Shadow Shard Reflections: Difference between revisions
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''Powers'' | ''Powers'' | ||
{{Power|[[File:AssaultWeapons ARFlamethrower.png|22px]]| Flamethrower| Ranged (Cone), High | {{Power|[[File:AssaultWeapons ARFlamethrower.png|22px]]| Flamethrower| Ranged (Cone), High DoT(Fire)| You are taking Fire Damage over Time from the Council Flamethrower. }} | ||
{{Power|[[File: | {{Power|[[File:AssaultWeapons_DOT.png|22px]]| Ignite| Ranged, Extreme DoT(Fire), Location AoE, DoT(Fire)| Sprays a target with accelerant from your flamethrower, igniting it and causing extreme damage over time. Also sets the location on fire if the target is grounded, inflicting damage to additional foes that step in the area. }} | ||
{{Power|[[File:PowerPunch_EnergyPunch.png|22px]]| Power Punch| Melee, Moderate DMG(Energy/Smash), Foe Chance for Disorient| The Council's appropriated Resistance gauntlets provides them with a strong melee attack in case the enemy comes to close quarters. }} | |||
===== Penumbra Elite Force ===== | ===== Penumbra Elite Force ===== | ||
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''Powers'' | ''Powers'' | ||
{{Power|[[File:AssaultWeapons ARFullAuto.png|22px]]| Chain Gun| Ranged, Superior | {{Power|[[File:AssaultWeapons ARFullAuto.png|22px]]| Chain Gun| Ranged, Superior DoT(Lethal)| You are taking Lethal Damage over Time from the Council Chain Gun. }} | ||
{{Power|[[File: | {{Power|[[File:AssaultWeapons ARBurst.png|22px]]| Short Burst| Ranged, Light DMG(Lethal), Foe -DEF| Sprays a massive burst of lead at a target. Lots of damage and a bonus to hit, but slow to reload. }} | ||
{{Power|[[File:PowerPunch_EnergyPunch.png|22px]]| Power Punch| Melee, Moderate DMG(Energy/Smash), Foe Chance for Disorient| The Council's appropriated Resistance gauntlets provides them with a strong melee attack in case the enemy comes to close quarters. }} | |||
===== Penumbra Elite Grenade ===== | ===== Penumbra Elite Grenade ===== | ||
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''Powers'' | ''Powers'' | ||
{{Power|[[File:AssaultWeapons ARM30grenade.png|22px]]| Grenade Launcher| Ranged (Targeted | {{Power|[[File:AssaultWeapons ARM30grenade.png|22px]]| Grenade Launcher| Ranged (Targeted AoE), Moderate DMG(Fire/Lethal), Foe Knockback| Launches an M30 Grenade at long range from under the barrel of your Assault rifle. This explosion from this grenade affects all within the blast and can knock them back. }} | ||
{{Power|[[File: | {{Power|[[File:AssaultWeapons ARM30grenade.png|22px]]| Heavy Grenade| Ranged (Targeted AoE), Moderate DMG(Fire/Lethal), Foe Knockback| Launches an M30 Grenade at long range from under the barrel of your Assault rifle. This explosion from this grenade affects all within the blast and can knock them back. }} | ||
{{Power|[[File:PowerPunch_EnergyPunch.png|22px]]| Power Punch| Melee, Moderate DMG(Energy/Smash), Foe Chance for Disorient| The Council's appropriated Resistance gauntlets provides them with a strong melee attack in case the enemy comes to close quarters. }} | |||
===== Penumbra Elite Marksman ===== | ===== Penumbra Elite Marksman ===== | ||
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''Powers'' | ''Powers'' | ||
{{Power|[[File: | {{Power|[[File:FireBlast_FireBlast.png|22px]]| Incendiary Rounds| Ranged, Heavy DMG(Fire/Lethal), Minor DoT(Fire)| You are taking Fire Damage over Time from the Council Advanced Rifle Incendiary rounds. }} | ||
{{Power|[[File:Villain 5thcoldgun.png|22px]]| Cryonic Rounds| Ranged, | {{Power|[[File:Villain 5thcoldgun.png|22px]]| Cryonic Rounds| Ranged, Heavy DMG(Cold/Lethal), Foe -Recharge, -SPD| Your movement and attack speed has been slowed by the Council Advanced Rifle Cryonic rounds. }} | ||
{{Power|[[File: | {{Power|[[File:PowerPunch_EnergyPunch.png|22px]]| Power Punch| Melee, Moderate DMG(Energy/Smash), Foe Chance for Disorient| The Council's appropriated Resistance gauntlets provides them with a strong melee attack in case the enemy comes to close quarters. }} | ||
===== Penumbra Elite Sonic ===== | ===== Penumbra Elite Sonic ===== | ||
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''Powers'' | ''Powers'' | ||
{{Power|[[File: | {{Power|[[File:SonicBlast_Quick.png|22px]]| Sonic Blast| Ranged, Moderate DMG(Energy), Foe -Resist(All)| The Blast from the Sonic Rifle has reduced you Resistance to all damage types except Psionics. }} | ||
{{Power|[[File: | {{Power|[[File:SonicBlast_Heavy.png|22px]]| Heavy Sonic Blast| Ranged, High DMG(Energy), Foe -Resist(All)| The Heavy Blast from the Sonic Rifle has reduced you Resistance to all damage types except Psionics. }} | ||
{{Power|[[File:PowerPunch_EnergyPunch.png|22px]]| Power Punch| Melee, Moderate DMG(Energy/Smash), Foe Chance for Disorient| The Council's appropriated Resistance gauntlets provides them with a strong melee attack in case the enemy comes to close quarters. }} | |||
{{clr}} | {{clr}} | ||
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''Powers'' | ''Powers'' | ||
{{Power|[[File:SuperStrength Punch.png|22px]]| Cybernetic Blade| Melee, Moderate Lethal | {{Power|[[File:SuperStrength Punch.png|22px]]| Cybernetic Blade| Melee, Moderate DMG(Lethal)| A Cybernetic Blade is a powerful lethal attack. }} | ||
{{Power|[[File:PowerBlast PowerBlast.png|22px]]| Blast| Ranged, Moderate Energy/Smash | {{Power|[[File:PowerBlast PowerBlast.png|22px]]| Blast| Ranged, Moderate DMG(Energy/Smash), Foe Knockdown| Zenith Mech's Blast sends a focused beam of energy that can knock foes back. }} | ||
{{Power|[[File:Invulnerability ToughHide.png|22px]]| Resistance| {{DamResVal| | {{Power|[[File:Invulnerability ToughHide.png|22px]]| Resistance| {{DamResVal|20|30|0|0|0|0|30|s=-}}, {{StatusProtVal|0|0|0|100|0|0|100}}| Resistance }} | ||
===== Zenith Hoverbot ===== | ===== Zenith Hoverbot ===== | ||
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{{Power|[[File:Flight TravelFlight.png|22px]]| Fly| Self Fly| Hoverbots can Fly. }} | {{Power|[[File:Flight TravelFlight.png|22px]]| Fly| Self Fly| Hoverbots can Fly. }} | ||
{{Power|[[File: | {{Power|[[File:MunitionsMastery_LRMRocket.png|22px]]| Robot Missile Launcher| Ranged (Targeted AoE), Heavy DMG(Fire/Lethal), Foe Knockback| Hoverbots can launch small missiles at long range. }} | ||
{{Power|[[File:Invulnerability ToughHide.png|22px]]| Resistance| {{DamResVal|20|30|0|0|0|0|30|s=-}}, {{StatusResVal|0|0|0|100|0|0|100}}| Resistance }} | |||
{{Power|[[File:Invulnerability ToughHide.png|22px]]| Resistance| {{DamResVal| | |||
{{clr}} | {{clr}} | ||
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{{Power|[[File:Inherent_Brawl.png|22px]]| Brawl| Melee, Light Smash Damage| Crey brawling attacks.}} | {{Power|[[File:Inherent_Brawl.png|22px]]| Brawl| Melee, Light Smash Damage| Crey brawling attacks.}} | ||
{{Power|[[File:Medicine Aid.png|22px]]| Hypo| Ally Heal, Resist | {{Power|[[File:Medicine Aid.png|22px]]| Hypo| Ally Heal, Resist(Confuse, Fear, Hold, Immobilize, Disorient, Sleep)| Heals a single targeted ally of some Hit Points and frees an ally from any Immobilization, Sleep, Disorient and Hold effects and leaves them resistant to such effects for a brief time. Should be performed away from combat as this power can fail if interrupted. }} | ||
===== Radiologist ===== | ===== Radiologist ===== | ||
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===== Gewehr Jaeger ===== | ===== Gewehr Jaeger ===== | ||
''Powers'' | |||
{{Power|[[File:ElectricalBolt_ChargedBolts.png|22px]]| Jaeger Gun| Ranged, High Damage over Time(Lethal)| You are taking continuous damage over time from the Jaeger Gun. }} | |||
{{Power|[[File:Claws ClawsSwipe.png|22px]]| Jaeger Saw| Point Blank Area of Effect, Moderate Damage over Time(Lethal)| You are taking continuous damage over time from the Jaeger Saw. }} | |||
{{Power|[[File:MedievalWeapons MaceSwing.png|22px]]| Jaeger Mace| Melee, Moderate Smash Damage, Foe Disorient| You are Disoriented. }} | |||
{{Power|[[File:FireBlast Inferno.png|22px]]| Explode| Post Death Special: Point Blank Area of Effect, Moderate Lethal/Fire Damage, Foe Knockback| When Jaegers are destroyed, they tend to explode. }} | |||
{{Power|[[File:Invulnerability ToughHide.png|22px]]| Resistance| Auto, Self {{DamResVal|15|15|0|15|0|0|50|s=-|c=-}}, {{StatusProtVal|0|0|2.0|0|0|2.0}}, {{StatusResVal|0|0|0|10000%|0|10000%}}| Since they are machines, Jaegers are immune to Sleep and Fear powers and resistant to Disorient, Confuse and psionic damage. }} | |||
===== Werfer Jaeger ===== | ===== Werfer Jaeger ===== | ||
''Powers'' | |||
{{Power|[[File:ElectricalBolt_ChargedBolts.png|22px]]| Jaeger Gun| Ranged, High Damage over Time(Lethal)| You are taking continuous damage over time from the Jaeger Gun. }} | |||
{{Power|[[File:ElectricalBolt_LightningBolt.png|22px]]| Jaeger Cannon| Ranged (Targeted Area of Effect), Superior Lethal/Smash Damage, Foe Knockback| You are Disoriented. }} | |||
{{Power|[[File:DarkCast DarkPit.png|22px]]| Gas Grenade| Ranged (Location Area of Effect), Moderate Damage over Time(Toxic)| The Jaeger can fire an exploding gas grenade at great range. Any foes trapped within the gas will slowly take damage from the poison. }} | |||
{{Power|[[File:MedievalWeapons MaceSwing.png|22px]]| Jaeger Mace| Melee, Moderate Smash Damage, Foe Disorient| You are Disoriented. }} | |||
{{Power|[[File:FireBlast Inferno.png|22px]]| Explode| Post Death Special: Point Blank Area of Effect, Moderate Lethal/Fire Damage, Foe Knockback| When Jaegers are destroyed, they tend to explode. }} | |||
{{Power|[[File:Invulnerability ToughHide.png|22px]]| Resistance| Auto, Self {{DamResVal|15|15|0|15|0|0|50|s=-|c=-}}, {{StatusProtVal|0|0|2.0|0|0|2.0}}, {{StatusResVal|0|0|0|10000%|0|10000%}}| Since they are machines, Jaegers are immune to Sleep and Fear powers and resistant to Disorient, Confuse and psionic damage. }} | |||
{{clr}} | |||
==== Nemesis Soldier Reflections ==== | ==== Nemesis Soldier Reflections ==== | ||
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===== Armiger ===== | ===== Armiger ===== | ||
''Powers'' | |||
{{Power|[[File:AssaultWeapons_ARBurst.png|22px]]| Nemesis Rifle| Ranged, Moderate Lethal Damage| The Nemesis Rifle is a basic long range fire arm. Fires a burst of 3 shots at a targeted foe at good range and is very accurate. }} | |||
{{Power|[[File:Claws ClawsStrike.png|22px]]| Bayonet| Melee, Heavy Lethal Damage| The blade at the front of the Nemesis Rifle is a nasty weapon. }} | |||
{{Power|[[File:Temporary PVP BuffDefense.png|22px]]| Resistance| Auto, {{StatusResVal|0|0|0|0|200%|200%}}| The Organized Nemesis Soldiers are resistant to Fear and Confusion. }} | |||
===== Chasseur ===== | ===== Chasseur ===== | ||
''Powers'' | |||
{{Power|[[File:AssaultWeapons_ARBurst.png|22px]]| Nemesis Rifle| Ranged, Moderate Lethal Damage| The Nemesis Rifle is a basic long range fire arm. Fires a burst of 3 shots at a targeted foe at good range and is very accurate. }} | |||
{{Power|[[File:Claws ClawsStrike.png|22px]]| Bayonet| Melee, Heavy Lethal Damage| The blade at the front of the Nemesis Rifle is a nasty weapon. }} | |||
{{Power|[[File:Temporary PVP BuffDefense.png|22px]]| Resistance| Auto, {{StatusResVal|0|0|0|0|200%|200%}}| The Organized Nemesis Soldiers are resistant to Fear and Confusion. }} | |||
===== Lancer ===== | ===== Lancer ===== | ||
''Powers'' | |||
{{Power|[[File:AssaultWeapons_ARBurst.png|22px]]| Nemesis Rifle| Ranged, Moderate Lethal Damage| The Nemesis Rifle is a basic long range fire arm. Fires a burst of 3 shots at a targeted foe at good range and is very accurate. }} | |||
{{Power|[[File:Claws ClawsStrike.png|22px]]| Bayonet| Melee, Heavy Lethal Damage| The blade at the front of the Nemesis Rifle is a nasty weapon. }} | |||
{{Power|[[File:Temporary PVP BuffDefense.png|22px]]| Resistance| Auto, {{StatusResVal|0|0|0|0|200%|200%}}| The Organized Nemesis Soldiers are resistant to Fear and Confusion. }} | |||
{{clr}} | |||
==== Nemesis Medic Reflections ==== | ==== Nemesis Medic Reflections ==== | ||
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===== Armiger surgeon ===== | ===== Armiger surgeon ===== | ||
''Powers'' | |||
{{Power|[[File:AssaultWeapons_ARBurst.png|22px]]| Nemesis Rifle| Ranged, Moderate Lethal Damage| The Nemesis Rifle is a basic long range fire arm. Fires a burst of 3 shots at a targeted foe at good range and is very accurate. }} | |||
{{Power|[[File:Claws ClawsStrike.png|22px]]| Bayonet| Melee, Heavy Lethal Damage| The blade at the front of the Nemesis Rifle is a nasty weapon. }} | |||
{{Power|[[File:Medicine Aid.png|22px]]| Triage| Ally Heal, Resist(Confuse, Fear, Hold, Immobilize, Stun, Sleep)| The Nemesis soldiers use this battle field syringe to heals a single targeted ally of some Hit Points. The serum can also free an ally from any Immobilization, Sleep, Disorient and Hold effects and leaves them resistant to such effects for a brief time. Should be performed away from combat as this power can fail if interrupted. }} | |||
{{Power|[[File:Temporary PVP BuffDefense.png|22px]]| Resistance| Auto, {{StatusResVal|0|0|0|0|200%|200%}}| The Organized Nemesis Soldiers are resistant to Fear and Confusion. }} | |||
===== Chasseur surgeon ===== | ===== Chasseur surgeon ===== | ||
''Powers'' | |||
{{Power|[[File:AssaultWeapons_ARBurst.png|22px]]| Nemesis Rifle| Ranged, Moderate Lethal Damage| The Nemesis Rifle is a basic long range fire arm. Fires a burst of 3 shots at a targeted foe at good range and is very accurate. }} | |||
{{Power|[[File:Claws ClawsStrike.png|22px]]| Bayonet| Melee, Heavy Lethal Damage| The blade at the front of the Nemesis Rifle is a nasty weapon. }} | |||
{{Power|[[File:Medicine Aid.png|22px]]| Triage| Ally Heal, Resist(Confuse, Fear, Hold, Immobilize, Stun, Sleep)| The Nemesis soldiers use this battle field syringe to heals a single targeted ally of some Hit Points. The serum can also free an ally from any Immobilization, Sleep, Disorient and Hold effects and leaves them resistant to such effects for a brief time. Should be performed away from combat as this power can fail if interrupted. }} | |||
{{Power|[[File:Temporary PVP BuffDefense.png|22px]]| Resistance| Auto, {{StatusResVal|0|0|0|0|200%|200%}}| The Organized Nemesis Soldiers are resistant to Fear and Confusion. }} | |||
===== Lancer surgeon ===== | ===== Lancer surgeon ===== | ||
''Powers'' | |||
{{Power|[[File:AssaultWeapons_ARBurst.png|22px]]| Nemesis Rifle| Ranged, Moderate Lethal Damage| The Nemesis Rifle is a basic long range fire arm. Fires a burst of 3 shots at a targeted foe at good range and is very accurate. }} | |||
{{Power|[[File:Claws ClawsStrike.png|22px]]| Bayonet| Melee, Heavy Lethal Damage| The blade at the front of the Nemesis Rifle is a nasty weapon. }} | |||
{{Power|[[File:Medicine Aid.png|22px]]| Triage| Ally Heal, Resist(Confuse, Fear, Hold, Immobilize, Stun, Sleep)| The Nemesis soldiers use this battle field syringe to heals a single targeted ally of some Hit Points. The serum can also free an ally from any Immobilization, Sleep, Disorient and Hold effects and leaves them resistant to such effects for a brief time. Should be performed away from combat as this power can fail if interrupted. }} | |||
{{Power|[[File:Temporary PVP BuffDefense.png|22px]]| Resistance| Auto, {{StatusResVal|0|0|0|0|200%|200%}}| The Organized Nemesis Soldiers are resistant to Fear and Confusion. }} | |||
{{clr}} | |||
==== Nemesis Support Reflections ==== | ==== Nemesis Support Reflections ==== | ||
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===== Carabineir ===== | ===== Carabineir ===== | ||
''Power'' | |||
{{Power|[[File:AssaultWeapons_ARM30grenade.png|22px]] | Storm Rifle| Ranged (Targeted Area of Effect), High Lethal/Smash Damage, Foe Knockback| You are Disoriented. }} | |||
{{Power|[[File:Claws ClawsStrike.png|22px]]| Bayonet| Melee, Heavy Lethal Damage| The blade at the front of the Nemesis Storm Rifle is a nasty weapon. }} | |||
{{Power|[[File:Temporary PVP BuffDefense.png|22px]]| Resistance| Auto, {{StatusResVal|0|0|0|0|200%|200%}}| The Organized Nemesis Soldiers are resistant to Fear and Confusion. }} | |||
===== Fusilier ===== | ===== Fusilier ===== | ||
''Power'' | |||
{{Power|[[File:AssaultWeapons_ARM30grenade.png|22px]] | Storm Rifle| Ranged (Targeted Area of Effect), High Lethal/Smash Damage, Foe Knockback| You are Disoriented. }} | |||
{{Power|[[File:Claws ClawsStrike.png|22px]]| Bayonet| Melee, Heavy Lethal Damage| The blade at the front of the Nemesis Storm Rifle is a nasty weapon. }} | |||
{{Power|[[File:Temporary PVP BuffDefense.png|22px]]| Resistance| Auto, {{StatusResVal|0|0|0|0|200%|200%}}| The Organized Nemesis Soldiers are resistant to Fear and Confusion. }} | |||
===== Grenadier ===== | ===== Grenadier ===== | ||
''Power'' | |||
{{Power|[[File:AssaultWeapons_ARM30grenade.png|22px]] | Storm Rifle| Ranged (Targeted Area of Effect), High Lethal/Smash Damage, Foe Knockback| You are Disoriented. }} | |||
{{Power|[[File:Claws ClawsStrike.png|22px]]| Bayonet| Melee, Heavy Lethal Damage| The blade at the front of the Nemesis Storm Rifle is a nasty weapon. }} | |||
{{Power|[[File:Temporary PVP BuffDefense.png|22px]]| Resistance| Auto, {{StatusResVal|0|0|0|0|200%|200%}}| The Organized Nemesis Soldiers are resistant to Fear and Confusion. }} | |||
{{clr}} | |||
=== Lieutenants === | === Lieutenants === | ||
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===== Energy Mage ===== | ===== Energy Mage ===== | ||
''Powers'' | |||
{{Power|[[File:ElectricalBolt_BallLightning.png|22px]]| Thorn Staff| Ranged, Moderate Damage over Time(Energy), Foe -Endurance| The Thorn Staff can hurl an explosive ball of energy. }} | |||
{{Power|[[File:Inherent_Brawl.png|22px]]| Brawl| Melee, Light Smash Damage| The Circle of Thorns High brawling attacks. }} | |||
{{Power|[[File:FireBlast_Inferno.png|22px]]| Kamikaze| Suicide Special: Point Blank Area of Effect, Extreme Energy Damage| Circle Mages will detonate themselves in a crisis, and attempt to take a few foes with them. }} | |||
===== Force Mage ===== | ===== Force Mage ===== | ||
''Powers'' | |||
{{Power|[[File:KineticBoost SiphonPower.png|22px]]| Crystal Staff| Ranged, Moderate Energy/Smash Damage, Foe -Damage, Knockback, Self +Damage| The Crystal Staff has stolen your strength, reducing your damage. }} | |||
{{Power|[[File:Inherent_Brawl.png|22px]]| Brawl| Melee, Light Smash Damage| The Circle of Thorns High brawling attacks. }} | |||
{{Power|[[File:FireBlast_Inferno.png|22px]]| Kamikaze| Suicide Special: Point Blank Area of Effect, Extreme Energy Damage| Circle Mages will detonate themselves in a crisis, and attempt to take a few foes with them. }} | |||
===== Life Mage ===== | ===== Life Mage ===== | ||
''Powers'' | |||
{{Power|[[File:DarkCast_LifeDrain.png|22px]]| Poison Staff| Ranged, Moderate Toxic Damage, Self Heal| The Poison Staff can steal life. }} | |||
{{Power|[[File:Inherent_Brawl.png|22px]]| Brawl| Melee, Light Smash Damage| The Circle of Thorns High brawling attacks. }} | |||
{{Power|[[File:FireBlast_Inferno.png|22px]]| Kamikaze| Suicide Special: Point Blank Area of Effect, Extreme Energy Damage| Circle Mages will detonate themselves in a crisis, and attempt to take a few foes with them. }} | |||
===== Soul Mage ===== | ===== Soul Mage ===== | ||
''Powers'' | |||
{{Power|[[File:DarkCast DarkBlast.png|22px]]| Darkness Staff| Ranged, Foe Hold| You have been petrified by The Darkness staff. }} | |||
{{Power|[[File:DarkCast DarkBlast.png|22px]]| Darkness Staff Gloom| Ranged, Moderate Damage over Time(Negative), Foe -ToHit| The Darkness staff is slowly draining your life and reducing your Accuracy. }} | |||
{{Power|[[File:Inherent_Brawl.png|22px]]| Brawl| Melee, Light Smash Damage| The Circle of Thorns High brawling attacks. }} | |||
{{Power|[[File:FireBlast_Inferno.png|22px]]| Kamikaze| Suicide Special: Point Blank Area of Effect, Extreme Energy Damage| Circle Mages will detonate themselves in a crisis, and attempt to take a few foes with them. }} | |||
{{clr}} | |||
==== Crey Crisis Unit ==== | ==== Crey Crisis Unit ==== | ||
In Paragon City, Crey sends specialized units to handle big problems. In the Shadow Shard, these Reflections are every bit as effective. These armor clad leaders carry enough firepower to stop a tank. They're also almost as hard to hurt, though they are vulnerable to mental assaults. | In Paragon City, Crey sends specialized units to handle big problems. In the Shadow Shard, these Reflections are every bit as effective. These armor clad leaders carry enough firepower to stop a tank. They're also almost as hard to hurt, though they are vulnerable to mental assaults. | ||
''Powers'' | |||
{{Power|[[File:AssaultWeapons_ARM30grenade.png|22px]]| Grenade Launcher| Ranged (Targeted Area of Effect), Moderate Lethal/Smashing Damage, Foe Knockback| Launches an M30 grenade at long range from under the barrel of your Assault Rifle. The explosion of this grenade affects all within the blast and can knock them back.}} | |||
{{Power|[[File:Temporary TearGas.png|22px]]| Sleep Gas| Low-Accuracy, Ranged (Targeted Area of Effect), Foe Sleep| The Sleep Gas has rendered you unconscious. Any damage will awaken you from this state. }} | |||
{{Power|[[File:Inherent_Brawl.png|22px]]| Brawl| Melee, Light Smash Damage| Crey brawling attacks. }} | |||
{{Power|[[File:Fighting_Kick.png|22px]]| Kick| Melee, Moderate Damage(Smash), Foe Disorient| You strike your opponent with a forceful kick that causes moderate smashing damage and has a small chance to stun opponents. }} | |||
{{Power|[[File:Fighting_Boxing.png|22px]]| Boxing| Melee, Light Smash Damage, Foe Disorient| You have been Disoriented by a strong punch. }} | |||
{{Power|[[File:Temporary PVP BuffDefense.png|22px]]| Resistance| Auto, {{DamResVal|25|50|25|25|25}}, {{StatusResVal|0|0|0|0|-50%}}| Crey Body Armor issued to Bosses and Lieutenants. Are resistant to lethal, smashing, energy, fire and cold damage, but the heavy gear makes them vulnerable to confusion. }} | |||
{{clr}} | |||
==== Crey Eliminator ==== | ==== Crey Eliminator ==== | ||
With their heavy chain guns and advanced training, these armor clad Reflections carry enough firepower to stop a tank. They're also almost as hard to hurt, though they are vulnerable to mental assaults. | With their heavy chain guns and advanced training, these armor clad Reflections carry enough firepower to stop a tank. They're also almost as hard to hurt, though they are vulnerable to mental assaults. | ||
''Powers'' | |||
{{Power|[[File:AssaultWeapons ARFullAuto.png|22px]]| Chain Gun| Ranged, Superior Damage over Time(Lethal)| Sprays a massive burst of lead at a target. Lots of damage and a bonus to hit, but slow to reload. }} | |||
{{Power|[[File:Inherent_Brawl.png|22px]]| Brawl| Melee, Light Smash Damage| Crey brawling attacks. }} | |||
{{Power|[[File:Fighting_Kick.png|22px]]| Kick| Melee, Moderate Damage(Smash), Foe Disorient| You strike your opponent with a forceful kick that causes moderate smashing damage and has a small chance to stun opponents. }} | |||
{{Power|[[File:Fighting_Boxing.png|22px]]| Boxing| Melee, Light Smash Damage, Foe Disorient| You have been Disoriented by a strong punch. }} | |||
{{Power|[[File:Temporary PVP BuffDefense.png|22px]]| Resistance| Auto, {{DamResVal|25|50|25|25|25}}, {{StatusResVal|0|0|0|0|-50%}}| Crey Body Armor issued to Bosses and Lieutenants. Are resistant to lethal, smashing, energy, fire and cold damage, but the heavy gear makes them vulnerable to confusion. }} | |||
{{clr}} | |||
==== Crey Juggernaut ==== | ==== Crey Juggernaut ==== | ||
With their powerful personal force fields, missile launchers, and advanced training, these armor clad Reflections carry enough firepower to stop a tank. They're also almost as hard to hurt, though they are vulnerable to mental assaults. | With their powerful personal force fields, missile launchers, and advanced training, these armor clad Reflections carry enough firepower to stop a tank. They're also almost as hard to hurt, though they are vulnerable to mental assaults. | ||
''Powers'' | |||
{{Power|[[File:AssaultWeapons ARBurst.png|22px]]| Missile Launcher| Ranged (Targeted Area of Effect), Moderate Lethal/Smash Damage, Foe Knockback| This devastating weapon has extreme range capabilities. Its slow recharge and high endurance cost is compensated by its massive explosion and Knockback. }} | |||
{{Power|[[File:Inherent_Brawl.png|22px]]| Brawl| Melee, Light Smash Damage| Crey brawling attacks. }} | |||
{{Power|[[File:Fighting_Boxing.png|22px]]| Boxing| Melee, Light Smash Damage, Foe Disorient| You have been Disoriented by a strong punch. }} | |||
{{Power|[[File:Fighting_Kick.png|22px]]| Kick| Melee, Moderate Damage(Smash), Foe Disorient| You strike your opponent with a forceful kick that causes moderate smashing damage and has a small chance to stun opponents. }} | |||
{{Power|[[File:ForceField_PersonalForceField.png|22px]]| Personal Force Field| Self Invulnerable, Special| The Force Field is virtually impenetrable to all attacks. The impact of some powerful attacks may occasionally rattle you, however the Force Field will hold, and you will not suffer any damage or effects from the attacks. }} | |||
{{Power|[[File:Temporary PVP BuffDefense.png|22px]]| Resistance| Auto, {{DamResVal|25|50|25|25|25}}, {{StatusResVal|0|0|0|0|-50%}}| Crey Body Armor issued to Bosses and Lieutenants. Are resistant to lethal, smashing, energy, fire and cold damage, but the heavy gear makes them vulnerable to confusion. }} | |||
{{clr}} | |||
==== Crey Scientist Reflections ==== | ==== Crey Scientist Reflections ==== | ||
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===== Chief Cryo Scientist ===== | ===== Chief Cryo Scientist ===== | ||
''Powers'' | |||
{{Power|[[File:IceBlast BitterFreezeRay.png|22px]]| Heavy Cryo Rifle| Ranged, Minor Cold Damage, Foe Hold, -Recharge, -Speed| You have been frozen by a Crey Cryo Rifle. You are frozen and cannot move. Once free, your Recharge rate and Movement Speed are reduced. }} | |||
{{Power|[[File:Inherent Brawl.png|22px]]| Brawl| Melee, Light Smash Damage| Crey brawling attacks }} | |||
===== Chief Plasma Scientist ===== | ===== Chief Plasma Scientist ===== | ||
''Powers'' | |||
{{Power|[[File:AssaultWeapons ARFlamethrower.png|22px]]| Flamethrower| Ranged (Cone), High Damage over Time(Fire)| You have been set on fire by the Flamethrower. }} | |||
{{Power|[[File:Inherent Brawl.png|22px]]| Brawl| Melee, Light Smash Damage| Crey brawling attacks }} | |||
{{clr}} | |||
==== Headman Gunman ==== | ==== Headman Gunman ==== | ||
It's not clear whether these Reflections copy the Rikti of Paragon City, or those of the Rikti homeworld. Some of the forces at Firebase Zulu have theorized the former, since these Reflections are well-armed and trained for combat. | It's not clear whether these Reflections copy the Rikti of Paragon City, or those of the Rikti homeworld. Some of the forces at Firebase Zulu have theorized the former, since these Reflections are well-armed and trained for combat. | ||
''Powers'' | |||
{{Power|[[File:Teleportation Teleport.png|22px]]| Teleport| Self Teleport| The Rikti Gunman can Teleport long distances. }} | |||
{{Power|[[File:MedievalWeapons_BattleAxe.png|22px]]| Rikti Rifle| Ranged, High Energy Damage, Foe Disorient, Knockback| You are Disoriented. }} | |||
{{Power|[[File:Jump LongJump.png|22px]]| Super Leap| Self +Jump| The Rikti Gunman can Leap to building tops without problem. }} | |||
{{Power|[[File:Temporary PVP BuffDefense.png|22px]]| Resistance| Auto, {{DamResVal|30|30|0|0|30}}, {{StatusProtVal|0|0|0|1.0}}, Resist(-Recharge)| Rikti Boss armor makes them are resistant to Lethal, Smashing, and Energy damage. They are also resistant to Sleep. }} | |||
{{clr}} | |||
==== Mk I Zenith Warcry ==== | ==== Mk I Zenith Warcry ==== | ||
The Reflections seem to echo the villains of other worlds exactly. The Reflections of the Council robots are disciplined, alert fighters, ever responsive to the orders of their masters. | The Reflections seem to echo the villains of other worlds exactly. The Reflections of the Council robots are disciplined, alert fighters, ever responsive to the orders of their masters. | ||
''Powers'' | |||
{{Power|[[File:PowerBlast PowerBlast.png|22px]]| Power Blast| Ranged, Heavy DMG(Energy/Smash), Foe Knockback| Power Blast sends a focused beam of energy at a foe that can knock him back. }} | |||
{{Power|[[File:MunitionsMastery_LRMRocket.png|22px]]| Missile Launch| Ranged (Targeted AoE), Superior DMG(Fire/Lethal), Foe Knockback| Zenith Warcries can launch small missiles at long range. }} | |||
{{Power|[[File:Inherent_Brawl.png|22px]]| Pummel| Melee, Heavy DMG(Smash), Foe Knockback| Zenith Warcry brawling attacks. }} | |||
{{Power|[[File:Invulnerability_UnyeildlingStance.png|22px]]| Resistance| {{StatusProtVal|0|0|0|0|4.0}}| Zenith Warcries are highly resistant to Knockback. }} | |||
{{Power|[[File:Invulnerability ToughHide.png|22px]]| Resistance| {{DamResVal|20|30|0|0|0|0|30|s=-}}, {{StatusProtVal|0|0|0|100|0|0|100}}| Resistance }} | |||
{{clr}} | |||
==== Nemesis Soldier Reflections ==== | ==== Nemesis Soldier Reflections ==== | ||
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===== Captain ===== | ===== Captain ===== | ||
''Powers'' | |||
{{Power|[[File:AssaultWeapons_SniperRifle.png|22px]]| Lance Rifle| Ranged (Sniper Area of Effect), Moderate Lethal/Fire Damage, Foe Knockback| An extremely long range and very accurate weapon. Fires an explosive round that can knock down its target. The explosive round has a small area of effect. }} | |||
{{Power|[[File:AssaultWeapons_ARM30grenade.png|22px]]| Lance| Melee, Moderate Lethal Damage, Foe Disorient| You are Disoriented. }} | |||
:'''Explosion''' | |||
:{{Power|[[File:FireTrap Bonfire.png|22px]]| Explode| Point Blank Area of Effect, Moderate Fire Damage| Damages all foes nearby. }} | |||
{{Power|[[File:Leadership_Vengence.png|22px]]| Vengeance| Post Death Special: Team +Defense, +ToHit, +Damage| The loss of a good leader enrage the team. If a Officer falls in battle, he can grant his teammates a bonus to their defense, their to hit, and their damage with his last breath. }} | |||
{{Power|[[File:Temporary PVP BuffDefense.png|22px]]| Resistance| Auto, {{StatusResVal|0|0|0|0|200%|200%}}| The Organized Nemesis Soldiers are resistant to Fear and Confusion. }} | |||
===== Colonel ===== | ===== Colonel ===== | ||
''Powers'' | |||
{{Power|[[File:AssaultWeapons_SniperRifle.png|22px]]| Lance Rifle| Ranged (Sniper Area of Effect), Moderate Lethal/Fire Damage, Foe Knockback| An extremely long range and very accurate weapon. Fires an explosive round that can knock down its target. The explosive round has a small area of effect. }} | |||
{{Power|[[File:AssaultWeapons_ARM30grenade.png|22px]]| Lance| Melee, Moderate Lethal Damage, Foe Disorient| You are Disoriented. }} | |||
:'''Explosion''' | |||
:{{Power|[[File:FireTrap Bonfire.png|22px]]| Explode| Point Blank Area of Effect, Moderate Fire Damage| Damages all foes nearby. }} | |||
{{Power|[[File:Leadership_Vengence.png|22px]]| Vengeance| Post Death Special: Team +Defense, +ToHit, +Damage| The loss of a good leader enrage the team. If a Officer falls in battle, he can grant his teammates a bonus to their defense, their to hit, and their damage with his last breath. }} | |||
{{Power|[[File:Temporary PVP BuffDefense.png|22px]]| Resistance| Auto, {{StatusResVal|0|0|0|0|200%|200%}}| The Organized Nemesis Soldiers are resistant to Fear and Confusion. }} | |||
===== Lance Corporal ===== | ===== Lance Corporal ===== | ||
''Powers'' | |||
{{Power|[[File:AssaultWeapons_SniperRifle.png|22px]]| Lance Rifle| Ranged (Sniper Area of Effect), Moderate Lethal/Fire Damage, Foe Knockback| An extremely long range and very accurate weapon. Fires an explosive round that can knock down its target. The explosive round has a small area of effect. }} | |||
{{Power|[[File:AssaultWeapons_ARM30grenade.png|22px]]| Lance| Melee, Moderate Lethal Damage, Foe Disorient| You are Disoriented. }} | |||
:'''Explosion''' | |||
:{{Power|[[File:FireTrap Bonfire.png|22px]]| Explode| Point Blank Area of Effect, Moderate Fire Damage| Damages all foes nearby. }} | |||
{{Power|[[File:Leadership_Vengence.png|22px]]| Vengeance| Post Death Special: Team +Defense, +ToHit, +Damage| The loss of a good leader enrage the team. If a Officer falls in battle, he can grant his teammates a bonus to their defense, their to hit, and their damage with his last breath. }} | |||
{{Power|[[File:Temporary PVP BuffDefense.png|22px]]| Resistance| Auto, {{StatusResVal|0|0|0|0|200%|200%}}| The Organized Nemesis Soldiers are resistant to Fear and Confusion. }} | |||
===== Lance Sergeant ===== | ===== Lance Sergeant ===== | ||
''Powers'' | |||
{{Power|[[File:AssaultWeapons_SniperRifle.png|22px]]| Lance Rifle| Ranged (Sniper Area of Effect), Moderate Lethal/Fire Damage, Foe Knockback| An extremely long range and very accurate weapon. Fires an explosive round that can knock down its target. The explosive round has a small area of effect. }} | |||
{{Power|[[File:AssaultWeapons_ARM30grenade.png|22px]]| Lance| Melee, Moderate Lethal Damage, Foe Disorient| You are Disoriented. }} | |||
:'''Explosion''' | |||
:{{Power|[[File:FireTrap Bonfire.png|22px]]| Explode| Point Blank Area of Effect, Moderate Fire Damage| Damages all foes nearby. }} | |||
{{Power|[[File:Leadership_Vengence.png|22px]]| Vengeance| Post Death Special: Team +Defense, +ToHit, +Damage| The loss of a good leader enrage the team. If a Officer falls in battle, he can grant his teammates a bonus to their defense, their to hit, and their damage with his last breath. }} | |||
{{Power|[[File:Temporary PVP BuffDefense.png|22px]]| Resistance| Auto, {{StatusResVal|0|0|0|0|200%|200%}}| The Organized Nemesis Soldiers are resistant to Fear and Confusion. }} | |||
===== Lieutenant ===== | ===== Lieutenant ===== | ||
''Powers'' | |||
{{Power|[[File:AssaultWeapons_SniperRifle.png|22px]]| Lance Rifle| Ranged (Sniper Area of Effect), Moderate Lethal/Fire Damage, Foe Knockback| An extremely long range and very accurate weapon. Fires an explosive round that can knock down its target. The explosive round has a small area of effect. }} | |||
{{Power|[[File:AssaultWeapons_ARM30grenade.png|22px]]| Lance| Melee, Moderate Lethal Damage, Foe Disorient| You are Disoriented. }} | |||
:'''Explosion''' | |||
:{{Power|[[File:FireTrap Bonfire.png|22px]]| Explode| Point Blank Area of Effect, Moderate Fire Damage| Damages all foes nearby. }} | |||
{{Power|[[File:Leadership_Vengence.png|22px]]| Vengeance| Post Death Special: Team +Defense, +ToHit, +Damage| The loss of a good leader enrage the team. If a Officer falls in battle, he can grant his teammates a bonus to their defense, their to hit, and their damage with his last breath. }} | |||
{{Power|[[File:Temporary PVP BuffDefense.png|22px]]| Resistance| Auto, {{StatusResVal|0|0|0|0|200%|200%}}| The Organized Nemesis Soldiers are resistant to Fear and Confusion. }} | |||
===== Sgt. Major ===== | ===== Sgt. Major ===== | ||
''Powers'' | |||
{{Power|[[File:AssaultWeapons_SniperRifle.png|22px]]| Lance Rifle| Ranged (Sniper Area of Effect), Moderate Lethal/Fire Damage, Foe Knockback| An extremely long range and very accurate weapon. Fires an explosive round that can knock down its target. The explosive round has a small area of effect. }} | |||
{{Power|[[File:AssaultWeapons_ARM30grenade.png|22px]]| Lance| Melee, Moderate Lethal Damage, Foe Disorient| You are Disoriented. }} | |||
:'''Explosion''' | |||
:{{Power|[[File:FireTrap Bonfire.png|22px]]| Explode| Point Blank Area of Effect, Moderate Fire Damage| Damages all foes nearby. }} | |||
{{Power|[[File:Leadership_Vengence.png|22px]]| Vengeance| Post Death Special: Team +Defense, +ToHit, +Damage| The loss of a good leader enrage the team. If a Officer falls in battle, he can grant his teammates a bonus to their defense, their to hit, and their damage with his last breath. }} | |||
{{Power|[[File:Temporary PVP BuffDefense.png|22px]]| Resistance| Auto, {{StatusResVal|0|0|0|0|200%|200%}}| The Organized Nemesis Soldiers are resistant to Fear and Confusion. }} | |||
===== Subaltern ===== | ===== Subaltern ===== | ||
''Powers'' | |||
{{Power|[[File:AssaultWeapons_SniperRifle.png|22px]]| Lance Rifle| Ranged (Sniper Area of Effect), Moderate Lethal/Fire Damage, Foe Knockback| An extremely long range and very accurate weapon. Fires an explosive round that can knock down its target. The explosive round has a small area of effect. }} | |||
{{Power|[[File:AssaultWeapons_ARM30grenade.png|22px]]| Lance| Melee, Moderate Lethal Damage, Foe Disorient| You are Disoriented. }} | |||
:'''Explosion''' | |||
:{{Power|[[File:FireTrap Bonfire.png|22px]]| Explode| Point Blank Area of Effect, Moderate Fire Damage| Damages all foes nearby. }} | |||
{{Power|[[File:Leadership_Vengence.png|22px]]| Vengeance| Post Death Special: Team +Defense, +ToHit, +Damage| The loss of a good leader enrage the team. If a Officer falls in battle, he can grant his teammates a bonus to their defense, their to hit, and their damage with his last breath. }} | |||
{{Power|[[File:Temporary PVP BuffDefense.png|22px]]| Resistance| Auto, {{StatusResVal|0|0|0|0|200%|200%}}| The Organized Nemesis Soldiers are resistant to Fear and Confusion. }} | |||
{{clr}} | |||
==== Penumbra Elite Adjutant ==== | ==== Penumbra Elite Adjutant ==== | ||
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The Reflections seem to echo the villains of other worlds, not just in appearance, but also in demeanor. These Reflections of Council agents are expert soldiers, as skilled and deadly as any Navy SEAL. | The Reflections seem to echo the villains of other worlds, not just in appearance, but also in demeanor. These Reflections of Council agents are expert soldiers, as skilled and deadly as any Navy SEAL. | ||
''Powers'' | |||
{{Power|[[File:AssaultWeapons ARM30grenade.png|22px]]| Grenade Launcher| Ranged (Targeted AoE), Moderate DMG(Fire/Lethal), Foe Knockback| Launches a Grenade at long range from beneath the barrel of your Assault Rifle. This explosion affects all within the blast radius, and can knock them back. }} | |||
{{Power|[[File:AssaultWeapons ARM30grenade.png|22px]]| Grenade Launcher| Ranged (Targeted AoE), Moderate DMG(Fire/Lethal), Foe Knockback| Launches a Grenade at long range from beneath the barrel of your Assault Rifle. This explosion affects all within the blast radius, and can knock them back. }} | |||
{{Power|[[File:MartialArts ThunderKick.png|22px]]| Thunder Kick| Melee, Light DMG(Smash), Foe Disorient, Chance for Critical Hit| You can perform a strong Thunder Kick that hits so hard it can Disorient your target. }} | |||
{{Power|[[File:MartialArts StormKick.png|22px]]| Storm Kick| Melee, Heavy DMG(Smash), Chance for Critical Hit| You can unleash a roundhouse kick that pummels your foe for moderate damage. Storm Kick has a greater then average chance to score a critical hit. }} | |||
{{Power|[[File:MartialArts MonkeySweep.png|22px]]| Dragon's Tail| PBAoE Melee, Moderate DMG(Smash), Foe Knockdown, Chance for Critical Hit| This low spinning kick deals slightly more damage than Thunder Kick, but has a chance to hit all enemies in melee range. Successful hits may trip and knock down your opponents. }} | |||
{{clr}} | |||
=== Bosses === | === Bosses === | ||
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The Behemoths are Reflections of demons from some hellish dimension best left to the imagination. These fiery demons inspire nightmares in all who see them. They can summon flaming swords to strike down their enemies, or breath fire from their mouths to incinerate all who stand before them. | The Behemoths are Reflections of demons from some hellish dimension best left to the imagination. These fiery demons inspire nightmares in all who see them. They can summon flaming swords to strike down their enemies, or breath fire from their mouths to incinerate all who stand before them. | ||
''Powers'' | |||
{{Power|[[File:FieryFray_Scorch.png|22px]]| Fire Smash| Melee, Moderate DMG(Fire/Smash), DoT(Fire), Foe Knockback| Behemoth fire punch attack. }} | |||
{{Power|[[File:FieryFray FireSword.png|22px]]| Fire Sword| Melee, Heavy DMG(Fire/Lethal), DoT(Fire)| The Behemoth can summon a fire sword that sets foes ablaze. Successful attacks will also do a slight damage over time. }} | |||
{{Power|[[File:FieryFray_TargetedLightMelee.png|22px]]| Scorch| Melee, Light DMG(Fire), DoT(Fire)| The Behemoth hands are engulfed in flames, igniting the target. }} | |||
{{Power|[[File:FireBlast_Flare.png|22px]]| Flares| Ranged, Moderate DMG(Fire)|You have been set on fire by the Flares attack. }} | |||
{{Power|[[File:Invulnerability Invincibility.png|22px]]| Invincibility| Toggle: Self +DEF(Smash, Lethal, Fire, Cold, Energy, Negative), +ToHit, Special| Your close proximity to the Behemoth is increasing it's Defense and Accuracy. Get away if you can. }} | |||
{{Power|[[File:Jump CombatJump.png|22px]]| Behemoth Jumping| Auto: Self +Jump| Behemoths can inherently jump real high. }} | |||
{{Power|[[File:FlamingShield_FlamingShield.png|22px]]| Resistance| {{DamResVal|0|0|20|20|c=-}}| Behemoths are resistant to Fire Damage, but are vulnerable to Cold. }} | |||
{{clr}} | |||
==== Crey Power Tank ==== | ==== Crey Power Tank ==== | ||
The Reflections seem to possess not only the abilities of the creatures they copy, but their knowledge and technology as well. These Reflections use Crey's perfected Power Armor to turn themselves into unstoppable juggernauts. Power Tanks can generate almost limitless power, which they can hurl at great distances. | The Reflections seem to possess not only the abilities of the creatures they copy, but their knowledge and technology as well. These Reflections use Crey's perfected Power Armor to turn themselves into unstoppable juggernauts. Power Tanks can generate almost limitless power, which they can hurl at great distances. | ||
''Powers'' | |||
{{Power|[[File:PowerBlast PowerBolts.png|22px]]| Power Bolt| Ranged, Moderate Energy/Smash Damage, Foe Knockdown| A quick attack that rapidly hurls small bolts of energy at foes, sometimes knocking them down. Fast, but little damage. }} | |||
{{Power|[[File:PowerBlast PowerBlast.png|22px]]| Power Blast| Ranged, High Energy/Smash Damage, Foe Knockback| A much more powerful, yet slower version of Power Bolt. Power Blast sends a focused beam of energy at a foe that can knock him back. }} | |||
{{Power|[[File:PowerBlast Explosion.png|22px]]| Explosive Blast| Ranged (Targeted Area of Effect), Moderate Energy/Smash Damage, Foe Knockback| Hurls a blast of charged energy that violently explodes on impact, damaging all foes near the target. }} | |||
{{Power|[[File:PowerPunch Quick.png|22px]]| Barrage| Melee, Light Energy/Smash Damage, Foe Disorient| You have been Disoriented. }} | |||
{{Power|[[File:PowerPunch EnergyPunch.png|22px]]| Energy Punch| Melee, Moderate Energy/Smash Damage, Foe Disorient| You have been Disoriented. }} | |||
{{Power|[[File:PowerPunch Flurry.png|22px]]| Whirling Hands| Point Blank Area of Effect, Moderate Energy/Smash Damage, Foe Disorient| Launches a dizzying attack against everything in a nearby area. }} | |||
{{Power|[[File:PowerPunch BoneSmasher.png|22px]]| Bone Smasher| Melee, High Energy/Smash Damage, Foe Disorient| You have been Disoriented. }} | |||
{{Power|[[File:Jump CombatJump.png|22px]]| Power Jumping| Auto, Self +Jump, +Speed| Crey tanks can jump very high and travel very fast. }} | |||
{{Power|[[File:Temporary PVP BuffDefense.png|22px]]| Resistance| Auto, {{DamResVal|25|50|25|25|25}}| Crey Tank Armor issued to Bosses and Lieutenants. Are resistant to lethal, smashing, energy, fire and cold damage. }} | |||
{{clr}} | |||
==== Crey Protector ==== | ==== Crey Protector ==== | ||
With their powerful force fields, heavy weapons, and advanced training, these armor clad Reflections carry enough firepower to stop a tank. They're also almost as hard to hurt, though they are vulnerable to mental assaults. | With their powerful force fields, heavy weapons, and advanced training, these armor clad Reflections carry enough firepower to stop a tank. They're also almost as hard to hurt, though they are vulnerable to mental assaults. | ||
''Powers'' | |||
{{Power|[[File:IceBlast FreezeRay.png|22px]]| Cryo Rifle| Ranged, Moderate Cold Damage, Foe -Recharge, -Speed, Sleep| You have been frozen by a Crey Cryo Rifle. You are frozen but any damage will free you. Once free, your Recharge rate and Movement Speed are reduced. }} | |||
{{Power|[[File:Inherent_Brawl.png|22px]]| Brawl| Melee, Light Smash Damage| Crey brawling attacks. }} | |||
{{Power|[[File:Fighting_Kick.png|22px]]| Kick| Melee, Moderate Damage(Smash), Foe Disorient| You strike your opponent with a forceful kick that causes moderate smashing damage and has a small chance to stun opponents. }} | |||
{{Power|[[File:Fighting_Boxing.png|22px]]| Boxing| Melee, Light Smash Damage, Foe Disorient| You have been Disoriented by a strong punch. }} | |||
{{Power|[[File:ForceField DispersionBubble.png|22px]]| Dispersion Bubble| Toggle, Point Blank Area of Effect, Team {{TypeDefVal|30|30|30|30|30|30}}, {{StatusProtVal|2.0|2.0|2.0}}| Creates a large bubble which protects all allies inside. While active, the Dispersion Bubble gives all allies within increase defense to all attacks except psionic. The Dispersion Bubble also protects allies inside from Immobilization, Disorient and Hold effects. }} | |||
{{Power|[[File:Temporary PVP BuffDefense.png|22px]]| Resistance| Auto, {{DamResVal|25|50|25|25|25}}, {{StatusResVal|0|0|0|0|-50%}}| Crey Body Armor issued to Bosses and Lieutenants. Are resistant to lethal, smashing, energy, fire and cold damage, but the heavy gear makes them vulnerable to confusion. }} | |||
{{clr}} | |||
==== Mk II Zenith Warcry ==== | ==== Mk II Zenith Warcry ==== | ||
The Reflections seem to echo the villains of other worlds exactly. The Reflections of the Council robots are disciplined, alert fighters, ever responsive to the orders of their masters. | The Reflections seem to echo the villains of other worlds exactly. The Reflections of the Council robots are disciplined, alert fighters, ever responsive to the orders of their masters. | ||
''Powers'' | |||
{{Power|[[File:PowerBlast PowerBlast.png|22px]]| Power Blast| Ranged, Heavy DMG(Energy/Smash), Foe Knockback| Power Blast sends a focused beam of energy at a foe that can knock him back. }} | |||
{{Power|[[File:MunitionsMastery_LRMRocket.png|22px]]| Missile Launch| Ranged (Targeted AoE), Superior DMG(Fire/Lethal), Foe Knockback| Zenith Warcries can launch small missiles at long range. }} | |||
{{Power|[[File:Inherent_Brawl.png|22px]]| Pummel| Melee, Heavy DMG(Smash), Foe Knockback| Zenith Warcry brawling attacks. }} | |||
{{Power|[[File:Invulnerability_UnyeildlingStance.png|22px]]| Resistance| {{StatusProtVal|0|0|0|0|4.0}}| Zenith Warcries are highly resistant to Knockback. }} | |||
{{Power|[[File:Invulnerability ToughHide.png|22px]]| Resistance| {{DamResVal|20|30|0|0|0|0|30|s=-}}, {{StatusProtVal|0|0|0|100|0|0|100}}| Resistance }} | |||
{{clr}} | |||
==== Penumbra Elite Archon ==== | ==== Penumbra Elite Archon ==== | ||
The Reflections seem to echo the villains of other worlds, not just in appearance, but also in demeanor. These Reflections of Council agents are expert soldiers, as skilled and deadly as any Navy SEAL. | The Reflections seem to echo the villains of other worlds, not just in appearance, but also in demeanor. These Reflections of Council agents are expert soldiers, as skilled and deadly as any Navy SEAL. | ||
''Powers'' | |||
{{Power|[[File:MunitionsMastery_LRMRocket.png|22px]]| Missile Launcher| Ranged (Targeted AoE), Heavy DMG(Fire/Lethal), Foe Knockback| This devastating weapon has extreme range capabilities. Its slow recharge and high endurance cost is compensated by its massive explosion and Knockback. }} | |||
{{Power|[[File:MunitionsMastery_LRMRocket.png|22px]]| Missile Launcher| Ranged (Targeted AoE), Heavy DMG(Fire/Lethal), Foe Knockback| This devastating weapon has extreme range capabilities. Its slow recharge and high endurance cost is compensated by its massive explosion and Knockback. }} | |||
{{Power|[[File:AssaultWeapons ARFlamethrower.png|22px]]| Flamethrower| Ranged (Cone), High DoT(Fire)| You are taking Fire Damage over Time from the Council Flamethrower. }} | |||
{{Power|[[File:AssaultWeapons_DOT.png|22px]]| Ignite| Ranged, Extreme DoT(Fire), Location AoE, DoT(Fire)| Sprays a target with accelerant from your flamethrower, igniting it and causing extreme damage over time. Also sets the location on fire if the target is grounded, inflicting damage to additional foes that step in the area. }} | |||
{{Power|[[File:MartialArts ThunderKick.png|22px]]| Thunder Kick| Melee, Light DMG(Smash), Foe Disorient, Chance for Critical Hit| You can perform a strong Thunder Kick that hits so hard it can Disorient your target. }} | |||
{{Power|[[File:MartialArts StormKick.png|22px]]| Storm Kick| Melee, Heavy DMG(Smash), Chance for Critical Hit| You can unleash a roundhouse kick that pummels your foe for moderate damage. Storm Kick has a greater then average chance to score a critical hit. }} | |||
{{Power|[[File:MartialArts MonkeySweep.png|22px]]| Dragons Tail| PBAoE Melee, Moderate DMG(Smash), Foe Knockdown, Chance for Critical Hit| This low spinning kick deals slightly more damage than Thunder Kick, but has a chance to hit all enemies in melee range. Successful hits may trip and knock down your opponents. }} | |||
{{Power|[[File:MartialArts CraneKick.png|22px]]| Crane Kick| Melee, Superior DMG(Smash), Foe Knockback, Chance for Critical Hit| You can perform a slow, high damage kick that will likely knock your target back. }} | |||
{{Power|[[File:MartialArts CripplingHookKick.png|22px]]| Crippling Axe Kick| Melee, Extreme DMG(Smash), Foe Immobilize, -SPD, -Fly, -DEF, Chance for Critical Hit| You can perform a Crippling Axe Kick that deals superior smashing damage, reduces the targets defense, may Immobilize, and Slowing their run speed. Crippling Axe Kick may also knock some flying entities out of the sky. }} | |||
{{clr}} | |||
==== Rikti Reflections ==== | ==== Rikti Reflections ==== | ||
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===== Chief Mentalist ===== | ===== Chief Mentalist ===== | ||
''Powers'' | |||
{{Power|[[File:MedievalWeapons_MaceClobber.png|22px]]| Greater Rikti Sword| Melee, High Lethal/Energy Damage, Foe Knockback| You are Disoriented. }} | |||
{{Power|[[File:PsychicBlast MentalBlast.png|22px]]| Mental Blast| Ranged, Moderate Psionic Damage, Foe -Recharge| The Mental Blast has slowed your reflexes. Your attack speed is reduced. }} | |||
{{Power|[[File:MentalControl_Hypnotize.png|22px]]| Mesmerize| Ranged, Moderate Psionic Damage, Foe Sleep| You have been put to Sleep. You are helpless until the effect is broken. }} | |||
{{Power|[[File:MentalControl_Command.png|22px]]| Dominate| Ranged, Foe Hold| Your mind has been Dominated. You are Held. }} | |||
{{Power|[[File:Temporary PVP BuffDefense.png|22px]]| Resistance| Auto, {{DamResVal|30|30|0|0|30|0|30}}, {{StatusResVal|0|0|0|100%|100%|100%}}| Rikti Mentalist armor makes them are resistant to Lethal, Smashing, and Energy damage. Their enhanced mental powers also make them resistant to Sleep, Confuse, Fear and Psionic damage. }} | |||
===== Chief Soldier ===== | ===== Chief Soldier ===== | ||
''Powers'' | |||
{{Power|[[File:MedievalWeapons_MaceClobber.png|22px]]| Greater Rikti Sword| Melee, High Lethal/Energy Damage, Foe Knockback| You are Disoriented. }} | |||
{{Power|[[File:MedievalWeapons_BattleAxe.png|22px]]| Rikti Rifle| Ranged, High Energy Damage, Foe Disorient, Knockback| You are Disoriented. }} | |||
{{Power|[[File:Temporary PVP BuffDefense.png|22px]]| Resistance| Auto, {{DamResVal|30|30|0|0|30}}, {{StatusProtVal|0|0|0|1.0}}, Resist(-Recharge)| Rikti Boss armor makes them are resistant to Lethal, Smashing, and Energy damage. They are also resistant to Sleep. }} | |||
{{clr}} | |||
==== Warhulk ==== | ==== Warhulk ==== | ||
Reflections of living beings are common in the Shadow Shard, but copies of machines exist as well. The War Hulk is the largest and most powerful of these. It's a veritable walking tank, armed with flamethrowers, storm cannons, and an impressively brutal power claw. | Reflections of living beings are common in the Shadow Shard, but copies of machines exist as well. The War Hulk is the largest and most powerful of these. It's a veritable walking tank, armed with flamethrowers, storm cannons, and an impressively brutal power claw. | ||
''Powers'' | |||
{{Power|[[File:DarkCast DarkPit.png|22px]]| Storm Cannon| Ranged (Targeted Area of Effect), Moderate Lethal/Smash Damage, Foe Disorient, Knockback| You are Disoriented. }} | |||
{{Power|[[File:AssaultWeapons ARFlamethrower.png|22px]]| Flamethrower| Ranged (Cone), High Damage over Time(Fire)| The Warhulk's Flamethrower is doing Fire damage over time to you. }} | |||
{{Power|[[File:Inherent_Brawl.png|22px]]| Pummel| Melee, Heavy Lethal Damage, Foe Knockback| The WarHulk has a built in Claw that can shred foes. }} | |||
{{Power|[[File:FireBlast Inferno.png|22px]]| Explode| Post Death Special: Point Blank Area of Effect, High Lethal/Fire Damage, Foe Knockback| When Warhulks are destroyed, they tend to explode. }} | |||
{{Power|[[File:Invulnerability ToughHide.png|22px]]| Resistance| Auto, Self {{DamResVal|15|15|0|15|0|0|50|s=-|c=-}}, {{StatusProtVal|0|1.0}}, {{StatusResVal|0|0|200%|0|200%|200%}}| WarHulks are immune to Fear, Confuse, Disorient and KnockBack, but their bulk makes them vulnerable to Immobilization. }} | |||
{{clr}} | |||
[[Category:Enemies]] | [[Category:Enemies]] | ||
[[Category:Shadow Shard Lore]] | [[Category:Shadow Shard Lore]] |
Latest revision as of 19:23, 20 July 2024
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Overview
Shadow Shard Reflections is a faction in City of Heroes that inhabits the Shadow Shard. They were created by Uuralur the Mirror, who presides over The Garden of Memories. The beings that reside there are reflections of the worlds that Rularuu has consumed, though it is unclear whether he created them out of remorse or amusement. Uuralur has organized many of these reflections into a guard force that patrols the area and keeps the remaining reflections in check.
Reflections do not count toward hunt missions, nor do they count toward badge totals.
Villain Types
Minions
Circle of Thorn Reflections
The Reflections seem to be exact copies of the terrors that exist on other worlds. It is unknown whether these mystics are Reflections of Paragon City's Circle of Thorns, or of the Oranbegans from some other dimension. What is certain is that they fight with the same utter disregard for life that Paragon City's heroes have witnessed many a time.
Air Thorn Caster
Powers
Fly Self Fly
Thorn Air Casters can Fly!
Falchion Melee, Moderate Lethal/Negative Damage
This small curved short sword has been enchanted to channel negative energy damage to its victims.
Lightning Bolt Ranged, High Energy Damage, Foe -Endurance
The Caster can send a large blast of electrical energy at a foe. Lightning bolt deals good damage and also drains some Endurance.
Charged Brawl Melee, Moderate Smash/Energy Damage, Foe -Endurance
The Air Thorn Caster has electrocuted you and temporarily halted your Endurance Recovery with Charged Brawl.
Gale Ranged (Cone), Minor Damage(Smash), Foe Knockback
The Air Thorn Caster can call forth a tremendous gust of Gale force winds that knock down foes and deal some smashing damage in a wide cone area.
Earth Thorn Caster
Powers
Falchion Melee, Moderate Lethal/Negative Damage
This small curved short sword has been enchanted to channel negative energy damage to its victims.
Stone Spears Ranged (Targeted Area of Effect), Moderate Lethal Damage
The Caster can cause Stone Spears to erupt around an enemy target and all nearby foes. The Stone Spears deal moderate lethal damage.
Hurl Boulder Ranged, High Smash Damage, Foe Knockback
The Troll can rip up a boulder out of the ground and Hurl it a short distance. The Hurled Boulder deals medium damage and can Knockback foes.
Rock Armor Toggle, Self Def( S32 L32 )
While this power is active, the Caster's skin becomes Stone. Rock Armor make the Caster highly resistant to Smashing and Lethal based attacks. They are less likely to land and affect the Outcast.
Fire Thorn Caster
Powers
Falchion Melee, Moderate Lethal/Negative Damage
This small curved short sword has been enchanted to channel negative energy damage to its victims.
Flares Ranged, Moderate Damage over Time(Fire)
You have been set on fire by the Flares attack.
Fire Ball Ranged (Targeted Area of Effect), Moderate Fire/Smash Damage, Minor Damage over Time(Fire)
You have been set on fire by the Fireball.
Consume Point Blank Area of Effect, Minor Fire Damage, Self +Endurance
The Caster can Consume some fuel from his nearby enemies to recover Endurance.
Ice Thorn Caster
Powers
Falchion Melee, Moderate Lethal/Negative Damage
This small curved short sword has been enchanted to channel negative energy damage to its victims.
Ice Blast Ranged, High Cold/Smash Damage, Foe -Recharge, -Speed
You have been frozen by an Ice Blast. Your movement Speed and Recharge rate are reduced.
Ice Sword Melee, Moderate Damage(Cold/Lethal), Foe -Recharge, -Speed
You create a blade of solid ice that deals good damage. Being hit by this Ice Sword will Slow a target's movement and attack speed, due to the intense chill.
Chilblain Ranged, Moderate Damage over Time(Cold), Foe Immobilize, -Speed, -Recharge
You have been frozen by a Chilblain spell. You cannot move and are taking Cold Damage Over Time.
Bitter Ice Blast Ranged, Superior Damage(Cold/Smash), Foe -Recharge, -Speed, -ToHit
A slower yet more powerful version of Ice Blast, Bitter Ice Blast deals much more damage and can also reduce your enemy's Accuracy. Like other Ice Blast powers, Bitter Ice Blast can Slow a target's movement and attack speed.
Block of Ice Ranged, Foe Hold, -Speed, -Recharge
You are frozen in a Block of Ice and cannot move or attack.
Frozen Armor Toggle, Self Res( S24 L24 F8 C16 T16 )
While this power is active, you coat yourself in rock hard Frozen Armor. The hardness of the Frozen Armor offers good defense to Smashing and Lethal attack as well as reduces Cold damage. Also, Fire attacks deal slightly less damage.
Thorn Wielder
Powers
Greater Thorn Sword Melee, High Lethal/Negative Damage, Foe -Speed, -Recharge
The Greater Thorn Sword poisons its victims with negative energy to slow them.
Throwing Dagger Ranged, Moderate Lethal/Negative Damage
Wavy ritual blade.
Conscript
It's not clear whether these Reflections copy the Rikti of Paragon City, or those of the Rikti homeworld. Some of the forces at Firebase Zulu have theorized the former, since these Reflections are well-armed and trained for combat.
Powers
Rikti Sword Melee, Moderate Lethal/Energy Damage, Foe Knockback
You are Disoriented.
Rikti Rifle Ranged, High Energy Damage, Foe Disorient, Knockback
You are Disoriented.
Council Penumbra Reflections
The Reflections seem to echo the villains of other worlds, not just in appearance, but also in demeanor. These Reflections of Council agents are expert soldiers, as skilled and deadly as any Navy SEAL.
Penumbra Elite Fire
Powers
Flamethrower Ranged (Cone), High DoT(Fire)
You are taking Fire Damage over Time from the Council Flamethrower.
Ignite Ranged, Extreme DoT(Fire), Location AoE, DoT(Fire)
Sprays a target with accelerant from your flamethrower, igniting it and causing extreme damage over time. Also sets the location on fire if the target is grounded, inflicting damage to additional foes that step in the area.
Power Punch Melee, Moderate DMG(Energy/Smash), Foe Chance for Disorient
The Council's appropriated Resistance gauntlets provides them with a strong melee attack in case the enemy comes to close quarters.
Penumbra Elite Force
Powers
Chain Gun Ranged, Superior DoT(Lethal)
You are taking Lethal Damage over Time from the Council Chain Gun.
Short Burst Ranged, Light DMG(Lethal), Foe -DEF
Sprays a massive burst of lead at a target. Lots of damage and a bonus to hit, but slow to reload.
Power Punch Melee, Moderate DMG(Energy/Smash), Foe Chance for Disorient
The Council's appropriated Resistance gauntlets provides them with a strong melee attack in case the enemy comes to close quarters.
Penumbra Elite Grenade
Powers
Grenade Launcher Ranged (Targeted AoE), Moderate DMG(Fire/Lethal), Foe Knockback
Launches an M30 Grenade at long range from under the barrel of your Assault rifle. This explosion from this grenade affects all within the blast and can knock them back.
Heavy Grenade Ranged (Targeted AoE), Moderate DMG(Fire/Lethal), Foe Knockback
Launches an M30 Grenade at long range from under the barrel of your Assault rifle. This explosion from this grenade affects all within the blast and can knock them back.
Power Punch Melee, Moderate DMG(Energy/Smash), Foe Chance for Disorient
The Council's appropriated Resistance gauntlets provides them with a strong melee attack in case the enemy comes to close quarters.
Penumbra Elite Marksman
Powers
Incendiary Rounds Ranged, Heavy DMG(Fire/Lethal), Minor DoT(Fire)
You are taking Fire Damage over Time from the Council Advanced Rifle Incendiary rounds.
Cryonic Rounds Ranged, Heavy DMG(Cold/Lethal), Foe -Recharge, -SPD
Your movement and attack speed has been slowed by the Council Advanced Rifle Cryonic rounds.
Power Punch Melee, Moderate DMG(Energy/Smash), Foe Chance for Disorient
The Council's appropriated Resistance gauntlets provides them with a strong melee attack in case the enemy comes to close quarters.
Penumbra Elite Sonic
Powers
Sonic Blast Ranged, Moderate DMG(Energy), Foe -Resist(All)
The Blast from the Sonic Rifle has reduced you Resistance to all damage types except Psionics.
Heavy Sonic Blast Ranged, High DMG(Energy), Foe -Resist(All)
The Heavy Blast from the Sonic Rifle has reduced you Resistance to all damage types except Psionics.
Power Punch Melee, Moderate DMG(Energy/Smash), Foe Chance for Disorient
The Council's appropriated Resistance gauntlets provides them with a strong melee attack in case the enemy comes to close quarters.
Council Zenith Reflections
The Reflections seem to echo the villains of other worlds exactly. The Reflections of the Council robots are disciplined, alert fighters, ever responsive to the orders of their masters.
Zenith Mech Man
Powers
Cybernetic Blade Melee, Moderate DMG(Lethal)
A Cybernetic Blade is a powerful lethal attack.
Blast Ranged, Moderate DMG(Energy/Smash), Foe Knockdown
Zenith Mech's Blast sends a focused beam of energy that can knock foes back.
Resistance Res( S-20 L30 P30 ), Prot( Sl 100 Fr 100 )
Resistance
Zenith Hoverbot
Powers
Fly Self Fly
Hoverbots can Fly.
Robot Missile Launcher Ranged (Targeted AoE), Heavy DMG(Fire/Lethal), Foe Knockback
Hoverbots can launch small missiles at long range.
Resistance Res( S-20 L30 P30 ), Res( Sl 100 Pl 100 )
Resistance
Crey Scientist Reflections
The Reflections seem to echo the villains of other dimensions not just in appearance, but in demeanor as well. These Reflections of Crey scientists are every bit as clinical and cold-hearted as those from Paragon City. Like their predecessors, they are also extremely well-armed.
Medic
Powers
Brawl Melee, Light Smash Damage
Crey brawling attacks.
Hypo Ally Heal, Resist(Confuse, Fear, Hold, Immobilize, Disorient, Sleep)
Heals a single targeted ally of some Hit Points and frees an ally from any Immobilization, Sleep, Disorient and Hold effects and leaves them resistant to such effects for a brief time. Should be performed away from combat as this power can fail if interrupted.
Radiologist
Powers
Brawl Melee, Light Smash Damage
Crey brawling attacks.
Radiation Infection Toggle, Ranged (Targeted Area of Effect), Foe -Defense, -ToHit
You are in the radius Radiation Infection. Your Defense and Accuracy are both reduced.
Research Assistant
Powers
Cryo Pistol Ranged, Moderate Cold Damage, Foe -Recharge, -Speed, Sleep
You have been frozen by a Crey Cryo Pistol. You are frozen but any damage will free you. Once free, your Recharge rate and Movement Speed are reduced.
Brawl Melee, Light Smash Damage
Crey brawling attacks.
Researcher
Powers
N2 Cannon Ranged (Cone), High Damage over Time(Cold), Foe -Recharge, -Speed
You have been frozen by a N2 Cannon. Your Recharge rate and Movement Speed are reduced.
Brawl Melee, Light Smash Damage
Crey brawling attacks.
Scientist
Powers
Cryo Rifle Ranged, Moderate Cold Damage, Foe -Recharge, -Speed, Sleep
You have been frozen by a Crey Cryo Rifle. You are frozen but any damage will free you. Once free, your Recharge rate and Movement Speed are reduced.
Brawl Melee, Light Smash Damage
Crey brawling attacks.
Nemesis Jaeger Reflections
Reflections of living beings are common in the Shadow Shard, but copies of machines exist as well. The Jaegers take their name from the German word for 'hunter.' They're some of the strangest and most advanced combat robots to ever stalk the realm of the Rularuu.
Gewehr Jaeger
Powers
Jaeger Gun Ranged, High Damage over Time(Lethal)
You are taking continuous damage over time from the Jaeger Gun.
Jaeger Saw Point Blank Area of Effect, Moderate Damage over Time(Lethal)
You are taking continuous damage over time from the Jaeger Saw.
Jaeger Mace Melee, Moderate Smash Damage, Foe Disorient
You are Disoriented.
Explode Post Death Special: Point Blank Area of Effect, Moderate Lethal/Fire Damage, Foe Knockback
When Jaegers are destroyed, they tend to explode.
Resistance Auto, Self Res( S-15 L15 C-15 P50 ), Prot( St 2.0 Co 2.0 ), Res( Sl 10000% Fr 10000% )
Since they are machines, Jaegers are immune to Sleep and Fear powers and resistant to Disorient, Confuse and psionic damage.
Werfer Jaeger
Powers
Jaeger Gun Ranged, High Damage over Time(Lethal)
You are taking continuous damage over time from the Jaeger Gun.
Jaeger Cannon Ranged (Targeted Area of Effect), Superior Lethal/Smash Damage, Foe Knockback
You are Disoriented.
Gas Grenade Ranged (Location Area of Effect), Moderate Damage over Time(Toxic)
The Jaeger can fire an exploding gas grenade at great range. Any foes trapped within the gas will slowly take damage from the poison.
Jaeger Mace Melee, Moderate Smash Damage, Foe Disorient
You are Disoriented.
Explode Post Death Special: Point Blank Area of Effect, Moderate Lethal/Fire Damage, Foe Knockback
When Jaegers are destroyed, they tend to explode.
Resistance Auto, Self Res( S-15 L15 C-15 P50 ), Prot( St 2.0 Co 2.0 ), Res( Sl 10000% Fr 10000% )
Since they are machines, Jaegers are immune to Sleep and Fear powers and resistant to Disorient, Confuse and psionic damage.
Nemesis Soldier Reflections
These Reflections copy the antiquated dress of Nemesis' soldiers to a T. They also possess perfect replicas of Nemesis' fine modern machinery. Most infantrymen attach their bayonets to special assault rifles that outperform all modern equivalents.
Armiger
Powers
Nemesis Rifle Ranged, Moderate Lethal Damage
The Nemesis Rifle is a basic long range fire arm. Fires a burst of 3 shots at a targeted foe at good range and is very accurate.
Bayonet Melee, Heavy Lethal Damage
The blade at the front of the Nemesis Rifle is a nasty weapon.
Resistance Auto, Res( Co 200% Fr 200% )
The Organized Nemesis Soldiers are resistant to Fear and Confusion.
Chasseur
Powers
Nemesis Rifle Ranged, Moderate Lethal Damage
The Nemesis Rifle is a basic long range fire arm. Fires a burst of 3 shots at a targeted foe at good range and is very accurate.
Bayonet Melee, Heavy Lethal Damage
The blade at the front of the Nemesis Rifle is a nasty weapon.
Resistance Auto, Res( Co 200% Fr 200% )
The Organized Nemesis Soldiers are resistant to Fear and Confusion.
Lancer
Powers
Nemesis Rifle Ranged, Moderate Lethal Damage
The Nemesis Rifle is a basic long range fire arm. Fires a burst of 3 shots at a targeted foe at good range and is very accurate.
Bayonet Melee, Heavy Lethal Damage
The blade at the front of the Nemesis Rifle is a nasty weapon.
Resistance Auto, Res( Co 200% Fr 200% )
The Organized Nemesis Soldiers are resistant to Fear and Confusion.
Nemesis Medic Reflections
These Reflections of Battle Surgeons are charged with the vital duty of getting wounded soldiers back into the fight as quickly as possible. Of course, when the chips are down, they're not above entering the battle themselves.
Armiger surgeon
Powers
Nemesis Rifle Ranged, Moderate Lethal Damage
The Nemesis Rifle is a basic long range fire arm. Fires a burst of 3 shots at a targeted foe at good range and is very accurate.
Bayonet Melee, Heavy Lethal Damage
The blade at the front of the Nemesis Rifle is a nasty weapon.
Triage Ally Heal, Resist(Confuse, Fear, Hold, Immobilize, Stun, Sleep)
The Nemesis soldiers use this battle field syringe to heals a single targeted ally of some Hit Points. The serum can also free an ally from any Immobilization, Sleep, Disorient and Hold effects and leaves them resistant to such effects for a brief time. Should be performed away from combat as this power can fail if interrupted.
Resistance Auto, Res( Co 200% Fr 200% )
The Organized Nemesis Soldiers are resistant to Fear and Confusion.
Chasseur surgeon
Powers
Nemesis Rifle Ranged, Moderate Lethal Damage
The Nemesis Rifle is a basic long range fire arm. Fires a burst of 3 shots at a targeted foe at good range and is very accurate.
Bayonet Melee, Heavy Lethal Damage
The blade at the front of the Nemesis Rifle is a nasty weapon.
Triage Ally Heal, Resist(Confuse, Fear, Hold, Immobilize, Stun, Sleep)
The Nemesis soldiers use this battle field syringe to heals a single targeted ally of some Hit Points. The serum can also free an ally from any Immobilization, Sleep, Disorient and Hold effects and leaves them resistant to such effects for a brief time. Should be performed away from combat as this power can fail if interrupted.
Resistance Auto, Res( Co 200% Fr 200% )
The Organized Nemesis Soldiers are resistant to Fear and Confusion.
Lancer surgeon
Powers
Nemesis Rifle Ranged, Moderate Lethal Damage
The Nemesis Rifle is a basic long range fire arm. Fires a burst of 3 shots at a targeted foe at good range and is very accurate.
Bayonet Melee, Heavy Lethal Damage
The blade at the front of the Nemesis Rifle is a nasty weapon.
Triage Ally Heal, Resist(Confuse, Fear, Hold, Immobilize, Stun, Sleep)
The Nemesis soldiers use this battle field syringe to heals a single targeted ally of some Hit Points. The serum can also free an ally from any Immobilization, Sleep, Disorient and Hold effects and leaves them resistant to such effects for a brief time. Should be performed away from combat as this power can fail if interrupted.
Resistance Auto, Res( Co 200% Fr 200% )
The Organized Nemesis Soldiers are resistant to Fear and Confusion.
Nemesis Support Reflections
The Nemesis army's main support weapon is the storm rifle, a long barreled weapon with a bayonet affixed to the end. It fires compact shells that carry a tremendous punch, exploding with the force of a heavy grenade or rocket shell. In the Shadow Shard, these magnificent weapons have been copied exactly, and the Reflections wield them with a skill to rival Nemesis soldiers themselves.
Carabineir
Power
Storm Rifle Ranged (Targeted Area of Effect), High Lethal/Smash Damage, Foe Knockback
You are Disoriented.
Bayonet Melee, Heavy Lethal Damage
The blade at the front of the Nemesis Storm Rifle is a nasty weapon.
Resistance Auto, Res( Co 200% Fr 200% )
The Organized Nemesis Soldiers are resistant to Fear and Confusion.
Fusilier
Power
Storm Rifle Ranged (Targeted Area of Effect), High Lethal/Smash Damage, Foe Knockback
You are Disoriented.
Bayonet Melee, Heavy Lethal Damage
The blade at the front of the Nemesis Storm Rifle is a nasty weapon.
Resistance Auto, Res( Co 200% Fr 200% )
The Organized Nemesis Soldiers are resistant to Fear and Confusion.
Grenadier
Power
Storm Rifle Ranged (Targeted Area of Effect), High Lethal/Smash Damage, Foe Knockback
You are Disoriented.
Bayonet Melee, Heavy Lethal Damage
The blade at the front of the Nemesis Storm Rifle is a nasty weapon.
Resistance Auto, Res( Co 200% Fr 200% )
The Organized Nemesis Soldiers are resistant to Fear and Confusion.
Lieutenants
Circle of Thorn Reflections
The Reflections seem to be exact copies of the terrors that exist on other worlds. It is unknown whether these mystics are Reflections of Paragon City's Circle of Thorns, or of the Oranbegans from some other dimension. What is certain is that they fight with the same utter disregard for life that Paragon City's heroes have witnessed many a time.
Energy Mage
Powers
Thorn Staff Ranged, Moderate Damage over Time(Energy), Foe -Endurance
The Thorn Staff can hurl an explosive ball of energy.
Brawl Melee, Light Smash Damage
The Circle of Thorns High brawling attacks.
Kamikaze Suicide Special: Point Blank Area of Effect, Extreme Energy Damage
Circle Mages will detonate themselves in a crisis, and attempt to take a few foes with them.
Force Mage
Powers
Crystal Staff Ranged, Moderate Energy/Smash Damage, Foe -Damage, Knockback, Self +Damage
The Crystal Staff has stolen your strength, reducing your damage.
Brawl Melee, Light Smash Damage
The Circle of Thorns High brawling attacks.
Kamikaze Suicide Special: Point Blank Area of Effect, Extreme Energy Damage
Circle Mages will detonate themselves in a crisis, and attempt to take a few foes with them.
Life Mage
Powers
Poison Staff Ranged, Moderate Toxic Damage, Self Heal
The Poison Staff can steal life.
Brawl Melee, Light Smash Damage
The Circle of Thorns High brawling attacks.
Kamikaze Suicide Special: Point Blank Area of Effect, Extreme Energy Damage
Circle Mages will detonate themselves in a crisis, and attempt to take a few foes with them.
Soul Mage
Powers
Darkness Staff Ranged, Foe Hold
You have been petrified by The Darkness staff.
Darkness Staff Gloom Ranged, Moderate Damage over Time(Negative), Foe -ToHit
The Darkness staff is slowly draining your life and reducing your Accuracy.
Brawl Melee, Light Smash Damage
The Circle of Thorns High brawling attacks.
Kamikaze Suicide Special: Point Blank Area of Effect, Extreme Energy Damage
Circle Mages will detonate themselves in a crisis, and attempt to take a few foes with them.
Crey Crisis Unit
In Paragon City, Crey sends specialized units to handle big problems. In the Shadow Shard, these Reflections are every bit as effective. These armor clad leaders carry enough firepower to stop a tank. They're also almost as hard to hurt, though they are vulnerable to mental assaults.
Powers
Grenade Launcher Ranged (Targeted Area of Effect), Moderate Lethal/Smashing Damage, Foe Knockback
Launches an M30 grenade at long range from under the barrel of your Assault Rifle. The explosion of this grenade affects all within the blast and can knock them back.
Sleep Gas Low-Accuracy, Ranged (Targeted Area of Effect), Foe Sleep
The Sleep Gas has rendered you unconscious. Any damage will awaken you from this state.
Brawl Melee, Light Smash Damage
Crey brawling attacks.
Kick Melee, Moderate Damage(Smash), Foe Disorient
You strike your opponent with a forceful kick that causes moderate smashing damage and has a small chance to stun opponents.
Boxing Melee, Light Smash Damage, Foe Disorient
You have been Disoriented by a strong punch.
Resistance Auto, Res( S25 L50 F25 C25 E25 ), Res( Co -50% )
Crey Body Armor issued to Bosses and Lieutenants. Are resistant to lethal, smashing, energy, fire and cold damage, but the heavy gear makes them vulnerable to confusion.
Crey Eliminator
With their heavy chain guns and advanced training, these armor clad Reflections carry enough firepower to stop a tank. They're also almost as hard to hurt, though they are vulnerable to mental assaults.
Powers
Chain Gun Ranged, Superior Damage over Time(Lethal)
Sprays a massive burst of lead at a target. Lots of damage and a bonus to hit, but slow to reload.
Brawl Melee, Light Smash Damage
Crey brawling attacks.
Kick Melee, Moderate Damage(Smash), Foe Disorient
You strike your opponent with a forceful kick that causes moderate smashing damage and has a small chance to stun opponents.
Boxing Melee, Light Smash Damage, Foe Disorient
You have been Disoriented by a strong punch.
Resistance Auto, Res( S25 L50 F25 C25 E25 ), Res( Co -50% )
Crey Body Armor issued to Bosses and Lieutenants. Are resistant to lethal, smashing, energy, fire and cold damage, but the heavy gear makes them vulnerable to confusion.
Crey Juggernaut
With their powerful personal force fields, missile launchers, and advanced training, these armor clad Reflections carry enough firepower to stop a tank. They're also almost as hard to hurt, though they are vulnerable to mental assaults.
Powers
Missile Launcher Ranged (Targeted Area of Effect), Moderate Lethal/Smash Damage, Foe Knockback
This devastating weapon has extreme range capabilities. Its slow recharge and high endurance cost is compensated by its massive explosion and Knockback.
Brawl Melee, Light Smash Damage
Crey brawling attacks.
Boxing Melee, Light Smash Damage, Foe Disorient
You have been Disoriented by a strong punch.
Kick Melee, Moderate Damage(Smash), Foe Disorient
You strike your opponent with a forceful kick that causes moderate smashing damage and has a small chance to stun opponents.
Personal Force Field Self Invulnerable, Special
The Force Field is virtually impenetrable to all attacks. The impact of some powerful attacks may occasionally rattle you, however the Force Field will hold, and you will not suffer any damage or effects from the attacks.
Resistance Auto, Res( S25 L50 F25 C25 E25 ), Res( Co -50% )
Crey Body Armor issued to Bosses and Lieutenants. Are resistant to lethal, smashing, energy, fire and cold damage, but the heavy gear makes them vulnerable to confusion.
Crey Scientist Reflections
The Reflections seem to echo the villains of other dimensions not just in appearance, but in demeanor as well. These Reflections of Crey scientists are every bit as clinical and cold-hearted as those from Paragon City. Like their predecessors, they are also extremely well-armed.
Chief Cryo Scientist
Powers
Heavy Cryo Rifle Ranged, Minor Cold Damage, Foe Hold, -Recharge, -Speed
You have been frozen by a Crey Cryo Rifle. You are frozen and cannot move. Once free, your Recharge rate and Movement Speed are reduced.
Brawl Melee, Light Smash Damage
Crey brawling attacks
Chief Plasma Scientist
Powers
Flamethrower Ranged (Cone), High Damage over Time(Fire)
You have been set on fire by the Flamethrower.
Brawl Melee, Light Smash Damage
Crey brawling attacks
Headman Gunman
It's not clear whether these Reflections copy the Rikti of Paragon City, or those of the Rikti homeworld. Some of the forces at Firebase Zulu have theorized the former, since these Reflections are well-armed and trained for combat.
Powers
Teleport Self Teleport
The Rikti Gunman can Teleport long distances.
Rikti Rifle Ranged, High Energy Damage, Foe Disorient, Knockback
You are Disoriented.
Super Leap Self +Jump
The Rikti Gunman can Leap to building tops without problem.
Resistance Auto, Res( S30 L30 E30 ), Prot( Sl 1.0 ), Resist(-Recharge)
Rikti Boss armor makes them are resistant to Lethal, Smashing, and Energy damage. They are also resistant to Sleep.
Mk I Zenith Warcry
The Reflections seem to echo the villains of other worlds exactly. The Reflections of the Council robots are disciplined, alert fighters, ever responsive to the orders of their masters.
Powers
Power Blast Ranged, Heavy DMG(Energy/Smash), Foe Knockback
Power Blast sends a focused beam of energy at a foe that can knock him back.
Missile Launch Ranged (Targeted AoE), Superior DMG(Fire/Lethal), Foe Knockback
Zenith Warcries can launch small missiles at long range.
Pummel Melee, Heavy DMG(Smash), Foe Knockback
Zenith Warcry brawling attacks.
Resistance Prot( Kb 4.0 )
Zenith Warcries are highly resistant to Knockback.
Resistance Res( S-20 L30 P30 ), Prot( Sl 100 Fr 100 )
Resistance
Nemesis Soldier Reflections
These Reflections of Nemesis' soldiers copy not just the skill of their predecessors, but also their discipline and devotion to their comrades. They're armed with the Nemesis lance, a long rifle that can also operate effectively as a spear. Their skill with this weapon makes them deadly at any distance.
Captain
Powers
Lance Rifle Ranged (Sniper Area of Effect), Moderate Lethal/Fire Damage, Foe Knockback
An extremely long range and very accurate weapon. Fires an explosive round that can knock down its target. The explosive round has a small area of effect.
Lance Melee, Moderate Lethal Damage, Foe Disorient
You are Disoriented.
Vengeance Post Death Special: Team +Defense, +ToHit, +Damage
The loss of a good leader enrage the team. If a Officer falls in battle, he can grant his teammates a bonus to their defense, their to hit, and their damage with his last breath.
Resistance Auto, Res( Co 200% Fr 200% )
The Organized Nemesis Soldiers are resistant to Fear and Confusion.
Colonel
Powers
Lance Rifle Ranged (Sniper Area of Effect), Moderate Lethal/Fire Damage, Foe Knockback
An extremely long range and very accurate weapon. Fires an explosive round that can knock down its target. The explosive round has a small area of effect.
Lance Melee, Moderate Lethal Damage, Foe Disorient
You are Disoriented.
Vengeance Post Death Special: Team +Defense, +ToHit, +Damage
The loss of a good leader enrage the team. If a Officer falls in battle, he can grant his teammates a bonus to their defense, their to hit, and their damage with his last breath.
Resistance Auto, Res( Co 200% Fr 200% )
The Organized Nemesis Soldiers are resistant to Fear and Confusion.
Lance Corporal
Powers
Lance Rifle Ranged (Sniper Area of Effect), Moderate Lethal/Fire Damage, Foe Knockback
An extremely long range and very accurate weapon. Fires an explosive round that can knock down its target. The explosive round has a small area of effect.
Lance Melee, Moderate Lethal Damage, Foe Disorient
You are Disoriented.
Vengeance Post Death Special: Team +Defense, +ToHit, +Damage
The loss of a good leader enrage the team. If a Officer falls in battle, he can grant his teammates a bonus to their defense, their to hit, and their damage with his last breath.
Resistance Auto, Res( Co 200% Fr 200% )
The Organized Nemesis Soldiers are resistant to Fear and Confusion.
Lance Sergeant
Powers
Lance Rifle Ranged (Sniper Area of Effect), Moderate Lethal/Fire Damage, Foe Knockback
An extremely long range and very accurate weapon. Fires an explosive round that can knock down its target. The explosive round has a small area of effect.
Lance Melee, Moderate Lethal Damage, Foe Disorient
You are Disoriented.
Vengeance Post Death Special: Team +Defense, +ToHit, +Damage
The loss of a good leader enrage the team. If a Officer falls in battle, he can grant his teammates a bonus to their defense, their to hit, and their damage with his last breath.
Resistance Auto, Res( Co 200% Fr 200% )
The Organized Nemesis Soldiers are resistant to Fear and Confusion.
Lieutenant
Powers
Lance Rifle Ranged (Sniper Area of Effect), Moderate Lethal/Fire Damage, Foe Knockback
An extremely long range and very accurate weapon. Fires an explosive round that can knock down its target. The explosive round has a small area of effect.
Lance Melee, Moderate Lethal Damage, Foe Disorient
You are Disoriented.
Vengeance Post Death Special: Team +Defense, +ToHit, +Damage
The loss of a good leader enrage the team. If a Officer falls in battle, he can grant his teammates a bonus to their defense, their to hit, and their damage with his last breath.
Resistance Auto, Res( Co 200% Fr 200% )
The Organized Nemesis Soldiers are resistant to Fear and Confusion.
Sgt. Major
Powers
Lance Rifle Ranged (Sniper Area of Effect), Moderate Lethal/Fire Damage, Foe Knockback
An extremely long range and very accurate weapon. Fires an explosive round that can knock down its target. The explosive round has a small area of effect.
Lance Melee, Moderate Lethal Damage, Foe Disorient
You are Disoriented.
Vengeance Post Death Special: Team +Defense, +ToHit, +Damage
The loss of a good leader enrage the team. If a Officer falls in battle, he can grant his teammates a bonus to their defense, their to hit, and their damage with his last breath.
Resistance Auto, Res( Co 200% Fr 200% )
The Organized Nemesis Soldiers are resistant to Fear and Confusion.
Subaltern
Powers
Lance Rifle Ranged (Sniper Area of Effect), Moderate Lethal/Fire Damage, Foe Knockback
An extremely long range and very accurate weapon. Fires an explosive round that can knock down its target. The explosive round has a small area of effect.
Lance Melee, Moderate Lethal Damage, Foe Disorient
You are Disoriented.
Vengeance Post Death Special: Team +Defense, +ToHit, +Damage
The loss of a good leader enrage the team. If a Officer falls in battle, he can grant his teammates a bonus to their defense, their to hit, and their damage with his last breath.
Resistance Auto, Res( Co 200% Fr 200% )
The Organized Nemesis Soldiers are resistant to Fear and Confusion.
Penumbra Elite Adjutant
The Reflections seem to echo the villains of other worlds, not just in appearance, but also in demeanor. These Reflections of Council agents are expert soldiers, as skilled and deadly as any Navy SEAL.
Powers
Grenade Launcher Ranged (Targeted AoE), Moderate DMG(Fire/Lethal), Foe Knockback
Launches a Grenade at long range from beneath the barrel of your Assault Rifle. This explosion affects all within the blast radius, and can knock them back.
Grenade Launcher Ranged (Targeted AoE), Moderate DMG(Fire/Lethal), Foe Knockback
Launches a Grenade at long range from beneath the barrel of your Assault Rifle. This explosion affects all within the blast radius, and can knock them back.
Thunder Kick Melee, Light DMG(Smash), Foe Disorient, Chance for Critical Hit
You can perform a strong Thunder Kick that hits so hard it can Disorient your target.
Storm Kick Melee, Heavy DMG(Smash), Chance for Critical Hit
You can unleash a roundhouse kick that pummels your foe for moderate damage. Storm Kick has a greater then average chance to score a critical hit.
Dragon's Tail PBAoE Melee, Moderate DMG(Smash), Foe Knockdown, Chance for Critical Hit
This low spinning kick deals slightly more damage than Thunder Kick, but has a chance to hit all enemies in melee range. Successful hits may trip and knock down your opponents.
Bosses
Behemoth Lord
The Behemoths are Reflections of demons from some hellish dimension best left to the imagination. These fiery demons inspire nightmares in all who see them. They can summon flaming swords to strike down their enemies, or breath fire from their mouths to incinerate all who stand before them.
Powers
Fire Smash Melee, Moderate DMG(Fire/Smash), DoT(Fire), Foe Knockback
Behemoth fire punch attack.
Fire Sword Melee, Heavy DMG(Fire/Lethal), DoT(Fire)
The Behemoth can summon a fire sword that sets foes ablaze. Successful attacks will also do a slight damage over time.
Scorch Melee, Light DMG(Fire), DoT(Fire)
The Behemoth hands are engulfed in flames, igniting the target.
Flares Ranged, Moderate DMG(Fire)
You have been set on fire by the Flares attack.
Invincibility Toggle: Self +DEF(Smash, Lethal, Fire, Cold, Energy, Negative), +ToHit, Special
Your close proximity to the Behemoth is increasing it's Defense and Accuracy. Get away if you can.
Behemoth Jumping Auto: Self +Jump
Behemoths can inherently jump real high.
Resistance Res( F20 C-20 )
Behemoths are resistant to Fire Damage, but are vulnerable to Cold.
Crey Power Tank
The Reflections seem to possess not only the abilities of the creatures they copy, but their knowledge and technology as well. These Reflections use Crey's perfected Power Armor to turn themselves into unstoppable juggernauts. Power Tanks can generate almost limitless power, which they can hurl at great distances.
Powers
Power Bolt Ranged, Moderate Energy/Smash Damage, Foe Knockdown
A quick attack that rapidly hurls small bolts of energy at foes, sometimes knocking them down. Fast, but little damage.
Power Blast Ranged, High Energy/Smash Damage, Foe Knockback
A much more powerful, yet slower version of Power Bolt. Power Blast sends a focused beam of energy at a foe that can knock him back.
Explosive Blast Ranged (Targeted Area of Effect), Moderate Energy/Smash Damage, Foe Knockback
Hurls a blast of charged energy that violently explodes on impact, damaging all foes near the target.
Barrage Melee, Light Energy/Smash Damage, Foe Disorient
You have been Disoriented.
Energy Punch Melee, Moderate Energy/Smash Damage, Foe Disorient
You have been Disoriented.
Whirling Hands Point Blank Area of Effect, Moderate Energy/Smash Damage, Foe Disorient
Launches a dizzying attack against everything in a nearby area.
Bone Smasher Melee, High Energy/Smash Damage, Foe Disorient
You have been Disoriented.
Power Jumping Auto, Self +Jump, +Speed
Crey tanks can jump very high and travel very fast.
Resistance Auto, Res( S25 L50 F25 C25 E25 )
Crey Tank Armor issued to Bosses and Lieutenants. Are resistant to lethal, smashing, energy, fire and cold damage.
Crey Protector
With their powerful force fields, heavy weapons, and advanced training, these armor clad Reflections carry enough firepower to stop a tank. They're also almost as hard to hurt, though they are vulnerable to mental assaults.
Powers
Cryo Rifle Ranged, Moderate Cold Damage, Foe -Recharge, -Speed, Sleep
You have been frozen by a Crey Cryo Rifle. You are frozen but any damage will free you. Once free, your Recharge rate and Movement Speed are reduced.
Brawl Melee, Light Smash Damage
Crey brawling attacks.
Kick Melee, Moderate Damage(Smash), Foe Disorient
You strike your opponent with a forceful kick that causes moderate smashing damage and has a small chance to stun opponents.
Boxing Melee, Light Smash Damage, Foe Disorient
You have been Disoriented by a strong punch.
Dispersion Bubble Toggle, Point Blank Area of Effect, Team Def( S30 L30 F30 C30 E30 N30 ), Prot( Ho 2.0 Im 2.0 St 2.0 )
Creates a large bubble which protects all allies inside. While active, the Dispersion Bubble gives all allies within increase defense to all attacks except psionic. The Dispersion Bubble also protects allies inside from Immobilization, Disorient and Hold effects.
Resistance Auto, Res( S25 L50 F25 C25 E25 ), Res( Co -50% )
Crey Body Armor issued to Bosses and Lieutenants. Are resistant to lethal, smashing, energy, fire and cold damage, but the heavy gear makes them vulnerable to confusion.
Mk II Zenith Warcry
The Reflections seem to echo the villains of other worlds exactly. The Reflections of the Council robots are disciplined, alert fighters, ever responsive to the orders of their masters.
Powers
Power Blast Ranged, Heavy DMG(Energy/Smash), Foe Knockback
Power Blast sends a focused beam of energy at a foe that can knock him back.
Missile Launch Ranged (Targeted AoE), Superior DMG(Fire/Lethal), Foe Knockback
Zenith Warcries can launch small missiles at long range.
Pummel Melee, Heavy DMG(Smash), Foe Knockback
Zenith Warcry brawling attacks.
Resistance Prot( Kb 4.0 )
Zenith Warcries are highly resistant to Knockback.
Resistance Res( S-20 L30 P30 ), Prot( Sl 100 Fr 100 )
Resistance
Penumbra Elite Archon
The Reflections seem to echo the villains of other worlds, not just in appearance, but also in demeanor. These Reflections of Council agents are expert soldiers, as skilled and deadly as any Navy SEAL.
Powers
Missile Launcher Ranged (Targeted AoE), Heavy DMG(Fire/Lethal), Foe Knockback
This devastating weapon has extreme range capabilities. Its slow recharge and high endurance cost is compensated by its massive explosion and Knockback.
Missile Launcher Ranged (Targeted AoE), Heavy DMG(Fire/Lethal), Foe Knockback
This devastating weapon has extreme range capabilities. Its slow recharge and high endurance cost is compensated by its massive explosion and Knockback.
Flamethrower Ranged (Cone), High DoT(Fire)
You are taking Fire Damage over Time from the Council Flamethrower.
Ignite Ranged, Extreme DoT(Fire), Location AoE, DoT(Fire)
Sprays a target with accelerant from your flamethrower, igniting it and causing extreme damage over time. Also sets the location on fire if the target is grounded, inflicting damage to additional foes that step in the area.
Thunder Kick Melee, Light DMG(Smash), Foe Disorient, Chance for Critical Hit
You can perform a strong Thunder Kick that hits so hard it can Disorient your target.
Storm Kick Melee, Heavy DMG(Smash), Chance for Critical Hit
You can unleash a roundhouse kick that pummels your foe for moderate damage. Storm Kick has a greater then average chance to score a critical hit.
Dragons Tail PBAoE Melee, Moderate DMG(Smash), Foe Knockdown, Chance for Critical Hit
This low spinning kick deals slightly more damage than Thunder Kick, but has a chance to hit all enemies in melee range. Successful hits may trip and knock down your opponents.
Crane Kick Melee, Superior DMG(Smash), Foe Knockback, Chance for Critical Hit
You can perform a slow, high damage kick that will likely knock your target back.
Crippling Axe Kick Melee, Extreme DMG(Smash), Foe Immobilize, -SPD, -Fly, -DEF, Chance for Critical Hit
You can perform a Crippling Axe Kick that deals superior smashing damage, reduces the targets defense, may Immobilize, and Slowing their run speed. Crippling Axe Kick may also knock some flying entities out of the sky.
Rikti Reflections
It's not clear whether these Reflections copy the Rikti of Paragon City, or those of the Rikti homeworld. Some of the forces at Firebase Zulu have theorized the former, since these Reflections are well-armed and trained for combat.
Chief Mentalist
Powers
Greater Rikti Sword Melee, High Lethal/Energy Damage, Foe Knockback
You are Disoriented.
Mental Blast Ranged, Moderate Psionic Damage, Foe -Recharge
The Mental Blast has slowed your reflexes. Your attack speed is reduced.
Mesmerize Ranged, Moderate Psionic Damage, Foe Sleep
You have been put to Sleep. You are helpless until the effect is broken.
Dominate Ranged, Foe Hold
Your mind has been Dominated. You are Held.
Resistance Auto, Res( S30 L30 E30 P30 ), Res( Sl 100% Co 100% Fr 100% )
Rikti Mentalist armor makes them are resistant to Lethal, Smashing, and Energy damage. Their enhanced mental powers also make them resistant to Sleep, Confuse, Fear and Psionic damage.
Chief Soldier
Powers
Greater Rikti Sword Melee, High Lethal/Energy Damage, Foe Knockback
You are Disoriented.
Rikti Rifle Ranged, High Energy Damage, Foe Disorient, Knockback
You are Disoriented.
Resistance Auto, Res( S30 L30 E30 ), Prot( Sl 1.0 ), Resist(-Recharge)
Rikti Boss armor makes them are resistant to Lethal, Smashing, and Energy damage. They are also resistant to Sleep.
Warhulk
Reflections of living beings are common in the Shadow Shard, but copies of machines exist as well. The War Hulk is the largest and most powerful of these. It's a veritable walking tank, armed with flamethrowers, storm cannons, and an impressively brutal power claw.
Powers
Storm Cannon Ranged (Targeted Area of Effect), Moderate Lethal/Smash Damage, Foe Disorient, Knockback
You are Disoriented.
Flamethrower Ranged (Cone), High Damage over Time(Fire)
The Warhulk's Flamethrower is doing Fire damage over time to you.
Pummel Melee, Heavy Lethal Damage, Foe Knockback
The WarHulk has a built in Claw that can shred foes.
Explode Post Death Special: Point Blank Area of Effect, High Lethal/Fire Damage, Foe Knockback
When Warhulks are destroyed, they tend to explode.
Resistance Auto, Self Res( S-15 L15 C-15 P50 ), Prot( Im 1.0 ), Res( St 200% Co 200% Fr 200% )
WarHulks are immune to Fear, Confuse, Disorient and KnockBack, but their bulk makes them vulnerable to Immobilization.