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|class = Mage |
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|appearances = [[Dragon Age: Origins]] <br> [[Dragon Age II]] |
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Arcane Horror.jpg|Concept art |
Arcane Horror.jpg|Concept art |
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[[Category:Dragon Age: Origins creatures]] |
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[[Category:Demons]] |
[[Category:Demons]] |
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[[Category:Bosses]] |
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Revision as of 18:15, 30 June 2011
When a pride demon takes control of the corpse of a mage, an arcane horror is born. Although they appear to be little more than bones, these are fierce creatures, possessing not only all the spellcasting abilities of a living mage, but also the capacity to heal and even command other animated corpses.
—From Codex entry: Arcane HorrorArcane horrors serve as proof that the dangers of possession extend even beyond a mage's lifetime.
Locations
Dragon Age: Origins
Abilities
Dragon Age: Origins
Arcane horrors have three types and one unique boss, and like party members has conditions for Combat Tactics:
Arcane Horror Types | ||||||||||||||||||||||||||||||||||||||
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Balance | Nuker | Support | ||||||||||||||||||||||||||||||||||||
Death Syphon may refer to:
Fireball may refer to:
Misdirection Hex may refer to:
Walking Bomb may refer to:
Winter's Grasp may refer to:
|
Blizzard may refer to:
Chain Lightning may refer to:
Crushing Prison may refer to:
Death Syphon may refer to:
Fireball may refer to:
Walking Bomb may refer to:
Winter's Grasp may refer to:
|
Death Hex may refer to:
Death Syphon may refer to:
Misdirection Hex may refer to:
Sleep may refer to:
Walking Bomb may refer to:
Winter's Grasp may refer to:
|
Dragon Age II
- Exhaustion
- Spirit Shield
- Spirit Bolt
- Teleport
Elemental resistances
Dragon Age II
- Cold: Very weak
- Electricity: Very weak
- Fire: Normal
- Nature: Very weak
- Spirit: Normal, or immune for Nightmare mode
Drops
Dragon Age: Origins
Strategy
Dragon Age: Origins
Arcane horrors are easily killed, but have very high damage output. When they are immediately attacked, they are easily dispatched, but left alone they will devastate a party. It is a good idea to ignore other enemies and attack the arcane horror first.
In a party with ranged attacks, it's possible to kill the demon without it even damaging the party. In a party with a mage, using spells that drain mana like Mana Cleanse, Mana Clash, or Mana Drain can severely inhibit the arcane horror, especially when used in the improved drain Spell Combo.
When fighting the arcane horror in the Werewolf Lair, it is easy to kill it swiftly if you can get all party members a ranged weapon (either a bow or a staff), and keep them on the stairs above the arcane horror. Make sure to have hold position on however.
- All four party members must stay near the door.
- Send one of them, an animated dead, or a summoned wolf near arcane horror and immediately run with it to the party. The arcane horror will attack that party member with spells like paralyze, weakness, or etc., and a horde of undead will follow.
- After killing the undead, the arcane horror changes his position and you can target him from the stairs.
Alternate strategy: 1. Kill off the minions around the horror. 2. Select whole party and then move em way back up on the stairs or so, this sometimes drags the Arcane Horror to follow you there. 3. Now away from the platform-like thingies, the Arcane Horror is unable to teleport, making him an easy target.
Dragon Age II
In the sequel, the arcane horror is every bit as dangerous, if not more. Against ranged characters who are clustered together, it likes to use an area of effect spell that damages everyone to a moderate degree. If melee attackers are sent against it, the arcane horror will spin its arms to work up a spell that takes about two to three seconds to activate. Unless your characters have a Rune of Spirit Warding, they should use this opportunity to flee or suffer devastating spirit damages that can take down even the hardiest tank in mere seconds. One positive side effect of this is that while this counter-melee spell is active, the arcane horror is immobilized so ranged characters can get some free shots at it.