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The Witcher Bestiary - All Monsters by Andrzej Sapkowski

In this list you will find all the creatures that appear in The Witcher , add-on modules or were planned but never implemented.

Bestiary: Ordinary Monsters

The Witcher's bestiary is extensive and varied. Each creature is dangerous in its own way, but nevertheless, almost everyone is vulnerable to something. Very often, the right tactics and 'methods of influence' will help you cut through the thick of monsters like a knife through butter. While a mistake can lead to the death of Geralt. Monsters in this bestiary are divided into classes. And within each class are arranged as the danger increases. Separately, it is worth paying attention to the class of boss monsters. The battle with each of them is a challenge. And for almost everyone, you'll need a different approach. In most cases, the silver blade is most effective against monsters, although there are some that are more susceptible to steel. To enhance the effect, it is best to apply a special enhancement to the blade (only one can be used at a time). A universal option is silver oil, but specialized oils will act more effectively. (for details, see Alchemy). Having studied this bestiary properly, witcher's work will become much easier. Good luck witches!

Scavengers

I don't like those smokes either. Even if Temeria went on the offensive, we may still have advanced Nilfgaardian units in front of us. Black makes deep raids. They go to the rear, unite with the Scoia'tael, sow panic and retreat. I remember what was done in Upper Sodden during the previous war. I also think that it is necessary to go through the forests. Nothing threatens us in the forests.
“I probably wouldn't be so sure. Geralt pointed to the last hanged man, who, although he dangled above all, instead of feet were torn by claws, bloodied stubs with protruding bones. - Look. This is the work of ghouls.
- Vampires? Zoltan Khivay backed away and spat. - Corpse eaters?
- Exactly. You have to be careful in the forest at night.
"Kurrrrva mother!" creaked Field Marshal Oak.
“Well, my words are true, bird,” Zoltan Chivay scowled. - Yes, we are in trouble. Well, so what? Into the forest, where the ghouls are, or along the road, where are the army and marauders?
“To the woods,” Milva said with conviction. - And in the thick of it. Better ghouls than humans.

A. Sapkovsky. 'Baptism by fire'

This category of monsters includes rather vile creatures whose main diet is corpses and other rot, which does not prevent them from attacking the living in order to diversify their diet. And they themselves are not much different in appearance from corpses. Except for their mobility. Most scavengers love to attack from behind, jumping out of the water, digging out of the ground or jumping from the ceiling. Do not underestimate even the weakest representatives of this class of monsters. It is strongly recommended to apply oil from scavengers (does not work on drowners and swimmers) or silverware on the sword.

drowner

Habitat: drowners are night creatures; they appear on the banks of rivers, lakes and ponds.

Immunity: Drowners are not affected by poison, cannot be blinded, and their wounds do not bleed. Drowners are completely immune to stun and Axii mark and are fearless.

Vulnerability: drowners are extremely susceptible to silver and can be knocked down. The most effective in this case is the fast style. More experienced witchers in a fight with several drowners use a group style.

Tactics: drowners usually attack in large groups and defeat the enemy due to their numerical superiority.

Alchemy: brain of a drowner, gynaceic acid, cadaveric poison.

Helpful advice: The weakness of drowners can be deceptive. These monsters love to jump out of the water behind your back, as a rule they attack in a group, trying to surround you, they know how to retreat, diving into the swamp ... but only in order to sneak meanly from behind. Be carefull.

The villains become drowners, whose miserable existence ended in the water. Whether they drowned or their corpses were thrown into the water, they all turn into vengeful creatures that prey on the inhabitants of coastal settlements.


Plavun

Habitat: floaters - night creatures; they appear on the banks of rivers, lakes and ponds.

Immunity: swimming pools are not affected by poison, and their wounds do not bleed. They are fearless and immune to stuns and Mark of the Axii, and cannot be blinded.

Vulnerability: swimmers are extremely susceptible to silver and can be knocked down. The most effective in this case is the fast style. More experienced witchers in a fight with several floaters use a group style.

Helpful advice: For the first time, swimmers meet in the swamps near Vizima. To make your life much easier, it is recommended to study the immunity to poison perk in the Stamina category or drink the Oriole elixir beforehand.

The strongest and most dangerous utopians are called swimmers. Ordinary people often do not distinguish between swimmers and drowners, since these creatures pose an equally serious danger. However, it can be assumed that most of the terrible legends about drowned criminals speak of swimmers rather than drowners.

Ghoul

 

Habitat: ghouls can be found on battlefields, cemeteries, and abandoned crypts.

Immunity: ghouls are immune to most poisons.

Vulnerability: ghouls are susceptible to silver and oil from scavengers. The most effective in this case is the power style. More experienced witchers use a group style in combat with several ghouls.

Tactics: after knocking their prey down, the ghouls surround it and begin to devour it alive.

Alchemy: monster lymph, white vinegar, and ghoul blood.

Helpful advice: Like many other scavengers, they like to jump out of the ground or fall off the ceiling of the crypt and attack from behind. Therefore, one must be vigilant and follow the medallion.

Belief says that ghouls were once people who at one time were forced to eat corpses. Several years spent in dark crypts turned them into terrible creatures. The eternal hunger of ghouls can only be satisfied by human meat. That is why they kill people, leaving half-eaten remains in the secluded places of their crypts.

Algul

Habitat: alguli live in places of ancient burials and in abandoned crypts.

Immunity: Alghouls are immune to common poisons and cannot be knocked down.

Vulnerability: alguli are susceptible to silver. The most effective in this case is the power style. More experienced witchers in combat with several alghouls use a group style.

Tactics: Alghuli knock their victims down and then eat them alive.

Alchemy: cadaveric poison, white vinegar and algul bone marrow.

Helpful advice: Like many other scavengers, they like to jump out of the ground or fall off the ceiling of the crypt and attack from behind. Therefore, one must be vigilant and follow the medallion.

Alghuli are ghouls who have been feeding on corpses for so many years that the sweet taste of human flesh has forced them to attack living people and eat their warm bodies. They can be found in crypts and on the battlefield, most often surrounded by simple ghouls. Ordinary people do not see the difference between these scavengers. Only witchers understand that alghuli are actually more aggressive and dangerous opponents.

Гraveyr

Habitat: engravers appear where they can find food. And they feed on carrion, from which they prefer human corpses.

Immunity: graveirs are immune to common poisons and cannot be knocked down. Thick skin and powerful muscles provide them with excellent protection against impacts.

Vulnerability: engravers are susceptible to silver and oil from scavengers. The most effective way to use the power style.

Tactics: they try to knock the victim down, after which they devour him alive.

Alchemy: cadaveric poison, white vinegar and graveira bones.

Helpful advice: Like many other scavengers, they like to jump out of the ground or fall off the ceiling of the crypt and attack from behind. Therefore, one must be vigilant and follow the medallion.

After the war with Nilfgaard, graveirs became a real disaster. Previously, only specialists, professional monster slayers, heard about them. An ordinary person could not distinguish a graveir from a ghoul. And today every child knows by heart the description of the engraver. And people who live near a battlefield or a cemetery supplement this description with picturesque tales of the terrible slaughter committed by these ruthless creatures.

cemetavr

Habitat: cemetaurs are quite rare. Like other corpse eaters, they usually dwell in cemeteries or appear on the battlefield.

Immunity: Cemetaurs are immune to normal poisons and cannot be knocked down or stunned.

Vulnerability: cemetaurs are susceptible to silver and oil from scavengers.

Tactics: cemetaurs always try to knock the victim down in order to eat him alive.

Alchemy: cemetaur jaw, white vinegar and cadaveric poison.

Helpful advice: Like many other scavengers, they like to jump out of the ground or fall off the ceiling of the crypt and attack from behind. Therefore, one must be vigilant and follow the medallion.

A lot has been written about ghouls and graveirs, because ordinary people meet these creatures quite often, whether in war or when visiting a cemetery. Cemetaurs are much rarer, but if they appear at the burial site, they completely capture it. All ghouls respect the Cemetaurs and recognize superiority.

Vetala

Habitat: according to legend, Vetala lives in the city cemetery in Vizima; this is a very intelligent creature that is respected by other corpse eaters.

Immunity: unaffected by conventional poisons and attempts to knock him down; thick skin and plexus of muscles serve as good protection against blows.

Vulnerability: vulnerable to silver and oil from scavengers.

Tactics: tries to knock the victim down and eat her alive.

Alchemy: graveira bone, white vinegar and cadaveric poison.

Helpful advice: At the first meeting, think carefully about whoоThe bigger monster is the one who eats corpses or the one who supplies these corpses...

Vetala is a legendary creature, invented by the common people. Their stories are the quintessential example of urban legends that are passed down orally and become increasingly unbelievable as they are told. Vetala is said to be a sentient ghoul or graveir that lives in the city's graveyard and is the absolute master of the scavengers. Vetala is not only able to speak like a human, but is also famous for his refined manners. It is said that Vetala prefers corpses to living flesh. He rarely attacks people, but even in such cases he shows surprising courtesy.

Yaga

Habitat: Yagi are scavengers that live near human settlements in caves and ruins.

Immunity: are not affected by normal poisons and cannot be knocked down.

Vulnerability: vulnerable to silver and oil from scavengers.

Tactics: the yagas try to knock the victim down and eat him alive.

Alchemy: shadow pollen, Albar crystals, cadaveric poison and yaga teeth.

Helpful advice: They burn well and are relatively easy to cut with a power style. The main thing is not to let them attack in large groups and surround. If this happens, you can throw aside Yag Aard and kill one at a time.

Yaga is also known as a night witch, because she looks like an old ugly woman, and is also famous for her witchy mischief. These creatures feed on human flesh, and although they are happy to eat corpses, yagas prefer fresh and still warm flesh. Yagis hunt at night and gather in groups during the hunt, which the Kmets call 'sabbaths'. They love to deceive their victims and mock them, but there is not a word of truth in the stories of broomstick flights and huts on chicken legs.

Vampires

"What about their vampire?" Zoltan Chivay asked the witcher. Do you believe in this story?
I didn't see the dead. I can't say anything.
"It's a fake," Buttercup remarked with conviction. “The Kmets say that the dead were torn apart. Vampires don't tear. They bite through an artery and drink the blood, leaving two clear imprints of fangs. Very often the victim survives. I read about it in a special book. There were also engravings depicting traces of vampire bites on the swan necks of girls. Confirm, Geralt.
- And what to confirm? I have not seen such engravings. Yeah, I'm not good with girls either. With swans.
- Don't be sarcastic. Traces of vampire bites should have met more than once or twice. Have you ever seen a vampire tear a victim to shreds?
- What is not, is not.
“In the case of higher vampires, never,” Emiel Regis said softly. “From what I know, neither the Alps, nor the Katakans, nor the Mule, nor the Brooks, nor the Nosferat are crippled by such a terrible encirclement. But fleder and ekimma are very rude with the victims.
– Bravo! Geralt looked at him with sincere admiration. “You didn't miss a single species of vampires. And he did not name a single mythical, existing one - only in fairy tales. Yes, the knowledge is amazing. Therefore, you cannot fail to know that ekimmas and fleders do not occur in our climatic zone.

A. Sapkovsky. 'Baptism by fire'

In the game, we will meet only three representatives from those described by Sapkowski in his books. The origin of the garkains is unknown, most likely they should be attributed to the subspecies of fleders. In any case, before the fight with them, it is recommended to drink Willow and Black Blood, and apply oil against Vampires or Silversmith to the sword.

Фledeр

Habitat: fleders are lesser vampires who most often hunt in urban slums, near cemeteries, or outside human settlements.

Immunity: they are fearless creatures that are immune to stun.

Vulnerability: fleders are susceptible to silver and vampire oil.

Tactics: they attack their prey from the air and try to stun them with a sound wave to suck out the blood.

Alchemy: monster lymph and wing membrane.

Helpful advice: Like scavengers, they often attack from behind. They are found in large numbers in a warehouse near Vizima City Hall. They respawn after each entry to the location from the street, which makes the warehouse a great place for pumping.

People say that the Fleders are dead atheists, who after the funeral became vampires and came out of their graves. It is also believed that fleders prefer to attack people in their sleep and draw their blood. And among the Kmets, it is very common to believe that everyone who is bitten by a fleder becomes a vampire himself. It is clear that such a statement is absurd.

Garkain

Habitat: garkains are lesser vampires, usually found in cemeteries or abandoned buildings.

Immunity: they are fearless creatures that are immune to stun.

Vulnerability: garkains are susceptible to silver and vampire oil.

Tactics: they try to stun the victim, after which they suck out her blood.

Alchemy: garkain saliva, wing membrane and monster lymph.

Helpful advice: Although they are much less common than the Fleders, they are much more dangerous in themselves. Avoid fights with several garkains at the same time.

The scariest of vampires, the garkains are even uglier than the fleders. And since fleders are widely known for their unattractiveness, one can imagine how disgusting garkains are. Like all vampires, garkains feed on blood, although they do not disdain both flesh and even carrion. They are often mistaken for gargoyles, as during the hunt, garkains prefer to hide on rooftops and from there attack their victims.

Alps

Habitat: Alps hide in caves, abandoned houses and ruins, but always close to human settlements.

Immunity: Alps are fearless, immune to stun.

Vulnerability: Alps are susceptible to silver and oil from vampires.

Tactics: Alps always attack unexpectedly, trying to stun the victim, and then suck her blood.

Alchemy: monster lymph, naezan salt and alp fangs.

Helpful advice: Oddly enough, a relatively easy opponent. One by one, they are effectively destroyed with a quick style. With the accumulation of three or more tons of alps necessarily using a group style, otherwise you will get cross-stunned and die.

An incredible number of myths and implausible legends have been created around this creature. For some reason, people believe that the Alps are able to turn into a black dog or a poisonous toad. Many confuse the Alps with succubi, considering the former to be depraved monsters that seduce beautiful young men. There are legends in which the Alps appear as beautiful creatures with a wonderful charming voice. Some sincerely believe that the Alps cannot stand virgins. But only one thing about these creatures can be said for sure. They attack unexpectedly and silently, and their victims rarely even have time to let out a scream of terror.

Brooks

Habitat: Brooks most often live in ruins and abandoned human settlements, less often in caves and grottoes.

Immunity: they are fearless creatures that are immune to stun.

Vulnerability: Brooks are susceptible to silver and vampire oil.

Tactics: Brooks always attack unexpectedly, trying to stun the victim, and then suck her blood.

Alchemy: monster lymph, naezan salt and bruxa blood.

Helpful advice: An order of magnitude stronger than the Alps. It is recommended to destroy one by one.

Legends say that bruksa hunts at night for attractive young men, and having caught his victim, sucks her blood to the drop. The vampire moves silently in the darkness, so her attack is always unexpected. Brooksa is able to take on the appearance of a beautiful girl, which is why she is often mistaken for a mermaid. However, Brooksa's long fangs and her unquenchable thirst for blood always give her away.

Prizaki

“Yes,” repeated the dwarf. “You can't think of a better place to sleep.” Elf cemetery. If my memory serves me right, witcher, did you mention ghouls recently? Well, you know, I can smell them between these mounds. Everything must be here. Ghouls, graveirs, vampires, wights, elf spirits, ghosts - the whole package! Everyone is sitting there and you know what they are thinking now? That, they say, you don’t have to look for dinner, he came himself.
- Can we go back? Dandelion suggested in a whisper. “Maybe we can get out of here while we can still see a little?”
“The women won’t take another step,” Milva snapped angrily. “Children fall down from exhaustion. The horses are tired. He himself urged on, Zoltan, a little more, another half a verst, repeated, still a flock, chattered. Now what? Move two flocks back? Shit it all! A cemetery is not a cemetery, a pity is not a pity, we spend the night where we got it.
“That’s right,” the witcher supported, dismounting from his horse. - Do not panic. Not every cemetery is full of monsters and ghosts. I've never been to Feng Karn, but if it was really dangerous, I'd hear about it.

A. Sapkovsky. 'Baptism by fire'



Despite their incorporeality, they are nevertheless very serious opponents, even alone. If for some reason you forgot at home or lost your silver sword, anti-ghost oil will save you. If the silver sword is in place, then it will also come in handy for you, but in addition to it, you can still use a silversmith. Willow elixir will also be useful.

barghest

Habitat: barghests are ghosts that come to this world from the other world only after they are called here.

Immunity: barghests are fearless and immune to poison. When they enter this world, they take on a physical form, so they are subject to pain and stun, although to a lesser extent than other creatures.

Vulnerability: barghests are susceptible to silver, and they can also be knocked down quite easily. The most effective in this case is the fast style. More experienced witchers in combat with several barghests use a group style.

Tactics: they try to surround the victim with the whole flock. Barghests do not act alone.

Alchemy: animal fangs, ectoplasm and pollen of death.

Helpful advice:Barghests can not only appear out of thin air, but also a simple mongrel at night in a cursed village can turn into a barghest. So be vigilant.

It is believed that barghests are ghosts that materialized into ghostly dogs and haunt living people. According to some beliefs, these monsters are an omen of the Wild Hunt. Other legends say that barghests are the embodiment of divine punishment and personified retribution. And only in one thing do all the stories agree: the barghests are always ruthless towards living creatures.

Ghost

Habitat: They visit the places of their death or burial; ghosts do not belong to this world, sometimes they return at the call of magic, but most often they are delayed by unfinished business.

Immunity: immune to blindness and bleeding; fearless and immune to poisons; are not affected by pain, and they are not knocked down.

Vulnerability: vulnerable to silver and ghost oil.

Tactics: the suffering experienced by the damned causes the wounds they inflict to hurt.

Alchemy: death pollen and ectoplasm.

Helpful advice: Don't let yourself be surrounded. Get out of the environment doing somersaults through the ghostly heads of opponents. The ghosts are quite meltiel and not very smart, and therefore it is easy to disperse them and kill them one by one.

If you want to get rid of a ghost, you must first find his body. Try to search on unconsecrated ground or in the corner of a cemetery where criminals are buried. When you dig up the corpse, you will find that it has not rotted, and the blood has frozen on its lips. Pierce the corpse with an aspen stake, cut off the head, put it at the feet of the corpse and set fire to the body as a guarantee. After that, the ghosts never return. Unless you've misunderstood something. If you mess up, you're done

Ifrit

Habitat: The efreet homeland is the Sphere of Fire. Sorcerers who have mastered the element of fire can summon efreets and force them into their service.

Immunity: immune to almost all effects, especially fire; ifrits are residents of another world, so they cannot be knocked down or stunned.

Vulnerability: vulnerable to silver and ghost oil.

Tactics: flies through the air; uses fire in combat.

Alchemy: pyrites and ectoplasm.

Helpful advice: Because ifrits are usually set on you by an evil magician, it often makes sense to kill the magician without being distracted by his fiery servants. After that, ifrits themselves will die.

Ifrit is a minor genius of fire or, as they say, an elemental. He does not fulfill desires, does not build palaces and does not give wealth, but really serves a magician who has studied the element of fire so much that he was able to subdue the ifrit. Ifrit can only be summoned by a sorcerer who understands the nature of the flame well and wholly devoted himself to studying its secrets. These creatures are dependent on the elements of fire, and if they deem the magician worthy, they willingly come to the call, and then faithfully serve him, fulfilling his commands.

noon

Habitat: middens appear on cultivated fields and meadows; they appear around noon, they are ghosts, but they retain a strong connection with the natural world, they see the living, but do not understand them, because the dead cannot hear the living.

Immunity: not subject to blindness and bleeding; fearless and resistant to poison and pain.

Vulnerability: vulnerable to silver and ghost oil.

Tactics: able to catch the sun's rays and blind their enemies with them.

Alchemy: dust of death, pollen of light and ectoplasm.

Helpful advice: Middays can sometimes be difficult to spot among the ears of corn in the field, so keep a close eye on your medallion so as not to be taken by surprise.

Noon women are born at noon from the heat, sadness and sweat of the plowman. In the hot haze above the fields, they gather and dance wildly, creating small whirlwinds. Middays do not like when someone looks at them. Those who watch them should dance with them. The noons stop dancing when the sun goes down, and the kidnapped person has long been dead from fear and exhaustion.

Midnight

Habitat: night owls appear in fields and meadows; they can be found after dark, when the moon is high in the sky; they are ghosts, but they retain a strong connection with the natural world, they see the living, but do not understand them, because the dead cannot hear the living.

Immunity: immune to blindness and bleeding; fearless and resistant to poison and pain.

Vulnerability: vulnerable to silver and ghost oil.

Tactics: able to scoop up moonlight and blind enemies with it.

Alchemy: death pollen, shadow pollen and ectoplasm.

Helpful advice: Midnighters can sometimes be difficult to spot among the ears of corn on the field, so keep a close eye on your medallion so as not to be caught off guard.

Midnighters are born from moonlight, wind, and the earth cooling from the heat of the day. They soar above the earth and spin in a wild dance that mortals should not see. If a mortal is caught peeping, he is blinded by moonlight and drawn into a circle where he is forced to dance until death, sometimes such mortals themselves then become night owls

Ornithosaurs

“The basilisk,” the pockmarked one continued from the dais, leaning on a stick, like a guard on a halberd, “this is the most poisonous reptile in the world!” For the basilisk is the king of all snakes! If there were more basilisks, our world would disappear without a trace! Fortunately, this monster is rare, because it is born from a cock's egg. And you yourself know, people, that not every rooster lays eggs, but only such a brat who, in the manner of a crowing, substitutes a tail for another rooster.
The audience reacted with laughter to the joke. Only Ciri did not laugh, all the time attentively examining the creature, which, irritated by the noise, writhed, beat against the bars of the cage and bit them, trying in vain to spread its warped wings in cramped quarters.
“Eggs laid by such a rooster,” the pockmarked one pulled, “should hatch a hundred and one snake!” And when a basilisk hatches from an egg ...
"It's not a basilisk," Ciri remarked, biting into a pear. The pock-marked one looked askance at her.

A. Sapkovsky. 'Hour of Contempt'



All representatives of ornithosaurs are deadly monsters that can kill the witcher even alone. Even the weakest of them, the Cockatrices, should not be treated with disdain. What can we say about basilisks - a group of these creatures is able to devour even an experienced witcher for a sweet soul. Try to disperse the representatives of this family and kill one by one. Also flammable well.

Cockatrice

Habitat: Cockatrices nest in caves and dark cellars.

Immunity: immune to most poisons, hard to knock down.

Vulnerability: Cockatrices are susceptible to silver and oil from ornithosaurs.

Tactics: the cockatrix always tries to attack unexpectedly and poisons the victim with its poison.

Alchemy: toxin, eyes and feathers of cocatrix.

Helpful advice: In order to knock them down, hit Aard with the charge of the sign. Stunned Cockatrix = Dead Cockatrix.

Cockatrix hatches from an egg laid by a rooster that has crossed with other roosters. At the same time, the toad must incubate this egg for forty-four days. This very toad becomes the first food of the hatched creature. Cockatrice hates all living things and is able to turn a person to stone with one glance. Only that brave man is able to defeat the cockatrice, who will arm himself with a mirror, since the mirror reflects a murderous look and turns it against the lizard, turning him into stone.

Wyvern

Habitat: wyverns live in the wilderness or near human settlements; are part of a natural ecosystem; Easily tamed by druids.

Immunity: protected from stuns and poisons.

Vulnerability: vulnerable to silver and oil from ornithosaurs.

Tactics: dive on the enemy and try to knock him down and poison him with their poison.

Alchemy: toxin and wing membrane, poison glands.

Helpful advice: If you haven't learned Poison Immunity yet, now is the time to do so. You will also need Oriole.
Wyverns are unfortunately often confused with dragons. At the sight of a reptile flying towards a herd of sheep, the Kmet begin to panic. They are waiting for the exhalation of fire, the massacre and this whole circus with girls to begin. Wyverns do prey on sheep, but they don't breathe fire or threaten an entire village. And they are absolutely indifferent to the girls.

royal wyvern

Habitat: royal wyverns are larger and more dangerous than regular wyverns; live in the wilderness, often in the mountains, as they like to build their nests on cliffs; attack any creature that enters their territory.

Immunity: protected from stuns, poisons and fearless.

Vulnerability: vulnerable to silver and oil from ornithosaurs.

Tactics: they dive at the enemy, try to knock him down and poison him with their poison; they are smarter than normal wyverns and therefore harder to defeat.

Alchemy: toxin and wing membrane, poison glands.

Helpful advice: The same is true as for an ordinary wyvern, with the adjustment that this creature is many times more dangerous.

The female royal wyvern is smaller, but more cunning and more venomous than the male. She can show aggression both against males and other females. She is a perfect example of how intersexual relations developed from the animal kingdom. Q.E.D.

Master Dorregaray, Against the institution of marriage.

Basilisk

Habitat: basilisks most often dwell in dark, damp caves and abandoned sewer branches.

Immunity: immune to most poisons; they are hard to stun.

Vulnerability: basilisks are susceptible to silver and oil from ornithosaurs.

Tactics: The basilisk's most dangerous weapon is its venom, one of the strongest toxins in this world.

Alchemy: poisonous glands.

Helpful advice: Found in large numbers on the island of the Lady of the Lake in Act IV. Be carefull. A mob of basilisks will devour you very close. Try to lure them out one at a time and before the start of the battle, set fire to the Igni sign. Basilisks give a LOT of experience, so try to destroy them all.

People call basilisks the kings of the Zerrikan deserts and very often confuse them with cockatrices. According to legend, these creatures hate all living things so much that their very breath brings death, and their eyes turn people to stone. In fairy tales, a basilisk is killed by exposing a mirror in front of its muzzle. The monster allegedly dies from its own deadly gaze. However, as witchers like to joke, the only way to kill a basilisk with a mirror is to hit the beast right on the head with it.

carnivorous plants

Killer plants are very dangerous opponents. Firstly, they have a habit of growing out of the ground unexpectedly behind your back, secondly, they spit poisonous thorns at a decent distance, and thirdly, they are immune to most effects. Before you go hunting for them, make sure that you have already learned the sign of Igni, or at least got a torch.

Echinops

Habitat: echinops grow on the sites of murders or on the graves of victims of these crimes. These are magical plants born from a curse, overflowing with hatred and evil will.

Immunity: echinops are immune to all influences on the brain (fear, stunning, the sign of Axii); they don't feel pain, they can't be poisoned, blinded, knocked down, and their wounds don't bleed.

Vulnerability: these creatures are susceptible to silver and very sensitive to fire.

Tactics: echinops grow on the ground like plants, but are capable of shooting poisonous thorns.

Alchemy: spores and rhizome of Echinops.

Helpful advice: Before starting the attack, order Geralt to stand close to the plant, he himself does not always think to do this. if you feel that death is breathing down your neck, just run away. Echinops aren't going anywhere.

Echinops, terrible plants, grow at the scene of monstrous crimes. These creatures are eager to take revenge on the criminals, but they do not spare those poor fellows who, by sheer chance, wandered into their territory.

Archespore

Habitat: archespores appear either at the sites of especially brutal murders, or on the graves of victims of such crimes.

Immunity: archespores are immune to all influences on the brain (fear, stun, Axius sign); they don't feel pain, they can't be poisoned, blinded, knocked down, and their wounds don't bleed.

Vulnerability: archespores are susceptible to silver and very sensitive to fire.

Tactics: archespores shoot poisoned spikes.

Alchemy: spores and mucus archespores.

Helpful advice: Before starting the attack, order Geralt to stand close to the plant, he himself does not always think to do this. if you feel that death is breathing down your neck, just run away. Archespores aren't going anywhere.

Sometimes people commit such crimes that cause horror in people and offend the gods. The evil will of the criminal and the enormity of his act become a kind of curse, which gives life to archespores. These creatures attack innocent creatures with hatred and take revenge until justice is done.

Animals

“Then what is it?” Zoltan snorted, waving his ash stick. - Who, then, in our belt tore that woman and the guy? Have you torn yourself apart in a fit of despair?
- The list of creatures to which such an act can be attributed is quite large. It is opened by a pack of feral dogs, a frequent misfortune of the war years. You have no idea what these dogs are capable of. Half of the victims attributed to the monsters of Chaos, in fact, should be attributed to the feral mongrels.

A. Sapkovsky. 'Baptism by fire'



Wild animals are not particularly dangerous. The steel sword allows you to deal with them in a matter of moments.

Dog

Habitat: dogs are pets, even stray dogs tend to live closer to human habitation.

Immunity: no.

Vulnerability: dogs are easily frightened, they can simply be knocked down. Experienced witchers use group style in combat with a pack of dogs.

Tactics: dogs attack in packs, defeating the victim due to numerical superiority.

Alchemy: fangs and liver of an animal, animal fat.

Helpful advice: Unless you're about to complete the Gravedigger Flayer quest, or you're a dog-hater yourself, there's no other reason to kill dogs in the game.

Anyone who claims that a dog is man's best friend has simply never tamed a wyvern.

Anonymous Druid.

Wolf

Habitat: wolves live in the wild, when they are hungry, they approach human settlements and prey on domestic animals.

Immunity: absent.

Vulnerability: vulnerable to attempts to knock down; against wolves, the fast style is especially effective; experienced witchers use the group style to fight multiple wolves.

Tactics: Wolves attack in packs, gaining the advantage of being outnumbered.

Alchemy: claws and liver.

Helpful advice: Save one skin as a gift for Dryad Morenn. Come in handy 😉

So much snow fell that winter that we had to dig a tunnel to get to the toilet, and we returned with icicles in our pants. The wolves came out of the forest and ate all the cattle, and then surrounded the house. They howled like crazy. We felt like those three little pigs.

Aquatic

The water next to the witcher churned. Buttercup screamed. The pop-eyed monster that emerged from the foam swung at Geralt with a jagged, scythe-like blade. Geralt had the sword in his hand from the moment the water began to churn, so now he just turned around and stabbed the monster in the sagging, scaly goiter. He immediately turned in the other direction, where a second surf appeared and something appeared in a strange helmet and in something resembling green copper armor. With a wide swing of his sword, the witcher beat off the tip of the short lance aimed at him and, with a sweeping slash at the snake-toothed muzzle of a fish, immediately jumped back to the edge of the shelf, splashing water ...

A. Sapkowski 'Sword of Destiny'



Mermen are opponents of medium difficulty. Nothing particularly outstanding, but not worth relaxing. However, even among this warlike race, there are sometimes peace-loving representatives with whom, if desired, you can try to negotiate.

Water warrior

Habitat: come ashore to defend their underwater possessions or plunder human settlements.

Immunity: not affected by fire.

Vulnerability: if they do manage to be ignited, they are still sensitive to fire and vulnerable to blinding.

Tactics: they cover their claws with oils that cause great pain; often enjoy the support of priests.

Helpful advice: Before you take on the warriors, kill the priests who heal them.

Alchemy: bladder, scales and tendons of the merman.

The appearance of merman warriors on land is a sign of a crime committed against the fishmen: violation of their borders or one of the taboos of one of their many religions. The primary duty of warriors is to protect the borders of the underwater kingdoms, they rarely act as aggressors, seeking revenge for wrongs caused. But in both roles they act precisely and coldly. They don't hesitate to sacrifice their lives for the underwater deities.

Water Priest

Habitat: rarely go to land, except perhaps at the head of a detachment of warriors or for religious needs.

Immunity: unaffected by fire and spells.

Vulnerability: if they do manage to be ignited, they are still sensitive to fire and vulnerable to blinding.

Tactics: priests help their warriors with magic - they can heal allies and blind opponents.

Alchemy: bubble and scales of the water, stones from Is.

Helpful advice: Kill them in the first place, so as not to give the opportunity to heal your relatives.

Mermen are an ancient sentient race. They worship their gods, and their priests deal with sacred matters. Cults of underwater deities flourish among the fish-men, who are either unknown to people or terrify them. Underwater gods usually lend their power to priests so they can curse and conjure.

Kikimory

“You haven’t been here for, like, two years?” A? Why don't you sit anywhere? Where did it come from? And, to hell with it, it doesn't matter where it comes from! Hey, somebody get some beer in here! Sit down, Geralt, sit down. We have here, you know, what the hell is going on, because tomorrow is a fair. Well, what do you have there, lay it out!
- Later. Let's get out.
The crowd was already three times as large, but the free space around the donkey did not decrease. Geralt turned back the blanket. The crowd gasped and backed away. Caldemain opened his mouth wide.
“God, Geralt? What is it?
- Kikimora. Will there be some reward for her, sir voit?
Caldemain shifted from one foot to the other, looking down at the spidery body covered with dried black skin, at the glassy eye with a vertical pupil, at the needle-like fangs in the bloody maw.
- Where... Where...
- On the dam, four versts from the village. In the swamps. There, Caldemain, it seems people were dying. Children.
- Uh-huh, great. But no one... Who would have thought... Hey, people, go home, get to work! Here you are not a farce! Close it, Geralt. The flies are flying. In the room, Voight silently grabbed a jug of beer and drank it to the bottom without looking up. He took a deep breath, twitching his nose.

A. Sapkovsky. 'Lesser evil'

A difficult and dangerous opponent. Immunity to poison will become vital for you. Before the battle with a large number of these creatures, prepare well by picking up elixirs.

Kikimora worker

Habitat: kikimora workers rarely stray far from their colonies except in search of food.

Immunity: not subject to blindness and bleeding.

Vulnerability: vulnerable to silver and insectoid oil, they can be knocked down.

Tactics: they are blind, but can sense vibrations and smells; spit acid; smells are used to communicate with other kikimors.

Alchemy: trachea and toxin.

Helpful advice: Walking through the streets of Vizima's shopping district, do not relax. Kikimora-workers often like to meanly jump out of a pile of garbage.

Kikimoras are a living insult to the gods, the ugliest creatures in the world. They are disgusting due to their resemblance to spiders, and even the smallest of them - workers - are deadly. This is what uneducated, superstitious and stupid people say. The truth is completely different! Kikimora workers rarely appear near human settlements, and even then they only attack if they are in danger. Is there anything more beautiful in the world than a kikimora, a symbol of hard work, ingenuity and foresight?

Master Dorregaray, The Wonderful World of Insectoids.

Kikimora warrior

Habitat: kikimore warriors protect their queen and workers while they are digging tunnels or looking for food.

Immunity: immune to almost all effects, including blind and knockdown; smells are used to communicate with other kikimors.

Vulnerability: vulnerable to silver and insect oils.

Tactics: during combat, warriors spit acid that blinds the enemy and causes debilitating pain.

Alchemy: trachea, poison glands and toxin.

Helpful advice: Only very experienced witchers will be able to withstand two or three Kickmor warriors at the same time. Do not climb on the rampage, kill one by one. Good for arson.

Indeed, it is difficult to find a more ugly creature. The sight of this cockroach or spider causes fainting in ladies, and disgust in men. From the kikimore warriors it smells like a marsh. In this regard, I strongly request that sample #88 be removed from the university auditorium. And I’ll immediately answer your question: what then to do with it, I’ll say - throw it into a dung pit.

From an appeal to the rector of the University of Oxenfurt.

Mutants

This category of opponents is purely an invention of the developers. Reflections on the topic of whether it is possible to revive the Order of the Witchers in a new form and new quality. Despite all the horrors associated with them, it is worth listening to the words of their creators. After all, there were suddenly more monsters, and the order of witchers was in decline. Who knows, maybe there was some rational link in the reasoning of the Salamanders? One useful piece of advice regarding the fight with these opponents is worth giving one: this opponent is very strong, almost as strong as Geralt himself. And therefore, you should not climb on the rampage, but it makes sense to actively use elixirs.

mutant beast

Habitat: these creatures originated from the Salamanders' failed experiments to create perfect mutants.

Immunity: like very clever and trained people.

Vulnerability: with an iron sword, a quick style is recommended.

Tactics: these creatures are incredibly fast and agile, which they actively use in battle. It is best to use quick tricks.

Alchemy: pituitary gland, tendons and fangs of an animal.

It seems that the tried method of mutation did not lead to anything. As a result of the experiment, fast, hardy and aggressive, but completely unreasonable creatures were born. They are closer to animals than to people. Naturally, this does not mean that we will not find a use for them. On the contrary, a simplified mutation process will allow us to quickly create as many of these creatures as we want, and they will be the perfect way to spread chaos and horror in this world.

Mutant

Habitat: these creatures originated from the Salamanders' failed experiments to create perfect mutants.

Immunity: like very strong and trained people.

How to destroy: A quick style is recommended.

Tactics: these creatures are slow, but very strong. Thick skin and strong muscles provide them with good protection from blows. The most effective way is to use forceful methods.

Alchemy: pituitary, liver, fangs and beast mutagen.

Experiment S did not live up to our expectations. He turned out to be a bestial mutant with superhuman strength, incredible cruelty and only a small fraction of intelligence. Fortunately, the owners were happy. Experiment S will take its place in their plans. Moreover, it begins to seem to me that all these plans of the owners are based on the use of just such creatures.

Mutant Assassin

Habitat: These are mutants created in some experiments using witcher elixirs and formulas; they unquestioningly serve the Order of the Burning Rose in assault squads.

Immunity: do not feel pain or fear; immune to spells, including the sign of Axii; they cannot be disarmed; are immune to precision hits, knockdowns, and stuns.

Vulnerability: can be wounded by steel weapons.

Tactics: speed and mobility; their combat skills match those of an assault squad, although their armor is inferior; they deliver accurate and painful blows.

Alchemy: mutagen and pituitary.

Unshakable faith, strength and courage - this is the motto of the Elder Brothers. These qualities are indispensable for victory, but not sufficient; the basic rules of military art cannot be neglected. When creating new units of knights, we should not forget about auxiliary units, they will give our army a flexibility that no other army in the world can boast of.

Older brother

Habitat: These are mutants created in experiments using witcher elixirs and formulas; these are superhumans and perfect soldiers who faithfully serve the Order of the Burning Rose in assault squads.

Immunity: do not feel pain and fear; protected from spells, including the Aksy sign; they cannot be disarmed, knocked down, or stunned.

Vulnerability: vulnerable to steel weapons.

Tactics: they are clumsy, but well-armed and strong; skillfully handle weapons; the impact can be deafening.

Alchemy: mutagen and pituitary.

With great pride and full responsibility, I must report that the experiment was a success. The race of superhumans we have created has more than met our expectations, and Yakov of Aldersberg will be pleased. A combination of intelligence, endurance and brute strength, which is held back only by loyalty to the Order of the Flaming Rose, is the future of our world.

order hound

Habitat: these creatures are trained and sent into battle by guards from the Elder Brothers; dogs are dressed in armor and are distinguished by special anger.

Immunity: Stun resistant and fearless.

Vulnerability: vulnerable to steel blades.

Tactics: order dogs are lowered by mutant guards; they serve as complements to other divisions of the Order.

Alchemy: mutagen, liver and fangs of the beast.

Helpful advice: If you decide to protect the witcher's secrets in the prologue, these terrible creatures will meet you in the game much later.

At the first stage, we conducted experiments only on animals. We have bred a mutated dog, and have been able to verify that the formulas of the elixirs are correct, and applying them to humans, we will get the expected results.

Unclassified

Some creatures are so bizarre that it's hard to even classify them. True, this quirkiness does not at all make them more peaceful, rather the opposite.

Leech

Habitat:swamps and swamps.

Immunity: immunity to poisons; slight immunity to stun.

Vulnerability: leeches are susceptible to silver and fire. The most effective in this case is the power style. Experienced witchers strongly advise not to use group styles in combat against several leeches.

Tactics: the dying leech explodes, covering the opponent with a layer of corrosive acid. An experienced witcher is able to destroy the monster and evade the explosion.

Alchemy: monster lymph, Albar crystals, leech blood.

Helpful advice: if the drowners got you, then run around, gathering a larger crowd, run up to the leech so that they also crowd around it and kill it. The acid explosion will destroy every single drowning man.

Leech, a ridiculous monster from the swamps, terrifies the Kmet. These creatures are famous for pouring digestive juices over the wounds of still-living victims. After that, the leech sucks out the already half-digested entrails from the body of the victim.

scolopendromorph

Habitat: Scolopendromorphs are found in forests or grasslands in areas where this creature can easily find cover; the simplified nervous system of these creatures makes them see the enemy and food in everything around them.

Immunity: immune to blindness and bleeding; protected from stun and knockdown.

Vulnerability: vulnerable to silver and insectoid oils.

Tactics: they are blind, but they feel vibrations; in battle, they try to knock the enemy down and poison them with their poison, which causes severe pain.

Alchemy: trachea, poison glands and toxin.

Helpful advice: If the earth is burried in front of you, be prepared. Also, the approach of a scolopendromorph can be tracked by pulling the medallion.

Scolopendromorphs are said to have been bred in Brokilon and released into the world as vengeful dryads who hate humans. They are said to be almost impossible to kill, because they split into two such creatures if they are cut in half. All this nonsense only shows how much the common people are afraid of these poisonous insects. And how he hates nonhumans.

Skullcap

Habitat: these creatures died out several centuries ago.

Immunity: the strong skullcap provided these creatures with immunity to stuns. The center of gravity was low enough, making it very difficult to stun and knock down this creature.

Vulnerability: susceptibility to silver.

Tactics: with the help of their huge paws, these creatures stunned and knocked down the enemy.

Alchemy: liver, fangs, tendons and claws of the skullcap.

Helpful advice: Although in our world they seem to have died out, but not everything is so simple ... So do not relax. When you see a relic creature, believe your eyes and hurry to return these creatures to the Red Book.

Interesting fact: this monster was originally supposed to be one of the game's bosses. Unfortunately, the developers' plans have changed.

The only source of knowledge about these creatures is archaeological research. The restoration of the skeleton made it possible to determine how the skullcaps looked and moved. The result of research on skullcaps was beautifully formulated by Professor Sedius Barren, who told his students: 'We are all very lucky that these sons of bitches are extinct!

That's all, but if we missed something, let us know in the comments below!

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