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Enemies

Below is a listing of all the monsters you'll find in the game, short of the Dragonlord himself. Note that the HP and Gold values are only maximums; the actual values can be as low as 75% of the figures below. The Experience you gain on account of defeating each enemy, however, stays fixed. Also, each enemy has a "Power" rating from 1 to 5. This refers to an enemy's offensive rating, defensive capabilities, magic, and likelihood to dodge attacks and block escapes. This rating is relative to the level you'll be at, so an enemy with a power level of 1 will be no trouble once you're at the proper level, while an enemy with a level of 5 will be dangerous at just about any level.

Name
Portrait
HP
Gold
Experience
Power
Comment
Slime
3
1
1
1
If you have any trouble with this one, you need serious help.
Red Slime
4
2
1
1
See above.
Metal Slime
4
6
115
4
The ultimate in tantalization. He'll stick around, casting HURT at every opportunity while your attacks rarely if ever do any damage. Nine times out of 10, he'll high-tail it, leaving you with about 40 less HP than you started with and nothing to show for it. Once you reach around level 19 and have Erdrick's Sword, though, he starts getting easy.
Drakee
6
2
2
1
About the extent of your abilities in the early stages of the game. Once you get the HEAL spell, though, this guy quickly becomes a pushover.
Magidrakee
14
12
5
3
Don't take this enemy lightly. He has a nasty habit of dodging a swing from you and countering with a HURT spell.
Drakeema
20
20
11
2
Basically, a Magidrakee with a HEAL spell that, most of the time, it won't have a chance to use.
Ghost
7
4
3
3
Careful - these folks can dodge your attacks early in the game.
Poltergeist
23
18
8
3
Armed with a HURT spell, you might want to knock these guys out ASAP.
Specter
36
70
18
1
Don't be surprised if you never even see this enemy in your campaign. If you do, brushing him aside won't be hard.
Magician
13
12
4
3
Your first run-in with a magic user. Stay away from this guy until you've got some Chain Mail to fend off his attacks.
Warlock
30
35
13
4
Your first run-in with a magic user that can cast SLEEP. For that reason, you'll want to avoid him until Level 10.
Wizard
65
165
50
4
STOPSPELL will be very useful against this guy's HURTMORE attack.
Scorpion
20
16
6
1
One of the stronger enemies in the early game, but won't throw a whole lot of surprises at you.
Metal Scorpion
22
40
14
2
A slightly higher defensive rating than the weaker Scorpion, but again doesn't have a whole lot of tricks.
Rogue Scorpion
35
110
26
3
Even better defensively, and this one has a tendency to get in a strong hit every now and then.
Druin
22
16
7
2
He can get a little frisky with his dodges sometimes, but by the time you first come across him it shouldn't be a problem.
Druinlord
35
85
20
2
A HEAL spell is all that the Druinlord has to offer, and by the time you start seeing them, you'll be amply equipped to take them out.
Droll
25
25
10
2
They've got a little punch, but not a whole lot more than that.
Drollmagi
38
90
22
2
All he ever threw at me was STOPSPELL, and you know my opinion of that one.
Skeleton
30
30
11
3
The strongest enemy in the early game. High offensive power, but very susceptible to the SLEEP spell.
Wraith
36
60
17
3
Armed with a HEAL spell, you might have to spend a few extra turns to knock this guy out.
Wraith Knight
46
120
28
4
Just like a Wraith, but much stronger offensively. Keep an eye on your HP against this one.
Demon Knight
50
150
37
5
Arguably the most fearsome enemy in the overworld. Very adept at dodging attacks and preventing escapes, then retaliating with a lot of force.
Wolf
34
50
16
3
The beginning of the mid-game enemy roster. Expect to take some double-digit damage until you have a Full Plate equipped.
Wolflord
38
80
20
2
If he casts STOPSPELL, consider it a free turn. If he doesn't, expect to take some moderate damage.
Werewolf
60
155
40
3
I'd let these folks live, but they like to block my escapes.
Goldman
50
198
6
3
If you need gold, here's the enemy you need to talk to. They're surprisingly agile, though.
Golem
70
10
5
5
You probably know already, but the Fairy Flute will become indispensable in this battle.
Stoneman
160
140
65
3
He's got the most HP of any enemy, and offensive power to match. Luckily, you won't be seeing him until the lower levels of the Dragonlord's Castle.
Wyvern
42
100
24
4
These guys can be pretty nasty, with a wide range of damage and a tendency to evade attack.
Magiwyvern
58
140
34
5
You'd better be ready to dispel his SLEEP spell or else you'll be out half your gold in a hurry.
Starwyvern
65
160
43
4
Firebreathers and users of HEALMORE, these guys can singlehandedly knock you out of commission. STOPSPELL is a must.
Knight
55
130
33
3
Like Wolflords, every turn he casts STOPSPELL equals a chance at an unanswered attack. They hit rather hard, though.
Axe Knight
70
165
54
4
Early on, you can't worry about his SLEEP spell, otherwise you'll be killed for sure. You can't get much more comfortable later on, either.
Armored Knight
90
140
70
5
This guy takes a licking and keeps on ticking. Be ready to spend a lot of time on these. Better yet, just run.
Green Dragon
65
140
45
4
The weakest of the Dragons, but that doesn't mean anything. Watch out for the fire it breathes.
Blue Dragon
70
150
60
4
Hopefully by the time you start running into these guys, you'll be equipped to beat them, or at least, run away from them. If not, watch out.
Red Dragon
100
140
100
5
Your best bet is to stay away from these guys. They can be lethal.

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