Monsters
- Quote
- - from Name
The monsters of Underworld Ascendant are a varied lot.
People and Races
- Note from Hig Harkens
- - from SignageTitles/cultures
- HH THEORY #11: DIG DEEPLY ENOUGH HERE & YOU WILL FIND REPRESENTATIONS OF EVERY CULTURES' MYTHS OF THE UNDERWORLD
- - from Signage/cultures
Chthonian
- Chthonian Boots: Boots that imbue the wearer with reptilian speed, and beastly might with pounces and slides.
- - from ItemDesc/PR_Boots_of_the_Cthonians
- A longsword favored by both Saurians and Chthonians.
- - from ItemDesc/PR_Lizardman_Toothed_Sword
- Proper identification of the Lizard Men tribes can save your life. The Saurians of Marcaul are your allies. The Chthonians — who sport glowing armor and follow Typhon — are not.
- - from LoadScreenTips/tip30
- Do not confuse The Chthonian's brutal nature with a lack of sophistication. Even their rough-hewn weapons possess a lethal efficiency. THE DEEP ELVES admire this quality. They seek examples of the Lizard Men's arms. Retrieve for them a [GatherItem] from TITAN'S REACH.
- - from QuestDescription/Fort2_Gather_002
- THE SHAMBLERS wonder which tribe of Lizard Men is best equipped. They wish to study a weapon of Chthonian make. It just so happens you can find a [GatherItem] in TITAN'S REACH. Retrieve it for The Hivemind to they might compare it to Saurian craftsmanship.
- - from QuestDescription/Fort2_Gather_007
- Rumor spreads of a rare Chthonian weapon, a [GatherItem], lost in the depths of TITAN'S REACH. Seek this blunt instrument but do not grow overfond of it. THE EXPEDITION needs it for some purpose upon their return. Maintaining favor with the Dwarves trumps your own needs in these dark days.
- - from QuestDescription/Fort2_Gather_008
- Purge the scouting party of CHTHONIANS: Not all of the Lizardfolk are our allies... THE CHTHONIANS are an aggressive tribe, notably distinct from The Saurians by their glowing armor. They support Typhon's rise. Only the gods understand why... Though they are of The Lower Dark, a scouting party has been spotted in THE UNDERSWAMP. The Factions request that they be dealt with.
- - from QuestDescription/Swamp1_Expel_003
- Another ABYSSAL KEY is known to us... The Saurians have shared it, sensing our need. The seventh key lies buried with The Saurian dead… guarded by those who have turned from them, The Chthonians. You must brave the CYTHERION CATACOMBS. When the final key is obtained, then we have a chance of ending Typhon’s threat.
- - from QuestDescription/Volc1_Explore_001
- THE SHAMBLERS report a Chthonian mace, a [GatherItem], in THE CYTHERON CATACOMBS. It is said to be extraordinary. The Hivemind seeks it for further study. The Shamblers wish to gauge whether The Chthonians have surpassed The Saurians in arms. Find the weapon. Wield it to aid your return.}
- - from QuestDescription/Volc1_Gather_003
- Imprint a MEMORA of a Chthonian performing a special attack: THE DEEP ELVES respect skill and strength, even in their foes. THE CHTHONIANS are said to be among the fiercest warriors in The Underworld's deeper levels. Capture a MEMORA of these malignant lizards demonstrating one of their deadliest attacks. Surely the Elves will appreciate such an effort.
- - from QuestDescription/Volc1_Imprint_001 (cut quest)
- Discerning Saurians from Cthonians is no chore if you know what to look for. Saurians have subtle markings on their snouts. Cthonians, meanwhile, try to dismember you.
- - from VOSubtitles/vo_aelita_discerningsauriansfromcthonians
- If you're unsure whether a Lizard Man is Saurian or Cthonian, heed this hint: Only Cthonians will try to dismember you.
- - from VOSubtitles/vo_aelita_ifyoureunsurewhetheralizard
- The Chthonian's have a poetic saying: "Gnash the bones and slurp the marrow." ...I suppose it's more beautiful in its original Chthonian. (They lead rich inner lives...)
- - from VOSubtitles/vo_bertha_thechthonianshaveapoeticsaying
- Those scaly Chthonian folks have as much to lose if Typhon rises, but you don't see them running around like it's the end of the world. Maybe they know something we don't.
- - from VOSubtitles/vo_bertha_thosescalycthonianfolkshaveasmuch (cut voiceover)
- Rotworm grub Fillet? Rippers love, Lizard Men no like. Drives Saurians and Chthonians off. Why…?! Dunno! Smells good to me!
- - from VOSubtitles/vo_rawstag_rotwormgrubfilletripperslove (cut voiceover)
- The dead are my servants, broken to my will. The Chthonians choose to follow me.
- - from VOSubtitles/vo_typhon_thedeadaremyservants
Cthonians are an aggressive tribe of Lizardmen from The Lower Dark, who have chosen to ally themselves with Typhon.
They are skilled in weapon and armor making, and martial moves, including the Chthonian Slide, a skill which the Ascendant can also learn, granting an Achievement on first use.
They wear glowing armor, wield clubs and toothed swords, and apparently, dislike the taste of Rotworm Fillets. Not enough that there's any ingame effect from the fillets, though.
Deep Elves
The deep elves are a faction in the Abyss. While they are not encountered in person their effects on the game matter. (background here - see characters page.) ToDo
Dwarf
The Expedition (blah blah lore, Dwarf|Dwarven|Dwarves|Mountain folk|Expedition) ToDo
Outcast
Outcast Fighter
ToDo
Outcast Rogue
ToDo
Saurean
Not all Lizardmen will try to dismember or eviscerate you on sight. The peaceful, meditating Saurians will instead assault you with empty platitudes. ToDo
Shambler
blh blah the Hivemind ToDo
Beasts
Deep Slug
- HH THEORY #2: DEEP SLUGS HAVE A RICH INNER LIFE - Hig Harkens
- - from Signage/deepslug
- HH THEORY #19: THE DEEP SLUGS ARE STRANGE REMNANTS OF A CURSED GOD - Hig Harkens
- - from Signage/slugs
- The Underworld is a hard place to have a soft body. Even Deep Slugs, common fodder for Abyssal beasts, have a thick hide. Heed their example. Seek this stout body armor, Hide of Deep Slugs, and try it for a time. It awaits somewhere in THE UNDERSWAMP.
- - from QuestDescription/Swamp1_Gather_003
- DEEP SLUGS dwell near the bottom of The Underworld's food chain. Yet the Dwarves of THE EXPEDITION value them for science rather than sustenance. They use Ripper Pome to lure slugs for study. Alas, supplies are limited in the Dwarves' exile. Recover the Ripper Pome in THE UNDERSWAMP.
- - from QuestDescription/Swamp1_Gather_008
- Imprint a MEMORA of the trail of a Deep Slug producing smoke: Heavens help whichever faction attempts to suppress THE DEEP ELVES now that they've tasted freedom. They will resort to any offense to maintain their defense. Apparently, DEEP SLUGS emit a smoky trail after devouring NETHER CAP mushrooms. Capture a MEMORA of this behavior so the Elves can ponder its eventual tactical uses.
- - from QuestDescription/Swamp1_Imprint_001 (cut quest)
- Clear THE DEEP SLUGS: UPPER EREBUS has become infested with DEEP SLUGS. The creatures are mostly harmless on their own. Yet they're an irresistible morsel for predators of the deep. Clear them out before they lure more dangerous creatures.
- - from QuestDescription/Swamp2_Expel_002
- THE EXPEDITION's hard-won supply of Ripper Pome is dwindling. They're found on the boughs of Rippers, vicious mix of flora and fauna. The Dwarves use them to bait Deep Slugs, which leave a fiery trail upon consuming the Pomes. Find these items scattered across UPPER EREBUS.
- - from QuestDescription/Swamp2_Gather_004
- Imprint a MEMORA of the trail of a Deep Slug set ablaze: THE DEEP ELVES make much from little. An admirable quality. They hear that DEEP SLUGS discharge a fiery trail after consuming RIPPER POMES. This behavior intrigues the Elves; they ponder its tactical uses upon their return to The Abyss. Capture a MEMORA of said flammable gastronomy for confirmation.
- - from QuestDescription/Swamp2_Imprint_003 (cut quest)
- Recover the MEMORA containing scientific observations of the Deep Slugs: THE EXPEDITION has little interest in observing Abyssal fauna from afar. Except when such observations improve their standing among rivals. A Dwarven sage once noted how Deep Slugs court through chemicals in their slime. The Shamblers do treasure this sort of repulsive erudition. Recover the MEMORA account to heighten Hivemind esteem of the Dwarves.
- - from QuestDescription/Swamp2_Intrigue_004
- Hide of Deep Slugs: A slimy skin that resists toxins and fire ({1}%).
- - from Items/PR_Hide_of_the_Deepslugs
- A succulent whitefish found in the Abyss's subterranean streams. Known to produce strange effects in the Deep Slug.
- - from ItemDesc/PR_NetherFish
- A fruit dropped by Rippers. Deep Slugs that eat them secrete a flammable goo trail.
- - from ItemDesc/PR_RipperPome
- THE PEACEFUL DEEP SLUG LEAVES A FLAMMABLE TRAIL & IS BAITED BY RIPPER POMES.
- - from LoadScreenTips/tip49
- HOLD {[input:Interact]} TO GRASP AN ITEM THAT WOULD NORMALLY DROP INTO YOUR INVENTORY. THIS IS HELPFUL FOR COOKING FOOD OR THROWING A RIPPER POME TO BAIT A DEEP SLUG.
- - from LoadScreenTips/tip72
- Weaponized Slug: Killed an enemy using a Deep Slug trail.
- - from SlugTrailKill/FeatDesc
- DEEP SLUGS now graize peacefully in…
- - from VOSubtitles/vo_aelita_deepslugsnowgraize
- Helpful DEEP SLUGS have appeared in…
- - from VOSubtitles/vo_aelita_helpfuldeepslugshave
- Alt: If you just want to fill belly, Rodriguez, try Nether Fish. It sure stick to the ribs... Deep Slugs like them, too. Leave a black cloud… You can hide in them!
- - from VOSubtitles/vo_rawstag_ifyoujustwanttofillbelly_alt (cut voiceover)
- Rawstag know a thing or ten about Stygian fauna. Did you know Deep Slugs leave a smoky trail if they munch Nether Moss? You have much to learn, Rodriguez.
- - from VOSubtitles/vo_rawstag_rawstagknowathingortenaboutstygian (cut voiceover)
- Ripper Pomes not a favorite of Rawstag's. But Deep Slugs eat them like candy. Then you might follow their fiery slime trails.
- - from VOSubtitles/vo_rawstag_ripperpomesnotafavorite (cut voiceover)
The Deep Slug is a versatile and non-aggressive denizen of the Abyss, more often food than predator.
It secretes a trail which has various properties, depending on what it has recently been eating or experiencing, a behavior that has been claimed by the Dwarves to be for courting purposes. Regardless of reason, this behavior can be tactically useful to the Ascendant.
- When injured, the slug secretes an acidic trail that will harm those who walk onto it.
- When eating its normal diet of Ripper Pomes, the slug's trail is highly flammable.
- When eating certain other foods, including the Eyeless Nether Fish, Nether Cap, or Bounty of the Depths the slug's trail gives off a dark smoke that may be useful for concealment.
They have a thick hide which can be found crafted into leather armor which is resistant to toxins and fire. As their trails have these properties, it is likely they have the same resistances when alive.
Deep Slugs are the subject of three Steam/Achievements: Weaponized Slug (which is also a Feat, Friend of Deep Slugs, and "Secrets of the Deep Slugs"
Mind Crippler
- MIND CRIPPLER EVICTION: Expel THE MIND CRIPPLER lurking about. Life shouldn't exist in The Abyss. Only the strange survive. MIND CRIPPLERS hunt by pitting prey against prey, then devouring the loser. It's a despicable adaptation, particularly to The Deep Elves. Servitude has soured them on mind control. Do all free folk a favor and push the Mind Cripplers from THE UNDERSWAMP.
- - from QuestDescription/Swamp1_Expel_002
- Imprint a MEMORA of a Mind Crippler performing a psychic attack: Heed my words: Never bring up mind control among THE DEEP ELVES. It is a sore subject, and rightly so. Their race was created by a mad mage who enslaved them with telepathy. Now they seek a MEMORA proving that MIND CRIPPLERS can turn allies into enemies.
- - from QuestDescription/Swamp1_Imprint_003 (cut quest)
- Mind Killer: A Mind Crippler was killed indirectly.
- - from MindCripplerDiedWithoutPlayerDamagingIt/FeatDesc
Mind Cripplers are essentially giant floating brains, which may be at least conceptually related to the [UW:Gazers] from the original Underworlds. They attack with magic, including both Magic Fist and Confusion spells.
Mind Cripplers are the subject of the Achievement and Feat Mind Killer.
Ripper
- Imprint a MEMORA of a Ripper attack.
- - from QuestObjective/Swamp1_Imprint_002 (cut quest)
- RIPPERS will attack any soul clumsy enough to bumble loudly within their reach. The Dwarves of THE EXPEDITION fret over such things, despite their eviction from The Abyss. And why not? They sacrificed much to tame this place once. If they wish a MEMORA of the RIPPERS' aggression, you should seize the opportunity.
- - from QuestDescription/Swamp1_Imprint_002 (cut quest)
- Expunge THE RIPPERS.
- - from QuestObjective/Swamp2_Expel_003
- RIPPERS have taken root in UPPER EREBUS. Be glad this ill-tempered timber isn't mobile as in days of yore. Still, Rippers sow suffering with their flailing branches. Putting fire to wood is one solution, although The Shamblers despise flame and have no quarrel with Rippers. How you clear these trees is up to you.
- - from QuestDescription/Swamp2_Expel_003
- THE EXPEDITION's hard-won supply of Ripper Pome is dwindling. They're found on the boughs of Rippers, vicious mix of flora and fauna. The Dwarves use them to bait Deep Slugs, which leave a fiery trail upon consuming the Pomes. Find these items scattered across UPPER EREBUS.
- - from QuestDescription/Swamp2_Gather_004
- THE EXPEDITION and DEEP ELVES once stood on opposite riverbanks in The Lower Dark, rattling sabers. The Disenthralled claimed they liberated the river from a forest of Rippers. The Dwarves insisted they diverted the waterway to power their machinery. The dispute over the river continues to this day, outside The Abyss. Seek a MEMORA proving whose claim is true.
- - from QuestDescription/Volc1_Intrigue_007
- Ripper Pome: A fruit dropped by Rippers. Deep Slugs that eat them secrete a flammable goo trail.
- - from ItemDesc/PR_RipperPome
- Ripper Seed: Seed that sprouts into a terror when planted.
- - from ItemDesc/PR_RipperSeed
- Ripper Burl: The thrashing branch from a Ripper tree. Valued by woodworkers for its distinct grain.
- - from ItemDesc/PR_Ripper_Burl
- Ripper Hide Armor: Lightweight armor hewn from a Ripper's bark. Allows for nimble movement and protection (+{1}%) from piercing weaponry.
- - from ItemDesc/PR_Ripper_hide_Armor
- Objects like a crate, vase, or Ripper Burl can be held up to block attacks.
- - from LoadScreenTips/tip45
- RIPPERS ASSOCIATE QUICK MOVEMENT WITH PREY.
- - from LoadScreenTips/tip50
- Rotworm grub Fillet? Rippers love, Lizard Men no like. Drives Saurians and Chthonians off. Why…?! Dunno! Smells good to me!
- - from VOSubtitles/vo_rawstag_rotwormgrubfilletripperslove (cut voiceover)
- Bark & Bite: Defeated a Ripper.
- - from RipperKill/FeatDesc
Possibly related to the Reaper of Ultima lore, the Ripper is an arch-shaped, tree-like plant with four long arms that have sharp blades at the end. It will viciously attack anything that it notices moving within range.
However, it is a friend of the Deep Slug, which it will not attack.
While generally found in isolation, lore suggests that they can (or could) be found in whole forests, and were considerably more mobile.
The back end of a ripper has an embedded Ripper Burl, and growing around it and sometimes on seedlings there are their fruit, the Ripper Pome, which can be used as bait for Deep Slugs.
There is a possibly-cut item, Ripper Seed, which, when planted, grows a Ripper.
They apparently love Rotworm grub fillets. They probably do not love long walks in the park.
They are susceptible to fire, but likely resistant to piercing damage, as armor made from their hide also has this resistance.
Rippers are the subject of the Achievement and Feat Bark & Bite.
Wisp
- WISPS
- - from VOSubtitles/vo_narrator_wisps
- Wisps eat mana, and excrete starlight.
- - from VOSubtitles/vo_narrator_wispseatmanaand
Wisps can be found in the game, but other than casting very localized light, they do not affect anything, and cannot be interacted with.
Skeleton Warrior
- Skeletons are resistant to arrows.
- - from LoadScreenTips/tip73
- THE ROUT BEGINS: The dead have driven us from the lower levels, and still they press the attack. My warriors… exhausted. So many have fallen… the forges are lost, and we still fight to hold the upper halls. Where is the aid Cabirus promised? Will he leave us to die… to be sacrificed? We are alone. The elves are lost, scattered. The expedition’s only hope is to retreat to the Circle of Portals… The Saurians will not help us in their warded city. We must retreat, break the portals, and try to gather our forces elsewhere. - Executor Rubric of The Expedition
- - from Logs/Memora_dwarf_006
- TALES OF THE UNDEAD: It’s a common jest among the Disenthralled that investigating the Undead is the quickest way to joining them. The ancient texts claim the reanimated deceased are a consequence of the unique arcane nature of our Abyssal environment. I disagree. The Abyss itself harbors an ill will. The walking dead are extensions of Typhon, his malice made flesh and bone. Or bone...just bone. - Xefreyani of The Deep Elves
- - from Logs/Memora_Swamp2_Intrigue_001
- HIRED HELP: The Hivemind’s ancestral enemy is our ancestral enemy. I say this with no ulterior motive. We seek fellowship with our Shambler neighbors. So Pir-Tama preached, her will be done. And we certainly have no need of the Undead in our halls. The Lizardmen relish the challenge, so why not make it worth their while? I will make the arrangements. - Xefreyani of The Deep Elves
- - from Logs/Memora_Volc1_Intrigue_002
- UPPER EREBUS is a bastion of our enemies. The dead, risen from the corpses of countless conflicts in The Abyss, march there. Some perished before Typhon’s rise, in the arcane conflicts with the Arch-Mage Tyball. Others were souls who labored to make The Abyss a home – and now are driven to destroy it. You must drive the undead out of the ruins, and put the unfortunate dead to rest once more.
- - from QuestDescription/Main_Expel_001
- The Undead have long served Typhon in The Abyss. Ancient accounts claim the skeletons emerged fleshless from chasm walls! THE DEEP ELVES wish to know how Typhon gained control of these ghouls. Such an account would ease relations with The Shamblers, who despise the walking dead. Recover a MEMORA containing such knowledge.
- - from QuestDescription/Swamp2_Intrigue_001
- Darkness and distraction were my tools here, dear sister. The Undead watch AND listen! –Draupnir
- - from Signage/Outcast_005
- The undead feel nothing, not even fear. But I could sweep them from your path if you but let me, Dahlia. Utter Move Spirit and the dead behave. –Draupnir
- - from Signage/rune_MoveSpirit2
- As you insist on opposing me, Dahlia, I've had to find my own allies. The undead are easy to enthrall, yet fragile. Strengthen Spirit makes them heartier. –Draupnir
- - from Signage/rune_ProtectSpirit
- HH THEORY #63: THE UNDEAD DO NOT FOLLOW TYPHON WILLINGLY - Hig Harkens
- - from Signage/undeadfollowers
- As he rises, the dead follow, infused with his power. Each living thing that falls, fuels his strength… and brings him one step closer to escaping this prison.
- - from VOSubtitles/vo_narrator_asherisesthedeadfollow
- The dead are not inherently malevolent, but in Typhon’s grip… they are forced to carry out his will.
- - from VOSubtitles/vo_narrator_thedeadarenotinherently
- The dead cannot traverse through portals as we can
- - from VOSubtitles/vo_narrator_thedeadcannottraversethrough
- Undead devour mana, giving nothing in return.
- - from VOSubtitles/vo_narrator_undeaddevourmanagiving
- The dead are my servants, broken to my will. The Chthonians choose to follow me.
- - from VOSubtitles/vo_typhon_thedeadaremyservants
- The dead gather to my call, thralls to my will. Soon, they will march and consume the world.
- - from VOSubtitles/vo_typhon_thedeadgathertomycall
- When you die, you will join the dead I have enslaved… I will have you march on these Factions you seek to protect -- and put them all to the blade, in the name of Typhon.
- - from VOSubtitles/vo_typhon_whenyoudieyouwilljoin
Skeletons form the majority of Typhon's armies, and are the unfortunate dead from past settlements, adventures and battles within The Abyss, who have been forced in death into servitude to Typhon. They come in several levels of ability.
They all have the following traits:
- can be reanimated by Eidolons
- resistant to arrows, likely because the shafts go straight through.
- absorb mana motes
- affected by magic that affect "spirit"
- can see and hear the Ascendant - or distractions!
Spectral Warrior
The weakest type of Skeleton Warrior, this skeleton may be unarmed, perhaps literally, and may also be lacking a head. These might be the remains of a beheaded person, or of the cut monster the Headless.
These skeletons can be summoned by the lowest level undead-summoning spell (without a head), and with the medium-strength summoning spell (with a head).
Spectral Knight
- Rise, my spectral knight…
- - from VOSubtitles/vo_typhon_risemyspectralknight
- Is it just Rawstag, or are skeleton knights more beefier than before? Rawstag use to them being all bones and no bite.
- - from VOSubtitles/vo_rawstag_isitjustrawstagorareskeleton (cut voiceover)
Spectral Champion
The strongest type of Skeleton, the Spectral Champion has the special ability to rally itself and its allies, making them all stronger.
Spectral Beings
- To stop a spirit, seek its Animus
- - from Signage/Graffiti_006
- THIS REGION IS BESET BY SPECTRES
- - from Signage/beset
- Warning: spectre warren ahead
- - from Unsigned graffiti (easter egg/in-joke about Warren Spector)
While the skeletons are called "spectral", they are not in fact spectres, as they have solid physical bodies. Spectral Beings, on the other hand, are various forms of floating, incorporeal spectre.
Animus
- Spectral beings like the Eidolon and Lich cannot be attacked directly. They can only be hurt by destroying their Animus... which won't go down without a fight.
- - from LoadScreenTips/tip12
- The Animus has short-range defenses that can be damaging to nearby attackers.
- - from LoadScreenTips/tip13
- The core of an Eidolon's Animus can be used to alter the environment. The core of a Lich's Animus can be used to turn back the Doom Counter.
- - from LoadScreenTips/tip14
- Beware! An Animus has several defenses: a Magic Fist spell attack, a teleport that draws an enemy near, and a close proximity burst.
- - from LoadScreenTips/tip42nl
- Animus: BREAK OPEN THE ANIMUS TO DISPEL THE GHOST & ACCESS THE MANA CORE WITHIN.
- - from Help AnimusApproach
- Each Animus guards a shard of Typhon’s power: a core.
- - from VOSubtitles/vo_meditator1_eachanimusguardsashard
- The Animus guards my power.
- - from VOSubtitles/vo_typhon_theanimusguardsmypower
- Rawstag not afraid of ghosts. They go away if you bash their Animus. Trust Rawstag on this, Rodriguez. Big glowy thing! Can't miss it!
- - from VOSubtitles/vo_rawstag_rawstagnotafraidofghosts (cut voiceover)
The 'Animus of a Spectral Being is a "big glowy thing" - a swirling stack of bones about the side of a person, which stores within it a "core".
They are of two types.
The animus of an Eidolon
The Animus of an Eidolon is powered by a Mana Core, which can be used to power the Materia Moduses, to modify the physical structure of a level.
- A concentrated form of Typhon's power, found inside the Animus of an Eidolon. Used to power the Materia Modus.
- - from ItemDesc/PR_PROP_Animus_Heart
- Powered by an Aether Core, found inside the Animus of a Lich.
- - from VOSubtitles/vo_narrator_poweredbyanaethercore
- Acquire the MANA CORE from the DESTROYED ANIMUS.
- - from QuestObjective/GetManaCore
- Place MANA CORE into the MATERIA MODUS ( ◙ ).
- - from QuestObjective/PutManaCoreInEAD
The animus of a Lich
- A concentrated form of Typhon's power, found inside the Animus of a Lich. Used to power the Tempus Modus.
- - from ItemDesc/PR_PROP_Animus_Heart_Lich
- It is powered by an Aether Core, found inside the Animus of a Lich.
- - from VOSubtitles/vo_narrator_itispoweredbyanaethercore
- Acquire the MANA CORE from the DESTROYED ANIMUS.
- - from QuestObjective/GetEidolonHeart
- Place the AETHER CORE in the TEMPUS MODUS ( ╝ ).
- - from QuestObjective/PlaceLichHeart
The Animus of a Lich (or Arch-Lich) is powered by an Aether Core, which can be used to power the Tempus Modus, to push back the Doom Counter.
Eidolon
- EIDOLON CANNOT BE ATTACKED DIRECTLY, ONLY THROUGH THEIR HIDDEN ANIMUS.
- - from Help EidolonApproach
- A SPECTRE HAS RISEN: Not even the dead are safe from Typhon’s power, each is chained to him. He infuses them with power - and become his slaves. Yet more terrible are the willing servitors of Typhon in death, the EIDOLONS. One has been sighted in UPPER EREBUS. As long as it exists, Marcaul is in danger. Slay the Eidolons and remove this threat from our door.
- - from QuestDescription/Main_Gather_001
- EVICTING THE UNDEAD: EIDOLONS are haunting THE NECROTIC GRAVEYARD, reanimating the deceased to serve Typhon. As such wretched spirits are wont to do. Expel any specters before their skeletal minions secure a foothold in the region. Remember: A ghost's weakness is its ANIMUS.
- - from QuestDescription/Swamp2_Expel_001
- SPECTRAL INQUIRY: The dwarves of THE EXPEDITION pursue innumerable tactics for saving The Abyss. Even the methods of their foes. To them, the end absolves broad means. Their emissary seeks a MEMORA showing how the EIDOLON reanimate the undead. It might illustrate how to turn Typhon's minions against him.
- - from QuestDescription/Swamp2_Imprint_001 (cut quest)
- An Eidolon has appeared. Such spectral beings are invested with Typhon’s power -- and require… investigation.
- - from Haporukala (cut voiceover)
The weakest form of Spectral Being, the Eidolon is a willingly-raised servitor of Typhon which can reanimate slain undead to fight again.
They cannot be attacked directly, but will be destroyed if you find and destroy their Animus.
Lich
- TYPHON SUMMONS A LICH!: Eidolons are not the only willing servants of Typhon… More terrible still are the shades of wizards long since dead – a creature, the LICH. As Typhon wages war against us, he infuses more of his power into these dead mages. Once united under TYyball, now they eagerly draw upon Typhon’s power and live again… One such abomination has risen in TITAN'S REACH. You must find a way to destroy it.
- - from QuestDescription/Main_Gather_002
- LICH EXTRACTION REQUIRED: TYBALL'S FOLLY is haunted. The dead will never rest with a LICH lurking about. The ghosts of wizards, Liches are also extensions of Typhon's power. Typhon expended energy to animate them. They in turn reanimate the dead. Doubtless the Liches wish ready this realm for their master's return. Push them out, and weaken Typhon in the process.
- - from QuestDescription/Fort1_Expel_001
- ANCIENT SUMMONS: The Dwarves of THE EXPEDITION lived here of their own volition. They sought to shape The Abyss. To bend it to their needs. They've since heard that the LICH can summon other undead in service of Typhon. A MEMORA of this ability might offer a key to defeating The Father of Monsters. Recover it for the Dwarves.
- - from QuestDescription/Volc1_Imprint_002 (cut quest)
- Motes of Mana are invisible unless one is a Lich—they’re drawn to it—or one learns the right skill. –Draupnir
- - from Signage/Outcast_022
- Fail - and Typhon's creatures will gain strength. Its power will be used to raise another of the dark mages… a Lich, who will serve Typhon… willingly.
- - from VOSubtitles/vo_narrator_failandtyphonscreatureswillgain
- Typhon has raised a lich from the remains of a mage, imbuing it with his essence. Typhon’s power grows with each such resurrection.
- - from VOSubtitles/vo_haprukala_typhonhasraisedalichfrom
- Rise, mage… as a lich.
- - from VOSubtitles/vo_typhon_risemageasalich
- A Lich has risen. Another servitor for Typhon.
- - from VOSubtitles/vo_narrator_alichhasrisenanotherservitor
- DEEP THOUGHTS: The Leaf enlightens. Confrontation with Typhon comes tomorrow, and yet I have faced him today, in a thousand battles with as many outcomes. Most end in fire. Some end in darkness, a void. One ends in balance. Typhon’s power is not limitless. His Lich minions take their toll. Yet only if we stand united, as Pir-Tama taught. The Leaf enlightens. - Xefreyani of The Deep Elves
- - from LogTitles/Memora_Swamp2_Intrigue_010
The Lich is akin to the Eidolon, willingly raised by Typhon to his service, but armed with more powerful magic, due to being raised from a wizard. Rather than merely raising defeated undead, they can summon more undead to their cause.
Like the Eidolon, they cannot be attacked directly, but will be destroyed if you find and destroy their Animus.
The Lich is said to be able to see and draw to themselves motes of mana. They will therefore not run out of spells when attacking you.
Arch Lich
- ARCH LICH RILLITH AWAITS BELOW
- - from Signage/rillith
- Typhon has expended considerable energy raising the dread mage Tyball as an Arch Lich. Crack wide Tyball's Animus, gather its core, and use its power to stop Typhon. Save our world -- and your own.
- - from QuestDescription/VaultofNyx
- Typhon has raised the dread mage Tyball -- as an Arch Lich.
- - from VOSubtitles/vo_haprukala_typhonhasraisedthedreadmage
- Typhon has sent his most dangerous servant, the Arch-Lich Tyball and his legions.
- - from VOSubtitles/vo_narrator_typhonhassenthismostdangerous
- Use The Abyssal Keys to unlock the chains, opening the path to Tyball's Animus.
- - from QuestObjective/VaultOfNixChains
- Crack wide Tyball's Animus. Gather its core.
- - from QuestObjective/VaultOfNixAnimus
An Arch Lich is a Lich which was raised from an Arch Mage. As such, it has the sentience and power of a true master of the dark arts, and is among Typhon's most deadly servants.
Like other spectral beings, they cannot be slain directly, but rather, will be injured through attacks on their Animus, which is likely to be heavily protected.
Two known Arch Liches are Tyball and Rillith.
Cut Stuff
Bellum
- BEWARE THE BELLUM
- - from Signage/Graffiti_100 ('Warning')
- HH THEORY #41: THE BELLUM IS CHILD TO TYPHON
- - from Signage/bellumtyphon ('Note from Hig Harkens')
- HH THEORY #54: LEFT UNCHECKED, EXCAVATIONS WILL FREE THE BELLUM
- - from Signage/excavate ('Note from Hig Harkens')
- In this place, Uder fell defending the gate against The Bellum
- - from Signage/laststand ('Graffiti')
- THE BELLUM
- - from VOSubtitles/vo_narrator_thebellum
Other than cut voiceover for Cabirus introducing them, and four pieces of graffiti, nothing else is known.
Dire Faerie
- Graffiti: THE DIRE FAERIE WILL RETURN
- - from Signage/direfaerie
- DIRE FAERIE now idle within…
- - from VOSubtitles/vo_aelita_direfaerienowidlewithin
- DIRE FAERIE presently occupy…
- - from VOSubtitles/vo_aelita_direfaeriepresentlyoccupy
- THE DIRE FAERIE
- - from VOSubtitles/vo_narrator_thedirefaerie
Cut voiceover for Aelita and Cabirus suggests these were considered as an encounterable monster. Graffiti suggests they might be planned for a DLC.
Earth Clot
- Graffiti
- - from SignageTitles/earthclot
- NEVER SET FIRE TO AN EARTHCLOT
- - from Signage/earthclot
- EARTH CLOT
- - from VOSubtitles/vo_narrator_earthclot
The Earth Clot was a monster so large it could block passages. Its name was a result of a contest for Kickstarter backers to choose a name.
Fire Elementals
- FIRE ELEMENTALS
- - from VOSubtitles/vo_narrator_fireelementals
Other than cut voiceover for Cabirus introducing them, nothing is known.
Headless
- THE HEADLESS
- - from VOSubtitles/vo_narrator_theheadless
Other than cut voiceover for Cabirus introducing them, nothing is known.
Lava bats
- LAVA BATS have migrated into…
- - from VOSubtitles/vo_aelita_lavabatshavemigratedinto
- LAVA BATS seek nourishment in….
- - from VOSubtitles/vo_aelita_lavabatsseeknourishment
- Everyone's charging around trying to save the Underworld, but no one's considering the unintended consequences. I mean, is anyone taking the Deep Slugs' concerns into account in all this? What about Lava Bats when you put out all those torches…?
- - from VOSubtitles/vo_bertha_everyoneschargingaroundtryingtosave
Cut voiceover for Aelita suggests these were considered as an encounterable monster.
Mana Leech
- Erebean Mana Leech Companion
- - from Items/PR_CompanionManaLeechItem
- The Mana Leech will hold extra mana from you. It receives any mana that you collect if your mana is full already. You can interact with it to gain that mana. Companions can be equipped to your Pet slot.
- - from ItemDesc/PR_CompanionManaLeechItem
- THE MANA LEECH
- - from VOSubtitles/vo_narrator_themanaleech
The Mana Leech is a Companion Creature for Kickstarter Backers. Its purpose is to store overflow mana once your mana is full, that you can then harvest later.
Mini-Brain
- Aelita's Choice Mana Leech Companion
- - from Items/PR_CompanionMiniBrainItem
- The Mana Leech will hold extra mana from you. It receives any mana that you collect if your mana is full already. You can interact with it to gain that mana. Companions can be equipped to your Pet slot.
- - from ItemDesc/PR_CompanionMiniBrainItem
- THE MINI-BRAIN
- - from VOSubtitles/vo_narrator_themini-brain
- Companion Creature: Mini Brain
- - from DLC/ks_mini_brain
- MINI-BRAIN have emerged in…
- - from VOSubtitles/vo_aelita_minibrainhaveemergedin
- MINI-BRAIN have strayed into…
- - from VOSubtitles/vo_aelita_minibrainhavestrayedinto
The Mini Brain is a Companion Creature for Kickstarter Backers, and is a type of Mana Leech. Its purpose is to store overflow mana once your mana is full, that you can then harvest later. Cut voiceover for Aelita suggests they were also considered as an encounterable monster.
Rot Worm
- Recipe
- - from SignageTitles/recipe
- ROTWORM STEW: - One bottle Port - One Green Mushroom - Rotworm meat - A bowl for mixing - The instructions on the recipe
- - from Signage/recipe
- Khosnak, Mediator to The Shamblers THE DARKEST AGE
- - from LogTitles/Memora_Swamp2_Intrigue_008
- Before The Expedition, before Cabirus's failed utopia...before even the Rotworms rooted through The Lower Dark, the first spore took root. It propagated and flourished into the garden of The Hivemind. Societies great and small came and went, scourged by the flames, yet The Hivemind remained, regarding all. It sowed fields of memories, ignored until The Saurians learned to meditate and speak.
- - from Logs/Memora_Swamp2_Intrigue_008
- THE DEEP ELVES of The Disenthralled overcame much before they were chased from The Abyss. It would be a kindness to recover a stash of their [GatherItem]. The Elves find the Rotworm unpalatable but use it to bait Lurkers, a voracious, tentacled predator. Uncover the fillets and return them here.w
- - from QuestDescription/Swamp1_Gather_007
- Bitter Rotworm Filet
- - from Items/PR_BitterRotwormFilet
- Rotworm Filet
- - from Items/PR_RotwormFilet
- Rotworm Skin Boots
- - from Items/PR_RotwormSkinnedBoots
- A fragrant morsel considered a delicacy among certain denizens of The Abyss. Causes bleeding, though.
- - from ItemDesc/PR_BitterRotwormFilet
- Relatively speaking, one of The Stygian Abyss's greatest delicacies. Cures hunger, at least.
- - from ItemDesc/PR_RotwormFilet
- Boots that don't bog down in a mire, making the Underswamp less of a slog.
- - from ItemDesc/PR_RotwormSkinnedBoots
- Rotworm Skin Boots
- - from DLC/ks_rotworm_skin_boots
- Before the Expedition, before Cabirus’ failed utopia...before even the Rotworms rooted through the Lower Dark, the first spore took root. It propagated and flourished into the garden of the Hivemind. Societies great and small came and went, scourged by the flames, yet the Hivemind remained, regarding all. It sowed fields of memories, ignored until the Saurians learned to mediate and speak.
- - from VOSubtitles/vo_khosnak_beforetheexpeditionbefore
- ROT WORMS
- - from VOSubtitles/vo_narrator_rotworms
- Rotworm grub Fillet? Rippers love, Lizard Men no like. Drives Saurians and Chthonians off. Why…?! Dunno! Smells good to me!
- - from VOSubtitles/vo_rawstag_rotwormgrubfilletripperslove
Shadow Beast
- Warning
- - from SignageTitles/shadowbeast
- LISTEN FOR THE SHADOWBEAST
- - from Signage/shadowbeast
- Shadow Beast Hide Armor
- - from Items/PR_HideOfShadowbeasts
- Shadow Beast Hide Armor
- - from Items/PR_Hide_of_Shadowbeasts
- Take foes by surprise in armor from the hide of a predator that blends into the dark. Camouflage, {2}% surprise chance, chance of foes dismissing suspicion.
- - from ItemDesc/PR_Hide_of_Shadowbeasts
- Leather armor sewn from the hide of a predator that blends into the night.
- - from ItemDesc/PR_Shadowbeast Hide
- Did I ever tell you about the time I took on a Shadow Beast unarmed…?!
- - from VOSubtitles/vo_aelita_didievertellyouaboutthetime
- SHADOW BEAST
- - from VOSubtitles/vo_narrator_shadowbeast
Slime
- SLIMES
- - from VOSubtitles/vo_narrator_slimes
Other than cut voiceover for Cabirus introducing them, nothing is known.
Spider
- SPIDERS
- - from VOSubtitles/vo_narrator_spiders
Other than cut voiceover for Cabirus introducing them, nothing is known.
Vorpa
- Dire Vorpa Companion: The Dire Vorpa will attack enemies that have a tiny amount of health left. Companions can be equipped to your Pet slot.
- - from ItemDesc/PR_CompanionDireVorpaItem
- Deep Vorpa Companion: The Vorpa will attack enemies that have a tiny amount of health left. Companions can be equipped to your Pet slot.
- - from ItemDesc/PR_CompanionVorpaItem
- Companion Creature: Vorpal Bunny
- - from DLC/ks_vorpal_bunny
- VORPA have drifted into…
- - from VOSubtitles/vo_aelita_vorpahavedriftedinto
- VORPA now roam…
- - from VOSubtitles/vo_aelita_vorpanowroam
- Does it make you happy knowing that every time you plunder the Underworld or save a Vorpa, some Outcast or Lurker goes hungry?
- - from VOSubtitles/vo_bertha_doesitmakeyouhappyknowingthat
- THE VORPA
- - from VOSubtitles/vo_narrator_thevorpa
The Vorpa, or Vorpal Bunny, is a Companion Creature for Kickstarter Backers. Its purpose is to attach foes which are almost killed, and finish the job. Cut voiceover for Aelita suggests they were also considered as an encounterable monster.
Wailing Haunt
- THE WAILING HAUNT
- - from VOSubtitles/vo_narrator_thewailinghaunt
- I have heard The Wailing Haunt...
- - from Signage/wailing ('Graffiti')
Other than cut voiceover for Cabirus introducing them, and one piece of graffiti, nothing is known.