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| Icon | Title | Details | Enemy Size | Armor Types 1 | Armor Types 2 | Armor Types 3 | Guard | HP | HP (Variant 2) | HP (Variant 6) | HP (Variant 7) | HP (Variant 3) | HP (Variant 8) | HP (Variant 4) | HP (Variant 9) | HP (Variant 5) | HP (Variant 10) | Soul Rune Charge | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Athanatoi Exterminator |
What a fitting name to such a creature. How is it possible that the Thaumaturgists lost the war with such demons fighting by their side? I am glad they did, but here we are today, facing the same ancient and fearsome enemy. Notes: It has four arms and uses them all effectively. Its swordsmanship is complex and unpredictable. Better to observe first and attack later. It moves quickly even while attacking. There is no safe distance against this being. This creature is a formidable opponent. I know they are our enemies, but I am beginning to feel a certain respect for them. I admire their courage and empathize with their tragedy. More notes: I am sure that their great saber is imbued with the Rune of Blood. Pay attention when they use it, as it can steal the health of the adversary. One more thing about the great saber: Think twice before blocking its attacks, you could pay dearly for it. Seeing the Exterminators fall, my morale rises. Maybe we are capable of reaching the Royal Palace and defeating the Queen. My final note now: This creature has the power of invisibility, although it is not complete. If you look closely, you can still make it out and attack it.
Forge Scrolls
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Small |
10% |
40% |
80% |
50 |
800 |
25 |
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Athanatoi Marauder |
I can’t believe it, I’ve seen an The Marauder appeared out of nowhere! They ambush, invisible, and fall upon their victims without warning, except for an unnerving rattling sound. I would find it impressive if it weren’t for the fact that we are the victims! They seem to spread out before ambushing. If we pay attention to the rattling sound, we can take them out one by one. I almost lost an ear in the last ambush! But I must stay calm and take my notes: They are incredibly fast, but they tire just as quickly. If they exhaust themselves, they need to catch their breath and, for an instant, they are vulnerable. I would say that a weapon with good reach is the best option against these creatures. Here are my final notes on the Athanatoi Marauders: I wrote earlier that long-range blades are good against them. I’m realizing that a blade with a good guard is even better, especially if Aran is surrounded by several marauders. Their attacks might be swift and eventually lethal, but their weapons are light, therefore easy to block and they can often tire themselves out and become vulnerable for the counter attack.
Forge Scrolls
Notes
Only variants 2 and 3 count towards the |
Small |
10% |
30% |
290 |
690 |
870 |
10 |
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Carmine Sentries |
Glowing eyes, rotten, stinky flesh and disgusting black nails. We’ve found a Carmine Sentry! Quill, don’t fail me now! One thing I must remark on immediately: All Hexed Souls are tireless, therefore it is pointless to try to exhaust them.
These abhorrent creatures don’t scare me so much anymore, which should help me take notes: Spearmen are very dangerous. They keep their distance and bide their time to attack. If we don’t have a blade with a similar range, the best strategy is to dodge/block, attacking when close enough and immediately retreating to avoid their retaliation. Not much I can continue to learn from these enemies. Here are my final notes: These enemies, like many others, can wear diverse armor types on their head, torso and arms. Aran must pay attention before striking to avoid damaging his blades more than necessary. They might be dead, but they coordinate well and are very dangerous when attacking in groups. They have no honor, so they love to attack from behind. |
Small |
30% |
60% |
60 |
160 |
170 |
10 |
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Dryads |
I really didn’t expect this - vegetal enemies! The legendary Firstly, the sap flowing through their branches dulls steel weapons. To be effective, focus on attacking the open flowers and avoid hitting the branches. The Abbot always told me, “Eat your vegetables!” Now I’m telling you, “Kill those vegetables!” Funny how that works, huh? Here are some more notes: Building on my previous point, if you want to avoid dealing with the corrosive sap, use a blunt weapon. Without a blade, there’s no edge to dull. This way, you can strike the Dryad anywhere on her body. This is the final note on the Dryads: Occasionally, a Dryad uses a seed to produce a daughter, who resembles her but is less dangerous. You can identify these daughters by their greenish hue and the absence of flowers on their bodies. It’s wise to deal with them first, as they can be dispatched with a single blow from the right weapon.
Forge Scrolls
|
Small |
0% |
80% |
1,540 |
25 |
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Forger Sentinel |
The Medallion of Hurmuz has awakened the The sentinels are a formidable enemy, but they run out of energy every few seconds. They remain immobile, recover their energy, and then resume their attack. It should be possible to interrupt them with a powerful strike… The energy that animates the sentinel sometimes surfaces in exposed parts of its metallic body. Attacking there has to be a good idea. The Sentinels were created by the Forgers to amaze, not to fight. Their name meant guardian of the legacy, not warrior. But everything changed with the Thaumaturgist Wars. It’s incredible that, after so much time, these magnificent creatures are still here. I’m rambling, let me write my second note: I believe that attacking where the Sentinel’s energy surfaces interrupts their attacks. Not only that, but it also regenerates the attacker’s weapon as long as it is made of steel. I note that there are two types of Sentinels: some golden and some silver. Final note: The golden Sentinels and the statue of Hurmuz Daurel are obviously connected by the Medallion. I bet wherever we find one, the others will be close by. The silver Sentinels do not seem to have that connection, they are just warriors.
Forge Scrolls
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Small |
0% |
90% |
200 |
690 |
1,260 |
10 |
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Greenish Putrid |
The Putrid Ones come in various species, and one of the most dangerous is a green, foul-smelling variant. Exercise caution with these creatures - they are vampires! A peculiar magic enables them to regain health with every strike they land. Therefore, avoid their swords at all costs. Moreover, the poisoned weapons of the Green Putrid Ones hinder your ability to recover stamina. Even if you manage to distance yourself and stop fighting, their miasma will continue to poison you, preventing you from catching your breath. I’m still gathering information about our green and poisonous friend: These Putrid Ones are far more agile than the common variety. Despite lacking a conscious mind, they are not the clumsy corpses we’re used to encountering. As undead, these beings never tire, so keep that in mind. Here are my latest thoughts on the Green Putrid Ones: If they wound you, you won’t be able to recover while they absorb your health, leading you into a downward spiral towards defeat. Some of them wear good armor, so stay alert and choose your weapons wisely or you may get a surprise… and not the nice kind. |
Small |
0% |
200 |
10 |
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Grilled Putrids |
I have the unfortunate duty of documenting all the varieties of undead that seek to kill us. At least I find some enjoyment in naming them. I call these the Grilled Putrid Ones, and they are the smartest and most dangerous of their kind: The fire that engulfs them seems to enhance their intelligence and skill. What is certain is that this undead is a formidable enemy. To make matters worse, the Grilled Putrid One can attack from a distance by hurling flaming embers. New observations about our fiery foes: These pyromancers transform their clumsier cousins into living torches that will charge at us wildly and explode. A well-timed strike can prevent the explosion. Their sword is also formidable, with its flame-enveloped blade greatly increasing the damage of their attacks. Final comments on these Flaming Putrid Ones: When other Putrid Ones are in combat, the flaming one remains in the background, hurling fireballs and setting its clumsier cousins ablaze. Clearly, there is intelligence behind that hollow skull. My final advice: do not attempt to block its sword. As noted in my previous observations, its flaming weapon is extremely dangerous. Even if Aran blocks it, the fire will still burn him.
Forge Scrolls
|
Small |
10% |
50% |
880 |
1,620 |
10 |
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Hiss from Bastion |
Except from the fact that this enemy uses lightning magic, I have nothing new to add, everything is in the original Hiss file. So all that’s left for me to do is draw it. It will take me a little while.
Forge Scrolls
|
Small |
40% |
70% |
400 |
820 |
10 |
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Morlocks |
They cannot stand the light, they die under it. A weapon imbued with the Rune of Light is our only chance to keep them at bay. However, the rune is often not enough, as it quickly depletes in the darkness. Aran must find sources of light to recharge it and keep moving forward. The iridescent mushrooms glow intensely and briefly when struck, fully recharging the rune.
Forge Scrolls
|
Small |
0% |
80 |
10 |
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Putrids |
It was inevitable, and now they’ve arrived: the foul putrid ones. It’s little comfort to remember that, in life, they were ordinary people, and that each of us carries a putrid one within. It’s better to think of them as mindless shells animated by thaumaturgy that we must cut our way through. First observation: They aren’t very smart. They simply chase us, and their attacks are mostly predictable. However, “mostly” is the crucial word here. Be very cautious of their apparent clumsiness, as they can deliver lethal blows without warning. The stench of the Putrid Ones makes it hard to concentrate, but I must record my observations: They excel at ambushes. They can emerge from the ground and surround you in an instant. Be especially cautious of those wielding axes. They have a dangerous tendency to make powerful leaps and split your head in two. I’m not exaggerating. Thank the Forgers that I’m finally done with my notes on the Putrid Ones! Now I can cover my nose and stop writing! The Putrid Ones have minimal flesh around their bones, making them light and highly vulnerable to heavy weapons. Additionally, if the weapon is both heavy and long, you can devastate several of them with a single blow. |
Small |
0% |
30% |
60% |
90 |
10 |
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Queen's Hounds |
The Queen’s spell has transformed the minds and faces of the royal soldiers into cruel shadows of what they once were. I am disturbed by the black tears falling from their eyes, so characteristic of thaumaturgist spells. But now I must collect myself and take my notes: First, the obvious: They are professional soldiers, well-trained and very dangerous in groups. Second, despite their competence, I have not seen any display exceptional mastery in combat. I believe Aran would do well to avoid being attacked by them in a coordinated manner. More notes on these wretches! I think I’ll call them the I am almost certain that they become demoralized and quickly exhausted when their attacks fail. I’ll note this in case Aran wants to verify it. The most dangerous feature of the Queen’s dogs is their ability to improvise, their attacks can be unpredictable. Aran must be vigilant of this. And here are my final notes: I have observed that they regain their stamina when defending themselves. Breaking their stance should interrupt this recovery. Beware of the spearmen! They are extremely dangerous and very good at dodging frontal attacks. Moreover, the length of their spears allows them to attack from distance.
Forge Scrolls
Notes
Only the higher-rank variants found during Chapter 2 and beyond will count towards the Ida Forge Scroll. |
Small |
0% |
30% |
60% |
70 |
175 |
185 |
340 |
440 |
200 |
500 |
215 |
285 |
10 |
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Roggs |
The The Roggs don’t get tired, they only get angrier. The more enraged they become, the faster they move. Here’s the second set of notes based on my observations: When the Roggs reach the peak of their fury, they spin around like a tornado, becoming unstoppable. They only stop briefly to catch their breath before resuming their rampage. They become especially dangerous when they inhale the dust from their ancestors’ bones. This act transforms them, driving them into a frenzied state. Aran will need to give his utmost effort, or they will take him down swiftly. And this is the final note on the Roggs: The true threat comes from facing them in groups. While individual Roggs are manageable, their numbers make them formidable. It’s best to try and separate them. I’ve found that blocking their attacks is generally more effective than dodging, except when dealing with the transformed ones - it’s best to avoid blocking their strikes altogether.
Forge Scrolls
|
Small |
0% |
40% |
90 |
760 |
1,150 |
10 |
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Rotspawn |
These notes will be brief, I have to cover my nose around these creatures, but I can’t do that while writing. Here’s what you need to know: The On the other hand, inhaling this vapor grants the Rotspawn supernatural stamina, allowing them to cover great distances in the blink of an eye. Stay vigilant. These enemies aren’t particularly intelligent, but they excel at what they do. They maintain their distance and use their short spears to launch rapid, surprising attacks. The key to overcoming them is to target their nests. Once the nests are destroyed, it’s just a matter of dealing with the remaining spawns to clear the area. Both the eggs and the spawns release that foul green vapor, which makes breathing difficult even some time after abandoning its influence. If I were Aran, I’d opt for lightweight weapons to avoid exhaustion. Blocking their attacks and counterattacking with force is relatively straightforward. Just stay vigilant of their explosive speed and avoid getting surrounded.
Forge Scrolls
|
Small |
0% |
30% |
350 |
820 |
10 |
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Royal Wardens |
The They wield the halberd with remarkable agility, attacking and dodging at high speed. Their martial prowess is exceptional. They have mastered numerous combat techniques, making them ready for any situation. Studying this enemy is truly fascinating. Here is what I have learned from observing their lethal choreography: They can use psychomancy to either repel or draw in their foes. When they defend themselves with their halberd, their guard is impenetrable. Any attack during that moment will be deflected, and they will immediately counterattack! I have taken great interest in observing this enemy. Here are my final notes: When they become fatigued, they enchant their weapons with magic that saps the stamina of their foes. Avoid being struck at all costs! Once they reach peak stamina, they rely heavily on psychomancy as their primary strategy.
Forge Scrolls
|
Small |
50% |
80% |
100 |
1,800 |
25 |
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Sanguine Lords |
The I’ve witnessed the Sanguine Lords slice open their own veins with their swords! This act of self-sacrifice is a requirement of their cult to unleash their full power. Aran must be attentive, as the blood loss also leaves them more vulnerable. The sight of their bloodied swords is truly terrifying, for these weapons not only inflict wounds but also transfer the health Aran loses directly to the attacker. I notice that Aran is struggling to defeat these creatures, I hope my notes will assist him: The Sanguine Lords can hurl their corrupted blood at Aran if he stays beyond their sword’s reach. Be cautious of groups, as enemies in the background can strike at any moment. When they attack in groups, the most dangerous are those who have performed the blood sacrifice. Aran should focus on eliminating them first. And this will be the final ink I spill on the Sanguine Lords: The most dangerous of all are those who appear to be bathed in silver. They are not only stronger but also wield their blood magic without harming themselves as much compared to the others. Their magic is significantly more potent, making their blood sacrifice far more enduring. Without a doubt, they are the most insidious of their kind.
Forge Scrolls
|
Small |
30% |
60% |
90% |
90 |
1,150 |
2,050 |
25 |
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Shadow Blades |
The These enemies are specters from the past and are immune to attacks from the present. Aran must imbue his weapon with the Time Rune, only then will his steel be able to reach into the past and harm the Shadow Blades. I get a good scare every time these specters appear. Come on, Adso, stay focused! They try to surround us and are just as dangerous up close as they are from a distance. We must remain alert at all times. Remember, they are specters and undead, so they never tire. |
Small |
0% |
1 |
10 |
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Spectral Putrid |
I never thought I’d see First observation: These Putrid creatures are immune to ordinary steel. They can only be harmed with steel imbued with the Time Rune. Just like their flesh-and-bone counterparts, beware of their apparent clumsiness—those sudden, lethal strikes come without warning. At least these Spectral They thrive in shadows and ambushes. When they erupt from the ground beneath your feet, it’s already too late—their trap is set. The ones wielding axes are a terrifying sight. Their leaps are deadly, and their blows leave no time for prayer. I don’t have much else to say about these insidious beings. I believe we’re doing them a favor by tearing them apart, letting them finally rest—and leaving us in peace: With so little flesh covering their spectral bones, the Spectral Putrid creatures are fragile and easily fall under the weight of heavy weapons—though only those imbued with the Time Rune. And if that weapon has good reach, you could reduce a group of them to dust with a single, devastating strike. |
Small |
0% |
90 |
10 |
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Sworn Novice |
I can’t believe what Thorel has done to my brothers! Would I have become like this if I had stayed? I have one more reason to thank good Abbot Dorin - he saw this coming and got me out in time. Writing these notes is painful: They are incredibly fast! But I must add that they tire quickly, though they soon regain their stamina. Be cautious, Aran. I nearly fainted when I saw them slashing their own throats! Beware, for when a novice does this, they unleash a deadly spinning frenzy. There is no hope for the novices. I’m relieved that Aran is cutting them down. Here’s my advice: Strike when they are exhausted - it’s just a brief moment, but it can make all the difference. They attack in groups and at full speed. Large, heavy weapons don’t seem to be effective against them. I can’t bear to keep writing about my former comrades, it’s too painful. Here’s my final note: The beheaded novices show no mercy. Their spinning blades injure everyone in their path, including their own comrades.
Forge Scrolls
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Small |
10% |
40% |
460 |
720 |
10 |
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Sworn Shades |
The We won’t see them coming. It’s crucial to always be prepared, especially near graves and cemeteries. Running from them is futile. We must face their final charge head-on. It is said that the Sworn Shades were honorable warriors in life, and the thaumaturgistal curse binding them was their punishment for fighting against the Mages. It’s sorrowful to consider that by defeating them, we might be sending their souls to Avernus without them truly deserving it. They are specters, so only weapons imbued with the Time Rune can harm them. Weapons with good reach are usually the best choice, especially when facing multiple Shades charging at once. I’ve been reading up on this, and it turns out that only the bearer of the Forgers Hammer can redeem the Sworn Shades, as its power surpasses the Thaumaturgist Curse that afflicts them. So, we’ve been sending them to Paradise, not Avernus. I feel better about it. Blocking and dodging are valid strategies, as the Shades have only one attack before they disappear. |
Small |
0% |
1 |
10 |
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Templar of The Sacred Steel |
The Sacred Steel Templars believed their contemporaries had dishonored the Forger legacy. Disappointed, they turned to stone, convinced they would awaken when the world was a better place… But I digress, I’ll continue with this story later. Now to my notes: There is a type of templar that responds to the call of steel, Aran only needs to touch them to awaken. However, there are some that only awaken when pecked by an iridescent crow. I have no idea why, but that’s how it is. Continuing from where I left off:… Once petrified, the templars realized with horror that they remained conscious, trapped inside stone statues! No one could hear their panicked screams. They all lost their minds… But I’ll finish the story later, now back to my notes: The Templars are graceful, light, and elegant swordsmen. The price they pay for this is a fragile defense, so it’s a good idea to get up close. Perhaps due to the petrification, the templars need a ritual to catch their breath. This is the ideal moment to finish them off. It was their spiritual leader who planted the seed of petrification in the minds of the Templars but they did not know that he was an Authark, an enemy sent to destroy the order from within. They also did not know that the petrification spell was Thaumaturgist in nature or that the price they would pay would be horror and madness, forever trapped in stone. Now I understand why they attack us as soon as they awaken. I don’t blame them, but it’s them or us.
Forge Scrolls
Notes
Only the Shunned Templar variants in The |
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50% |
80% |
50 |
1,100 |
1,400 |
2,100 |
2,500 |
1,500 |
2,600 |
1,600 |
3,000 |
1,900 |
4,100 |
25 |
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The Hiss |
The legendary Hiss decided one day that the world of men had nothing to offer them and that they could only reach their full potential by leaving it. I can understand that. Here are my notes: Equip yourself with the fastest weapon you have, you’ll need its speed. If you get too close, they’ll kick you. Be cautious, as those kicks can drain your stamina quickly! I’ve made some interesting observations: Be careful when distancing yourself from them, as you’ll suffer a rain of daggers which, fortunately, are easily blockable. Occasionally, they retreat, as if overwhelmed by your attacks. DON’T TRUST THIS, it’s a trap. Get too close, and you could pay dearly. Final note on the Hiss, at least in my records: It’s advisable to deal with the Hiss Grenadiers first, they are a real nuisance.
Forge Scrolls
|
Small |
10% |
40% |
70% |
230 |
530 |
10 |
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Vermilion Nurses |
This creature is terrifying. My blood runs cold every time one of them approaches with the intent to take our small, bony friend. I’ll be meticulous with my notes, Aran needs all the help he can get. First, the obvious: That incredibly long spear is very difficult to get past, and they know how to use it. Aran must manage his stamina and always be ready to dodge their thrusts. They never get tired. I believe their corrupt blood gives them infinite stamina. If we get out of here alive, I will study this phenomenon. The screams of these… nannies from Hell terrify me. But I must stay calm and continue with my notes: I’ve noticed that they never take the initiative. They always wait for Aran’s first attack. Keeping a distance seems like a good idea to buy time and think about strategy. If I’m not mistaken, they are very good at dodging vertical attacks, but not so much the horizontal ones. I need to observe more, but I think that is a weakness Aran can exploit. I’ve finished my notes on this enemy. My blood still runs cold when I see them emerge from those cursed tapestries. But I must admit that their sinister, lethal beauty is worthy of being observed and recorded: Despite their danger, this is a relatively fragile enemy. I suppose it’s the price they pay for their incredible agility. The best strategy is undoubtedly to take the initiative. Aran must harry them, corner them, and deny them the distance they need to wield their long spears. And focus on side attacks rather than vertical ones. |
Small |
20% |
60% |
360 |
10 |
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Vexers |
Ah, the Vexers always travel in large groups. Despite their size, don’t underestimate them, and never allow yourself to be surrounded. It’s the first time I’ve seen anyone use a sword as a mount. Taking them down is the first step to defeating them. How cunning these creatures are! The more I observe them, the more fascinated I become: When Vexers fall to the ground, they lose their height advantage. They remain dangerous, but they are less of a threat. Vexers are known for their thievery, so their camps often contain valuable loot. Final note: Long-range weapons are most effective against these creatures. A single sweeping attack can take down multiple Vexers at once.
Forge Scrolls
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Small |
10% |
30% |
70% |
50 |
135 |
10 |
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