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.
It appears that monsters who can drop weapons/items are coded to do so 25% of the time.
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 | Description |
---|---|---|---|
Skeleton | HANGMAN / SKELETON | 30 | A skeleton that breaks out of its manacles to run around and scratch you, a weak enemy. In vanilla Witchaven II he doesn't animate correctly when moving due to a coding error. |
Ogre | KOBOLD Tile #: 737 |
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 | 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. |
Lava Fiend | DEVIL Tile #: 777 |
50 60 (Palette 2) |
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 | A floating 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. Looks like a tribal idol in Witchaven I and a disembodied wizard head in Witchaven II, but both seem to behave the same. |
Willow Wisp | WILLOW | 400 | A floating spark that shoots fireballs and can levitate itself to pursue you. It can level drain you up close. |
Midian Warrior (Halberd) |
GRONHAL | 300 | 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. The color of their cape determines how much XP they are worth and what item they will drop, but oddly, not how much HP they have. Midians summoned by Cirae-Argoth in WH2 are tougher than the rest, with a base HP of 300, but this could be an unintentional failure to update the values rather than a deliberate boost. |
Midian Warrior (Magic) |
GRONMU | 300 | |
Midian Warrior (Sword & Shield) |
GRONSW | 300 | |
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 | 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 may 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 it may be possible for green and pink goblins to engage in the usual infighting against each other. |
Desert Goblin (Yellow) |
GOBLIN / GOBLINSTAND / GOBLINCHILL Tile #: 917 (Standing), 922 (Walking), 942 (Loafing) |
25 | |
Mountain Goblin (Brown) |
GOBLIN / GOBLINSTAND / GOBLINCHILL Tile #: 917 (Standing), 922 (Walking), 942 (Loafing) |
35 | |
Spider | SPIDER Tile #: 1070 |
5 | A white spider that crawls low to the ground, making it difficult to hit with most weapons. Its bite is poisonous, but it dies after biting. |
Grey Witch | FATWITCH Tile #: 821 |
280 290 (Palette 7) |
Fat female monster that throws poisonous flesh. The manual says they can summon spiders, but I've never seen this happen. She is immune to freeze spells. |
Skeletal Witch | SKULLY Tile #: 1028 |
300 | 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 | A large fire-breathing dragon. May look intimidating, but quaff a fire resistance potion before facing him and he's useless. Immune to freeze spells. |
Illwhyrin | JUDY / JUDYSIT Tile #: 1123 (Standing), 1118 (Kneeling) |
500 (Maps 1-24) 700 (Maps 25+) |
The boss of Witchaven I. Appears in various levels to hassle the player, teleporting away when defeated. Normally summons skeletons, and seems to have a spell that destroys the player's armor at melee range, in addition to throwing fireballs. On the final level, she can summon a variety of monsters. |
"Fred" | FRED Tile #: 871 |
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. |