Archer¶
Archers can deal some heavy damage from range over time so it’s usually best to attack them first. Bring them into melee combat and they become ineffective and fall easily.
Info | Description |
---|---|
Location: | All |
Level Range: | 4-30 |
Health Modifer: | 0.75 |
Armor: | Low |
Resistances: | None |
Vulnerabilities: | None |
Immunities: | None |
Bruiser¶
Bruisers use Guard and have a large two-handed weapon. You’ll need to time your defense against this foe and use Shield Bash (or similar abilities) to break down the Guard quickly and focus on the Bruisers massive Health.
Info | Description |
---|---|
Location | All |
Level Range | 8-30 |
Health Modifer | 1.75 |
Armor | Very High |
Resistances: | None |
Vulnerabilities: | Electricity |
Immunities: | Physical Effects. Fear/Paralyze/Freeze/Taunt/Snare on Enrage |
Foot Soldier¶
Foot Soldiers are the most basic unit you’ll encounter. They generally swarm in number but have average Health and damage output. Controlling them with Fear, Sleep, or Freeze is always useful though they are easy to defend against even in number so simply Taunting them works well too.
Info | Description |
---|---|
Location | All |
Level Range | 4-30 |
Health Modifer | 1 |
Armor | Average |
Resistances: | None |
Vulnerabilities: | None |
Immunities: | None |
Guardsman¶
The challenge with Guardsman is that their shield blocks basically in front of them so it is essential to flank them or cast spells that land directly on top of them. Have a Warrior Taunt the Guardsman then face it away from the rest of the group for easy flanking and damage.
Info | Description |
---|---|
Location | All |
Level Range | 4-30 |
Health Modifer | 1.25 |
Armor | High |
Resistances: | None |
Vulnerabilities: | Electricity |
Immunities: | None |
Mage¶
Mages specialize in ranged damage with spells that can hit pretty hard. You’ll want to engage in close combat since Mages have low Armor and Health, just watch out for Glyphs that are laid on the ground to prevent you from closing. A Warrior with Grappling Chain is particularly useful against Mages.
Info | Description |
---|---|
Location | All |
Level Range | 8-30 |
Health Modifer | 1 |
Armor | High |
Resistances: | Fire Mage - Fire, Ice Mage - Cold, Lighting Mage - Electricity |
Vulnerabilities: | None |
Immunities: | Fire Mage - Fear/Burn, Ice Mage - Freeze/Chill, Lightning Mage - Paralyze/Shocked |
Prowler¶
Prowlers are essentially Dual Wield Rogues with Stealth capability. That means you’ll need to protect your ranged attacks from these foes as they can sneak into the back ranks of your party and deal massive damage then Stealth away after a few seconds. Freeze them in place and Shatter them.
Info | Description |
---|---|
Location | All |
Level Range | 4-30 |
Health Modifer | 1 |
Armor | Average |
Resistances: | None |
Vulnerabilities: | None |
Immunities: | Fear/Sleep/Snare |
Spellbinder¶
Spellbinders are much like Mages but primarily buff up their allies with Barrier and other beneficial spells. Spellbinders can also teleport around the battlefield so you’ll want to lock them in place with Paralyze/Freeze pending their resistances.
Info | Description |
---|---|
Location | All |
Level Range | 4-30 |
Health Modifer | 1 |
Armor | Average |
Resistances: | Fire Spellbinder - Fire, Ice Spellbinder - Cold, Lighting Spellbinder - Electricity |
Vulnerabilities: | None |
Immunities: | Fire Spellbinder - Fear/Burn, Ice Spellbinder - Freeze/Chill, Lightning Spellbinder - Paralyze/Shocked |
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