Zum Inhalt wechseln

Foto

Dragon Age 2 Unabridged Bestiary .45


Eine Antwort in diesem Thema

#1
SuicidalBaby

SuicidalBaby
  • Members
  • 2.244 Beiträge
The Dragon Age II Unabridged Bestiary:
(replace with cool image header later)


-------------------------------------------------------
All submissions will follow this format:
(I may edit the format as the scope of the project becomes clearer)

Arcane Horror :
Posted Image
Race : Demon
class :  Mage (enemy: nearest enemy mage: dispel/Petrify/ect..)
Rank : Lieutenant and Boss (enemy: rank: Elite or higher: Hex of Torment/Winter's Grasp/ect..)
Resistances : Spirit (Elemental damage of these types will be Ignored)
Vulnerabilities : Cold; Electricity; Nature (Elemental damage of these type deal double)
Abilities : Archetype: Devastator (Base class Identifier)
Exhaustion - aka: Entropic Cloud (enemy variant) -The Arcane Horror launches a field spirit magic that damages anyone inside its area, saps health, mana and stamina while slowing those attempting to flee the area or attack while under its effects.
Spirit Shield - Point Blank Area of Effect inflicts continuous heavy spirit damage. (Channeled Effect: Interruptable)
Spirit Bolt - (enemy variant) - Knockdown level of force, heavy damage.
Teleport - a cautious combatant will always have an escape planned occasionally does not relocate caster
Special Traits : Very weak health & armor; Immense spell power (Archetype Traits)
Quest Appearances :
Magistrate's Orders
The Awiergan Scrolls: First Aspect
The Awiergan Scrolls: Third Aspect
Long Way Home
Repentance
Forbidden Knowledge

-------------------------------------------------------

General Knowledge : (DLC is an exception)
All Mages do Spirit Damage through spells and Fire through their auto-attack
All Saarebas, Qunari mages, do Lightning Damage
All Darkspawn Emissaries do Fire damage
All Venomous Spiders do Nature Damage
All Desire Demons do Spirit damage
All Rage Demons do Fire Damage
All Abominations do Spirit Damage
All Pride Demons do Fire and Physical damage
All Dragons use Fire and Physical Damage
All Arcane Horrors, including Frost Horrors, do Spirit Damage
All Rock Wraiths do Lightning and Physical Damage
All Varterral do Spirit and Physical Damage

*all enemies, except Mages, Saarebas, and ranged Profane(Rock Wraiths), will have some form of physical damage attack.

-------------------------------------------------------

Ranks :
Critter < Normal < Elite < Boss < Elite Boss

Higher rank confers the following bonuses:
-Increased resistances to elemental attacks.
-Increased health, attack and damage ratings.
-Spells won’t hold them for so long.
-Increased amount of items dropped.

-------------------------------------------------------

Archetypes :
Though you will encounter many different enemies and factions, there are combat roles that are common to all groups. Categories called archetypes define those roles, from the humble front line standard trooper to the inspiring commander, and establish the further advantages assigned to them. Weapons and abilities also determine the tactical behavior of such archetypes.


[Trooper]
The standard warrior archetype picks a target on the battlefield and rushes to engage directly in melee assault. This broad category also covers creatures with natural weapons, such as spiders and the mabari.  Easily affected by all effects, physical or magical.
---Traits---
None
---Abilities---
None

[Trooper - Weapon and Shield]
Troopers with skills in Sword and Shield will benefit from increased resistance to physical attacks, but they are weaker against magic.  They adopt the same behavior as basic Troopers.
---Traits---
Medium armor and defense bonuses; Weak magic resistance
---Abilities---
None

[Trooper - Two-Handed Weapons]
This soldier has been designed as a damage-dealer, a shock troop who inflicts bigger hits but is less adept at dodging blows. Slow two-handed weapon strikes can be avoided simply by moving your character clear of the attacking enemy.
---Traits---
Medium damage and attack bonuses; Weak defense
---Abilities---
None

[Trooper - Dual Weapons]
Dual-wielding troopers increase their damage per second with a rapid flurry of attacks. Only lightly armored for speed, they take more damage from successful hits.
---Traits---
Moderate damage and attack bonuses; Weak armor
---Abilities---
None

[Trooper - Archery]
This archetype covers all physical ranged attackers and marks a change in tactics to match the weapon. Archers will advance into range and no further, keeping their distance and firing missiles in support of other troopers. They are weak against melee attackers, but heavier projectiles can still pack enough punch to cause Knockback.  Archers will happily pick off weak when staying beyond range of your tank’s Taunts and threat generation.
---Traits---
Moderate damage and attack bonuses; Weak armor
---Abilities---
Knockback - In melee range, Archers use a general knockback to create space as a defensive maneuver. No damage.
Sureshot - The archer will drop to one knee and focus intently on one target so as to not miss.  The archer can not be knocked down or interrupted during this action.

[Trooper - Staff]
Mages follow similar rules to archers in their preference for ranged attacks, but not all spells demand clear line of sight and hiding in cover may not protect you from Area of Effect(AoE) splash damage.  Employing direct assault to counter those resistances, rogue stealth attacks and battlefield teleportation skills can swiftly disrupt an enemy’s magical rearguard. As Mages typically gain a resistance to spirit damage, they suffer from a lack of fortitude and can be interrupted or knocked back by a medium to strong attack.
---Traits---
Moderate damage bonus, Moderate magic resistance bonus, Weak armor
---Abilities---
None

[Assassin]
This specialist can wreak havoc and confusion during even a modest skirmish. Every assassin is capable of invisible movement through stealth and a Disengage ability, which returns them to stealth after knocking their enemies back a short distance. Between those events, they have two special attacks they can deliver from hiding. The announcing backstab inflicts an extreme amount of damage. The second stealth attack inflicts additional damage over time, of a type determined by the group or faction. Even when unseen, assassins have physical presence and can trigger protective glyphs or receive damage or force from Area of Effect magic.
---Traits---
Medium attack bonus, Weak armor and health
---Abilities---
Stealth - Invisible movement; duration 10 seconds or first interaction action.
Backstab - extreme amount of damage from stealth. (100% Critical Strike Chance) This will also steal Health Poultices from your inventory which the Assassin can use.
Disengage - Stealth after knocking their enemies back a short distance.
Poison - After backstabbing an opponent, the Assassin can deal a second slash that temporarily poisons the victim. For resistance purposes, this poison inflicts nature damage over time.
Use of Potions

[Bruiser]
The bruiser archetype is essentially a sponge for damage. It cannot dodge, with successful hits being easy to score, but high armor reduces even elementally maximized damage taken. While your companions are chipping mere slivers from its mighty health bar, the bruiser is dishing out pain with unwelcome generosity. Keep the bruiser occupied by one tank character, and use any functional freezing or halting spell to slow its attack rate and grant breathing space. Petrify can halt any enemy, but also acts as further armor on the target. Settling in for the long haul against any creature with a large health bar is suggested, one should first remove all lesser ranks from the battlefield to prevent the stray companion from being overwhelmed.
---Traits---
Very high damage, Medium attack bonus, Moderate armor bonus, Very weak defense
---Abilities---
General abilities between Bruisers will vary.
For a clear example see Ogre in the lists below.

[Commander]
The commander archetype not only presents a tough fight individually, but also plays a supporting role as well as direct command of its allies that greatly increases the peril posed by an opposing force. They can extend an aura over the battlefield, healing and conferring specific benefits on their allies. This archetype is also capable of self-defensive abilities and boasts a powerful medium-to-long range debilitation spell or Area of Effect artillery.
The aura appears as a halo around the commander's allies’ feet, though it may be lifted temporarily if the commander is stunned or incapacitated. This is one way to turn off the buff they provide for their subordinate ranks. Another would be to kill them outright. These auras vary and are specific to the faction of the Commander.
---Traits---
Immune to Silence; High armor and fortitude
---Abilities---
Aura of X - Any number of specific effects can be relayed by this aura to the commander's allies.
Field of Effect - From this single ability multiple effect may be employed by the different types of commanders you will encounter. From the Mass Pull of a Revanent, to the grenade of a human commander which can slow, damage, and interrupt anyone in a small area all in a single attack.
Faction Specific Incapacitation - Generally a single target stun.
Command - the commander can order his surrounding allies to focus on a single target.
Use of Potions

[Devastator]
Devastators are magical artillery units, possessing a strong “nuke” spell that will swiftly explain the archetype’s name unless interrupted. Devastators deploy a ranged Area of Effect(AoE) spell, a defensive spell and a teleport. The status effects and elemental affinities vary with the devastator’s group or faction. Such enemies are a top priority for
elimination and, despite their weaknesses, they often maintain a stiff challenge for any party seeking speedy removal. Once the devastator have used its teleport (which can take it to a number of pre-determined points on the map), it cannot do so again until the cooldown period expires.
---Traits---
Very weak health and armor; Immense spell power
---Abilities---
Shield - Can be an offensive weapon in addition to the typical shield
Nuke - Varied applications, most often are AoE.
Teleport - Relocates the caster to any number of pre-determined locations, occasionally does not relocate caster
Faction Ability - Generally some form of heavy direct damage to a single target.
Use of Potions - Humanoid Races only.

[Boss]
This archetype offers no extra special abilities beyond additional toughness, resistance and immunity.
Of course, that’s enough to ruin an array of combat tactic set-ups.
Bosses will still be forced to attack a specific target, then kited around an area.  Allowing companions to bring it down via ranged attacks.
---Traits---
Immunity to Knockdown, Immobilize, Enslavement and Paralyzed are gained.
---Abilities---
Unique additions to the standard set of abilities and tactics for that Archetype are gained.

[ArchBoss]
The toughest bosses test your staying power and party management.
---Traits---
Immune to Knockback,  Knockdown, Immobile, Stun, Paralyzed, Immune to Enslavement, Sleep, Inevitable Death, and Explosive Death
---Abilities---
Consult the individual entries and walk-through links for tactics and contextual information.

-------------------------------------------------------

The Index :
Locate the name of the entry you wish to find.  
Highlight it and hit Ctrl+F to use your browser's Find function.
Click the next button till you locate the entry or subgroup you are searching for.

A:
Abomination
Agatha
Allure
Ameranthine Conspirator
Apostate
Ancient Rock Wraith
Anders
Arcane Horror
Arishok
Arvaarad
Athernil
Aveline

B:
Bancroft
Bandit Leader
Bartrand
Beacon
Blood Mage
Blood Mage Controller
Blood Mage Hypnotist
Blood Mage Leader
Bloodrager
Bounty Hunter Assassin
Bounty Hunter Commander
Brekker
Bysmor

C:
“Captain” Qerth
Captain Reiner
Caress
Carta Lieutenant
Castillon
Cor “The Bastard” Blimey
Corpse
Corypheus
Coterie Alchemist
Coterie Assassin
Coterie Leader
Coterie Lieutenant
Coterie Rogue
Crazed Commander
Crazed Guard
Crazed Loner
Cutthroat

D:
Dalish Clan
Danarius
Danzig - Coterie Alchemist
Decimus - Blood Mage
Denerim Avenger
Deserters
Desire Demon
Dougal Gavorn
Dragon
Dragon (High Dragon)
Dragon (Mature Dragon)
Dragonling
Dwarven Bodyguard

E:
Elven Fanatic
Enchanter
Enforcer
Ethereal Golem
Evelina
Evets

F:
Fell Ordan
Fenarel
Fenris
Ferelden Refugees
Feynriel
Flint Company Mercenary
Follower of She
Frost Horror
Frost Skeleton
Friedrich

G:
Gascard DePuis
Gate Guardian [Meredith's Golems]
Gerav---<L
Gifre
Ginnis
"Gracious" Gillian Winger
Guard Captain
Guard Commander
Guardsman Donnic

H:
Hadrianna
Hahren Paivel
Hanker
Hayder
Heborah de Soliere
High Dragon
Hunger Demon
Hurlock
Hurlock Alpha
Hurlock Bolters
Hurlock Emissary
Hurlock Grunts
Huon
Hybris

I:
Ignacio Strand
Ineria
Innley of Starkhaven
Invisible Sister
Isabela

J:

Jake the Black
Jakeson “The Bleeder”Hall
Janeka's Demons [They all have unique names...] ---<L
Jess Varvel
Jevan
Justice

K:
"Kanky" Hammertoe
Kel-Sarag - Includes all 4 unique Arcane Horrors
Knight-Captain Cullen
Knight-Lieutenant Barsus

L:
Lady Harriman
Larius' Golems
Leech
Lord Renvil Harrowmont
Lyrium Smuggler Foreman

M:
Malcolm's Shades (Legacy DLC)
Malvernis
Marethari
Master Ilen
Master Slaver
Mature Dragon
Medan
Meeran
Mercenary Assassin
Mercenary Captain
Mercenary Commander
Mercenary Officer
Meredith
Mekel
Merchant's Guard
Merrill
Mob Leader


N:
Nathaniel Howe
Ninette
Nuncio
Nuncio’s Guard

O:
Ogre
Orsino - Harvester
Orwald the Braggart

P:
Patron
Pit Boss
Possession of Alessa
Possession of Leandra
Possession of Ninette
Pride Abomination
Progenitor

Q:
Quinten
Qunari Death Squad
Qunari Delegate

R:
Rage Demon
Raider Ambusher
Redwater Raider
Rivaini Legendary Beard
Rathigan
Revanent

S:
Saarebas
Senestra the Snake
Ser Agatha
Ser Karras
Ser Mettin
Ser Otto Alrik
Ser Varnell
Shade
Shadow Assassin
Shadow Warrior
Sharps Highwaymen
Ship Captain
Slavers (all types)
Sophie Dryden
Spiders (all types)
Spider (Corrupted Spider)
Spider (Giant Spider)
Spider (Monsterous Spider)
Spider (Poisonous Spider)
Spider (Wasp Spider)
Swindler

T:
Tal-Vasahoth (all type)
Tal-Vasahoth Officer
Tal-Vasahoth Saarebas
Tarohne
Templar
Templar Archer
Templar Hunter
Templar Lieutenant
Tevinter Enchanter
Tevinter Magister
Tevinter Mercenary
Thief Leader
Thrask
Torpor

U:
Undead
Undercut Thrifter

V:
Vanard
Varian Ilithis
Varric
Varterral
Velasco
Veld

W:
Wilmod
Wryme

X:
Xebenkeck

Y:

Z:
Zevran

Bearbeitet von SuicidialBaby, 20 August 2013 - 06:03 .


#2
Luke Barrett

Luke Barrett
  • BioWare Employees
  • 1.638 Beiträge
Stickied by request. Looks great so far!