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message 1: by Moderators of NBRC, Challenger-in-Chief (last edited Mar 16, 2021 09:10AM) (new)

Moderators of NBRC | 33571 comments Mod
Monsters
You may venture out into the surrounding regions of the kingdom to fight monsters and hone your combat skills. Killing monsters will let you gain experience and maybe even special items to help you in your travels. Some monsters are common while others are nearing extinction.

Attacking
• Fights alternate between yourself (The Hero) and the monster.
• First the hero attacks the monster, if the monster is still alive, the hero takes damage equal to the attack power of the monster.
• Certain potions or effects may influence the attack power and affects of the weapons.
• Some monsters may be more susceptible to certain weapons.
• The same weapon may be used multiple times per fight.

Example of an Attack
Attack Monster - 6 Attack 10 Health - Reward: 3 Experience
Hero: Level 3 Magic Staff (5 Attack) Level 4 Sword (6 Attack), 10 Health

•Hero Attacks Monster with Magic Staff (5 Attack) => Monster: 5 Health Remaining (10 initial health- 5 hero attack)
•Monster Attacks Hero (6 Attack) => Hero: 4 Health Remaining (10 hero initial health - 6 monster attack)
•Hero Attacks Monster with Sword (6 Attack) => Monster: Dead (5 monster health after round 1 - 5 hero attack)
•Hero: Gain 3 Experience.

Common Monster Type: Last Killed: XX/XX/XXXX, Available Next: XX/XX/XXXX + 1 week

You cannot attack monster if your health is at 0.
Your health does not go below 0. (Example: Hero Health 1, Monster attacks for 5, Hero Health is 0).


message 2: by Moderators of NBRC, Challenger-in-Chief (last edited Jan 29, 2025 03:53AM) (new)

Moderators of NBRC | 33571 comments Mod
FAQ

When do Timed monsters appear?
Monthly Timed Monsters: Appear on the first day of each month.
Weekly Timed Monsters: Appear every Sunday.
Bi-weekly Timed Monsters: Appear every other Sunday.

What is the difference between Common and Weekly Timed monsters? Both appear weekly.
Common Monsters: Each has its own separate timer.
For example, if you defeat the Goblin on a Monday and the Brown Bat on a Tuesday, the Goblin will reappear the following Monday, and the Brown Bat the following Tuesday.

Weekly Timed Monsters: Always appear on Sunday, and you have the entire week to defeat them.
It doesn’t matter if you attack them on Sunday or Friday—another Weekly Timed Monster of the same kind will appear the next Sunday.

Note: If you don’t defeat a Common or Timed Monster within the allotted time, they will leave your Kingdom when the new monster of the same kind appears. These monsters do not accumulate. Only one of each type can exist at a time (with the exception of monsters that can appear in pairs, like Splintercats).

What are hidden monsters and how can I find them?
Hidden monsters can be found after you’ve obtained a puppy (from The First Puppy of Novel Kingdom quest) and trained it in tracking (via Jill’s Dog Training).
• To attack monsters labeled as "Minor Hidden," you’ll need a puppy with the Beginner Tracking Certificate (e.g., Woolymarks).
• To attack monsters labeled as "Hidden", you’ll need a puppy with the Intermediate Tracking Certificate (e.g., Merely Kats).

What are summoned monsters?
In the description for a monster marked as summoned, there are some instructions of things to leave to entice the monster and the time it will take for it to arrive.

What are Halloween Monsters, and where can I find them?
Halloween Monsters are unique event monsters that appeared one year during Halloween. There is only one of each, and they’ve been lingering in the Kingdom ever since, waiting for brave adventurers to challenge them. You can locate them here.


message 3: by Moderators of NBRC, Challenger-in-Chief (last edited Jan 01, 2025 08:46AM) (new)

Moderators of NBRC | 33571 comments Mod
Common Monsters - Common monsters exist everywhere in staggering amounts. After you kill one though the others scurry back into their holes for a week. You may either wait a week for them to become hungry and venture out again or bribe them out by using one of your spare books. Unfortunately, books used in this way are eaten and aren't good for anything else.
Goblin - A green little angry fellow that likes to stab weary (and unweary) travelers with sharp pointy sticks. Goblins will flee from any hero level 11 and higher.
6 Attack 10 Health - Reward: 1 Experience, 1 Goblin Bone

Goblin Guard - The tougher, slightly more fearless relative of the common Goblin. This hulking green brute clears its path by smashing everything (and everyone) in sight with its oversized club, leaving chaos in its wake.
10 Attack 30 Health - Reward: 2 Experience, 1 Goblin Bone

Sewer Rat - The bane of all young hero's, the iconic sewer rat. Biting at ankles, he makes his presence known one nip and nibble at a time. Maximum hero level of 7. Sewer rats will flee from any hero level 8 and higher.
3 Attack 5 Health - Reward: 1 Experience

Brown Bat - The brown bats are much prettier than the black bats because of their grace, stamina and ability to make a lovely bat leather hat.
3 Attack 15 Health - Reward: 1 Experience, 1 Bat Wing

Greater Sewer Rat - The larger, stupider cousin of the average Sewer Rat. These rats are bigger, smellier and have beadier eyes.
8 Attack 20 Health - Reward: 2 Experience, 1 Rat Tail

Logophilic Lemur - These are the termites of Novel Kingdom. They are everywhere! They have chewed their way through an adverb forest and a whole crop of newly sprouted adjectives.
15 Attack 35 Health - Reward: 2 Experience, 1 Gold



message 4: by Moderators of NBRC, Challenger-in-Chief (last edited Sep 06, 2016 10:09PM) (new)

Moderators of NBRC | 33571 comments Mod
Timed Monsters - Each of these monsters spawn a specific number each week or month. The number will always reset either on Sunday (weekly creatures) or the 1st of the month (monthly creatures). If you do not kill them each time period they wander off and you lose your chance to kill those ones.
Drop Bear - A cute cuddly little creature with vicious man eating teeth dripping blood. Makes a great steak and is good for increasing iron levels. (1 Weekly)
8 Attack 15 Health - Reward: 1 Experience, 1 Drop Bear Meat

Merely Kats - (Hidden) These adorable little cats can pop out of of the ground and survey the land. However, they are not sufficiently adorable to have their own television show. Therefore, they can be killed for their soft fuzzy skin without public outrage. (1 Monthly)
20 Attack 50 Health - Reward: 5 Experience, 1 Potion Token, 1 Merely Kat Pelt

Nook Squirrel - (Element Air) (Weekly) The nook squirrel is a hard to find squirrel. It hides in nooks and crannies all over Novel Kingdom. No one has managed to find more than one of these each week. Except for Ivan the Magician who determined that casting Earth magik on one will cause it to freeze to the ground in fear of the spell causing an additional Nook squirrel to come and join his companion to investigate. The companion will join before the spell damage hits.

10 attack 20 HP - (Per Squirrel) - The squirrels must be attacked separately unless using area of effect abilities. Only one squirrel will ever come to the aid of another (multiple uses of earth magik does not continue to summon them. The squirrels both attack independently during the monster attack around when both are alive.

Reward: (Per Squirrel) 2 experience, 1 Nook Squirrel Carcass

Kindlecorn - (Summoned) The mythical kindlecorn is a proud and mighty beast. It's been described as the carnivorous unicorn in many circles but ancient Novelarians still honor the beast with great feasts during harvest. Feasts made of kindlecorn meat of course.

20 attack 80 HP - To attract a kindlecorn lay out 3 Nook Squirrel Carcasses and wait 1 day.

Reward: 5 experience, 1 Kindlecorn meat, 1 Kindlecorn pelt, 3 gold.



message 5: by Moderators of NBRC, Challenger-in-Chief (last edited Dec 04, 2020 06:28AM) (new)

Moderators of NBRC | 33571 comments Mod
Uncommon Monsters - Each of these monsters only has a limited population left. After exhausting the remaining population they will be extinct. Since there are so few of these monsters, they stick around each other like glue. Killing one won't scare off the others.
Omnibus Troll - The Omnibus Troll is the perfect mix of all trolls in one. It's big and ugly and can occasionally sing Disney based songs when near donkeys. (Population: 3)
7 Attack 35 Health - Reward: 3 Experience, 1 Heal Potion.

Lexicon Ness Monster - The Lexicon Ness Monster is a close cousin of another more popular lake dwelling creature. It spends it's days frolicking in the water, making bubbles and eating unsuspecting boaters. (Population: 2)
10 Attack 30 Health - Reward: 3 Experience, 1 Minor Poison Potion.

Big Heart - A large pinkish Yeti that only shows up during Hallmark holidays. It has a big heart and a soft spot for weakness. Use your weaker (lower level) weapon for an additional 2 damage. If your weapons are the same strength either may be used. (Population: 2)
4 Attack 40 Health - Reward: 3 Experience, 1 Find Items Potion (You found the yeti, now let the yeti find other things).

Woollymark - (Minor Hidden) A strange thin creature that is so thin he is hidden when sideways. It is very furry and has been almost hunted to extinction to be made into soft bookmarks for discriminating readers.
7 Attack 50 Health
(Population: 3)
Reward: 15 Experience, 10 Gold

Rock - Many people might mock you for attempting to subdue the mighty rock. It's lasted for millions of years, who are you to try to best this foul beast. But you are not cowed by this formidable task. You will persevere!
1 (+2 per Rock already killed) Attack 5 (+5 per Rock already killed) Health
(Population: 10)
Reward: 10 Experience, 3 Gold, 1 Pebble

A Pain Giant - A pain giant is really nothing more than a giant pain. They're very aptly named and sadly very painful. At least there's still quite a few of them about because of their general disagreeability.
5 Attack (+1 per giant killed) 50 Health
(Population: 10)
Reward: 5 Experience, 1 Potion Token (may be exchanged at Jack and Jill's for any potion)

Baby Book - These little cute booklings are freshly hatched. They're cute but have a mean bite and a vicious right hook.
15 Attack 30 Health
(Population 3)
Reward: 5 Experience, 1 Potion Token


Snowflake Heart
A large silvery Yeti that only shows up during snowy holidays. It has 6 limbs and icy armour. In order to start fighting it you will need to throw a Phoenix Feather at it (uses a turn - it will attack you first). You can throw a Phoenix Feather as your attack, for 20 damage. (Population: 6)
6 Attack 66 Health - Reward: 6 Experience, 1 Snowflake Arm
Note: you get Phoenix Feathers after you acquire Falala in the From Ashes Comes My Bird quest



message 6: by Moderators of NBRC, Challenger-in-Chief (last edited Apr 07, 2016 07:58PM) (new)

Moderators of NBRC | 33571 comments Mod
Rare Monsters - Only one of each of these monsters exist in the world. Killing them will be challenging but will reap great rewards.
Great Red Dragon - A flaming fiery beast with one molten eye that gleams with the fires of.... well, you know. This beast is highly magical. Your magic staff will only do half of it's normal damage however your sword has an additional 2 attack against this beast.
15 Attack 50 Health - Reward: 30 Experience, Orb of Fire (Adds 3 attack to a magic staff)

Great Green Dragon - This earth dragon lives deep under a mountain of steel. This beast has become almost immune to the touch of a sword but fire will soften his armor. Your sword will only do half of it's normal damage however your magic staff has an additional 2 attack against this beast.
18 Attack 40 Health - Reward: 30 Experience, Orb of Earth (Adds 3 attack to a sword)

Great Blue Dragon - This dragon rules the seas, and lakes, and streams, and inlets, and fjords and probably lots of other water related terms. Both of your weapons have a tendency to hit a bit softer on this beast (half as hard if you want to know specifics). However, for each healing potion you use, the blue dragon loses 5 health points.
15 Attack 60 Health - Reward: 30 Experience, Orb of Water (Automatically heal one health at the end of every fight)

Great Yellow Dragon - This dragon rules the air. Yes... Like all the other flying dragons. But this one rules it extra special. Your one advantage is bat wings. Yes, bat wings. You can use 2 bat wings for a turn to fly up and meet the dragon on it's own turf and increase your attack power by 5!
15 Attack 80 Health - Reward: 30 Experience, Orb of Air (For quests requiring 4 or more items, this reduces the amount of items needed for a quest by 1. This is restricted to Find Items Eligible quests).

Great Novel Dragon - The king of all dragons, the Great Novel Dragon has been featured in stories far and wide. To fell this mighty beast you must be the strongest of all the hero's in all the lands in all the worlds in all the universes and so on and so forth.
25 Attack 150 Health - Reward: 50 Experience, Title of Power (The next NBRC newsletter will hail your praise as the "Great Novel Dragon Slayer" and you will receive a place in the Hall of Fame.)

The Jabberwocky - A creature that exists in an inverted world filled with neologisms. This creature destroys the laws of the local universe. Your weapons are both only as effective as when they were new (Level 0). Damage enhancements, items and creatures still add to the attack power.
20 Attack 100 Health - Reward: 40 Experience, Red Gem of Power

The Hydra - The fearsome creature suffering a severe case of polycephalys has escaped from the Gladiator Games cages. All the gladiators are busy reading to prepare for the games and have let the creature rampage free throughout the kingdom. Each of the 7 heads must be slain and can be done as an independent battle. However each time a head is slain, the attack power of the remaining heads increases by 1.
End Reward: Blue Gem of Power

The Hydra - Lust - This head craves your weapons. It's attack is based on the attack of your highest weapon. (Not including modifiers.)
?? Attack 100 Health - Reward: 40 Experience, 2 Minor Poison Potions

The Hydra - Gluttony - This head absorbs everything around it, including your health potions! For every health potion used, the monster heals half the potions healing (rounded down). (e.g. Drink potion to cure 15 hp, monster heals 7 hp.)
15 Attack 100 Health - Reward: 40 Experience, 1 Duplication Potion

The Hydra - Greed - This head loves everything so much that it doesn't notice the danger in things. Damage from all weapons is halved for this monster. However, you may throw a nut at it to lower it's guard and hit for full damage for a turn. (One nut per turn.)
15 Attack 150 Health - Reward: 40 Experience, 2 Major Heal Potions

The Hydra - Sloth - Everything just kind of blends together for this head, it's not worth it to keep specifics straight. Your attack power for this head will be based on average of weapons (e.g. staff is at 9, sword is at 5, attack power is 7).
15 Attack 100 Health - Reward: 40 Experience, 1 Weakening Potion

The Hydra - Wrath - This head gets extremely angry when it's killed so you must kill it just so or it won't work. The health points of this monster bounce at the bottom. (e.g. Monster has 3 HP left, attack for 7, 3-7 = -4, Monster now has 4 HP, attack for 5, monster now has 1 hp, the monster must hit 0 hp exactly to die)
15 Attack 103 Health - Reward: 40 Experience, 1 Damage Potion

The Hydra - Envy - This head is only vulnerable to things that it envies that you have. The magic staff and sword hit for no damage by level or starting attack on this monster. It may only be damaged by additive damage such as poisons, pets and other damage increasing items.
15 Attack 75 Health - Reward: 40 Experience, 1 Transmogrification Potion

The Hydra - Pride - This head reacts to a strong presence unfettered by weaker things close to it. Your attack power for this head will be based on highest weapon minus lowest weapon (e.g. staff at 9, sword at 5, attack power is 4).
15 Attack 100 Health - Reward: 40 Experience, 1 Pet Plus Potion

The Swarm - The swarm is ruled by a Queen Bee. Every turn she will call upon her drones to assist her. The number of drones that come to her aid each turn is equal to the number of creatures currently attacking. (Example: Only Queen Bee, next round will have Queen Bee and 1 Drone. If there is a Queen Bee and 7 Drones, next round will have Queen Bee and 15 Drones (7+8)) Each round you may only attack one creature unless you are using area of attack abilities, then your attack hits all creatures currently in the battle.
Queen Bee: 20 Attack 100 Health
Drone Bee: 4 Attack 10 Health
Reward: 40 Experience, White Gem of Power

The Thesaurus - The Thesaurus is a terrible treasure seeking dinosaur who feasts upon words like ants upon a sweet meatball. This dinosaur fears unusual words because it cannot find anything similar to them! Each round you may throw an unusual word at the monster to reduce its attack by half. Throwing a word uses the book and only one word may be used per book.
30 Attack 150 Health
Reward: 40 Experience, Green Gem of Power

The Queens - The Queen of Hearts has been banished from Wonderland. In her wanderings she has stumbled across the Queens of Spades, Clubs and Diamonds. Defeating all 4 of a kind is a very rare and powerful hand. All 4 Queens must be fought at the same time. Only one may be attacked per turn (unless an area of effect spell is in affect.)
Queen of Hearts - 10 attack 125 HP
Queen of Spades - 15 attack 100 HP
Queen of Clubs - 20 attack 75 HP
Queen of Diamonds - 5 attack 150 HP

Reward: 75 Experience, Purple Gem of Power

Plague Bringer - Disease is spreading through the kingdom. The pages are blackening and curling. Smoke is rising through various areas. Fear the Plague Bringer who brings sickness to all.
25 attack 400 HP - The plague bringer causes Disease Level 1 will lower your maximum health points by 1 every round. Disease is cured automatically a week after the last infection.

Reward: 75 Experience, 10 Potion Tokens (may be exchanged at Jack and Jill's for any potion), 20 Gold


Correction Fluid - This oozing white monster flows over the pages of books, over the hills and valleys and seeps into the deepest part of your soul leaving only sickly whiteness. If you thought a black soul was bad, it's nothing compared to a white-out soul. The emptiness inside is truly horrifying.
10 attack (+5 per round, first increase on second round) 300 HP - Correction Fluid will slowly wipe out your entire existence. Each round parts of your heroes life will be erased. At the end of each round the topmost item(s) that your hero has will be wiped out and you will be unable to use it. If you do not have a particular item or it has already been erased, skip it and go to the next item. The correction fluid will wear off of your items one week after it is applied.
- Puppy
- Horse
- Growth Weapon Enhancement bauble
- Shield
- Slingshot
- All Health Gems (HP lowers by amount of Health Gem loss)
- Orb of Fire and Orb of Earth
- (repeat til end of fight) 2 levels of each weapon (does not go below level 0)

Reward: 60 Experience, 10 Potion Tokens (may be exchanged at Jack and Jill's for any potion), 30 Gold


Rare Binding - The origin of this monster is found deep in anthropodermic bibliopegy. His pre-book life began as an apprentice to the evil Drachen Naxxremis. His lifeline was cut short by an unfortunate accident involving spiritual scissors. Drachen hated to lose trained apprentices and turned him into a magical book to continue his apprenticeship.
** attack 500 HP - The Rare Binding uses blood magic to fight. His attack will be based off your health points at the beginning of the current round. (Before health potions have been used and before your attack for the round). He also has an attack modifier that grows his attack by 1 each round (the first round will have a modifier of 0.)

Reward: 75 Experience, 4 Potion Tokens (may be exchanged at Jack and Jill's for any potion), 15 Gold, 1 Magic Book


The Cliffhanger - The Cliffhanger is a foul beast, making even the best of heroes flip flop on their view of the world. It increases anxiety to a frantic level and at the bottom, a terrible fate.
100 attack 100 HP - The Cliffhanger switches its hp and attack at the end of each round.

Reward: 50 Experience, 6 Potion Tokens (may be exchanged at Jack and Jill's for any potion), 15 Gold



message 7: by Moderators of NBRC, Challenger-in-Chief (last edited Jan 26, 2021 08:01AM) (new)

Moderators of NBRC | 33571 comments Mod
Rare Monsters - Only one of each of these monsters exist in the world. Killing them will be challenging but will reap great rewards.

Zombie pictures

Zombies have invaded Novel Kingdom!
Television, the bane of book readers everywhere, has turned some of the populous of Paperville into zombies. Early sightings have reported that they are headed towards Novel Kingdom to eliminate reading everywhere! Complete quests to gain weapons to defeat the zombie horde. Zombies must be destroyed in order.

Rare Monsters
Note for All Zombies Every attack that a zombie does infects with zombcrosis, a disease that causes health potions to fail. Attacking the zombie with Life magik will reverse the zombcrosis and allow healing before the next zombie attack. Zombcrosis heals naturally a week after being infected.

Crawler Zombie (#1) - (Strong to Death, Weak to Life) The easiest of the zombie horde. Barely able to move, they are easy targets to take out first.
10 attack 30 HP - Requires basic shotgun.

Reward: 5 Experience, 3 gold, 1 potion token, 1 machine gun clip

Shambler Zombie (#2) - (Strong to Death, Weak to Life) This zombie is slightly more challenging. It can stumble along and can be dangerous if you fall but it can be easily escaped from.
20 attack 75 HP - Requires machine gun

Reward: 10 Experience, 6 gold, 2 potion tokens, 1 marshmallow

Walker Zombie (#3) - (Strong to Death, Weak to Life) This zombie starts to ratchet up the difficulty. It can catch up to you while you try to get away in the stupid car that won't start even though the gas is full and it's in working order and you really think this is just for building suspense.
60 attack 200 HP - Requires marshmallow gun

Reward: 30 Experience, 12 gold, 4 potion tokens, 1 Alice in Zombieland book.

Runner Zombie (#4) - (Strong to Death, Weak to Life) One of the most difficult zombies, especially if you can't run very fast. It was nice knowing you.
100 attack 500 HP - Requires spirit form.

Reward: 60 Experience, 20 gold, 8 potion tokens, 1 Record

Thriller Zombie (#5) - (Strong to Death, Weak to Life) These zombies were turned at a Michael Jackson party and something strange stuck in their brains..... the real danger here is that you get caught up in the song and get eaten while dancing the night away.
200 attack 1000 HP - Requires thrilling earmuffs.

Reward: 100 Experience, 50 gold, 4 mercenary tickets, 12 potion tokens, 1 Book of Magik.


message 8: by Moderators of NBRC, Challenger-in-Chief (last edited Jan 26, 2021 08:01AM) (new)

Moderators of NBRC | 33571 comments Mod
Rare Monsters - Only one of each of these monsters exist in the world. Killing them will be challenging but will reap great rewards.

Emerald Dragon with wings outstretched

The Great Emerald Dragon
attack 5 AP (doubles every turn), health 1500 HP

- The longer it fights the stronger it gets. Its AP doubles every turn (i.e. 1st round 5 AP, 2nd 10 AP, 3rd 20 AP, 4th 40 AP, 5th 80 AP, 6th 160 AP, 7th 320 AP, ...).
- It has regenerative powers. After every battle is over, it regains half of the health points it lost. To stop it from regenerating, after your last hit you have to either throw a book at it that has a title starting with either S, T, O or P, or you have to throw a spell of your choosing at the dragon. Neither the book or the spell has any effect on its HP other than prevent it from regenerating.
- It's partially resistant to potions and spells. You can't use any potion more than once; after its first use the dragon counteracts the potion's effect (it gains resistance for the duration of the battle). Spells have no effect with the exception of stopping the dragon's regeneration (see above).

As the Emerald Dragon is a tough adversary that can't be killed in one go, it can be battled in parts. You can attack it once a week. You can disengage and run off at any time in the battle with no penalty. Dragon's attack resets to 5 at the start of every battle.

Reward collected after every battle: For every 10 HP that you remove from the dragon, receive 1 XP. (Partials are kept until the next attack.) The reward is counted after the dragon regenerated (if you don't stop it from doing so).

Reward collected once the Dragon is dead: 40 XP, 1 Magik Book, 1 Mercenary Coupon, 1 Greater Poison Potion, 1 Stoneskin Potion, 1 HP Bounce Potion, 50 gold


message 9: by Keeper of the Books ★ NBRC ★ (last edited Feb 06, 2025 01:27PM) (new)

Keeper of the Books ★ NBRC ★ | 179 comments Magical Monsters Your staff, sword or any other physical weapons won't help against these beasts. Time to get practicing your magic!
Magical Monsters can be of a common, timed, uncommon or rare variety - rules apply as above.


!!! Rule Clarification !!!
Magical Monsters are completely immune to attacks from all physical weapons, including sword, magic staff, Spock’s Plasma Weapon, Arrows, Slingshots, and any other similar weapons.


Kelpie (Timed: Bi-Weekly)
With the population boost of all the adventurers into Queen Skye's lands, the kelpies are coming in close to the shore, tempted by all those bodies to snatch and take out to sea....

Kelpies are weak against Air spells, strong against Fire. You can't use sword or staff to attack it, as they just split apart and reform afterwards.
10 attack; 30 HP
Rewards: 3XP and a seaweed-y smelling patch of Kelpie Skin

Kelpies arrive once every two weeks.


The Abominable Snowman (Uncommon)


Reports of Abominable Snowmen sightings are on the rise, and not just because the snow has started to cover the forest and cottages. They are getting more bold and stomping on people's houses, flattening everything they own!

Snowmen are seen only in winter (from 21st December to 20th March). They melt on the first spring day. New snowmen appear every year.

The Snowman is weak against Fire spells, strong against Life. You can't use a sword or staff to attack it, as they just split apart and reform afterwards. (Population: 3)
20 attack 200 health - Rewards: 25 XP, 1 Greater Poison Potion, 15 Gold

Splintercat (Timed: Bi-Weekly, Summoned)

Of late, the woods to the north of Novel Kingdom Castle have become plagued with a troublesome horde of splintercats. These swift and cunning beasts use air magik to leap from tree to tree, scattering branches in their wake, making the once peaceful shade a perilous place for the Queen’s subjects to read or rest. Concerned for the safety of her people, Queen Skye has commanded you to quell the splintercat population and restore peace to the woodland.

Physical weapons are useless against these nimble creatures, as they leap back into the air before you can strike. Magic is the only way to defeat them. Splintercats are vulnerable to earth spells but highly resistant to air magik. To draw the elusive Splintercat to the ground for a fight, you must bait it with 3 pieces of Drop Bear Meat. Alternatively, if you wish to face two splintercats at once, you can use 5 pieces of Drop Bear Meat. Each round you may only attack one creature unless you are using area of effect abilities, then your attack hits all creatures currently in the battle. Splintercats appear once every two weeks if baited.

Splintercat - 8 attack, 30 health

Reward (per Splintercat): 2 XP, 1 Tree Branch


Fiery Imp (Timed: Monthly)
Small, mischievous, and entirely too flammable for comfort. Fiery Imps have all the charm of a lit firecracker and are just as difficult to handle. To make matters worse, at the beginning of every round (starting from the first), the Fiery Imp summons two Little Flames to assist him. These flickering nuisances aren’t particularly strong but can quickly overwhelm even the most prepared adventurer if ignored. Fiery Imps appear once every month.

Fiery Imps and their minions are strong to Earth spells but weak to Water magik, which extinguishes their blaze. Swords, staffs and other physical weapons are useless against them, unable to pierce their fiery form, for they are not flesh but living flame. Each round you may only attack one creature unless you are using area-of-effect abilities, then your attack hits all creatures currently in the battle.

Fiery Imp - 12 attack, 50 health
Little Flame - 5 attack, 5 health (Little Flames are also magical creatures, your physical weapons don't affect them.)

The defeated Fiery Imp drops an Ember Shard, a glowing fragment of its fiery essence that can be used to craft powerful fire-based spells.

Reward: 5 XP, 1 Ember Shard


message 10: by Keeper of the Books ★ NBRC ★ (last edited Sep 28, 2025 01:33AM) (new)

Keeper of the Books ★ NBRC ★ | 179 comments Rare Monsters - Only one of each of these monsters exist in the world. Killing them will be challenging but will reap great rewards.

The Great Sapphire Dragon
attack 5 AP (doubles every turn), health 1500 HP



- The longer it fights the stronger it gets. Its AP doubles every turn (i.e. 1st round 5 AP, 2nd 10 AP, 3rd 20 AP, 4th 40 AP, 5th 80 AP, 6th 160 AP, 7th 320 AP, ...).
- Immune to pets' attacks: Your horse, dog, falcon & cat don't add any AP bonuses. Doesn't include Rocky - his subtract 1 AP & healing powers remain intact.
- It has adaptive powers. Gains resistance to the means of attack after you use it against it in the battle (e.g. Magical staff, Sword, Firebolt spell, Tremor spell etc. - each can be used only once per battle). Its resistance expires after the battle is over.
- Isn't immune to potions.
- Weak to magic (all kinds).

As the Sapphire Dragon is a tough adversary that can't be killed in one go, it can be battled in parts. You can attack it once a week. You can disengage and run off at any time in the battle with no penalty. Dragon's attack resets to 5 at the start of every battle.

Reward collected after every battle: For every 10 HP that you remove from the dragon, receive 1 XP. (Partials are kept until the next attack.)

Reward collected once the Dragon is dead: 40 XP, 1 Health Gem (grants + 1 max HP permanently), 50 gold.


Wendigo
attack 10 AP, health 100 HP



Word has come from the woodcutters—an ominous tale of a cannibalistic monster that haunts the deep, snow-covered woods to the north. The Kingdom is in a frenzy, and no one dares venture into the forest, not even to gather the Christmas trees that once adorned every home. To restore peace and save the joy of the season, it falls to you to journey into the heart of the dark woods and rid the land of this fearsome creature once and for all.

As you face the dreaded Wendigo, a wave of icy dread washes over you, and your body stiffens with unnatural paralysis. The bloodthirsty beast has placed a dark spell upon you, rendering you utterly motionless—unable to move, fight, or cast any magic. The Wendigo’s malevolent magic affects only humans, leaving your loyal pets and non-human companions untouched, their strength and abilities still able to strike at the monster with full force.

Helpless in the face of this frozen horror, you rely entirely on your companions to deal damage, while you stand frozen in place, unable to drink or use potions or hit with your weapons—only long-lasting potions from past battles stay in effect, such as the Pet Plus Potion that remains active for a week.

Reward: 40 XP + 1 Stoneskin Potion + 1 Wendigo Antlers + 20 Gold

The Evil Godmother
60 attack, 250 health



The Evil Godmother wasn’t always evil—just notoriously troublesome at royal gatherings. But after being snubbed as the baby princess’s godparent, she cast a wicked curse in a fit of spite. Once the princess learns to speak—she’s just an infant for now, after all—she will only be able to communicate using the book titles. Greetings will become Crime and Punishment, royal decrees might take an unfortunate turn with Everyone Poops, and diplomatic meetings? A disaster waiting to happen. Chaos erupted in the court at the revelation, and so the search began for a hero brave enough to defeat the wicked hag and lift the curse before the princess’s first words caused a scandal.

The Evil Godmother is a mighty opponent. Every turn she causes significant damage with her surpricingly forceful kick.
In addition, every other turn (starting with the first), she activates her special move: Cursed Wish—an enchantment that forces you to discard the newest book in your tote, marching backward through your reading history. It happens before your or your pets' attack, and she's so quick with her wand that even Stoneskin Potions can't block it. (They’ll still shield you from damage, but your books? Poof!) She’s picky, though—books under 50 pages, bought from other heroes, or duplicated are beneath her notice—she'll skip them to steal the first next elligible read of yours. She sorts through your reading list from most recent to oldest, unless the books were already submitted as part of a completed quest. Those are magically immune. But anything still sitting in your non-submitted quests is fair game, disappearing forever as if never read. If your tote is empty or doesn't hold enough books for the entirety of your fight? She rolls her eyes and refuses to fight you.

Victory isn’t about brute strength. To defeat her, you must reduce her health to exactly 1 HP. Overshoot it, and she vanishes in a puff of glitter, only to return next turn 10 HP stronger than before your ill-fated last attack. Undershoot it, and she’ll mock you mercilessly. Once weakened, the final blow in its separate turn must come in the form of a personal development book hurled at her. Titles like How to Stop Being Petty in 10 Easy Steps or The Subtle Art of Not Giving a Curse are especially effective. This humiliates her into breaking her wand, lifting the princess’s curse, and retreating to a quieter life of reading first editions in solitude.

Pro Tip: You can curb her attack power before the fight begins by throwing a romance novel at her. Love, happiness, and happily-ever-afters sap her strength, halving her base attack to 30 AP for the entire battle. She can’t stand the mushy stuff.

Reminder: Just a heads-up—your pets (cat, horse, dog, and falcon) always leap into action when you do. You can’t command them to hold back or skip a turn… at least not yet. When you attack, they attack! A special potion to help with pet control is in the works and will be introduced in a future update. Keep an eye on the Notice Board for details!

Reward: 35 XP, 3 Minor Poison Potions, 1 Shield Potion, 20 Gold and 1 Broken Magik Wand.


Werewolf
25 Attack | 150 Health

This legendary beast embodies endurance and supernatural resilience. No matter how powerful your attack—whether by sword, spell, or even a well-aimed frying pan—its effect is halved. To determine your actual damage, simply divide your total attack power (including bonuses from pets, orbs, gems, and potions) by 2. This resistance applies to all forms of assault, magical or otherwise.

Beware the Bite! Every successful attack from the Werewolf is a bite, and its effects, apart from the usual - subtracting points from your actual health - are dire:
- Immediate Impact: Your max health decreases by 2 points per each bite.
- Lingering Effect - Infection: Once you're bitten, you're infected. At the start of each subsequent turn, your max health automatically decreases by another 2 points for the rest of the battle. You can be infected only once, i.e. only the first successful bite has this effect.
- Aftermath: After the battle ends, your max health doesn't restore to its previous level unless the infection is cured.

Curing the Werewolf’s Curse:
After battle, you can remove the infection by: Activating a White Gem in your shield or Spelling out "FULL MOON" using standard spell-it-out rules.

The only way to avoid a bite is:
If the Werewolf is paralyzed by your kitty’s shock collar (Works only in the 1st round),
If you’re protected by a Stoneskin Potion during that turn (but after using 3 Stoneskin Potions to full effect, on every subsequent use, the Werewolf's bite penetrates, dealing minimal damage of 1 HP while still infecting you).
If you wear a Protective Mask, the first bite has no effect. Subsequent bites infect you as described above.

The Werewolf’s Pack: Rabid Wolves
Starting Turn 2, the Werewolf summons a Rabid Wolf at the beginning of every round. These savage beasts attack relentlessly unless distracted.

Rabid Wolf - 25 Attack | 50 Health
Unlike the Werewolf, Rabid Wolves take full damage from all weapons, spells, pets, and potions.
The only way to distract a Rabid Wolf from attacking you is by throwing it a Snowflake Arm. Each wolf requires one Snowflake Arm per round to remain distracted and miss its turn.

For defeating the Werewolf & all the Rabid Wolves you will be rewarded: 50 XP, 3 Stoneskin Potions, 40 Gold, 1 Werewolf Fang


Keeper of the Books ★ NBRC ★ | 179 comments Uncommon Monsters - Each of these monsters only has a limited population left. After exhausting the remaining population they will be extinct. Since there are so few of these monsters, they stick around each other like glue. Killing one won't scare off the others.

The Rose Thorne (25 attack, 150 health)

A sinister creature that appears around Valentine’s Day, the Rose Thorne takes the form of a massive rose bush with thorny, twisting vines and a wicked, mocking grin. Its petals shimmer in a soft, romantic glow, but beneath that beauty lies danger—the thorns are razor-sharp, capable of piercing even the bravest heart. The Rose Thorne hides in the shadows, waiting to ambush adventurers searching for love, feeding on the sorrow of unrequited feelings. As you raise your mightiest weapon to strike, it lashes out with its thorned vines, wrestling it from your grasp.

You can only use your weaker weapon or cast spells to battle this fiend. The Rose Thorne, like many plant-based monsters, has a notable vulnerability to Fire spells. (Population: 3)

Reward: 15 XP, 1 Mercenary Coupon, 1 Rose Bush Seed


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