
Also, a trailer (not an "sneak peek") has been released. Check page 1.
Post by DBThanatos »
Post by Ribo Zurai »
8 days left! Exciting, isn't it?Zombieguy wrote:I think I'll just wait untill the next version is released, it looks awesome. It's to be released in just a few days right?DBThanatos wrote:Ok. Files has been reuploaded. It includes v5 + 5.29.1 patch. Get it while it's hot
Post by Major Cooke »
Post by Major Cooke »
DBThanatos is the one who keeps track of them in all.Mikk- wrote:You know there's a line you've crossed when you are no longer able to remember how many monsters there are in your mod.
Post by Major Cooke »
You wouldn't happen to have a link to this bestiary, would you?Major Cooke wrote:1. No, but someone made a bestiary list of the monsters for v5. They might be willing to do that again for v6.
2. No idea...
Post by Major Cooke »
Unfortunately no. Sorry about that.SFF wrote:You wouldn't happen to have a link to this bestiary, would you?
Also, LESS THEN A WEEK LEFT!
Spoiler:
Aeons of Death V5 Beastiary
Zombieman Class Enemies (Cannon fodder)
Zombieman
Health: 20
Danger Rating: 2/10
Comment: He's only slightly more accurate with his pistol than he was with his rifle, and a little deadlier too. Other than that, he's easy meat.
Heretic Mummy
Health: 60
Danger Rating: 1/10
Comment: Slow, hits for a fair amount of damage for his class... and that's about it really.
Fat Minion
Health: 30
Danger Rating: 2/10
Comment: His homing fireballs are slow, but they aren't all that big of a deal; take him down with any weapon you see fit before he fires.
Spider
Health: 60
Danger Rating: 2/10
Comment: Its bite poisons you, but the attack is slow; it can leap at you as well, but you can't hit it while its in the air. Take the thing out with any weapon while it's on the ground.
Fallen Monkey
Health: 30
Danger Rating: 1/10
Comment: Another weak, slow, crappy melee goon; kill it and move on.
Weak Skeleton
Health: 20
Danger Rating: 1/10
Comment: Even more useless than the zombieman... but I figured that's kind of a given considering his class.
Thrall
Health: 75
Danger Rating: 1.5/10
Comment: Sure he's got more health than the rest of the above enemies, but while his projectiles are pretty fast, they're not so strong. Get rid of him with any ranged weapon.
Invisible Trooper
Health: 40
Danger Rating: 2/10
Comment: Treat this guy like you would the Thrall, except his projectiles are a little slower but do more damage. He's rather hard to see in dark areas too.
Strogg Light Guard Type 1 (Blaster)
Health: 20
Danger Rating: 1/10
Comment: Another enemy with a weak ranged attack, he goes down just as easily.
Rottweiler
Health: 50
Danger Rating: 1/10
Comment: This mutt's a pushover; even your standard melee weapon is enough to put him down.
Quake Zombie
Health: 20
Danger Rating: 1/10
Comment: Sure he's incredibly slow, along with his ranged attack having a fairly short range compared to the rest of the above enemies, he will keep coming back to life unless you shut him up by gibbing him.
Green Cultist
Health: 20
Danger Rating: 3/10
Comment: This guy's more of a glass cannon. His shotgun packs a decent punch along with his dynamite sticks, which he will throw if you're a little closer to him. Hitscan weapons are good against this guy if you want to avoid damage.
Quake Grunt
Health: 60
Danger Rating: 2.5/10
Comment: Another zombieman class enemy with a fairly dangerous hitscan weapon, he may take off a fair chunk of your health if he lands a hit on you; on top of that, he's fairly accurate with it as well.
Bomb Rocket Zombie
Health: 50
Danger Rating: 2.5/10
Comment: The rockets this guy shoots can deal a good chunk of damage to your health, and they're almost impossible to dodge in tight quarters if you don't know how to duck (or stupidly refuse to duck). He can hit other enemies with them, though.
Plasma Zombie
Health: 30
Danger Rating: 1.5/10
Comment: Treat this guy like you would with his pistol-wielding comrade, except he can trip you up with that triple shot attack... and that's it.
Old Coot
Health: 30
Danger Rating: 2/10
Comment: This old geezer's pretty accurate with his revolver, and his double and triple fire attacks can do a number on your health. If you get rid of him though, he has a very slim chance of dropping his weapon.
Brown Ninja
Health: 50
Danger Rating: 2/10
Comment: This henchman of Zilla's is pretty accurate with his gun (he can fire up to four shots) and his shurikens fly at you quickly. Other than that, easy meat.
Zombie Grenadier
Health: 50
Danger Rating: 4.5/10
Comment: Ok, this guy's pretty nasty for his class, as his grenades outdamage everybody else's. He also has a chance of dropping his weapon when you defeat him, so grab it if he does. (unless you have better weapons at the point where you found him.)
Lesser Serpent
Health: 60
Danger Rating: 1/10
Comment: Another peon with a weak ranged attack. *yawn*
Grave Walker
Health: 60
Danger Rating: 1/10
Comment: Same deal as the lesser serpent, only this wimp's fireballs are much slower. Yippee!
Z-Sec Guard: Pistol
Health: 40
Danger Rating: 2/10
Comment: A slightly stronger zombieman, enough said.
Trite
Health: 30
Danger Rating: 1/10
Comment: Like the spider enemy, he can jump at you; however, his bites aren't poisonous. He bites much faster though.
Frog Demon
Health: 60
Danger Rating: 1/10
Comment: Yet another crappy melee goon. What more can I say about this one?
Headcrab
Health: 40
Danger Rating: 1/10
Comment: Unlike the spider, you can shoot these guys out of the air when they leap at you.
Banshee
Health: 50
Danger Rating: 1/10
Comment: Yet another cannon fodder enemy, do whatever you want with this thing.
Head Hunter
Health: 85
Danger Rating: 1/10
Comment: This one's homing attack is slow to start up, and is fairly easy to dodge... then again, a lot of the zombieman class enemies are cannon fodder.
Low Guard
Health: 60
Danger Rating: 2/10
Comment: This guy fires much more quickly than the zombieman, and he's a good shot too. Still, he isn't too big of a threat if you take him down quickly.
Shotgunner Class Enemies (Light Infantry)
Strogg Light Guard (Shotgun)
Health: 40
Danger Rating: 2.5/10
Comment: A little stronger than the one with the blaster, and packs a decent punch with his shotgun. At least you get his ammo when you down him.
Kilmaat Soldier
Health: 90
Danger Rating: 2/10
Comment: His blaster shots move very quickly, but deal low damage. He's a step up from most of the zombieman-class enemies, but not by much.
Knight Archer
Health: 110
Danger Rating: 1.5/10
Comment: Sure he's got fairly high health for his class, but his arrow attacks are easily telegraphed.
Pistol Acolyte
Health: 75
Danger Rating: 2/10
Comment: This guy can be a bit of a problem in the early stages, as he can't be hurt while his shield's up (that's whenever he's firing or hurt). Other than that, he's just like the pistol zombie.
Assault Trooper
Health: 80
Danger Rating: 2/10
Comment: He isn't as annoying in Doom as he was in his native game, but he drops cell ammo instead.
Shotgun Guy
Health: 30
Danger Rating: 3.5/10
Comment: He's a tad nastier this time around, as his shotgun has a tighter spread. Along with that, he doesn't always drop his shotgun... but at least he drops more ammo for it.
Sabreclaw
Health: 100
Danger Rating: 1.5/10
Comment: He's a bigger joke here than he was in Heretic, as your weapons greatly outmatch him. (seriously, he works better as a demon-class enemy.)
Armored Skeleton
Health: 100
Danger Rating: 1/10
Comment: This guy's slow attack speed makes him not at all threatening, even with your starting melee weapon.
Suicide Bomber
Health: 80
Danger Rating: 3/10
Comment: Sure he can blow himself up, but it deals a good chunk of damage if he does reach you.
Coolie
Health: 80
Danger Rating: 5/10
Comment: Whatever you do, do not let this guy blow up in your face! He will take over 100 of your hit points with him if he sets off his load. By the way, he does have a chance of going into his ghost form when he dies just like in his native game. More on that second form later.
Blue Cultist
Health: 50
Danger Rating: 2/10
Comment: Sure he shoots freezer sparks, he's basically the same as the green cultist. He might drop his weapon though if you kill him.
Arch Minion
Health: 50
Danger Rating: 2/10
Comment: His shots go in a slow, wavy pattern; however, those don't home in on you all that well.
Pig Cop
Health: 100
Danger Rating: 3.5/10
Comment: Ok, this pig can be a problem in the earlier levels (assuming you aren't playing the nintendo hard megawads), as he's pretty accurate with his shotgun... but not as much as he is in Duke Nukem 3D.
Rocket Launcher Zombie
Health: 50
Danger Rating: 5.5/10
Comment: This prick's a real pain in the ass in tight quarters, as his rockets are nearly as nasty as those of a cyberdemon. On the bright side, he might drop his weapon if you drop him... oh, and he can damage other enemies as well if you're good at dodging him (his rockets do not home in on you).
Elite Zombieman
Health: 120
Danger Rating: 3.5/10
Comment: If you mistake this guy for another weak zombieman in the earlier levels, you'll regret it. Not only does he fire at you non-stop (a decent firing rate as well as surprising accuracy), he can strafe about when he isn't shooting you making him a much harder to hit.
Mini Belphegor
Health: 60
Danger Rating: 1.5/10
Comment: This one's, appropriately enough, a shrunk-down belphegor if you're familiar with his skulltag self. More on the improved full-sized one later.
Stone Imp
Health: 110
Danger Rating: 2/10
Comment: He's slow, but he hits hard... and that's it.
Ghoul
Health: 120
Danger Rating: 2.5/10
Comment: He's faster than the stone imp and only has ten more hp. His melee attack is pretty damaging... if you let him get close to you.
Reaver
Health: 100
Danger Rating: 2/10
Comment: He's not as nasty as he is in his native game, but he has a ranged hitscan attack.
Mini Incarnate
Health: 100
Danger Rating: 2/10
Comment: This guy's a slight step down from other enemies of his class, but he has the same hook combo his full-sized counterpart has.
Headcrab Mk. II
Health: 60
Danger Rating: 2/10
Comment: His jumping attack deals a good deal more damage, and that's it.
Speedy Headcrab
Health: 40
Danger Rating: 2/10
Comment: He's faster but goes down much more easily. Enough said.
Scorpion Minion
Health: 100
Danger Rating: 3/10
Comment: This guy's a weaker arachnotron, basically. His rate of fire's slower, too.
Strike Guard
Health: 140
Danger Rating: 3.5/10
Comment: Quite a step up from the low guard, seeing that he can rapidly fire his pistol. He can roll around to dodge fire as well.
Chaingunner Class Enemies (Big Weapon Enemies)
Strogg Light Guard (Machinegun)
Health: 50
Danger Rating: 4.5/10
Comment: Sure his machine gun bullets don't do much damage individually, but his fire rate's insane; enough to rip your health to shreds in the higher difficulties if you don't kill him fast enough.
Billy Ray
Health: 100
Danger Rating: 5/10
Comment: Ok, this guy's a problem. While his firing rate's slow (he'll fire at you non-stop until you leave his sight or until one of you goes down), each shot packs a considerable punch at point-blank range, and you'll likely still get hit even from halfway across a large room.
Fallen
Health: 200
Danger Rating: 3/10
Comment: Sure he shoots fireballs regularly, but he dodges quite a bit as he does it, making it difficult to hit him. Hitscan weapons are recommended against this guy since he can dodge projectiles you throw at him.
Weird Imp
Health: 180
Danger Rating: 5/10
Comment: This thing's projectiles home in on you very quickly, making them a pain in the ass to dodge, and they hit hard as well. Getting behind an object is the best way to avoid them since dodging them will likely get you hit.
Railgun Acolyte
Health: 200
Danger Rating: 2/10
Comment: Given his health level, you'd expect him to hit you hard with his railgun; turns out it's rather wimpy... not that it stops him from hitting you from all the way across the map.
Dino Enforcer
Health: 130
Danger Rating: 4/10
Comment: Sure they move much slower than their native game, but that doesn't mean they can't rip your health apart in seconds if you let them.
Gray Cultist
Health: 85
Danger Rating: 3.5/10
Comment: Yet another blender of pure pain, he's more accurate with his machinegun. Drop him (or have him "accidentially" shoot his comrades) before he wrecks your health.
Uzi Rebel
Health: 120
Danger Rating: 3.5/10
Comment: Like the previous two enemies I mentioned, kill him before he turns you into swiss cheese.
Enforcer
Health: 200
Danger Rating: 2/10
Comment: His blaster shots hurt, but they're easy to spot in an open area. In a cramped corridor, that's a whole different story.
Elite Shotgunner
Health: 260
Danger Rating: 6.5/10
Comment: This guy's a real pain in the ass, as his shotgun really hurts. On top of that, he won't stop firing it until you hide; did I mention that like the elite pistol zombie he can strafe as well?
Player Clone
Health: 145
Danger Rating: 3/10
Comment: This is a pretty interesting enemy, seeing that he wields several different weapons. He can dodge too, but the best time to hit him is when he's shooting at you. He may drop at least one of his weapons once he keels over.
Strogg Infantry
Health: 150
Danger Rating: 2.5/10
Comment: He's not as threatening as many of the other monsters of his class due to him only firing his weapon in bursts.
Assault Captain
Health: 180
Danger Rating: 2/10
Comment: He teleports like he does in DN3D, and that's the only significant thing different from his weaker counterpart. He may do this a bit frequently, though.
Cyberspecter
Health: 130
Danger Rating: 3/10
Comment: His fire rate's pretty slow, and when he attacks he's visible. He's also vulnerable while he's invisible, thankfully.
Chaingunner
Health: 70
Danger Rating: 4/10
Comment: He's just as dangerous here as he was in Vanilla Doom 2, and he's just as nasty when paired with other monsters of his class (particularly other machinegunners)
Red Succubus
Health: 150
Danger Rating: 5/10
Comment: Her fireballs deal a pretty good amount of damage, and they're pretty damn fast albiet with limited homing capabilities.
Double Chaingunner
Health: 100
Danger Rating: 5/10
Comment: If you thought the regular chaingunner was bad enough, imagine running into this guy. Kill him quickly as he can shred your health twice as quickly.
Dune Warrior
Health: 80
Danger Rating: 3.5/10
Comment: He can cloak himself before attacking you, either taking potshots at you with his rifle or firing a rocket or a few. He can also throw a thermal detonator.
Rebel Commander
Health: 150
Danger Rating: 7/10
Comment: Not only does his shotgun hurt like hell as expected, his triple grenade attack is a real nightmare in tight spaces. Why is his danger level much higher than the above enemies? The biggest threat comes in the form of a mini alien literally popping out of his body (the mini alien's a major pain in the ass, but more on him and his older relative later).
Invisible Trooper Mk. II
Health: 80
Danger Rating: 3/10
Comment: He'll either use his twin green plasma shots or his constant hitscan attack.
Z-Sec Guard (Machinegun)
Health: 90
Danger Rating: 3/10
Comment: He's right up there with the machinegun light guard in terms of damage and fire rate, it's too bad for him that he fires a limited burst (still long enough to take a large chunk of health off of you.)
Order Templar
Health: 320
Danger Rating: 6/10
Comment: His mauler shots are pretty tough to avoid due to being hitscan in nature (they're nasty too), and his melee attacks are pretty rapid.
Order Drone
Health: 380
Danger Level: 3.5/10
Comment: Its hitscan attack's rapid, and with its health it'll take a while to kill if you have any of the weaker weapons. It will explode upon death as well once it dies, so don't be too close to it.
Laser Cannon Zombie
Health: 130
Danger Level: 3/10
Comment: Yet another enemy that fires his hitscan attack in bursts, yipee.
Bull Squid
Health: 250
Danger Level: 4.5/10
Comment: Both of his attacks hit pretty hard, so dodge them and kill him with any weapon you see fit.
Vortigaunt
Health: 250
Danger Level: 4/10
Comment: Sure his laser charge-up attack is slow, but you can hit him out of the charging animation (getting hit by both lasers deals a large amount of damage. Don't forget about his triple claw attack.
Pit Drone
Health: 250
Danger Level: 3/10
Comment: Dodge his painful ranged attack and kill him with any weapon you see fit.
Barney Clone
Health: 150
Danger Level: 4/10
Comment: He will not stop firing at you once he gets a bead on you, so either hide or take him down quickly.
Poison Headcrab
Health: 120
Danger Level: 5/10
Comment: This guy's leap attacks deal a large amount of damage AND poison you if he lands them.
High Guard
Health: 170
Danger Level: 4/10
Comment: Same deal as the other enemies of his hitscan ilk.
Lightning Guard
Health: 120
Danger Level: 4/10
Comment: The difference with this guy, like in his native game, he'll get on his knees once his health gets low enough and he'll beg you not to shoot him and then play dead if you don't. It's much easier to just kill him immediately.
Frag Bomber
Health: 115
Danger Level: 5/10
Comment: Not only will his kamikaze attack deal a good chunk of damage, but if he explodes in tight quarters, the shrapnel will quickly shave your health off if you're not careful.
Wolfenstein SS Class Enemies (Secret Level Goons)
SS Guard
Health: 50
Danger Rating: 2/10
Comment: He's not very accurate with his machine gun, and his class isn't used all that often outside secret levels.
Brown Guard
Health: 30
Danger Rating: 1.5/10
Comment: He's pretty quick to fire if you let him. Other than that, he's a pushover.
Nazi Officer
Health: 45
Danger Rating: 2.5/10
Comment: Think of this guy as a weaker chaingunner.
Nazi Mutant (pistol)
Health: 55
Danger Rating: 2/10
Comment: While he's accurate with his shots, he's not as big of a pain as he was in Wolfenstein 3D. That's all I can say really.
Nazi Mutant (rockets)
Health: 55
Danger Rating: 4/10
Comment: This guy's rockets are pretty hard to see as well as they fly pretty quickly, so keep a good distance away from him so you can dodge them more easily. The rockets hit pretty hard, too.
Nazi Guard (gray)
Health: 45
Danger Rating: 2/10
Comment: Fires his pistol in short bursts, but that's it.
Nazi Guard (brown)
Health: 30
Danger Rating: 2/10
Comment: He'll fire non-stop, but at a lower rate of fire.
Nazi Guard (futuristic)
Health: 35
Danger Rating: 2/10
Comment: Fires a hitscan shot then a plasma shot. Woo-hoo.
Nazi Captain
Health: 75
Danger Rating: 3/10
Comment: His rifle deals similar damage to that of a shotgun guy, and he has 2.5 times his health. Oh, and there's no delay every time he fires. Take him out quickly before he can land a single shot on you.
Overpatrol Guard
Health: 150
Danger Rating: 4/10
Comment: His bio gun attack can really do a number on you if he lands a hit with it. (This guy is also among the imp enemies for some reason)
Imp Class Enemies (Troopers)
Doom Imp
Health: 60
Danger Rating: 2/10
Comment: Like in vanilla doom, these guys have strength in numbers. Since their relatives started cropping up more often along with other enemies of their class, these guys make good test dummies for weapons.
Magma Dog
Health: 80
Danger Rating: 3/10
Comment: Back in the day of the earlier versions, these guys were extremely dangerous for their original class (Pinky class, in particular) as their fire breath puffs could rip right through you and just total your health in seconds. Now, these guys just shoot a small stream of fireballs that's still pretty deadly should you let the whole line hit you.
Snake Imp
Health: 100
Danger Rating: 2.5/10
Comment: Basically a stronger imp variant, with an acid ball that doesn't poison you for some reason. There's a stronger version of this guy, but more on that one later.
Hell Guard
Health: 90
Danger Rating: 2/10
Comment: Attack-wise, he's a little better than the imp though his fireballs are slower.
Necromancer Apprentice
Health: 75
Danger Rating: 5/10
Comment: Yeah, he's got a pretty strong fireball for his class, but that's not why his danger level's higher. To make the long story short, he can resurrect fallen enemies like the archvile, so if you see any of these guys among any big enemy hordes, kill them first as they will likely bring back the tougher enemies. There is a very rare chance of them dropping the Necronomicon weapon, but once you get it from them, it will help out immensely in the hr-style megawads.
Red Ninja
Health: 80
Danger Rating: 3/10
Comment: These guys can be pretty annoying with their hitscan attacks, and their missiles will take off a good amount of health; however they have a delay with their hitscan attack but not with their missile attack, so the latter will catch you off guard if you're not expecting it.
Ripper Baby
Health: 80
Danger Rating: 2/10
Comment: They can leap at you to close the gap between you and them, and they got one hell of a throwing arm with their acid globs.
Female Ninja
Health: 120
Danger Rating: 3/10
Comment: The one attack you really gotta watch out for when in close quarters with this femme fatale is her stickybomb attack, which has a pretty short range if you're far enough away from her.
Anubis Zombie
Health: 90
Danger Rating: 3/10
Comment: He's pretty much a faster imp with fireballs that fly a little faster. Oh, and he's pretty quick to claw you up in close range.
Skeleton Archer
Health: 100
Danger Rating: 2/10
Comment: He's pretty slow to fire, so his attack is pretty easy to see coming.
Catharsi
Health: 90
Danger Rating: 3/10
Comment: His fireball spread can be pretty tough to dodge, but the individual fireballs don't do all that much damage; just be careful with the ticking thermal detonator he leaves behind when he dies.
Human Dust (Shadow)
Health: 80
Danger Rating: 2/10
Comment: The delay before they start constantly pelting you with their red energy balls is the best time to take these guys out. Need I mention the delay between each fireball?
Soul Harvester
Health: 100
Danger Rating: 1/10
Comment: They certainly love to take their sweet-ass time throwing their homing skull balls.
Vulgar
Health: 70
Danger Rating: 1/10
Comment: Because of his acid balls' speed, he'll miss... a lot, if you're good at dodging.
Zombie Marine
Health: 50
Danger Rating: 4/10
Comment: This guy's machine gun attack is what you gotta watch out for, since, while having lower health than the chaingunner-class enemies, he can still cut your health levels to shreds if you let him.
Diamond Minion
Health: 100
Danger Rating: 1/10
Comment: Basically, he's a more durable imp with a slower ranged attack animation. Thankfully, unlike his big brother, the diamond elemental, he can't reflect projectiles back at you.
Assassin Droid
Health: 160
Danger Rating: 3/10
Comment: He's nowhere near as dangerous as the reaver enemy because of the lack of hitscan attack. His plasma shots are pretty fast, though.
Doom 3 Imp
Health: 130
Danger Rating: 1/10
Comment: These guys are just a joke when it comes to fighting them, even in melee since they aren't very accurate with their fireballs.
Hellion
Health: 110
Danger Rating: 7/10
Comment: Ok, now I know why this guy's the last one to spawn: he can turn you into a chicken which drops your armor to zero and turns you into a one-hit-point-wonder. If you see this guy, KILL HIM QUICKLY!
Pinky Class Enemies (Flankers)
Lesser Imp Warlord
Health: 170
Danger Rating: 4/10
Comment: He hits you pretty rapidly, and blocks every time he flinches. Strong hits work best against this one.
Werewolf (Stone Beast)
Health: 250
Danger Rating: 1.5/10
Comment: His most debilitating weakness is his incredibly slow melee attack.
Guard Dog
Health: 150
Danger Rating: 2.5/10
Comment: Back in the earlier versions of this mod, these mutts were pretty painful to deal with since their lunge attack did plenty more damage.
Pinky
Health: 150
Danger Rating: 2/10 (4/10 in fast mode)
Comment: Treat these guys like you would in plain vanilla doom.
Nitrogolem
Health: 150
Danger Rating: 1/10
Comment: Again, these guys are plenty easier in this mod than in their native game because of the wider variety of weapons you can use against them; because of that, their piddly homing skulls don't amount to much.
Quake Knight
Health: 250
Danger Rating: 2.5/10
Comment: He can hit you twice in a row in one melee attack, but he moves pretty slow that it doesn't matter much.
Lesser Wraith
Health: 125
Danger Rating: 1/10
Comment: Yet another of the slow melee goons, just kill it and move on.
Strogg Parasite
Health: 200
Danger Rating: 3/10
Comment: Ok, this guy's slightly bothersome because his fairly weak tongue attack could hit you from all the way across the map in the earlier versions, but not anymore because beyond a certain distance it won't hit at all.
Centaur
Health: 200
Danger Rating: 2/10
Comment: One way these guys can be really dangerous is if you're unlucky enough to use a deadly homing projectile on them when their reflective shields are up.
Ettin
Health: 175
Danger Rating: 1/10
Comment: These guys are a little easier here because of the higher variety of weapons you can use against him; really, he's a pushover... unless he manages to flank you with his buddies.
Jackelope
Health: 250
Danger Rating: 3/10
Comment: Another enemy that can quickly leap at you, and deals a good chunk of damage. If you want a stylish way of killing them, you can hit them while they're leaping right at you.
Spectre
Health: 150
Danger Rating: 2/10
Comment: They're actually a bigger threat in rooms with total darkness. Other than that, not much different from their more visible cousins.
Nightmare
Health: 300
Danger Rating: 3/10
Comment: These guys are really annoying only because they can't be hurt while invisible.
Slaughtaur
Health: 250
Danger Rating: 2/10
Comment: They can be hurt while they fire at you for some reason.
Ripper
Health: 350
Danger Rating: 3.5/10
Comment: His jump attacks will pretty likely wear you down in tight corridors.
Mini Chaos Serpent
Health: 180
Danger Rating: 1/10
Comment: Yet another easy enemy, sheesh a good chunk of the low-level enemies are pushovers by their standards like this guy.
Demon Soldier
Health: 280
Danger Rating: 1/10
Comment: See my Mini Chaos Serpent comment.
Gill Beast
Health: 230
Danger Rating: 2/10
Comment: He moves very slowly, but his projectiles are pretty fast.
Blood Fiend
Health: 250
Danger Rating: 2/10
Comment: His blood shot attack doesn't deal all that much damage.
Ghoul
Health: 200
Danger Rating: 3/10
Comment: Stay away from the poison cloud he emits upon death.
Bastet
Health: 250
Danger Rating: 5/10
Comment: I hate these things! Not only do they very quickly drain your health by rapidly clawing at you, they can teleport anywhere.
Chainsaw Marine
Health: 260
Danger Rating: 5/10
Comment: Do not get close to this guy, as he will rip apart your health quickly.
Mini Maulotaur
Health: 180
Danger Rating: 3/10
Comment: Be careful with the fireballs he chucks at you.
Mecha Demon
Health: 300
Danger Rating: 2/10
Comment: Other than the doubled health, he isn't all that different from the regular pinky.
Satyr
Health: 300
Danger Rating: 1/10
Comment: I think of this guy as a slower mecha demon with a one-two combo.
Axe Zombie
Health: 150
Danger Rating: 3/10
Comment: This guy will not stay down unless you gib him, and his axe attack deals a big chunk of damage.
Hound Eye
Health: 175
Danger Rating: 4/10
Comment: Do not stay too close to these things when they get their sonic attack off as it hurts like hell if it connects, particularly at point-blank range.
Headcrab Zombie
Health: 200 (both variants)
Danger Rating: 1/10
Comment: Yeah, these guys suck.
Multi-armed Zombie
Health: 200
Danger Rating: 1/10
Comment: He hits fairly hard if you let him reach you.
Black Spider
Health: 280
Danger Rating: 3/10
Comment: If this thing bites you, you'll take big damage not only from the bite alone but from the poison as well.
Yellow Scorpion
Health: 300
Danger Rating: 3/10
Comment: Meleeing this guy will very likely get you hit from his pincers or his stinger.
Spinning Blade
Health: 200
Danger Rating: 3/10
Comment: You can only hurt these things when they spring up near you.
Cannibal Corpse
Health: 1000 (!)
Danger Rating: 3/10
Comment: His melee attack can really damage you, and his health level is insane for his class. He's not all that big of a problem though, as he's pretty slow as expected of a zombie... he may take a few seconds to go down though if you don't have any strong weapons.
Lost Soul Class Enemies (Scouts)
Terror
Health: 100
Danger Rating: 4/10
Comment: Do not let these explode in your face.
Maelstrom
Health: 30
Danger Rating: 5/10
Comment: The real danger these guys can do is fire an ice bolt that does a great deal of damage on a direct hit and leaves five blazing trails of blue fire that rip through anything in their path. It'll very likely cause other nearby enemies to turn on it, though.
Hexen Afrit
Health: 80
Danger Rating: 2.5/10
Comment: He can be pretty hard to hit as he can dodge while firing at you.
Strogg Flyer
Health: 100
Danger Rating: 2/10
Comment: The rapid fire attack may catch you by surprise in tight spaces. Other than that, he's not too dangerous.
Guardian Cube
Health: 80
Danger Rating: 2/10
Comment: This thing could only be problematic in groups, especially when spawned by the DE Sentinel enemies. By itself, it isn't too bad.
Mini Wyvern
Health: 100
Danger Rating: 4.5/10
Comment: Its ripping fire breath can tear off up to 100 hit points, so please don't be too close to it when it attacks. If you have the Wyvern Heart weapon, you can summon these guys to your heart's content.
Hades Sphere
Health: 35
Danger Rating: 4/10
Comment: They're slow, but they tend to disappear and reappear quite a bit so be careful.
Protozoid Kamikaze Drone
Health: 100
Danger Rating: 3/10
Comment: They're thankfully nowhere near as annoying to hit in this mod as they were in their native game, but you should still be careful not to let those things ram into you.
Lost Soul
Health: 100
Danger Rating: 1/10
Comment: Because of your newfound arsenal, this thing's more like cannon fodder now. It can still be pretty annoying when paired with other enemies of its class.
Omen Wasp
Health: 60
Danger Rating: 1/10
Comment: This thing goes down pretty easy with anything, despite his speed.
Poison Soul
Health: 150
Danger Rating: 4/10
Comment: This skull can be a problem, not only because of his poison clouds, but he charges at you non-stop as well. If you see this thing, kill it quickly.
Watcher
Health: 175
Danger Rating: 1/10
Comment: This guy's a weaker version of a cacodemon. Yay.
Psychic Soul
Health: 100
Danger Rating: 3.5/10
Comment: Ok, this guy can be pretty annoying since he can hit you from all the way across the goddamn map and his charge homes in on you faster than the poison soul. He teleports about as well, wonderful.
Ethereal Soul
Health: 130
Danger Rating: 3/10
Comment: Yet another lost soul variant that's persistent at teleporting and charging. On top of that, he turns visible only when he attacks.
Doom 3 Forgotten One
Health: 150
Danger Rating: 2/10
Comment: Think of this guy as a much more aggressive lost soul.
Coolie Ghost
Health: 90
Danger Rating: 2/10
Comment: His fireballs are as strong as those of a cacodemon, but he's slower and lacks the ability to turn invisible that he had in his native game Shadow Warrior.
Heretic Imp Leader
Health: 120
Danger Rating: 1/10
Comment: *yawn* This guy's less of a threat than in Heretic.
Corpse Worm
Health: 100
Danger Rating: 2/10
Comment: While his projectiles are weak, he's a pain to hit as he strafes a lot.
Probe
Health: 110
Danger Rating: 2/10
Comment: This hunk of junk's nails aren't all that damaging even without armor individually, just don't let it rack up that damage.
Fire Imp
Health: 100
Danger Rating: 1/10
Comment: Yet another weak ranged-attack enemy. Take it down with any weapon and move on.
Ice Imp
Health: 120
Danger Rating: 1/10
Comment: Like the above imp, kill it with whichever weapon you like and press onward.
Force Cube
Health: 60
Danger Rating: 6/10
Comment: This thing is like the force cube item you get as if it turned against you. Kill it quickly as it will obliterate your health with its continuous force laser attack if you let it. There is a chance of it deactivating when you beat it, allowing you to use it.
Cacodemon Class Enemies (Floaters)
Scrag
Health: 160
Danger Rating: 2/10
Comment: This thing isn't too bad compared to the rest of the enemies of its class, but it's more of a pain in tight spaces.
Floating Priest Type 1
Health: 150
Danger Rating: 4/10
Comment: I hate these guys. Not only do they strafe a lot, their projectiles come at you pretty fast and can poison you. A weapon with a homing projectile is what I recommend for these things.
Floating Priest Type 2
Health: 150
Danger Rating: 4/10
Comment: Other than the different fireballs and green clothing, this one's pretty much the same.
Mini Arachnophyte (Chaingun)
Health: 300
Danger Rating: 4/10
Comment: You do not want this thing alive, trust me. It's chaingun's pretty nasty.
Mini Arachnophyte (Plasma)
Health: 300
Danger Rating: 4/10
Comment: While its plasma chaingun's not as bad, it can still rip your health apart in short order.
Apparition
Health: 550
Danger Rating: 4/10
Comment: A slightly faster cacodemon with a very damaging fireball, now the enemies are actually starting to get tougher.
Reiver
Health: 150
Danger Rating: 2/10
Comment: Like in Hexen, this guy's gimmick is that he can steal your health in melee range and add to his own (yes, even past his normal limit). You do not want that do happen, trust me.
Dark Bishop
Health: 130
Danger Rating: 2/10
Comment: Sure he dodges a bit, but his missiles are pretty slow, even for semi-homing ones.
Strogg Hover
Health: 350
Danger Rating: 4/10
Comment: The whole burst of laser blasts can really damage you if you're not good at strafing.
Hell Disciple
Health: 300
Danger Rating: 4/10
Comment: He's very fast, so getting a bead on him isn't exactly easy. Also, watch out for the red homing bolts.
Hell Priest
Health: 200
Danger Rating: 2/10
Comment: This guy's similar to the dark bishop, so treat him as such.
D'Sparil Disciple
Health: 180
Danger Rating: 1/10
Comment: This guy flashes before firing a three-way shot, that's it. D'Sparil also spawns these guys as you fight him along with other similar enemies.
Octobrain
Health: 300
Danger Rating: 4.5/10
Comment: These guys got a nasty upgrade in their mindblast projectiles, meaning they can now rip right through you and take a huge chunk out of your health. They're pretty slow though, so kill them before they fire or dodge their blasts.
Gargoyle
Health: 300
Danger Rating: 3/10
Comment: Their projectiles are pretty quick, but their mobility sucks.
Mutated Pain Elemental
Health: 600
Danger Rating: 5/10
Comment: This guy either fires a small stream of homing skulls or a red energy ball that bursts into several blue skulls, and both of them are a real pain in tight corridors.
Cacodemon
Health: 400
Danger Rating: 2/10
Comment: Because of the stronger enemies of his class, he's limited to punching bag status.
Super Omen Wasp
Health: 600
Danger Rating: 3/10
Comment: This guy's a faster cacodemon with deadlier fireballs, enough said.
Fallen Angel
Health: 390
Danger Rating: 6/10
Comment: Ugh, I hate this guy! His rail attack hurts like hell, and he can block if you keep firing at him. Strong single attacks are best against him.
Richtus
Health: 300
Danger Rating: 5/10
Comment: Be very careful with his kamikaze attack when you get him down to the last bit of his health, as it will deal massive damage on a direct hit.
Sentinel
Health: 400
Danger Rating: 3/10
Comment: Treat this thing like you would its lesser counterpart, with caution about not letting it rack up damage mind you.
Beholder
Health: 650
Danger Rating: 5/10
Comment: Its plasma rain blast attack will end your life in seconds if you remain under the rain, especially if there is more than one of those present.
Controller
Health: 340
Danger Rating: 4/10
Comment: Another strafer, only this one has a slow homing projectile and some quick projectiles as well.
Cyclop
Health: 150
Danger Rating: 2/10
Comment: This guy's much weaker compared to the rest of the other enemies of his class.
Shielded Strogg Hover
Health: 650
Danger Rating: 4/10
Comment: A variant of the regular hover with a shield... wonderful. For this guy, either use weapons with rail attacks or hit him from behind. (His shield only protects the front)
Pain Elemental Class Enemies (Mook Makers)
Cacolich
Health: 890
Danger Rating: 5/10
Comment: This guy's flame breath deals a great amount of damage, and it's really fast too. Stay out of range, and plug away at it.
Mini Arachnophyte (Spreadshot)
Health: 700
Danger Rating: 3/10
Comment: If you're good at strafing slowly as he fires, you'll be good to go against this one. (he's a lot more likely to hit his own allies that way.)
Tortured Soul
Health: 1100
Danger Rating: 3/10
Comment: I admit his attacks are pretty deadly, but they're easy to dodge. As long as you keep plugging away at him, he shouldn't get a hit on you... just be careful of the poison clouds that disperse from him as he dies.
Plasma Elemental
Health: 950
Danger Rating: 5/10
Comment: This guy's plasma streams are very fast, and each burst will take a good chunk of health out of you. Also, be wary of his plasma explosion when he bites it.
Death Bishop
Health: 900
Danger Rating: 7/10
Comment: You really have to get rid of this guy quickly as soon as you see him, as his homing projectiles really hurt.
Assault Commander
Health: 550
Danger Rating: 5/10
Comment: This guy isn't as bad as his native game, but his rockets still pack quite a punch.
Mourning Fallen
Health: 700
Danger Rating: 8/10
Comment: Lemme tell you something about this guy, he's a real pain. Not only do his missiles hit really hard, but he can zoom across the goddamn map, shooting a very nasty stream of fire that can rip your health down to nothing without armor, and he's invulnerable while doing it. Greeeeat.
Phantasm
Health: 400
Danger Rating: 7/10
Comment: This guy can only be hurt when he attacks, and both of his attacks (one of them being a homing skull) hurt like hell. As soon as he solidifies himself, shoot him.
Pain Elemental
Health: 400
Danger Rating: 4/10
Comment: This guy can now spawn any lost soul-class enemy, including the force cubes. Kill this guy if you don't want to get swamped.
Mini Bone Dragon
Health: 900
Danger Rating: 5/10
Comment: The ice shards this guy fires are fast, hard to see, and hit pretty hard.
Seeker
Health: 550
Danger Rating: 5/10
Comment: Ok, this thing's a real bitch in tight corridors because of the rebounding plasma shots, so I recommend avoiding it in tight corridors or destroying it quickly.
Hades Elemental
Health: 1100
Danger Rating: 8/10
Comment: This guy's triple homing lightning attack will rape your health, and it's a royal pain in the ass to dodge, especially in tight spaces.
Half-life Bat
Health: 800
Danger Rating: 6/10
Comment: Its projectile attack is very fast, and really damaging. (for some reason it doesn't poison you.)
Cyclop Type 2
Health: 800
Danger Rating: 7/10
Comment: It can dodge your projectiles, so rail shots and hitscan shots are best against him. His projectile streams are pretty nasty too, especially the homing ones.
Imp Lord
Health: 600
Danger Rating: 5/10
Comment: He can spawn lesser imps and chuck shotgun-style elemental blasts at you. Lovely.
Phoenix
Health: 900
Danger Rating: 10/10 (he's THAT dangerous)
Comment: If there's any reason why I gave this rare enemy a 10 on the danger rating, it's because his kamikaze attack WILL kill you instantly if he collides with you, even at 666 health AND armor. (Unless, you have the earth rune handy, but even then you'll still take a crapton of damage.)
Hell Knight Class Enemies (Mid-Class Fighters)
Quake Fiend
Health: 1400
Danger Rating: 6/10
Comment: He's pretty quick to jump across rooms to reach you, plus he hits pretty hard.
Marauder
Health: 550
Danger Rating: 6/10
Comment: This guy's chaingun will really tear up your health if you let him get a bead on you.
Acolyte Captain
Health: 600
Danger Rating: 8/10
Comment: For his class, this guy's really nasty. Not only does his shotgun hit pretty hard, but his railgun attack can rip off over 120 hit points. Ouch!
Raised Guy
Health: 450
Danger Rating: 4/10
Comment: This guy may drop a combat shotgun when you drop him, just be careful about the chance he'll use it on you instead of the weaker railgun attack.
Quake Ogre
Health: 700
Danger Rating: 5/10
Comment: Though he's not as dangerous with those grenades, you still don't want to get hit by them.
Strogg Berserker
Health: 450
Danger Rating: 3/10
Comment: If you're good at dodging melee attacks, you should be fine against this guy.
Hell Guard Type 2
Health: 900
Danger Rating: 4/10
Comment: The thunderballs may not be as bad assuming you know how to dodge, but they're still very deadly.
Strogg Brains
Health: 1250
Danger Rating: 3/10
Comment: He's still a bit of a joke, only now he can hit you from across the map. Still, railgun shots or attacks from behind are the way to go against him.
Quake 2 Mutant
Health: 700
Danger Rating: 3/10
Comment: He isn't as bad as the quake fiend, but his charging attack deals pretty big damage.
Invisible Fat Minion
Health: 500
Danger Rating: 3/10
Comment: His projectiles are very fast and he's invisible until he fires. He doesn't have any homing projectiles at least.
Player Clone Mk. II
Health: 280
Danger Rating: 4/10
Comment: This guy's attack can really wear you down in a hurry and his grenades deal massive damage on a direct hit, but on the flipside he does drop plenty of weapons.
Vixens
Health: 500
Danger Rating: 7/10
Comment: These bitches are real pains in the ass, as their kicks hurt like hell and they got plenty of nasty ranged attacks. It's best to bring a strong weapon should you meet any of them.
Blood Mummy
Health: 1480
Danger Rating: 3/10
Comment: Stay out of melee range and keep dodging his blood shots while firing at him and he should go down in no time. If you got nothing but weaker weapons, he'll take a while.
Hell Demon Type 1
Health: 1000
Danger Rating: 3/10
Comment: His triple shot attack's nothing special, though it's still annoying to dodge in tight spaces and the projectiles do plenty of damage.
Hobbes
Health: 600
Danger Rating: 4/10
Comment: His revolver bullets hit pretty hard, but the big problem for him is that he has to reload every twelve shots. If you've got a powerful weapon, use that to take him down quickly while he's reloading. When he's not firing at you, he'll fire every which way which makes him reload faster. He does have a chance of dropping a desert eagle.
Snakeotaur
Health: 700
Danger Rating: 2/10
Comment: He does get a bit faster as his health goes down, but other than that, he's just a simple melee goon.
Alien
Health: 2000 (550 Mini-Alien)
Danger Rating: 7/10
Comment: Ok
Hell Knight
Health: 500
Danger Rating: 2/10
Comment: He's pretty much a joke compared to most of the stronger enemies of his class and a lot of the new weapons can tear him to shreds.
Leonard Clone
Health: 400
Danger Rating: 8/10
Comment: Another really brutal enemy for his class, his hitscan weapons are what you really want to watch out for... those and his dynamite arrows as they deal over 200 points of damage on a direct hit. He drops ammo for two weapons that you can only get from the boss version... and he's just as nasty.
Red Blaster Marine
Health: 600
Danger Rating: 6/10
Comment: Another lethal enemy, if you stay in front of him for more than a second, you'll get obliterated by his plasma barrage.
Evil Anubis Warrior
Health: 500
Danger Rating: 4/10
Comment: He chucks his blue fireballs in sets of two, so if you're far enough away from him and right in front of him, he won't be able to hit you unless he decides to move over.
Pantera
Health: 780
Danger Rating: 4/10
Comment: This guy's really fast, and his roar attack really hurts. Surprisingly, despite it looking like a hitscan, it isn't, so when you see him roar, strafe to the left or right quickly as that invisible projectile's really fast. He blocks quite a bit as well, so strong single-hit weapons are recommended.
Dirty Priest
Health: 600
Danger Rating: 5/10
Comment: Both of this guy's projectiles home in on you, but the big one he charges up does major damage. His summoned monkey enemies are just there to make you waste ammo, so focus on the master first.
Scavenger
Health: 750
Danger Rating: 4/10
Comment: This guy's homing projectiles do moderate damage, but the straight fireball he shoots deals a little more damage. That's about it.
Spirit Crusher
Health: 900
Danger Rating: 4/10
Comment: The homing skull stream is what you really want to watch out for, as the big fireballs are simple to dodge.
Greater Sabreclaw
Health: 780
Danger Rating: 4/10
Comment: This guy's a huge improvement over the regular sabreclaw. However, he's really nasty in tight spaces.
Fire Wizard
Health: 500
Danger Rating: 5/10
Comment: This guy's fire rate isn't too bad in open areas, but his projectiles are pretty fast.
Master Knight Archer
Health: 650
Danger Rating: 3/10
Comment: This guy isn't much better than his weaker version, so I can't really say much on him.
Green Ninja
Health: 280
Danger Rating: 4/10
Comment: He has a good chance of dropping his shotgun when he bites the big one.
Sentry
Health: 750
Danger Rating: 4/10
Comment: This guy's projectiles are pretty fast, so it's recommended to kill him quickly if you meet him in tight spaces.
Stone Golem
Health: 700
Danger Rating: 4/10
Comment: He's immune to everything while charging at you, and his melee attacks hit pretty hard.
Quake Mummy
Health: 450
Danger Rating: 3/10
Comment: Do not stay in this guy's cloud when you gib him (which is the only way to truly kill him, by the way), as it will quickly sap your health. Oh, and his projectiles poison you as well.
Gonome
Health: 650
Danger Rating: 3/10
Comment: He has a quick fireball and a nasty melee attack... and that's about it with this dude.
Antlion
Health: 800
Danger Rating: 3/10
Comment: Another melee goon, at least this one's pretty quick on its feet.
Fast Headcrab Zombie
Health: 400
Danger Rating: 4/10
Comment: This melee monster is quick with his attack, so don't bother meleeing him.
HL Grunt (Shotgun)
Health: 1000
Danger Rating: 6/10
Comment: While his grenades don't explode right away (Yes, they deal big damage), his shotgun blasts are his main specialty. Sometimes, he will dole out a much-stronger shotgun blast that will tear off a big chunk of your health at point-blank range.
Tesla Imp
Health: 650
Danger Rating: 4/10
Comment: This guy's very accurate with his attacks, so he can hit you from all the way across a wide-open room, but the single shot does moderate damage at best.
Black Scorpion
Health: 600
Danger Rating: 3/10
Comment: Not much better than its yellow counterpart, so take it out from a distance. It's only a threat in tight spaces, though, like every other enemy is there.
Baron of Hell Class Enemies (Blitzers)
Dark Knight
Health: 1300
Danger Rating: 5/10
Comment: His triple-shot ground attack really hurts at melee range, so keep a good distance away from him.
Possesed Ettin
Health: 550
Danger Rating: 3/10
Comment: His fireballs are painful, but easy to dodge. Again, he isn't much of a threat in open spaces.
Omega Serpent
Health: 1100
Danger Rating: 7/10
Comment: Not only are his fireballs fast, his melee attack REALLY hurts. If you see this guy quickly charging at you, kill him quickly or run.
Ancient Mummy
Health: 400
Danger Rating: 6/10
Comment: Not only does he have plenty of damaging attacks, he can resurrect fallen enemies around him. Prioritize death for this guy first.
Jon Clone
Health: 400
Danger Rating: 5/10
Comment: He's fast, has a nasty hitscan machinegun, and he can only be reliably hit while firing at you.
Earth Elemental
Health: 1000
Danger Rating: 4/10
Comment: The ground spike attack is pretty dangerous in narrow corridors, as it will take off a lot of health, but it has a limited range. Oh, and his flying boulders come at you really fast.
Visionary
Health: 1450
Danger Rating: 7/10
Comment: Every single one of his attacks can deal major damage, but the spreadshot-style ice attack is the worst of the three. Oh, and he makes himself temporarily invincible if you keep pounding away at him.
Minotaur
Health: 2000
Danger Rating: 4/10
Comment: You do not want to be right up in his face when he does his triple axe shot, as all three of those at the same time really hurt.
Lizard Hunter
Health: 850
Danger Rating: 5/10
Comment: He's pretty quick with chucking those thunderballs.
Dark Weaver
Health: 1300
Danger Rating: 4/10
Comment: His attack's pretty fast, and he can teleport. Lovely.
Cybruiser
Health: 1200
Danger Rating: 6/10
Comment: His missiles really hurt, and he shoots three of them at a time.
Hell's Fury
Health: 1000
Danger Rating: 3/10
Comment: His main fireball leaves plasma drip trails, and that's all the new tricks he picked up. (Still, watch out for those homing skulls.)
Hell Warrior
Health: 1100
Danger Rating: 5/10
Comment: The fireballs he shoots from his shield can rip through your body, taking big chunks of your health with them, and he blocks whenever he flinches.
Belphegor
Health: 1500
Danger Rating: 5/10
Comment: The belphegor's fireballs can now rip through you, but their range is limited. Not to mention, that they explode when touching the ground, damaging you if you're near them when they land.
Fire Afrit
Health: 800
Danger Rating: 3/10
Comment: He lost his ability to generate ground fire for some reason.
Hell Guard Type 3
Health: 1100
Danger Rating: 4/10
Comment: Sure his fireballs home in on you and hurt, but they're pretty slow.
Lord of Heresy
Health: 1250
Danger Rating: 7/10
Comment: This guy's fireballs are much deadlier this time around, and they leave flame trails that damage. They're a little slower though, but it works to their advantage.
Imp Warlord
Health: 700
Danger Rating: 4/10
Comment: If you remember how to deal with the original imp warlord enemy, then you should have no problem with this guy despite his upped hitpoints.
Cyber Baron
Health: 1200
Danger Rating: 6/10
Comment: This guy's rockets deal a ton of damage, so don't let them hit you.
Railgun Prototype Marine
Health: 800
Danger Rating: 6/10
Comment: He's very accurate with that weapons of his, and the single railshot deals a little over 100 points of damage (I don't know the exact amount of damage).
Gate Guardian
Health: 800
Danger Rating: 5/10
Comment: Avoid the missile he shoots, as it will deal a lot of damage on a direct hit.
Duke Nukem Clone
Health: 950
Danger Rating: 7/10
Comment: A pain in the ass to hit, and well-armed this clone is... at least he drops plenty of ammo when you drop him.
Mini Cyberdemon
Health: 1000
Danger Rating: 5/10
Comment: Do not get hit by this guy's missiles.
Player Clone Mk. III
Health: 480
Danger Rating: 7/10
Comment: This guy's arsenal is much nastier, but on the flipside, he drops plenty of the better weapons once you defeat him considering his relatively low health.
Baron of Hell
Health: 1000
Danger Rating: 2/10
Comment: Like his hell knight counterpart, all he has is his fireball attack.
Strogg Tank
Health: 2000
Danger Rating: 7/10
Comment: While he's pretty slow to attack, you should still watch out for that triple rocket attack, as the rockets are fast and deal huge damage on a direct hit.
Iron Maiden
Health: 850
Danger Rating: 6/10
Comment: All they have are their rockets, but even then they're still pretty nasty with them.
Strogg Gladiator
Health: 850
Danger Rating: 7/10
Comment: He may not be as accurate with his railgun, but if it does hit it will take a big bite out of your health.
Assassin
Health: 1200
Danger Rating: 8/10
Comment: One of her triple-shot attacks homes in on you very quickly and deals a nasty amount of damage when all three bolts hit, which they will, so if you're in trouble if you don't have decent hiding spots. She does tend to drop her weapon once you kick her ass.
Interrogator
Health: 1800
Danger Rating: 7/10
Comment: Another enemy with two nasty attacks, but at least he sometimes drops a death ray weapon and a rocket launcher once you take him out.
Death Shroud
Health: 750
Danger Rating: 8/10
Comment: This guy, in addition to having a few painful attacks, he only can be hurt while he's corporeal.
Combine Metro Cop
Health: 1200
Danger Rating: 6/10
Comment: He's not as dangerous compared to most of the previous enemies of his class, but his rifle is still not to be taken lightly; neither are his grenades.
Zombine
Health: 1200
Danger Rating: 6/10
Comment: Great, a melee goon that can throw grenades at you. Anyways, get away from the grenades before they explode, as they really hurt as usual.
HL Grunt (M16)
Health: 1400
Danger Rating: 5/10
Comment: Not as bad as the shotgun grunt, but he's still pretty nasty with his rifle and grenades.
Soul Slasher
Health: 900
Danger Rating: 5/10
Comment: He turns visible when he's attacking, and his slow homing projectiles are pretty damaging.
Crystal Golem
Health: 1100
Danger Rating: 7/10
Comment: His ice shards pierce through your armor, not good! If you're hiding behind an object you can fire through when you face this thing, fire away.
Robot Patrol
Health: 1250
Danger Rating: 6.5/10
Comment: The ricochet mines are really problematic in tight spaces.
Hornet Grunt
Health: 1500
Danger Rating: 7/10
Comment: The hornet projectiles he shoots are fast and really hard to dodge because they home in on you. If you can kill him, though, he might drop his gun which you can use.
Shielded Strogg Gladiator
Health: 1350
Danger Rating: 7/10
Comment: He traded in his railgun for a phalanx and a shield it seems, and the phalanx missiles are very nasty in their own right. If you kill him he'll have a good chance of dropping the weapon for you to use.
Arachnotron Class Enemies (Heavy Artillery Dudes)
Arachnotron
Health: 500
Danger Level: 5/10
Comment: Even if there are stronger enemies in his class than him, you still shouldn't underestimate this guy's rapid-fire ability.
Veteran Catharsi
Health: 950
Danger Level: 8/10
Comment: Every single one of this guy's missile attacks hits hard, especially the heavy rocket.
Predator
Health: 700
Danger Rating: 5/10
Comment: This guy is a nightmare to see in dark areas.
Mini Cyber Mastermind (Chaingun)
Health: 800
Danger Rating: 6/10
Comment: The missile and chaingun combination can quickly wear your health down if you don't act quickly.
Mini Cyber Mastermind (Plasma)
Health: 400
Danger Rating: 7/10
Comment: Despite having half the health, his plasma barrage along with his missiles can end you more quickly.
Plasma Marine
Health: 175
Danger Rating: 7.5/10
Comment: This guy's a glass cannon as while he can really end you with his plasma barrage in seconds, you can do the same with him in only at least one hit from the strongest weapon you have.
Serpent Demigod
Health: 1320
Danger Rating: 5/10
Comment: His fireball/thunderball streams are pretty deadly, but neither of them home in on you.
Evolved Pain Elemental
Health: 900
Danger Rating: 4/10
Comment: The homing fireball attack is the one you gotta watch out for.
Mech Arachnotron
Health: 800
Danger Rating: 4/10
Comment: Nowhere near as bad as the normal arachnotron, ironically.
Big Pinkie
Health: 1800
Danger Rating: 4/10
Comment: His melee attack really hurts. Other than that, he's fairly easy to kill... unless you're trapped in a corner.
Demon Eclipse Sentinel
Health: 900
Danger Rating: 5/10
Comment: He has a particularly nasty fireball attack from his mouth and spawns guardian cubes.
Ophidian
Health: 890
Danger Rating: 3/10
Comment: Just like the ophidian in Heretic, only with a lot more health.
Shial
Health: 1200
Danger Rating: 1/10
Comment: Just spawns those annoying spider enemies at you.
Super Mite
Health: 650
Danger Rating: 4/10
Comment: Be careful about the little surprise when you waste this thing.
Rex Fiend
Health: 2000
Danger Rating: 6/10
Comment: He can only be hurt from the front if you're not using certain weapons that pierce through his armor.
Efreet
Health: 1200
Danger Rating: 6/10
Comment: He turns invulnerable when he flinches and his close-range fire stream can just obliterate your health in seconds.
Ice Wizard
Health: 800
Danger Rating: 6.5/10
Comment: This guy's ice-based attacks make the fire wizard look like a joke in comparison.
Shadow Ninja
Health: 500
Danger Rating: 7/10
Comment: This ninja's attacks much more lethal than those of the other ninjas, with the triple ground explosion trail attack being the much deadlier of the two.
Crusader
Health: 750
Danger Rating: 7/10
Comment: Though they fire only mini rockets, these deal huge damage on a direct hit, so avoid those.
Ghost Skeleton Archer
Health: 600
Danger Rating: 5/10
Comment: Quite an improvement over the standard skeleton archer, if you ask me.
Air Elemental
Health: 800
Danger Rating: 8/10
Comment: Though they aren't as dangerous as they were in the earlier versions, I still can't stand these things they're still pretty brutal, especially in tight spaces. If you see a homing tornado coming your way, RUN!
Voltigore
Health: 1000
Danger Rating: 6/10
Comment: This guy's projectile is pretty dangerous, but at least it doesn't home in on you.
C Spider
Health: 850
Danger Rating: 5/10
Comment: Dodge its painful poison projectiles and keep plugging away at it.
Doom 3 Mancubus
Health: 1200
Danger Rating: 6/10
Comment: His fireballs really hurt, and he continuously fires them at you.
Headhunter Type 2
Health: 750
Danger Rating: 6/10
Comment: His auto-rail attack doesn't deal much damage per hit, but keep in mind that it can quickly add up, the same goes to the plasma shots... only the damage from those adds up more quickly.
Big Jackelope
Health: 1250
Danger Rating: 6/10
Comment: This thing spawns smaller jackelopes, so kill this thing quickly or be overrun with the little critters.
Scorpion Minion Type 2
Health: 800
Danger Rating: 6/10
Comment: Watch out for this guy's rockets, I can't stress this enough. Also, his regular projectiles are pretty nasty.
Spoiler:
Aeons of Death V5 Beastiary
Mancubus Class Enemies (Tanks)
Quake Death Knight
Health: 1000
Danger Rating: 6/10
Comment: His fireball spread's pretty nasty to deal with in tight spaces, and each of them can hit over 100 points of damage at most.
Sumo Trainee
Health: 1320
Danger Rating: 6/10
Comment: The stomp attack will very likely hit a lot of his fellow demons around him if you keep away.
Shield Demon
Health: 860
Danger Rating: 5/10
Comment: He blocks very often, so bring a strong weapon for this bastard.
Mini Dark Cyberdemon
Health: 900
Danger Rating: 5/10
Comment: His hitscan weapon can be a problem for him if he accidentially hits his allies. On top of that, he has a small chance of dropping it himself.
Ghost Knight
Health: 950
Danger Rating: 4/10
Comment: If you know to dodge those powerful blood axes, you're good to go when you fight him... unless you end up fighting him in tight corridors.
Super Imp
Health: 890
Danger Rating: 5/10
Comment: This imp's barrage isn't very accurate, as he'll wind up hitting other enemies instead... the fireballs are still nasty to get hit by, though.
Vore
Health: 1100
Danger Rating: 8/10
Comment: I hate these things! Sure their homing missiles are slow, but they deal a lot of damage, pretty much like a revenant's homing missiles.
Diabolic Ettin
Health: 1400
Danger Rating: 4.5/10
Comment: It's only projectile attack doesn't sound too bad, but getting hit by it still isn't a good thing.
Alien Hulk
Health: 1200
Danger Rating: 9/10
Comment: While he doesn't have a hitscan weapon thankfully, he more than makes up for that by having a nasty projectile weapon, insanely-damaging land mines, and the ability to come back to life if he's not gibbed. Gibbing him may net you his weapon though, so it's all good.
Elite Chaingunner
Health: 850
Danger Rating: 8/10
Comment: Whatever you do, do NOT let this guy start firing! (unless you have him fighting someone else.)
Blood Mancubus
Health: 900
Danger Rating: 7/10
Comment: Beware this fatass's homing shots.
Malevonant
Health: 1200
Danger Rating: 4/10
Comment: Ignore the minions this guy spawns and take him down.
Ice Storm Caller
Health: 600
Danger Rating: 6/10
Comment: This guy's deep frost shard will really damage you, like the maelstrom soul's bolt does.
Mancubus
Health: 600
Danger Rating: 5/10
Comment: This guy's still as dangerous as ever, though he's still a nice wide target.
Iron Lich
Health: 700
Danger Rating: 5/10
Comment: Now that you have a lot of new weapons, this guy isn't so bad... his homing tornadoes you still have to watch out for, though.
Hexen 2 Mummy
Health: 850
Danger Rating: 5/10
Comment: Beware the scarabs this guy shoots out; however, if you kill him you may get his weapon.
Skull Wizard
Health: 750
Danger Rating: 6/10
Comment: This is essentially a weaker variant of the Mastema and Oriax bosses, but he's still no pushover.
Yak Man
Health: 650
Danger Rating: 5/10
Comment: He might drop an icestorm wand when you put him down.
Light Elemental
Health: 600
Danger Rating: 8/10
Comment: Both of its attacks are very lethal, with the rail shot attack being the worse of the two to avoid.
Lo Wang Clone
Health: 900
Danger Rating: 7/10
Comment: His arsenal's pretty small, but you do not want to be hit by his rockets.
Hollow
Health: 780
Danger Rating: 7/10
Comment: This imp's attacks aren't too hard to avoid, but you wouldn't want to get hit by them.
Werewolf Type 2
Health: 880
Danger Rating: 4/10
Comment: His blood shot barrage is, as expected, annoying to dodge in narrow corridors.
Serpent Imp
Health: 800
Danger Rating: 6.5/10
Comment: Ok, this guy's much nastier than the snake imp, as he can hurl a large spread shot of acid bolts and chuck strong homing poison bolts. On top of that, he turns visible to attack.
Hexen 2 Crusader
Health: 650
Danger Rating: 6/10
Comment: The homing ice blasts can really hit hard if you're not paying attention.
Heavy Rocket Zombie
Health: 650
Danger Rating: 8.5/10
Comment: Ok, this guy you really need to be careful with. A direct hit from his heavy rocket deals massive damage. He also has the chance to drop the weapon himself.
HL2 Vortigaunt
Health: 900
Danger Rating: 5.5/10
Comment: He takes some time to charge up his attacks, but if you keep shooting at him, he'll charge up a hidden attack and he'll fire that at you if you don't stop shooting him.
Cave Demon
Health: 600
Danger Rating: 6/10
Comment: *grumble* An arachnotron-style enemy that also charges at you. Lovely.
Medusa
Health: 800
Danger Rating: 6/10
Comment: This she-monster's semi-homing poison bolts are crazy fast, and they hit pretty hard, too.
Crawler
Health: 600
Danger Rating: 5/10
Comment: Shoots three different elemental projectiles in a shotgun-esque spread. The lightning ones are what you gotta watch out for though, because of their speed.
Triad Enforcer
Health: 720
Danger Rating: 7/10
Comment: In addition to his machinegun, you gotta worry about his grenades.
Revenant Class Enemies (Elite Soldiers)
Mini Belphegor Type 2
Health: 400
Danger Rating: 3.5/10
Comment: He's a little tougher than the first mini belphegor variant because of the homing fireballs.
Devil
Health: 900
Danger Rating: 5/10
Comment: Mind the homing fireballs.
Strogg Gunner
Health: 500
Danger Rating: 7/10
Comment: The grenades are worse than his machine gun. Remember that well.
Death Incarnate
Health: 400
Danger Rating: 5/10
Comment: His gaze attack may not be all that bad, but he will come back to life every time you kill him without gibbing him.
Bolt Imp
Health: 600
Danger Rating: 5/10
Comment: His single projectile attack leaves a damaging thunder vortex behind.
Zombie Butcher
Health: 650
Danger Rating: 4/10
Comment: The vomit attack is nasty, so don't get hit by it.
Nailgun Rebel
Health: 450
Danger Rating: 5/10
Comment: Is there anything about enemies with nailgun attacks that I haven't already covered?
Weredragon
Health: 800
Danger Rating: 2/10
Comment: He's not all that threatening like the Baron of Hell for his health level.
Wendigo
Health: 450
Danger Rating: 4/10
Comment: Tight areas make this guy a real bitch to deal with. Oh, and don't bother with ice attacks on him.
Chaos Serpents
Health: 600 (Both)
Danger Rating: 2/10 (Green), 3/10 (Brown)
Comment: The brown one's gas ball poisons you on contact.
Skeleton Knight
Health: 400
Danger Rating: 2/10
Comment: Avoid the red axes he chucks every once in a while.
Doomed Warrior
Health: 745
Danger Rating: 7/10
Comment: The homing energy balls really hurt if all five hit you at once, and they very often will.
Spirit Catcher
Health: 300
Danger Rating: 3/10
Comment: The spirits this guy throws can rip through anyone they touch, dealing a good amount of damage. They don't home in at all.
Protector Drone
Health: 500
Danger Rating: 3/10
Comment: This one is nowhere near as bad as he was in his na- Wait, why do I keep saying that?
Railgun Marine
Health: 140
Danger Rating: 7/10
Comment: Since he can hit you from all the way across any space, it's best to strafe from side to side.
Greater Cyberspectre
Health: 600
Danger Rating: 6/10
Comment: Need I say more about enemies with rapid-fire projectile weapons?
Revenant
Health: 300
Danger Rating: 5/10
Comment: He's just as deadly as in Vanilla Doom, so be careful.
Bastet Mistress
Health: 600
Danger Rating: 6/10
Comment: Much more annoying than the regular bastet enemies because her projectile attacks can really tear your health down to nothing, making her one of the closest things to bullet hell.
Omen Wasp Necromancer
Health: 500
Danger Rating: 5/10
Comment: Think of this guy as a floating revenant, only his projectiles aren't as powerful.
Elite Kilmaat Soldier
Health: 600
Danger Rating: 3/10
Comment: It's plasma burst attack isn't all that tough to avoid, but it's a step up from the Weredragon's attack.
Misanthrope
Health: 600
Danger Rating: 3/10
Comment: A step below the Dark Weaver. Enough said.
Spawn of Possession
Health: 950
Danger Rating: 6/10
Comment: Another flying revenant, basically... his homing projectile's stronger though.
Forsaken
Health: 450
Danger Rating: 5/10
Comment: This imp has a dangerous homing ice shard attack, so watch out.
Nailborg
Health: 480
Danger Rating: 4/10
Comment: Be careful of the armor-piercing nails this guy uses, along with the grenades.
Flame Centaur
Health: 666
Danger Rating: 8/10
Comment: Do not stand in those fire trails, ever!
Green Succubus
Health: 650
Danger Rating: 6/10
Comment: This one focuses on nothing but poison attacks. Kill her quickly.
Paladin
Health: 450
Danger Rating: 4/10
Comment: This guy must have one hell of a throwing arm for those axes.
Invisible Trooper Mk. III
Health: 300
Danger Rating: 3/10
Comment: Alas, nowhere near as threatening as the other monsters of his class.
Gray Ninja
Health: 220
Danger Rating: 6/10
Comment: This guy's grenades you should be worrying about, since they're still pretty deadly. (nowhere near as deadly as the ones used by some other enemies, mind you.)
Lich
Health: 400
Danger Rating: 4/10
Comment: Killing this guy will get you his staff, so it's good considering he's pretty rare.
Soul Eater
Health: 400
Danger Rating: 6/10
Comment: If his fireballs don't get you, his homing skull flurries will.
Shock Trooper
Health: 400
Danger Rating: 5/10
Comment: Remember these guys from playing the Massmouth series? By the way, watch out for the grenades.
HL2 Barney
Health: 400
Danger Rating: 5/10
Comment: Never underestimate a guy with a hitscan machine gun.
Banshee Mk. II
Health: 500
Danger Rating: 7/10
Comment: Be careful of any homing missiles she may launch at you.
Former Soldier
Health: 350
Danger Rating: 5/10
Comment: Is there anything about hitscan enemies that I already didn't mention before? This guy's no exception.
Shielded Strogg Gunner
Health: 800
Danger Rating: 6/10
Comment: A little tougher than the normal gunner, and he has a chance of dropping a nailgun as well.
Archvile Class Enemies (The Royal Guard)
Archvile
Health: 700
Danger Rating: 8/10
Comment: While he still remains among the nastiest foes, he now has a chance of dropping a bonestaff that lets you resurrect fallen enemies. Good to have such a weapon on your side in those super-tough megawads.
Shambler
Health: 2800
Danger Rating: 10/10
Comment: Just as brutal as he was in his native game, his electrical attack will wreck your health and armor as it can hit you from across the map and it's really hard to dodge.
Demon Eclipse Deathknight
Health: 1000
Danger Rating: 8.5/10
Comment: Another really nasty enemy, this guy has a major weakness though: he'll hit you with his melee attack after lowering his shield once you're close enough to him, allowing you to quickly hit him again to hopefully force him to block. He may go "screw it" and have his shield shoot fireballs instead though, so watch out.
Hell Demon Type 2
Health: 1900
Danger Rating: 7/10
Comment: Sure his projeciles' patterns are simple, but really, would you want to get hit by these things?
Poison Afrit
Health: 1600
Danger Rating: 8/10
Comment: His poison attacks are no laughing matter, so kill him quickly and maybe you'll get his serpent staff.
BFG Marine
Health: 500
Danger Rating: 8/10
Comment: Find cover as soon as possible if you can't kill him quickly.
Archon of Hell
Health: 2000
Danger Rating: 8/10
Comment: Beware the comet he tends to hurl, seriously.
Diabloist
Health: 900
Danger Rating: 9/10
Comment: Don't even think of taking this guy on without strong weapons.
Queen Vixen
Health: 3000
Danger Rating: 7.5/10
Comment: Just like the regular vixens, only she takes much longer to kill, making her that much worse.
Player Clone Mk. IV
Health: 1000
Danger Rating: 9/10
Comment: At least he drops some really good weapons... if you can kill him before he flat-out obliterates you first.
Menelkir
Health: 1500
Danger Rating: 10/10
Comment: His homing projectiles are a real nightmare to avoid, so finding cover is essential.
Zedek
Health: 1800
Danger Rating: 8/10
Comment: He doesn't have homing projectiles thankfully, but his quietus projectiles really hit hard.
Tradactus
Health: 1750
Danger Rating: 9/10
Comment: Do not let those wraithverge spirits catch you, ever.
Mini Kilmaatikhan
Health: 1250
Danger Rating: 6/10
Comment: Not nearly as threatening as the other enemies of his class, but this mini endboss can still catch inexperienced players off guard when they're low on health.
Necromancer
Health: 1500
Danger Rating: 7/10
Comment: Avoid the crows this guy shoots at you, as they'll mercilessly tear away at your health.
MM Fallen Angel
Health: 2000
Danger Rating: 8/10
Comment: In addition to shooting an insanely-lethal energy bolt, he can turn himself invulnerable. What fun.
Anubis Avatar
Health: 2500
Danger Rating: 8/10
Comment: Did he steal that skull swarm attack from the spirit crusher enemy? On top of that, he's invulnerable while sending said swarm at you. That's just great.
Bruiser Demon
Health: 1500
Danger Rating: 8.5/10
Comment: That ground explosion attack is especially nasty in tight corridors since there's no way to dodge it.
Strogg Medic
Health: 1100
Danger Rating: 7/10
Comment: Along with the plasma stream attack, he can revive fallen enemies. All together now: "Shoot the medic first!" He drops a crapton of medikits once he falls, which is really nice actually.
Naga
Health: 1300
Danger Rating: 8/10
Comment: She'll use that grappling harpoon to pull you over to her if you're too far away from her. Nothing says "Get over here" quike like that.
Fallen Angel Lord
Health: 1050
Danger Rating: 8/10
Comment: Much nastier than the already-dangerous fallen angels, this guy will teleport everywhere if you don't kill him quickly.
Caleb Clone
Health: 1300
Danger Rating: 8/10
Comment: The most dangerous of the player character clones, fighting this guy will make you shudder in horror at what facing the boss version will be like... unless you have the stronger weapons with you.
Super Combine
Health: 1400
Danger Rating: 7/10
Comment: This guy also isn't too bad compared to the rest of the enemies of this class, but he would be right up there with the revenant-class enemies.
Poison Headcrab Zombie
Health: 1200
Danger Rating: 7/10
Comment: This guy constantly sics poison headcrabs on you, so take him down quickly.
Mummy Lord
Health: 3000
Danger Rating: 8.5/10
Comment: This guy's right up there with some of the other enemies of his class. However, as his health gets lower, his arms fall off, and then his legs. Not only does he sometimes drop the scarab staff, but he'll also drop a bone staff as well. Sweet.
Shadow Warrior Guardian
Health: 1150
Danger Rating: 7/10
Comment: Remember that three-way ground explosion attack from the shadow ninja? Yeah, this guy has it as well. That, and a fireball shield ability. You can only get this guy's head as a weapon when you gib him, but even that has a chance of not happening.
Necrophagist
Health: 1500
Danger Rating: 8/10
Comment: He's nearly as fast as an archvile, and he has an auto-rail attack. Need I mention he can bring back dead enemies? Oh, and he heals himself by reviving said fallen enemies, but it's very likely you'll be a bit too busy trying to off him first to notice. Let him revive too many enemies and he'll easily take a while to kill then.
Azazel
Health: 1200
Danger Rating: 9/10
Comment: Using rapid-fire weapons on this guy is a REALLY bad idea.
Moloch (No, not the cycloid emperor recolor)
Health: 2500
Danger Rating: 8.5/10
Comment: He has a really nasty instant-hit attack where he summons a flaming pentagram from underneath your feet in addition to a fancy-but-nasty flame trail nova attack. Need I mention that his dark energy bolts will rip right through you and rape your health and armor?
Warlock
Health: 2800
Danger Rating: 9/10
Comment: If this guy turns you into a chicken, find a good hiding spot or you're dead as in chicken form, you lose ALL of your armor. Need I mention that two of his spells are of the instant-hit variety? (The auto-rail spell and the one similar to a tomed dragon claw attack.)
Spider Mastermind Class Bosses (Admirals)
Arachnophyte
Health: 8200
Danger Rating: 8/10
Comment: Just as bad as the plain-old Spider Mastermind, this one's nails will rip through everyone in their path. If you don't have a pillar to hide behind when the nails start flying, you're boned.
Cyber Mastermind
Health: 7500
Danger Rating: 8/10
Comment: A hitscan and rocket combo is never a good sign when the enemy starts using it against you. Just pray that you never have to fight this guy in an open area without significant cover.
Dementor
Health: 6000
Danger Rating: 8/10
Comment: This guy can only be hurt when he attacks (His gas stream attack is very lethal, by the way), as attacks will pass right through him when he isn't. Don't forget that you will take damage as you remain near him.
Bolt Arachnotron
Health: 7000
Danger Rating: 6/10
Comment: Not too bad compared the the previous three bosses, but still, never stop moving when he's firing.
Selkis
Health: 7500
Danger Rating: 7.5/10
Comment: Among her already-dangerous barrage attacks, the ones you should really watch out for are the homing red snake heads and big red energy balls. Since she doesn't have any hitscan attacks, however, if you hide behind an object that won't block your shots (or if you're more daring, have a katana to send the barrage back at her via blocking), she's pretty much an easy kill (of course, with the katana deflection method saving you lots of ammo.)
Magmos
Health: 6000
Danger Rating: 6/10
Comment: Since his incredibly-dangerous fireballs don't home in on you, it's all a matter of dodging and shooting at him until he falls. Oh, and don't touch him either.
Cerinton
Health: 6000
Danger Rating: 7.5/10
Comment: This guy can be hit anywhere, so he loses half a point for that. He makes up for this by having attacks that may be painful to dodge and very damaging. For some reason, the tornado attack barely does anything at all.
Praevus
Health: 5500
Danger Rating: 6.5/10
Comment: His homing poison bolt swarm is his worst attack pretty much, along with that deep frost shard that Cerinton also used. Still, don't take this demon master lightly.
Bone Dragon
Health: 6500
Danger Rating: 8/10
Comment: His super ice ball shoots out smaller ice shards as it flies by, making it a real bitch and a half to avoid taking damage, and that deep frost shard attack? Still very annoying.
Cerberus
Health: 7000
Danger Rating: 6/10
Comment: Sure his pattern's simple, but that doesn't mean you should let any of his fireballs hit you since they deal massive damage on a direct hit. There's also the fact that like in his native game, when Cerberus is halfway dead, one of his heads dies and the other head becomes more desperate to waste you.
Ancient Wyvern
Health: 4400
Danger Rating: 8/10
Comment: The fireballs he shoots explode like cluster bombs, so you really do not want to get hit by even one of those. If you drop him though, he might drop his heart for you to use.
Korax
Health: 6700
Danger Rating: 8/10
Comment: His most dangerous projectile swarm in his expanded repetoire of hextuple-shot attacks is the D'Sparil Staff shot, which pretty much deals instant death if all six hit you at the same time (Their splash damage is pretty nasty, too). Don't forget to avoid the spirits that go flying out of his body after you as one last, albiet unintentional, "fuck you" move.
Geryon
Health: 3250
Danger Rating: 8/10
Comment: This guy's shield functions the same as the new wraithverge... only the second attack shoots TWO spirit-spawning missiles. Both attacks you definitely would need either lots of cover or a lot of space. (preferably both)
Ronwe
Health: 7000
Danger Rating: 6.5/10
Comment: This guy isn't all that bad here, assuming you've been stocking up on good weapons should you run into him.
D'Sparil
Health: 4500 (first stage) 6700 (second stage)
Danger Rating: 5.5/10 (first stage) 7.5/10 (second stage)
Comment: For some reason, when he uses his spawn minion attack, the fireballs keep going instead of spawning his disciples.
Spider Mastermind
Health: 7800
Danger Rating: 7/10
Comment: Never underestimate a demon lord with a super chaingun.
Sumo Master
Health: 8000
Danger Rating: 8/10
Comment: His homing projectiles are obnoxiously hard to dodge, and stay the hell away when he does his ground stomp attack. Also, be careful with his fart attack, his tornadoes, and his three-way ground explosion attack. He does drop some good weapons though. (The two that I got from him at the time of writing this, I got a guardian head and an incinerator)
Strogg Tank Boss
Health: 7000
Danger Rating: 8/10
Comment: Very accurate with his chaingun and armed with really nasty rockets, this boss will take you down very easily if you're not quick with taking cover.
Strogg Hover Boss
Health: 6000
Danger Rating: 8.5/10
Comment: Lower health at least makes up for the twin chainguns and quad-rocket attack. (All four rockets on direct hit = MASSIVE damage!)
Gonarch
Health: 6900
Danger Rating: 6/10
Comment: Its poison ball attack does have an explosion radius, but the real trick with this thing is that it's invulnerable in four directions (not the diagonal directions), so the quickest way to take it down is to use weapons that pierce through shields (railgun attacks, for instance) to hit the boss itself.
Hammerhound
Health: 6000
Danger Rating: 8/10
Comment: Beware the land mines, ground-hugging torpedoes, and the debris raining down on you as he does the earthquake attack.
Spider Demolisher
Health: 6900
Danger Rating: 9/10
Comment: Thought the regular spider mastermind was bad? With twin chainguns and a bfg cannon, this monstrosity will show no mercy.
Battlelord
Health: 5900
Danger Rating: 8/10
Comment: A little tougher than in his origin game, but he's pretty much the same guy... that doesn't mean he's a pushover, especially in areas without cover.
Naberios
Health: 4500
Danger Rating: 7/10
Comment: A tougher version of the gate guardian droid, he fires a really nasty heavy rocket and his smaller projectiles home in on you. Hope you at least find objects for cover when taking on this guy. To be fair, he sometimes drops a heavy rocket launcher.
Alien Queen
Health: 6900
Danger Rating: 8/10
Comment: Let's just say none of her attacks are pleasant, especially not that auto-rail attack. She drops a nice weapon, though.
Hellsmith Apprentice
Health: 6000
Danger Rating: 7/10
Comment: While he at least still uses the old version of that fire circle attack, you still shouldn't underestimate this Maulotaur relative.
Makron
Health: 6000 (both forms)
Danger Rating: 7/10 ("pet") 9/10 (the head honcho himself)
Comment: Sure the pet has a pretty nasty bfg attack, it's the upgraded form of the makron you should REALLY worry about. In addition to his already-lethal upgraded bfg ball, his triple-shot's projectiles deal an INSANE amount of damage on a direct hit (brutal splash damage, too.) and they blaze across the map on top of that. At least he drops a special kind of railgun if you manage to best him in battle... it will NOT be easy, though.
Stone Lycanthrope
Health: 9500
Danger Rating: 9/10
Comment: It's funny to think that it isn't possible to make a boss-level monster out of a normal enemy (albiet one that wasn't exactly easy in his native game), but somehow, it did happen... and in this case, he made the stone beasts from his game of origin look tame (thanks to fast, powerful homing projectiles).
Adramelech
Health: 6500
Danger Rating: 8/10
Comment: This is pretty much a Pyro Demon with boss-level health (no unique attacks whatsoever)... of course, he still manages to be a big pain in the ass.
Bronze Golem
Health: 13000 (!)
Danger Rating: 9/10
Comment: That eye laser (railshot) attack will quickly sap your health, so if you fight this guy in open areas WITHOUT cover, you're hosed.
Cheogh
Health: 8000
Danger Rating: 10/10
Comment: I know what you're all thinking by this point: "Another "overpowered homing projectile" user?" Yeah... The projectiles are insanely fast, too.
Super Caleb Clone
Health: 10000
Danger Rating: 9/10
Comment: Not as bad as Cheogh, as he doesn't resort to those stupid homing projectiles. He's still a very nasty opponent though, but the mini clones that spawn from him once the main dude dies are just easy meat despite their hitscan machine guns.
Carrier
Health: 8000
Danger Rating: 9/10
Comment: Worse than the hover boss, as the heavy rockets are super-fast, and it spawns lesser strogg to distract you.
Sebastian Krist
Health: 10279
Danger Rating: 8.5/10
Comment: His attacks may be simple, but you do NOT want the fireballs OR the heavy rockets to hit you. He tends to move much faster when you hit him with rapid-fire weapons, by the way, so strong single-hit weapons are the way to go here.
Pestilence
Health: 10000
Danger Rating: 7.5/10
Comment: This horseman's crossbow bolts have a very wide poison cloud spread radius, and he has an attack where he can radiate poison gas all around him, enveloping pretty much an entire room that he's in (the poison cloud bolts don't pass through walls or objects though). Killing him will net you his crossbow.
Famine
Health: 13000 (!)
Danger Rating: 8/10
Comment: The real danger from this guy is his auto-rail attack. His homing projectile flurry is pretty nasty (not as damaging Cheogh's, mind you, but still pretty bad) and he can shoot the primary fire of the Shredder Staff weapon (which he drops). Oh, and he can summon imps, which drop free mana and health when you kill them.
War
Health: 14000 (!)
Danger Rating: 10/10 (11/10 would've been more appropriate)
Comment: Ok, how is anyone expected to take down this horseman without resorting to cheating? (His homing projectiles are even faster than Cheogh's for crying out loud.) Anyways, find lots of cover if you plan on fighting him (and you better have the really big guns) and the weapon you get for beating him (his axe) is one of the best boss-killing weapons in the entire mod, so at least that's worth the exorbiant risk of dying by him. (In fact, I believe the rewards you get for killing bosses should be proportionate to their difficulty.)
Death
Health: 14000 (!)
Danger Rating: 10/10
Comment: Now THAT'S how powerful Death should be (why he was the second horseman fought in Hexen 2 instead of the last is beyond me)! In addition to a brutal-as-usual super-quick homing projectile barrage, he can drop fucking comets on top of your head! Oh, and he sometimes resurrects fallen enemies. If you destroy him, you'll get his hand so the enemies will now get to taste his power.
NME
Health: 8266 (Form 1) 4166 (Form 2)
Danger Rating: 10/10 (both forms)
Comment: They weren't kidding when they said that this guy was the hardest boss in his native game, and he's just as tough here. If you have out a really powerful weapon and at least one pentagram of protection, you're all set against this nightmarish contraption.
Nightmare Alien Hulk
Health: 5000
Danger Rating: 9/10
Comment: He may as well be called "Bullet Hell Alien Hulk" as he shoots all sorts of shit at you with his Nightmare Cannon... but it's the semi-homing concussion rockets you really have to watch out for among several other different projectiles.
Fallen Cherub
Health: 3500 (first form) 4500 (second form)
Danger Rating: 7.5/10 (both forms)
Comment: Not so deadly for a multi-formed boss, but you really have to be careful when she puts up that shield/blaster combo attack that will send your own homing projectiles right back at you.
Deathbringer's Pet
Health: 11000 (!)
Danger Rating: 10/10
Comment: A much tougher version of Korax. Seriously, this guy does NOT play around. Have your strongest weapons ready for when you fight this guy (assuming you find him as a late-game boss), then go to town on him.
Deathbringer's Apostle
Health: 9966
Danger Rating: 10/10
Comment: Another boss with super-strong homing projectiles... Ugh! At least you get a cool weapon from him once he goes down.
Lich King
Health: 11500
Danger Rating: 11/10
Comment: No wonder this guy's so damn rare! Because of how tough this guy is (I'm NOT gonna tell you how many ludicrously-powerful attacks he has), you WILL need a pentagram of protection and a time rune along with some REALLY powerful weapons if you're gonna survive against this guy. He drops plenty of good weapons when you finally put him down, along with at least one powerup (Powerups are EXTREMELY rare in this version of the mod). The normal lich enemy that spawns shortly to try to avenge his master isn't so bad compared to the hellishly-hard boss you just took down.
Cyberdemon Class Bosses (Generals)
Thoth
Health: 5600
Danger Rating: 9/10
Comment: This guy's much tougher with an improved attack repetoire since the last addition, and he's just as hard to hit as ever. Oh, don't forget that alien that spawns out of his corpse once he bites it.
Set
Health: 6500
Danger Rating: 9/10
Comment: Nasty melee damage, (thankfully) not-so-fast-but-still-damaging homing projectiles, and a really painful jump attack which is very easy to goad him into landing near groups of enemies to turn them against him. Oh, and he tends to use his tome's power against you sometimes as well. (He does drop said tome, sometimes.)
Kilmaatikhan
Health: 8500 (first form) 2100 (second form)
Danger Rating: 7/10 (first form) 5/10 (second form)
Comment: Finally, an actually-challenging boss that doesn't rely so much on super-fast homing projectiles. (you still gotta watch out for the homing projectile stream it does shoot every once in a while, as the thunder balls will really tear up your health on contact. The second form's not too bad either, but it's rather hard to hit because it's pretty fast and jumps around every so often.
Jon
Health: 5500
Danger Rating: 8/10
Comment: Not as tough as Caleb, but you still should never stop moving as his improved arsenal will throw you for a loop in case the hitscan attacks don't do that first. The rewards you get for killing him isn't so great, though.
Eidolon
Health: 8500
Danger Rating: 10/10
Comment: The toughest serpent rider's most cruel trick is his bone prison spell, which will surround you while he just obliterates you with his really nasty attacks. If you get caught by the spell, quickly break free whatever you do!
Diamond Elemental
Health: 6500
Danger Rating: 6/10
Comment: The real danger with this guy is that he can deflect all projectile attacks and still take damage. In other words, AVOID USING HOMING PROJECTILES!!! (I can't stress that part enough.)
Tchernobog
Health: 9500
Danger Rating: 8/10
Comment: The hitscan burst is actually really nasty if you're close enough to him, and his spirit balls are very nasty. (At least they're not homing.)
Heresiarch
Health: 12000 (!)
Danger Rating: 9.5/10
Comment: I see he's been working on new tricks. That line aside, he's a lot tougher to take down than he was in Hexen, as not only are his spells much deadlier, but he can make clones of himself, teleport around, and HEAL himself.
Deathbringer's Servant
Health: 6000
Danger Rating: 8/10
Comment: The only time this guy can be hurt is when he raises his hands to cast his attack. (Except for the ring of fire attack.)
Cyberdemon
Health: 9000
Danger Rating: 8/10
Comment: He fires his rockets a little faster, so he's a little more dangerous to you than he already was. (not so much to other monsters of his class) He drops a crapton of rocket ammo, though.
Overlord
Health: 6500
Danger Rating: 8/10
Comment: He can now shoot two rockets at a time, along with firing two heavy rockets sometimes. He's still rather easy other than that... assuming you fight him in an open area. (You're screwed in tight spaces if you fight him there.)
Hell's Cannon
Health: 7000
Danger Rating: 8/10
Comment: His guided missiles (his only homing projectile, thankfully aren't all that bad (well, they wouldn't be if they weren't clustered together, though they're pretty slow) The rest of this guy's missiles just hurt like hell.
Cycloid Emperor
Health: 8900
Danger Rating: 10/10
Comment: This is definitely NOT the cycloid emperor you're used to wiping out with the devastator in DN3D, this newly-upgraded version can shoot three rockets at once in a random spread pattern, making dodging next-to-impossible to dodge. (Don't even get me started on if he does his heavy rocket barrage.) His psychic blast swarm, thanks to the psychic balls being able to RIP THROUGH YOU, is a death sentence if you fight him in an area without cover. (that is, if the rockets don't do you in first.) He's another boss that drops the heavy rocket launcher, though.
Super Duke Nukem Clone
Health: 6900
Danger Rating: 8/10
Comment: This version's got pretty much the real dukester's full arsenal, so beware his devastator attack.
Annihilator
Health: 6000
Danger Rating: 9/10
Comment: At least his homing missiles are slow, but they make up for that by being much deadlier. (The scoredoom version of this boss's missiles I loathed because they were actually really tough to dodge)
Hellsmith
Health: 7500
Danger Rating: 9/10
Comment: All I gotta say is beware the clusterbomb fireballs he shoots and his homing charge attack. Don't forget that he heals every time he actviates his shield from flinching. (At least his fire trail nova attack isn't so bad here.)
Bar-Lgura
Health: 7000
Danger Rating: 8/10
Comment: Sure he's yet another homing projectile user, but at least these are slower. Just keep moving while plugging away at this demon lord and you're good to go.
Gargantua
Health: 6500
Danger Rating: 9/10
Comment: That stomping shockwave attack (the one that summons those ground-hugging energy balls similar to those of Azazel) WILL obliterate you if you don't find cover. (On the flipside, it'll greatly thin out groups of enemies surrounding him.)
Thamuz
Health: 8000
Danger Rating: 9/10
Comment: Three attacks: Super-lethal homing plasma ball, green rocket barrage, and ring of fire attack. (The last one, he's invulnerable while preparing the attack.) He drops his weapon when you beat him, sometimes.
Barbas
Health: 5000
Danger Rating: 8/10
Comment: The really deadly attack is his homing missile. (that and his bfg attack)
Super Leonard Clone
Health: 2800 (on motorbike) 6500 (on foot)
Danger Rating: 6/10 (on motorbike) 10/10 (on foot)
Comment: When facing the second stage of this redneck, pray that he doesn't use the homing chicken missiles. (Or the tit gun, that hitscan attack's really nasty, too.)
Azanigin
Health: 9500
Danger Rating: 8/10
Comment: The real danger with her is that she can spawn baron-class enemies, but she drops a weapon that lets you summon demons to your will. (Pretty fitting, I'll tell you.)
Buer
Health: 10000
Danger Rating: 8/10
Comment: Beware the homing missiles (and grenades if he's high above a ledge and below you) and you should be fine. (keep in mind the big damage they do.)
Zilla
Health: 7500
Danger Rating: 8.5/10
Comment: Three attacks you really have to watch out for: Railgun attack, bfg ball, and six-homing-missile salvo.
Sabazios
Health: 7000
Danger Rating: 8/10
Comment: He will summon cursed heads to make you waste ammo trying to destroy him.
Iron Golem
Health: 11000 (!)
Danger Rating: 9/10
Comment: No homing attacks, thankfully, but his "bullet hell" orb will damage everyone, and the red shards he shoots quickly pass right through you to take off a good chunk of your health if even one of them hits. (given their speed, they likely will)
Former Berserker
Health: 6500
Danger Rating: 8/10
Comment: Get a weapon that's good at stunlocking bosses (serpent staff, for one), and you'll rip this guy to shreds before he gets off his machinegun or his homing missile cluster attacks.
Player Clone Mk. V
Health: 6000
Danger Rating: 10/10
Comment: This guy can turn invulnerable temporarily, with an invulnerability powerup sound to be the indicator, so either kill him quickly to stop him from pulling it off or hide until the invincibility wears off and resume unloading your strongest weapons on him.
General Darian
Health: 7590
Danger Rating: 8.5/10
Comment: This guy's special trick is that he can teleport. Oh, and watch out for heavy rockets.
Super Lo Wang Clone
Health: 7000
Danger Rating: 9/10
Comment: Thankfully he doesn't have that special nuclear warhead attack the real deal had in his game.
Inquisitor
Health: 9500
Danger Rating: 10/10
Comment: Avoid the grenades and that red mauler shot. (The latter has a huge, deadly area-of-effect blast.) Also, don't be near this thing when you finally topple it.
Hell's Battery
Health: 6000 (form 1) 500 (form 2)
Danger Rating: 9/10 (form 1) 4/10 (form 2)
Comment: Let's just say this guy's a lot tougher than he originally was. (airstrike bombs now just deal tremendous amount of explosive damage and have a pretty wide radius.)
Mastema
Health: 7500
Danger Rating: 9/10
Comment: Beware this guy's apocalypse attack. (he drops the weapon of the same name, though.)
Oriax
Health: 7500
Danger Rating: 9/10
Comment: He drops the nova staff, if you can get past his nova attack first.
Nihilant
Health: 8040
Danger Rating: 10/10
Comment: You can only deal full damage when his brain is exposed, like in his game of origin... expect the battle against him to take a long time, though.
Fallen Seraph
Health: 9966
Danger Rating: 10/10
Comment: She's invulnerable while attacking, and every single one of her attacks deal major damage. (especially the javelin that causes a fire nova when it hits the ground.)
Baphomet
Health: 9966
Danger Rating: 10/10
Comment: Same flinch counterattack as Azazel, but he uses the powers of the Hellroot gun to waste you. Wonderful.
Demilich
Health: 7500
Danger Rating: 9/10
Comment: He drops the Yashichi of all things (trust me, it's an amazing powerup in this mod) when you get rid of him. (IF you can, that is. He's easier than the lich king, though.)
Oscuro
Health: 4000
Danger Rating: 8/10
Comment: Despite his lower health, he's still right up there with the eights. Not only that, he drops the god hand once you topple him.
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