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The Dragon Age II Unabridged Bestiary:
(replace with cool image header later)


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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

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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.

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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.

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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.

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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

Edited by SuicidialBaby, 20 August 2013 - 06:03 AM.

#2
Bestiary :

A - G

A:

Abomination :
Posted Image
Race : Demon
class: Mage
Rank : Normal, Elite
Resistances : None
Vulnerabilities : None
Abilities : Archetype: Trooper

Allure :
Posted Image
Race : Demon
class: Mage
Rank : Elite
Resistances : Spirit, Immune to Silence.
Vulnerabilities : Electricity, Nature
Abilities : Archetype: Commander
Vulnerability Hex - The target suffers a hex that inflicts penalties to all elemental resistances.
Aura of Magic Resistance - aura imbues others with greater magic resistance.
Ranged Attack - Light to Medium Spirit damage; most effective against targets affected by Vulnerability Hex.
Special Traits : High Armor and Fortitude
Quest Appearances :
Repentance

Ancient Rock Wraith:
Posted Image
Race : Profane
class: Profane Boss
Rank : Elite Boss
Resistances : Lightning, Immune to Knockback, Knockdown, Immobile, Stun, Paralyzed, Enslavement, Sleep, Movement Speed impairing effects, Inevitable Death, and Explosive Death.
Vulnerabilities : Spirit; Cold
Abilities : Archetype: Archboss
Arcane Blast :
At preset levels of health, 90%, 50% and 25%, the Ancient Rock Wraith (ARW) will, after completing its current attack, teleport to the center of the room and begin charging for a massive area attack.  A explosion of pure energy, lightning damage, coming from the ARW will fill the room killing anyone caught in it within a matter of seconds.  The four pillars throughout the room will make the 4 corners safe haven during this event.  After the attack is over the ARW will crumble to the floor and begin reassembling itself while it summons an ever increasing amount of random type, critter level, Profanes to slow you from damaging it while it rebuilds.
Dual-Blade Form :
Earth Teleport - Under Blade form only: can teleport anywhere on the map
Transformation - Changes form between Bladed and Shield bearing forms
Lightning Bolt - Splash Damage
Melee Swing - Splash Damage - Lightning Damage
Rock Stab - Devastating short ranged cone attack on the front 45 degrees
Shield Form :
Transformation - Changes form between Blade and Shield bearing forms
Standard Attack: Front 45 Cone Melee Swipe - medium-high damage
Heavy Swipe: Front 90 Cone Melee Swipe - High Damage - Knockdown unless immune.
Overhand Slam:  Targeted Short Range - medium AoE - Heavy Damage
Rock Roll: Forms into a ball and rolls accross the room at random group members.  Direct impact can lead to multiple attacks.
UNDER 50% HEALTH:
Spike Ball: at anytime 2 or more allies are in short range the ARW may do a quick charge and use a short range point blank 360 AoE that can do heavy damage.  Simply move out of range.
Dust Storm: The ARW becomes a black hole, pulling all within range and line of sight towards it.  Dragging them across the floor while dealing a small but constant Damage over Time(DoT).  During the vortex if any ally is within short range they will no longer be knocked to the ground or moved, but they will still continue to take damage from the DoT.  It is suggested that you take this time to do as much damage as possible to the boss instead of attempting to hide until the vortex ceases to be active.  After the vortex is over, move away. see Spike Shatter
Special Traits : Very high health and magic resistance; Medium damage bonus
Quest Appearances :
Deep Roads Expedition

Antivan Assassins :
(need pic)
Race : Human
class : Rogue
Rank : Normal; Elite
Resistances : Nature; Immune to Knockdown
Vulnerabilities : Lightning
Abilities : Archetype: Raider Assassin
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
Special Traits : Medium attack bonus, Weak armor and health
Quest Appearances :
Sketchy on the Details

Anders (Justice) :
Posted Image
Race : Human
class : Mage
Rank : Elite
Resistances : none
Vulnerabilities : none
Abilities :
Night Terrors / Last Straw = Current Tactic Setup
Legacy :
Summons two shades.
Uses physical Staff.
No elemental immunities.
- Abilities:
Rock Armor
Stone Fist
Chain Lightining
Petrify with
Desicate upgrade (he can BRITTLE you)
Blood Magic (sustaind ability)
Hemmorage
(super powerful, will only cast it, if your party is clustered
together)
Misdirection Hex
Crushing Prison
Glyph of Repulsion
Dispel Magic
Death Syphon.
Quest Appearances :
Night_Terrors
Last Straw
Legacy (DLC)

Apostate :
Posted Image
Race : Human
Rank : Normal; Elite
class : Mage
Resistances : Spirit, Immune to Paralysis
Vulnerabilities : None
Abilities : Archetype: Devastator
Blood Magic - Sustained Ability - enemy variant - Can be Dispelled
Grave Robber - enemy variant - Can be interrupted. Extreme duration and High Spirit damage.  FF capable, it will damage the mages allies allowing the mage to regenerate at a very fast pace. 
Hemorrhage - enemy variant - This spell corrupts the blood of all foes in the targeted area, possibly paralyzing them, inflicting heavy damage over a short duration without regard for enemy armor or damage resistance.
Teleport - a cautious combatant will always have an escape planned occasionally does not relocate caster
Use of Health Poultices
Special Traits : Very weak health & armor; Immense spell power
Quest Appearances :
Act of Mercy

Arcane Horror :
Posted Image
Race : Demon
class : Mage
Rank : Lieutenant and Boss
Resistances : Spirit
Vulnerabilities : Cold; Electricity; Nature
Abilities : Archetype: Devastator
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
Quest Appearances :
Magistrate's Orders
The Awiergan Scrolls: First Aspect
The Awiergan Scrolls: Third Aspect
Long Way Home
Repentance
Forbidden Knowledge

Arishok :
Posted Image
Race : Qunari
class: Rogue
Rank : Elite Boss
Resistances : Fire, Lightning, Immune to Flanking, Silence, Knockdown, Pinning Shot, Tar Bomb, Enslavement.
Vulnerabilities : Cold; Nature
Optional Encounters:
For the final showdown inside the throne room of Viscount's Keep, there are three choices available.
-Giving Isabela to the Arishok results in no fight.
-Dueling Arishok.
-Fighting Arishok and all Qunari with him.
Abilities : Archetype: Boss
Impale: Short ranged grab, extreme damage. Initial damage, DoT, then thrown for more damage. Severe knockdown penalty.
Slice: Medium Damage 360 degree arc + knockdown effect.
Rush: Charged ability that generally leaves the Arishok vulnerable for a short period afterwards. Impact on the player will result in a heavy knockdown and medium damage.
Use of Health Poultices
Special Traits :Very high defense, high health & fortitude, medium bonus to damage
Quest Appearances :
Demands of the Qun

Arvaarad :
Posted Image
Race : Qunari
class: Warrior
Rank : Elite
Resistances : Fire, Lightning, Immune to flanking and Silence.
Vulnerabilities : Cold; Nature
Abilities : type: buff
He stands there and buffs the large group of ranged and melee Qunari.  Doesn't do much unless you absolutely ignore him.  In which case he will lob grenades and command other Qunari to attack specific party members, occasionally melee attacking who ever holds the highest threat on him.
Quest Appearances :
Shepherding Wolves

Athenril :
Posted Image
Race : Elf
class: Rogue
Rank : Elite
Resistances : Nature, Immune to Paralysis.
Vulnerabilities : Electricity
Abilities : Archetype: Dalish Assassin
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
Special Traits : Medium attack bonus, Weak armor and health
Quest Appearances :
The Destruction of Lothering
Loose Ends

Aveline :
Posted Image
Race : Human
class: Warrior
Rank : Elite
Resistances : None
Vulnerabilities : None
Abilities : Current Tactic Setup
Aveline gains the ability to close distance with auto-attacks as if the player was controlling her during combat in the fade.
Quest Appearances :
Night Terrors
The Last Straw

B:

Bartrand :
Posted Image
Race : Dwarf
class: Rogue
Rank : Boss
Resistances : No Elemental Immunities; Immune to Dispel, Knockdown, Immobilize, Enslavement and Paralysis.
Vulnerabilities : Cold
Abilities : Archetype: Boss; Carta Assassin
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
Special Traits : Medium attack bonus, Weak armor and health, High magic resistance
Quest Appearances :
Family Matter

Blood Mage :
Posted Image
Race : Human
class : Mage
Rank : Normal, Elite
Resistances : None
Vulnerabilities : Spirit
Abilities : Archetype: Devastator (Elite Only)
Blood Magic - Sustained Ability - enemy variant - Can be Dispelled
Grave Robber - enemy variant - Can be interrupted. Extreme duration and High Spirit damage. 
FF capable, it will damage the mages allies allowing the mage to regenerate at a very fast pace. 
Hemorrhage - enemy variant - This spell corrupts the blood of all foes in the targeted area, possibly paralyzing them, inflicting heavy damage over a short duration without regard for enemy armor or damage resistance.
Teleport - a cautious combatant will always have an escape planned occasionally does not relocate caster
Use of Health Poultices
Special Traits : Very weak health & armor; Immense spell power

Brekker :
Posted Image
Race : Human
class : Rogue
Rank : Elite
Resistances : Spirit; Immune to Slow
Vulnerabilities : Spirit
Abilities : Archetype: Coterie Assassin
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
Special Traits : Medium attack bonus, Weak armor and health
Quest Appearances :
Inside Job

C:
"Captain" Qerth :
Posted Image
Race : Human
class : Warrior
Rank : Boss
Resistances :  Cold
Vulnerabilities : Fire
Abilities : type: Lieutenant, Warrior
Rally - enemy variant - Increases damage and health regeneration for all allies of the lieutenant.
Taunt - enemy variant - Interrupts the current action of all allies in range not targeting the warrior.
Grenade - enemy variant - Ranged Light damage small AoE interrupt ability that slows any target damaged by it.
Quest Appearances :
Night Lies

Caress :
Posted Image
Race : Demon
class : Mage
Rank : Elite
Resistances : Spirit, Immune to Silence.
Vulnerabilities : Electricity, Nature
Abilities : Archetype: Commander
Vulnerability Hex - The target suffers a hex that inflicts penalties to all elemental resistances.
Aura of Magic Resistance - aura imbues others with greater magic resistance.
Ranged Attack - Light to Medium Spirit damage; most effective against targets affected by Vulnerability Hex.
Special Traits : High Armor and Fortitude
Quest Appearances :
Night Terrors

Carta :
Posted Image
Race : Dwarf
class : Rogue, Warrior
Rank : Critter, Normal, Elite
Resistances : Immune to Dispel
Vulnerabilities : Cold
Abilities : Archetype: Carta Assassin ;Trooper - Weapon and Shield
Carta Thug: Trooper
Carta Assassin: Assassin
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
Special Traits : Group High magic resistance, Immune to Dispel

Carta Loyalists : :
(Need Pic)
Race :
class :
Rank :
Resistances :
Vulnerabilities :
Abilities : type:
Quest Appearances :
Sketchy on the Details

Castillon :
Posted Image
Race : Human
class : Warrior
Rank : Elite
Resistances : Nature; Immune to Knockdown.
Vulnerabilities : Electricity
Abilities : type: Raider Reaver; Trooper - Two-Handed Weapons
Special Traits :Medium damage and attack bonuses; Weak defense
Quest Appearances :
No Rest for the Wicked

Cor The Bastard Blimey :
Posted Image
Race : Human
class : Rogue
Rank : Elite
Resistances : Cold; Immune to Enslavement and Silence
Vulnerabilities : Nature
Abilities : Archetype: Commander; Mercenary Archer; Trooper - Archery
Auto-attack - Standard ranged attack - light damage
Knockback - Standard archer ability - short range knockback capable of knocking down low fortitude/health targets. - avoidable
Rally - enemy variant - Increases damage and health regeneration for all allies of the Lieutenant.
Grenade - enemy variant - Ranged Light damage small AoE inturrupt ability that slows any target damaged by it.
Special Traits : High armor and fortitude
Quest Appearances :
Hometown Breed

Corypheus :
Posted Image
Race : Ancient Darkspawn
class : Mage
Rank : Elite Boss
Resistances :  Immune to all effects.
Vulnerabilities : n/a
Abilities : type: Unique - (see tactics)
Quest Appearances :
Legacy (DLC)

Crimson Weaver Bloodragers : :
(Need Pic)
Race : Human
class : ?
Rank : Critter, Normal
Resistances : ?
Vulnerabilities : ?
Abilities : type: ?
Quest Appearances :
Sketchy on the Details

D :

Dalish Clan :
Posted Image
Race : Elf
class : Rogue, Warrior
Rank : Critter, Normal, Elite
Resistances : Nature, Immune to Paralysis.
Vulnerabilities : Electricity
Abilities : type: Archer, Assassin, Warrior
Quest Appearances :
Long Way Home
Herbalist's Task pt. 2
Mirror Image
A New Path
Pride's End

Danarius :
Posted Image
Race : Human
class : Mage
Rank : Boss
Resistances : Cold, Spirit, Immune to Paralysis.
Vulnerabilities : Fire
Abilities : type: Mage
Barrier - enemy variant - 100% immunity to all effects and damage types except Dispel.  10 second duration/cooldown.
ability x,y,z - little help guys, its not in the wiki and ive forgotten.
Quest Appearances :
Alone

Danzig :
Posted Image
Race : Human
class : Mage
Rank : Elite
Resistances : Cold, Immune to Paralysis.
Vulnerabilities : Fire
Abilities : Archetype: Devastator
Blood Magic - Sustained Ability - enemy variant - Can be Dispelled
Grave Robber - enemy variant - Can be interrupted. Extreme duration and High Spirit damage. 
FF capable, it will damage the mages allies allowing the mage to regenerate at a very fast pace. 
Hemorrhage - enemy variant - This spell corrupts the blood of all foes in the targeted area, possibly paralyzing them, inflicting heavy damage over a short duration without regard for enemy armor or damage resistance.
Teleport - a cautious combatant will always have an escape planned occasionally does not relocate caster
Use of Health Poultices
Special Traits : Very weak health & armor; Immense spell power
Quest Appearances :
Wayward Son

Decimus :
Posted Image
Race : Human
class : Mage
Rank : Elite
Resistances : Spirit, Immune to Paralysis.
Vulnerabilities : None
Abilities : Archetype: Devastator
Blood Magic - Sustained Ability - enemy variant - Can be Dispelled
Grave Robber - enemy variant - Can be interrupted. Extreme duration and High Spirit damage.  FF capable, it will damage the mages allies allowing the mage to regenerate at a very fast pace. 
Hemorrhage - enemy variant - This spell corrupts the blood of all foes in the targeted area, possibly paralyzing them, inflicting heavy damage over a short duration without regard for enemy armor or damage resistance.
Teleport - a cautious combatant will always have an escape planned occasionally does not relocate caster
Use of Health Poultices
Special Traits : Very weak health & armor; Immense spell power
Quest Appearances :
Act of Mercy

Denerim Avengers : :
(Need Pic)
Race : Human
class : Warrior
Rank : Critter, Normal
Resistances :
Vulnerabilities :
Abilities : type:
Quest Appearances :
Sketchy on the Details

Deserters : [In the Gallows Courtyard]
Posted Image
Race : Human
class : Rogue, Warrior, Archer
Rank : Critter, Normal, Elite
Resistances : None
Vulnerabilities : None
Abilities : type: Generic Archer, Auto-attack
Rogue: Elite - Has no special attacks at all, simply auto-attack
Rogue: Critter: Archer:
Knockback - simple knockback in melee range - avoidable
Auto-attack
Warrior: Normal - auto-attack only
Quest Appearances :
The Destruction of Lothering

Desire Demon :
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Race : Demon
class : Mage
Rank : Elite or Boss
Resistances : Spirit, Immune to Silence.
Vulnerabilities : Electricity, Nature
Abilities : Archetype: Commander
Vulnerability Hex - The target suffers a hex that inflicts penalties to all elemental resistances.
Aura of Magic Resistance - aura imbues others with greater magic resistance.
Ranged Attack - Light to Medium Spirit damage; most effective against targets affected by Vulnerability Hex.
Special Traits : High Armor and Fortitude

Dougal Gavorn :
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Race : Dwarf
class : Rogue
Rank : Elite
Resistances :
Vulnerabilities :
Abilities : type: Assassin; Physical. Stealth
Stealth - Immune from any interference while this ability is being performed.  After stealth has been reached, the rogue may be removed through several abilities, most of which are AoE force attacks. 10 second cooldown.
Evade - Another version of stealth which uses the PC Rogue Evade animation which includes a mild knockback to the nearest ally.  Can not be interrupted.  Once stealth has been reached the rogue may be removed through several abilities, most of which are AoE force attacks. 10 second cooldown.
Assassinate - 100% critical, 2x weapon damage.  Extreme damage.  Only used from stealth.
Backstab- the rogue will only use this ability if the target is in range and can not be auto-attacked, assassinated, and the rogue can not stealth.  Enemy variant of the PC rogue ability, very little difference.
Quest Appearances :
Friends in Low Places

Dragon :
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Race : Dragon
class : Monster
Rank : Normal, Elite
Resistances : Fire, Immune to Knockdown and Sleep.
Vulnerabilities : Cold
Abilities : type: Flame Breath, Overwhelm

Dragon (High Dragon) :
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Race : Dragon
class : Monster
Rank : Elite Boss
Resistances : Fire, Immune to Knockdown, Sleep, Pinning Shot, Tar Bomb, Enslavement, Paralysis, Slow, and Stun.
Vulnerabilities : Cold
Abilities : type: Physical, Fire, Stun, Knockdown, Grab, Summon
Massive Attack - From any one of its limbs, the dragon can make a swipe attack that deals medium damage and can knockdown any target within range.  Avoidable
Flame Breath (upgraded) - Extreme fire damage frontal cone attack that can kill anyone that remains in its AoE for more than a few seconds.  Avoidable
Fireball - Randomly targeted allies will be assaulted with heavy damage fireballs when the High Dragon is on her perch. Avoidable.
Grab - Bite really - The High Dragon will randomly latch on to any character within melee range and flail them about, doing medium to heavy damage depending on the targets armor rating.  Unavoidable.
Wing Buffet - The dragon uses its large wings to create a vacum under itself in order to draw anyone within medium range to the dragon.  Light damage + Knockdown.  The movement portion can not be resisted, the knockdown can.
Fire Spit - Light damage.  Precursor to the dragon changing targets and attacking the new target. Unavoidable
Roar - Medium range AoE stun.
Flight - The ability to retreat from attacks and fly to her perch to summon Dragonlings and Dragons while raining down Fireballs on random targets.
Quest Appearances :
Mine Massacre

Dragon (Mature Dragon) :
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Race : Dragon
class : Monster
Rank : Elite, Boss
Resistances : Fire, Immune to Knockdown, Sleep, Pinning Shot, Tar Bomb, Enslavement, Paralysis.
Vulnerabilities : Cold
Abilities : type: Physical, Fire, Stun, Knockdown
Wing Buffet - The dragon uses its large wings to create a vacum under
itself in order to pull anyone at medium range to the dragon.  light damage +
knockdown.
Fire Spit - Light damage.  Precursor to the dragon changing targets and attacking the new target. unavoidable
Jab - The Mature Dragon will stab at the target with its beak. Knockdown, avoidable.
Roar - Medium Range AoE stun.
Flame Breath - Extreme fire damage frontal cone attack that
can kill anyone that remains in its AoE for more than a few seconds.  Avoidable
Quest Appearances :
The Bone Pit
Herbalist's Tasks
The Deep Roads Expidition

Dragonling :
Posted Image
Race : Dragon
class : Monster
Rank : Critter, Normal
Resistances : Fire, Immune to Knockdown, Sleep.
Vulnerabilities : Cold
Abilities : type: Fire, Physical
Flame Breath - Medium fire damage frontal cone attack that
can kill anyone that remains in its AoE for more than a few seconds.  Avoidable

E :

Elven Fanatic :
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Race : Elf
class : Warrior
Rank : Elite
Resistances : Cold, Nature; Immune to Paralysis, Enslavement, Silence
Vulnerabilities : Electricity
Abilities : type: Mercenary Warrior; Trooper – Two-Handed
Special Traits : High armor, High Fortitude
Quest Appearances :
Blackpowder Courtesy

Enforcer :
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Race : Human
Rank : Elite
class : Rogue
Resistances : Nature; Immune to Knockdown
Vulnerabilities : Electricity
Abilities : Type: Raider Assassin
Stealth - Invisible movement; duration 10 seconds or first interaction action.
Backstab - extreme amount of damage.
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.
Special Traits : Medium attack bonus, Weak armor, Weak health
Quest Appearances :

Ethereal Golem :
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Race : Golem
class : Construct
Rank : Boss
Resistances : Nature, Immune to Stun, Critical Hits, Knockdown, Paralysis, Pinning Shot, Tar Bomb, Enslavement.
Vulnerabilities : Cold, Electricity
Abilities : type: Unique
Essence Disperse - The golem will charge up and release an energy burst, at the end of which he will fall to the ground untill the Shades spawned by the explosion are dispatched. The explosion carries such incredible force that, even if the damage is mitigated, will cause those hit by the blast to reel back in pain for a few seconds. Avoidable.
Slam - The golem reaches back with its right arm and slams into the target dealing medium to heavy damage.  Unavoidable.
Quest Appearances :
Haunted

Evelina :
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Race : Human
class : Mage
Rank : Elite
Resistances : Spirit, Immune to Paralysis.
Vulnerabilities : None
Abilities : Archetype: Devastator
Blood Magic - Sustained Ability - enemy variant - Can be Dispelled
Grave Robber - enemy variant - Can be interrupted. Extreme duration and High Spirit damage. FF capable, it will damage the mages allies allowing the mage to regenerate at a very fast pace.
Hemorrhage - enemy variant - This spell corrupts the blood of all foes in the targeted area, possibly paralyzing them, inflicting heavy damage over a short duration without regard for enemy armor or damage resistance.
Teleport - a cautious combatant will always have an escape planned occasionally does not relocate caster
Use of Health Poultices
Special Traits : Very weak health & armor; Immense spell power
Quest Appearances :
On the Loose

Evets :
Posted Image
Race : Human
class : Warrior
Rank : Elite
Resistances : Nature; Immune to Knockdown
Vulnerabilities : Lightning
Abilities : Archetype: Trooper - Two-Handed Weapons
Overhand Slam - High damage small AoE attack
Use of Health Poultice
Special Traits : Medium damage and attack bonuses; Weak defense
Appearances :
Raiders on the Cliffs - Act 3 in the Wounded Coast as revenge
Act 3 -  The Wounded Coast

F:

Fell Ordan :
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Race : Human
class : Mage
Rank : Elite
Resistances : Spirit, Immune to Paralysis.
Vulnerabilities : None
Abilities : Archetype: Devastator
Blood Magic - Sustained Ability - enemy variant - Can be Dispelled
Grave Robber - enemy variant - Can be interrupted. Extreme duration and High Spirit damage. FF capable, it will damage the mages allies allowing the mage to regenerate at a very fast pace.
Hemorrhage - enemy variant - This spell corrupts the blood of all foes in the targeted area, possibly paralyzing them, inflicting heavy damage over a short duration without regard for enemy armor or damage resistance.
Teleport - a cautious combatant will always have an escape planned, occasionally does not relocate caster
Use of Health Poultices
Special Traits : Very weak health & armor; Immense spell power
Quest Appearances :
Raiders on the Cliffs

Fenris :
Posted Image
Race : Elf
class : Warrior
Rank : Elite
Resistances : None
Vulnerabilities : None
Abilities : type: Current Tactic Setup
Quest Appearances :
Night Terrors
The Last Straw

Ferelden Refugees :
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Rank : Critter
class : Rogue dw/archer
Resistances : Fire
Vulnerabilities : Nature?
Abilities : Basic
Quest Appearances :
Tranquility

Flint Company Mercenary :
Posted Image
Rank : Normal
class : Warrior/Rogue
Resistances :
Vulnerabilities :
Abilities : Archer: Steady Shot
Quest Appearances :
Duty

Followers of She :
(need pic)
Race : Humans
class : Rogues
Rank : Critter, Normal, Elite
Resistances : ?
Vulnerabilities : Fire
Abilities : type: Physical; Assassin, Archer
Stealth - Immune from any interference while this ability is being
performed.  After stealth has been reached, the rogue may be removed
through several abilities, most of which are AoE force attacks. 10
second cooldown.
Evade - Another version of stealth which uses the PC Rogue Evade animation
which includes a mild knockback to the nearest ally.  Can not be
interrupted.  Once stealth has been reached the rogue may be removed
through several abilities, most of which are AoE force attacks. 10 second cooldown.
Archers - Melee Range Knockback
Assassinate - 100% critical, 2x weapon damage.  Extreme damage.  Only used from stealth. (note: Critter Follower Rogues do get Assassinate.  They will miss 95% of the time and will do Light damage if they do succeed.)
Quest Appearances :
Kind of Want


Friedrich :
Posted Image
Race : Human
class : Rogue
Rank : Elite
Resistances : Fire
Vulnerabilities : ?
Abilities : type: Auto-attack
Quest Appearances :
The Destruction of Lothering

G :

Gascard DePuis :
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Race : Male
class : Mage
Rank : Elite
Resistances : Spirit, Immune to Paralysis.
Vulnerabilities : Varric
Abilities : Archetype: Devastator
Blood Magic - Sustained Ability - enemy variant - Can be Dispelled
Grave Robber - enemy variant - Can be interrupted. Extreme duration and High Spirit damage. FF capable, it will damage the mages allies allowing the mage to regenerate at a very fast pace.
Hemorrhage - enemy variant - This spell corrupts the blood of all foes in the targeted area, possibly paralyzing them, inflicting heavy damage over a short duration without regard for enemy armor or damage resistance.
Teleport - a cautious combatant will always have an escape planned, occasionally does not relocate caster
Use of Health Poultices
Special Traits : Very weak health & armor; Immense spell power
Quest Appearances :
Prime Suspect
All That Remains

Gate Guardian [Meredith's Golems] :
Posted Image
Race : Golem
class : Slave Statue
Rank : Boss
Resistances : Immune to Critical Hits, Enslavement, Immobile, Knockdown, Paralysis, Stun
Vulnerabilities : Cold, Dispel Magic
Abilities : type: Unique
Spear mode : Whirlwind (it crouches, leading its arms forward and then turns its body quickly, which provides continuous damage for 5 seconds to all targets near him and has an enormous reach).
Dual wielding mode : Flurry (it's still standing, its arms up front and gives quick blows with its weapons which provides greatly damage to all targets in front of it).
Spider mode :  Fireball, Flame Blast.
Quest Appearances :
The Last Straw

Gerav :
Posted Image
Race : Dwarf
class : Rogue
Rank : Elite
Resistances : ?
Vulnerabilities : ?
Abilities : type: ?
Quest Appearances :
?

"Gracious" Gillian Winger :
Posted Image
Race : Human
class : Rogue
Rank : Boss
Resistances : Immune to Slow
Vulnerabilities : Spirit
Abilities : type: Archer
Stealth - Immune from any interference while this ability is being performed.  After stealth has been reached, the rogue may be removed through several abilities, most of which are AoE force attacks. 10 second cooldown.
Evade - Another version of stealth which uses the PC Rogue Evade animation which includes a mild knockback to the nearest ally.  Can not be interrupted.  Once stealth has been reached the rogue may be removed through several abilities, most of which are AoE force attacks. 10 second cooldown.
Assassinate - 100% critical, 2x weapon damage.  Extreme damage.  Only used from stealth.
Backstab - the rogue will only use this ability if the target is in range and can not be auto-attacked, assassinated, and the rogue can not stealth.  Enemy variant of the PC rogue ability, very little difference.
Quest Appearances :
Ladies' Lights Out

Ginnis :
Posted Image
Race : Human
class : Rogue
Rank : Elite
Resistances : ?
Vulnerabilities : ?
Abilities : type:Assassin; Physical. Stealth
Stealth - Immune from any interference while this ability is being performed.  After stealth has been reached, the rogue may be removed through several abilities, most of which are AoE force attacks. 10 second cooldown.
Evade - Another version of stealth which uses the PC Rogue Evade animation which includes a mild knockback to the nearest ally.  Can not be interrupted.  Once stealth has been reached the rogue may be removed through several abilities, most of which are AoE force attacks. 10 second cooldown.
Assassinate - 100% critical, 2x weapon damage.  Extreme damage.  Only used from stealth.
Backstab - the rogue will only use this ability if the target is in range and can not be auto-attacked, assassinated, and the rogue can not stealth.  Enemy variant of the PC rogue ability, very little difference.
Quest Appearances :
The Unbidden Rescue

Grace :
Posted Image
Race : Human
class : Mage
Rank : Elite
Resistances :
Vulnerabilities :
Abilities : Archetype: Devastator
Blood Magic - Sustained Ability - enemy variant - Can be Dispelled
Grave Robber - enemy variant - Can be interrupted. Extreme duration and High Spirit damage. FF capable, it will damage the mages allies allowing the mage to regenerate at a very fast pace.
Hemorrhage - enemy variant - This spell corrupts the blood of all foes in the targeted area, possibly paralyzing them, inflicting heavy damage over a short duration without regard for enemy armor or damage resistance.
Teleport - a cautious combatant will always have an escape planned, occasionally does not relocate caster
Use of Health Poultices
Special Traits : Very weak health & armor; Immense spell power
Quest Appearances :
Best Served Cold

Guard Captain :
Posted Image
Race :
Rank :
class :
Resistances : Cold; Immune to Silence
Vulnerabilities : Fire
Abilities : Type: Commander
Arresting Field - (Grenade) -
Aura of Protection - this aura(yellow) increases the armor rating of friendly units.
Special Traits :
High armor
High fortitude
Quest Appearances :
Loose Ends

Guard :
Posted Image
Race : Human
Rank : Normal
class : Warrior
Resistances : Cold
Vulnerabilities : Fire
Abilities : Type: Trooper - Weapon and Shield
Quest Appearances :
Loose Ends

Guardsmen Pretenders :
Posted Image
Race : Human
Rank : Critter; Normal
class : Warrior; Rogue
Resistances : Cold
Vulnerabilities : Fire
Abilities : Type: Trooper – Archer; Trooper - Weapon and Shield
Quest Appearances :
Night Lies

Edited by SuicidialBaby, 10 August 2011 - 12:13 AM.

#3
H - L

H:
Hadriana :
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Race : Human
class : Mage
Rank : Elite
Resistances : Cold, Spirit, Immune to Paralysis.
Vulnerabilities : Fire
Abilities : type:
Barrier - enemy variant - 100% immunity to all effects and damage types except Dispel. 10 second duration/cooldown.
Teleport - 90 yard range; occasionally does not relocate caster
x - ?
Quest Appearances :
A Bitter Pill

Hanker :
Posted Image
Race : Demon
class : Mage
Rank : Elite
Resistances : Spirit, Immune to Silence.
Vulnerabilities : Electricity, nature
Abilities : type: Spirit
Spirit Bolt - (enemy variant) - medium to high spirit damage
Curse Dance -
Quest Appearances :
Kind of Want

Hayder :
Posted Image
Race : Human
class : Warrior
Rank : Elite Boss
Resistances :
Vulnerabilities :
Abilities : type:
Quest Appearances :
Fools Rush In

Hunger Demon :
Posted Image
Race : Demon
class : Monster
Rank : Critter -> Elite
Resistances : Lightning;
Vulnerabilities :
Abilities : type: Unique
Lightning Bolt - Small AoE direct damage attack.  Unavoidable
Resurection - Once the initial form of the demon has been defeated it will come back to life as an Elite Abomination.
Rage - The creature becomes enraged, gaining bonus to damage for a short time.
Triple Strike - The abomination strikes the target three times, dealing normal damage with each hit, and dealing spirit damage for a short time on the third hit.
Quest Appearances :
The Deep Roads Expidition

Hurlock :
Posted Image
Race : Darkspawn
class : Warrior
Rank : Critter; Normal
Resistances : Immune to Slow
Vulnerabilities : Nature; Spirit
Abilities : type: Auto-Attack

Hurlock Alpha :
Posted Image
Race : Darkspawn
class : Warrior
Rank : Elite; Normal
Resistances : Immune to Slow; Knockdown
Vulnerabilities : Nature; Spirit
Abilities : type: Unique; Reaver
Aura of Pain - Radiating an aura of psychic pain, the reaver takes constant spirit damage while this mode is active, as do all enemies nearby. Light-Medium damage DoT.
Shockwave - The Alpha strikes the ground in front of him with such terrible force that it sends a shockwave into the ground. Causing spikes and shards of earth to shoot up out of the ground. Anything caught in this path of destruction will be knocked down and take medium to heavy damage. Medium moving AoE.
Crossface - When any enemy is with in melee range the Alpha will shove them back, knocking the target down with enough force to send them flying.
Overhand Slam - The Alpha reaches back and brings his two-handed axe down with incredible force, heavy damage, small AoE.
Forward Lunge - The Alpha sweeps the weapon toward the target in a low arc dealing extreme damage to anyone hit by it.
Quest Appearances :
Legacy (DLC)

Hurlock Bolters :
Posted Image
Rank : Critter; Normal
class : Rogue, Archer
Resistances : Immune to Slow
Vulnerabilities : Nature; Spirit
Abilities : Auto-attack

Hurlock Emissary :
Posted Image
Rank : Elite
class : Mage
Resistances : Immune to Slow
Vulnerabilities : Nature; Spirit
Abilities : Fire Mage
Teleport - 90 yard range; occasionally does not relocate caster
Fire Shield - The caster envelops itself in a searing orb of flame.  Moderate DoT while in range.
Fire Nova - Like the Mage Sphere, this orb does heavy to extreme damage.  Unlike its cousin this sphere will do damage as it charges to critical mass.  Moderate DoT.  Any target caught in this sphere for its entire duration will die unless it has an incredibly high health pool.
Firebolt - Standard auto-attack, moderate damage.
Quest Appearances :
The Destruction of Lothering
The Deep Roads Expidition
Finding Nathaniel
Fool's Gold

Huon :
Posted Image
Race : Elf
Rank : Elite
class : Mage
Resistances : Spirit, Nature
Vulnerabilities : Electricity
Abilities : Type: Blood Mage - Spirit
Blood Magic - Sustained Ability - enemy variant - Can be Dispelled
Grave Robber - enemy variant - Can be interrupted. Extreme duration and High Spirit damage. FF capable, it will damage the mages allies allowing the mage to regenerate at a very fast pace.
Hemorrhage - enemy variant - This spell corrupts the blood of all foes in the targeted area, possibly paralyzing them, inflicting heavy damage over a short duration without regard for enemy armor or damage resistance.
Quest Appearances :
On the Loose

Hybris :
Posted Image
Race : Pride Demon
Rank : Elite Boss
class : Demon
Resistances :
Vulnerabilities :
Abilities : Type:
Quest Appearances :
The Awiergan Scrolls: First Aspect; Second Aspect; Third Aspect

I:
Ignacio Strand :
Posted Image
Race : Human
Rank : Elite
class :
Resistances :
Vulnerabilities :
Abilities : Type:
Quest Appearances :
Sharp Little Pinpricks

Ineria :

Race : Dalish
Rank : Elite
class : Rogue
Resistances : Nature
Vulnerabilities : Lightning
Abilities : Type: Assassin
Quest Appearances :
A New Path

Innley of Starkhaven :

Race :
Rank :
class :
Resistances :
Vulnerabilities :
Abilities : Type:
Quest Appearances :
Bounty Hunter(quest)

Invisible Sister :

Race : Human
Rank : Critter; Normal
class : Rogue, Warrior
Resistances :
Vulnerabilities :
Abilities : Type: Raider; Assassin, Warrior
Quest Appearances :
Ladies' Lights out

Isabela :
Posted Image
Race : Human
Rank : Elite
class : Rogue
Resistances : None
Vulnerabilities : None
Abilities : Type: Current Tactic Set-up
Quest Appearances :
Night Lies

J:

Jake the Black :
Posted Image
Race : Human
Rank : Elite
class : Mage
Resistances :
Vulnerabilities :
Abilities : Type:
Quest Appearances :
Bounty Hunter

Jakeson “The Bleeder” Hall :
Posted Image
Race : Elf
Rank : Elite
class : Mage
Resistances :
Vulnerabilities :
Abilities : Type: Blood Mage
Quest Appearances :
Red run Streets

Jess "Leashmaster" Varvel :
Posted Image
Race : Human
Rank : Elite
class : Rogue
Resistances :
Vulnerabilities :
Abilities : Type: Rogue - Archer
Quest Appearances :
Reining It In

Jevan :
Posted Image
Race : Human
Rank : Elite
class : Rogue
Resistances :
Vulnerabilities :
Abilities : Type: Assasin
Quest Appearances :
Favor and Fault

K:
"Kanky" Hammertoe :
Posted Image
Race : Dwarf
Rank : Elite
class : Rogue
Resistances :
Vulnerabilities :
Abilities : Type: Assassin
Quest Appearances :
The Lowdown

Kel-Sarag :
Posted Image
Race : Demonic
Rank : Boss
class : Warrior
Resistances : Cold, Nature; Immune to Sleep, Silence, Knockdown, Immobilize, Enslavement and Paralysis.
Vulnerabilities : Lightning, Spirit
Special Traits High armor, High Fortitude
Abilities : Archetype: Boss
Mass Pull - 5 diameter AoE designed to pull groups of ranged combatents into his melee range.
Pull - a pulling force, used on single ranged targets to bring them into melee range.
Double Strike - when there are more than 1 combatents in melee range the revenant will use this to strike nearby targets twice. Heavy to Extreme damage.  Knockdown.
Demonic Wrath - Kel-Sarag begins inflicting damage against nearby enemies as long as it sustains this spell. Spirit damage every 2 seconds inside a medium area around Kel-Sarag.
-=[UNIQUE]=-
Kel-Sarag is supported in this encounter by 4 uniquely special Arcane Horrors;
--linked--
Azerthan, Defender of Blades :
Posted Image
Race : Demonic
Rank : Boss
class : Mage
Resistances :  Spirit; Immune to Sleep, Knockdown, Immobilize, Enslavement and Paralysis.
Vulnerabilities : Cold, Lightning, Nature
Special Traits  Low health & armor; Immense spell power
Abilities : Archetype: Devastator; Boss
Spirit Bolt - Moderate to Heavy damage spirit bolt
Spirit Shield - Point Blank Area of Effect inflicts continuous heavy spirit damage. (Channeled Effect: Interruptable)
Teleport - a cautious combatant will always have an escape planned occasionally does not relocate caster
[Boss Ability]
Blade Shield - Envelops Kel-Sarag in a Physical Damage Shield, protecting him from all physical damage.
--linked--
Littus, The Healer :
Posted Image
Race : Demonic
Rank : Boss
class : Mage
Resistances :  Spirit; Immune to Sleep, Knockdown, Immobilize, Enslavement and Paralysis.
Vulnerabilities : Cold, Lightning, Nature
Special Traits  Low health & armor; Immense spell power
Abilities : Archetype: Devastator; Boss
Spirit Bolt - Moderate to Heavy damage spirit bolt
Spirit Shield - Point Blank Area of Effect inflicts continuous heavy spirit damage. (Channeled Effect: Interruptable)
Teleport - a cautious combatant will always have an escape planned occasionally does not relocate caster
[Boss Ability]
Heal - periodically heals Kal-Sarag for all damage dealt to the Revanent.
--linked--
Osra, The Nullifier :
Posted Image
Race : Demonic
Rank : Boss
class : Mage
Resistances :  Spirit; Immune to Sleep, Knockdown, Immobilize, Enslavement and Paralysis.
Vulnerabilities : Cold, Lightning, Nature
Special Traits  Low health & armor; Immense spell power
Abilities : Archetype: Devastator; Boss
Spirit Bolt - Moderate to Heavy damage spirit bolt
Spirit Shield - Point Blank Area of Effect inflicts continuous heavy spirit damage. (Channeled Effect: Interruptable)
Teleport - a cautious combatant will always have an escape planned occasionally does not relocate caster
[Boss Ability]
Dispel - When ever Kel-Sarag is affected by a negative effect, Osra dispels it, freeing the Revanent to continue unhindered.
--linked--
Zutheraal. Defender of Magic :
Posted Image
Race : Demonic
Rank : Boss
class : Mage
Resistances :  Spirit; Immune to Sleep, Knockdown, Immobilize, Enslavement and Paralysis.
Vulnerabilities : Cold, Lightning, Nature
Special Traits  Low health & armor; Immense spell power
Abilities : Archetype: Devastator; Boss
Spirit Bolt - Moderate to Heavy damage spirit bolt
Spirit Shield - Point Blank Area of Effect inflicts continuous heavy spirit damage. (Channeled Effect: Interruptable)
Teleport - a cautious combatant will always have an escape planned occasionally does not relocate caster
[Boss Ability]
Spell Shield - Envelops Kel-Sarag in a magic resistance shield protecting him from all elements and spell attacks/effects.
--linked--
Quest Appearances :
Legacy (DLC)

Knight-Captain Cullen :
Posted Image
Race : Human
Rank : Elite
class : Warrior
Resistances :
Vulnerabilities : Spirit; Cold
Abilities : Type: Templar Commander
Quest Appearances :
Enemies Among Us
The Last Straw

Knight-Lieutenant Barsus : ?

Race :
Rank :
class :
Resistances :
Vulnerabilities :
Abilities : Type:
Quest Appearances :

L:
Lady Harriman :
Posted Image
Race : Human
Rank : Elite
class : Mage
Resistances :
Vulnerabilities :
Abilities : Type: Blood Mage
Quest Appearances :
Repentance

Larius' Golems :

Race :
Rank :
class :
Resistances :
Vulnerabilities :
Abilities : Type:
Quest Appearances :
Legacy (DLC)

Leech :
Posted Image
Race : Elf
Rank : Elite
class : Mage
Resistances :
Vulnerabilities :
Abilities : Type: Blood Mage
Quest Appearances :
Pier Pressure

Lord Renvil Harrowmont :
Posted Image
Race : Dwarf
Rank : Elite
class : Warrior
Resistances : ?
Vulnerabilities : ?
Abilities : Type: ?
Quest Appearances :
Last of His Line

Lyrium Smuggler Foreman :

Race :
Rank :
class :
Resistances :
Vulnerabilities :
Abilities : Type:
Quest Appearances :

Edited by SuicidialBaby, 10 August 2011 - 02:29 PM.

#4
M - R

M:
Malcolm's Shades : (Legacy DLC)

Race :
Rank :
class :
Resistances :
Vulnerabilities :
Abilities : Type:
Quest Appearances :

Malvernis :

Race :
Rank :
class :
Resistances :
Vulnerabilities :
Abilities : Type:
Quest Appearances :

Marethari :

Race :
Rank :
class :
Resistances :
Vulnerabilities :
Abilities : Type:
Quest Appearances :

Master Ilen :

Race :
Rank :
class :
Resistances :
Vulnerabilities :
Abilities : Type:
Quest Appearances :

Master Slaver :

Race :
Rank :
class :
Resistances :
Vulnerabilities :
Abilities : Type:
Quest Appearances :

Medan :

Race :
Rank :
class :
Resistances :
Vulnerabilities :
Abilities : Type:
Quest Appearances :

Meeran :

Race :
Rank :
class :
Resistances :
Vulnerabilities :
Abilities : Type:
Quest Appearances :

Mercenary Assassin :

Race :
Rank :
class :
Resistances :
Vulnerabilities :
Abilities : Type:
Quest Appearances :

Mercenary Captain :

Race :
Rank :
class :
Resistances :
Vulnerabilities :
Abilities : Type:
Quest Appearances :

Mercenary Commander :

Race :
Rank :
class :
Resistances :
Vulnerabilities :
Abilities : Type:
Quest Appearances :

Mercenary Officer :

Race :
Rank :
class :
Resistances :
Vulnerabilities :
Abilities : Type:
Quest Appearances :

Meredith :

Race :
Rank :
class :
Resistances :
Vulnerabilities :
Abilities : Type:
Quest Appearances :

Mekel :

Race :
Rank :
class :
Resistances :
Vulnerabilities :
Abilities : Type:
Quest Appearances :

Merchant's Guard :

Race :
Rank :
class :
Resistances :
Vulnerabilities :
Abilities : Type:
Quest Appearances :

Merrill :

Race :
Rank :
class :
Resistances :
Vulnerabilities :
Abilities : Type:
Quest Appearances :

Mob Leader :

Race :
Rank :
class :
Resistances :
Vulnerabilities :
Abilities : Type:
Quest Appearances :

N:
Nathaniel Howe :

Race :
Rank :
class :
Resistances :
Vulnerabilities :
Abilities : Type:
Quest Appearances :

Nuncio :

Race :
Rank :
class :
Resistances :
Vulnerabilities :
Abilities : Type:
Quest Appearances :

Nuncio’s Guard :

Race :
Rank :
class :
Resistances :
Vulnerabilities :
Abilities : Type:
Quest Appearances :

O:
Ogre :

Race :
Rank :
class :
Resistances :
Vulnerabilities :
Abilities : Type:
Quest Appearances :

Orsino - Harvester :

Race :
Rank :
class :
Resistances :
Vulnerabilities :
Abilities : Type:
Quest Appearances :

Orwald the Braggart :

Race :
Rank :
class :
Resistances :
Vulnerabilities :
Abilities : Type:
Quest Appearances :

P:
Patron :

Race :
Rank :
class :
Resistances :
Vulnerabilities :
Abilities : Type:
Quest Appearances :

Pit Boss :

Race :
Rank :
class :
Resistances :
Vulnerabilities :
Abilities : Type:
Quest Appearances :

Possession of Alessa :

Race :
Rank :
class :
Resistances :
Vulnerabilities :
Abilities : Type:
Quest Appearances :

Possession of Leandra :

Race :
Rank :
class :
Resistances :
Vulnerabilities :
Abilities : Type:
Quest Appearances :

Possession of Ninette :

Race :
Rank :
class :
Resistances :
Vulnerabilities :
Abilities : Type:
Quest Appearances :

Pride Abomination :

Race :
Rank :
class :
Resistances :
Vulnerabilities :
Abilities : Type:
Quest Appearances :

Progenitor :

Race :
Rank :
class :
Resistances :
Vulnerabilities :
Abilities : Type:
Quest Appearances :

Q:
Quinten :

Race :
Rank :
class :
Resistances :
Vulnerabilities :
Abilities : Type:
Quest Appearances :

Qunari Death Squad :

Race :
Rank :
class :
Resistances :
Vulnerabilities :
Abilities : Type:
Quest Appearances :

Qunari Delegate :

Race :
Rank :
class :
Resistances :
Vulnerabilities :
Abilities : Type:
Quest Appearances :

R:
Rage Demon :

Race :
Rank :
class :
Resistances :
Vulnerabilities :
Abilities : Type:
Quest Appearances :

Raider Ambusher :

Race :
Rank :
class :
Resistances :
Vulnerabilities :
Abilities : Type:

Raider Reaver :
Posted Image
Race :
Rank :
class :
Resistances :
Vulnerabilities :
Abilities : Type:

Redwater Raider :

Race :
Rank :
class :
Resistances :
Vulnerabilities :
Abilities : Type:
Quest Appearances :

Rathigan :

Race : Dwarf
Rank : Elite Boss
class : Warrior
Resistances :
Vulnerabilities :
Abilities : Type: 2h Warrior, Berserker, Commander
Quest Appearances :
[url=http://dragonage.wikia.com/wiki/Legacy_%28quest%29]Legacy[/url (DLC)

Revanent :

Race :
Rank :
class :
Resistances :
Vulnerabilities :
Abilities : Type:
Quest Appearances :

Edited by SuicidialBaby, 15 August 2011 - 11:58 PM.

#5
S - Z

S:
Saarebas :

Race :
Rank :
class :
Resistances :
Vulnerabilities :
Abilities : Type:
Special Traits :
Quest Appearances :

Senestra the Snake :

Race :
Rank :
class :
Resistances :
Vulnerabilities :
Abilities : Type:
Special Traits :
Quest Appearances :

Ser Agatha :

Race :
Rank :
class :
Resistances :
Vulnerabilities :
Abilities : Type:
Special Traits :
Quest Appearances :

Ser Karras :
Posted Image
Race : Human
Rank : Elite
class : Warrior
Resistances : Immune to Silence
Vulnerabilities : Spirit; Cold
Abilities : Archetype: Templar Commander
Captive Field - a ranged ability AoE that slows its victims while inflicting minor damage over time.
Anti-Magic Aura - Countering the mage threat, the Captain’s resolute leadership increases the magic resistance of fellow templars on the battlefield.
Special Traits : High Armor, Fortitude, and Magic Resistance
Quest Appearances :
Act of Mercy

Ser Mettin :

Race :
Rank :
class :
Resistances :
Vulnerabilities :
Abilities : Type:
Special Traits :
Quest Appearances :

Ser Otto Alrik :
Posted Image
Race : Human
Rank : Elite
class : Warrior
Resistances : Immune to Silence
Vulnerabilities : Spirit; Cold
Abilities : Archetype: Templar Commander
Captive Field - a ranged ability AoE that slows its victims while inflicting minor damage over time.
Anti-Magic Aura - Countering the mage threat, the Captain’s resolute leadership increases the magic resistance of fellow templars on the battlefield.
Special Traits : High Armor, Fortitude, and Magic Resistance
Quest Appearances :
Dissent

Ser Varnell :
Posted Image
Race : Human
Rank : Elite
class : Warrior
Resistances : Immune to Silence
Vulnerabilities : Spirit; Cold
Abilities : Archetype: Templar Commander
Captive Field - a ranged ability AoE that slows its victims while inflicting minor damage over time.
Anti-Magic Aura - Countering the mage threat, the Captain’s resolute leadership increases the magic resistance of fellow templars on the battlefield.
Special Traits : High Armor, Fortitude, and Magic Resistance
Quest Appearances :
Shepherding Wolves
Offered and Lost

Shade :

Race :
Rank :
class :
Resistances :
Vulnerabilities :
Abilities : Type:
Special Traits :
Quest Appearances :

Shadow Assassin :

Race : Demonic
Rank : Elite
class : Rogue
Resistances : Nature
Vulnerabilities : Lightning
Special Traits : Medium attack bonus; Weak armor & health
Abilities : Type: Assassin
Stealth - Invisible movement; duration 10 seconds or first interaction action.
Backstab - extreme amount of damage.
Disengage - Stealth after knocking their enemies back a short distance.

Shadow Warrior :
Posted Image
Race : Demonic
Rank : Elite
class : Warrior
Resistances : Immune to Sleep, Silence, Nature.
Vulnerabilities : Lightning
Special Traits : High Armor and  Fortitude
Abilities : Type: Commander
Grenade : Small AoE, Light Damage, Interrupt, Slow Effect.
Shadow Aura : Healing Aura to all nearby allies.

Sharps Highwaymen
Posted Image
Race : Human
Rank : Critter; Normal; Elite
class : Rogue
Resistances : Raider: Nature; Coterie: Spirit
Vulnerabilities : Raider: Lightning; Coterie: none
Abilities : Archetype: Trooper - Archery

Quest Appearances :
Sharp Little Pinpricks

Ship Captain :

Race :
Rank :
class :
Resistances :
Vulnerabilities :
Abilities : Type:
Special Traits :
Quest Appearances :

Slavers (all types) :

Race :
Rank :
class :
Resistances :
Vulnerabilities :
Abilities : Type:
Special Traits :
Quest Appearances :

Sophie Dryden :

Race :
Rank :
class :
Resistances :
Vulnerabilities :
Abilities : Type:
Special Traits :
Quest Appearances :

Spiders (all types) :

Race :
Rank :
class :
Resistances :
Vulnerabilities :
Abilities : Type:
Special Traits :

Spider (Corrupted Spider) :
Posted Image
Race :  Spider
Rank :  Normal; Elite
class :  Monster
Resistances :  Nature; Immune to Immobile
Vulnerabilities :  Lightning
Abilities : Archetype: Trooper
Special Traits : Weak armor; Medium attack bonus

Spider (Giant Spider) :
Posted Image
Race :  Spider
Rank :  Critter; Normal
class : Monster
Resistances :  Nature; Immune to Immobile
Vulnerabilities :  Lightning
Abilities : Archetype: Trooper
Special Traits : Weak armor; Medium attack bonus

Spider (Monsterous Spider) :

Race :
Rank :
class :
Resistances :
Vulnerabilities :
Abilities : Type:
Special Traits :
Quest Appearances :

Spider (Poisonous Spider) :
Posted Image
Race :  Spider
Rank :  Critter; Normal; Elite
class :  Monster
Resistances :  Nature; Immune to Immobile
Vulnerabilities :  Lightning
Abilities : Archetype: Trooper
Special Traits : Weak armor; Medium attack bonus

Spider (Wasp Spider) :

Race :
Rank :
class :
Resistances :
Vulnerabilities :
Abilities : Type:
Special Traits :
Quest Appearances :

Swindler :

Race :
Rank :
class :
Resistances :
Vulnerabilities :
Abilities : Type:
Special Traits :
Quest Appearances :

T:
Tal-Vasahoth (all type) :

Race :
Rank :
class :
Resistances :
Vulnerabilities :
Abilities : Type:
Special Traits :
Quest Appearances :

Tal-Vasahoth Officer :

Race :
Rank :
class :
Resistances :
Vulnerabilities :
Abilities : Type:
Special Traits :
Quest Appearances :

Tal-Vasahoth Saarebas :

Race :
Rank :
class :
Resistances :
Vulnerabilities :
Abilities : Type:
Special Traits :
Quest Appearances :

Tarohne :

Race :
Rank :
class :
Resistances :
Vulnerabilities :
Abilities : Type:
Special Traits :
Quest Appearances :

Templar (All Types) :

Race :
Rank :
class :
Resistances :
Vulnerabilities :
Abilities : Type:
Special Traits :

Templar Archer :

Race :
Rank :
class :
Resistances :
Vulnerabilities :
Abilities : Type:
Special Traits :

Templar Hunter :

Race :
Rank :
class :
Resistances :
Vulnerabilities :
Abilities : Type:
Special Traits :

Templar Lieutenant :
Posted Image
Race : Human
Rank : Elite
class : Warrior
Resistances : Immune to Silence
Vulnerabilities : Spirit; Cold
Abilities : Archetype: Templar Commander
Captive Field - a ranged ability AoE that slows its victims while inflicting minor damage over time.
Anti-Magic Aura - Countering the mage threat, the Captain’s resolute leadership increases the magic resistance of fellow templars on the battlefield.
Special Traits : High Armor, Fortitude, and Magic Resistance

Tevinter Enchanter :

Race :
Rank :
class :
Resistances :
Vulnerabilities :
Abilities : Type:
Special Traits :
Quest Appearances :

Tevinter Magister :

Race :
Rank :
class :
Resistances :
Vulnerabilities :
Abilities : Type:
Special Traits :
Quest Appearances :

Tevinter Mercenary :

Race :
Rank :
class :
Resistances :
Vulnerabilities :
Abilities : Type:
Special Traits :
Quest Appearances :

Thief Leader :

Race :
Rank :
class :
Resistances :
Vulnerabilities :
Abilities : Type:
Special Traits :
Quest Appearances :

Thrask :
Posted Image
Race :  Human
Rank :  Elite
class :  Warrior
Resistances :  Immortal
Vulnerabilities :  Cold, Spirit
Abilities : Type:
Quest Appearances :

Torpor :

Race :
Rank :
class :
Resistances :
Vulnerabilities :
Abilities : Type:
Special Traits :
Quest Appearances :

U:
Undead :

Race :
Rank :
class :
Resistances :
Vulnerabilities :
Abilities : Type:
Special Traits :
Quest Appearances :

Undercut Thrifter :

Race :
Rank :
class :
Resistances :
Vulnerabilities :
Abilities : Type:
Special Traits :
Quest Appearances :

V:
Vanard :

Race :
Rank :
class :
Resistances :
Vulnerabilities :
Abilities : Type:
Special Traits :
Quest Appearances :

Varian Ilithis :

Race :
Rank :
class :
Resistances :
Vulnerabilities :
Abilities : Type:
Special Traits :
Quest Appearances :

Varric :

Race :
Rank :
class :
Resistances :
Vulnerabilities :
Abilities : Type:
Special Traits :
Quest Appearances :

Varterral :

Race :
Rank :
class :
Resistances :
Vulnerabilities :
Abilities : Type:
Special Traits :
Quest Appearances :

Velasco :

Race :
Rank :
class :
Resistances :
Vulnerabilities :
Abilities : Type:
Special Traits :
Quest Appearances :

Veld :

Race :
Rank :
class :
Resistances :
Vulnerabilities :
Abilities : Type:
Special Traits :
Quest Appearances :

W:
Wilmod :

Race :
Rank :
class :
Resistances :
Vulnerabilities :
Abilities : Type:
Special Traits :
Quest Appearances :

Wryme :

Race :
Rank :
class :
Resistances :
Vulnerabilities :
Abilities : Type:
Special Traits :
Quest Appearances :

X:
Xebenkeck :

Race :
Rank :
class :
Resistances :
Vulnerabilities :
Abilities : Type:
Special Traits :
Quest Appearances :

Y:

Z:
Zevran :

Race :
Rank :
class :
Resistances :
Vulnerabilities :
Abilities : Type:
Special Traits :
Quest Appearances :

Edited by SuicidialBaby, 27 August 2011 - 04:19 PM.

#6
This looks like it'll be exciting.
#7
I think it might be better to say:

Weak to: Cold, Electricity, Nature
Resistant to: Spirit

Rather than just "Resistance type: Arcane Horror". It's much less confusing, and doesn't require anyone to open a new window just to discover what it means.

Other than that I approve of this project. It should also be transferred to the wiki. I'll see if I can get some info together, but I don't think I can get individual pictures.

Also, is it possible to start with the various types of humans? Keeping them all differentiated can be difficult at times. For example... what class in the resistance chart do "Sailors" belong to?
#8
Agreed. IN1's chart has a couple of inaccuracies and I don't believe he'll back back to update it.

This is a hell of an undertaking. I'll help as I can. The wiki does already have a lot of this information though.

Sailors = Raiders. Keeping track of which enemies belong to which category is a PITA, let me tell you....

Also SB, will named bosses be included?

Edited by thendcomes, 01 August 2011 - 07:33 PM.

#9
I was already debating that link to IN1's chart. I think something such as:

Immunities: Spirit
Vulnerabilities: Fire, Lightning

may work better to streamline the visual and reduce search time.

Darchon_:
Each entry will have its name: class: race: and sub-type: as identifiers.

thendcomes:
Yes, all named bosses will have separate entries.

The header will have a listing of all types and instructions so people can simply use the find feature in their browser to locate the entry they are searching for with greater speed than simply scrolling. It will also have the recently posted enemy damage types as a general reference near the top as well. The reference will be alphabetical and every single entry will have an image so there will be no confusion as to which enemy is being described.
#10

thendcomes wrote...

Agreed. IN1's chart has a couple of inaccuracies and I don't believe he'll back back to update it.

This is a hell of an undertaking. I'll help as I can. The wiki does already have a lot of this information though.

Sailors = Raiders. Keeping track of which enemies belong to which category is a PITA, let me tell you....

Also SB, will named bosses be included?


How is this: http://www.imgplace....enemyelemen.jpg

Are there any errors in that copy of the list? I have been meaning to redo it slightly, mainly to add the abomination and organize the list differently. If I can fix any problems (like the issue with the varterral) then that's just bonus
1