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Meridian 59 Monster Manual
Written by Boba Fett on 100 Questions and Comments? E-mail jmac@lightspeed.net Updates: - 3/18/98: Meridian 59 Monster Manual started. List of Monsters(A-Z) 46 Monsters Total Ant Avar Leader Avar Shaman Avar Warrior Baby Spider Battered Skeleton [Renaissance] Black Spider [Renaissance] Cave Orc Centipede Daemon Skeleton [Renaissance] Dragonfly Fey Dirhai Fey Elhai Frog Man [Not included] Fungus Beast Ghost Ghost of Far'Nohl Giant Rat Giant Scorpion Guardian of Zjiria Guard Cow Ice Creature Kriipa Living Tree Lupogg King Mutant Ant Mummy Narthyl Worm [Renaissance] Orc Orc Wizard Orc Pit Boss Queen Dragonfly Queen Spider Queen Venya'cyr [Renaissance] Revenant [Not included] Shadow Beast Shadow Mummy Skeleton Slime Snow Rat Spider Stone Troll Troll Tusked Skeleton [Renaissance] Yeti Zombie Monster information(A-Z) How to read the information? Monster Name This is the description of the monster, as it says in the Meridian 59 game. This basically gives a quick description of the monster. Agressiveness: How it acts when your standing near it. Attack: Damage it can deal out against you. Hit Points: About how many hit points the monster has. Homeland: The area where the monster is most commonly found. Karma: How far it can shift your karma. Spells: What spells it can cast against you. Special Comments: Personal comments or info on the monster. Monsters Ant Snapping pincers, bloody from the ant's last meal, lash out at you. Although slow and nearly blind, ants have a keen sense of smell and a taste for human flesh. Agressiveness: Attacks you on sight. Attack: 2-4 Hit Points: 35 Homeland: Flatlands Karma: +30 Spells: N/A Special Comments: The ant is a pretty weak monster, but certainly not a newbie monster. You'll want about 25 hit points before you start killing these. You'll start spitting on them around 35 hit points. Avar Leader Dedicated to preserving the ancient ways of the bone faction, this clan leader is feared for its keen accuracy with a bow and deadly slasher. Agressiveness: Attacks you on sight. Attack: 6-10 Hit Points: 50 Homeland: Jungle Karma: -50 Spells: Arrows Special Comments: These guys die in like 5 hits, but they run like hell. You have to cast hold on them to make them stop from running. They drop lots of bows and arrows when you kill them. Avar Shaman Legend says that the Shaman Avar blind themselves in order to force their third, 'magical' eye to sprout forth. Only a fool would willing offend one of these fearsome warlocks. Agressiveness: Attacks you on sight. Attack: 5-9 Hit Points: 75 Homeland: Jungle Karma: -50 Spells: Earthquake, Shatter, Mana Bomb, Sand Storm Special Comments: Shaman are pretty tough. They run around, and if they have Avar Warriors with them your screwed. They drop loads of special weapons and armor, but are hard to kill. Watch for their Earthquake, they can catch you off guard... and the quakes do 20hp each. Avar Warrior Fierce warriors, these flightless bird men demand caution as you approach. The plumage clearly denotes this Avar as being part of the feared chyup-tewee tribe. Agressiveness: Attacks you on sight. Attack: 5-9 Hit Points: 75 Homeland: Jungle Karma: -50 Spells: N/A Special Comments: Fun to kill, good at maxing skills. Drops loads of expensive regs and lots of food. Give toughers even at 100hp+. Baby Spider Smaller and weaker than his larger kin, this baby spider is deadly nonetheless. Its soft belly is engorged with its last meal. Agressiveness: Attacks you on sight. Attack: 1-4 Hit Points: 25 Homeland: West merchant way Karma: +20 Spells: N/A Special Comments: The baby spider is a newbie monster. At a bout 25 hit points you might start spitting on them. Use any weapon you want to kill them, they are good at helping get your character started. Battered Skeleton A few scraps of rotten flesh cling to this collection of human bones topped by a battered and distinctly nonhuman skull. Sizzling liquid drips from its teeth, leaving small pits in the ground below. You shudder to think what dark ritual brought this abomination into being. Agressiveness: Attacks you on sight. Attack: 5-10 Hit Points: 60 Homeland: Castle Brax Karma: +50 Spells: Dement, Enfeeble Special Comments: One of the weaker skeletons at castle Brax, but it casts enfeeble and dement. Black Spider Once thought to be a creature made up to frighten children, the black spider is said to be a product of evil sorcery, an unwholesome melding of human and insect. Its origin, however, is different depending on the story. In some, it is the fate of some poor soul who crossed a dark mage. In others, the dark spider is an evil mage transformed in return for longevity. All the old tales, however, warn travellers to beware of this malignant creature's extraordinarily poisonous bite. Agressiveness: Attacks you on sight. Attack: 5-15 Hit Points: 60 Homeland: Shadow of the Sentinal Karma: +75 Spells: Poison Special Comments: These spiders poison more often then normal spiders, and are a little tougher. They aren't that powerful though. Cave Orc This dirty orc grunt wanders through the caves hungrily in search of gems and food. Agressiveness: Attacks you on sight. Attack: 5-7 Hit Points: 50 Homeland: Orc Caves Karma: +50 Spells: N/A Special Comments: Cave Orcs are the fillers of the Orc Caves. You can kill them quickly and max your parry and dodge on them. There are lots of Cave Orcs everywhere, they make up 75% of the monsters in the Caves. Centipede Bright orange plates make up the exoskeleton of this giant centipede. Instinct, not intellect, guides its quest for human nourishment. Agressiveness: Defensive Attack: 2-4 Hit Points: 25 Homeland: West Merchant Way Karma: -20 Spells: N/A Special Comments: Centipedes are good to get to 30 hit points on, they are in the same class as the baby spider. They are good to start working on acid touch % on. Daemon Skeleton The sight alone of this abomination of nature is often enough to paralyze of a human. You shudder to think what dark ritual brought this abomination into being. Agressiveness: Attacks you on sight. Attack: 7-15 Hit Points: 80 Homeland: Castle Brax Karma: +75 Spells: N/A Special Comments: The strongest skeleton in Meridian, the Daemon skeleton kicks ass. Its probably about as hard or harder then a troll, and they are surrounded by tons of other skeletons. Like a shadow beast, they are hard but drop jack shit! Dragonfly These small lizards look exceptionally friendly. Their gossamer wings allow them to jump into the air and take flight for brief periods of time. When backed into a corner, dragonflies are known to have a nasty spitting attack. Agressiveness: Attacks you on sight. Attack: 5-9 Hit Points: 75 Homeland: Jungle Cliff Hive Karma: 0 Spells: N/A Special Comments: A Dragonfly isn't that powerful, and basically fights like a troll. They are easy to kill and good for getting island regs. Fey Dirhai Dark, mischievious and ultimately malicious, these imps have but one goal - to bring the Quilicia wood into permanent darkness, so they can claim the Vale of Sorrows as their own. They hate their kinsmen, the fey elhai, with a fervent passion. Agressiveness: Defensive, unless your +10 karma. Attack: 3-6 Hit Points: 35 Homeland: Vale Forest Karma: +75 Spells: N/A Special Comments: Kill all the bad feys to get the good vale node. Fey Dirhai are good to get karma quick. Fey Elhai One of the noble woodland fairies, the fey elhai are most reknown for their utter hatred of their dark brothers, the fey dirhai. Agressiveness: Defensive, unless your -10 karma. Attack: 3-6 Hit Points: 35 Homeland: Vale Forest Karma: -75 Spells: N/A Special Comments: Kill all the good feys to get the bad vale node. Fey Elhai are good to get karma quick. Fungus Beast This strange creature, made up of tender, pulpy flesh, moves slowly and deliberately. Giant spores cling to its back. Agressiveness: Attacks you on sight. Attack: 3-6 Hit Points: 50 Homeland: Sandy Shores Karma: 0 Spells: N/A Special Comments: Fungus Beasts are about as hard as a tree. They aren't very powerful, and Rook is smoking purple mushrooms because he still thinks Fungus Beasts are good to fight until your 65hp. Ghost Lost souls of unending wrath, these fearsome undead are amongst the most feared creatures to walk the mainlands of Meridian. The torture and pain necessary to create one means that their occurance is relatively rare - which is a blessing for the living. Agressiveness: Attacks you on sight. Attack: 10-20 Hit Points: 235 Homeland: Created by Gods Karma: +100 Spells: Fireball Special Comments: This is a elite monster, it is probably one of the strongest monsters on Meridian. The only time they have been seen is when a necromancer is killed. Ghost of Far'Nohl Rags and rotten flesh hang on the bones of this magical apparition. This is the ghost of a former tyrant of Meridian, Far'Nohl, who gave his life and his soul to the dark arts. Agressiveness: Attacks you on sight. Attack: 5-10 Hit Points: 100 Homeland: Throne room of Castle Victoria Karma: +100 Spells: Fireball Special Comments: The ghost hurls fireballs which do about 10 damage each. He can throw like 2 of them each second so watch out. Best strategy is to truce, run up to the ghost and then run back to the beginning area of the throne room. He will follow you. Get him into the door way area, and make sure no other monsters follow him. Then discord and kick his ass. Use a Kraanan weapon on him. Giant Rat The giant rat bares its yellow teeth in defiance. A smell of rot emanates from its filthy coat. Agressiveness: Attacks you on sight. Attack: 1-5 Hit Points: 25 Homeland: Main gate to Tos Karma: +20 Spells: N/A Special Comments: The giant rat is a newbie monster. At a bout 25 hit points you might start spitting on them. Use any weapon you want to kill them, they are good at helping get your character started. Rats can attack in packs, like any other monster.. Watch out for like 5 rats over whelming you. Giant Scorpion The scorpion's deadly stinger rises high in the air and its hard plated body protects it from all but the strongest attacks. Agressiveness: Defensive Attack: 4-7 Hit Points: 50 Homeland: The Druid Hills Karma: -50 Spells: Enfeeble Special Comments: Don't mess with scorpions, they are more trouble then they're worth. They enfeeble you every damn time. They don't drop very good stuff, and they run from screen to screen when weak and near death. Guardian of Zjiria Given the ominous task of guarding the Heart of Zjiria, this stone troll glares darkly at all passerbyers. You have a feeling you better start running. Agressiveness: Attacks you on sight. Attack: 4-9 Hit Points: 60 Homeland: Ukgoth, Holy land of Trolls Karma: +75 Spells: N/A Special Comments: Just a little bit tougher then a normal troll. The stone trolls run about 2x as fast as a normal troll. At 12:00 midnight meridian time, 3 Stone trolls appear at the stone henge in Ukgoth. Zjiria, is the node they protect... Zjiria also used to be a programmer of Meridian 59. Guard Cow This is the vicious guardcow, which punishes all wrongdoers. Agressiveness: Attacks you on sight. Attack: 13-20 Hit Points: 169 Homeland: N/A Karma: 0 Spells: N/A Special Comments: These guys are tough, and will kill ya! I've heard they drop gifts and stuff when ya kill them. Ice Creature This is a creature made completely from frozen water! Agressiveness: Attacks you on sight. Attack: ? Hit Points: ? Homeland: Created by Gods Karma: ? Spells: N/A Special Comments: They pay those 3do artists way too much money... Kriipa This spindly-legged creature scuttles along the jungle canopy in search of unsuspecting prey, which includes just about everything that moves. Island travelers are warned to keep careful watch above, for the deadly grinning lizards have been known to decapitate a grown man in a single blow with their dagger sharp claws. Agressiveness: Attacks you on sight. Attack: 7-11 Hit Points: 80 Homeland: Jungle Karma: +50 Spells: N/A Special Comments: Kriipas are a little weaker then a lupogg. They are very annoying to fight because they keep jumping out of your view. They crawl on the ceiling and jump down to hit you, then they jump back up. Living Tree A primordial spirit flows through the dark branches of this ancient being. A forest scent of aged wood and fertile earth tingles your nostrils. You wonder if the story that it can summon lightning bolts to protect the forest is really true. Agressiveness: Defensive, unless you are -10 karma. Attack: 4-7 Hit Points: 50 Homeland: Forest of Farol Karma: -50 Spells: Lightning Bolt Special Comments: Trees are good for people who are 30-45 hit points. They drop entroot berries and are good to practice acid touch on. Good for level two Qor people. They will bolt you if you run from the tree after attacking them. Living Trees can bolt even under truce, it's a bug that they probably will never fix and have decided to support in the game. Lupogg King The ancient King of the Lupoggs lords over these dark caves, knowing no creature to be its equal. The rock walls rumble and shake whenever this monstrosity wails. You feel as though you have already outlived most people who encounter the Lupogg King, but that thought does not comfort you any. Agressiveness: Attacks you on sight. Attack: 7-13 Hit Points: 150 Homeland: Ancient Smuggler's Crossing Karma: 0 Spells: Hold, Earthquake Special Comments: The Lupogg King is a bitch. He casts a 10 second hold and wails on you. He has little poggs all around him, which makes him that much harder. Don't cast spells on him because they don't work very well, just enfeeble him and then slice him up. When he dies, a 10hp damaging earthquake is sent off in the room. Also, the water will rise in the opening you came into the King's room. If your caught in the path where the water rises, you will drown. You'll be killed by your own folly, and you won't be able to get your stuff. If you log in the King's room, you will appear in a safe spot outside his room. Mutant Ant The exoskeleton of the mutant ant is thick and hard and its mandibles sharp and deadly. It is stronger and more vicious than its dark skinned cousin. Agressiveness: Attacks you on sight. Attack: 4-8 Hit Points: 50 Homeland: Cragged Mountains Karma: +40 Spells: N/A Special Comments: When spiders become to easy start killing mutant ants. They don't drop very good loot, but are pretty good for toughers and improves. Mummy This evil being has been brought to life by dark magics of unknown origin. Its flesh is putrid and soft, and its eyes ask for rest from its cursed unlife. Agressiveness: Attacks you on sight. Attack: 1-4 Hit Points: 20 Homeland: Mausoleum Karma: 0 Spells: N/A Special Comments: Mummies are newbie monsters which newbies have to kill to get some of their first hit points and skill %. Good to work on punch and brawling. You can get up to 25 hit points from them. Narthyl Worm In spite of its otherworldy hideousness, the narthyl worm's lithe movements are intensely hpynotic. Every nerve in your body is screaming danger, rining dully through the trance-like state that seems to be descending over your mind. Agressiveness: Attacks you on sight. Attack: 5-15 Hit Points: 75 Homeland: Castle Brax Karma: +75 Spells: N/A Special Comments: Pretty tough guy. Everytime you hit the worm it drains your vigor. They drop beserker rings and lots of nice reagants. Orc This foul servant of Qor, body covered in filth, towers above human height. It fiercely grips a blade in one gnarled hand. Agressiveness: Attacks you on sight. Attack: 3-6 Hit Points: 50 Homeland: Icky Caves Karma: +30 Spells: N/A Special Comments: Orcs drop lots of scimitars and orc teeth, which make them valuable to kill. They are about equal to spiders in the fighting sense. They are easy to kill and pretty stupid. Orc Wizard Harnessing dark powers from deep underground, the Orc Wizards enforce the mandates of their chieftain, such as extermination of the enemy shadow beasts. How the orcs came upon the powers of magic is unknown, but the thought of man's greatest enemy armed with arcane power is enough to make any warrior queasy. Agressiveness: Attacks you on sight. Attack: 5-7 Hit Points: 50 Homeland: Orc Caves Karma: +60 Spells: Lightning Bolt, Forget, Killing Fields, Purify Special Comments: Orc Wizards are very cool. They're little stick doesn't hit for that much, but they are a challenge none the less. They can purify you and bolt you. They drop lots of good items: Disciple robes, gnarled staffs, knight shields, special weapons, other cool things. They are good to max parry and dodge on. Orc Pit Boss In order to gain the ominous title and station of Pit Boss, this orc had to battle and slay over one hundred other of its kind. In the caves, there is no more formidable warrior, determined leader or grisly adversary than the horrendous Pit Bosses. Agressiveness: Attacks you on sight. Attack: 5-9 Hit Points: 100 Homeland: Orc pit boss lair Karma: +75 Spells: N/A Special Comments: The orc pit boss isn't much of a boss by himself, it's all his friends that are along with him. He doesn't hit very hard either, but he has 2 scimitars and hits 2x as fast as normal monsters. The best strategy to kill him is to truce, run around the room until you get him trapped somewhere by himself, then untruce and slay him. You need to kill his body to get his head. Queen Dragonfly The other dragonflies seem to revere this oddly colored female. She looks up at you out of curiosity or hunger, you are not sure which. Agressiveness: Attacks you on sight. Attack: 6-10 Hit Points: 100 Homeland: Jungle Cliff Hive Karma: 0 Spells: N/A Special Comments: Queen Dragonflys are made for the Riija Sword Quest. They aren't that good of fighters, and are killed pretty damn easy. If you give them a meat pie they become your pet and follow you around and kill anything that attacks you. Queen Spider The huge egg sac of the queen spider makes her slow and heavy, but dark intelligence shines in her many black eyes. Agressiveness: Attacks you on sight. Attack: 7-11 Hit Points: 100 Homeland: Spider's Nest Karma: +50 Spells: Poison Special Comments: The Queen spider sits in the middle of the Spider's Nest. She doesn't move which allows you to run back if you get low on hit points. She poisons more often then normal spiders, use a un-dedicated weapon when fighting her. She respawns every hour, so you may have to wait to kill her. Queen Venya'cyr A noble women of stunning beauty, Queen Venya'cyr carries herself with a refined demeanor hardly still seen in this day and age. You can't help but marvel at how she has managed to keep her beautiful face so young and vibrant through all of these centuries. Agressiveness: Attacks you on sight. Attack: 7-35 Hit Points: 100+ Homeland: Inner Sanctum of Queen Venya'cyr Karma: +100 Spells: Blind Special Comments: The queen bitch herself, the lich. Leader of the Necromancer guild, she is a powerful being. She will blind you if you aren't in hitting range of her, and she hits harder then the yeti. She sells Fog and Blood Inheritance to necromancers. She attacks anyone who is not a necromancer. She hides inside her guild hall, so you have to use shatterlock or follow a necromancer in. If you kill Queen Venya'cyr, all the necromancers in Meridian die. Shadow Beast A magical abomination that hybrids the jungle kriipa with some quasi-substantial entity from the nether world. Residual Qor magic seems to make the air darker when this foul beast is near. Although they mainly prey on Cave Orcs, the shadowbeast have been known to kill humans on occasion. Agressiveness: Attacks you on sight. Attack: 9-14 Hit Points: 200 Homeland: Orc Caves Karma: +75 Spells: N/A Special Comments: Shadow Beasts are tougher then the Yeti. Nothing really hurts them, it takes about eight hits to get them slightly wounded. If your going to take one on, use the best armor and have someone heal you. Shadow Mummy This evil being has been brought to life by dark magics of unknown origin. Its flesh is putrid and soft, and its eyes ask for rest from its cursed unlife. This creature has been inflicted with a permanent shadow curse, which gives it great strength but also great misery. Agressiveness: Attacks you on sight. Attack: 1-4 Hit Points: 25 Homeland: Mausoleum Karma: 0 Spells: N/A Special Comments: This is just a normal mummy with a differant pic and description. They made it so when a newbie kills it they will think they are tough and beat a boss. Good for working on newbie %s. Skeleton A few scraps of rotten flesh cling to this collection of bones. The skeleton, although lifeless, is animated with the dark magic of Qor. Agressiveness: Attacks you on sight. Attack: 4-8 Hit Points: 50 Homeland: Graveyard of Tos Karma: +60 Spells: N/A Special Comments: Skeletons are right before trolls and about after Mutant Ants. They are pretty easy to kill. Slime A mass of quivering goo, the slime inches forward leaving a sickly trail behind. The remains of its last victim are visible within it's transparent innards. Agressiveness: Attacks you on sight. Attack: 3-6 Hit Points: 40 Homeland: Sandy Shores Karma: 0 Spells: N/A Special Comments: Slimes are wusses and can be easily killed at 30 hit points. Snow Rat This is the ice-born cousin of the mainland vermin. It is less disgusting by nature, but by far a more challenging foe. Agressiveness: Attacks you on sight. Attack: 3-6 Hit Points: 50 Homeland: Icy Cave Karma: +50 Spells: N/A Special Comments: Snow Rats are a challenge even for a 50hp full warrior character. They hit harder then normal rats and take more of a beating before they die. Watch out for trolls and fungus beast while hunting the snow rats, because they wander in the Icy Cave also. Spider This strangely delicate creature moves with stealth and strikes with deadly precision. Agressiveness: Attacks you on sight. Attack: 3-6 Hit Points: 45 Homeland: Forest of Farol Karma: +30 Spells: Poison Special Comments: Spiders will attack you, and when they get hurt they run away and find some friends. Spiders are some of the most annoying monsters, they poison. Poison knocks off like 25 vigor, and you lose 2hp a second every 7 seconds. Use un-dedicated weapons to kill them. Stone Troll This stone troll is the grey-skinned brother of his more common brother. Stone trolls were driven into the mountains ages ago, and were thought extinct. However, more recently, they have emerged from the hills in small raiding parties. Agressiveness: Attacks you on sight. Attack: 5-15 Hit Points: 75 Homeland: Martyr's Battleground Karma: +100 Spells: N/A Special Comments: Exactly the same as the Guardians of Zjiria, but they are in groups of like 10-20 at Martyr's Battleground. Thye hit slightly harder, and are a little quicker then normal trolls. If you can kill them easily, you can make lots of cash on the reagants they drop. Troll Covered with knots of lumpy flesh, the troll has powerful arms and razor sharp talons. Agressiveness: Attacks you on sight. Attack: 5-7 Hit Points: 75 Homeland: Castle Victoria Karma: +75 Spells: N/A Special Comments: Trolls are what you work on from about 50 hit points to up to 85. They drop lots of good things and keep the Meridian economy up. They will get your weaponcraft skills to about 85% and you might be able to max them. Tusked Skeleton A few scraps of rotten flesh cling to this collection of humanbones topped by a skull with large tusks protruding from its mouth. You shudder to think what dark ritual brought this abomination into being. Agressiveness: Attacks you on sight. Attack: 5-12 Hit Points: 65 Homeland: Castle Brax Karma: +50 Spells: N/A Special Comments: Not as tough as the daemon skeleton, but a threat non the less. Yeti This magnificent white beast towers above all in his presence. Yetis are extremely dangerous, particularly when attacked in the ice caves where they dwell. Only a madman would dare attack a yeti alone. Agressiveness: Attacks you on sight. Attack: 7-12 Hit Points: 100 Homeland: Icy Cave Karma: 0 Spells: Discordance Special Comments: The Yeti is buff. He hits very hard, but is kinda slow. Enfeeble him if you can. Then slice him up. Trucing won't help you if you get low on hit points, he will discord the magic. He staggers from fireballs and touch of flames. Zombie Unfettered evil has brought the dead back to life in the form of this zombie. Rotten flesh, white and pulpy, clings to soft bone. Its watery eyes stare out, unseeing. Agressiveness: Attacks you on sight. Attack: 3-6 Hit Points: 40 Homeland: Graveyard of Tos Karma: +50 Spells: Dement Special Comments: They cast dement which really doesn't do much to you. Zombies are good for toughers, they only appear in the graveyard and crypt at night. Lots of people kill zombies. Zombies are good if your 30+ hit points.
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