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Here is a general overview with some basic strategies for the different enemies in the game. Knowing their behavior in battle will make fighting them much easier. Keep in mind that skills are almost always an effective way to dispatch your enemies.

Slimes[]

Slime

Slimes start out relatively harmless at levels 1 and 5 with no element, sluggish movement speed and no jumping. From level 11 onwards, slimes are pretty obnoxius because the start doing elemental damage, have very high movement speed and will make jumping attacks. The jumping attacks can be reliably avoided by jumping yourself, IF and only if you jump after the slime jumps. Melee attacks on slimes of higher levels are not adviseable. Use aireal smashes and skills for safety.

Wolves[]

Wolf

Wolves can be rather tricky if you're not careful. For their attacks they crouch down and then leap at you. Moreover wolfs will sometimes lose interest in the player and come back to attacking after a few seconds. This means they will leave your melee range and then might charge up a leap attack, where you cant hit them. To prevent this, only use a few melee attacks, when you know you can hit them, don't stand about mashing melees, thats a poor strategy. Aireal smashes and skills are a save approach too. Level 29 Wolves are unique among wolfs for charging up their leap outside well your melee range by default, just mashing will never hit them. Careful maneuvering is required to deal with them using melee attacks.

Hornets[]

Hornet

Hornets are rather easy enemies to kill at any levels. Additionally, they tend to give more exp for their level than other mobs do making them excellent for grinding levels. Hornets will fly about circling the player, then suddenly stop and after a brief delay dash down towards the player for a sting. To deal with hornets savely, observe their movement patterns. If you manage to hit one while it is stationary in midair, reading itself for a sting, it is done for. After getting knocked down by the attack, it will only try to fly straight up again. Either whale into it with melees to keep it grounded or repeat aireal smashes if you got multiple hornets locked down at once. You can also hit hornets in midair motion, but this is much riskier. If you hit a hornet while it moves, it will be knocked to the ground, but remain horizontally mobile, with increasing speed between damage stuns, meaning it will eventually leave your melee range and rise again. While continous hits of this sort will kill a hornet as well, the rish of getting hit is obviously much larger. Aireal smashes are also much easier to hit then melee swipes in midair and also more useful because, you will land right next to the hornet in prime position to kill it, if it is motion locked.

Goblins[]

There are 3 types of goblins. Warriors, Archers and Mages.

Warriors[]

GoblinWarrior

Warriors will approach the player and wield a weapon, though their damage is unaffected by the weapon they wield. They will attack the player at random with melee attacks, but they can also jump and do midair melee attacks, if the player himself jumps. Futhermore they have an attack pattern, where they leap backwards and then lunge at the player for an attack. There is generally no save way to deal with Goblin Warriors, just beat them up before they beat you up with whatever means you have. Futhermore Goblins Warrior will rarely spam melee attacks, they will only try to hit you every now and then and generally idle about a lot. But if they do throw a few quick melee attacks their attack speed is limited by the weapon they wield, which makes blade wielding goblin warriors a tad more dangerous then axe or sword wielding ones.

Archers[]

GoblinArcher

Archers use bows and can shoot their arrows in any one of 8 directions, either straight or diagonally. They're relatively easy to deal with as long as you stay out of their lines of fire, or jump over their arrows. Goblin archers will generally try to keep some distance from the player, so you will frequently need to chase after them to put a stop to their antics. Also Goblin Archers might attack you while being visually hidden under a tree, though their low damage makes this generally more of nuisance than a threat.

Mages[]

GoblinMage

Mages have very powerful attacks and should be killed on sight. They have two attack patterns. All goblin mages have the ability to hurl a fire ball into any of the 8 directions, either straight or diagonally. Fire, ice and thunder mages can also cast an attack where a seal appears on the ground, which is shortly afterwards stuck by a meteor storm of very powerful elemental magic corresponding with the mages element. Poison mages will instead have the ability to shoot a posion ball similar to the fire ball that all mages can do; only its poison and not fire magic.

Centaurs[]

Centaur

Centaurs are easily the most obnoxious enemy in the game. They have it all, huge health, damage, movement speed and atop that the most dangerous attack pattern in the game. Their behavoir follows two different patterns, one where they simply follow the player and try to go for default melees with their spear, this one is rather easy to counter and play around with. Their charge attack however is the most obnoxius thing in the entire game. They will retreat some distance, stand still and wait for the player to get close to go into a charging up animation for a bit and then lunge at the player. This lunge generates so much momentum that they will easily clip through terrain and into walls, so be careful when using them as saveguard, moreover it has an absolutely gargantuan hitbox and knockback. The only save way to avoid it, is a well timed jump over the charging centaur, if you just try to jump or run away from it, you will generally get hit, because it is so fast and has such a huge hixbox. This pattern however also offers the only really exploitable weakness of the centaurs. After a charge they will generally try to walk in the direction they charged from for a bit. If you intercept them here, you can get a few easy melees in. Moreover thunder centaurs are the only enemies in the entire game, that can interupt and cancel an activated Blade Storm Blade Storm. If they charge you, they can hit you before you hit them and if you get thunder stunned, your skill is cancelled. Try to swerve to the side if you see a thunder centaur charging up or hit it before it can lunge, if they don't hit you head on with a lunge you are usually fine.

Ogres[]

Orge

Ogres start out as boss monsters and become a frequent occurance in the final stages of the game and as such have huge health and damage. They have two basic attacks: A normal swing, and a short charge that hits you multiple times. The best way to deal with these is by waiting for them to begin their attack, then performing a Jump Attack towards their back, or just delete them with Blade Storm Blade Storm. Ogres also have a very short damage stun; expect to take some damage throughout the fight.

Skeleton Warrior[]

Skeleton

Skeleton Warriors are somewhat similar to Goblin Warriors, they wield weapons, will idle about a lot and also have a lunging attack, but they can not jump. Their lunging attack however, while similar to a goblin's or wolf's is infinitly more threathing, because it hits thrice. And considering how much damage elemental attacks, especially fire, do already, this charge attack can crank out absurd levels of damage if you get hit and get bad luck. While this attack can deal absurd numbers of damage, it is relatively easy to deal with, jump over and groundsmash behind the skeleton to hit it, similar to centaurs, only the hitbox and timing are way more lenient. Dont try to run or jump away from the attack, that does not always work. Skeleton Warriors are pretty doable as long as you respect their charge attack and play around it with due patience and safety.

Ghosts[]

Ghost

Ghosts are an interesting foe, but more of a nuisance than threat, inspite of their rather raw impressive stats. They fly around the screen in erratically, moving in and out of visual range. Occasionally they throw an attack or two, but it's usually nothing to worry about. Simply attack full-force. Their most unique trait is their ability to generate many copies of themselves, if the original ghost is low health and gets hit, but not killed. These copies have however much health the original ghost had, when they spawned, but will deal full damage. For any time a copy spawn is triggered in any single original ghost, the amount of copies summoned increase. A skill, or a few swings of your weapon, will make short work of the resulting groups of copies. Don't take them too lightly though. It is possible for the copies to attack you, and if they chain their attacks' damage stuns together they can prevent you from retaliating, which can result in a sudden death. If an original ghost is killed, all copies of it currently on screen will die. Copies will not yield experience. During the final fight they often get in your way making it hard to get to the boss, once the boss spawns them at 1/4 Health. This can easily be avoided by using Blade Storm or Force Globe to clear them the instant they spawn, before they can duplicate. Ghosts are also very well known to glitch out in various way, usually rendering them unkillable or untargetable and some such more.

Bosses[]

Within the game, there are several "Boss" enemies. These bosses look just normal enemies, only they are bigger and have more health than their default counterpart. They are also immune to damage stun. Not every boss battle in the game also features this type of boss enemy, but most do. Fighting them usually means taking them head-on and trade damage with them or using skills till you or they drop.

Dual Headed Giant[]

DualHeadedGiant

The Dual Deaded giant or rather Leo and Bloon as they call themselves in the starting cutscene of the final fight, are the final boss of Arcuz. They are a unique enemy with a variety of skills and moves and can easily end your life and your ambitions, if you are careless. A solid strategy is worth a lot more then powerful gear against this boss, needless to say having both is optimal. For more detailed information and fighting strategies hit the link in the caption.

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