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The base HP levels undergo adjustment when a level is loaded. This has two factors: the difficulty setting and a random element. Monsters are therefore tougher on harder skill levels and even monsters of the same type may have slightly different HP values in-game. See the game mechanics section for more details.

In some cases, enemies that revive on the hardest skill level are worth a greater amount of XP when killed for a second and subsequent times. Some of the differences seem like they might be bugs caused by typing errors, but others are harder to explain away in this manner so it is not wholly clear whether some of this behavior is intentional or not. In cases where the values differ, the second number listed for the monster's XP value is the amount it is worth to re-kill after reviving at least once.

Tile # indicates which tile should be assigned to a sprite in BUILD to make the monster function (with NAMES.H for the appropriate game, the "code nickname" will also appear when that tile is selected in the editor).

Name Code Nickname
Tile #
Base HP XP Value Description
Skeleton HANGMAN / SKELETON 30 None
10
A skeleton that breaks out of its manacles to run around and scratch you, a weak enemy.
Ogre KOBOLD
Tile #: 737
20 (Brown)
60 (Red)
10 Pig-like brute that attacks with its fists. Regular ogres are brown, the red ones are more powerful. The manual mentions green ogres, but they do not exist in any of the maps.
Mino Drake MINOTAUR
Tile #: 981
100 70
170
A monster with a horned head and serpent's tail. He carries an axe and his blows are quite strong.

May drop a battle axe or pike axe when killed. The chance is 40% to drop something, and 50-50 between the axe types if it does.

Lava Fiend DEVIL
Tile #: 777
50
60 (Palette 2)
50
75
A devil that throws fireballs and often hangs out in lava regions. Immune to freeze spells, but with fire resistance you can fight him with impunity.
Guardian GUARDIAN 200 1500 A floating stone idol head that shoots fireballs. The guardian can float up and down, but is otherwise slow-moving. It also appears to be immune to projectile attacks and freeze spells, but can be nuked or shot with arrows. Like other fireball-shooting enemies, fire resistance potions will make you invulnerable to their attacks.
Willow Wisp WILLOW 400 150
1500
A floating spark that shoots fireballs and can levitate itself to pursue you. It is capable of level draining you in melee combat, so keep your distance and kill it from range if possible. If Grondoval is drained below level 1, he will instantly die.
Midian Warrior
(Halberd)
GRONHAL 300 200 A caped knight who comes in four colors (brown, purple, blue and red) and a few different armaments (magic fireballs, halberd thrower, sword & shield). Uses the same sprites as players do in multiplayer. If his thrown halberd misses, you can pull it from the wall.

According to the background lore, these beings were created from the soul fragments of High Priest Midias after his defeat by Illwhyrin and her witches.

Always drops an item when killed, which may be a broad sword, halberd, pike axe or shield with equal probability.

Midian Warrior
(Magic)
GRONMU 300 200
Midian Warrior
(Sword & Shield)
GRONSW 300 200
Rat RAT Not really an enemy, but it runs around and you can kill it. They will attempt to flee and are not worth any experience. Looks different in Witchaven II. The source code imposes a limit of no more than ten rats per level, though most map files contain many more.
Forest Goblin
(Green)
GOBLIN / GOBLINSTAND / GOBLINCHILL
Tile #: 917 (Standing), 922 (Walking), 942 (Loafing)
15 25 A low level enemy that comes in several subspecies (palette swaps). Every race of goblin will infight against other races if they are in the same area; goblins killed in these fights will still grant XP to the player.

All varieties have a 40% chance to drop a short sword when killed.

Goblins who start in the "chill" position always have a base HP of 15 even if they use a different palette.

According to the background lore, only Mountain Goblins are still loyal to Illwhyrin, the others are rebels and outcasts (hence the infighting.)

Pink goblins, while not documented in the manual, rarely occur (only at the end of Level 3 as far as I know) and may be an oversight on the part of the game developers. They appear to be identical to the green forest goblins stat-wise but green and pink goblins will engage in infighting against each other.

Desert Goblin
(Yellow)
GOBLIN / GOBLINSTAND / GOBLINCHILL
Tile #: 917 (Standing), 922 (Walking), 942 (Loafing)
25 25
Mountain Goblin
(Brown)
GOBLIN / GOBLINSTAND / GOBLINCHILL
Tile #: 917 (Standing), 922 (Walking), 942 (Loafing)
35 25
Spider SPIDER
Tile #: 1070
5 5 A white spider that's weak but crawls low to the ground, making it difficult to hit with most weapons. Crouch and aim down, or shoot it with your bow. Its bite is poisonous, but it dies after biting, so if you have cure poison potions, just walking into it is an option.
Grey Witch FATWITCH
Tile #: 821
280
290 (Palette 7)
900 Pale, fat female monster that rips chunks of poisonous flesh out of herself to throw at you. She is immune to freeze spells. Save your poison cures until after she's dead.
The manual says they can summon spiders, but this does not happen; only Illwhyrin herself can summon spiders.
Skeletal Witch SKULLY
Tile #: 1028
300 100
1000
A big female monster with her skull exposed. Shoots magical bolts which will damage you even if you've taken a fire resistance potion, and can withstand a lot of beating. Immune to freeze spells.
Dragon DRAGON
Tile #: 1201
900 4000 A large fire-breathing dragon. May look intimidating, but quaff a fire resistance potion before facing him and he's useless. If you don't have fire resistance, keep your distance and use ranged attacks, or avoid the slow-moving beast. Immune to freeze spells.
Illwhyrin JUDY / JUDYSIT
Tile #: 1123 (Standing), 1118 (Kneeling)
500 (Maps 1-24)
700 (Maps 25+)
7000 The final boss of Witchaven I, her glamour allows her to appear as a human rather than grotesque like her subordinate witches. Appears in multiple levels to hassle the player, teleporting away when defeated, and can only be killed once and for all in the final level.
In addition to throwing fireballs and magic blasts, Illwhyrin can cast a variety of other evil spells:
  • Resurrect dead monsters.
  • Damage Grondoval's weapons. All weapons have their durability or ammo reduced to 3.
  • Summon monsters, with four possible outcomes: a willow wisp, four spiders, two Midian warriors, or four skeletons.
  • Reduce Grondoval's health instantly to 1.
  • Disintegrate all of Grondoval's armor.
"Fred" FRED
Tile #: 871
40 40 An unused but mostly functional enemy in Witchaven I, looks like a muscular sword-toting monster in a loincloth and boots. You can fight with and kill him, but he doesn't make sounds. Can only be encountered if you put one in using a map editor, but his corpse was used as a decorative element on some maps.