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Demonic Spiders / Dragon Nest

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Yes, this game has so many examples it has its own page. The game is widely praised for giving most enemy types unique movesets rather than just swinging their weapons like in other Korean MMOs but you'll sometimes find yourself wishing the devs hadn't bothered.

  • Dark Elf Assassins have a very fast attack that launches you into the air, setting you up for a series of hits that juggle you. The Dark Elves also like to flip around in order to avoid your attacks. Thankfully, they were eventually nerfed.
    • Even worse are the Dark Elf Priestesses, who have access to the dreaded electrocution debuff.
  • All Mage-type Brethren enemies. If you don't kill them before everything else, you're going to be in trouble.
    • Ice Mages appear in groups and use Area-of-Effect ice spells that will freeze you and usually are accompanied by other enemies that will do some serious damage to you while you're frozen.
    • Shamans are just as annoying as their Ice Mage cousins due to them using lightning attacks that electrocute and raising fallen goblins. Oh, and they aren't stupid; they will teleport further away to start spamming lightning again if you manage to get close to them.
    • Summoners are watered down versions of the Force User class with weaker versions of the some player abilities. They also come in packs.
    • Fire Mages will summon Gargoyles (the same type of enemy as a previous boss) and continually blanket the area in flames if left to their own devices.
  • The Sword Master's hurricane attack has been commented on several times in the article. Harpies use it as part of their A.I. Roulette. When you meet these guys the first time, you can't evade air attacks yet, so you will get juggled.
  • Orc Shamans. They avert the Squishy Wizard trope hard by dishing out damage with their clubs and to be more annoying, they have shields, which you have to waste a good amount of time to break first in order to actually attack them. Did we mention they heal other monsters? Or the fact that a bunch of them spawn with the Orc Boss (that already has a boatload of HP to begin with), meaning that you'll spend most of the fight trying to kill them rather than the actual boss? The phrase "Shoot the Medic First" cannot be stressed enough.
  • Hobgoblins are a thorn in the sides of many a player, with their annoyingly powerful bite and their surprising bursts of speed make hitting them akin to trying to hit smoke. They'll have no problem hitting you though, as they strike and pull off combos just as fast as they suddenly move.
  • Albino Lizards are extremely annoying to fight. They have a shield, and their attacks inflict electrocution, and later dungeons have them in packs, which could lead to some serious pain if you're not prepared.
  • The Ghouls' primary strategy of attack is to jump on you and start biting you repeatedly and have an affinity of ganging up on you, which means that the chance of getting up after being jumped and bitten by one only to be jumped and bitten by another one repeatedly is very likely. And that's not even mentioning the Moss Ghouls (who poison you if they bite you), Shaman Ghouls (who use ice attacks that freeze you on contact and then bite you when you're frozen) and Bomber Ghouls (When they have low health, they become suicide bombers and start running at you and shaking uncontrollably before exploding).
  • Assault Goblins set fire to themselves and charge the PC, who will burn if hit. Not too annoying by themselves, except that there's usually an entire wave of them and they tend act in support of some of the abovementioned examples. The good thing is that their charges distance them from their stronger allies, so they should be eliminated ASAP before they get a chance to stagger the PC into something nastier.
  • Kobold Bombers throw multiple bombs around the area, that when explode do minor damage, but have the annoying side effect of burning. Like Assault Goblins, they're found in waves and support other Demonic Spider enemies (Altea help you if you're unfortunate enough to find them acting as support for Assault Goblins).
  • Wisps are like bats in that they are hard to hit due to size, but with much higher health. Their attacks, while doing low damage, can knock back players more often and frequently stop a skill from casting. Every type of Wisp has one or more signature abilities:
    • Ash Wisps can charge into and through the player, dealing a chain of hits that keeps restarting the character's stagger animation. They were eventually nerfed so that they can't hit the player as much.
    • Water Wisps have a long ranged magic attack and the ability to heal every enemy in a certain radius.
    • Grass Wisps can bury themselves in the ground to root the player, from which there is no escape until the attack finishes.
    • Ice Wisps can chill the player, slowing movement, attacks and skills considerably.
  • Kobold Artillery. Better be on your feet and take these guys out fast when they appear, because they will barrage you with cannonballs that knock you down every time. Worse in Cerberus Hell, where they are in an unreachable spot and can't be taken out. Fortunately, other monsters are not Friendly Fire Proof to them, so a skilled player can lure them into shooting other monsters.
  • Suffice to say... most monsters could appear on this list or Goddamned Bats.

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