| Common Creatures | Airborn Creatures | The Big Five |
Hit Points: 175
Attack: 2-16
These horrid creatures are all that remains of the once proud Legionnaires. Less than human, they retain just enough of their memory to hate what they have become, and to hate you even more for what you still are. Fortunately for you, they are not particularly skillful foes.
Tips: Hit it, jump back, hit it, jump back. With good footwork, you'll as good as never be hurt by these slow critters.
Hit Points: 250
Attack: 5-40
D'Sparil once had a Chaos Serpent for a mount. On this world the Serpents run loose, uncontrolled by any higher intelligence. One breed of Chaos Serpent will scorch you with fiery blasts, while a second variant of this creature belches poisonous green gas.
Tips: Fire and dodge. Don't let yourself ever be closed into a small room with a large group of Chaos Serpents, or you won't live long enough to tell about it.
Hit Points: 120
Attack: 8 shards, each up to 8 points
This fierce tundra beast fires shards of damaging ice, turning all who fall prey to its icy grip into frozen statues.
Tips: Don't be afraid to use the Mage's Ice Shards upon these beasts, it actually works. The fighter's Flechettes work pretty good provided you hit them at first toss. The Serpent Staff of the Cleric is maybe the easiest way to kill Wendigos.
Hit Points: 200
Attack: up to 10
Named after a mythical being, these monsters bear none of the pleasant traits attributed to them in legends: vicious, brutal, and extremely hard to kill. Centaurs serve in the front ranks of many of the Serpent Riders' armies. They are capable of deflecting missiles with their shields, so use caution when attacking them.
Tips: When using projectile weapons, fire in short bursts or single shots, because once these creatures freeze into "defense" mode they not only take no damage from further shots, they reflect the attacks back at you.
Hit Points: 250
Attack: up to 10 in close, up to 32 at long range
This Centaur leaders are much like their minions, but they're considerably tougher and they can spew magical fire from their shields. So we won't say anything about their apt name. Your safest strategy is to attack them from afar as they tend to do the same.
Tips: When using projectile weapons, fire in short bursts or single shots, because once these creatures freeze into "defense" mode they not only take no damage from further shots, they reflect the attacks back at you. Watch out for their blue fireballs, they're strong but slow. If you see one coming, most of the time you can dodge it easily.
Hit Points: 90
Attack: up to 40
Stalkers are aquatic reptiles with huge talons designed to rend their prey into bite-sized morsels. They can't leave the water, so once you're on dry land you might feel safe. But beware, some Stalkers can fire slime projectiles.
Tips: These creatures remain hidden (and invulnerable) until they attack; you only have about 1 second to kill them once they erupt from the water. When playing with the Fighter, just run around in Stalkers-infected ponds waving your axt (ie. using attack mode continually), this way you'll hit them before you even see them. This also works with the Sapphire Wand of the mage, what's more, it's even better; once a Stalker has been hit by the Sapphire Wand, it can't plunge in again as long as you keep firing at it. With the Cleric, you might want to activate a Flechette in ponds with lots of Stalkers (just keep in mind not to enter the poison cloud yourself).