Sacred 2:Bestiary
Below are the descriptions of each enemy type found in Sacred 2. Clicking the header button of an enemy type will take you to a new page on SacredWiki with more information.
- See also: Sacred 2:Enemy Levels
List of quest-related enemies in Ancaria. |
Ordinary animals can become adversaries in certain situations. Normally docile, these animals may attack if provoked. A sturdy pair of boots is recommended when crossing neatly manicured lawns or when attempting to transform monsters into harmless fowl. |
Extra-strong monsters can be found lurking in various locations throughout Ancaria, and will not hesitate to use any means necessary to dispatch trespassers in their territory. Often using special attacks, boss monsters hit harder and faster, and can be very difficult to kill. They have a fondness for coins and quality items, and anyone managing to destroy a boss may become the lucky recipient of a hoard of gold or special loot. |
Explorers traveling to Christmas Island will find a variety of enemies who wish to prevent them from receiving their Christmas gifts. Bah Humbug! It is advised to bring a warm jacket and a good fire weapon, as many of these opponents are highly resistant to the ice they live near. |
The bane of the Seraphim, Demons occasionally emerge from the Underworld to wreak havoc in the High Elf region. Luckily they are easily crushed under high heels and given no further thought. |
They are, without a doubt, some of the most fascinating creatures of the world. Dragons in all their various shapes are not only truly impressive, they are also intelligent, sentient beings. Their stature is awe-inspiring and demands respect. Dragons can measure up to 500 Ancarian cubits in length and 350 Ancarian cubits in height. Their origins, as well as their motivation to settle in this universe, are unknown. It is known, however, that they have found refuge on Ancaria and now they are shielded from the rest of the mundane world. They are a very rare sight, which makes it even more important to be prepared for such encounters. |
Protecting their island sanctuary is most important to these warrior women, and they will use their wits and skills to outsmart anyone caught attempting to breach their security. Like the trees they live in, Dryads are afraid of fire and ice. Lucky adventurers who escape with their life may find a chest full of incredible objects, which may or may not be of use to them. |
Ethereal energy beings are often hard to spot, and can be difficult to injure. Ghosts and Spirits who have not yet left this world have become enraged and will attack without provocation. Once-brave champions are often found cowering in nearby shadows, hiding from these unearthly manifestations. |
Corrupt High Elves have a wide variety of occupations, ranging from thieves and bandits to buccaneers and pirate captains. Who knew? Adventurers who dare to approach this area often find themselves lighter in the wallet or at the point of a dagger. Stealth is important when traveling through this region, and a good strong shield to block oncoming arrows is recommended. |
Human opponents who don't abide by the rules of society often become outcasts and band together in small groups to get what they want: gold and items from hapless heroes who wander by. More devious than most, these bad-tempered renegades will aggressively assault anyone they see, and sometimes even assail each other. |
Similar to humans in form only, these foes are indeed troublesome. Kobolds have overrun parts of Ancaria, and their seemingly humorous antics become more and more deadly as they play with their victim, much like a cat plays with a mouse. Others, like Trolls and Stone Guards, have their own agenda... and the average explorer does not fit into their plan. |
Spiders and scarabs and scorpions, oh my! Wise adventurers should bring some bug spray and plenty of poison antidotes to counteract their venom, as being dissolved from the inside out is rather unpleasant... and that toxic greenish glow is not usually attractive to possible romantic interests. |
Built for some secret purpose, mechanical devices should be approached with caution. Fortunately, most travelers know this. It's too late for the rest. |
Strange and deadly monsters such as Stone Creatures and Elementals prefer to wander about in small packs, and will blindly attack whatever they find. Harpies, on the other hand, plan their attacks, and will swoop down from above to carry off their unlucky prey. Fortunately, the higher they fly, the harder they fall. Just don't stand below them. |
Orcs, Goblins, and Ogres have always been warrior nations. Their hearts long for battle, and each of them is willing to sacrifice their life for their honor or their clan's honor... if they really have to. They live in groups, clans, and village communities. There, away from the battlefields, everything is clearly structured. There is an ancient Orcish proverb: "Only when they tear the sword from my cold dead hand am I defeated!" |
These weird, sentient plants have recently become somewhat of a nuisance, and must be eliminated as soon as possible. They vehemently protect their territory, and it is rumored that some evil Dryads created them by accident. Like all plants, they recoil from ice and fire. |
The T-Mutants were once normal creatures, but have been exposed to T-Energy for too long. All kinds of creatures, from wolves to turtles to even the land itself, have absorbed this powerful magical energy into their veins, strengthening and sometimes even enlarging them to tremendous sizes. Most foes that are larger than normal are under the influence of some T-Energy and should be avoided. |
Traps are static opponents which harm anyone who comes within range. Some traps will even fire projectiles at those strolling by, so a good set of armor is helpful to avoid serious wounds. Stepping on one is a good way to lose a toe (as can be determined by all the blood surrounding them), and many rats have thus developed a taste for flesh. Traps are mostly found in caves, and were put there by someone very, very evil. Be warned! |
Every adventurer has heard of them and many have already encountered them: Marauding zombies on derelict cemeteries, erratic skeletons on historic battlefields, vampires in their shape-shift forms as wolves or bats, or ghosts doing their boring spooking routines -- undead come in many shapes and forms. A good swig of a potion of undead death will help prevent them from springing back to life... er... undeath? |
Wild animals abound in Ancaria, and for some odd reason they want to attack. No one knows why, but they're probably just cranky from all the T-Energy pipes running through their territory and mutating their young. And rats! Where is the Pied Piper when you need him? |
Notes
Debuff
Some monsters have a debuff ability that allow them to dispel a character's buffs. There are three debuff attacks that monsters can have.
- An Area of Effect attack similar to Expulse Magic (called enemy_area_bannkreis in creatures.txt)
- Base Spell Resistance is checked when defending against this attack
- Monsters with this ability are:
- Chain lightning, which is similar to Baneful Smite (called enemy_gen_chainlightning in creatures.txt)
- Spell Resistance does not seem to have any effect on this attack. Modifiers that block or reflect Combat Arts might offer some protection.
- Monsters with this ability are:
- Fury-Champions only
- Harpy Queen
- The White Griffin
- mainq_helf_inquisitor_duell from creatures.txt (believed to be the Main Campaign Inquisitor encountered just before the level with Nimonuil)
- Eye trap, aka Debuff Trap (called boss_auge_traps_killbuffs in creatures.txt)
- Similar to Chain lightning
- The Abishai of Dissension is the only monster with this ability