounding by briefly growing long spikes dealing 15-20 damage with a small chance to cause bleeding (also applies bleeding to the user of the skill)
-Teleport (lvl 5): with a little training Viverrus are able to teleport short distances, perfect for getting close to monsters most comfortable with ranged combat.
-poisoned claw: strong claw attack dealing 10-18 damage and inflicts poison
- (hidden skill) Deadly criticals: Rather than a normal critical attack like most monsters, this monster unleashes two quick consecutive blows with devestating effect.

Ratings:
Rarity: 7/10 (very rare) (also extremely elusive) (unique)
Combat potential: 6/10 (great)

Sightings: They live all over the island, but will evade any contact with humans. Only specialists can catch them. Drussus of the Conflux is supposedly such a specialist, if you want one of these you should perhaps do him a favor or three and he might hook you up.

-
Forest Guardian

Commentary:
The Forest Guardian is a monster which, as it names implies, lives in forests. Deep forests to be more precise. Their bodies are made up of wood covered in green runes and they usually carry around the remains of a fallen tree they use as a club.
Their most noticeable abilities are being able to immobilize all their foes with roots. A more powerful version of the skill the vine elemental possess and their incredible regeneration ability, far more powerful than that of other monsters. Even after a large fight it will only be a matter of hours before the Forest Guardian is back to top shape.
There are many theories how they came about, some say the noctua druids created them to protect the dwindling forests that make up their home. Some say they are nature's will manifest. And yet others claim they are just another type of monster. Whatever the case these large creatures will punish any who threaten the woods they have settled in.
The island used to have many wandering around, but most have retreated deeply into the forests after what happened at the place people now call "Forest ruins"

Abilities:
-Blunt strike: a basic melee attack dealing 6-12 damage with a chance to use a critical attack instead and/or inflict stun.
-Entangling roots(lvl 7): damages all enemies for 5-10 damage and has a high chance to reduce targets speed by 3 for 2 turns
-Regeneration: heals self for 10-20 health
-poison immunity(passive): complete immunity to poison
-High bleeding resistance (passive): Reduces bleeding chance and damage by 75%
-High frost resistance (passive): Reduces frozen chance by 75%

Ratings:
Rarity: 7.5/10 (very rare) (note: unique)
Combat potential: 7/10 (great)

Sightings: it has been a long time since one was last observed on the islands, but there is a very lifelike statue of one in the Forest Ruins.

Golem Rider

Commentary: Two monsters working as one the golem rider is an offensive focused monster that can deal massive amounts of damage quickly.
The golem itself is related to both the stone and obsidian golem, but the rider is still an enigma. A small monster that seem fused to the back of the golem holding reigns that is tied to the golem's horns and used to steer the golem.
It's weaponry is also quite strange. The top part of two decorative pillars carried as clubs.
They do seem to appear rarely in areas with other golem types, but other than that little is known about their habbits in the wild.
The most curious thing about the golem rider is how it's beatdown ability shares the same technique as the obsidian golem, lending some credibility to golems being able to communicate or even being a fallen civilization as some as theorized.

Abilities:
-Blunt strike: a basic melee attack dealing 6-12 damage with a chance to use a critical attack instead and/or inflict stun.
-Beatdown (lvl 10): a three strike combo that takes serious training to learn dealing 5-15 damage with each blow. Hits four times.
-Tornado attack: Hits all surrounding entities for 10-15 damage twice. note: watch for friendly fire.

Ratings:
Rarity: 7.5/10 (very rare) (note: unique)
Combat potential: 6.5/10 (great)

Sightings: There were sightings of golem riders in the scorching plains, but recently they have gone missing. There is however a very lifelike statue of one in the scorching plains catacombs.
Rare monsters part 6
Araneus

Commentary: Humanoid monster with arachnid features. The Araneus is a terror on the battlefield, cleaving enemies apart with it's scythe and draining them of health and morale with his deadly spells. The mysterious scythe they carry is covered in a rune language that no one has been able to decipher to this day.
Their number is few so study of them has been very difficult. They seem to seek out places of power and significance and perform still unknown rituals there. If this is part of a larger plan no one has detected it yet.
Normal people are very unlikely to see an Araneus as they tend to slip through the shadows and only engage during very certain unknown circumstances.
This monster has been fundamental in creating or felling empires with their skills in rituals and stealth. Driving away monsters, revitalizing dead inhospitable land or assassinating heads of state and leading monsters to ravage cities.
Some suggest their dual nature renders them agents of chaos, but this author suggests that perhaps they merely reflect their beastmancer and thus humanity as a whole.

Abilities:
-Scythe strike: basic attack dealing 10-15 damage with small chance of critical attack instead.
-Death blast: Throws a spectral skull dealing 10-15 damage to target and all in it's path and reducing their initiative (watch for friendly fire)
-Spinning scythe: Deals all surrounding entities 15-20 damage and has a high chance of causing bleeding. (watch for friendly fire)
-Drain health(lvl 5): deals 6-10 damage to a target and heals 4-6 health
-Medium curse resistance: 50% resistance to curses and debuffs
-(hidden) Reaper: instead of a normal critical attack the Araneus throws their spinning scythe like a buzzsaw at an enemy hitting three times before returning to their hand.

Ratings:
Rarity: 8.5/10 (very rare) (note: unique)
Combat potential: 9/10 (very deadly)

Sightings: Very few sightings on the islands, but in the lost jungle found past the caves in the hidden cove there is a very lifelike statue of one
Legendary monsters introduction
This section contain monsters that either most people have never seen or heard about or lower than three hundred individuals on the entire planet.

These monsters are all highly powerful to varying degrees.
I was not able to include pictures of these rare monsters (to avoid spoilers), but I have provided the means to scry for them in their respective entries. Just hover your finger above the black square above the name.
Legendary monsters part 1

Triffida

Commentary: Terrifying tales of a giant plantlike monster lurking in the jungles of the isles has been told to me over strong mugs of alcohol.
It's snapping tentacles burrowing into the ground and emerging to throw rocks the size of horses or to drop earth into it's enormous maw with made it regenerate from even the most grievous wounds in an instant, a former explorer even told of it launching a deadly poisonous cloud of spores that chased the monster's targets, it was truly blood freezing stories that could only be told when one was properly inebriated.
I only hope I don't ever meet such a terror in my studies.

Abilities:
-Rock throw: basic ranged ability dealing 10-15 damage
-Melee defence: a basic melee attack used against enemies who are too close to shot, deals 1 to 5 damage
-Regenerate: heal for 10-20 health points
-Spore bombardment: Bombards all enemies with toxic spores dealing them 10-15 damage each and poisoning them.
-High poison resistance(passive): 75% reduced chance and damage from poisons.

Ratings:
Rarity: 9/10 (Cryptid) (note:unique)
Combat potential: 8/10 (deadly)

Sightings: Supposedly found in the deepest parts of the lost jungle.


Messorius

Commentary: Rumours of a monster that is more akin to a god of death caught my ear. Hovering menacingly in the air, face like a skull and scythes like a reaper. Whispered was it's name: "Messorius".
Luck was with me as I researched this supposed demigod. A traumatized veteran beastmancer survived an encounter with it. His description was simply "death incarnate"
Surrounded by a dark harmful aura and either draining the life out of it's enemies or launching deadly spectral skulls at range or delivering devastating slashes with it's dual scythes up close.
For anyone reading this, I urge you to stay away. Not only does deadly powerful undead stand between you and this monster, it is powerful enough to slay armies on it's own.
But for those who has disregarded my prior warning and has decided to go after it, I beseech you to bring an army of powerful monsters or the catacomb it guards will be you grave as so many brave souls before you.

Abilities:
-Blade strike: basic melee attack dealing 5-10 damage with a small chance to use a critical attack instead.
-Mass dark aura (lvl 12): coats all allies in a dark field of energy that deals 5 damage to anyone who attacks directly for 3 turns.
-Death blast: Throws a spectral skull dealing 10-15 damage to target and all in it's path and reducing their initiative (watch for friendly fire)
-Mass drain health (lvl 10): damages all enemies for 6-10 damage and heals for a small amount for each target damaged this way.
-High curse resistance (passive): 75% resistance to debuffs and curses
-Bleed immunity (passive): completely immune to bleeding (note: slightly bugged, very rarely will get the bleeding debuff regardless of this passive skill)
- (hidden skill) Deadly criticals: Rather than a normal critical attack like most monsters, this monster unleashes two quick consecutive blows with devestating effect.

Ratings:
Rarity: 10/10 (One of a kind) (note:unique)
Combat potential: 9.5/10 (Avatar of death)

Sightings: Deep within the scorching plains catacombs, located on the eastern island.



Scilla

Commentary: The shadowy ruler of the finfolk clans. A single Scilla can rule over massive a clan, but some prefer several smaller clans. Whatever the case they are very cooperative with their fellow finfolk and also prefer peaceful solutions with the other ocean clans. Do not take this for weakness though, as like the ocean itself they can go from their peaceful calm state into a raging storm.
In battle they wield twin swords and an enchanted clam they use to summon geysers of water and use powerful healing magic. When serious they spread the fins of their back, it is the last sight a lot of monsters and people has seen.
Setting out to catch one is a fool's errant unless you can find a young one that is starting up a new clan on its own or have an army that would make Warrior King Hernan green with envy and the means for said army to be fighting underwater.
The finfolk is the largest, most refined and most powerful of the ocean clans.

Abilities:
-Blade strike: basic melee attack dealing 5-10 damage with a small chance to use a critical attack instead.
-Ocean's wrath(lvl 10): Summons a water geyser underneath every enemy dealing 10-20 damage and reducing their movement (bug: the movement debuff does not seem to proc)
-Blade storm (lvl 10): A flurry of three quick strikes that deal 6-18 damage each and has a high chance of causing bleed.
-Mass healing (lvl 10): heals all allies and self for 10-25 points of health

Ratings:
Rarity: 9/10 (Estimated to be less than 100 worldwide) (note:unique)
Combat potential: 9/10 (warrior queen)

Sightings: Possibly found deeply inside the temple on the mostly forgotten temple island.


Abaddon

Commentary:A mythic monster that has caused destruction on such a historic scale that many religions mention it by name and portray it as an anti-god or very high ranking demon.
Unconfirmed rumours say that he might be hibernating on the islands, if true I would bet my obsidian golem that he is somewhere dangerous and very hot.
What little informative historical records I could find cited untold fire manipulation and a dark beam capable of untold levels of destruction.



Abilities:
-Fire melee strike: basic melee attack dealing 10-15 damage and has a chance to crit and/or burn
-Armageddon (lvl 20): Crashes down a meteor on every foe each dealing 10-20 with 1 range of splash damage.
-Eldritch beam: A beam of pure demonic energy dealing 20-40 damage in a line. (Seriously watch out for friendly fire with this one)
-fire bolt (lvl 5): A ranged damage skill that deals 10 to 20 damage and may apply burn to the target.
-light curse resistance (passive): 25% resistance against debuffs and curses
-light bleeding resistance (passive): Reduces bleeding damage and chance by 25%
-light poison resistance (passive): Reduces poison damage and chance by 25%
-Burning immunity (passive): Completely immune to being burned.

Ratings:
Rarity: 10/10 (Mythical) (note:unique)
Combat potential: 10/10 (Harbinger of Doom)

Sightings: There is an active volcano on the second island. It fits the bill for his supposed hibernation habits. I recon you will have to travel into the deepest caverns in the volcano to find him.
Legendary monsters part 2

Merfolk General

Commentary: Leader of the militant merfolk ocean clan. The merfolk general is the highest ranking officer their military structure.
These behemoths of war carry personal weapons, most are untraditional like the most common seen used by them, a cannon they tore from a ship and modified to used as a personal weapon.
Anchors, a giant spear made from the mast of a smaller ship is just some of the things people have experienced them wield. And they command vast armies passing orders through their captains.
A deep sea magician once caught a glimpse of a tournament where ferocious captains battled till only one was left standing, the others unconscious, he seemingly started to undergo a transformation to become a general. Sadly more is not known.
The merfolk is the second largest ocean clan, they are the most militaristic, but mostly seem to live in peace with the other ocean clans.
The merfolk clan on the islands seem to be working very closely with the finfolk clan and their leader have not been seen for quite a while. There has been sightings of a statue of a cannon wielding merfolk general in the finfolks habitat that both clans protect fanatically.

Abilities:
-Normal cannon shot: a basic ranged attack dealing 5-10 damage
-Melee defence: a basic melee attack used against enemies who are too close to shot, deals 1 to 5 damage
-Artillery strike (lvl 5): an explosive shell that deals 10-20 damage to its main target and a lesser amount to the surrounding area of the impact. Used best for punishing foes for clumping up.
-Blight shell (lvl 5): Large area of effect poison bomb dealing 5-10 damage and inflicting blight.
-Light Bleed resistance (passive): Reduces bleeding damage and chance by 25%

Ratings:
Rarity: 9/10 (Legendary) (note:unique)
Combat potential: 7/10 (great)

Sightings: Though a merfolk clan is present on the island, their leader has not been seen for a while, though a very detailed statue of one has been seen on the temple island.


Colossus

Commentary: A towering giant covered in nigh unpierceable armour. A single colossus can force an army to change direction to avoid it.
Their most distinct feature is their massive right arm. One punch is usually enough to kill or destroy just about anything. That or...crack a mountain...
They are greatly feared, not just for their own power, but because their mere presence in an area will make the monsters there stronger or turn into more powerful versions of themselves, even without the necessary requirements present.
Fortunately they are a rare sight, but no pattern has been found as to when they appear or why.
There were sightings of one on the island, but is has not been seen for quite a while.

Abilities:
-Melee strike: a basic melee attack dealing 5 to 10 damage with a small chance to use a critical attack instead.
-Spinning punch: Damages all surrounding entities for 10-15 damage each twice.
-Stunning blow: strong blow dealing 10-20 damage with a high chance of stunning target. (has no cool down, likely due to a bug)
-Mass arcane barrier (lvl 12): cast arcane barrier on all allies and self, increasing defense by 3 for 3 turns. (the initial cast also purges all other effects, good or bad)
-High bleeding Resistance (passive): 75% reduced bleeding chance and damage
-Medium poison Resistance (passive): 50% reduced poison chance and damage
-Light frost Resistance (passive): 25% reduced frozen chance
-Medium burning Resistance (passive): 50% reduced burning chance

Ratings:
Rarity: 9.5/10 (Legendary) (note:unique)
Combat potential: 9.5/10 (Juggernaut)

Sightings: A very lifelike statue has been seen in the basement of the black fort.



Samael

Commentary: Has been described as nothing short of an angelic being. That being said, do not be fooled by his human appearance, he is very much a monster.
Lorded as a savior, Samael has always arrived after Abaddon has caused destruction and helping cull monsters and provide healing until the local population recovers. This has earned him sainthood in many religions despite his monster status.
His relentless pursuit of Abaddon seem to stem from some sort of personal history between the two, but what is unknown.
Beastmancers trying to capture him has either died by his hand or that of the fanatical religious zealots who worship him. Take it from this scholar, do not mention Samael and his true nature as a monster around them. They do not care about facts and will be out for your blood.
The truth is Samael is not on the side of humans, he with kill or sacrifice humans to accomplish his supposed holy mission, guilty or innocent. It is only the religious propaganda overblowing the times when he helped us, though all times curiously only when it also benefited himself, that has prevented a squad from being formed and hunting him down.

Abilities:
-Holy Arrow: basic ranged attack dealing 8-16 damage and with a small chance to burn
-Melee defence: a basic melee attack used against enemies who are too close to shot, deals 1 to 5 damage
-Star Fall: Rains down magical projectiles unto all enemies dealing 5-10 damage twice to all foes.
-Mass healing (lvl 10): heals all allies and self for 10-25 points of health
-High curse resistance (passive): 75% resistance against debuffs and curses

Rarity: 10/10 (mythical) (note:unique)
Combat potential: 9.5/10 (Divine Warrior)

Sightings: If you ask this old coot I would say check the church in town. Most likely the lowest depths of the catacombs under it.


Arch Garudon

Commentary: Garudon surviving a furious thunderstorm as a trial of their electrical mastery become Arch Garudons. It is quite frankly a suicidal task, so not many of these exist. Two hundred at most.
These elite spellcasters utilize lightning magic to it's fullest extend and usually have a guard of regular Garudons protecting them as they unleash their magical lightning storms.



Abilities:
-Arcane missile: a basic ranged attack dealing 1-10 damage
-Melee defence: a basic melee attack used against enemies who are too close to shot, deals 1 to 5 damage
-Lightning storm (lvl 10): Powerful spell that summons bolts of lightning to strike every foe in sight dealing 10-20 damage to each.
-Mass Lightning shield (lvl 12): grants all allies and self a damaging shield that deals 5 damage to all direct attackers for 2 turns.
-Light curse resistance (passive): 25% decreased chance of being effected by debuffs and curses.

Rarity: 9/10 (Legendary) (note:unique)
Combat potential: 7/10 (Great)

Sightings: Unusual lighting activity has been seen deeply into the northern pass.
Legendary monsters part 3


Sathanus

Commentary: As a professional I don't go chasing local myths, but there was one that caught my attention that I could not just let go.
A story of a monster so powerful it ended civilizations on its own and that it had to be sealed away by ancient magic. It couldn't be true..right? Well I thought so too at first, but I have seen marks on the island that I cannot connect to anything else. Marks of hellfire magic.
I sent a request of information to the dean of knowledge back at the academy of magic and the response I got was...chilling.
One book, that was all he sent back along with a note to never again ask about it or mention it ever again.
It was the story of Sathanus, a spellsword knight, a champion of all that was true and righteous and lorded as a war god for his immense prowess in combat. A story of love and betrayal, the fall of the most righteous man in the kingdom to his base desires and how the soft hand of a woman felled what armies could not.
His story did not end with his betrayal, the dying knight was found by his arch-nemesis. The one foe he had beat several times, but never accomplished to kill. Abaddon.
An offer was made, servitude for a chance for revenge.
It was accepted, but things did not go as the demon had intended. After absorbing the demonic energies the knight transformed into a monster that dwarfed the demon in power and he fled before the transformed knight realised this and turned on him.
The turned knight stormed his king's castle where his betraying lover and her accomplishes were falsely mourning him along with the king and his knights.
The knights took up arms seeing the monster, but halted as it proclaimed that it was Sathanus and told them of what betrayal had befelled him.
He had trusted his king, the man he knew to be of just as strong moral character as himself, to side with him, it would have saved the lives of many, but it would not happen so.
The king acknowledged him as his knight, even believing his accusation, but he would not side with him. Such a scandal if revealed would utterly destroy his reputation and that of his kingdom.
The king ordered the turned knight's death, they would write it off as a monster attack. All in the name of saving face. He would deal with the traitors in time, but he would never get such time.
Sathanus flew into a unrelenting rage, hearing how his king discarded his honor and the truth just to keep up appearances, killing all the knights and his king, leaving only his traitorous lover alive.
He bound her to a cross and made her watch as he torched the king's capital, the very city she loved and had sacrificed so much for, before killing her.
The act of revenge is stated to have made him loose the last of his humanity and become a monster befitting his form.
Bereft of purpose the knight wandered aimlessly, his hatred for humanity became known whenever they dared approach him or his aimless journey brought him to civilization.
Terrified people called out for a savior and their voices reached Samael.
The angel unable to defeat the knight used magical means to look into the past and discover the horrible truth of Sathanus.
Samael set out and found the daughter of the betrayer, she was not of the knight's blood and she was innocent and pure, but the angel sacrificed her regardless in a ritual that sealed away the knight.
As I finished the story I wondered if it was just that...just a story and not an account of history. He could be out there, the betrayed knight, sealed away in something. A sobering thought.

Abilities:
-Vampiric blade: a strong basic attack that deals 7-15 damage and restores a little hp with every hit. Small chance to unleash a critical attack instead.
-Hellfire: Summons a column of flame around every enemy dealing 10-15 damage with a high chance of inflicting burn.
-Sword of chaos: Jump high up and lands, hitting the ground dealing 20-30 damage to all surrounding entities (watch for friendly fire)
-fire bolt (lvl 5): A ranged damage skill that deals 10 to 20 damage and may apply burn to the target.
-Bleeding immunity (passive): immune to bleeding
-Burning immunity (passive): immune to burning
-High poison resistance(passive): 75% reduced poison chance and damage
-High frost resistance (passive): 75% reduced chance of being frozen

Ratings:
Rarity: 10/10 (Mythical) (note:unique)
Combat potential: 11/10 (Living Apocalypse)

Sightings: If you seek this tragic creature speak to the librarian in the magic library in Nusquam. He will set you in the right direction. (authors note: I do not remember writing this sightings section...strange)
Dictionary of effects
Debuffs:
Poison: a status that deals 5 damage each turn for 3 turns

Blighted: a deadly poison that deals 15 damage each turn for 3 turns

Bleeding: deals 4 damage each turn for 4 turns

Cripple: decreases the monster's speed by 1 for 2 turns

Burned: decreases the monser's defense by 3 for 2 turns

Frozen: renders the monster unable to act for 1 turn

Frightened: lose 10 initiative for 3 turns

Buffs:
Inspire: a buff that increases a monster's initiative by 10 for 3 turns

Arcane Barrier: purges all status effect on initial cast and increases a monster's defence by 3 for 3 turns

Primal rage: increase attack by 5 for 2 turns

Lightning shield: 5 reflect damage for 2 turns

darkness shield: 5 reflect damage for 3 turns.

fire shield: 7 reflect damage for 3 turns

(note that all shields prevent direct multi hit attacks from landing any blows after the first, this includes the extra hits from deadly criticals)
Tips
Tip 1: Money will be sparse at first and it can be a good idea to make equipment you need yourself.
Many monsters drop useful items and local shopkeepers have been known to either sell recipies or grant them as rewards for completing tasks.

Tip 2: Don't get too attached, some monsters are simply more powerful than others and building up a more powerful team is key to become a successful Beastmancer.
There are even rumors of a way to sacrifice one monster to empower another, but specialists insist this is nonsense.
However keeping favorite monsters despite not using them is not unusual, some beastmancers even go out their way to make a collection of all the monsters they can get their hands on.

Tip 3: Monster are not invincible and can die, however the monsters of a beastmancer does have one advantage over monsters in the wild. They can take a fatal blow and only land in critical condition, rather than die outright, when they do it is highly recommended to pull them out as the next attack will kill them.
In the event a monster dies their crystal does not become useable again, something that has stumped experts for a while.
Most believe that crystals are simply single use items and that such crystals are worthless.
But some think that the dead monster is still connected to the crystal it is bound to somehow and some of the more radical even think because of this it might be possible to revive them as long as the crystal is intact.

Tip 4: Clothes make the man. Wearing a proper outfit can increase your effectiveness significantly, but if you really want an edge then enchanted armor and clothes are the way to go.
These however are usually reserved for noble or high ranking officers and therefore rather hard to come by. If you are not squimish, searching tombs and catacombs is your best bet to get you hands on a magical garb, as many generals and noblemen prefer being buried in them.

Tip 5: Overwhelm them with numbers. While it might be tempting to train your magical aura to make your monsters into invincible bringers of death as you level up, it is usually better to refine your aura to control as many monsters at a time as possible and doing so as fast as possible.

Tip 6: Some monsters are unique. Capturing these rare powerful monsters is highly recommended, be wary of not injuring such creatures too much as you might accidentally kill them and ruin your only shot at adding them to your team.
On the topic, one of our sponsors Psychics daily recommends you "save" (whatever that means), before engaging a unique monster, so you might rewind time (!?) should your attempt at capturing them fail.
Those crystal ball peepers are crazy I tell ya.

Tip 7: All beastmancers has the ability to highlight important things. Use it often and you might find unexpected treasure or free items. Remember: the dead does not need material goods anymore, so scavenge away.

Tip 8: It is free to sleep in the wild, just be cautious of monsters being attracted to your camp. If possible, set up camp in an area without roaming monsters to avoid this danger.
There are rumors of an abandoned fort on the dawn island, it would be a prime resting place if you can find it.

Tip 9: if you are in doubt right click monsters in combat to see their stats, skills and what status effects they are inflicted with. Works on both your own monsters and hostile ones.

Tip 10: Monster get experience by participating. A monster that just sits back for a whole encounter will not gain any exp, only by dealing damage will they. Landing the final blow also seems to grant a larger amount of exp.
The amount earned seems to be determined by the level of the monster they attack, the higher it's level, the more exp.
2 Comments
Adriael Jul 7, 2024 @ 1:40am 
Nice guide. Just got the game, will be using this :)
Andronikos Jan 12, 2023 @ 4:55am 
Thank you. This was useful and, also, nicely written.