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Dungeon Siege II: Broken World - Game Guide
System: PC
Rated: M
Shop: Buy It Cheap · Get The Guide

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====================
 [3.7] Monster Book
====================

A list of the various monsters encountered in Broken World, with in-game 
descriptions and comments where warranted.

 Volatile Boggrot (Melee)
--------------------------
Boggrots are vicious, hateful, predators. Volatile Boggrots are a 
particularly spiteful breed that has evolved with highly unstable body 
chemistry. When slain, they generate a fiery reaction within themselves, 
creating a violent explosion that hopefully kills their attacker.

Boggrots are extremely territorial, and will attack or threaten any creature 
that enters their area. However, the tortured, corrupted monsters and Humans 
that have started encroaching on the Dryad Outpost terrify them.

-> Be wary of the "violent explosion" when boggrots die. If several go off in 
a chain reaction or through the use of AoE powers, they can kill your mages 
and put a serious hurt on your rangers and fighters. Boggrots are not that 
dangerous to you except when they die, so take them out one-by-one and avoid 
the temptation to explode a bunch of them at once.


 Spitting Maguar (Ranged)
--------------------------
Maguars are disgusting.

They were the filthiest beasts in Aranna before the cataclysm, and they 
remain equally revolting after. Their green, matted fur is covered with a 
thin layer of slime, which reeks of death and decay. The two lashing 
tentacles protruding from the sides of their head constantly drip a deadly 
poison, which they spit at their prey. Any carcass a Maguar has touched 
retains their foul odor, and no other scavenger will go near it.


 Breeding  Kurtle (Ranged)
---------------------------
The combination of Valdis' plague and the upheaval of the cataclysm have 
wreaked havoc on the internal biology of the once-peaceful Kurtles. Even 
their reproductive systems have been altered, and now they furiously lay eggs 
in battle. 

Unfortunately, their offspring are neither helpless nor weak. They are 
extremely hostile, aggressive, and dangerous. Those who are fighting Breeding 
Kurtles would be wise to destroy the eggs before they hatch.


 Bound Fellspine (Magic)
-------------------------
In the battle of Windstone Fortress, Fellspines gathered together in large 
flocks, acting as one to take down more formidable foes. However, the Bound 
Fellspines no longer behave the same way. Though these armored and enhanced 
creatures still clearly resemble their cousins, they behave independently, as 
if completely unaware of their allies around them.


 Bound Human Griever (Melee)
-----------------------------
Once Human refugees, Bound Human Grievers have been reinforced with metal 
plates and spikes that have been driven into their flesh. The light of 
intelligence is gone from their eyes -- they walk like puppets and attack 
mindlessly. The only signs that they're still alive, and not simply animated 
corpses, are their moans of constant pain and agony.


 Bound Human Tormentor (Magic)
-------------------------------
These malnourished mages can no longer speak, as sharp metal plates have been 
driven into their heads and over their mouths. But that does not stop them 
from unleashing deadly magic on everything around them. The sorrow in their 
eyes seems to beg you to kill them.


 Bound Husk (Magic)
--------------------
Whatever this monstrosity used to be is lost beneath layers of binding straps 
and chains. It's uncertain whether they even still have arms, or if they were 
simply removed because they were no longer necessary. It's likely that they 
were once powerful mages, as they can channel tremendous magical energy 
through the jewels installed in their heads.

They feel no mercy -- only pain.


 Shielding Bound Terrak (Melee)
--------------------------------
These twisted Terraks have been turned into improvised killing machines. 
Their left wings have been clipped, and three massive blades have been 
attached to their right wings. They walk with a lurching gait.

When they are close to death, they activate a powerful energy shield that 
protects them from harm. Any foe that continues to strike them will be torn 
apart by the shield's energy.

-> When Shielding Terraks get to about 20% health, their shield goes up. 
Pounding on them only damages you, so leave them alone. The shield is 
temporary, and they go down quickly after their shield does.


 Kanred, the Rogue Mage (Magic)
--------------------------------
Until recently, Kanred was an arrogant Combat Mage living with his brother 
Burk in their backwater village. However, he resented this simple life. He 
dreamed of having his name known far and wide, but with the upheavals caused 
by the second cataclysm, his goals were more distant than ever.

When a traveling grandmaster mage offered to teach him the secrets of higher 
magic, Kanred jumped at the chance. In his haste to gain power at any cost, 
he abandoned all sense of caution. The massive influx of purified magic 
blasted his brain and turned him into a maddened pillar of living power.

Ironically, Kanred's wish had been granted, though not in the manner in which 
he had dreamed. Now, eternally doomed to wander the world mindlessly 
absorbing magic, Kanred's newfound power and fame came at a steep price.

-> Kanred is your first boss fight and reveals what will become a typical 
pattern. One of his attacks is to teleport into the center of your group and 
release a powerful, radial magic attack. This attack is very dangerous, even 
to higher-level characters with lots of resistances. When he teleports into 
your midst, run. Then turn and pound on him. Beyond the teleport attack, 
Kanred isn't that dangerous, with very average magic attacks.


 Spiked Skeen (Magic)
----------------------
Spiked Skeens are far stronger and more clever than their mundane cousins. 
Groups of them will jump down on their prey in organized ambushes, or 
simultaneously burst from their subterranean holes.

This element of surprise allows them to bring down prey that is much stronger 
than they are, and they have flourished despite the harsh desert in which 
they live.


 Feral Kurgan (Melee)
----------------------
Without the influence of Valdis' plague, Feral Kurgans do not have the extra 
eyes and other mutations that distinguish them from the Kurgans you have 
faced before. Worse, only the strongest and most vicious survived the trials 
of the cataclysm. This is a new breed of predator: fast, deadly, and 
extremely aggressive.


 Scuttling Iraca (Melee)
-------------------------
Scuttling Iracas are the kings of the desert. Their huge bodies, rock-hard 
shells, and deadly claws make them powerful creatures that even Morden 
Ravagers will not face alone. For the Iraca's part, they prefer to be left 
alone, and will lash out at anything unfortunate enough to disturb their 
peace.


 Morden-Sin Reaver (Melee)
---------------------------
When Valdis was defeated and Zaramoth's sword was broken, hundreds of Morden 
were left without a home, without a leader, and without a mission. One group, 
the Morden-Sin, was driven mad with bloodlust. They erected crude 
fortifications in the desert and starting killing everything they encountered, 
often even turning on each other in their rage. Those who have encountered 
them simply call them 'Ravagers.'

Their bloodlust, violence, and increased strength are mysterious. Many 
suspect that something terrible has happened to these Morden, but since being 
seen by a Morden Ravager is a death sentence, no one has been able to 
discover what it could be.


 Morden-Sin Lancer (Melee)
---------------------------
The home of the Morden-Sin is a blood-soaked abattoir. They live in the filth 
of the corpses of their victims and smear themselves with blood and gore 
before going in to battle.


 Morden-Sin Crossbowman (Ranged)
---------------------------------
Morden-Sin crossbowmen are increasingly rare. When their complicated weapons 
break, they lack the intelligence to fix them. They simply discard the 
useless device, pick up a spear or a jagged sword, and resume killing.


 Morden-Sin Diabolist (Magic)
------------------------------
Morden-Sin Diabolists, though frail, are revered by the other Ravagers. The 
twisted rituals they lead whip their brethren into a frenzy of aggression and 
bloodlust. They appear to control the mysterious power that gives the 
Ravagers their strength and drives their madness.


 Voadyk Familiar (Melee)
-------------------------
This powerful beast, summoned by the Overmage to protect his rogue mages, is 
sinister and otherworldly in appearance. Beneath spindly limbs and glowing 
runes lurks tremendous strength and viciousness. Their eyes reveal a cunning 
intelligence that exceeds that of creatures native to Aranna.

Though their origins are a mystery, they are known to possess a frightening 
command over death and the ability to rise up again after being struck down, 
more powerful than before.

-> Familiars all have a special ability that can be quite dangerous. When 
they are killed, after a few seconds, they revive in a huge explosion. That 
explosion can do a lot of damage if you're still nearby. They only revive 
with about one quarter of their max health, so they go down again easily and 
stay down. You can also kill them with a massive damage strike that explodes 
them into chunks, thereby rendering them unable to revive. If a Familiar of 
any type doesn't explode when you first kill it, get out of the vicinity post 
haste.


 Kikrak of the Morden (Magic)
------------------------------
Following the defeat of Valdis and his army, the Morden became very sick, 
their bodies slowly wasting away. Kikrak was a powerful Morden-Gral sorcerer, 
and he refused to accept his fate, turning to dark powers to extend his life 
at any cost. When the Overmage appeared, promising power and knowledge and 
life, Kikrak welcomed him. But like Kanred, the Overmage's teachings were too 
much for his mind to handle. He too became a rogue mage, mindless and 
tortured.

-> Kikrak is your second boss and is almost a carbon-copy of Kanred. He'll 
teleport into the midst of your party, then slay you unless you run outside 
the circle, fast. The difference this time is Kikrak brings a familiar along 
with him; but, once you kill it (twice), it stays dead and you can 
concentrate on Kikrak, who shouldn't be much more of a problem than Kanred.


 Decaying Vulk (Ranged)
------------------------
Vulk, or 'vine golems,' are purely magical creatures, created long before any 
civilization came to Aranna. Perhaps they were born in the cataclysm, or 
perhaps they were created by some mighty, solitary mage. Whether they have a 
purpose is unknown, but they violently attack any intruders they find, 
perhaps out of malice, perhaps to protect something. They are not intelligent 
enough to communicate, but they are immensely strong, and throw stones with 
deadly force.

After the second cataclysm the Vulk underwent a horrifying change, poisoned 
by the death of the land.  Their insides now team with foul toxins and vapor, 
deadly to anyone who would slay one of these beasts.


 Breeding Bortusk (Melee)
--------------------------
In the early days following the cataclysm, a group of experienced explorers 
came across a Bortusk with strange markings. Believing themselves familiar 
with a Bortusk's capabilities, they let it be and continued their exploration. 
Later, when they returned by the same route, they found the Bortusk had 
spawned an army of its offspring. Nearly the entire group of veteran 
adventurers was overwhelmed immediately.

Waste no time in killing a Breeding Bortusk, or face the same fate!

-> Breeding bortusks guard their nests, which are full of egg sacs. The sacs 
always hatch whenever you get near, releasing baby bortusks. When you kill a 
breeder, it usually drops one or two egg sacs, which will spew forth more 
babies. The babies aren't particularly dangerous, but if you get swarmed by a 
dozen or more (which is quite likely if there are two or three breeders and 
several nests in one area) you can be in trouble. Destroy egg sacs from 
distance and make sure you blow up any dropped by a dying breeder.


 Bound Hak'u Bleeder (Melee)
-----------------------------
The Hak'u are a tribal race native to the jungles of Greilyn Isle. Together 
with the Dryads, they migrated to mainland Aranna soon after the cataclysm. 
When the uneasy alliance disintegrated, the Hak'u retreated to the hills and  
seemed to die out. However, corrupted, 'bound' Hak'u started to appear in 
greater and greater numbers.

The plates on their head hide their faces, but it's almost certain that their 
eyes and skin have been harvested for some other use. They fight far beyond 
the point at which a normal Hak'u would have collapsed from pain and injury.

Hak'u Bleeders seem almost addicted to blood. They continue to hack at the 
corpses of defeated enemies until exhausted, almost as if they don't know or 
care if a victim is alive or dead.


 Bound Hak'u Piercer (Ranged)
------------------------------
The Hak'u are a tribal race native to the jungles of Greilyn Isle. Together 
with the Dryads, they migrated to mainland Aranna soon after the cataclysm. 
When the uneasy alliance disintegrated, the Hak'u retreated to the hills and  
seemed to die out. However, corrupted, 'bound' Hak'u started to appear in 
greater and greater numbers.

The plates on their head hide their faces, but it's almost certain that their 
eyes and skin have been harvested for some other use. They fight far beyond 
the point at which a normal Hak'u would have collapsed from pain and injury.

Hak'u hunters are very skilled with spears. The horrific surgery these Hak'u 
have undergone has greatly strengthened their attacks.


 Bound Dryad Dervish (Melee)
-----------------------------
The most baffling thing about the mutilated monsters flooding the world is 
that they seem to have no mission. Great effort must have gone in to making 
something like the Dryad Dervish. The Dryad must be held down, her arms 
removed, and a faceplate installed to overwhelm her mind. Finally, she must 
be equipped with giant blades hanging from chains that can spin with enough 
force to blast through armor and devastate flesh.

Though they travel in groups, Dervishes do not fight like an army. They do 
not build fortifications or hold territory. They do not speak or command. 
They only kill.


 Bound Dryad Incinerator (Magic)
---------------------------------
After seeing so many of the tormented, twisted, stitched-together creatures 
infesting the hills around the Dryad Outpost, the Dryad Incinerators are a 
shock. They're graceful, elegant, and almost beautiful. But upon closer 
inspection, they have the same dead eyes, the same starved figures, and the 
same mutilated bodies as all the other bound creatures. What sort of beast 
would try to make art like this out of suffering?

As befits their delicate construction, Dryad Incinerators are especially 
powerful. They are wreathed in magical flame that they can unleash in a 
devastating attack. They are also attuned to fire, and can use fire attacks 
directed at them to restore their power.


 Bound Hyena (Magic)
---------------------
The Bound Hyena's upper jaw appears to have been broken to allow a makeshift 
cannon to be created within its mouth. An eye has been gouged out of some 
poor creature and stitched to the end of the Bound Hyena's tongue.  The beast 
uses it to blast its targets with necromantic death magic.


 Abraxis Familiar (Melee)
--------------------------
Like the Voadyk, the Abraxis is another of the Overmage's hounds. Its hard 
carapace and the runic markings on it give it tremendous strength, but its 
alien appearance is like nothing you've ever seen on your travels. Also like 
the Voadyk, death is only a minor inconvenience -- it quickly rises again 
with renewed strength. Unlike the Voadyk, it releases a blast of fire when it 
resurrects itself.

The mutilated Dryads throughout the region seem to defer to the Abraxis, but 
it doesn't seem to be capable of creating something as complicated as the 
mutilated creatures. Perhaps it's here to guard them...

-> Familiars all have a special ability that can be quite dangerous. When 
they are killed, after a few seconds, they revive in a huge explosion. That 
explosion can do a lot of damage if you're still nearby. They only revive 
with about one quarter of their max health, so they go down again easily and 
stay down. You can also kill them with a massive damage strike that explodes 
them into chunks, thereby rendering them unable to revive. If a Familiar of 
any type doesn't explode when you first kill it, get out of the vicinity post 
haste.


 Celeb'hel, the Elder (Magic)
------------------------------
When you last saw Celeb'hel, he was the leader of Aman'lu, revered for his 
legendary wisdom and benevolence. But the Celeb'hel you defeated was a 
mindless engine of destruction, a rogue mage escorted by the Overmage's 
trusted Voadyk minions.

The Celeb'hel you knew would never have fallen for the Overmage's schemes. 
Now, you are left questioning how and why such a thing could have happened, 
and what this means for your Elven friends.

-> Celeb'hel is exactly the same as Kanred and Kikrak. Avoid his teleport 
attack and you'll be fine.


 Decaying Bound Taclak (Melee)
-------------------------------
These hideously mutated Taclaks are deteriorating from the inside. They're 
possessed with the same frenetic strength as the Familiars' other bound 
minions, but when they're killed, their rotten blood sometimes spills out in 
a toxic cloud that poisons and dissolves anything it touches.

-> These nasty creatures explode when killed, much like the boggrot. But they 
are much more dangerous. Their poisonous blood covers a wide area and sticks 
around for several seconds, damaging your characters each second. When you 
kill a decaying tacklak, get your mage and rangers outside the blood spray 
immediately (well-built fighters can usually withstand the effects). Try 
never to kill a bunch at once, or the combined spray may kill you in a fairly 
permanent manner.


 Bound Taclak Spearman (Ranged)
--------------------------------
Stripped and bound in leather and steel, these Taclaks were taken from their 
homes and turned into monsters. Their right legs and left arms were taken for 
some other experiment and replaced with blades and metal. They've been 
blinded and suffer agonizing pain, but their spears find their targets 
regardless.


 Taxabani Familiar (Ranged)
----------------------------
The Familiars are cruel, evil allies of the Overmage. Though they are not 
from this world, they have been here before, and clashed with the Elves. 
There are many castes of them, each with unique body structures and powers, 
but all share the same mysterious markings, penchant for cruelty, and 
horrifying ability to rise from death with more power than ever.

The Taxabani are responsible for kidnapping more 'materials' for the Familiar 
Surgeons to work on. They use the jagged spikes on their arms to pin down 
fleeing creatures so they can be dragged to the operating room.

Taxabani have such furious willpower that they erupt in flame when they 
resurrect themselves, re-igniting any nearby Dryad Incinerators.

-> Familiars all have a special ability that can be quite dangerous. When 
they are killed, after a few seconds, they revive in a huge explosion. That 
explosion can do a lot of damage if you're still nearby. They only revive 
with about one quarter of their max health, so they go down again easily and 
stay down. You can also kill them with a massive damage strike that explodes 
them into chunks, thereby rendering them unable to revive. If a Familiar of 
any type doesn't explode when you first kill it, get out of the vicinity post 
haste.


 Searing Bracken (Melee)
-------------------------
Created from the magic of the Vai'lutra Forest, the Bracken were once 
creatures of peace, working in unison with the trees -- caretakers of the 
vast forest. When the Vai'kesh's corruptive magic began to spread through 
their home, the Bracken changed as well, becoming gnarled and violent.

When the second cataclysm consumed the forest in raging fires, it burned the 
spirits of the Bracken too. Now, they lash out in pain and anger at the loss 
of their forest and their former peaceful selves, and it is only a matter of 
time before the flames within consume them completely.

-> The bad thing about bracken is they ambush you with great frequency. They 
burst out of burning wood in the forests north of Aman'lu. Move slowly so you 
don't trigger more than a handful at a time.


 Bound Fettershin (Melee)
--------------------------
Once docile herbivores, the poor Fettershins were corrupted first by the evil 
magic of the Vai'kesh Elves, and now by the monstrous alterations of the 
Familiar Surgeons. Their constant, gnawing hunger is only made worse by the 
armored plates grafted over their skulls. Evil magical fire consumes their 
flesh, and they care for nothing but inflicting as much pain as possible so 
that others can share their misery.

-> Fettershins operate in packs. They are not individually dangerous, but 
you'll be lucky if you face no more than four at a time. Most of the time, 
you'll be up against at least a half-dozen, usually with some Hak'u, naldrun 
or bracken mixed in. Save your AoE powers to use against the fettershin, 
which go down quickly to those types of attacks.


 Bound Naldrun (Magic)
-----------------------
Like the Fettershins, Bound Naldruns are twice corrupted, first by the dark 
magic of the Vai'kesh, then by the cruel attentions of the Familiars. Their 
hands, feet, and faces were taken for the magical power within them, and a 
crude cannon fueled by their very souls was attached to their arms. Now they 
pitifully fly through the forest, seeking victims they can blast with their 
own life force until the peace of death releases them from their suffering.

-> Throughout the forests north of Aman'lu, are fairy rings of small fires. 
You'll usually encounter bound naldrun alone, but they will immediately fly 
to the nearest fair ring and summon six of their sisters. Kill the naldrun 
before it reaches the ring and you won't have to fight the full horde. Fair 
rings that are activated, only work once, you won't have to worry about them 
again when you come through on a return trip.


 Bound Elf Guard (Ranged)
--------------------------
Elven rangers were elite warriors, once revered by their companions, capable 
of hitting targets from great range, and respected for their wisdom and 
spirituality.

No trace of those qualities remains in the mutilated monsters the Familiar 
Surgeons make out of them, except for their ability to strike a victim with 
enough force to decapitate or sever a limb.


 Venomous Thrine (Ranged)
--------------------------
The Thrine life cycle begins with eggs buried beneath the ground. When the 
forests burned and the ground cracked during the cataclysm, all manner of 
contaminants polluted the nests the Thrines, altering their growth. They 
became more aggressive and deadly, but their life spans are much shorter and 
they never reach maturity. It's likely that this generation will be their 
last.


 Bound Taugrim (Melee)
-----------------------
The Familiars have taken the powerful, noble Taugrim and muzzled them, 
turning them into violent beasts of burden. They're primarily used for grunt 
work that requires great strength, such as tearing down trees for firewood, 
moving large stones, and pulling stubborn limbs off of creatures so they can 
be stitched onto something else.


 Vai'kesh Reaper (Melee)
-------------------------
When the Aegis of Death was given to the Elves of Aman'lu for safekeeping, 
some of their greatest mages became enthralled by its power. The spells 
channeled through the Aegis were the darkest death magic and very difficult 
to control, but the sorcerers' lust for power consumed them and made them 
careless. They began to decay without dying, and became more powerful in 
magic than any thought possible. The elders of Aman'lu grew fearful and 
exiled them to the forest. They became known as the Vai'kesh, or Manu Ostar 
in their own tongue.

Now, following the second cataclysm, the Vai'kesh and the Elves have a common 
enemy: the Overmage's Familiars. The Vai'kesh have made overtures of peace to 
the Elves in hopes of being united with their cousins, but time will tell if 
they have truly changed their ways.


 Ghostly Crimson Hunter Warrior (Melee)
----------------------------------------
Long ago, the race that is now known as the Familiars came to Aranna and 
terrorized the world, nearly eradicating the Elves. The greatest Elven 
fighters, archers, and mages formed the Order of the Crimson Hunters and 
fought back, seeking out the enemy in their lairs and eventually exiling the 
Familiars from Aranna entirely.

These Elven heroes were laid to rest in a grand tomb with their leader, 
Lorethal, who gave his life to save them and all of the Elves. When you 
imprisoned his soul within Ressa's bloodstone, the spirits of the other noble 
warriors rose from their graves, lifting their spectral swords against the 
monsters who would defile their leader.


 Ghostly Crimson Hunter Archer (Ranged)
----------------------------------------
Long ago, the race that is now known as the Familiars came to Aranna and 
terrorized the world, nearly eradicating the Elves. The greatest Elven 
fighters, archers, and mages formed the Order of the Crimson Hunters and 
fought back, seeking out the enemy in their lairs and eventually exiling the 
Familiars from Aranna entirely.

These Elven heroes were laid to rest in a grand tomb with their leader, 
Lorethal, who gave his life to save them and all of the Elves. When you 
imprisoned his soul within Ressa's bloodstone, the spirits of the other noble 
warriors rose from their graves, nocking arrows to their spectral bows to 
strike down the monsters who would defile their leader.


 Ghostly Crimson Hunter Mage (Magic)
-------------------------------------
Long ago, the race that is now known as the Familiars came to Aranna and 
terrorized the world, nearly eradicating the Elves. The greatest Elven 
fighters, archers, and mages formed the Order of the Crimson Hunters and 
fought back, seeking out the enemy in their lairs and eventually exiling the 
Familiars from Aranna entirely.

These Elven heroes were laid to rest in a grand tomb with their leader, 
Lorethal, who gave his life to save them and all of the Elves. When you 
imprisoned his soul within Ressa's bloodstone, the spirits of the other noble 
warriors rose from their graves, summoning their formidable magic to destroy 
the monsters who would defile their leader.


 Bound Crawler (Melee)
-----------------------
Some of the mutilated creatures the Familiar Surgeons create, like the Bound 
Dryads, have a twisted beauty and craftsmanship to them. Others seem more 
like cruel jokes -- misshapen freaks, grafted together out of spare parts.

Crawlers are little more than leftover torsos given life. They scrounge 
through the discarded meat and offal of the Surgeons' experiments, constantly 
eating to try to satisfy their insatiable hunger.

-> Crawlers are annoying little buggers because they operate in large packs 
and their small size creates clipping issues. Don't even think about killing 
them on stairways, your rangers and mages will be useless. Run away from them 
until you are operating in a flat area, then unload on them. They aren't that 
tough. Additionally, these are the creatures the Familiar Surgeons use to 
regenerate, use AoE powers on them to prevent the surgeons from feeding on 
their life force.


 Stitched Horror (Melee)
-------------------------
These abominations are cruel mockeries of the Familiars' ancient enemies, the 
Elves. They've been stripped down to nothing but crude straps. Their feet and 
arms have been cruelly torn off and replaced with claws and half-giant arms, 
making them both terrifying and deadly.

No Elf can look upon these horrors without weeping and losing hope. This is 
exactly what the Familiar Surgeons hoped to accomplish. They continue to 
diligently make more Stitched Horrors, anxiously awaiting the day they've 
created enough to overwhelm Aman'lu.


 Incinerating Bound Elf (Magic)
--------------------------------
Elven mages are naturally intelligent and skilled in combat magic. The 
Surgeons magnify these traits, rewiring nerves, removing unessential body 
parts, and grafting on metal to make their bodies ideal for conducting fiery 
power. No longer able to walk or even move, these soulless husks float along, 
immolating every living thing they see.

They are especially deadly against other Elven mages who frequently 
specialize in fire attacks as well. The Bound Elves simply soak up fire magic 
and use it to recharge their own powers.

-> The first attack of an incinerator is a fire ring that surrounds your 
party, shrinks in on itself and explodes. Not nice. Get out of the ring 
before it explodes. The creatures themselves are not that tough, just don't 
use fire magic on them.


 Krusk Familiar (Melee)
------------------------
The Familiars are cruel, evil allies of the Overmage. Though they are not 
from this world, they have been here before, and clashed with the Elves. 
There are many castes of them, each with unique body structures and powers, 
but all share the same mysterious markings, penchant for cruelty, and 
horrifying ability to rise from death with more power than ever.

Krusk Familiars are hulking, incredibly resilient beasts with deceptive 
intelligence. They are the vanguard of the Familiar army, breaking into new 
territory and crushing any opposition. They are highly resistant to magic, 
and take particular pleasure in crushing mages after shrugging off their most 
powerful spells.

Krusks have such furious willpower that they erupt in flame when they 
resurrect themselves, re-igniting any nearby Bound Elf Incinerators.

-> Familiars all have a special ability that can be quite dangerous. When 
they are killed, after a few seconds, they revive in a huge explosion. That 
explosion can do a lot of damage if you're still nearby. They only revive 
with about one quarter of their max health, so they go down again easily and 
stay down. You can also kill them with a massive damage strike that explodes 
them into chunks, thereby rendering them unable to revive. If a Familiar of 
any type doesn't explode when you first kill it, get out of the vicinity post 
haste.


 Familiar Surgeon (Magic)
--------------------------
Many years ago, Lorethal and his Crimson Hunters banished the entire race of  
Familiars from Aranna. Their leaders, the cunning and cruel 'Surgeons' 
Despular and Baelusar, never forgave the Elves. When the Overmage offered 
them a chance for revenge, they laid siege to Aman'lu in the cruelest way 
possible.

Familiar Surgeons are cruel artisans, tearing apart the lesser creatures of 
the world and reassembling them as powerful, bloodthirsty slaves. They enjoy 
the pain their experiments inflict on their subjects, and they relish the 
misery the Elves feel when their own brothers and sisters turn against them. 
If the Surgeons are not stopped, their horrific armies will overwhelm all of 
Aranna.

-> This giant brain is pretty nasty in a fight. It uses primarily death magic 
against you, so beefing up your death resistance would be a smart idea. 
Additionally, it summons crawlers from two pools located near the entrance to 
its lair. These crawlers creep over to the surgeon and regenerate it.

Fun stuff.

With decent death resistance, you can ignore the surgeon's attacks. Unload 
high-damage, single target powers on it, then attack it. Keep one area power 
in reserve. When crawlers pop out of the pools, unleash your AoE power on 
them. If you can keep the surgeon at the far end of the chamber, away from 
the pools, you'll have time to kill the crawlers before they get close enough 
to the brain to restore its health. Then go back to your head banging.



 Keirok, the Devourer (Melee)
------------------------------
Keirok is unique among the Familiars. He is a tremendously powerful beast, 
with thick armor plating, massive battering claws, and an insatiable hunger 
for flesh. He consumed countless Elves before they sealed him and the rest of 
his race away. He aches to be released on Aranna once again; to feel the 
crush of bone beneath his claws and hear the agonizing screams of his victims.

-> There's no special trick to beating Keirok, it's just a test of endurance. 
He's a strong melee attacker, so ranged attacks work better. He has one 
special attack where he pounds on the ground, causing glowing lines to 
radiate out from his body. When you see these forming, run to the outer edges 
of the circle and get between the lines--they will erupt in flame. If you're 
caught in them, it means almost certain death for any mages (and possibly 
rangers) in your party.

However, this attack is pretty easy to avoid and he's not otherwise all that 
tough.


 Bound Dwarf Sunderer (Melee)
------------------------------
When a Dwarven slave becomes insolent or tries to rise against his masters, 
he is taken away to the depths of the Cinbri city, where he is turned into a 
Sunderer. His free will and rebellious spirit are surgically removed, and his 
strength and vigor are enhanced to better serve the Familiars. These mindless 
hulks become a grim reminder to other slaves of the consequences of resisting.


 Bound Dwarf Ballista (Ranged)
-------------------------------
When a Dwarven slave breaks under the demands of his punishing labor, he is 
taken away to the depths of the Cinbri city, where his arms are removed and a 
crossbow is strapped to his back. Unessential organs are removed to make room 
for the support stake driven through his chest. His brain is also mutilated, 
bound into serving his masters as a deadly walking cannon.


 Bound Skiver (Ranged)
-----------------------
The pinnacle of Familiar Surgeon creativity, the Bound Skiver is a horrifying 
fusion of Elf and Human. There are very few of them, as the subjects used 
must be highly skilled, and the process of stitching them together is 
extremely complicated, but the resulting minion is unequaled at ranged combat.

As a bonus, the Elf's head and the Human's lower body are not needed, and can 
be used for other 'projects.')


 Familiar Overseer (Magic)
---------------------------
The Familiars are cruel, evil allies of the Overmage. They look alien and 
bizarre and are not from this world. But they've been here before, and 
clashed with the Elves. There are many castes of them, each with unique body 
structures and powers, but all share the same mysterious markings, penchant 
for cruelty, and horrifying ability to rise from death with more power than 
ever.

The Overseers are the barbaric taskmasters responsible for forcing the 
Dwarves to excavate the Cinbri city, and they take pleasure in punishing 
their charges if they step out of line. They blaze with magical energy, and 
use that power to strengthen their other minions, making them temporarily 
impervious to harm.

-> Familiars all have a special ability that can be quite dangerous. When 
they are killed, after a few seconds, they revive in a huge explosion. That 
explosion can do a lot of damage if you're still nearby. They only revive 
with about one quarter of their max health, so they go down again easily and 
stay down. You can also kill them with a massive damage strike that explodes 
them into chunks, thereby rendering them unable to revive. If a Familiar of 
any type doesn't explode when you first kill it, get out of the vicinity post 
haste.


 Bound Half-Giant Subjugator (Melee)
-------------------------------------
The Familiar Surgeons enjoy working on Half-Giants. They are exceptionally 
strong, and make highly durable and powerful combatants. But they're also 
stoic and mentally tough, allowing them to survive the torture of their 
transformations better than other, more frail races.

The victim's right arms are replaced with a massive, bladed bludgeon. They 
seem to feel nothing as they pound their victims to death, crushing bone and 
tissue with each swing. They are useful for quelling dissent, and their mere 
presence is an effective deterrent to most creatures who would consider 
rising against the Familiars.


 Bound Half-Giant Fury (Melee)
-------------------------------
If the Subjugator is an enforcer, the Fury is a soldier. He lives for carnage 
and wades into battle swinging his axes with abandon. If a fight turns 
against him, he will engulf himself in magical flame and temporarily become 
invincible.  Anyone who attacks him in this state will be burned in 
retaliation.


 Bound Half-Giant Shambler (Magic)
-----------------------------------
The Shamblers have a decapitated Elven head stitched onto their shoulders to 
increase their ability to channel magical lightning. They are often built 
from the leftover remains from failed attempts at creating the more powerful 
Bound Half-Giant Convokers. 


 Bound Half-Giant Convoker (Magic)
-----------------------------------
The spines of Half-Giant Convokers are replaced with metal to increase their 
conductivity and amplify the power of the electricity they command. Their 
most deadly tactic is to reduce the lightning resistance of their victims 
before unleashing their most powerful attacks.


 Keirge Familiar (Melee)
-------------------------
The Familiars are cruel, evil allies of the Overmage. They are not from this 
world, but they've been here before, and clashed with the Elves. There are 
many castes of them, each with unique body structures and powers, but all 
share the same mysterious markings, penchant for cruelty, and horrifying 
ability to rise from death with more power than ever.

Keirge are the most bloodthirsty of the Familiars, and each has killed 
hundreds of lesser creatures with the massive blades that grow from their 
arms. They swing each blade with the power of a greatsword, carving through 
their foes in battle and exulting in the sprays of blood around them.

-> Familiars all have a special ability that can be quite dangerous. When 
they are killed, after a few seconds, they revive in a huge explosion. That 
explosion can do a lot of damage if you're still nearby. They only revive 
with about one quarter of their max health, so they go down again easily and 
stay down. You can also kill them with a massive damage strike that explodes 
them into chunks, thereby rendering them unable to revive. If a Familiar of 
any type doesn't explode when you first kill it, get out of the vicinity post 
haste.


 Spinlar Familiar (Magic)
--------------------------
The Familiars are cruel, evil allies of the Overmage. They are not from this 
world, but they've been here before, and clashed with the Elves. There are 
many castes of them, each with unique body structures and powers, but all 
share the same mysterious markings, penchant for cruelty, and horrifying 
ability to rise from death with more power than ever.

Spinlars are second only to the Surgeons in the hierarchy of the Familiars, 
and their power is unmatched. Their most terrifying ability rips away the 
mana of their targets, preventing them from casting spells. Like the Taxabani, 
the Spinlars' magic is so powerful that they release a blast of flame when 
they resurrect themselves.

-> Familiars all have a special ability that can be quite dangerous. When 
they are killed, after a few seconds, they revive in a huge explosion. That 
explosion can do a lot of damage if you're still nearby. They only revive 
with about one quarter of their max health, so they go down again easily and 
stay down. You can also kill them with a massive damage strike that explodes 
them into chunks, thereby rendering them unable to revive. If a Familiar of 
any type doesn't explode when you first kill it, get out of the vicinity post 
haste.


 Overmage of the Cinbri (Magic)
--------------------------------
The Overmage is the only member of the Cinbri race left in Aranna. He is well 
over one thousand years old, and is a master wizard and scholar. The Overmage 
believes in order and control. He is driven by his desire to return his race 
to Aranna and present himself as supreme ruler.

The Overmage likes to work behind the scenes and is far too intelligent to 
get drawn into a fight he can't win.  Instead of exerting force, he 
manipulates his foes by uncovering their deepest desires.

The Overmage will do anything to establish order and control, even if it 
means killing thousands of innocents in the process. He believes future 
generations will understand the rightness of his actions in the end, and 
thank him for having the foresight to take action.

-> When you finally get to your battle against the Overmage, back off and 
wait. The Overmage summons a bunch of creatures and you have to defeat them. 
Right now, the Overmage is invulnerable.

DO NOT USE YOUR POWERS AGAINST THE SUMMONS UNLESS YOU USE THEM EARLY AND THEY 
ARE FAST RECHARGE POWERS!

This cannot be stressed enough. If you want to shorten this part of the 
battle--and you DEFINITELY want to shorten it--then save your powers. Be sure 
to have all your highest damage powers selected (Brutal Strike, Take Aim, 
etc.). When the last summons dies, the Overmage collapses.

Unload on him. Hit him with everything you've got. You only get about five to 
ten seconds, then he revives, is once more invulnerable and summons more help.

Do the whole thing over again. If you do this right, you only have to go 
through three or four waves of summons before you shave off all the 
Overmage's health. When that happens, he transforms into Zaramoth Reborn.

Now the real fight gets underway.


 Zaramoth Reborn (Magic)
-------------------------
Zaramoth the Unmaker, an Utgard Giant of unmatched power, was the last great 
Emperor of Aranna. Zaramoth's innate command of magical energy was so 
absolute that once he established control, he limited access to magic across 
all of Aranna, effectively neutering all other mages. Zaramoth's reign ended 
when his Sword met Azunai the Defender's Shield in battle and triggered the 
first cataclysm, killing themselves and everyone else on the battlefield.

However, when Zaramoth's body died, his soul retreated into his legendary 
Sword, to await the time when he could be reborn and again control the world.

And so, over a thousand years later, the Overmage harnessed the immense 
magical energy the Dryads collected to raise the Sword and join his soul to 
Zaramoth's. As Zaramoth Reborn, he gained both the physical form and power of 
his former emperor, becoming the strongest being in all Aranna.

-> Zaramoth Reborn is one very tough hombre. He's got a LOT of health 
(120,000 in Merc), is resistant to everything, knows every power and spell in 
the book and has near-unlimited mana. In other words, he's equal to about ten 
of you.

Zaramoth will unleash a lot of stuff. Some of his favorites are:

* Whirling Strike with his sword: getting hit is pretty certain death. You 
can avoid this one because he takes about ten seconds to wind up. When you 
see him crouch and gather in on himself, he's about to let go, so run away.

* Glacial Aura: this one's pretty hard to avoid, especially for your melee 
fighters, since running out of range means no damage being inflicted on Mr. 
Bigshot. Your best bet is to stay in there, take your lumps and drink health 
potions.

* Fire rings: you can see these coming, as they start from the outside of the 
circle and move inward. When you see them, rush IN toward Zaramoth and gather 
around him as the flames stop short of his body. (If you've got any 
unconscious people lying around, they're toast. Get a Rez spell handy.) This 
is actually a great time to unload on Zaramoth as he's busy tending the fire 
and you have a perfect excuse to get in close and personal.

* Call Lightning: when sparks start dancing on the ground, run away. These 
are pretty easy to avoid, but dangerous if you're not paying attention.

* Waves of Force: this one's just nasty. There's no warning, and you're 
suddenly facing waves of high-damage streaming out from the front of Zaramoth. 
The one upside is the narrow area-of-effect, you can easily run to the side 
away from them. If any melee fighters are standing right in front of 
him...well, hope they have lots of armor and health.

Zaramoth has other toys to play with too. This fight is, basically, a war of 
attrition. Can you knock off his health before you run out of health potions 
or Rez scrolls? He's resistant, but not immune to anything, and you can curse 
him and attack him just like any normal enemy. (I.e. there's no special trick 
to fighting him.)

The tactics are all about avoiding his attacks as much as possible, quaffing 
health potions almost continuously and making sure you have a nature mage 
with a Resurrect spell and plenty of Rez scrolls for when the nature mage is 
unconscious or dead.

This is a long, grueling battle and there are no shortcuts. Use high-damage 
powers as fast as they recharge. Run away when Zaramoth starts with one of 
his specialty attacks. In fact, keep moving, a lot. It will be harder if you 
have a melee-heavy party, so be sure to have some strong ranged support 
(ranger, combat mage).

And bring lots and lots of potions, just in case you hadn't picked up on that 
by now.
 

Overview


Walkthrough






Characters


Companions

 




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