The Witcher

The Witcher

Normal monsters

Submited on: Sunday, 16 October 2011 13:21 / by: Administrator

Normal monsters

  • The drowners
  • Combat: Usually attacks in a group so it is worth to use Yrden to block at least one of them. Dodging the attacks and a fast counter with the silver sword is what counts in a fight.
  • Potions: Not worth wasting one but if needed use Rook and Swallow
  • The drowner has an older brother neither of which are hard to defeat. He isn`t hard toe bra, with it`s long fingerss and, scales between them, which allow him to swim faster, gigantic eyes and even larger fins. An insanely ugly and nasty candidate for a husband, unless one of the ladies is a masochist.

  • Nekkers
  • Combat: They attack in packs, so it is worthwhile to draw them out one by one. If you want to do it the hard way however a silver sword will do and a combination of fast and strong blows and the Yrden sign.
  • Potions: Rook and Swallow
  • Nekker are pretty nasty creatures, inhabits the woods in which it attacks lost travelers. It travels through the forest by a system of caves, which if caved in will cut the creature off from the world. We can distinguish between two types of nekkers: the usual ones, and warriors.

  • Endrega
  • Combat: Strong blows into the creatures abdomen and Yrden sign.
  • Potions: Golden Oriole, Rook
  • Endrega is a distant relative of an Arachas. It is an ugly arachnid, which often charges at its opponent. It is slow which gives the witcher advantage, in combat reflex and strength are important. Known types include: usuall, warrior, guard and queen. To exterminate the freaks of nature destroy the cocoons on the trees, and draw out the queen. Their deaths will cause the creatures to migrate someplace else.

  • Wraith
  • Combat: Fast strikes and counters with the silver sword Igni and Yrden signs.
  • Potions: Swallow, Rook
  • Wraiths are angry souls of the dead. They are sometimes an effect of evil power accumulation, which breeds them. They have existed and will exist. Witcher decide to fight them either to banish them from this world or give them rest - no more can be done- you cannot kill anything twice. It it worth to remember that ghosts are not always hostile. Some are not ragining with madness, so it may be worthwhile to try and reason with them. A very long note would be needed if one wanted to list all the types of wights draugir and battle wights as well as the souls of deceased village girls.

  • Arachas
  • Combat: Avoiding attacks and poison. Strong stabs in the abdomen, Yrden signs and brown oil.
  • Potions: Golden Oriole, Rook, Swallow
  • The Arachas are hunters. They consider their territory or hunting grounds in the caves and woods. The carry a gigantic shell on the abdomen and thus remind more of a slime than a crab. Despite their terrifying looks they are even more terrifying enemies. They spit poison have strong attacks. It is said that one of the Arachas has been chained by an elf, but what do I know...

  • Rotfiends
  • Combat: Fast strike with the silver sword and a jump back before the creature explodes in a burst of poisoned gas fluids and muscles.
  • Potions: Rook and Swallow, and an oil for necros
  • Rotfiends are despicable monstrosities. giant mouths filled with long hard teeth, which they use to suck out marrow from the bones of the dead. They attack in groups so they often are a serious threat. They are often found in the company of Devourers and other large creatures - remains from the sphere conjunction - which like to surround themselves with weaklings. To get rid of the Rotfiends you must get rid of the food source burning the corpses or striking their lairs with grapeshot.

  • Harpia
  • Combat: uniki, znak Yrden, kartacz oraz szybkie uderzenia miecza - na przemian z silnymi.
  • Potions: Jaskółka, Gawron
  • Harpie to paskudne mieszanki ptaków i... ludzi? Nie mają prawie oczu, więc kierują się węchem. Nie są wymagającymi przeciwnikami. Dzielą się na Erynie oraz Harpie Kelajno, które "kradną" sny. Żeby pozbyć się harpii raz na zawsze trzeba zastawić pułapkę, w którą zamknięte ptaszyska odlecą i zaniosą do swoich gniazd. A tam... Bum - i po ptokach. Nic wymagającego.

  • Gargulec
  • Combat: Znak Quen, Yrden, Silne ciosy w plecy
  • Potions: Jaskółka, Gawron
  • Gargulce to magiczne stworzenia. W jednej chwili wyglądające jak zwykły posąg, w drugiej śmiertelnie niebezpieczne potwory. Zadają mocne obrażenia, a po śmierci wybuchają lawą. Atakują w grupie, więc jest się czego bać. Żeby je odesłać w zaświaty należy odpieczętować pewne komnaty.

  • Troll
  • Combat: Znak Yrden, Aard, Silne uderzenia w plecy
  • Potions: Nie opłaca się, ew. jaskółka
  • Trolle to rasa potworów, które w przeciwieństwie do, dajmy na to, Ghuli lubią sobie porozmawiać... Zanim wrzucą podróżnego do swojej zupy. Wyobraźcie sobie starą teściową, z beczką na głowie, kołem od wozu na piersi i wystających patyków zamiast włosów. Voila, trollica jak malowanie. Wyjątkowo paskudne monstra. Ale sympatyczne... jeśli nie są głodne.

  • Żywiołaki
  • Combat: Znak Yrden, Aard, Silne uderzenia w plecy
  • Potions: Nie opłaca się, ew. jaskółka
  • Żywiołaki to magiczne stworzenia, panujące nad jednymi z czterech wymiarów: powietrze, ziemia, ogień, woda. Służą swojemu panu - osobie, która je wezwała. Na szczęście spotykane są pojedyńczo, więc póki unika się ich ciosów nie są wymagające, jedynie wytrzymałe. Mimo wszystko lepiej nie spotkać ich na swojej drodze.