The Dragon Lord commands an assorted rabble of hideous creatures, all of them evil and determined to stop you at any cost. Most species have weaker and stronger breeds, as you will see. When you fight a new enemy, study what it does and what sort of attack seems to work best.
The tables show the maximum HP damage you must inflict to defeat each monster, and how much Gold and Experience you will earn if you do. Their exact HP varies from monster to monster, and may be as low as 75% of the maximum health.
The weakest enemy of Northern Alefgard. Your bread and butter to more gold and experience early on.
Cousin to Slimes, but with a little more ferocity. Extra ferocity for a little extra gold.
A flying baby dragon common to the North. Take them on after you reach level 3.
The Magidrakee knows the Hurt spell and is quite dangerous. A real pest. Look for them west of Tantagel and near Kol.
From beyond the pale comes this awful apparition. Even on high levels, it can be hard to hit because of its high agility.
A tough opponent found in caverns. Much more hitting power than the regular ghost.
At first his magic seems invincible. Do not try fighting until you reach level 4 when your magic has increased and you can use HURT.
Known as Druins on the Game Boy Color.
Stopspell should be used immediately when he shows up. He will cast HURT and SLEEP.
Known as Druin Lords on the Game Boy Color.
The Wizard will truly test your skill in using magic. He will repeatedly use HURTMORE. Attack directly.
If you can, put it to Sleep then attack. Stronger enemy that you will encounter early on.
Unless you're very strong, use Sleep. His HP is only slightly higher but his attack is much more powerful.
Known as Eyeders on the Game Boy Color.
Another creature of the labyrinths.
Known as Eyeder Lords on the Game Boy Color.
Magic and strength both will it use against you. Another foe you'll encounter in Garinham's Grave.
Be prepared to meet Drolls in dark passages. They are nothing special.
Weakest of its family, the skeleton is still a powerful fighter. Strongest monster in northern Alefgard, often found near Kol.
Luckily, by the time you meet the Wraith Knight you know a few spells. Very dangerous opponent. Will still try to heal.
Don't let the bones fool you, the Wraith is an extraordinarily strong opponent. It does know HEAL.
Forget about using magic. He dodges a lot but he will go down. Keep swinging at him. Never found in caverns.
Strong and persistent, wolves are a dangerous foe. They are teeming near Rimuldar. Have good armor before fighting. They're vulnerable to Sleep.
STOPSPELL is this fiend's favorite attack. When your defense is high enough they will waste attacks trying to cast it. On lower levels, though, its hitting power is scary.
Like King Midas of legend, Goldman is made of solid Gold. After getting an Iron Shield, fight these foes to acquire a fortune.
Golem has a weakness for beautiful music. It guards the Castle Town of Cantlin.
A small, flying dragon found in many places. Found south of Rimuldar and near Hauksness. Often underestimated.
A user of magic spells, the Magiwyvern can be a nightmare. Its SLEEP spell can wreck havoc.
He is bad tempered and cruel. He can cast STOPSPELL to ensure you don't use spells.
A brutal opponent armed with a sharp battle axe. Guardian of a special armor. His SLEEP spell can be very dangerous, so STOPSPELL must be used immediately.
The weakest of the dragons, and even it isn't easy. High hitting power and breathes fire. One is guarding a special prize in Alefgard.