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Part III

Part III: Monsters and Natives

4 levels of creatures

  • weak (1st level teams + 2nd level solo)
  • medium (2nd level teams + 3rd level solo)
  • strong (3rd level teams + 4th level solo)
  • very strong (4th level teams + 5th + level solo)

Note that this depends on the power of the characters as well. A third level white knight might beat a strong monster, while a 3rd level swordsman might need help against a medium monster.

Weak and very strong creatures do not exist yet. These would be equivalent to one or two goblins, wolves, or rogues.

Medium creatures currently include spiders, ogres, giants, bats (in the smaller quantities), vipers, the imp, etc.

Strong creatures are most of them: 6 goblins, 3 bats, the heavy trolls, the winged dragons, all the tremendous monsters, etc. They are killable by 4th level characters alone, given the right character (i.e. the White Knight can kill dragons no problem but the goblins will get him. The sorcerer or wizard can probably take the goblins with fiery blast but can't touch the dragons. The Amazon, Black Knight, or Captain are good against the unarmored T monsters with the right weapon, or things like the heavy trolls) Very strong creatures don't exist yet. These are things the White Knight, Dwarf, or Berserker would need some luck to kill. They either take multiple hits, have multiple attacks, or consist of several strong monsters (manticores or ghouls, say).

Stats for first level characters

  • White Knight Move H6 Move H5* Fight H5* Broadsword, H B S
  • Berserker Move H6 Move H5* Fight H4* Axe (M, 5), Helmet (M)
  • Dwarf Duck T3* Move H6 Fight H5* Axe, Helmet
  • Black Knight Move M5 Move H5* Fight H5* Spear, Helm, B Plate??
  • Captain Move M5 Move M4* Fight H5* Spear, Shield
  • Wizard Move M5 Move M4* Fight M3*
  • Pilgrim Move M5 Move M4* Fight M3*
  • Amazon Move M4 Move M3* Fight L4 Light Bow
  • Druid Move L4 Move L3* Fight L3*
  • Magician Move L4* Move L3* Fight L3*
  • Sorcerer Move M5 Move M4* Fight L3*
  • Swordsman Move L4 Move L3* Fight L3*
  • Witch Move L4 Move L3* Move M4*
  • Woods Girl Move L4 Move L3* Move L2**
  • Witch King Magic **** Elf Magic ****

So, monsters should have fight times and move times of 3-6, with most in the 4-5 range. A monster with move 6 can be hit by anyone. A monster with move 5 can be hit by all but the heavy characters (the berserker is an exception...he's got a fast swing but his equipment isn't as good as the knights, and he can't move as fast as the captain and dwarf). A monster with move 4 is autohit only by light and medium attacks (probably should change this...bump wizard and pilgrim's attacks speed to 4). A monster with move 3 is safe from autohit.

A monster with attack 2 hits everyone but the woods girl; attack 3 autohits all but the light character, amazon, and dwarf. Attack 4 autohits heavy characters only. Attack 5 autohits nobody.

Suitable monsters for a first level character to fight:

Wolves (3 L4/4 M4 or 3 M5/4 L3) - Wolf1 cannot be autohit when he does light damage; light/medium characters autohit him when he does medium damage. Either way he autohits only heavy characters. Wolf 2 does medium damage only when he matches directions, but can't be autohit when doing it. He autohits all but the light characters when he does light damage, but can only be autohit by light/medium characters. Viper (4 M4**/2 L2)

Deadly to light characters if it switches. Since it's armored only a medium attack will hurt it. Light characters should run, but medium characters can fight since it can only hit them by matching directions.

Axe Goblin (3-L4*/4-M4*) - On his M side light can undercut him, on his L side they can match directions. Heavy characters can't undercut him but armor makes them immune to his L side. On his M side he can give them trouble since he undercuts and hits faster than they do. Spear Goblins (3/5 H5*)

When they flip to attack they're easy to hit by all but the heavy hitters (berserker excepted).

Sword Goblins (3-H6*/5-T5*) - Easy for light characters. Heavy characters are in trouble since if they match directions his weapon is longer. On the H side heavies can hit faster if matching directions Ghost (4 H4/2 L2)

One side is death to light characters, the other side is death to heavy characters. Medium characters can take a hit from the light side, and can't be undercut by the heavy side.

Ogre (5-T5/4-H5) - He's an easy kill for light characters; the heavy characters kill if he matches directions with them, but only the captain and black knight can dodge without fatiguing. Heavy Spider (3-L4/4-T6) - Light characters can't damage him. Heavier types can ignore the L, and are faster than the T if he matches directions. In fact they can fight him without fatiguing, unlike the goblins. Giant Bat (3-M2/2-M3) - He'll rip any character a new one. Heavies can at least take one hit. Serpent (4-L4/4-H5) - Only heavies can hit. On the light side he's harmless, on the heavy side you can match directions. The heavy troll is the same except he does M instead of L, so he's harder. The H Land dragon has M4/H4 so he's death. The H flying dragon has a light side which gives you a chance. T Spider (3-M4/4-K5) - H characters have two chances: match directions in the first round, or take a hit and match directions in the second round. In the second round you must fatigue to survive, so in round 3 with a wound and a fatigued chit, you're toast. Captain and Black Knight have better chances. The flying demon could be killed similarly. The other unarmored T monsters have K4 and only the berserker gets a second shot.

Appropriate creatures for first level types to fight would be one or two goblins, wolves, ogres, spiders, or one ghost or viper (these are dangerous though). The heavies can take down the H spiders and serpent. If I want weak characters to work in teams goblins, wolves, ogres, and spiders should always come in sets of three or four.

New creatures should be generic fantasy types, so as not to stick out too much. Some ideas:

Weak:

    * Skeleton
    * Zombie
    * Light Rat
    * Light Wasp, Medium Wasp
    * (Ghosts, Goblins, Wolves, Bats, Vipers)
    * Light and medium bats, spiders, snakes 

Medium

    * Ghoul
    * Gargoyle
    * Manticore
    * Griffin
    * Minotaur
    * Heavy Lizard
    * Salamander
    * Werewolf
    * Centaur (acts as a native at dwellings, as monster in the woods)
    * Heavy Wolves, Wasps
    * (Imp, H. Serpent, Ogres, Spiders, Demon) 

Strong

    * Vampire
    * Chimera
    * Sphinx
    * Roc
    * Golem
    * Wyvern
    * (Giants, H. Trolls and Dragons, Octopus, Flying Demon, T. Troll) 

Very Strong

    * Lich (uses magic)
    * Titan (shield and armor must be destroyed first, hits with sword and foot)
    * Hydra (multiple heads)
    * (T. Dragons) Breathe fiery blast, take multiple hits. 

(Here are some ideas for natives; I got kind of carried away and tried to come up with an idea for each letter of the alphabet!)

Natives (native spellcaster type listed in parenthesis)

Medium

    * Rogues (magician)
    * Woodfolk
    * Lancers (sorcerer)
    * Patrol
    * Adventurers
    * Militia
    * Thugs (native that can be found in the hills and dales)
    * Satyrs (monster that can be found at a dwelling) 

Strong

    * Guard
    * Soldiers (wizard)
    * Company (witch)
    * Bashkars (druid) (native that can be found in the hills and woods) 

(-- I have this idea of having Bashkars also summoned by a woods warning chit; if encountered in the woods they are berserk and attack like monsters.)

    * Centaurs (monsters that can show up at the campfires)
    * Hobgoblins (H Goblins) (monsters that can show up at the campfires) 

(-- likewise, some monsters can be summoned to campfires, where they make nice with the characters like natives)

Very Strong

    * Order (pilgrim)
    * Dwarves (Ally of Dwarf and Wizard, Unfriendly to Elf)
    * Elves (Friendly to Elf and Captain, Unfriendly to Dwarf, Enemy of Witch King) 

letters left: F, H, I, J, K, N, Q, U, V, X, Y, Z

? Force/Freebooters, Heavies, Itinerants/Insurgents, Javalineers/Jesters, Killers, Nomads, Questers, Unfortunates, Vagabonds, Yeomen, Zealots

Hey, we need some female natives. How about some female types among the Vagabonds, Adventurers, and Elves. Also there should be a female rogue type, kind of like an Amazon maybe.

Also, natives with flying mounts or with flying values themselves would be cool. Maybe the Adventurers have a guy who rides a Pegasus, or some of the Elves are fairies or sylphs who fly.

Dwellings: Outpost, Fastness (Dwarves), Keep, Tower, Village, Quarters, Billet, Roadhouse, Hideout, Fort, Settlement, Citadel, Bastion, Stronghold, Refuge, Hostelry, Lodge, Cabin, Chalet, Gatehouse, Cottage, Hut, Shelter, Haven

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Page last modified on January 27, 2005, at 02:30 AM