Witchaven Enemy Mechanics
10-24-2021
Release 2 © RTCM
ETTiNGRiNDER
INTRODUCTION
IN BOTH GAMES |
ONLY IN WITCHAVEN 1 |
ONLY IN WITCHAVEN II
WITCHAVEN 1 ENEMY XP
NB: Some data is still incomplete, and possibly inaccurate. The
information here is generally based on Witchaven II and the vanilla
game; EGwhaven may adjust a thing or two.
The base HP levels undergo adjustment when a level is loaded.
This has two factors: the difficulty setting and a random element.
Monsters are therefore tougher on harder skill levels and even
monsters of the same type may have slightly different HP values
in-game. See the
Game Mechanics Document for more details.
It appears that monsters who can drop weapons/items are coded to
do so 25% of the time.
Tile # indicates which tile should be assigned to a sprite in
BUILD to make the monster function (with NAMES.H for the appropriate
game, the "code nickname" will also appear when that tile is
selected in the editor).
Skeleton |
Code Nickname: HANGMAN / SKELETON |
Base HP in Witchaven I: 30
Base HP in Witchaven II: 25 |
A skeleton that breaks out of its manacles
to run around and scratch you, a weak enemy. In vanilla
Witchaven II he doesn't animate correctly when moving due to
a coding error. |
Ogre |
Code Nickname: KOBOLD
Tile #: 737
|
|
Pig-like brute that attacks with its fists.
Regular ogres are brown, the red ones are more powerful. The
manual mentions green ogres, but they do not exist in any of
the maps. |
Mino Drake |
Code Nickname: MINOTAUR
Tile #: 981
|
Base HP in Witchaven I: 100
Base HP in Witchaven II: 80
|
A monster with a horned head and serpent's
tail. He carries an axe and his blows are quite strong. May
drop a battle axe or pike axe when killed. |
Lava Fiend
|
Code Nickname: DEVIL
Tile #: 777
|
Base HP: 50
Base HP if palette is set to 2: 60
|
A devil that throws fireballs and often
hangs out in lava regions. Immune to freeze spells, but with
fire resistance you can fight him with impunity.
|
Guardian
|
Code Nickname: GUARDIAN
|
Base HP in Witchaven I: 200
Base HP in Witchaven II: 100
|
A floating head that shoots fireballs. The
guardian can float up and down, but is otherwise
slow-moving. It also appears to be immune to projectile
attacks and freeze spells, but can be nuked or shot with
arrows. Looks like a tribal idol in Witchaven I and a
disembodied wizard head in Witchaven II, but both seem to
behave the same.
|
Willow Wisp
|
Code Nickname: WILLOW
|
Base HP in Witchaven I: 400
Base HP in Witchaven II: 5
|
A floating spark that shoots fireballs and
can levitate itself to pursue you. In Witchaven I it can
level drain you up close.
|
Midian Warrior
|
With Halberd:
Code Nickname: GRONHAL
|
Base HP in Witchaven I: 300
Base HP in Witchaven II: 65
|
Magic User:
Code Nickname: GRONMU
|
Base HP in Witchaven I: 300
Base HP in Witchaven II: 70
|
With Sword & Shield:
Code Nickname: GRONSW
|
Base HP in Witchaven I: 300
Base HP in Witchaven II: 60
|
A caped knight who comes in four colors
(brown, purple, blue and red) and a few different armaments
(magic fireballs, halberd thrower, sword & shield). Uses the
same sprites as players do in multiplayer. If his thrown
halberd misses, you can pull it from the wall.
According to the background lore, these beings were created
from the soul fragments of High Priest Midias after his
defeat by Illwhyrin and her witches.
The color of their cape determines how much XP they are
worth and what item they will drop, but oddly, not how much
HP they have.
Midians summoned by Cirae-Argoth in WH2 are tougher than the
rest, with a base HP of 300, but this could be an
unintentional failure to update the values rather than a
deliberate boost.
|
Rat
|
Code Nickname: RAT
|
|
Not really an enemy, but it runs around and
you can kill it. They will attempt to flee and are not worth
any experience. Looks different in Witchaven II. The source
code imposes a limit of no more than ten rats per level,
though most map files contain many more.
|
Goblin
|
Code Nickname: GOBLIN / GOBLINSTAND / GOBLINCHILL
Tile #: 917 (Standing), 922 (Walking), 942 (Loafing)
|
Base HP - Forest Goblin (Green): 15
Base HP - Desert Goblin (Yellow): 25
Base HP - Mountain Goblin (Brown): 35
|
A low level enemy that comes in several
subspecies (palette swaps). Every race of goblin will
infight against other races if they are in the same area;
goblins killed in these fights will still grant XP to the
player. All varieties may drop a short sword when killed.
Goblins who start in the "chill" position always have a base
HP of 15 even if they use a different palette.
According to the background lore, only Mountain Goblins are
still loyal to Illwhyrin, the others are rebels and outcasts
(hence the infighting.)
Pink goblins, while not documented in the manual, rarely
occur (only at the end of Level 3 as far as I know) and may
be an oversight on the part of the game developers. They
appear to be identical to the green forest goblins stat-wise
but it may be possible for green and pink goblins to engage
in the usual infighting against each other.
|
Spider
|
Code Nickname: SPIDER
Tile #: 1070
|
Base HP: 5
|
A white spider that crawls low to the
ground, making it difficult to hit with most weapons. Its
bite is poisonous, but it dies after biting.
|
Grey Witch
|
Code Nickname: FATWITCH
Tile #: 821
|
Base HP: 280
Base HP if palette is set to 7: 290
|
Fat female monster that throws poisonous
flesh. The manual says they can summon spiders, but I've
never seen this happen. She is immune to freeze spells.
|
Skeletal Witch
|
Code Nickname: SKULLY
Tile #: 1028
|
Base HP: 300
|
A big female monster with her skull exposed.
Shoots magical bolts which will damage you even if you've
taken a fire resistance potion, and can withstand a lot of
beating. Immune to freeze spells.
|
Dragon
|
Code Nickname: DRAGON
Tile #: 1201
|
Base HP: 900
|
A large fire-breathing dragon. May look
intimidating, but quaff a fire resistance potion before
facing him and he's useless. Immune to freeze spells.
|
Illwhyrin
|
Code Nickname: JUDY / JUDYSIT
Tile #: 1123 (Standing), 1118 (Kneeling)
|
Base HP on maps 1-24: 500
Base HP on map 25 or above: 700
|
The boss of Witchaven I. Appears in various
levels to hassle the player, teleporting away when defeated.
Normally summons skeletons, and seems to have a spell that
destroys the player's armor at melee range, in addition to
throwing fireballs. On the final level, she can summon a
variety of monsters.
|
"Fred"
|
Code Nickname: FRED
Tile #: 871
|
Base HP: 40
|
An unused but mostly functional enemy in
Witchaven I, looks like a muscular sword-toting monster in a
loincloth and boots. You can fight with and kill him, but he
doesn't make sounds. Can only be encountered if you put one
in using a map editor, but his corpse was used as a
decorative element on some maps.
|
Imp
|
Code Nickname: IMP
Tile #: 922
|
Base HP: 20
|
Witchaven II's replacement for the spider is
a nasty little grey-green imp with the typically demonic
spade-tip tail. It has a poisonous touch but is easier to
hit than spiders, on the other hand, you can't kill them by
stomping. Drops potions, sometimes.
|
Giryon Knight
|
Code Nickname: GONZO
|
|
A heavily armored barbarian in a horned
helmet. Comes in hammer, sword & shield, and two-handed
sword varieties. They can drop plate armor when killed, as
well as a magic shield or two-handed sword depending on the
armaments they were carrying. It is also possible for them
to be set to spawn a ghostly version of themself after
death, although in vanilla Witchaven II this feature suffers
from bugs.
There are also statues which can come to life as Giryon
Knights.
|
Argothonian Clansman
|
Code Nickname: GONZO / KURT
|
|
A bare-chested barbarian who may use bare
fists, a sword, or pike axes. If he comes with pike axes,
you can pull his missed throws from the walls to add to your
arsenal, just like your own. Being hit by a thrown axe deals
5-14 damage to you, and 30 damage to other enemies. His pike
axes are limited in ammunition; when he runs out he will
resort to a sword.
|
Ciraen Sentinel
|
Using Fist:
Code Nickname: NEWGUYPUNCH
|
Base HP: 15
|
With Morning Stars:
Code Nickname: NEWGUYMACE
|
Base HP: 45
Can drop: Morning star
|
Archer:
Code Nickname: NEWGUYBOW
|
Base HP: 85
|
Magic User:
Code Nickname: NEWGUYCAST
|
Base HP: 85
|
A barbarian in golden armor. He may use
fists, morning stars, bow & arrow or a magic spell. The
magic spell that he casts will damage you even when you have
fire resistance. The spell and bow are limited in
ammunition, and will degrade in the following pattern: Magic
User --> Archer --> Morning Stars.
|
Cirae-Argoth
|
Code Nickname: KATIE
Tile #: 3541
|
Base HP: 200
Can drop: Horned Skull
|
The boss of Witchaven II. Throws fireballs
and summons Midian Warriors. Drops a horned skull when
killed; collecting it triggers the game's victory sequence.
Due to a bug in vanilla Witchaven II, using the Ice Razor on
her can make the game unwinnable as she won't drop the
horned skull if frozen and shattered.
|
"Demon"
|
Code Nickname: DEMON
|
|
An unused enemy that looks like the blue
jumpscare skull and behaves like a Guardian. Only appears if
edited into a map.
|
Updates / corrections for Witchaven I monster stats. These may be
different for Witchaven II in some cases where monster types were
repeated there:
In cases where I've listed XP values as # / #
- I found a previously undocumented bug/quirk where monsters that
revive on the hardest difficulty setting aren't always assigned the
same XP values after revival. The first number is the XP given for
the first kill, the second value is how much every subsequent kill
is worth when they revive.
Goblin: - XP value: 25 - All
varieties have a 40% chance to drop a short sword when killed. -
I previously speculated that the strange pink goblins "may" fight
with green goblins based on a reading of the source code. I've since
built a testing map for this and confirmed that pink and green
goblin varieties DO fight with each other.
Skeleton: - XP
value: None / 10
Ogre: - Brown ogre base HP: 20 - Red
ogre base HP: 60 - XP value (any variety): 10
Mino Drake:
- XP value: 70 / 170 - May drop a battle axe or pike axe when
killed. The chance is 40% to drop something, and 50-50 between the
axe types if it does.
Midian Warrior: - XP value: 200 -
Always drops an item when killed, which may be a broad sword,
halberd, pike axe or shield with equal probability. - These stats
apply to WH1 but I think they're different in WH2 - didn't check yet
as of right now.
Spider: - XP Value: 5
Grey Witch:
- XP value: 900 - The manual says Grey Witches can summon
spiders, but that never happens. Only Illwhyrin herself can summon
spiders. (Previously assessed only by playthroughs, now checked
against the source code. There's not even a bugged attempt to make
them summon, they just don't and the manual is wrong, not for the
first time.)
Skeletal Witch: - XP value: 100 / 1000
Dragon: XP value: 4000
Illwhyrin: - XP value: 7000
- I took a closer look in the code at what her spellcasting routines
are. The effects of the possible spells she can throw (according to
a reading of the code) are: -- Resurrect dead monsters. --
Damage Grondoval’s weapons. All weapons have their durability or
ammo reduced to 3. -- Summon monsters, with four possible
outcomes: a willow wisp, four spiders, two Midian warriors, or four
skeletons. -- Reduce Grondoval’s health instantly to 1. --
Disintegrate all of Grondoval’s armor.
"Fred": - XP value:
40
|