History DemonicSpiders / RoleplayingGames

23rd Apr '16 2:55:24 AM Gadjiltron
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*** ''Legends of the Titan'' adds the Muskoid, a variant that can ''petrify'' a single party member, rendering them effectively dead unless cured quickly. But if it is at less than full health, the petrifying attack can ''hit the entire party''.



** While the series' notorious F.O.E.s are generally regarded as an example of BossInMookClothing, at least one can make a decent case for this trope. There's a type of bird FOE in the final stratum of the first game, known as "Macabre" in the original and "Depth Dancer" in the remake, and you will loathe them. They spawn randomly from the walls in a large room full of damage floors, barreling towards you at high speeds- and, making matters worse, in the original they will ''always'' back-attack you. They resist most types of damage, summon GoddamnBats with an instant-death attack, deal heavy damage to the entire party with a blind effect, and there is a very high possibility of a second one catching you while you're still trying to kill the first one. Even at very high levels, your ability to survive areas infested with them is often entirely dependent on whether you can avoid them in the first place.

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*** The BonusDungeon takes this to the next level with the Hollow Magus, which has a skill that grants a significant power boost to another enemy in exchange for doing single digits' worth of damage to them. This becomes problematic when combined with Muskoids (detailed above), or when it awakens a sleeping Red Lion which will do massive damage to the party. Naturally, the instinctive response is to kill the Hollow Magus quickly, but like its predecessors it has incredible evasion unless its legs are bound...
** While the series' notorious F.O.E.s are generally regarded as an example of BossInMookClothing, at least one can make a decent case for this trope. There's a type of bird FOE in the final stratum of the first game, known as "Macabre" in the original and "Depth Dancer" in the remake, and you will loathe them. They spawn randomly from the walls in a large room full of damage floors, barreling towards you at high speeds- and, making matters worse, in the original they will ''always'' back-attack you. They resist most types of damage, summon GoddamnBats with an instant-death attack, deal heavy damage to the entire party with a blind effect, and there is a very high possibility of a second one catching you while you're still trying to kill the first one. Even at very high levels, your ability to survive areas infested with them is often entirely dependent on whether you can avoid them in the first place. Most of the final floor in the remake consists of incredibly wide corridors where these birds can spawn, forcing you to dodge around them ''and other F.O.E.s'' in the area.



** On the subject of ''Battle Network'', the second and third games feature Scuttles, which are practically [[NinjaPirateZombieRobot demonic armored elementally-aligned deathray-shooting robotic spider viruses]]. It's not until the third game that they start being a problem. The green ones sprout vines that move across the field and crush you ForMassiveDamage, requiring obscene amounts of ButtonMashing to get out of, all the while [[GoddamnedBats holding you still so the others can murder you]]; the blue ones spit guard-breaking ice cubes that clog up the field FAST; the red ones shoot fire towers insanely easy to faceplant into dodging everything else; and the yellow ones call down lightning with completely unexpected timing, which are also easy to faceplant into if dodging too fast. Oh, and the white and [[KingMook black]] ones shoot DEATH RAYS OF DOOM. And they have stronger auras. The event battle required to obtain their Virus Chip to summon one, which many players newly visiting the BonusDungeon will accidentally run into, will kick your sorry ass back to the surface. Oh, and they become a random encounter in the final area of the BonusDungeon. IN GROUPS. Beware.
%%** The Scuttlest viruses, which only appear in early game {{Bonus Dungeon}}s. They start combat with a BattleAura that requires a single hit dealing 100 (or 200, for the stronger ones) damage or more to take down, come in groups of three, and have homing attacks that deal 200 damage apiece. To make things worse, you ''will'' encounter one that can hit the [[ElementalRockPaperScissors elemental weakness]] of the style you are currently using, and they come in groups of 2-3. What sets them apart in the third game are the random holy panels dotting both fields, doubling their defensive abilities if you're unlucky.

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** On the subject of ''Battle Network'', the second and third games feature Scuttles, which are practically [[NinjaPirateZombieRobot demonic armored elementally-aligned deathray-shooting robotic spider viruses]]. It's not until the third game that they start being a problem. The green ones sprout vines that move across the field and crush you ForMassiveDamage, requiring obscene amounts of ButtonMashing to get out of, all the while [[GoddamnedBats holding you still so the others can murder you]]; the blue ones spit guard-breaking ice cubes that clog up the field FAST; the red ones shoot fire towers insanely easy to faceplant into dodging everything else; and the yellow ones call down lightning with completely unexpected timing, which are also easy to faceplant into if dodging too fast. Oh, and the white and [[KingMook black]] ones shoot DEATH RAYS OF DOOM. And they have stronger auras. The event battle required to obtain their Virus Chip to summon one, which many players newly visiting the BonusDungeon will accidentally run into, will kick your sorry ass back to the surface. Oh, and they become a random encounter in the final area of the BonusDungeon.BonusDungeon, complete with infuriating terrain. IN GROUPS. Beware.
%%** The Scuttlest viruses, which only appear in early game {{Bonus Dungeon}}s. They start combat with a BattleAura that requires a single hit dealing 100 (or 200, for the stronger ones) damage or more to take down, come in groups of three, and have homing attacks that deal 200 damage apiece. To make things worse, you ''will'' encounter one that can hit the [[ElementalRockPaperScissors elemental weakness]] of the style you are currently using, and they come in groups of 2-3. What sets them apart in the third game are the random holy panels dotting both fields, doubling their defensive abilities if you're unlucky.
Beware.



** Swordies get [[{{Nerf}} kicked a fair bit down the totem pole]] in later games (though they're still not to be taken lightly). Also, in ''4'', the [=UnderNet=] is infested with ''actual spiders'' that invade your area, not only forcing you to dance around (you have a [[AwesomeButImpractical Slasher]], right?) and put you in the line of fire of everything else, but also covering your section with sticky webs that will catch and hold you for a few seconds, which will spell death in the worst sections.
** Dominerds can be this when accompained by other viruses, especially in Battle Network 5's liberation missions, where you have to fight a time limit to clear the enemies. Some high-level Dominerds pack Geddon-chips, which will crack all field panels. They won't suffer from this. You will.

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** Swordies get [[{{Nerf}} kicked a fair bit down the totem pole]] in later games (though games, though they're still not to be taken lightly). lightly. They can quickly approach the front of your field to attack with swords of varying ranges, and some even carry Area Grabs in case you had the idea of camping at the back where they can't reach you. Their samurai counterparts - the Zomon from Battle Network 5 - behave similarly.
**
Also, in ''4'', the [=UnderNet=] is infested with ''actual spiders'' that invade your area, not only forcing you to dance around (you have a [[AwesomeButImpractical Slasher]], right?) and put you in the line of fire of everything else, but also covering your section with sticky webs that will catch and hold you for a few seconds, which will spell death in the worst sections.
** Dominerds can be this when accompained by other viruses, especially in Battle Network 5's liberation missions, where you have to fight a time limit to clear the enemies. They are very resistant to damage, either taking 1 or 0 (depending on game) unless it's from a breaking attack or when they are attempting to attack. Some high-level Dominerds pack Geddon-chips, which will crack all field panels. They won't suffer from this. You will. Even stronger versions of them like to turn invisible to protect 1 other random virus, blocking an attack at the worst possible moment.



** Protectos in the second game and Numbers in the third are defensive puzzle-viruses in the BonusDungeon of each game that will ''punish'' you if you fail to solve them properly (hitting the wrong Number even with the Mega Buster will result in that Number using ''ERR+DEL'', which strikes Mega with a lightning bolt that deals ''[[OneHitKill 1000 Elec damage]]''). Protectos even have you ''on a timer'' -- you must destroy them before they hit 0 or catch a massive explosion with your face.

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** Protectos in the second game and Numbers in the third are defensive puzzle-viruses [[PuzzleBoss puzzle-viruses]] in the BonusDungeon of each game that will ''punish'' you if you fail to solve them properly (hitting the wrong Number even with the Mega Buster will result in that Number using ''ERR+DEL'', which strikes Mega with a lightning bolt that deals ''[[OneHitKill 1000 Elec damage]]''). Protectos even have you ''on a timer'' -- you must destroy them before they hit 0 or catch a massive explosion with your face. Multi-hit attacks also don't work unless they're time-stopping - you ''have'' to defeat them in one hit.



%%** [=DarkMech=] viruses in the sixth game. They can shoot out a homing ball of lightning, and while it's rather weak, it stuns you and as soon as it connects the [=DarkMech=] will teleport to you and slash you, which does a lot of damage. What makes them particularly dangerous is that it doesn't have to be ''their'' attack that stuns you; if another virus has an attack that stuns, the [=DarkMech=] can follow up after it connects.
12th Apr '16 11:20:48 AM superkeijikun
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*** Remember Deathclaws? They're still around, and they come in a variety of deadly forms, one of the most frightening of which being the "Chameleon Deathclaw", that can blend in with their enviornment, making them practically invisible until you're practically tripping over them and getting your face ripped off right afterwards. [[ParanoiaFuel Once you encounter them, you'll remain on guard for the rest of your playthrough]].
14th Mar '16 9:33:00 PM SirVancelot131
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** Almost everything in the last 30 floors of the Pit of 100 Trials. The first ones you'll encounter are the Badge Bandits, whose attacks are hard to guard against and, as their name suggests, ''they can steal your badges.'' Later, you face Wizzerds, more powerful versions of the Dark Wizzerd enemy from the Palace of Shadow. It gets even worse near the bottom, with Spunia, the aforementioned Piranha Plants, Arantulas, and Dark Bristles, which are very difficult to hit without getting hurt and have a whopping 4 defense! On the lowest levels, you'd run into Amayzee Dayzees, Poison Puffs (with the ability to store up poison, surrounding them in a cloud of unapproachability and allowing them to do a breath attack for 10 damage and chance of poisoning), Swampires (with and the ability to drain your HP), Bob-ulks (which would charge up before unleashing a self-destruct attack so that they'd be up to 16 by the time they hit--including a defense boost almost immediately in the sequence.), and the absolute worst, ''Elite'' Wizzerds--12 HP, 7 attack (8 with beam), '''5 defense''', and the full complement of buffs. And for some reason, they tended to appear in groups of four or five. 5 {{Elite Mook}}s at once practically [[BossInMookClothing amounts to a boss battle.]]

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** Almost everything in the last 30 floors of the Pit of 100 Trials. The first ones you'll encounter are the Badge Bandits, whose attacks are hard to guard against and, as their name suggests, ''they can steal your badges.'' Later, you face Wizzerds, more powerful versions of the Dark Wizzerd enemy from the Palace of Shadow. It gets even worse near the bottom, with Spunia, the aforementioned Piranha Plants, Arantulas, and Dark Bristles, which are very difficult to hit without getting hurt and have a whopping 4 defense! On the lowest levels, you'd run into Amayzee Amazy Dayzees, Poison Puffs (with the ability to store up poison, surrounding them in a cloud of unapproachability and allowing them to do a breath attack for 10 damage and chance of poisoning), Swampires (with and the ability to drain your HP), HP and replenish their HP, which is at an absurdly-high 20), Bob-ulks (which would charge up before unleashing a self-destruct attack so that they'd be up to 16 by the time they hit--including a defense boost almost immediately in the sequence.), and the absolute worst, ''Elite'' Wizzerds--12 HP, 7 attack (8 with beam), '''5 defense''', and the full complement of buffs. And for some reason, they tended to appear in groups of four or five. 5 {{Elite Mook}}s at once practically [[BossInMookClothing amounts to a boss battle.]]]] The only saving grace is you no longer need the Spike Shield to jump on any enemies.
26th Feb '16 11:55:21 PM thatmadork
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** Most enemies in ''VideoGame/{{Fallout 4}}'' [[TookALevelInBadass taken a level in badass]], but there are some new ones which certainly qualify:
*** Super Mutant Suiciders are a kind of Super Mutant who will basically run up to you and attempt to high-five you with a Mini-Nuke. They're a bit tougher and faster than the standard Mutant and if they reach you it's pretty much a guarantee that you won't survive the blast, even in power armour. You ''can'' try to blast the nuke in their hand which will cause them to explode... but in doing so lose the chance to loot the valuable Mini-Nuke off their body, and due to how the system works, it's death and any collateral damage don't qualify as player kills and don't award any XP. [[HaveANiceDeath To add insult to injury, there's an achievement for being killed by one]].
*** Assaultrons are a new kind of robot which can run as fast as Deathclaws in ''3'', can dodge bullets and block attacks, are extremely durable, and can punch you extremely hard in melee and fire EyeBeams which can quickly deplete your HP (though this attack is mercifully easy to dodge). Then there's the Assaultron Dominator, which adds stealth and bladed arms with insane damage and reach - it can kill you in two hits when you're wearing a full set of modded combat armour. Oh, and they're immune to headshots.
*** Remember the [[VideoGame/{{Fallout 3}} Children of Atom]]? They're back as gangs of psychotic cultists who worship irradiated mutants and kill people with guns that deal massive amounts of radiation damage, lowering your maximum health and normal health restore items don't cut it, only Rad-Away can help. If you plan ahead and bring a hazmat suit, they'll pull out backup weapons which can rip through the unarmoured suit with no trouble.
*** Some of the higher ranking Raiders will actually have ''bootlegged versions of power armour'', though these suits are thankfully inferior to the suits you'll be wearing. Some of them also pack Fat Mans and regular missile launchers - they will see you before you see them, and most of the time your first indication that they're there is the tell-tale whistle of a nuke flying towards you, by which point it's too late. If you're not wearing power armour, it's a OneHitKill. This will lead you dying over and over while you try to find where they are and bring them down first.
*** If you make enemies of the Brotherhood of Steel, you can expect to encounter Vertibirds an awful lot [[spoiler:until you destroy the Prydwen]], which are resistant to small-arms fire and rain mini-gun fire down on you, and most infuriatingly seem to be much smarter fighting you than fighting [=NPCs=]. Oh, and when you do bring them down, they go out giving you a big middle finger by crashing on your head and exploding.
26th Feb '16 11:52:56 AM sageoftruth
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** There is also the "Fire Giants" which you encounter early to mid-way in the game. You must use hit-and-run tactics on them, because one hit from its club paralyzes you, freeing him to repeatedly attack your only melee character until he's dead. If you cure his paralysis with an item, he'll just get hit again before he can retreat. Enemy blocking is random, so one randomly blocked attack can leave you vulnerable to this attack.
29th Jan '16 10:23:29 AM Kecleon2
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* The VideoGame/{{Fallout}} series has at least one enemy in each game that is guaranteed to lay a smackdown on your post-apocalypse scavenger ass. Deathclaws are the most well known of these radioactive abominations: in 1 and 2, they were ''merely'' superhumanly fast, brutish, and damaging. In 3, though, they gain some fantastically cheap moves, including the ability to leap from normal maximum effective shotgun range to into melee within a split second, while taking more punishment than a Super Mutant to kill. They can also take out a character with full health and the best non-power armor in a couple of swings. Best of all, they can be encountered in ''packs''. The reason for this is cheap, though. The Deathclaw's attacks bypass DR and deal full damage to the player every time. However, if you can kill a Deathclaw, you can make a melee weapon which does the exact same thing-- by mounting its claw to a glove on your hand. Sneak attacks and the Dart Gun-- a weak weapon that cripples targets' legs so they go slower and can't perform "leaping" type attacks-- are very useful for taking them out. With Better Criticals, you can kill one in 2-4 shots from Lincoln's Repeater, fewer if you use more powerful things like Fat Man or the like.
** In VideoGame/FalloutNewVegas, Deathclaws take advantage of the new Damage Threshold system to take MadeOfIron to a new level. As in, using the anti-materiel rifle with AP rounds ''on a sneak critical'' (something that would gib practically anything else) knocks off maybe half their health. [[CurbStompBattle God help you if you wander into the Deathclaw Promontory or Quarry Junction]] [[BeefGate at a low level.]] Oh, and the Dart Gun that you were so very used to in ''3''? Tough luck, because it doesn't appear at all in this game, since the guys at Obsidian thought it was too much of a GameBreaker to be used in ''New Vegas'' and decided to exclude it from that game. [[SarcasmMode Happy days...]]
*** Fortunately, if you can cripple the Deathclaw's leg, it can be easy enough to, literally, keep out of arm's reach, as long as there isn't more than one coming at you, all you need to do against a crippled Deathclaw is keep your distance while shooting, and hope you don't have your back to a wall...
** In VideoGame/{{Fallout 3}}, what you really need to watch out for are the Albino Radscorpions and Super Mutant Overlords of the ''Broken Steel'' expansion. The Albino Radscorpions are 1.5 times as large as the 2nd largest Radscorpions, have as much health as a Super Mutant Behemoth, and are random encounters in groups of 1-3. Overlords spawn anywhere with Super Mutants, carry Laser Shotguns which punch straight through power armour due to a hax effect that does unblockable 40 HP damage when used on the player. The shotgun fires 3 beams. Either that, or it comes with a Gatling Laser or a Super Sledge. Its health is a touch less than a Behemoth, but has higher endurance, and unlike the finite Behemoths, Overlords respawn. If you have the Chinese Stealth Armor and Silent Running perk, the easiest way to get rid of Overlords is to sneak behind them and drop a grenade or mine in their pants (by reverse-pickpocketing them to their inventory). This should kill them without fail.
** Feral Ghoul Reavers from the same game share none of the weaknesses of the Overlords and Deathclaws and share the "may spawn whenever enemies of the same type may spawn". Dart guns only prevent their leap attack and cut their terrifying movement speed to 75% while not stopping them from hitting you VERY hard. They have insane perception that they will see you without fail even with 100 sneak, silent running perk, and Chinese Stealth Armor, making sneak attacks on them nigh impossible; they lack any weapons to shoot off, manage to have a deadly-accurate ranged AOE attack other Feral Ghouls lack, and share the 1200+ HP and 10 Endurance that Overlords have. For icing on the cake, Reavers can get bugged in mid-fight, turning them invincible for some time; that is, unless you start shooting at their legs during their "bugged-out" phase, and therefore thankfully bypassing their invincibility period.
*** Of the three, only the Super Mutant Overlords give any loot worthy of the ammo expended to kill them. The other 2 give a few hundred bottlecaps at most.
*** On a lesser scale, ''BS'' also has the Hellfire Troopers, who have advanced fire-resistant power armor and wield the deadly Heavy Incinerator, a very accurate long-range fireball thrower.
** ''The Pitt'' ExpansionPack features Trogs as a replacement for Super Mutants. In practice, they more closely resemble weaker Deathclaws. Unfortunately for the player, they tend to come in packs of eight or more at times, and a higher-level player will encounter Trog Savages, which are every bit as strong as ''actual'' Deathclaws. To add further insult to injury, you can't bring in your PoweredArmor or FrickinLaserBeams, so higher-level players are going to end up with a much tougher time.
** Shielded aliens in ''Mothership Zeta'', especially the ones with Disintegrators, can become demonic spiders at higher levels, as their damage resistance and numbers increase as you level up.

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* ''VideoGame/{{Fallout}}'':
** ''VideoGame/{{Fallout 2}}'':
***
The VideoGame/{{Fallout}} series has at least one enemy in each game that is guaranteed to lay a smackdown on Enclave patrol random encounters. Seriously, just load your post-apocalypse scavenger ass. Deathclaws are the most well known of these radioactive abominations: in 1 and 2, they were ''merely'' superhumanly fast, brutish, and damaging. In 3, though, they gain some fantastically cheap moves, including the ability to leap from normal maximum effective shotgun range to into melee within a split second, while taking more punishment than a Super Mutant to kill. quicksave. They can also take out a kill you in an instant.
*** The Bounty Hunters. They are probably as bad as Deathclaws, or worse. Why? Because if your
character with full health and is a child killer or just too damn evil, these guys attack you. Until the best non-power armor in a couple of swings. Best of all, end game, they can be encountered ALWAYS outgun you, using weapons you are only going to see somewhere further in ''packs''. The reason for this is cheap, though. The Deathclaw's attacks bypass DR the game. They also always outnumber you. This only gets worse as the game advances, and deal full damage to the player every time. However, if one you can kill a Deathclaw, you can make a melee weapon which does the exact same thing-- by mounting its claw to a glove on drops your hand. Sneak attacks and the Dart Gun-- a weak weapon that cripples targets' legs karma further, so they go slower and can't perform "leaping" type attacks-- are very useful for taking them out. With Better Criticals, you can kill one in 2-4 shots from Lincoln's Repeater, fewer if you use even more powerful things like Fat Man or the like.
** In VideoGame/FalloutNewVegas, Deathclaws take advantage
(relative to your level) mercs come after you next time if you happen to be on one of the new Damage Threshold system to take MadeOfIron to a new level. As in, using karma "borders" the anti-materiel rifle with AP rounds ''on a sneak critical'' (something that would gib practically anything else) knocks off maybe half their health. [[CurbStompBattle God help you if you wander into the Deathclaw Promontory or Quarry Junction]] [[BeefGate game seems to use for these encounters.
*** The Wanamingos are quite deadly foes, and you're likely to encounter them
at a fairly low level.]] Oh, level as they're inside a mine in one of the early cities, and one of the Dart Gun quests demands that you were so very used go down there. And then you may be unfortunate enough to in ''3''? Tough luck, because it take the wrong entrance to the Redding mine, and encounter the "boss" wanamingo first. It doesn't appear at all in this game, since the guys at Obsidian thought it was too much of a GameBreaker to be used in ''New Vegas'' and decided to exclude it from help that game. [[SarcasmMode Happy days...]]
*** Fortunately, if you can cripple the Deathclaw's leg, it can be easy enough to, literally, keep
it's hard to figure out of arm's reach, as long as there isn't more than one coming at you, all you need to do against a crippled Deathclaw is keep your distance while shooting, and hope you don't have your back to a wall...
** In VideoGame/{{Fallout 3}},
what you really need to watch out for are the Albino Radscorpions and Super Mutant Overlords parts of the ''Broken Steel'' expansion. The Albino Radscorpions are 1.5 times as large as the 2nd largest Radscorpions, have as much health as a Super Mutant Behemoth, and are random encounters in groups of 1-3. Overlords spawn anywhere with Super Mutants, carry Laser Shotguns which punch straight through power armour due to a hax effect that does unblockable 40 HP damage when used on the player. The shotgun fires 3 beams. Either that, or it comes with a Gatling Laser or a Super Sledge. Its health is a touch less than a Behemoth, but has higher endurance, and unlike the finite Behemoths, Overlords respawn. If you have the Chinese Stealth Armor and Silent Running perk, the easiest way to get rid of Overlords is to sneak behind them and drop a grenade or mine in their pants (by reverse-pickpocketing them anatomy are comparable to their inventory). This should kill them without fail.
** Feral Ghoul Reavers from the same game share none
those of the weaknesses of the Overlords and Deathclaws and share the "may spawn whenever enemies of the same type may spawn". Dart guns only prevent their leap attack and cut their terrifying movement speed humanoids. Not to 75% while not stopping them from hitting you VERY hard. They have insane perception mention that they will see you without fail even with 100 sneak, silent running perk, and Chinese Stealth Armor, making sneak attacks on them nigh impossible; they lack any some weapons to shoot off, manage to have a deadly-accurate ranged AOE attack other Feral Ghouls lack, and share the 1200+ HP and 10 Endurance that Overlords have. For icing on the cake, Reavers can get bugged in mid-fight, turning them invincible for some time; that is, unless you start shooting at their legs during their "bugged-out" phase, and therefore thankfully bypassing their invincibility period.
*** Of the three, only the Super Mutant Overlords give any loot worthy of the ammo expended to kill them. The other 2 give a few hundred bottlecaps at most.
*** On a lesser scale, ''BS'' also has the Hellfire Troopers, who have advanced fire-resistant power armor and wield the deadly Heavy Incinerator, a very accurate long-range fireball thrower.
** ''The Pitt'' ExpansionPack features Trogs as a replacement for Super Mutants. In practice, they more closely resemble weaker Deathclaws. Unfortunately for the player, they tend to come in packs of eight or more at times, and a higher-level player will encounter Trog Savages,
which are every bit as strong as ''actual'' Deathclaws. To add further insult to injury, you can't bring otherwise quite useful at this stage in your PoweredArmor or FrickinLaserBeams, so higher-level players the game are going to end up about as much use as a chocolate teapot against Wanamingos. In the Redding mines with a much tougher time.
** Shielded aliens in ''Mothership Zeta'', especially the ones with Disintegrators, can become demonic spiders at higher levels, as their damage resistance and numbers increase as you level up.
an assault rifle? [[{{Unwinnable}} Time to find an earlier savegame.]]



** In ''VideoGame/{{Fallout 2}}'', we have the Bounty Hunters. They are probably as bad as Deathclaws, or worse. Why? Because if your character is a child killer or just too damn evil, these guys attack you. Until the end game, they ALWAYS outgun you, using weapons you are only going to see somewhere further in the game. They also always outnumber you. This only gets worse as the game advances, and every one you kill drops your karma further, so even more powerful (relative to your level) mercs come after you next time if you happen to be on one of the karma "borders" the game seems to use for these encounters.
** The Wanamingos in ''VideoGame/{{Fallout 2}}'' are quite deadly foes, and you're likely to encounter them at a fairly low level as they're inside a mine in one of the early cities, and one of the quests demands that you go down there. And then you may be unfortunate enough to take the wrong entrance to the Redding mine, and encounter the "boss" wanamingo first. It doesn't help that it's hard to figure out what parts of their anatomy are comparable to those of humanoids. Not to mention that some weapons which are otherwise quite useful at this stage in the game are about as much use as a chocolate teapot against Wanamingos. In the Redding mines with an assault rifle? [[{{Unwinnable}} Time to find an earlier savegame.]]
** The expansion pack ''Point Lookout'' adds in Swampfolk and Tribals. Despite wielding old-timey double barrelled shotguns or axes, and wearing overalls or robes, they are tougher than Enclave goons wielding plasma rifles and wearing high-tech powered armor (due to object effects on their weapons that pierce armor), and are about as common as regular raiders in the swamp. Oh, and there's reavers in the swamp. The next and final expansion, ''Mothership Zeta'' adds space aliens, whom, to be honest, are better than the frickin' hillbillies with their axes.
** ''VideoGame/FalloutNewVegas'' has Cazadores, giant mutant wasps that despite their flimsiness, attack insanely fast and usually come in large packs. And their poison attack can quickly kill the more unaware player (or those without Antivenom). For added NightmareFuel, the loud sound that a Cazador makes upon stinging a target is bugged, such that it plays at full volume regardless of how far away it is (as long as it is actually being rendered by the game), and regardless of who its target is. Thankfully, due to the small DT stat they have, a 10mm SMG with hollow-point (standard or jacketed HP) will tear them to pieces. Or you could shoot their wings out. Of course, this only really works if they're in front of you. The little bastards have a habit of being everywhere. And the larger Cazadors need more than just a shot in the wings to kill: first you have to cripple their wings, then cripple their legs, and then FINALLY put enough rounds into their skull to kill them. They get upgraded in ''Old World Blues''.

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** In ''VideoGame/{{Fallout 2}}'', we have 3}}'':
*** Deathclaws are
the Bounty Hunters. most well known radioactive abomination: in the first two games, they were ''merely'' superhumanly fast, brutish, and damaging. In ''Fallout 3'', though, they gain some fantastically cheap moves, including the ability to leap from normal maximum effective shotgun range to into melee within a split second, while taking more punishment than a Super Mutant to kill. They are probably as bad as Deathclaws, or worse. Why? Because if your can also take out a character is a child killer or just too damn evil, these guys attack you. Until with full health and the end game, best non-power armor in a couple of swings. Best of all, they ALWAYS outgun you, using weapons you are only going can be encountered in ''packs''. The reason for this is cheap, though. The Deathclaw's attacks bypass DR and deal full damage to see somewhere further in the game. They also always outnumber you. This only gets worse as the game advances, and player every one time. However, if you can kill drops a Deathclaw, you can make a melee weapon which does the exact same thing-- by mounting its claw to a glove on your karma further, hand. Sneak attacks and the Dart Gun-- a weak weapon that cripples targets' legs so even they go slower and can't perform "leaping" type attacks-- are very useful for taking them out. With Better Criticals, you can kill one in 2-4 shots from Lincoln's Repeater, fewer if you use more powerful (relative to your level) mercs come after things like Fat Man or the like.
*** In the ''Broken Steel'' expansion,
you next time if really need to watch out for the Albino Radscorpions and Super Mutant Overlords. The Albino Radscorpions are 1.5 times as large as the 2nd largest Radscorpions, have as much health as a Super Mutant Behemoth, and are random encounters in groups of 1-3. Overlords spawn anywhere with Super Mutants, carry Laser Shotguns which punch straight through power armour due to a hax effect that does unblockable 40 HP damage when used on the player. The shotgun fires 3 beams. Either that, or it comes with a Gatling Laser or a Super Sledge. Its health is a touch less than a Behemoth, but has higher endurance, and unlike the finite Behemoths, Overlords respawn. If you happen have the Chinese Stealth Armor and Silent Running perk, the easiest way to be on one get rid of Overlords is to sneak behind them and drop a grenade or mine in their pants (by reverse-pickpocketing them to their inventory). This should kill them without fail.
*** Feral Ghoul Reavers from ''Broken Steel'' share none
of the karma "borders" weaknesses of the game seems Overlords and Deathclaws and share the "may spawn whenever enemies of the same type may spawn". Dart guns only prevent their leap attack and cut their terrifying movement speed to use 75% while not stopping them from hitting you VERY hard. They have insane perception that they will see you without fail even with 100 sneak, silent running perk, and Chinese Stealth Armor, making sneak attacks on them nigh impossible; they lack any weapons to shoot off, manage to have a deadly-accurate ranged AOE attack other Feral Ghouls lack, and share the 1200+ HP and 10 Endurance that Overlords have. For icing on the cake, Reavers can get bugged in mid-fight, turning them invincible for these encounters.
**
some time; that is, unless you start shooting at their legs during their "bugged-out" phase, and therefore thankfully bypassing their invincibility period. Note that, of the three, only the Super Mutant Overlords give any loot worthy of the ammo expended to kill them. The Wanamingos in ''VideoGame/{{Fallout 2}}'' are quite other 2 give a few hundred bottlecaps at most.
*** On a lesser scale, ''Broken Steel'' also has the Hellfire Troopers, who have advanced fire-resistant power armor and wield the
deadly foes, Heavy Incinerator, a very accurate long-range fireball thrower.
*** ''The Pitt'' ExpansionPack features Trogs as a replacement for Super Mutants. In practice, they more closely resemble weaker Deathclaws. Unfortunately for the player, they tend to come in packs of eight or more at times,
and you're likely to a higher-level player will encounter them at a fairly low level as they're inside a mine in one of the early cities, and one of the quests demands that you go down there. And then you may be unfortunate enough to take the wrong entrance to the Redding mine, and encounter the "boss" wanamingo first. It doesn't help that it's hard to figure out what parts of their anatomy are comparable to those of humanoids. Not to mention that some weapons Trog Savages, which are otherwise quite useful at this stage every bit as strong as ''actual'' Deathclaws. To add further insult to injury, you can't bring in the game your PoweredArmor or FrickinLaserBeams, so higher-level players are about as going to end up with a much use as a chocolate teapot against Wanamingos. In tougher time.
*** Shielded aliens in ''Mothership Zeta'', especially
the Redding mines ones with an assault rifle? [[{{Unwinnable}} Time to find an earlier savegame.]]
**
Disintegrators, can become demonic spiders at higher levels, as their damage resistance and numbers increase as you level up.
***
The expansion pack ''Point Lookout'' adds in Swampfolk and Tribals. Despite wielding old-timey double barrelled shotguns or axes, and wearing overalls or robes, they are tougher than Enclave goons wielding plasma rifles and wearing high-tech powered armor (due to object effects on their weapons that pierce armor), and are about as common as regular raiders in the swamp. Oh, and there's reavers in the swamp. The next and final expansion, ''Mothership Zeta'' adds space aliens, whom, to be honest, are better than the frickin' hillbillies with their axes.
** ''VideoGame/FalloutNewVegas'' ''VideoGame/FalloutNewVegas'':
*** Deathclaws take advantage of the new Damage Threshold system to take MadeOfIron to a new level. As in, using the anti-materiel rifle with AP rounds ''on a sneak critical'' (something that would gib practically anything else) knocks off maybe half their health. [[CurbStompBattle God help you if you wander into the Deathclaw Promontory or Quarry Junction]] [[BeefGate at a low level.]] Oh, and the Dart Gun that you were so very used to in ''3''? Tough luck, because it doesn't appear at all in this game, since the guys at Obsidian thought it was too much of a GameBreaker to be used in ''New Vegas'' and decided to exclude it from that game. [[SarcasmMode Happy days...]] Fortunately, if you can cripple the Deathclaw's leg, it can be easy enough to, literally, keep out of arm's reach. As long as there isn't more than one coming at you, all you need to do against a crippled Deathclaw is keep your distance while shooting, and hope you don't have your back to a wall...
*** ''New Vegas''
has Cazadores, giant mutant wasps that despite their flimsiness, attack insanely fast and usually come in large packs. And their poison attack can quickly kill the more unaware player (or those without Antivenom). For added NightmareFuel, the loud sound that a Cazador makes upon stinging a target is bugged, such that it plays at full volume regardless of how far away it is (as long as it is actually being rendered by the game), and regardless of who its target is. Thankfully, due to the small DT stat they have, a 10mm SMG with hollow-point (standard or jacketed HP) will tear them to pieces. Or you could shoot their wings out. Of course, this only really works if they're in front of you. The little bastards have a habit of being everywhere. And the larger Cazadors need more than just a shot in the wings to kill: first you have to cripple their wings, then cripple their legs, and then FINALLY put enough rounds into their skull to kill them. They get upgraded in ''Old World Blues''.



*** The half-coyote half-rattlesnake Nightstalkers. They inject poison (albeit less potent than cazadores), deal sizable melee damage, possibly bypassing Damage Threshold, and attack in packs. Worse, Lily's first quest has you fighting ''invisible'' Nightstalkers. Like most DLC creatures, the ones in ''Old World Blues'' level with the player.



** In Fallout 2, the Enclave patrol random encounters. Seriously, just load your quicksave.
** The half-coyote half-rattlesnake Nightstalkers. They inject poison (albeit less potent than cazadors), deal sizable melee damage, possibly bypassing Damage Threshold, and attack in packs. Worse, Lily's first quest has you fighting ''invisible'' Nightstalkers. Like most DLC creatures, the ones in ''Old World Blues'' level with the player.
** Lonesome Road introduces Tunnelers, the even more demonic distant cousins of the Pitt's Trogs. In addition to [[LightningBruiser speedily dishing out large damage]] and [[ZergRush attacking in large groups]], they also tunnel through things (hence their name). The Hulking ones can [[KnockBack knock you down]] and leave you [[CycleOfHurting a sitting duck]] for the others, and another variant can poison you. They also level with the player, meaning that at high levels, they are [[MadeOfIron bullet sponges]] that can smite a {{Power Armor}}ed character in as little as two hits (depending on the difficulty setting).

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** In Fallout 2, the Enclave patrol random encounters. Seriously, just load your quicksave.
** The half-coyote half-rattlesnake Nightstalkers. They inject poison (albeit less potent than cazadors), deal sizable melee damage, possibly bypassing Damage Threshold, and attack in packs. Worse, Lily's first quest has you fighting ''invisible'' Nightstalkers. Like most DLC creatures, the ones in ''Old World Blues'' level with the player.
** Lonesome Road
*** ''Lonesome Road'' introduces Tunnelers, the even more demonic distant cousins of the Pitt's Trogs. In addition to [[LightningBruiser speedily dishing out large damage]] and [[ZergRush attacking in large groups]], they also tunnel through things (hence their name). The Hulking ones can [[KnockBack knock you down]] and leave you [[CycleOfHurting a sitting duck]] for the others, and another variant can poison you. They also level with the player, meaning that at high levels, they are [[MadeOfIron bullet sponges]] that can smite a {{Power Armor}}ed character in as little as two hits (depending on the difficulty setting).
26th Jan '16 7:55:21 PM RegalStar
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** In ''VideoGame/TalesOfZestiria'', the Undead Magicians in Tintagels are the second enemy you can fight that regularly casts spells. They can also do a ranged attack and Slow your party members, which (like all status ailments) prevent the character from being healed and at that point in time it's likely that Elixir Vitae is your only means of removing it. These can be quite hard to deal with (especially on higher difficulties), and god help you if you get in a Dangerous Encounter while fighting a bunch of these guys first.
19th Jan '16 5:30:52 AM jormis29
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* The will o' the wisps in ''VideoGame/TheElderScrollsIVOblivion''. They're immune to normal weapons, are practically invisible when moving, and their preferred method of attacking is to absorb your health and magicka, which simultaneously damages you, prevents you from casting any healing spells, and undoes any damage you may have done to it. However, Will o' Wisps, like other specters, are not immune to the almighty power of your ''fists'' if you're a journeyman.

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* The will o' the wisps [[WillOTheWisp Will-o'-the-Wisps]] in ''VideoGame/TheElderScrollsIVOblivion''. They're immune to normal weapons, are practically invisible when moving, and their preferred method of attacking is to absorb your health and magicka, which simultaneously damages you, prevents you from casting any healing spells, and undoes any damage you may have done to it. However, Will o' Wisps, like other specters, are not immune to the almighty power of your ''fists'' if you're a journeyman.
7th Jan '16 11:02:29 PM ChekaAgent
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** Snappers. Those beasts are very tough, damaging and really fast, meaning that if you want to run away from them, most of the time they will outrun you and kill you. The worst part is that they are never encountered alone, only in packs of 3 or more, and killing a pack of them is a challenge to even high-level character. In ''Gothic I'' snappers the worst, since they are scattered all over the place, usually around strategic areas [[BeefGate to prevent a low-level player from accessing said areas]], and it's quite easy to stumble into a pack of them in the beginning of the game, only to be slaughtered within seconds. Thankfully, in ''Gothic II'' they are much rarer, but that doesn't make them any less dangerous. Sequel also features [[BossInMookClothing dragonsnappers]], a variant of snappers taken up to eleven. But fortunately, they are even more rare, and are not usually encountered in packs.
7th Jan '16 6:18:32 AM Vir
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** Like in Arena mentioned below, Giant Spiders can paralyze you and get a bunch of hits in, luckily it wears off much faster than in Arena.

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** Like in Arena ''Arena'' mentioned below, Giant Spiders can paralyze you and get a bunch of hits in, luckily in. Luckily, it wears off much faster than in Arena.''Arena''.
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