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Hunted: The Demon's Forge eGuide Essentials Bestiary

Enemy Resistances and Vulnerabilities

Enemy Resistances and Vulnerabilities

Arctic Arrow Pyre Blast Arcane Burst Primal Rage Wind of Wrath Dash Dragon's Breath Brimstone Sigil of Pain
Name Resistance/ Vulnerability Special Resistance/ Vulnerability Special Resistance/ Vulnerability Special Resistance/ Vulnerability Special Resistance/ Vulnerability Special Resistance/ Vulnerability Special Resistance/ Vulnerability Special Resistance/ Vulnerability Special Resistance/ Vulnerability Special
Annuvin None None None None Resistant None None None None None None None None None None None Resistant None
Arackling Crawler None None None None None None None None None None None None Vulnerable Lightning can arc to and from this enemy None None None None
Archghoul Immune None Immune None Vulnerable Triggers a stagger reaction None None Resistant Immune to tier 1 Wind of Wrath None Immune to the stun
component of this attack
Extra
damage
Lightning doesn't arc to or from this enemy Immune None None None
Blind Dragon None None None None None None None None None None None None None None None None None None
Dread None None Extra damage None Highly resistant None Immune to taunt None None None Extra
damage
Immune to the stun
component of this attack
Vulnerable Lightning can arc to and from this enemy Extra damage None Highly resistant None
Eye of Annuvin Vulnerable Freezing the eye causes it to drop and shatter Resistant None None None None None Immune None None Immune to the stun
component of this attack
Extra
damage
Lightning doesn't arc to or from this enemy None None Immune None
Harridan Immune None Extra damage None Resistant None None None None None Extra
damage
Immune to the stun
component of this attack
Vulnerable Lightning can arc to and from this enemy Extra damage None Resistant None
Infected Wargar Resistant Frozen helms break more easily Resistant None Resistant None None None None None None Immune to the stun
component of this attack
Vulnerable Lightning can arc to and from this enemy Resistant None Resistant None
Juggernaut Elite Immune None None None Vulnerable Triggers a stagger reaction None None Resistant Immune to tier 1 Wind of Wrath None Immune to the stun
component of this attack
Vulnerable Lightning can arc to and from this enemy None None None None
Minotaur
Juggernaut
Immune None None None Vulnerable Triggers a stagger reaction None None Resistant Immune to tier 1 Wind of Wrath None Immune to the stun
component of this attack
Vulnerable Lightning can arc to and from this enemy None None None None
Shadow Crawler None None None None None None None None None None None None Extra
damage
Lightning doesn't arc to or from this enemy None None None None
Skeleton None None None None Highly resistant None Immune to taunt None None None Extra
damage
Immune to the stun
component of this attack
Vulnerable Lightning can arc to and from this enemy None None Highly resistant None
Queen of
Darkness
None None None None None None None None None None None None None None None None None None
Wargar Archer None None Extra damage None None None None None None None None None None Lightning doesn't arc to or from this enemy Extra damage None None None
Wargar
Blastcaster
None None None None None None None None None None None None Extra
damage
Lightning doesn't arc to or from this enemy None None None None
Wargar Guardian Resistant Frozen shields and helms break more easily Resistant Shield blocks damage Vulnerable Extra damage to shields with a chance to destroy None None Vulnerable Pose when levitating causes shield arm to drop Vulnerable If hit when blocking, the victim's shield takes extra damage Vulnerable Lightning can arc to and from this enemy None None None None
Wargar Scorcher None None None None None None None None None None None None Extra
damage
Lightning doesn't arc to or from this enemy None None None None
Wargar Soldier None None None None None None None None None None None None Extra
damage
None None None None None
Wargar
Warrior
Resistant Frozen shields break more easily Resistant Shield blocks damage Vulnerable Extra damage to shields with a chance to destroy None None Vulnerable Pose when levitating causes shield arm to drop Vulnerable If hit when blocking, the victim's shield takes extra damage Vulnerable Lightning can arc to and from this enemy None None None None
Wargar Zealot None Frozen helms break more easily Resistant None None None Immune to taunt None None None Extra
damage
Immune to the stun
component of this attack
Vulnerable Lightning can arc to and from this enemy Resistant None None None

Annuvin

First encountered: Chapter 6

Abilities: Minions, Energy Strikes, Regeneration

Description: In the depths of Kala Moor, the ultimate challenge awaits. Corrupted by the power of Sleg, Annuvin has become a warped version of his former dragon hunter self. Sleg has transformed Annuvin into a giant, raging monster that calls upon magic and minions to defeat you.

Combat tips: Annuvin regenerates quickly, as he draws power from the very magical foundation around him. You must drop the pillars around Annuvin one by one to inflict continuous damage; otherwise, he simply regains health faster than you can supply damage. See the walkthrough for Chapter 6, "Kala Moor," for complete details on the battle against Annuvin.

Resistances: Arcane Burst (-15%), Sigil of Pain (-15%)

Vulnerability: None

Arackling Crawler

Threat level: Low

First encountered: Prologue

Abilities: Leap, Quickness

Description: The result of an ill-conceived attempt to magically cross spiders and dogs, Arackling Crawlers travel in packs, rushing forward to overwhelm prey with superior numbers. Their vulnerability to Dragon's Breath suggests that electricity may have been involved in their creation.

Combat tips: Unless you are a superior sharpshooter, it's difficult to line up ranged attacks on the scurrying Aracklings. Better to whack them with melee blows in tight, and always remember to block a leaping Arackling with your shield.

Resistance: None

Vulnerability: Dragon's Breath

Archghoul

Threat level: High

First encountered: Chapter 4

Abilities: Blood Magic Shield, Firebolt

Description: The most horrifying weapon ever wielded in war, these demons are said to be spawned by an evil greater than any known today. Their vile blood magic makes them nearly invulnerable, but their dependency on it may be a weakness as well.

Combat tips: You cannot harm an Archghoul when it has its defensive Blood Magic Shield up. Instead, aim for the dangling human bodies surrounding the shield from which the demon draws its power. Each body explodes with a single hit; slay them all and the Blood Magic Shield drops temporarily and you can inflict damage on the Archghoul. See the walkthrough for Chapter 4, "The City of Llyr," for complete details on the battle against the Archghoul.

Resistance: Arctic Arrow (immune), Ice Weapons (immune), Pyre Blast (immune), Brimstone (immune), Wind of Wrath (immune to tier 1)

Vulnerability: Dragon's Breath (+20%)

Blind Dragon

Threat level: High

First encountered: Chapter 5

Abilities: Dragon's Breath

Description: These once-majestic creatures have been twisted and perverted by the Architects of War. The latest of these Architects, Annuvin, has defiled the magnificent dragons by gouging their eyes from their skulls, leaving them insane with rage. Being incredibly resilient, even blinded they are a force to be reckoned with.

Combat tips: The only sensible way to take on a dragon is with a big, big weapon. Fortunately, you have two ballistae near the dragon that can deal 400 percent more damage per blow than a standard heavy attack. Alternate between each ballista; when the dragon focuses its attention on you, disengage from the current ballista and race over to the other one to launch an attack or two, before repeating the process. See the walkthrough for Chapter 5, "The Walls of Kala Moor," for complete details on the battle against the Blind Dragon.

Resistance: None

Vulnerability: Ballista (see Combat Tips)

Dread

Threat level: Moderate

First encountered: Chapter 1

Abilities: Dual Wielding

Description: The cry of the Dread freezes the blood of even the most hardened adventurers. Few who have heard the cry have lived to tell of it, and the advice of survivors is to run. Two axes make these skeletons twice as deadly as others of their kind. Burn it with Brimstone or Pyre Blast, and avoid arcane magic.

Combat tips: If you don't have fire, trade off attacks between Caddoc and E'lara to prevent the Dread from ganging up on one and eliminating the hero quickly.

Resistance: Arcane Burst, Sigil of Pain

Vulnerability: Brimstone, Dash, Pyre Blast

Eye of Annuvin

Threat level: Moderate

First encountered: Chapter 5

Abilities: Whiteout Stun

Description: Mysterious, floating eyes that have been seen recently throughout the land, believed to be scouts or spies for a great evil. In close quarters, the eye's gaze can stun its attacker, leaving them vulnerable. Generally, an Eye of Annuvin should be top priority if you have to cross an area that it's guarding.

Combat tips: Wind of Wrath has no effect on the floating eye, and since they don't seem to feel pain, Sigil of Pain spells are likewise useless. The best policy is to take them out from a distance, before they can get in close or call for reinforcements.

Resistance: Pyre Blast, Wind of Wrath (immune), Dash, Sigil of Pain (immune)

Vulnerability: Arctic Arrow, Dragon's Breath

Harridan

Threat level: High

First encountered: Chapter 3

Abilities: Deadly Totems, Teleportation

Description: Once peasant women, their bodies and souls have now been sacrificed to evil. The transformation required them to ritually sever their own heads, and they now live only to cause pain. With powerful dark magic at their command, they do their job well.

Combat tips: Although they are resistant to many disciplines of magic, fire does cause them pain. Rely on Brimstone and Pyre Blast whenever possible as you dance around to avoid the quickly moving and teleporting Harridan. The witches' totems bombard you if left unchecked; while in motion, whenever a totem comes into your sights, shatter it with a few well-targeted arrows or a hefty swing as you run by. See the walkthrough for Chapter 3, "The Wilds of Govad," for complete details on the battle against Harridan.

Resistance: Arctic Arrow (immune), Ice Weapons (immune), Sigil of Pain (-50%), Arcane Weapons (-50%), Arcane Burst (-35%)

Vulnerability: Dash (+150%), Brimstone (+40%), Pyre Blast (+20%)

Infected Wargar

Threat level: Moderate

First encountered: Chapter 1

Abilities: Firebolts, Teleportation

Description: Infected Wargar have been twisted by dark magics into creatures far more hideous and powerful than their normal brethren. Dangerous and tough, they are difficult to stun even with a direct Dash attack. With their ability to teleport, the best course of action is to attack from a distance.

Combat tips: As soon as the Infected Wargar disappears in a puff of red smoke, scan the area for its reappearance. You don't want this thing shooting at your back, and as it reappears, you may get off a shot or two before it turns its attention on you. See the walkthrough for Chapter 1, "Town of Dyfed," for complete details on the battle against the Infected Wargar.

Resistance: Arctic Arrow (-90%), Arcane Burst (-30%), Brimstone (-30%), Pyre Blast (-30%), Sigil of Pain (-30%), Dash (immune to stun effect)

Vulnerability: Dragon's Breath

Juggernaut Elite

Threat level: Moderate

First encountered: Chapter 4

Abilities: Charge, Heavy Armor

Description: Heavily armored, these Juggernauts are tougher and stronger than their subordinates..and even less merciful. You don't want to get into melee with them unless you're in a confined area and have no choice.

Combat tips: Switch to Arcane Burst and stagger a Juggernaut Elite with each arrow hit. This helps slow down the beast and get off more shots, especially with a fast bow. With enough mana, you can down a Juggernaut Elite with Arcane Burst arrows, but if you can't beat it at range, keep on the move while Caddoc and E'lara trade blows against the armored hide. If you can split its focus, it should open up enough time for the partners to deal lethal damage.

Resistance: Arctic Arrow (immune), Dash (immune to stun), Wind of Wrath (immune to tier 1)

Vulnerability: Arcane Burst, Dragon's Breath

Minotaur Juggernaut

Threat level: Moderate

First encountered: Chapter 3

Abilities: Charge

Description: The Minotaur Juggernauts are brutal and merciless bull-like creatures, with no ties or relations to any of the other civilized races. Fond of charging their prey, they are dominant on the battlefield against all but the most skilled combatants. It has been said that arcane magic is their only bane.

Combat tips: Avoid trading blows in melee with this beast. Better to switch to Arcane Burst at range and drop it with four or five shots. And when we say ranged, we mean very far back, so you can avoid the Minotaur's devastating charge. Arcane Burst produces a stagger effect, which helps keep the Minotaur at bay, and Dragon's Breath can arc from it to multiple targets, thus inflicting greater damage in a mass battle.

Resistance: Arctic Arrow (immune), Dash (immune to stun), Wind of Wrath (immune to tier 1)

Vulnerability: Arcane Burst, Dragon's Breath

Shadow Crawler

Threat level: Low

First encountered: Chapter 2

Abilities: Leap, Quickness

Description: Shadow Crawlers descended from Arackling Crawlers, and they lurk in the deep, dark corners of the forgotten places of the world. While they tend to shun the light, in the dark they fear nothing. A ready shield is your best defense against their leaping attack.

Combat tips: Keep that shield at the ready to deflecting a leaping Shadow Crawler. As with the Aracklings, these beasties move very quickly and are hard to pin down with a bow. Switch to melee to swat them aside, and get ready to pop a Health Vial when they start to swarm.

Resistance: None

Vulnerability: Dragon's Breath

Skeleton

Threat level: Low

First encountered: Prologue

Abilities: Ranged Crossbow

Description: Most Skeletons are melee fighters, though some use crossbows to pelt you with ranged bolts, and all can rise up from the ground and surprise you if you aren't on your guard. They are generally found near battlefields and in dungeon depths.

Combat tips: Avoid arcane magic, such as Arcane Burst and Sigil of Pain; Skeletons are highly resistant to that damage type. Instead, rely on Dash and Dragon's Breath, which tend to shatter bones quicker than standard attacks.

Resistance: Arcane Burst, Primal Rage (immune to taunt), Sigil of Pain

Vulnerability: Dash, Dragon's Breath

Queen of Darkness

Threat level: High

First encountered: Chapter 2

Abilities: Overwhelm

Description: Who isn't afraid of bugs, especially the uberimmense kind? Caddoc's worst nightmare comes true when the pair find themselves in the lair of the Queen of Darkness, a really giant spider. Bows and swords aren't going to be very useful.

Combat tips: Run! The only possibility for survival is to sprint out of the catacombs as they collapse around you. If you can reach the ballista, and if you have very good aim, you might live to hate spiders worse than before. See the walkthrough for Chapter 2, "Dungeon of Dyfed," for complete details on the battle against the Queen of Darkness.

Resistance: None

Vulnerability: None

Wargar Archer

Threat level: Low

First encountered: Chapter 1

Ability: Ranged Attack

Description: Archers would much prefer to stay back rather than engage in close combat. They're even more cowardly than the average Wargar, and while they are highly susceptible to fire attacks, they don't carry enough metal to allow electrical attacks to arc between them.

Combat tips: E'lara can outduel these ranged attackers in a battle of arrows, especially if she adds a little fire to her arrow tips. Seek cover when barraged by arrows until you can pinpoint and pick off each Wargar Archer one by one.

Resistance: Dragon's Breath

Vulnerability: Brimstone, Pyre Blast

Wargar Blastcaster

Threat level: Low

First encountered: Chapter 2

Abilities: Explosive Arrows

Description: Whether it's magic or alchemy that causes these Wargar's arrows to explode seconds after they land, no one can say for sure. Either way, the effects are lethal, and even the best cover doesn't always offer adequate protection.

Combat tips: You can't rely on cover to beat a Wargar Blastcaster; you have to out-damage them. Don't waste precious seconds at the start of a battle seeking for the perfect spot. Take aim on the Blastcasters with arrows or magic and hit them fast and hard to keep them off balance.

Resistance: None

Vulnerability: Dragon's Breath

Wargar Guardian

Threat level: Low

First encountered: Chapter 1

Abilities: Heavy Armor, Shield

Description: Wargar Guardians are far tougher than their unarmored kin. Arrows won't stop them, and even the mighty sword is barely effective as long as they still have their shields in place.

Combat tips: Use Arctic Arrow, Arcane Burst, and Dash to destroy their shields, or Caddoc can levitate them with Wind of Wrath and E'lara can land heavy damage when the Guardians' shield arms drop.

Resistance: Arctic Arrow, Pyre Blast

Vulnerability: Arcane Burst, Dash, Wind of Wrath

Wargar Scorcher

Threat level: Moderate

First encountered: Chapter 1

Abilities: Lethal Arrows

Description: These deadly sharpshooters pepper the battlefield with lethal fire arrows. If they're targeting you, stay behind cover and hope your partner kills them.

Combat tips: If you have to take out the Scorcher yourself, rely on Dragon's Breath or a well-placed Arctic Arrow to slow it down.

Resistance: None

Vulnerability: Dragon's Breath

Wargar Soldier

Threat level: Low

First encountered: Chapter 1

Abilities: Melee

Description: Wargar Soldiers are the weakest form of the Wargar and can frequently be confused with their Warrior brethren. They generally fall to a single hit or two, and if they don't have backup, feel free to charge in and do some damage.

Combat tips: Soldiers take extra damage from Dragon's Breath, but why waste magic when a good blade or arrow will do? They aren't resistant to anything, so it's your choice for how to eliminate mass droves of these enemies.

Resistance: None

Vulnerability: Dragon's Breath

Wargar Warrior

Threat level: Low

First encountered: Chapter 1

Abilities: Melee or Ranged Weapons

Description: Wargar Warriors are more dangerous, better equipped, and smarter than other Wargar. They're also braver, do not panic easily, and can maintain their composure, even when on fire. Arcane Burst and freezing spells can help shatter their shields, which makes them more vulnerable.

Combat tips: You don't want to break out the Arctic Arrow unless you aim for a Warrior's shield, though a healthy dose of Dragon's Breath will arc between Wargar Warriors and damage multiple foes with a single blast.

Resistance: Arctic Arrow, Pyre Blast

Vulnerability: Arcane Burst, Dash, Dragon's Breath, Wind of Wrath

Wargar Zealot

Threat level: Low

First encountered: Chapter 2

Abilities: Dual Wield

Description: They are vicious and furious fighters. Once they set their sights on a target, there's no shaking them, and it is kill or be killed. They're too fierce to succumb to most attacks, so be prepared to take damage. However, they are vulnerable to fast dashing attacks.

Combat tips: Caddoc can hammer Zealots with his Dash attack, as long as he doesn't get caught in the middle of a group of Zealots hell-bent on slicing him to pieces. E'lara should stay back and seek cover; better to use her arrows and switch to Dragon's Breath if they get in close.

Resistance: Pyre Blast, Primal Rage (immune to taunt), Brimstone

Vulnerability: Dash, Dragon's Breath