Adventurers Monsterpedia - Magical Beast
Story: Content of the Magic Box
1. The Dark Imp is a one-star threat-level monster. Although they pose no threat when alone, they can be dangerous in large groups. They use weak mind control techniques that can cause mild headaches if faced with just one. They are not naturally aggressive but will attack when threatened. They prefer to put their victims to sleep and steal all their possessions. A nest of Dark Imps may contain a significant amount of loot, depending on how long it has been there.
A full-grown Dark Imp is 30cm in height and 12kg in weight. They walk on two legs and have one large eye, dark fluffy fur, and pointy ears. A party of at least four adventurers is recommended for clearing a nest of Dark Imps.
After clearing 50 Dark Imp nests, an adventurer will receive the title "Treasure Hunter" on their Hunter Card.
2. The Hypno Spider is a one-star threat-level creature. These spiders can grow to be 110 cm in height and 150 cm in length. Their eyes possess a unique ability, when looked at, they cause the viewer to become unconscious. They use this to hypnotize their victims, making them particularly dangerous at close distances. The venom they inject is fast-acting, and the average human dies within 10 minutes. They prey on anything that comes close to them, and then slowly melt and consume the body.
These spiders primarily inhabit damp swamp regions. It is recommended that at least a party of three adventurers take on any Hypno Spider quest.
Upon killing 25 Hypno Spiders, an adventurer will receive the title "I like the way you look at me" on their Hunter Card. After killing 50 Hypno Spiders, the adventurer will receive the title "Glowing yellow" on their Hunter Card. And after killing 100 Hypno Spiders, the adventurer will receive the title "I Can't be Hypnotized" on their Hunter Card.
3. The Killer frog, with a one-star threat level, may appear to be a harmless, regular frog at first glance, but don't be deceived by its innocent appearance. These frogs have brightly colored skin to attract predators, and when prey is lured in, the killer frogs swarm and shred them with their razor-sharp, tiny teeth. They can also use mana to mimic human voices, deceiving and luring in unsuspecting adventurers.
It is not recommended to hunt these frogs as they have no value. But if you do decide to hunt them, at least two adventurers are recommended.
After killing 150 killer frogs, an adventurer will receive the title "Why Did I Even Bother" on their Hunter Card. After killing 350 killer frogs, the adventurer will receive the title "Pointless Effort" on their Hunter Card.
4. The Mirage Snake is a one-star threat-level creature. These snakes possess the ability to turn invisible, making them difficult to spot. They are also poisonous and can be found in tall grass, small holes in the ground, bushes, trees, and other small crevices. They can be quite a nuisance because of their ability to blend in with their surroundings.
Due to their hide being the only valuable thing they offer, hunting Mirage Snakes is recommended for their hides. At least 2 adventurers are recommended when hunting them.
After killing 50 Mirage Snakes, an adventurer will receive the title "Hard not to miss" on their Hunter Card. After killing 350 Mirage Snakes, the adventurer will receive the title "Eagle Eyes" on their Hunter Card.
5. The Shrieker is a one-star threat-level monster. This magical beast uses sound attacks to confuse and weaken its enemies. It becomes aggressive only when it feels threatened and typically hunts small prey, but may also attack humans. Resembling a cat, it should not be mistaken for a domesticated feline. A party of two adventurers is recommended to take on this monster.
Upon killing 50 Shriekers, an adventurer will receive the title "My ears bleed" on their Hunter Card. After killing 100 Shriekers, the adventurer will receive the title "I turn deaf" on their Hunter Card.
6. The Alluring Horse is a one-star threat-level creature. This horse possesses the ability to use mana to enhance its physical abilities, making it stronger, faster, and more resilient than a typical horse. On average, an Alluring Horse is equivalent to 10 normal horses in strength and can live for up to 101 years, with an average lifespan of 75 years. These wild horses are not aggressive and are highly sought after, from being used as workhorses to being kept as pets by the wealthy. They are incredibly rare and difficult to breed, making them unaffordable for most people.
It is recommended to have a party of 3 adventurers when attempting to tame an Alluring Horse. These horses fetch a high price in both official and underground auction houses, with the price depending on the quality of the horse.
After taming 25 Alluring horses, an adventurer will receive the title "Horse Tamer" on their Hunter Card. After taming 50 Alluring horses, the adventurer will receive the title "Rancher" on their Hunter Card.
7. The Crystal Golem is a one-star threat-level monster. It is the weakest of all golem variants and can be found in caves. They are not hostile and primarily feed on crystals found in caves. By consuming crystals, they grow high-quality crystals on their bodies, which can reach up to 120cm in height. These golems can be tamed by feeding them high-quality crystals. Wealthy blacksmiths find them useful as they can feed the golem's scraped leftover crystals and later harvest high-quality crystals from their bodies. A party of 3 adventurers is recommended to take on these golems. Their primary value is the high-quality crystals they produce, and they are favored by blacksmiths for their ease of taming and good market price.
After killing 50 Crystal Golems, an adventurer will receive the title "I found a crystal" on their Hunter Card. After killing 100 Crystal Golems, the adventurer will receive the title "Pick axe master" on their Hunter Card.
8. The Compressor is a one-star threat-level magical beast. It has a long, thick neck that it uses to compress inhaled air and shoot compressed air projectiles. These projectiles are powerful enough to break iron shields and shatter plate armor. However, the Compressor takes a few seconds to charge its attack, making it easy to evade. Despite its thick, sturdy, and dense skin, making it difficult to cut, it is an easy target to kill.
A party of 3 adventurers is recommended to take on this beast. Their only valuable resource is their skin, which is the most common material used in armor-making.
After killing 50 Compressors, an adventurer will receive the title "I need leather" on their Hunter Card. After killing 100 Compressors, the adventurer will receive the title "I'm clad in leather" on their Hunter Card.
9. The Freez Bite is a one-star threat-level magical beast. It is mostly bright blue in color and is similar in size to an average deer. It possesses freezing breath, which is the origin of its name. It has long claws and large horns. A party of 3 adventurers is recommended to take on this creature.
After killing 50 Freez Bites, an adventurer will receive the title "Cold Resistant" on their Hunter Card. After killing 100 Freez Bites, the adventurer will receive the title "I'm not cold" on their Hunter Card.
10. The Acid Wolf is a two-star threat-level monster. It looks similar to a normal wolf, but its hide color differs. The main three base colors are gray with a purple shade, gray with a red shade, and black with a bright green shade. While the purple and red shades are two-star threats, the green shade is a three-star threat.
Acid Wolves typically roam alone, and if two of them meet, they will fight to the death. Their weapons include their fangs and claws, and as they are magic beasts, they possess mana which allows them to use magic. They can spit acid, the strength of which depends on their color. The green shade can easily melt trees, rocks, and metal, while the other shades can also melt these materials but are not as strong. Ranged-type weapons are recommended to evade acid attacks.
After killing 50 Acid Wolves, an adventurer will receive the title "Acid Resistant" on their Hunter Card. After killing 100 Acid Wolves, the adventurer will receive the title "Acid Doesn't Effect Me" on their Hunter Card.
11. Cat People are a two-star threat level. They are generally not aggressive towards humans but may attack if they feel threatened. They are less intelligent than humans but more intelligent than Goblins. They live in small, self-built camps. Cat People have the ability to transform into a cat-human form, which increases their battle power. In their base form, they resemble normal cats, but walk on two legs, reaching a height of up to 100 cm. After transformation, they can reach up to 170 cm in height. Cat People wear various types of armor, clothing, and weapons.
For an achievement, one must learn their language, which is not difficult, as it is simply speaking cat.
It is recommended not to engage in combat with Cat People as they possess intelligence and can be reasoned with. Some can even speak a common tongue, making it possible to make trades with them. They are also quite cute.
Achievement: "I can talk to cats"
12. Shadow Ghouls are terrifying creatures, earning them a two-star threat level. They are the same size as an average human and possess the ability to levitate above the ground, though they cannot fly. These magical beasts are naturally vulnerable to sunlight and thus, hunt at night or in dark places such as caves. They are found in remote areas of the forest where corrupted magic lingers the most. If you're camping through the night, it is recommended to build a campfire and a few standing torches to keep them away.
To take on Shadow Ghouls, it is recommended to have a party of 5 adventurers. They are weak to fire and sunlight and when killed, they drop a small purple gem.
After killing 50 Shadow Ghouls, an adventurer will receive the title "Ghost hunter" on their Hunter Card. After killing 100 Shadow Ghouls, the adventurer will receive the title "Not afraid of a ghost" on their Hunter Card.
13. The Rockhead golem is a two-star threat-level monster. It is a type of golem that lives in caves and is not hostile but can be dangerous. They feed on crystals and any metals they can find, and can grow up to 210 cm in height. Unlike Crystal golems, Rockheads cannot be tamed and have no body, only a giant head. They are masters of disguise and can blend in as normal boulders when they sleep. They are triggered by the presence of crystals or metals, if approached with any on you, they will attack. However, if you pass by them without any, they will not be interested in attacking.
A party of 5 adventurers is recommended when dealing with Rockheads. A useful tip is to toss a coin at any suspicious big rock to check if it's a Rockhead in disguise.
After killing 50 Rockheads, an adventurer will receive the title "Tossing a coin" on their Hunter Card. After killing 100 Rockheads, the adventurer will receive the title "Tossed Gold bar worth of coins" on their Hunter Card.
14. The Flesh Golem is a two-star threat-level monster. This type of golem is constructed from the flesh of dead animals, people, monsters, or any other meat. The red mana core wanders through the forest until it finds its host, making them hostile and dangerous. The Flesh Golem can grow up to 450cm in height, and cannot be tamed. They do not have a constant body, as they will look for new parts when their flesh begins to rot. It is recommended to have a party of 5 adventurers to take on this monster.
After killing 15 Flesh Golems, an adventurer will receive the title "I smell something" on their Hunter Card. After killing 30 Flesh Golems, the adventurer will receive the title "Smell worse than undead" on their Hunter Card.
15. The Shifter is a two-star threat-level monster, characterized by its ability to change its appearance at will and surround itself with minions. It is a highly aggressive creature that will attack anything in its sight and eats any flesh it can find. They possess massive bodies and should be approached with caution as they may swarm and kill unsuspecting adventurers. They are weak to fire. A party of 5 adventurers and a box power user is recommended to take on these creatures.
After killing 20 Shifters, an adventurer will receive the title "Beehive" on their Hunter Card. After killing 50 Shifters, the adventurer will receive the title "Not the Bees" on their Hunter Card.
16. The Stump is a two-star threat-level monster, belonging to the golem variant. These creatures feed on dirt, grass, trees, and any plants they can find. They can grow up to 600cm in height, and cannot be tamed like Crystal Golems. Despite their massive bodies, they are slow-moving. They have the ability to camouflage themselves as normal trees when they sleep, making them difficult to spot. They are weak to fire, so approach with caution as they may or may not attack. They are not interested in meat, only plants. It's recommended to have a party of 7 adventurers and a box power user to take on this monster.
After killing 50 Stumps, an adventurer will receive the title "Timber" on their Hunter Card. After killing 100 Stumps, the adventurer will receive the title "Woodcutter" on their Hunter Card.
17. The Skeleton, with a threat level of three stars, is a formidable undead creature. It is formed by a mana core fusing with bones to create an abomination of various sizes, from human-sized to dragon-sized. Unlike other high-level undead, such as Undead Kings and Skull Knights, the Skeleton's mana core must be destroyed to defeat it. All undead are vulnerable to fire and avoid daylight.
It is recommended that a party of 10 adventurers, including at least one 3-star box power user or higher, take on the Skeleton.
Achievements for killing Skull Knights include "Bone Collector" for 25 kills and "Swimming in Bones" for 50 kills, which will be added to the adventurer's Hunter Card.
18. The Skull Knight is a three-star threat-level monster, one of the most powerful undead creatures. It possesses some level of intelligence and is able to raise low-level skeletons. However, it is not as powerful as an Undead King and can only raise a small number of skeletons and undead at a time. Its strength lies in numbers. All undead monsters are weak to fire and fear daylight.
It is recommended that a party of 8 adventurers, including at least one 3-star box power user or higher, take on this monster.
After killing 15 Skull Knights, an adventurer will receive the title "Skull Crusher" on their Hunter Card. After killing 25 Skull Knights, the adventurer will receive the title "Skull Knight Killer" on their Hunter Card.
19. The Undead King is a three-star threat-level monster. It is the highest level of undead and possesses a degree of intelligence. It has the ability to raise low-level undead and skeletons, and if left unchecked, it can amass a formidable army of undead. Its strength lies in numbers. Undead are weak to fire and avoid daylight.
It is recommended to have a party of 15 adventurers, including at least one 3-star box power user or higher, to take on this monster.
Upon killing 10 Undead Kings, an adventurer will receive the title "Bested a King" on their Hunter Card. After killing 25 Undead Kings, the adventurer will receive the title "Killing Undead King" on their Hunter Card.
20. The Rock Golem is a three-star threat-level monster. It is the largest and strongest among all golem variants. These golems can be found near large caves and while they are not actively hostile, they are extremely dangerous. They subsist on crystals, metal ore, and any other metals they can find. Rock Golems can grow up to 610 cm in height and, unlike Crystal Golems, cannot be tamed. Due to their massive bodies, they are slow-moving but are masters of disguise and when they sleep, they often appear as a pile of crumbled rocks and boulders. They have no interest in meat, only metals, and crystals.
To take down a Rock Golem, serious firepower is required. It is not recommended for adventurers to attempt it alone. A party of at least 10 adventurers, including at least one 3-star box power user or higher, is recommended. The Rock Golem's mana core sells for a high price.
After killing 10 Rock Golems, an adventurer will receive the title "That's a big rock" on their Hunter Card. After killing 25 Rock Golems, the adventurer will receive the title "Need bigger pickaxe" on their Hunter Card.
A full-grown Dark Imp is 30cm in height and 12kg in weight. They walk on two legs and have one large eye, dark fluffy fur, and pointy ears. A party of at least four adventurers is recommended for clearing a nest of Dark Imps.
After clearing 50 Dark Imp nests, an adventurer will receive the title "Treasure Hunter" on their Hunter Card.
2. The Hypno Spider is a one-star threat-level creature. These spiders can grow to be 110 cm in height and 150 cm in length. Their eyes possess a unique ability, when looked at, they cause the viewer to become unconscious. They use this to hypnotize their victims, making them particularly dangerous at close distances. The venom they inject is fast-acting, and the average human dies within 10 minutes. They prey on anything that comes close to them, and then slowly melt and consume the body.
These spiders primarily inhabit damp swamp regions. It is recommended that at least a party of three adventurers take on any Hypno Spider quest.
Upon killing 25 Hypno Spiders, an adventurer will receive the title "I like the way you look at me" on their Hunter Card. After killing 50 Hypno Spiders, the adventurer will receive the title "Glowing yellow" on their Hunter Card. And after killing 100 Hypno Spiders, the adventurer will receive the title "I Can't be Hypnotized" on their Hunter Card.
3. The Killer frog, with a one-star threat level, may appear to be a harmless, regular frog at first glance, but don't be deceived by its innocent appearance. These frogs have brightly colored skin to attract predators, and when prey is lured in, the killer frogs swarm and shred them with their razor-sharp, tiny teeth. They can also use mana to mimic human voices, deceiving and luring in unsuspecting adventurers.
It is not recommended to hunt these frogs as they have no value. But if you do decide to hunt them, at least two adventurers are recommended.
After killing 150 killer frogs, an adventurer will receive the title "Why Did I Even Bother" on their Hunter Card. After killing 350 killer frogs, the adventurer will receive the title "Pointless Effort" on their Hunter Card.
4. The Mirage Snake is a one-star threat-level creature. These snakes possess the ability to turn invisible, making them difficult to spot. They are also poisonous and can be found in tall grass, small holes in the ground, bushes, trees, and other small crevices. They can be quite a nuisance because of their ability to blend in with their surroundings.
Due to their hide being the only valuable thing they offer, hunting Mirage Snakes is recommended for their hides. At least 2 adventurers are recommended when hunting them.
After killing 50 Mirage Snakes, an adventurer will receive the title "Hard not to miss" on their Hunter Card. After killing 350 Mirage Snakes, the adventurer will receive the title "Eagle Eyes" on their Hunter Card.
5. The Shrieker is a one-star threat-level monster. This magical beast uses sound attacks to confuse and weaken its enemies. It becomes aggressive only when it feels threatened and typically hunts small prey, but may also attack humans. Resembling a cat, it should not be mistaken for a domesticated feline. A party of two adventurers is recommended to take on this monster.
Upon killing 50 Shriekers, an adventurer will receive the title "My ears bleed" on their Hunter Card. After killing 100 Shriekers, the adventurer will receive the title "I turn deaf" on their Hunter Card.
6. The Alluring Horse is a one-star threat-level creature. This horse possesses the ability to use mana to enhance its physical abilities, making it stronger, faster, and more resilient than a typical horse. On average, an Alluring Horse is equivalent to 10 normal horses in strength and can live for up to 101 years, with an average lifespan of 75 years. These wild horses are not aggressive and are highly sought after, from being used as workhorses to being kept as pets by the wealthy. They are incredibly rare and difficult to breed, making them unaffordable for most people.
It is recommended to have a party of 3 adventurers when attempting to tame an Alluring Horse. These horses fetch a high price in both official and underground auction houses, with the price depending on the quality of the horse.
After taming 25 Alluring horses, an adventurer will receive the title "Horse Tamer" on their Hunter Card. After taming 50 Alluring horses, the adventurer will receive the title "Rancher" on their Hunter Card.
7. The Crystal Golem is a one-star threat-level monster. It is the weakest of all golem variants and can be found in caves. They are not hostile and primarily feed on crystals found in caves. By consuming crystals, they grow high-quality crystals on their bodies, which can reach up to 120cm in height. These golems can be tamed by feeding them high-quality crystals. Wealthy blacksmiths find them useful as they can feed the golem's scraped leftover crystals and later harvest high-quality crystals from their bodies. A party of 3 adventurers is recommended to take on these golems. Their primary value is the high-quality crystals they produce, and they are favored by blacksmiths for their ease of taming and good market price.
After killing 50 Crystal Golems, an adventurer will receive the title "I found a crystal" on their Hunter Card. After killing 100 Crystal Golems, the adventurer will receive the title "Pick axe master" on their Hunter Card.
8. The Compressor is a one-star threat-level magical beast. It has a long, thick neck that it uses to compress inhaled air and shoot compressed air projectiles. These projectiles are powerful enough to break iron shields and shatter plate armor. However, the Compressor takes a few seconds to charge its attack, making it easy to evade. Despite its thick, sturdy, and dense skin, making it difficult to cut, it is an easy target to kill.
A party of 3 adventurers is recommended to take on this beast. Their only valuable resource is their skin, which is the most common material used in armor-making.
After killing 50 Compressors, an adventurer will receive the title "I need leather" on their Hunter Card. After killing 100 Compressors, the adventurer will receive the title "I'm clad in leather" on their Hunter Card.
9. The Freez Bite is a one-star threat-level magical beast. It is mostly bright blue in color and is similar in size to an average deer. It possesses freezing breath, which is the origin of its name. It has long claws and large horns. A party of 3 adventurers is recommended to take on this creature.
After killing 50 Freez Bites, an adventurer will receive the title "Cold Resistant" on their Hunter Card. After killing 100 Freez Bites, the adventurer will receive the title "I'm not cold" on their Hunter Card.
10. The Acid Wolf is a two-star threat-level monster. It looks similar to a normal wolf, but its hide color differs. The main three base colors are gray with a purple shade, gray with a red shade, and black with a bright green shade. While the purple and red shades are two-star threats, the green shade is a three-star threat.
Acid Wolves typically roam alone, and if two of them meet, they will fight to the death. Their weapons include their fangs and claws, and as they are magic beasts, they possess mana which allows them to use magic. They can spit acid, the strength of which depends on their color. The green shade can easily melt trees, rocks, and metal, while the other shades can also melt these materials but are not as strong. Ranged-type weapons are recommended to evade acid attacks.
After killing 50 Acid Wolves, an adventurer will receive the title "Acid Resistant" on their Hunter Card. After killing 100 Acid Wolves, the adventurer will receive the title "Acid Doesn't Effect Me" on their Hunter Card.
11. Cat People are a two-star threat level. They are generally not aggressive towards humans but may attack if they feel threatened. They are less intelligent than humans but more intelligent than Goblins. They live in small, self-built camps. Cat People have the ability to transform into a cat-human form, which increases their battle power. In their base form, they resemble normal cats, but walk on two legs, reaching a height of up to 100 cm. After transformation, they can reach up to 170 cm in height. Cat People wear various types of armor, clothing, and weapons.
For an achievement, one must learn their language, which is not difficult, as it is simply speaking cat.
It is recommended not to engage in combat with Cat People as they possess intelligence and can be reasoned with. Some can even speak a common tongue, making it possible to make trades with them. They are also quite cute.
Achievement: "I can talk to cats"
12. Shadow Ghouls are terrifying creatures, earning them a two-star threat level. They are the same size as an average human and possess the ability to levitate above the ground, though they cannot fly. These magical beasts are naturally vulnerable to sunlight and thus, hunt at night or in dark places such as caves. They are found in remote areas of the forest where corrupted magic lingers the most. If you're camping through the night, it is recommended to build a campfire and a few standing torches to keep them away.
To take on Shadow Ghouls, it is recommended to have a party of 5 adventurers. They are weak to fire and sunlight and when killed, they drop a small purple gem.
After killing 50 Shadow Ghouls, an adventurer will receive the title "Ghost hunter" on their Hunter Card. After killing 100 Shadow Ghouls, the adventurer will receive the title "Not afraid of a ghost" on their Hunter Card.
13. The Rockhead golem is a two-star threat-level monster. It is a type of golem that lives in caves and is not hostile but can be dangerous. They feed on crystals and any metals they can find, and can grow up to 210 cm in height. Unlike Crystal golems, Rockheads cannot be tamed and have no body, only a giant head. They are masters of disguise and can blend in as normal boulders when they sleep. They are triggered by the presence of crystals or metals, if approached with any on you, they will attack. However, if you pass by them without any, they will not be interested in attacking.
A party of 5 adventurers is recommended when dealing with Rockheads. A useful tip is to toss a coin at any suspicious big rock to check if it's a Rockhead in disguise.
After killing 50 Rockheads, an adventurer will receive the title "Tossing a coin" on their Hunter Card. After killing 100 Rockheads, the adventurer will receive the title "Tossed Gold bar worth of coins" on their Hunter Card.
14. The Flesh Golem is a two-star threat-level monster. This type of golem is constructed from the flesh of dead animals, people, monsters, or any other meat. The red mana core wanders through the forest until it finds its host, making them hostile and dangerous. The Flesh Golem can grow up to 450cm in height, and cannot be tamed. They do not have a constant body, as they will look for new parts when their flesh begins to rot. It is recommended to have a party of 5 adventurers to take on this monster.
After killing 15 Flesh Golems, an adventurer will receive the title "I smell something" on their Hunter Card. After killing 30 Flesh Golems, the adventurer will receive the title "Smell worse than undead" on their Hunter Card.
15. The Shifter is a two-star threat-level monster, characterized by its ability to change its appearance at will and surround itself with minions. It is a highly aggressive creature that will attack anything in its sight and eats any flesh it can find. They possess massive bodies and should be approached with caution as they may swarm and kill unsuspecting adventurers. They are weak to fire. A party of 5 adventurers and a box power user is recommended to take on these creatures.
After killing 20 Shifters, an adventurer will receive the title "Beehive" on their Hunter Card. After killing 50 Shifters, the adventurer will receive the title "Not the Bees" on their Hunter Card.
16. The Stump is a two-star threat-level monster, belonging to the golem variant. These creatures feed on dirt, grass, trees, and any plants they can find. They can grow up to 600cm in height, and cannot be tamed like Crystal Golems. Despite their massive bodies, they are slow-moving. They have the ability to camouflage themselves as normal trees when they sleep, making them difficult to spot. They are weak to fire, so approach with caution as they may or may not attack. They are not interested in meat, only plants. It's recommended to have a party of 7 adventurers and a box power user to take on this monster.
After killing 50 Stumps, an adventurer will receive the title "Timber" on their Hunter Card. After killing 100 Stumps, the adventurer will receive the title "Woodcutter" on their Hunter Card.
17. The Skeleton, with a threat level of three stars, is a formidable undead creature. It is formed by a mana core fusing with bones to create an abomination of various sizes, from human-sized to dragon-sized. Unlike other high-level undead, such as Undead Kings and Skull Knights, the Skeleton's mana core must be destroyed to defeat it. All undead are vulnerable to fire and avoid daylight.
It is recommended that a party of 10 adventurers, including at least one 3-star box power user or higher, take on the Skeleton.
Achievements for killing Skull Knights include "Bone Collector" for 25 kills and "Swimming in Bones" for 50 kills, which will be added to the adventurer's Hunter Card.
18. The Skull Knight is a three-star threat-level monster, one of the most powerful undead creatures. It possesses some level of intelligence and is able to raise low-level skeletons. However, it is not as powerful as an Undead King and can only raise a small number of skeletons and undead at a time. Its strength lies in numbers. All undead monsters are weak to fire and fear daylight.
It is recommended that a party of 8 adventurers, including at least one 3-star box power user or higher, take on this monster.
After killing 15 Skull Knights, an adventurer will receive the title "Skull Crusher" on their Hunter Card. After killing 25 Skull Knights, the adventurer will receive the title "Skull Knight Killer" on their Hunter Card.
19. The Undead King is a three-star threat-level monster. It is the highest level of undead and possesses a degree of intelligence. It has the ability to raise low-level undead and skeletons, and if left unchecked, it can amass a formidable army of undead. Its strength lies in numbers. Undead are weak to fire and avoid daylight.
It is recommended to have a party of 15 adventurers, including at least one 3-star box power user or higher, to take on this monster.
Upon killing 10 Undead Kings, an adventurer will receive the title "Bested a King" on their Hunter Card. After killing 25 Undead Kings, the adventurer will receive the title "Killing Undead King" on their Hunter Card.
20. The Rock Golem is a three-star threat-level monster. It is the largest and strongest among all golem variants. These golems can be found near large caves and while they are not actively hostile, they are extremely dangerous. They subsist on crystals, metal ore, and any other metals they can find. Rock Golems can grow up to 610 cm in height and, unlike Crystal Golems, cannot be tamed. Due to their massive bodies, they are slow-moving but are masters of disguise and when they sleep, they often appear as a pile of crumbled rocks and boulders. They have no interest in meat, only metals, and crystals.
To take down a Rock Golem, serious firepower is required. It is not recommended for adventurers to attempt it alone. A party of at least 10 adventurers, including at least one 3-star box power user or higher, is recommended. The Rock Golem's mana core sells for a high price.
After killing 10 Rock Golems, an adventurer will receive the title "That's a big rock" on their Hunter Card. After killing 25 Rock Golems, the adventurer will receive the title "Need bigger pickaxe" on their Hunter Card.
Table of Contents
- Adventurers Monsterpedia - Dangerous Plant Monsters
- Adventurers Monsterpedia - Magical Beast
- Adventurers Monsterpedia - Mutants
- Adventurers Monsterpedia - Monsters
- Character information
- Town information
- Chapter 403 The Pain He Couldn’t Put into Words
- Chapter 402 Making a Nest
- Chapter 401 Fragile Lives Left Alone in the Dark
- Chapter 400 The Shed, the Snow, and the Fire
- Chapter 399 Approaching Broken Gates in the Snowstorm
- Chapter 398 The Invisible Force of Gravity Magic
- Chapter 397 What if Hermit had lied to her, luring her out into the wilderness as part of some elaborate scheme?
- Chapter 396 Hermit had forgotten one crucial detail about Suzuka: she was a restless sleeper.
- Chapter 395 Consequences of Your Actions
- Chapter 394 Finding Shelter in the middle of a Snowstorm
- Chapter 393 First Time Seeing Mountain Snow
- Chapter 392 Going on Adventure to Save Kaka
- Chapter 391 Not Exactly a Reliable Source of Information
- Chapter 390 Goblin with a Broken Neck
- Chapter 389 Cat Boss Story from the Past
- Chapter 388 And as the world faded to black, the goblin’s last thought was of them—his little ones—and the hope that they would survive.
- Chapter 387 Punching Bag for the Bandits
- Chapter 386 No one noticed the goblin in need, only his captors.
- Chapter 385 Would Suzuka’s words hold true? Would he really be safe?
- Chapter 384 It's a simple errand, what could go wrong, right?
- Chapter 383 A Volunteer who Believes that his Sacrifice can Serve a Greater Good
- Chapter 382 Temporary Shelters for the Newcomers
- Chapter 381 A Letter from Thomas
- Chapter 380 A goblin and fresh eggs, right on time
- Chapter 379 Putting on Big Boy Pants
- Chapter 378 Your Royal Sadness, Hermit the Tragic, First of His Name, King of Self-Pity
- Chapter 377 Luminesia—a Town that will be a Sanctuary for all who Wish to Live in Peace
- Chapter 376 Tragic History Between Cat Boss and Hermit
- Chapter 375 The Meeting with the Cat Boss, Leader of the Cat People
- Chapter 374 Set of Tracks in the Dirt
- Chapter 373 Eyes that Always Watching
- Chapter 372 Old Acquaintance
- Chapter 371 Mr. Reliable
- Chapter 370 Security Issues
- Chapter 369 Big Progress
- Chapter 368 Forgiveness
- Chapter 367 A Tomb Stone for our Enemy
- Chapter 366 A Terrible, Tragic Accident
- Chapter 365 Desperate Display of Remorse
- Chapter 364 Fear and Exhaustion
- Chapter 363 Exaggerated Regrets
- Chapter 362 Unsettling Quiet
- Chapter 361 Farewells and New Horizons
- Chapter 360 Van Blous Insignia
- Chapter 359 Inner Frustration
- Chapter 358 Exclusive Rights
- Chapter 357 Your Grace Brodric Faladan
- Chapter 356 Delivering the Killing Blow
- Chapter 355 Cornered Prey
- Chapter 354 No Escape for the Baron
- Chapter 353 All Eyes on the Prize
- Chapter 352 The Host of the Evening
- Chapter 351 Invitation to a Masquerade Ball
- Chapter 350 Inner Strength that Keep me Going
- Chapter 349 Antonio's Unfortunate Accident
- Chapter 348 Dreaming About the Future
- Chapter 347 Love, Laughter, and Secrets
- Chapter 346 Reflections in the Bath
- Chapter 345 Friendly Game of Cards
- Chapter 344 Amazing Things Do Not Come Cheap
- Chapter 343 I’m Not a Bad Person
- Chapter 342 Visiting Old Friends
- Chapter 341 Uncomfortable Silence
- Chapter 340 What Worries Me the Most
- Chapter 339 Little Boy of Joy
- Chapter 338 Immense Weight
- Chapter 337 Lingering Shock
- Chapter 336 Love and Loss
- Chapter 335 Obsessive Parents and Endless Pie
- Chapter 334 Charming Wit and Dazzling Smile
- Chapter 333 Little Party Tricks
- Chapter 332 Clint Levens
- Chapter 331 Warm Hospitality
- Chapter 330 Shared Memories
- Chapter 329 Past Mistakes
- Chapter 328 Woodmill Town
- Chapter 327 Friendly Conversation
- Chapter 326 Disbelief and Overwhelming Happiness
- Chapter 325 Gentle Steps
- Chapter 324 Newfound Resolve
- Chapter 323 Comical Sight
- Chapter 322 Suzuka’s Overwhelming Power
- Chapter 321 Despair and Sorrow
- Chapter 320 Passing the Word
- Chapter 319 Piece of Advice
- Chapter 318 Timbo's Instructions
- Chapter 317 Free to Dream
- Chapter 316 Necessary Evil
- Chapter 315 Gift for the Boss
- Chapter 314 Coins and Gems
- Chapter 313 Bright Future
- Chapter 312 Smell of Deceit
- Chapter 311 Lives Filled With Endless Torment
- Chapter 310 Suspicious Visitor
- Chapter 309 The Great Wall
- Chapter 308 Ghost From the Past
- Chapter 307 Heartwarming Innocence
- Chapter 306 Newfound Efficiency
- Chapter 305 Immense Workload
- Chapter 304 Job Assignment
- Chapter 303 Awe and Admiration
- Chapter 302 Mana Sickness
- Chapter 301 Pushing Past the Limits
- Chapter 300 Bright Future
- Chapter 299 Best Way to Start the Day
- Chapter 298 Unfamiliar Sensation
- Chapter 297 The Best Day of My Life
- Chapter 296 Tiny Lumberjacks
- Chapter 295 Gifts From The Gods
- Chapter 294 Unwavering Respect
- Chapter 293 Honorable Battle Wounds
- Chapter 292 The Day Before Moving Out
- Chapter 291 Earth Magic Box
- Chapter 290 Boost in Power
- Chapter 289 Dark Humor
- Chapter 288 Passionate Adventure In Good Day's Rest Inn
- Chapter 287 Cozy Little Cafe
- Chapter 286 The Charming Snake
- Chapter 285 The Name He Curse
- Chapter 284 Invaluable Support
- Chapter 283 Full Schedule
- Chapter 282 Innocence and Purity
- Chapter 281 Darkness of the Night
- Chapter 280 The Mysterious Visitor
- Chapter 279 Haunting Whispers
- Chapter 278 Impossible Dream
- Chapter 277 Exotic Oils and Fragrant Blossoms
- Chapter 276 Feeling Guilty
- Chapter 275 Stroke of Luck
- Chapter 274 Cup of Hot Coffee
- Chapter 273 Fear, Responsibility, and Gratitude
- Chapter 272 Towering Peaks
- Chapter 271 Empty Bellies With Longing
- Chapter 270 Newfound Freedom
- Chapter 269 Goddess of Destruction and Salvation
- Chapter 268 Goblin Breeding Cave
- Chapter 267 Carnal Desires
- Chapter 266 Crushing Defeat
- Chapter 265 Showing No Mercy
- Chapter 264 Hundred Moons
- Chapter 263 Innocence of Youth
- Chapter 262 Big Loaf of Bread
- Chapter 261 Overflowing With Joy
- Chapter 260 Precious Gift
- Chapter 259 Quick Trip
- Chapter 258 The Scenery of Devastation
- Chapter 257 According to Plan
- Chapter 256 Light of Freedom
- Chapter 255 Promise Not to be Broken
- Chapter 254 Goblin Hatchery
- Chapter 253 Fear of Formidable Power
- Chapter 252 The Illusion of Invincibility
- Chapter 251 Bleak Existence
- Chapter 250 The Battle Begins
- Chapter 249 Reign of the Evil Goblins
- Chapter 248 Heated Argument
- Chapter 247 Scrutinizing Gaze
- Chapter 246 Preparations for Infiltration
- Chapter 245 Raid on the Goblin Breeding Farm
- Chapter 244 Stealthy Camp
- Chapter 243 Warm Hug of Comfort
- Chapter 242 Journey to Freedom Begins
- Chapter 241 Distant Echoes of a Duel
- Chapter 240 No Room For Error
- Chapter 239 The Final Exams
- Chapter 238 Simple Paperwork
- Chapter 237 Placing The Order
- Chapter 236 Chance at a New Life
- Chapter 235 The Best Offer Possible
- Chapter 234 For The Greater Good
- Chapter 233 Sweet Dreams in Goblinland
- Chapter 232 Goblin Medicine Recipe
- Chapter 231 Counting The Profits
- Chapter 230 Squeaky Chittering of the Rats
- Chapter 229 The Bandits Treasure
- Chapter 228 Culinary Treasure Flamboshta!
- Chapter 227 Those Who Need Feelings
- Chapter 226 Precious Feelings
- Chapter 225 Pitiable Innocence
- Chapter 224 Brutal Rain
- Chapter 223 Magical Resonance
- Chapter 222 Arion The Void Mage
- Chapter 221 Ideal Financial Support
- Chapter 220 The Proposal
- Chapter 219 List of Tools
- Chapter 218 Hard And Painful Decision
- Chapter 217 Sharing Awful Hobbies
- Chapter 216 Seeking New Allies
- Chapter 215 A Business Proposition
- Chapter 214 The Renowned Architect Elara
- Chapter 213 A Genuine Apology
- Chapter 212 Hanging by a Thread
- Chapter 211 Lies And Misunderstandings
- Chapter 210 A little Snack For The Trip
- Chapter 209 Treasure Hunt In Perilous Forest
- Chapter 208 Goddess of Salvation
- Chapter 207 Hermit's Secret Sanctuary
- Chapter 206 The Real Plan
- Chapter 205 A Picture of a Happy Goblin
- Chapter 204 A Warm Goblin Is A Happy Goblin
- Chapter 203 Forgiveness And Understanding
- Chapter 202 The Only Way To Beat A Bully
- Chapter 201 Hermit's Drunken Tales
- Chapter 200 Feeling A Little Tipsy
- Chapter 199 Drinking Beer For The First Time
- Chapter 198 Under The Dumpster
- Chapter 197 Jacob's Story
- Chapter 196 A Dark Reunion
- Chapter 195 The Bear Paw Inn
- Chapter 194 Mushrooms In The Moonlight
- Chapter 193 A Shattered Mind
- Chapter 192 People Bad, Gobbie Friends Good
- Chapter 191 The Remains of Hermit
- Chapter 190 An Unexpected Guest
- Chapter 189 Thalen The Ruler Of Rockmine Town
- Chapter 188 Meeting With The Royalty
- Chapter 187 Just a Passing Thought
- Chapter 186 A New Beginning of a Friendship
- Chapter 185 It was not a Dream
- Chapter 184 Unseen Menace
- Chapter 183 Wager of Shiny Coins
- Chapter 182 A Story about Squating on a Torch
- Chapter 181 I'm Swellmit, Not Weak Hermit
- Chapter 180 A Voice From The Shadows
- Chapter 179 Spooky Awakening
- Chapter 178 Hermit's Lifeless Hand
- Chapter 177 Life or Death Decision
- Chapter 176 Egg Laying Straw
- Chapter 175 The Broken Marionette
- Chapter 174 The Explosion
- Chapter 173 Pink Potion
- Chapter 172 Depressingly Melodramatic
- Chapter 171 Grand Goblin Feast
- Chapter 170 Relentless Scuttling
- Chapter 169 A Promise I Will Keep
- Chapter 168 Sitting on a Bench
- Chapter 167 The Wrestling Match
- Chapter 166 Wrestling Raccoon
- Chapter 165 Tasty Breakfest
- Chapter 164 It's Just a Prank Bro!
- Chapter 163 Master's Loving Embrace
- Chapter 162 Shiny Coins and a Key
- Chapter 161 Seeking Warmth
- Chapter 160 A Task at Hand
- Chapter 159 Olivia's Kind Gesture
- Chapter 158 Standing on the Edge of the Clif
- Chapter 157 Culinary Delight Among Goblins
- Chapter 156 Treacherous Flight of Stairs
- Chapter 155 Delightful Smell
- Chapter 154 Interesting Little Creature
- Chapter 153 I Can't Swim
- Chapter 152 Scuttling in The Rain
- Chapter 151 Going out for a Delicious Meal
- Chapter 150 Puppy Eyes
- Chapter 149 Feeling Cool
- Chapter 148 Blue Hue Elixir
- Chapter 147 Sink Bath
- Chapter 146 Thunderous Slap
- Chapter 145 Exposed
- Chapter 144 Game of Mercy
- Chapter 143 Small Adventure
- Chapter 142 Meaty Ears
- Chapter 141 Classified Information
- Chapter 140 Girls Talk
- Chapter 139 Smile of Gratitude
- Chapter 138 One Last Time
- Chapter 137 Some Bad News
- Chapter 136 The Crowd
- Chapter 135 Tender Care
- Chapter 134 Acid
- Chapter 133 Giving Chase
- Chapter 132 A little Dirty
- Chapter 131 Comfy Barrel
- Chapter 130 Precise Punch
- Chapter 129 Sad Story
- Chapter 128 Restless and Bored
- Chapter 127 Much Needed Rest
- Chapter 126 Iron Bars
- Chapter 125 Chilling Sound
- Chapter 124 Whisper in the Ear
- Chapter 123 A Calm Place
- Chapter 122 Introduction
- Chapter 121 Envy and Resentment
- Chapter 120 Shocking Truth
- Chapter 119 Sometimes, rules don't mean a damn thing.
- Chapter 118 Kiss In the Rain
- Chapter 117 Going Out
- Chapter 116 Isaac The Ice Mage
- Chapter 115 The name is Grand
- Chapter 114 Maximus Decimus Meridius
- Chapter 113 Heated Round
- Chapter 112 Elimination Round
- Chapter 111 Coliseum
- Chapter 110 Meeting an old friend
- Chapter 109 Nostalgia
- Chapter 108 Apology
- Chapter 107 Justice Served
- Chapter 106 The Headmaster
- Chapter 105 Caught With Pants Down
- Chapter 104 Professor Jonathan Stone
- Chapter 103 The First Place
- Chapter 102 Test Results
- Chapter 101 A small grin on Walter's face
- Chapter 100 A Little Drunk
- Chapter 99 Melwyn Gold Apple Wine
- Chapter 98 The Date
- Chapter 97 Things Got Complicated
- Chapter 96 Olivia's Note
- Chapter 95 Who Is the Real Hero?
- Chapter 94 Swamper
- Chapter 93 Gloomy Evening
- Chapter 92 No More Jokes
- Chapter 91 Helen's Death
- Chapter 90 Hostage
- Chapter 89 As I Feared
- Chapter 88 Rescue Mission
- Chapter 87 My Dear Sterling
- Chapter 86 My Slave
- Chapter 85 Bad Reputation
- Chapter 84 Silvia and Barrier Magic
- Chapter 83 Professor
- Chapter 82 Magic Box University
- Chapter 81 Slowing Down
- Chapter 80 The Greatsword
- Chapter 79 Corpses Piling Up
- Chapter 78 Zimmers
- Chapter 77 Rusty Sword
- Chapter 76 Cash Cow
- Chapter 75 Red Potion
- Chapter 74 Goblins ambush
- Chapter 73 Kieran
- Chapter 72 Letter
- Chapter 71 Official Quest
- Chapter 70 Wide Grin
- Chapter 69 New Armor
- Chapter 68 Shopping
- Chapter 67 Hot spring
- Chapter 66 The Mystic Oasis
- Chapter 65 Dark Damp Alleyway
- Chapter 64 Stalker
- Chapter 63 Wara vs Suzuka
- Chapter 62 Fight Ring
- Chapter 61 The Guild Leader Wara
- Chapter 60 5-Stars at Heart 2-Stars on Paper
- Chapter 59 Dr. Jenkins
- Chapter 58 He Is My Husbando
- Chapter 57 Rules
- Chapter 56 Laughing Larry
- Chapter 55 Hunters Guild
- Chapter 54 Olivia's Memories
- Chapter 53 Bandits
- Chapter 52 Town In Sight
- Chapter 51 Olivia's Tent
- Chapter 50 Olivia
- Chapter 49 Friendly Chat
- Chapter 48 Bill's Wish Come True
- Chapter 47 Feelings
- Chapter 46 Going in Circles
- Chapter 45 Day Light
- Chapter 44 Clearing The Path
- Chapter 43 Going Deeper
- Chapter 42 The Crystal Mine
- Chapter 41 Finally Back To Bill's Cave
- Chapter 40 The Castle In Ruins
- Chapter 39 The Room Bellow
- Chapter 38 The Deception
- Chapter 37 Fight for the Throne Room
- Chapter 36 The Fierce Fight
- Chapter 35 The Goblin Castle
- Chapter 34 Martin's Party Never Come Back
- Chapter 33 Happy Birthday to Me and Bill
- Chapter 32 Martin and His Party
- Chapter 31 Rough Training
- Chapter 30 Calm Morning and Gentle Rain
- Chapter 29 Giving in to the Rage
- Chapter 28 A Fight
- Chapter 27 Idle Chat and Rune Magic
- Chapter 26 Looking For Crystal
- Chapter 25 Slime and Wine
- Chapter 24 Feeling Sick
- Chapter 23 Saving Bill
- Chapter 22 The Ambush
- Chapter 21 The Minotaur
- Chapter 20 Unyielding Rage and New Encounter
- Chapter 19 Clive
- Chapter 18 A New Hope
- Chapter 17 A Magic Box Power
- Chapter 16 The Magic Box
- Chapter 15 On The Run
- Chapter 14 Glimmer of Hope
- Chapter 13 The Awakening
- Chapter 12 Going Berserk
- Chapter 11 Fight to The Death
- Chapter 10 Feeding Time
- Chapter 09 The Hunt
- Chapter 08 Contact With The Beast
- Chapter 07 Journey Continue
- Chapter 06 The Behemoth and the First Victims
- Chapter 05 Wake Up Call
- Chapter 04 Beginning of a Journey
- Chapter 03 The Plan
- Chapter 02 The Kidnap
- Chapter 01 Suzuka and Antonio
- Chapter 0 Prologue The Beginning of World