Imperial Defense Force: Difference between revisions
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''Powers'' | ''Powers'' | ||
{{Power|[[Image: | {{Power|[[Image:PowerPunch_BoneSmasher.png|22px]]| Plasma Smasher| Melee, High DMG(Energy/Smash), Foe Disorient| The IDF soldier's plasma gauntlet is capable of delivering punishing blows as well as disorienting its foes. }} | ||
{{Power|[[Image:PowerPunch_EnergyPunch.png|22px]]|Plasma Punch|Melee, Moderate DMG(Energy/Smash), Foe Disorient|The IDF soldier's plasma gauntlet is capable of delivering punishing blows as well as disorienting its foes.}} | {{Power|[[Image:PowerPunch_EnergyPunch.png|22px]]| Plasma Punch| Melee, Moderate DMG(Energy/Smash), Foe Disorient| The IDF soldier's plasma gauntlet is capable of delivering punishing blows as well as disorienting its foes. }} | ||
{{Power|[[Image: | {{Power|[[Image:PowerPunch_Flurry.png|22px]]| Plasma Vortex| Point Blank Area of Effect, Moderate Energy/Smash Damage, Foe Disorient| The IDF soldier's plasma gauntlet is capable of delivering punishing blows as well as disorienting its foes. }} | ||
{{Power|[[Image: | {{Power|[[Image:PowerBlast_PowerBolts.png|22px]]|Plasma Blast| Ranged, Moderate DMG(Energy), Foe Knockdown| The IDF soldier's gauntlets are capable of firing potent plasma energy attacks at their foes which strike with enough force to sometimes knock a foe off their feet. }} | ||
{{Power|[[Image:Invulnerability_TemporaryInvulnerabilty.png|22px]]| IDF Armor| {{DamResVal|0|0|0|0|0|0|0|0|30}}| Resistance }} | |||
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''Powers'' | ''Powers'' | ||
{{Power|[[Image:Medicine_Aid.png|22px]]|Deploy Stimulant|Ally Heal, | {{Power|[[Image:Robotics_LaserRifleBurst.png|22px]]| Plasma Blast| Ranged, Light DMG(Energy), Foe -Regeneration| The Battle Orb's blast deals minor damage, but will reduce its target's regeneration rate. }} | ||
{{Power|[[Image:Medicine_Aid.png|22px]]| Deploy Stimulant| Ally Heal, Resist(Confuse, Fear, Hold, Immobilize, Disorient, Sleep)| Heals a single targeted ally of some Hit Points and frees an ally from any status effects and leaves them resistant to such effects for a brief time. }} | |||
{{Power|[[Image: | {{Power|[[Image:ForceField_DispersionBubble.png|22px]]| Shield Generator| Toggle, Point Blank Area of Effect, Team {{TypeDefVal|16|16|16|16|16|16|16}}, {{StatusProtVal|0|3.9|3.9}}| Creates a large bubble which protects all allies inside. While active, the Shield Generator gives all allies within increase defense to all attacks. The Force Field Generator also protects allies inside from Immobilization, and Disorient effects. }} | ||
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''Powers'' | ''Powers'' | ||
{{Power|[[Image:Robotics_LaserRifleBurst.png|22px]]|Plasma Blast|Ranged, | {{Power|[[Image:Robotics_LaserRifleBurst.png|22px]]| Plasma Blast| Ranged, Light DMG(Energy), Foe -Regeneration| The Battle Orb's blast deals minor damage, but will reduce its target's regeneration rate. }} | ||
{{Power|[[Image:Robotics_LaserRifleBurst.png|22px]]| Plasma Spray| Ranged (Cone), Moderate DMG(Energy), Foe -Regeneration| The Battle Orb's Plasma Spray deals moderate damage in a large cone and reduces targets' regeneration rates. }} | |||
{{Power|[[Image: | {{Power|[[Image:ForceField_DispersionBubble.png|22px]]| Sonic Augmentation| Toggle, Point Blank Area of Effect, Team +Damage, +ToHit| Creates a large bubble which protects all allies inside. While active, the Force Field Generator gives all allies within increase defense to all attacks except psionic. The Force Field Generator also protects allies inside from Immobilization, Disorient and Hold effects. }} | ||
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''Powers'' | ''Powers'' | ||
{{Power|[[Image:Robotics_LaserRifleBurst.png|22px]]|Plasmatic Immobilizer|Ranged Cone, | {{Power|[[Image:Robotics_LaserRifleBurst.png|22px]]| Plasmatic Immobilizer| Ranged (Cone), Light DoT(Energy), Foe Immobilize| The Plasmatic Taser fired by the Battle Orb is capable of immobilizing and damage foes in a large ranged cone in front of it. }} | ||
{{Power|[[Image:Robotics_LaserRifleBurst.png|22px]]| Plasmatic Stunner| Ranged, Minor DMG(Energy), Foe Disorient| The Battle Orb is capable of setting its plasma weapons to stun its target for a short time. }} | |||
{{Power|[[Image: | {{Power|[[Image:Medicine_SmellingSalts.png|22px]]| Resuscitator| Ally Resurrect| The Battle Orb's Resuscitator is capable of reviving an ally with a good amount of health and endurance. }} | ||
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''Powers'' | ''Powers'' | ||
{{Power|[[Image:PowerBlast_PowerBlast.png|22px]]|Fusion Grenade|Ranged, Moderate DMG(Energy), Foe Knockdown, Location DoT(Fire)|The Warwork plasma rifle is capable of launching fusion grenades which melt the ground beneath them.}} | {{Power|[[Image:PowerBlast_PowerBlast.png|22px]]| Single Plasma Shot| Ranged, Light DMG(Energy), Foe -Regeneration| The Warworks plasma weapons deal energy damage as well as reduce their target's regeneration rate. }} | ||
{{Power|[[Image:PowerBlast_PowerBlast.png|22px]]| Plasma Rifle Burst| Ranged, Heavy DMG(Energy), Foe -Regeneration| The Warworks plasma weapons deal energy damage as well as reduce their target's regeneration rate. }} | |||
{{Power|[[Image:PowerBlast_PowerBlast.png|22px]]| Fusion Grenade| Ranged (Targeted AoE), Moderate DMG(Energy), Foe Knockdown, Location AoE, High DoT(Fire)| The Warwork plasma rifle is capable of launching fusion grenades which melt the ground beneath them. }} | |||
{{Power|[[Image:ForceField_DispersionBubble.png|22px]]| Force Barrier| Auto, Self {{TypeDefVal|4|4|4|4|4|4|4}}, +Regeneration| The Warworks are not only equipped with nanobots which allow them to recover from damage quickly, but they also are cloaked in a force field which makes them very difficult to hit. }} | |||
{{Power|[[Image: | {{Power|[[Image:FireBlast_Inferno.png|22px]]| Self Destruct| Post Death Special: PBAoE, Moderate DMG(Energy/Smash), Foe Knockback| The Warworks are rigged to explode when they are incapacitated, this will deal moderate lethal and fire damage to all nearby. }} | ||
''OR'' | |||
{{Power|[[Image:FireBlast_Inferno.png|22px]]| | {{Power|[[Image:FireBlast_Inferno.png|22px]]| Meltdown| Post Death Special: PBAoE, Light DMG(Fire/Lethal), Location AoE, High DoT(Fire)| The Warworks are rigged to explode, this particular unit was equipped to melt down and leave behind a plasma patch. }} | ||
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''Powers'' | ''Powers'' | ||
{{Power|[[Image:PowerBlast_PowerBolts.png|22px]]|Plasma Blast|Ranged, Moderate DMG(Energy), Foe Knockdown|The IDF soldier's gauntlets are capable of firing potent plasma energy attacks at their foes which strike with enough force to sometimes knock a foe off their feet.}} | {{Power|[[Image:PowerBlast_PowerBolts.png|22px]]| Plasma Blast| Ranged, Moderate DMG(Energy), Foe Knockdown| The IDF soldier's gauntlets are capable of firing potent plasma energy attacks at their foes which strike with enough force to sometimes knock a foe off their feet. }} | ||
{{Power|[[Image:PowerBlast_PowerBolts.png|22px]]| Plasma Spray| Ranged (Cone), Moderate DMG(Energy), Foe Knockdown| The IDF soldier can concentrate a large amount of plasma and release it in a staggering blast of energy capable of both knocking down foes and dealing moderate damage. }} | |||
{{Power|[[Image:PowerBlast_PowerBlast.png|22px]]|Plasma Burst|Ranged, | {{Power|[[Image:PowerBlast_PowerBlast.png|22px]]| Plasma Burst| Ranged, Heavy DMG(Energy), Foe Knockdown| The IDF soldier's gauntlets are capable of firing potent plasma energy attacks at their foes which strike with enough force to sometimes knock a foe off their feet. }} | ||
{{Power|[[Image:PowerPunch_BoneSmasher.png|22px]]|Plasma Smasher|Melee, High DMG(Energy/Smash), Foe Disorient|The IDF soldier's plasma gauntlet is capable of delivering punishing blows as well as disorienting its foes.}} | {{Power|[[Image:PowerPunch_BoneSmasher.png|22px]]| Plasma Smasher| Melee, High DMG(Energy/Smash), Foe Disorient| The IDF soldier's plasma gauntlet is capable of delivering punishing blows as well as disorienting its foes. }} | ||
{{Power|[[Image: | {{Power|[[Image:Invulnerability_TemporaryInvulnerabilty.png|22px]]| IDF Armor| {{DamResVal|0|0|0|0|0|0|0|0|30}}| Resistance }} | ||
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Scyers are among the elite of [[Mother Mayhem]]'s [[Seers]]. They make up the rank and file combatants among the elite. They specialize in tearing their foes' minds apart with their mental assault while peering into the mind of their foes to find their weakness. | Scyers are among the elite of [[Mother Mayhem]]'s [[Seers]]. They make up the rank and file combatants among the elite. They specialize in tearing their foes' minds apart with their mental assault while peering into the mind of their foes to find their weakness. | ||
'' | ''Powers'' | ||
' | {{Power|[[Image:PsionicAssault_MentalDart.png|22px]]| Psionic Dart| Ranged, Light DMG(Psionic), Foe -Recharge| This basic attack does moderate Psionic damage, and can slightly reduce a target's attack speed. }} | ||
{{Power|[[Image: | {{Power|[[Image:MentalControl_Subdue.png|22px]]| Subdual| Ranged, Moderate DoT(Psionic), Foe Immobilize| Subdual deals moderate Psionic damage and may leave the targeted foe Immobilized for a brief time. Immobilized foes cannot move but can still attack. }} | ||
{{Power|[[Image:BaneSpiderTraining_Surveillance.png|22px]]|Reveal Weakness|Ranged Foe - | {{Power|[[Image:BaneSpiderTraining_Surveillance.png|22px]]| Reveal Weakness ''(Only Level 40 and up)''| Ranged, Foe -Defense, -Resist(All)| The Scryer peers deep into their victim's mind and finds what they are most vulnerable to. Targets affected by this power have their defense and damage resistance reduced for a short time. }} | ||
{{Power|[[Image: | {{Power|[[Image:PsionicMastery_MindOverBody.png|22px]]| Resistance| Auto, {{DamResVal|0|0|0|0|0|0|20}}, {{PosDefVal|4|4}}| Seers are able to predict their foes' incoming attacks granting them a minor defense buff, and are quite resistant to psychic damage. }} | ||
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''Powers'' | ''Powers'' | ||
{{Power|[[Image: | {{Power|[[Image:PsionicAssault_MentalDart.png|22px]]| Mental Blast| Ranged, Moderate DMG(Psionic), Foe -Recharge| This attack does moderate Psionic damage, and can slightly reduce a target's attack speed. }} | ||
{{Power|[[Image:Empathy_HealOther.png|22px]]| Soothe Mind| Ally Heal| Heals a single targeted ally for a moderate amount of health. You cannot use this power to heal yourself. }} | |||
{{Power|[[Image: | {{Power|[[Image:Empathy_Fortitude.png|22px]]| Fortitude| Ally +Defense, +Damage, +ToHit| Fortitude immensely enhances a single targeted ally's accuracy, damage potential, and defense. The target ally will even take less damage from those few attacks that do hit him. Fortitude even protects the target ally from psionic attacks and damage. }} | ||
{{Power|[[Image: | {{Power|[[Image:Leadership_Defense.png|22px]]| Fortune| Toggle, PBAoE, Team +ToHit, {{StatusProtVal|7.8|7.8|7.8|7.8|7.8}}| Seekers are Seers that specialize in reading the thousands of possible futures and finding the ones that are most likely. By being able to do this, they are able to predict their enemies' actions with relative ease. While this power is active, the user and all nearby allies will receive a bonus To Hit as well as resistance to status effects. }} | ||
{{Power|[[Image: | {{Power|[[Image:PsionicMastery_MindOverBody.png|22px]]| Resistance| Auto, {{DamResVal|0|0|0|0|0|0|20}}, {{PosDefVal|4|4}}| Seers are able to predict their foes' incoming attacks granting them a minor defense buff, and are quite resistant to psychic damage. }} | ||
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''Powers'' | ''Powers'' | ||
{{Power|[[Image:PowerBlast_PowerBlast.png|22px]]|Chemical Grenade|Ranged ( | {{Power|[[Image:PowerBlast_PowerBlast.png|22px]]| Plasma Full Auto| Ranged (Cone), Light DoT(Energy), Foe -Regeneration| The Warworks' plasma weapons are capable of discharging a barrage of bolts of energy in a large cone which will reduce the regeneration rate of affected targets. }} | ||
{{Power|[[Image:PowerBlast_PowerBlast.png|22px]]| Plasma Rifle Burst| Ranged, Heavy DMG(Energy), Foe -Regeneration| The Warworks plasma weapons deal energy damage as well as reduce their target's regeneration rate. }} | |||
{{Power|[[Image:PowerBlast_PowerBlast.png|22px]]| Chemical Grenade| Ranged (Location AoE), Superior DoT(Toxic), Foe -Recharge| The Warwork's plasma weapon is capable of launching a chemical grenade that cripples the movement rate of the target as well as inflicting tremendous Toxic damage over time. }} | |||
{{Power|[[Image:ForceField_DispersionBubble.png|22px]]| Force Barrier| Auto, Self {{TypeDefVal|5|5|5|5|5|5}}, +Regeneration| The Warworks are not only equipped with nanobots which allow them to recover from damage quickly, but they also are cloaked in a force field which makes them very difficult to hit. }} | |||
{{Power|[[Image: | {{Power|[[Image:FireBlast_Inferno.png|22px]]| Self Destruct| Post Death Special: PBAoE, Moderate DMG(Energy/Smash), Foe Knockback| The Warworks are rigged to explode when they are incapacitated, this will deal moderate lethal and fire damage to all nearby. }} | ||
''OR'' | |||
{{Power|[[Image:FireBlast_Inferno.png|22px]]| | {{Power|[[Image:FireBlast_Inferno.png|22px]]| Meltdown| Post Death Special: PBAoE, Light DMG(Fire/Lethal), Moderate DoT(Fire)| The Warworks are rigged to explode, this particular unit was equipped to melt down and leave behind a plasma patch. }} | ||
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''Powers'' | ''Powers'' | ||
{{Power|[[Image:MentalControl_Hypnotize.png|22px]]|Dominate Mind|Melee, | {{Power|[[Image:PsionicAssault_MindProbe.png|22px]]| Psionic Slash| Melee, High DMG(Psionic), Foe -Recharge| Grip the minds of your foe with a Mind Probe. You must be in close proximity to pull off this attack that wrecks havoc on your foes synapses, dealing high Psionic Damage while reducing their attack speed. }} | ||
{{Power|[[Image:MentalControl_Hypnotize.png|22px]]| Dominate Mind| Melee, High DoT(Psionic), Foe Hold| You crush your target's mind dealing moderate psionic damage over time as well as having a chance to hold your foe for a short time. }} | |||
{{Power|[[Image: | {{Power|[[Image:PsionicAssault_MentalDart.png|22px]]| Mental Blast| Ranged, Moderate DMG(Psionic), Foe -Recharge| This attack does moderate Psionic damage, and can slightly reduce a target's attack speed. }} | ||
{{Power|[[Image: | {{Power|[[Image:PsionicAssault_PsychicSiphon.png|22px]]| Drain Psyche ''(Only Level 32 and up)''| PBAoE, Foe -Regeneration, -Recovery, Self +Regeneration, +Recovery| You Drain the Psyche of you nearby foes, thus weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. }} | ||
{{Power|[[ | {{Power|[[File:Paramilitary SuperSoldier.png|22px]]| Summon Reinforcements Low ''(Only Levels 21-24)''| Summon Reinforcements: TEST Ranger| Seers can call PPD Officers to aid them when they are endangered.v}} | ||
{{Power|[[ | {{Power|[[File:Paramilitary SuperSoldier.png|22px]]|Summon Reinforcements ''(Only Level 25 and up)''| Summon Reinforcements: Assault Trooper| Seers can call PPD Officers to aid them when they are endangered. }} | ||
{{Power|[[ | {{Power|[[File:PsionicMastery MindOverBody.png|22px]]| Resistance| Auto, {{DamResVal|0|0|0|0|0|0|22.5}}, {{PosDefVal|6.25|6.25}}, {{StatusProtVal|3.0|0|3.0|3.0}}| Seers are able to predict their foes' incoming attacks granting them a minor defense buff, and are quite resistant to psychic damage. }} | ||
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''Powers'' | ''Powers'' | ||
{{Power|[[Image:PowerBlast_PowerBolts.png|22px]]|Plasma Blast|Ranged, Moderate DMG(Energy), Foe Knockdown|The IDF soldier's gauntlets are capable of firing potent plasma energy attacks at their foes which strike with enough force to sometimes knock a foe off their feet.}} | {{Power|[[Image:PowerBlast_PowerBolts.png|22px]]| Plasma Blast| Ranged, Moderate DMG(Energy), Foe Knockdown| The IDF soldier's gauntlets are capable of firing potent plasma energy attacks at their foes which strike with enough force to sometimes knock a foe off their feet. }} | ||
{{Power|[[Image:PowerBlast_PowerBolts.png|22px]]| Plasma Spray| Ranged (Cone), Moderate DMG(Energy), Foe Knockdown| The IDF soldier can concentrate a large amount of plasma and release it in a staggering blast of energy capable of both knocking down foes and dealing moderate damage. }} | |||
{{Power|[[Image:PowerBlast_PowerBlast.png|22px]]|Plasma Burst|Ranged, | {{Power|[[Image:PowerBlast_PowerBlast.png|22px]]| Plasma Burst| Ranged, Heavy DMG(Energy), Foe Knockdown| The IDF soldier's gauntlets are capable of firing potent plasma energy attacks at their foes which strike with enough force to sometimes knock a foe off their feet. }} | ||
{{Power|[[Image:PowerBlast_PowerBlast.png|22px]]|Plasma Burst|Ranged, | {{Power|[[Image:PowerBlast_PowerBlast.png|22px]]| Plasma Burst| Ranged, Heavy DMG(Energy), Foe Knockdown| The IDF soldier's gauntlets are capable of firing potent plasma energy attacks at their foes which strike with enough force to sometimes knock a foe off their feet. }} | ||
{{Power|[[Image:PowerPunch_BoneSmasher.png|22px]]|Plasma Smasher|Melee, High DMG(Energy/Smash), Foe Disorient|The IDF soldier's plasma gauntlet is capable of delivering punishing blows as well as disorienting its foes.}} | {{Power|[[Image:PowerPunch_BoneSmasher.png|22px]]| Plasma Smasher| Melee, High DMG(Energy/Smash), Foe Disorient| The IDF soldier's plasma gauntlet is capable of delivering punishing blows as well as disorienting its foes. }} | ||
{{Power|[[Image: | {{Power|[[Image:Robotics AssembleAssaultMech.png|22px]]| Summon Battle Orb| Summon Battle Orb| IDF Lieutenants and Bosses are capable of summoning a Mk 1, 2 or 3 Battle Orb. }} | ||
{{Power|[[Image: | {{Power|[[Image:Invulnerability_TemporaryInvulnerabilty.png|22px]]| IDF Armor| {{DamResVal|0|0|0|0|0|0|0|0|35}}| Resistance }} | ||
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''Powers'' | ''Powers'' | ||
{{Power|[[Image:PowerBlast_PowerBlast.png|22px]]| | {{Power|[[Image:PowerBlast_PowerBolts.png|22px]]| Missile Volley| Ranged, Moderate DMG(Fire/Lethal), Minor DoT(Toxic), Foe Knockdown| The Heavy Trooper fires a barrage of micro missiles at its target dealing moderate lethal and fire damage. Targets struck by this attack will also suffer toxic damage over time and may be knocked off their feet. }} | ||
{{Power|[[Image:PowerBlast_PowerBlast.png|22px]]| Missile Barrage| Ranged (Targeted AoE), Moderate DMG(Fire/Lethal), Minor DoT(Toxic), Foe Knockdown| The Heavy Trooper showers the battlefield with several micro missiles dealing high lethal and fire damage as well as inflicting minor toxic damage over time. Some targets of this attack may be knocked off of their feet. }} | |||
{{Power|[[Image:PowerBlast_PowerBlast.png|22px]]| | {{Power|[[Image:PowerBlast_PowerBlast.png|22px]]| Nerve Gas Rockets ''(Only Level 32 and up)''| Ranged (Targeted AoE), Minor DMG(Fire/Lethal), Moderate DoT(Toxic), Foe Hold| The Heavy Trooper's rocket packs are armed with micro missiles loaded with nerve gas. These missiles cause minor lethal and fire damage immediately and may hold their targets. Targets struck by this attack will suffer toxic damage over time. }} | ||
{{Power|[[Image: | {{Power|[[Image:PowerBlast_PowerBlast.png|22px]]| EMP Rockets ''(Only Level 40 and up)''| Ranged (Targeted AoE), Moderate DMG(Fire/Lethal), Foe -Regeneration, -Recovery, -Endurance| These missiles deal light fire and lethal damage and emit a constant EMP pulse which will drain endurance from their targets as well as reducing their regeneration for a short time. }} | ||
{{Power|[[Image: | {{Power|[[Image:Robotics AssembleAssaultMech.png|22px]]| Summon Battle Orb| Summon Battle Orb| IDF Lieutenants and Bosses are capable of summoning a Mk 1, 2 or 3 Battle Orb. }} | ||
{{Power|[[Image: | {{Power|[[Image:Invulnerability_TemporaryInvulnerabilty.png|22px]]| IDF Armor| {{DamResVal|0|0|0|0|0|0|0|0|35}}| Resistance }} | ||
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''Powers'' | ''Powers'' | ||
{{Power|[[Image: | {{Power|[[Image:PowerPunch_BoneSmasher.png|22px]]| Plasma Smasher| Melee, High DMG(Energy/Smash), Foe Disorient| The IDF soldier's plasma gauntlet is capable of delivering punishing blows as well as disorienting its foes. }} | ||
{{Power|[[Image:PowerPunch_EnergyPunch.png|22px]]| Plasma Punch| Melee, Moderate DMG(Energy/Smash), Foe Disorient| The IDF soldier's plasma gauntlet is capable of delivering punishing blows as well as disorienting its foes. }} | |||
{{Power|[[Image: | {{Power|[[Image:PowerPunch_Flurry.png|22px]]| Plasma Vortex| PBAoE, Moderate Energy/Smash Damage, Foe Disorient| The IDF soldier's plasma gauntlet is capable of delivering punishing blows as well as disorienting its foes. }} | ||
{{Power|[[Image: | {{Power|[[Image:PowerPunch_EnergyPunch.png|22px]]| Total Focus| Melee, Extreme DMG(Energy/Smash), Foe Disorient| The IDF soldier's plasma gauntlet is capable of delivering punishing blows as well as disorienting its foes. }} | ||
{{Power|[[Image: | {{Power|[[Image:PowerBlast_PowerBolts.png|22px]]| Plasma Blast| Ranged, Moderate DMG(Energy), Foe Knockdown| The IDF soldier's gauntlets are capable of firing potent plasma energy attacks at their foes which strike with enough force to sometimes knock a foe off their feet. }} | ||
{{Power|[[Image: | {{Power|[[Image:Robotics AssembleAssaultMech.png|22px]]| Summon Battle Orb| Summon Battle Orb| IDF Lieutenants and Bosses are capable of summoning a Mk 1, 2 or 3 Battle Orb. }} | ||
{{Power|[[Image: | {{Power|[[Image:Invulnerability_TemporaryInvulnerabilty.png|22px]]| IDF Armor| {{DamResVal|0|0|0|0|0|0|0|0|35}}| Resistance }} | ||
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''Powers'' | ''Powers'' | ||
{{Power|[[Image: | {{Power|[[Image:MentalControl_Levitate.png|22px]]| Levitate| Ranged, Moderate DMG(Smash), Foe Knockup, -Fly| You can send a single target violently into the air, then slam them to the ground for Smashing damage. This power can bring flying foes to the ground. }} | ||
{{Power|[[Image:PsionicAssault_MentalDart.png|22px]]| Mental Blast| Ranged, Moderate DMG(Psionic), Foe -Recharge| This attack does moderate Psionic damage, and can slightly reduce a target's attack speed. }} | |||
{{Power|[[Image: | {{Power|[[Image:PsychicBlast_PsionicTornado.png|22px]]| Psionic Tornado| Ranged (Targeted AoE), Moderate DoT(Psionic), Foe Knockup, -Recharge| Unleashes a whirlwind of Psionic energy on a target, tossing nearby foes into the air. The Psionic Tornado damages foes and Slows their attack speed. }} | ||
{{Power|[[Image: | {{Power|[[Image:MentalControl_Command.png|22px]]| Dominate| Ranged, Foe Hold| Your mind has been Dominated. You are Held. }} | ||
{{Power|[[Image: | {{Power|[[Image:MentalControl_Scare.png|22px]]| Scare ''(Only Level 40 and up)''| Ranged, Foe Fear| You entwine a single foe within their deepest fears and cause them to helplessly tremble for a brief while. }} | ||
{{Power|[[ | {{Power|[[File:Paramilitary SuperSoldier.png|22px]]| Summon Reinforcements Low ''(Only Levels 21-24)''| Summon Reinforcements: TEST Ranger| Seers can call PPD Officers to aid them when they are endangered.v}} | ||
{{Power|[[ | {{Power|[[File:Paramilitary SuperSoldier.png|22px]]|Summon Reinforcements ''(Only Level 25 and up)''| Summon Reinforcements: Assault Trooper| Seers can call PPD Officers to aid them when they are endangered. }} | ||
{{Power|[[ | {{Power|[[File:PsionicMastery MindOverBody.png|22px]]| Resistance| Auto, {{DamResVal|0|0|0|0|0|0|30}}, {{PosDefVal|10%|10%}}, {{StatusProtVal|3.0|0|3.0|3.0}}, {{StatusResVal|0|0|0|400%}}| Seers are able to predict their foes' incoming attacks granting them a minor defense buff, and are quite resistant to psychic damage. }} | ||
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''Powers'' | ''Powers'' | ||
{{Power|[[Image:PowerBlast_PowerBlast.png|22px]]|Plasma Burst|Ranged, | {{Power|[[Image:PowerPunch_BoneSmasher.png|22px]]| Plasma Smasher| Melee, High DMG(Energy/Smash), Foe Disorient| The IDF soldier's plasma gauntlet is capable of delivering punishing blows as well as disorienting its foes. }} | ||
{{Power|[[Image:PowerPunch_EnergyPunch.png|22px]]| Plasma Punch| Melee, Moderate DMG(Energy/Smash), Foe Disorient| The IDF soldier's plasma gauntlet is capable of delivering punishing blows as well as disorienting its foes. }} | |||
{{Power|[[Image:PowerPunch_Flurry.png|22px]]| Plasma Vortex| PBAoE, Moderate Energy/Smash Damage, Foe Disorient| The IDF soldier's plasma gauntlet is capable of delivering punishing blows as well as disorienting its foes. }} | |||
{{Power|[[Image:PowerPunch_EnergyPunch.png|22px]]| Total Focus| Melee, Extreme DMG(Energy/Smash), Foe Disorient| The IDF soldier's plasma gauntlet is capable of delivering punishing blows as well as disorienting its foes. }} | |||
{{Power|[[Image:PowerBlast_PowerBolts.png|22px]]| Plasma Spray| Ranged (Cone), Moderate DMG(Energy), Foe Knockdown| The IDF soldier can concentrate a large amount of plasma and release it in a staggering blast of energy capable of both knocking down foes and dealing moderate damage. }} | |||
{{Power|[[Image:PowerBlast_PowerBlast.png|22px]]| Plasma Burst| Ranged, Heavy DMG(Energy), Foe Knockdown| The IDF soldier's gauntlets are capable of firing potent plasma energy attacks at their foes which strike with enough force to sometimes knock a foe off their feet. }} | |||
{{Power|[[Image:Robotics AssembleAssaultMech.png|22px]]| Summon Battle Orb| Summon Battle Orb| IDF Lieutenants and Bosses are capable of summoning a Mk 1, 2 or 3 Battle Orb. }} | |||
{{Power|[[Image:Invulnerability_TemporaryInvulnerabilty.png|22px]]| IDF Armor| {{DamResVal|0|0|0|0|0|0|0|0|35}}| Resistance }} | |||
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==== Defense Turret ==== | |||
Armed with plasma weaponry capable of piercing through the toughest of armor, these turrets are an incredibly effective deterrent for keeping trespassers out of the Lambda sector and other vital Praetorian military outposts. | |||
''Powers'' | |||
{{Power|[[File:AssaultWeapons ShotgunSlug.png|22px]]| Plasma Cannon Blast| Ranged, Moderate DMG(Energy), Foe -Regeneration| The Warworks Defense Turrets are equipped with plasma turrets capable of dealing energy damage. Burns from these blasts reduce a target's regeneration rate for a short time. }} | |||
{{Power|[[File:AssaultWeapons ARFullAuto.png|22px]]| Plasma Cannon Burst| Ranged, High DMG(Energy), Foe -Regeneration| The Warworks Defense Turrets are equipped with plasma turrets capable of dealing energy damage. Burns from these blasts reduce a target's regeneration rate for a short time. }} | |||
{{Power|[[File:AssaultWeapons ShotgunBuckShot.png|22px]]| Plasma Cannon Spray| Ranged (Cone), Moderate DMG(Energy), Foe -Regeneration| The Warworks Defense Turrets are equipped with plasma turrets capable of dealing energy damage. Burns from these blasts reduce a target's regeneration rate for a short time. }} | |||
{{Power|[[File:AssaultWeapons ARM30grenade.png|22px]]| Plasma Cannon Detonator| Ranged (Targeted AoE), Moderate DMG(Energy), Minor DoT(Energy), Foe -Regeneration| The Warworks Defense Turrets are equipped with plasma turrets capable of dealing energy damage. Burns from these blasts reduce a target's regeneration rate for a short time. }} | |||
{{Power|[[File:Invulnerability TemporaryInvulnerabilty.png|22px]]| Rapid Repair| Auto, Self +Regeneration| Resistance }} | |||
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==== Heavy Commander ==== | |||
IDF Heavy Commanders can lead the Heavy Troopers into combat or occasionally supply heavy support on their own to a unit. They overcome the short range flaws of the Heavy Trooper with the addition of plasma machine guns to handle close range foes. | |||
''Powers'' | |||
{{Power|[[File:PowerBlast PowerBolts.png|22px]]| Missile Volley| Ranged, Moderate DMG(Fire/Lethal), Minor DoT(Toxic), Foe Knockdown| The Heavy Trooper fires a barrage of micro missiles at its target dealing moderate lethal and fire damage. Targets struck by this attack will also suffer toxic damage over time and may be knocked off their feet. }} | |||
{{Power|[[File:PowerBlast PowerBlast.png|22px]]| Missile Barrage| Ranged (Targeted AoE), Moderate DMG(Fire/Lethal), Minor DoT(Toxic), Foe Knockdown| The Heavy Trooper showers the battlefield with several micro missiles dealing high lethal and fire damage as well as inflicting minor toxic damage over time. Some targets of this attack may be knocked off of their feet. }} | |||
{{Power|[[File:PowerBlast PowerBlast.png|22px]]| Nerve Gas Rockets| Ranged (Targeted AoE), Minor DMG(Fire/Lethal), Minor DoT(Toxic), Foe Hold| The Heavy Trooper's rocket packs are armed with micro missiles loaded with nerve gas. These missiles cause minor lethal and fire damage immediately and may hold their targets. Targets struck by this attack will suffer toxic damage over time. }} | |||
{{Power|[[ | {{Power|[[File:FireBlast ArcOfFire.png|22px]]| Plasma Strafe| Ranged (Cone), Moderate DMG(Energy/Fire), Minor DoT(Energy), Foe -Regeneration| The twin plasma machine guns can strafe a wide area in front of the IDF soldier, protecting against close assault. }} | ||
{{Power|[[ | {{Power|[[File:PowerBlast PowerPush.png|22px]]| Focused Burst| Ranged, High DMG(Energy/Fire), Minor DoT(Energy), Foe -Regeneration, Knockback| The twin plasma machine guns focused on a single target can do significant damage and drive them back. }} | ||
{{Power|[[ | {{Power|[[File:PowerBlast NovaBlast.png|22px]]| All Out Assault ''(Only Level 36 and up)''| PBAoE, High DMG(Fire/Energy), Minor DoT(Energy), Foe -Regeneration, Knockback - and/or - High Damage(Fire/Lethal), Minor DoT(Toxic), Foe Knockdown| This desperation move fire all weapons on full automatic -- the plasma guns hitting nearby targets, the missile pods firing on those further out, and those standing in between getting hit by both, turning the area into a instant killing field. }} | ||
{{Power|[[ | {{Power|[[File:PowerBlast PowerBlast.png|22px]]| EMP Rockets ''(Only Level 40 and up)''| Ranged (Targeted AoE), Moderate DMG(Fire/Lethal), Foe -Regeneration, -Recovery, -Endurance| These missiles deal light fire and lethal damage and emit a constant EMP pulse which will drain endurance from their targets as well as reducing their regeneration for a short time. }} | ||
{{Power|[[Image: | {{Power|[[Image:Robotics AssembleAssaultMech.png|22px]]| Summon Battle Orb| Summon Battle Orb| IDF Lieutenants and Bosses are capable of summoning a Mk 1, 2 or 3 Battle Orb. }} | ||
{{Power|[[ | {{Power|[[File:Invulnerability TemporaryInvulnerabilty.png|22px]]| IDF Armor| {{DamResVal|0|0|0|0|0|0|0|0|35}}| Resistance }} | ||
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''Powers'' | ''Powers'' | ||
{{Power|[[Image: | {{Power|[[Image:DualBlades_LightOpening.png|22px]]| Swipe| Melee, Light DMG(Lethal/Energy), Foe -Defense, Chance for Critical Hit| The Mk6 Victoria can lash out at her foes with a pair of strikes with her arm blades and reduce their defense while dealing moderate lethal and energy damage. }} | ||
{{Power|[[Image:DualBlades_ModerateOpening.png|22px]]| Cross Cut| Melee, Moderate DMG(Lethal/Energy), Foe -Defense, Chance for Critical Hit| The Mk6 Victoria can lash out at her foes with a pair of strikes with her arm blades and reduce their defense while dealing moderate lethal and energy damage. }} | |||
{{Power|[[Image: | {{Power|[[Image:DualBlades_ModerateBridge.png|22px]]| Feint| Melee, Moderate DMG(Lethal), Self {{TypeDefVal|0|18.5%}}, {{PosDefVal|18.5%}}, Chance for Critical Hit| The Victoria's Feint attack deals moderate lethal and energy damage to her target while boosting her own melee and lethal defense for a short time. }} | ||
{{Power|[[Image:DualBlades_AoEBridge.png|22px]]|Dance of Blades|PBAoE | {{Power|[[Image:DualBlades_AoEBridge.png|22px]]| Dance of Blades| PBAoE, Moderate DMG(Lethal/Energy), Minor DoT(Lethal), Foe -Defense, Knockdown, Chance for Critical Hit| The Victoria executes a magnificent twirling attack which causes high lethal and energy damage as well as reducing her foes defense and possibly knocking them down. }} | ||
{{Power|[[Image: | {{Power|[[Image:DualBlades_HighLow.png|22px]]| Blade Flurry| Melee (Cone), Extreme DoT(Lethal/Energy), Foe Knockdown, -Defense, Chance for Critical Hit| The Victoria can unleash a deadly attack with her energy blades in a large cone in front of her dealing superior lethal and energy damage, reducing her targets' defense and possibly knocking them down. }} | ||
{{Power|[[Image: | {{Power|[[Image:Sword_Placate.png|22px]]| Placate| Ranged, Foe Placate, Self Stealth/Hide| The Victoria Mk6 can trick her opponents and slip away and deliver a deadly critical hit. }} | ||
{{Power|[[Image: | {{Power|[[Image:RadiationBurst_XRayBeam.png|22px]]| Plasma Eye Beams| Ranged, High DMG(Energy), Foe -Regeneration, Chance for Critical Hit| The Victoria Mk6 is capable of firing a powerful energy beam from her eyes which will reduce its targets' defense and cause energy damage. }} | ||
{{Power|[[Image: | {{Power|[[Image:Invisibility_Stealth.png|22px]]| Stealth| Toggle, Self Stealth, {{PosDefVal|7.5%|4.0%}}, -Speed| You blend into your environment and can only be seen at very close range. If you attack while using this power, you will be discovered. Even if discovered, you are hard to see and have a bonus to Defense. While Invisible, your movement is Slowed. }} | ||
{{Power|[[Image:ForceField_DispersionBubble.png|22px]]|Force Barrier|Self, + | {{Power|[[Image:ForceField_DispersionBubble.png|22px]]| Force Barrier| Auto, Self {{TypeDefVal|10|10|10|10|10|10|10}}, +Regeneration| The Warworks are not only equipped with nanobots which allow them to recover from damage quickly, but they also are cloaked in a force field which makes them very difficult to hit. }} | ||
{{Power|[[Image: | {{Power|[[Image:FireBlast_Inferno.png|22px]]| Arm Self-Destruct| Post Death Special: PBAoE, Moderate DMG(Energy/Smash), Foe Knockback| You are Disoriented. }} | ||
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==== War Walker ==== | ==== War Walker ==== | ||
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''Powers'' | ''Powers'' | ||
{{Power|[[Image:Robotics_LaserRifleBurst.png|22px]]| | {{Power|[[Image:Robotics_LaserRifleBurst.png|22px]]| Particle Burst| Ranged, Moderate DMG(Energy), Foe -Regeneration, -Resist(All)| The War Walker's attacks deal energy damage and reduce their target's damage resistance and regeneration rate for a short time. }} | ||
{{Power|[[Image:PowerBlast_PowerBurst.png|22px]]| Heavy Particle Burst| Ranged (Cone), Light DMG(Energy), Foe -Regeneration, -Resist(All)| The War Walker's attacks deal energy damage and reduce their target's damage resistance and regeneration rate for a short time. }} | |||
{{Power|[[Image: | {{Power|[[Image:Robotics_LaserRifleBurst.png|22px]]| Charged Shot| Ranged (Targeted AoE), Moderate DMG(Energy), Foe -Regeneration, -Resist(All), Knockdown| The War Walker's attacks deal energy damage and reduce their target's damage resistance and regeneration rate for a short time. }} | ||
{{Power|[[Image: | {{Power|[[Image:SuperStrength_Punch.png|22px]]| Smash| Melee, Moderate DMG(Smash), Foe Knockback, Disorient| The War Walker's fists pack a wallop. They deal smashing damage, can knockdown and disorient their foes. }} | ||
{{Power|[[Image: | {{Power|[[Image:SuperStrength_Haymaker.png|22px]]| Pummel| Melee, High DMG(Smash), Foe Knockback, Disorient| The War Walker's fists pack a wallop. They deal smashing damage, can knockdown and disorient their foes. }} | ||
{{Power|[[Image: | {{Power|[[Image:SuperStrength_FootStomp.png|22px]]| Ground Slam| PBAoE, High DMG(Smash), Foe Knockdown, Disorient| The Warwalker can slam its mighty fists into the ground causing heavy damage as well as knocking down and disorienting its targets. }} | ||
{{Power|[[Image: | {{Power|[[Image:Robotics_LaserRifleBurst.png|22px]]| Orbital Lance Lock| War Walker powers up their Orbital Lance!| The Warwalker must lock onto a target before unleashing its mighty Orbital Lance. }} | ||
{{Power|[[Image:Robotics_LaserRifleBurst.png|22px]]|Orbital Lance| | {{Power|[[Image:Robotics_LaserRifleBurst.png|22px]]| Orbital Lance Power Up| War Walker targets your location with their Orbital Lance!| The Warwalker must lock onto a target before unleashing its mighty Orbital Lance. }} | ||
{{Power|[[Image:Robotics_LaserRifleBurst.png|22px]]|Orbital Lance | {{Power|[[Image:Robotics_LaserRifleBurst.png|22px]]| Orbital Lance| Ranged (Location AoE), Extreme DMG(Energy), Foe -Regeneration, -Resist(All), Knockdown| The Orbital Lance is the most powerful weapon in the Warwalker's arsenal. It is capable of obliterating most targets in a single shot. However, it is easy enough to avoid. }} | ||
{{Power|[[Image: | {{Power|[[Image:Regeneration_DullPain.png|22px]]| Nano Reconstruction| Self Heal| The Warwalker can heal themselves for a substantial amount of health. }} | ||
{{Power|[[Image:FireBlast_Inferno.png|22px]]|The Harder They Fall| | {{Power|[[Image:FireBlast_Inferno.png|22px]]| The Harder They Fall| Post Death Special: Moderate Fire/Smash Damage, Foe Knockdown, Disorient| When the Warwalker is defeated they will often explode dealing moderate damage to everyone nearby. }} | ||
{{Power|[[Image: | {{Power|[[Image:Invulnerability_TemporaryInvulnerabilty.png|22px]]| Resistance| {{DamResVal|50|50|20|20|50|20}}, {{StatusProtVal|0|0|0|0|50}}| Resistance }} | ||
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==== Goliath War Walker ==== | ==== Goliath War Walker ==== | ||
The dreadnaughts tend to lead invasion forces due to their incredible resilience and destructive prowess. Wherever the Goliath War Walker goes, a trail of destruction is left in its wake. | The dreadnaughts tend to lead invasion forces due to their incredible resilience and destructive prowess. Wherever the Goliath War Walker goes, a trail of destruction is left in its wake. | ||
''Powers'' | ''Powers'' | ||
{{Power|[[Image:SuperStrength_FootStomp.png|22px]]|Foot Stomp|PBAoE | {{Power|[[Image:SuperStrength_FootStomp.png|22px]]| Foot Stomp| PBAoE, High DMG(Smash), Foe Knockdown, Disorient| The Warwalker can slam its mighty fists into the ground causing heavy damage as well as knocking down and disorienting its targets. }} | ||
{{Power|[[Image:SuperStrength_Punch.png|22px]]| Smash| Melee, Moderate DMG(Smash), Foe Knockback, Disorient| The War Walker's fists pack a wallop. They deal smashing damage, can knockdown and disorient their foes. }} | |||
{{Power|[[Image:SuperStrength_Haymaker.png|22px]]| Pummel| Melee, High DMG(Smash), Foe Knockback, Disorient| The War Walker's fists pack a wallop. They deal smashing damage, can knockdown and disorient their foes. }} | |||
{{Power|[[Image:PowerBlast_PowerBurst.png|22px]]| Particle Lance| Ranged (Narrow Cone), Moderate DMG(Energy), Foe -Regeneration, -Resist(All)| The War Walker's attacks deal energy damage and reduce their target's damage resistance and regeneration rate for a short time. }} | |||
{{Power|[[Image:Robotics_LaserRifleBurst.png|22px]]|Particle Burst|Ranged, Moderate DMG(Energy), Foe - | {{Power|[[Image:Robotics_LaserRifleBurst.png|22px]]| Particle Burst| Ranged, Moderate DMG(Energy), Foe -Regeneration, -Resist(All)| The War Walker's attacks deal energy damage and reduce their target's damage resistance and regeneration rate for a short time. }} | ||
{{Power|[[Image: | {{Power|[[Image:ElectricalBolt_LightningBolt.png|22px]]| Sweeping Laser| Ranged (Cone), Heavy DMG(Energy), Foe -Regeneration, -Resist(All)| The War Walker's attacks deal energy damage and reduce their target's damage resistance and regeneration rate for a short time. }} | ||
{{Power|[[Image: | {{Power|[[Image:Regeneration_DullPain.png|22px]]| Nano Reconstruction| Self Heal| The Warwalker can heal themselves for a substantial amount of health. }} | ||
{{Power|[[Image: | {{Power|[[Image:FireBlast_Inferno.png|22px]]| The Harder They Fall| Post Death Special: Moderate Fire/Smash Damage, Foe Knockdown, Disorient| When the Warwalker is defeated they will often explode dealing moderate damage to everyone nearby. }} | ||
{{Power|[[Image: | {{Power|[[Image:Invulnerability_TemporaryInvulnerabilty.png|22px]]| Resistance| {{StatusResVal|0|0|0|0|0|5000%}}| Resistance }} | ||
{{Power|[[Image: | {{Power|[[Image:Invulnerability_TemporaryInvulnerabilty.png|22px]]| Resistance| {{DamResVal|50|50|20|20|50|20}}, {{StatusProtVal|0|0|0|0|50}}| Resistance }} | ||
{{Power|[[Image: | {{Power|[[Image:Temporary PVP BuffDefense.png|22px]]| Resistance| Resistance| [[Archvillain Resistance]]. }} | ||
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''Powers'' | ''Powers'' | ||
{{Power|[[Image:EnergyMastery_LaserBeamEyes.png|22px]]|Beam Sweep|Ranged Cone, High DMG(Energy), Foe - | {{Power|[[Image:EnergyMastery_LaserBeamEyes.png|22px]]| Eye Beam| Ranged, Heavy DMG(Energy), Foe -Defense| The Olympian Guard are capable of firing a concentrated beam of energy from their visor. This beam causes high damage and reduces the target's defense. }} | ||
{{Power|[[Image:EnergyMastery_LaserBeamEyes.png|22px]]| Beam Sweep| Ranged (Cone), High DMG(Energy), Foe -Defense| The Olympian Guard are capable of firing a concentrated beam of energy from their visor. This beam causes high damage and reduces the target's defense. }} | |||
{{Power|[[Image:PowerPunch_EnergyPunch.png|22px]]| Incarnate Punch| Melee, Moderate DMG(Smash), Foe Knockdown, -Defense, -Resist(Smash)| The Olympian Guard wields a large portion of the power of Tyrant. These super soldier clones are capable of crushing their foes in close quarters with energy melee attacks. }} | |||
{{Power|[[Image:PowerPunch_BoneSmasher.png|22px]]| Incarnate Haymaker| Melee, High DMG(Smash), Foe Knockdown, -Defense, -Resist(Smash)| The Olympian Guard wields a large portion of the power of Tyrant. These super soldier clones are capable of crushing their foes in close quarters with energy melee attacks. }} | |||
{{Power|[[Image:PowerPunch_Flurry.png|22px]]| Incarnate Foot Stomp| PBAoE, High DMG(Smash), Foe Knockdown, -Defense, -Resist(Smash)| The Olympian Guard wields a large portion of the power of Tyrant. These super soldier clones are capable of crushing their foes in close quarters with energy melee attacks. }} | |||
{{Power|[[Image:PowerPunch_EnergyPunch.png|22px]]| Incarnate Knockout Blow| Melee, Extreme DMG(Smash), Foe Hold, Knockup, -Defense, -Resist(Smash)| The Olympian Guard wields a large portion of the power of Tyrant. These super soldier clones are capable of crushing their foes in close quarters with energy melee attacks. }} | |||
{{Power|[[Image:PowerPunch_Stun.png|22px]]| Incarnate Hand Clap| PBAoE, Foe Disorient, Knockback, -Defense, -Resist(Smash)| The Olympian Guard wields a large portion of the power of Tyrant. These super soldier clones are capable of crushing their foes in close quarters with energy melee attacks. }} | |||
{{Power|[[Image:SonicBlast_MassiveDamage.png|22px]]| Mighty Roar| PBAoE, Extreme DMG(Energy/Smash), Foe Disorient| The }} | |||
{{Power|[[Image:Regeneration_DullPain.png|22px]]| Dull Pain| Self Heal, +MaxHP| The Olympian Guard is able to shrug off wounds that would kill a normal person. Dull Pain not only increases their maximum hit points, but it will also heal them for a large portion of their health. }} | |||
{{Power|[[Image:Invulnerability_Unstoppable.png|22px]]| Unstoppable| Self {{DamResVal|70|70|70|70|70|70|0|70}}, {{StatusProtVal|17.3|17.3|17.3|17.3|100}}, +Recovery, Delayed Self Weaken(-Endurance, Disorient)| When you activate this power, you not only become extremely resistant to most damage, but also to Disorient, Immobilization, Hold, and Sleep effects. Endurance recovery is also increased. Unstoppable costs little Endurance to activate, but when it wears off you are left exhausted, and drained of half of your Endurance. }} | |||
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=== Archvillains === | |||
==== Fusion ==== | |||
[[File:Fusion1.jpg|right|thumb|100px|{{center|Fusion}}]] | |||
''Main Article:'' [[Fusion (Praetorian)|Fusion]] | |||
Fusion is powered by an internal nuclear reactor which grants him the ability to focus massive waves of force outwards. It is a hotly debated question as to why Fusion's Primal Earth double, [[Fusionette]], is not the same gender as he. | |||
''Levels: 20-44'' | |||
''Powers'' | |||
{{Power|[[ | {{Power|[[File:PowerBlast PowerBolts.png|22px]]| Power Bolt| Ranged, Moderate Energy/Smash Damage, Foe Knockback| A quick attack that rapidly hurls small bolts of energy at foes, sometimes knocking them down. Fast, but little damage. }} | ||
{{Power|[[Image: | {{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 PowerBlast.png|22px]]| Power Beam ''(Only Level 30 and up)''| Ranged, Moderate 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:PowerBlast PowerBurst.png|22px]]| Power Burst| Ranged, Superior Damage(Energy/Smash), Foe Knockback| A short range, but devastating attack. }} | |||
{{Power|[[File:PowerBlast PowerBurst.png|22px]]| Pushback| Point Blank Area of Effect, Autohit, Foe Knockback| Fusion has knocked you back! Merely standing around Fusion reduces your protection to Knockback attacks. If he is thrown off balance by Jane Temblor, his power will be temporarily suppressed. }} | |||
{{Power|[[File:Temporary PVP BuffDefense.png|22px]]| Resistance| Resistance| [[Archvillain Resistance]]. }} | |||
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==== Jane Temblor ==== | |||
[[File:JaneTemblor1.jpg|thumb|right|100px|{{center|Jane Temblor}}]] | |||
''Main Article:'' [[Jane Temblor]] | |||
Jane Temblor, aka Faultline, is the Praetorian double of hero [[Jim Temblor]]. Jane's history is similar to Jim's, despite the obvious, though there are rumors her Earth control has something to do with a possible [[Devouring Earth (Praetorian)|Devouring Earth]] influence on her parents. | |||
''Levels: 20-44'' | |||
''Powers'' | |||
{{Power|[[Image:EarthGrasp Quicksand.png|22px]]| Quicksand| Ranged (Location Area of Effect), Foe -Speed, -Fly, -Jump, -Defense| Your Running speed, Jump height and Defense are reduced by the Quicksand. }} | |||
{{Power|[[Image:EarthGrasp StonePrison.png|22px]]| Stone Prison| Ranged, Moderate Damage over Time(Smash), Foe Immobilize, -Defense, -Fly| Immobilizes a single target within an earthy formation and deals some Smashing damage over time. Some more resilient foes may require multiple attacks to Immobilize. Stone Prison can also reduce a target's Defense. }} | |||
{{Power|[[Image:EarthGrasp Fossilize.png|22px]]| Fossilize| Ranged, Moderate Damage(Smash), Foe Hold, -Defense| Encases a single target within solid stone. The stone slowly crushes the victim, dealing Smashing damage. The Fossilized victim is held helpless and unable to defend himself. }} | |||
{{Power|[[Image:StoneMelee StoneFist.png|22px]]| Stone Fist| Melee, Moderate Damage(Smash), Foe Disorient| Your stone covered fists attack swiftly for moderate damage, and may Disorient your opponent. }} | |||
{{Power|[[Image:StoneMelee Tremor.png|22px]]| Tremor| Point Blank Area of Effect, Moderate Damage(Smash), Foe Knockdown| You can cause a localized earthquake immediately around you. This will deal moderate damage to every foe in melee range, while knocking them back. }} | |||
{{Power|[[Image:StoneMelee SeismicSmash.png|22px]]| Seismic Smash ''(Only Level 40 and up)''| Melee, Superior Damage(Smash), Foe Hold| This massive attack hits with all the force of the Earth itself. It deals tremendous amounts of damage, and may Hold the target if they are not defeated outright. }} | |||
{{Power|[[Image:StoneArmor Granite.png|22px]]| Granite Armor ''(Only Level 30 and up)''| Self +Resist(All but Psionics, Immobilize), +Defense(All but Psionics), -Recharge, -Speed, -Damage, -Jump, -Fly| When you activate this power, you are transformed into a massive bulk of unyielding Granite. Your incredible mass makes you almost completely invulnerable and resistant to most effects. However, you also become quite heavy, cannot fly, your attack and movement speed are Slowed and you do less damage. Granite Armor also grants you high resistance to Defense DeBuffs.Cannot be active at the same time as other Armors in this set, Fly powers, Sprint, Super Speed, or Jump powers. }} | |||
{{Power|[[Image:StoneArmor EarthsEmbrace.png|22px]]| Earth's Embrace| Self +MaxHP, Resist(Toxic)| You are so connected to the Earth, you can draw upon its power to add to your own health. Activating this power increases your maximum Hit Points, and grants you resistance to Toxic Damage. }} | |||
{{Power|[[Image:StoneArmor Clay.png|22px]]| Mud Pots ''(Only Level 30 and up)''| Point Blank Area of Effect, Minor Damage over Time(Fire), Foe Immobilize, -Speed| While this power is active, you draw upon the geothermal power of the Earth to create a bubbling pool of hot mud around yourself. All foes in melee range will become snared and entrapped in the mud, Immobilizing some and slowing others. The boiling heat from Mud Pots also deals some damage over time to the snared foes. }} | |||
{{Power|[[Image:StoneMelee Tremor.png|22px]]| Uplift| Point Blank Area of Effect, Autohit, Foe Knockup| Temblor has lifted you into the air! Merely standing around Temblor reduces your protection to Knockup attacks. If she is thrown off balance by Fusion, her power will be temporarily supressed. }} | |||
{{Power|[[File:Temporary PVP BuffDefense.png|22px]]| Resistance| Resistance| [[Archvillain Resistance]]. }} | |||
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==== Praetorian Col. Duray ==== | |||
[[File:PDuray1.jpg|thumb|right|100px|{{center|Col. Duray}}]] | |||
''Main Article:'' [[Colonel Duray (Praetorian)|Colonel Duray]] | |||
The field commander of the late General Aarons' Threat Response Batallion, Colonel Virgil Duray is one of the most highly decorated officer from the [[Hamidon Wars]]. The TRB, nicknamed Tribe, was the only conventionally armed military force to achieve consistent victories over the [[Devouring Earth (Praetorian)|Devouring Earth]] . | |||
Duray has since been put in command of the latest and greatest of [[Praetoria]]'s Special Force: The [[2nd Imperial Defense Force Regiment|Imperial Defense Force's 2nd Battallion]] is arguably just a rename of Duray's former command with one exceptional difference. Every soldier in the battallion has been genetically reengineered by [[Praetor Berry]]. | |||
''Levels: 20-44'' | |||
''Powers'' | |||
{{Power|[[File:PowerBlast PowerBolts.png|22px]]| Missile Volley| Ranged, Moderate Damage(Lethal/Fire), Minor Damage over Time(Toxic), Foe Knockdown| The Heavy Trooper fires a barrage of micro missiles at its target dealing moderate lethal and fire damage. Targets struck by this attack will also suffer toxic damage over time and may be knocked off their feet. }} | |||
{{Power|[[File:PowerBlast PowerBlast.png|22px]]| Missile Barrage| Ranged (Targeted Area of Effect), Light Damage(Lethal/Fire), Minor Damage over Time(Toxic), Foe Knockdown| The Heavy Trooper showers the battlefield with several micro missiles dealing high lethal and fire damage as well as inflicting minor toxic damage over time. Some targets of this attack may be knocked off of their feet. }} | |||
{{Power|[[File:PowerBlast PowerBlast.png|22px]]| Nerve Gas Rockets| Ranged (Targeted Area of Effect), Minor Damage(Lethal/Fire), Minor Damage over Time(Toxic), Foe Hold| The Heavy Trooper's rocket packs are armed with micro missiles loaded with nerve gas. These missiles cause minor lethal and fire damage immediately and may hold their targets. Targets struck by this attack will suffer toxic damage over time. }} | |||
{{Power|[[File:PowerBlast PowerBlast.png|22px]]| EMP Rockets ''(Only Level 40 and up)''| Ranged (Targeted Area of Effect), Minor Damage(Lethal/Fire), Foe -Regeneration, -Recovery, -Endurance| These missiles deal light fire and lethal damage and emit a constant EMP pulse which will drain endurance from their targets as well as reducing their regeneration for a short time. }} | |||
{{Power|[[File:FireBlast ArcOfFire.png|22px]]| Plasma Strafe| Ranged (Cone), Minor Damage(Energy/Fire), Minor Damage over Time(Energy), Foe -Regeneration| The twin plasma machine guns can strafe a wide area in front of the IDF soldier, protecting against close assault. }} | |||
{{Power|[[File:PowerBlast PowerPush.png|22px]]| Focused Burst| Ranged, High Damage(Energy/Fire), Minor Damage over Time(Energy), Foe -Regeneration, Knockback| The twin plasma machine guns focused on a single target can do significant damage and drive them back. }} | |||
{{Power|[[File:PowerBlast SniperBlast.png|22px]]| Penetrate| Ranged (Narrow Cone), High-Accuracy, Moderate Damage(Energy/Lethal), Foe -Resist(All), Knockback| When both plasma railguns aim for a single target, everything in the line of fire still suffers... }} | |||
{{Power|[[File:PowerBlast Explosion.png|22px]]| Targeted Strike| Ranged (Targeted Area of Effect), Moderate Damage(Energy/Lethal), Foe -Resist(All), Knockback| The plasma railguns can be targeted for indirect fire, yet there is nothing indirect about the damage it causes. }} | |||
{{Power|[[File:PowerBlast PowerBlast.png|22px]]| Burst| Ranged, Moderate Damage(Energy/Lethal), Foe -Resist(All), Knockback| The twin plasma machine guns can deliver a devastating one-two punch to any single hardened target. }} | |||
{{Power|[[File:PowerBlast NovaBlast.png|22px]]| All Out Assault| Point Blank Area of Effect, High Damage(Energy/Fire), Minor Damage over Time(Energy), Foe -Regeneration, Knockback - and/or - High Damage(Lethal/Fire), Minor Damage over Time(Toxic), Foe Knockdown - and/or - High Damage(Energy/Lethal), Foe -Resist(All), Knockback| This desperation move fire all weapons on full automatic -- the plasma guns hitting nearby targets, the missile pods firing on those further out, the railguns on distant targets, with a little overlap between each system. It is designed to flatten the area, and is quite effective. }} | |||
{{Power|[[File:Robotics AssembleAssaultMech.png|22px]]| Summon Battle Orb| Summon Battle Orb| IDF Lieutenants and Bosses are capable of summoning a Mk 1, 2 or 3 Battle Orb. }} | |||
{{Power|[[File:Incarnate StoryArc.png|22px]]| Backup Copy| Summon Clone of Colonel Duray after 30 seconds| Grant }} | |||
{{Power|[[File:Invulnerability TemporaryInvulnerabilty.png|22px]]| IDF Armor| {{DamResVal|0|0|0|0|0|0|0|0|35}}| Resistance }} | |||
{{Power|[[File:Temporary PVP BuffDefense.png|22px]]| Resistance| Resistance| [[Archvillain Resistance]]. }} | |||
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==== Riptide ==== | |||
''Main Article:'' [[Riptide]] | |||
Riptide's frightening appearance is matched only by his brutality in combat. He can discharge lethal amounts of bio-electricity on anyone who gets too close, while clusters of retractable poisonous spines discourage anyone from staying within arms reach. Despite his monstrous countenance, Riptide is an honorable man outside of combat, but start a fight with him, and all semblance of civility is tabled until victory is had. | |||
''Levels: 20-44'' | |||
''Powers'' | |||
{{Power|[[Image:Quills_Swipe.png|22px]]| Barb Swipe| Melee, Light Damage(Lethal), Minor Damage over Time(Toxic), Foe -Speed, -Recharge| Shred your opponent with several quick Swipes from your Spines. Barb Swipe deals minor damage over time. Spine poison deals additional Toxic damage and Slows affected foes. }} | |||
{{Power|[[Image:Quills_Lunge.png|22px]]| Lunge ''(Only Level 40 and up)''| Melee, Moderate Damage(Lethal), Minor Damage over Time(Toxic), Foe -Speed, -Recharge| You can lunge forward, stabbing and poisoning a foe with the large Spine on your arm. Lunge deals moderate damage. Spine poison deals additional Toxic damage and Slows affected foes. }} | |||
{{Power|[[Image:Quills_FlingQuills.png|22px]]| Spine Burst| Point Blank Area of Effect, Moderate Damage(Lethal), Minor Damage over Time(Toxic), Foe -Speed, -Recharge| You can fling dozens of Spines in all directions. These Spines only travel a short distance, but they can deal moderate damage and poison any target close to you. Spine poison deals additional Toxic damage and Slows affected foes. }} | |||
{{Power|[[Image:ElectricityManipulation_ElectricFence.png|22px]]| Electric Fence| Ranged, Moderate Damage over Time(Energy), Foe Immobilize, -Endurance, -Recovery| | |||
Surrounds and Immobilizes a single target in an Electric Fence. Deals some damage over time and slowly drains some Endurance. Useful for keeping villains at bay. }} | |||
{{Power|[[Image:ElectricArmor_PBAoEMinorDamage.png|22px]]| Lightning Field ''(Only Level 30 and up)''| Auto, Point Blank Area of Effect, Minor Damage over Time(Energy)| While active, you emit a storm of electricity that constantly damages all nearby foes. }} | |||
{{Power|[[Image:ElectricArmor_SelfBuffDefensePhysical.png|22px]]| Charged Armor| Auto, Self {{DamResVal|35|35|0|0|35}}| When you toggle on this power, you are surrounded in a charged field that makes you highly resistant to Smashing, Lethal and Energy damage. }} | |||
{{Power|[[Image:ElectricArmor_SelfResistElements.png|22px]]| Conductive Shield| Auto, Self {{DamResVal|0|0|35|35|35|20}}| When you toggle on this power, you are surrounded in a Conductive Shield that will conduct many sorts of energy away from your body. Conductive Shield grants high resistant to Fire, Cold, and Energy damage, as well as good resistance to Negative Energy damage. }} | |||
{{Power|[[Image:Temporary PVP BuffDefense.png|22px]]| Resistance| Resistance| [[Archvillain Resistance]]. }} | |||
{{clr}} | |||
== Named Bosses == | == Named Bosses == |
Latest revision as of 18:07, 5 June 2023
Overview
The Imperial Defense Force (often abbreviated as IDF) is the most advanced and loyal combat unit in Emperor Cole's military. Heroes encounter them in the Praetorian missions assigned by Tina Macintyre and Maria Jenkins. Rogues encounter them in the Morality tip mission, Hologram of General Aarons. All players encounter them as ambushes in several missions in First Ward, as well as the primary enemies of the Lambda Sector, Keyes Island Reactor and Underground Incarnate Trials.
Enemy Types
Minions
Assault Trooper
Tyrant's Imperial Defense Force troopers are the most advanced soldiers in his arsenal. The IDF Assault Troopers are equipped with an upgraded Plasma Glove and Power Armor with jump boosters, making them resistant to all types of damage.
Powers
Plasma Smasher Melee, High DMG(Energy/Smash), Foe Disorient
The IDF soldier's plasma gauntlet is capable of delivering punishing blows as well as disorienting its foes.
Plasma Punch Melee, Moderate DMG(Energy/Smash), Foe Disorient
The IDF soldier's plasma gauntlet is capable of delivering punishing blows as well as disorienting its foes.
Plasma Vortex Point Blank Area of Effect, Moderate Energy/Smash Damage, Foe Disorient
The IDF soldier's plasma gauntlet is capable of delivering punishing blows as well as disorienting its foes.
Plasma Blast Ranged, Moderate DMG(Energy), Foe Knockdown
The IDF soldier's gauntlets are capable of firing potent plasma energy attacks at their foes which strike with enough force to sometimes knock a foe off their feet.
IDF Armor Res( All30 )
Resistance
Battle Orb Mk I
Battle Orbs are equipped with a wide variety of equipment loads. Some units serve a defensive and support oriented role, while others are more about bringing additional suppressive fire and offense.
Powers
Plasma Blast Ranged, Light DMG(Energy), Foe -Regeneration
The Battle Orb's blast deals minor damage, but will reduce its target's regeneration rate.
Deploy Stimulant Ally Heal, Resist(Confuse, Fear, Hold, Immobilize, Disorient, Sleep)
Heals a single targeted ally of some Hit Points and frees an ally from any status effects and leaves them resistant to such effects for a brief time.
Shield Generator Toggle, Point Blank Area of Effect, Team Def( S16 L16 F16 C16 E16 N16 P16 ), Prot( Im 3.9 St 3.9 )
Creates a large bubble which protects all allies inside. While active, the Shield Generator gives all allies within increase defense to all attacks. The Force Field Generator also protects allies inside from Immobilization, and Disorient effects.
Battle Orb Mk II
Battle Orbs are equipped with a wide variety of equipment loads. Some units serve a defensive and support oriented role, while others are more about bringing additional suppressive fire and offense.
Powers
Plasma Blast Ranged, Light DMG(Energy), Foe -Regeneration
The Battle Orb's blast deals minor damage, but will reduce its target's regeneration rate.
Plasma Spray Ranged (Cone), Moderate DMG(Energy), Foe -Regeneration
The Battle Orb's Plasma Spray deals moderate damage in a large cone and reduces targets' regeneration rates.
Sonic Augmentation Toggle, Point Blank Area of Effect, Team +Damage, +ToHit
Creates a large bubble which protects all allies inside. While active, the Force Field Generator gives all allies within increase defense to all attacks except psionic. The Force Field Generator also protects allies inside from Immobilization, Disorient and Hold effects.
Battle Orb Mk III
Battle Orbs are equipped with a wide variety of equipment loads. Some units serve a defensive and support oriented role, while others are more about bringing additional suppressive fire and offense.
Powers
Plasmatic Immobilizer Ranged (Cone), Light DoT(Energy), Foe Immobilize
The Plasmatic Taser fired by the Battle Orb is capable of immobilizing and damage foes in a large ranged cone in front of it.
Plasmatic Stunner Ranged, Minor DMG(Energy), Foe Disorient
The Battle Orb is capable of setting its plasma weapons to stun its target for a short time.
Resuscitator Ally Resurrect
The Battle Orb's Resuscitator is capable of reviving an ally with a good amount of health and endurance.
BCU
The most basic unit in the Warworks arsenal. These models are equipped with a heavy assault PGMP Rifle and both nano-repair technology and force fields.
Powers
Single Plasma Shot Ranged, Light DMG(Energy), Foe -Regeneration
The Warworks plasma weapons deal energy damage as well as reduce their target's regeneration rate.
Plasma Rifle Burst Ranged, Heavy DMG(Energy), Foe -Regeneration
The Warworks plasma weapons deal energy damage as well as reduce their target's regeneration rate.
Fusion Grenade Ranged (Targeted AoE), Moderate DMG(Energy), Foe Knockdown, Location AoE, High DoT(Fire)
The Warwork plasma rifle is capable of launching fusion grenades which melt the ground beneath them.
Force Barrier Auto, Self Def( S4 L4 F4 C4 E4 N4 P4 ), +Regeneration
The Warworks are not only equipped with nanobots which allow them to recover from damage quickly, but they also are cloaked in a force field which makes them very difficult to hit.
Self Destruct Post Death Special: PBAoE, Moderate DMG(Energy/Smash), Foe Knockback
The Warworks are rigged to explode when they are incapacitated, this will deal moderate lethal and fire damage to all nearby.
OR
Meltdown Post Death Special: PBAoE, Light DMG(Fire/Lethal), Location AoE, High DoT(Fire)
The Warworks are rigged to explode, this particular unit was equipped to melt down and leave behind a plasma patch.
Ranger
Tyrant's Imperial Defense Force troopers are the most advanced soldiers in his arsenal. The IDF Rangers are equipped with an upgraded Plasma Glove and Power Armor, making them resistant to all types of damage.
Powers
Plasma Blast Ranged, Moderate DMG(Energy), Foe Knockdown
The IDF soldier's gauntlets are capable of firing potent plasma energy attacks at their foes which strike with enough force to sometimes knock a foe off their feet.
Plasma Spray Ranged (Cone), Moderate DMG(Energy), Foe Knockdown
The IDF soldier can concentrate a large amount of plasma and release it in a staggering blast of energy capable of both knocking down foes and dealing moderate damage.
Plasma Burst Ranged, Heavy DMG(Energy), Foe Knockdown
The IDF soldier's gauntlets are capable of firing potent plasma energy attacks at their foes which strike with enough force to sometimes knock a foe off their feet.
Plasma Smasher Melee, High DMG(Energy/Smash), Foe Disorient
The IDF soldier's plasma gauntlet is capable of delivering punishing blows as well as disorienting its foes.
IDF Armor Res( All30 )
Resistance
Scryer
Scyers are among the elite of Mother Mayhem's Seers. They make up the rank and file combatants among the elite. They specialize in tearing their foes' minds apart with their mental assault while peering into the mind of their foes to find their weakness.
Powers
Psionic Dart Ranged, Light DMG(Psionic), Foe -Recharge
This basic attack does moderate Psionic damage, and can slightly reduce a target's attack speed.
Subdual Ranged, Moderate DoT(Psionic), Foe Immobilize
Subdual deals moderate Psionic damage and may leave the targeted foe Immobilized for a brief time. Immobilized foes cannot move but can still attack.
Reveal Weakness (Only Level 40 and up) Ranged, Foe -Defense, -Resist(All)
The Scryer peers deep into their victim's mind and finds what they are most vulnerable to. Targets affected by this power have their defense and damage resistance reduced for a short time.
Resistance Auto, Res( P20 ), Def( M4 R4 )
Seers are able to predict their foes' incoming attacks granting them a minor defense buff, and are quite resistant to psychic damage.
Seeker
Seekers are among the elite of Mother Mayhem's Seers. They make up the rank and file combatants among the elite. Seekers have the ability to mend others' wounds with their minds as well as augment their allies with mental wards.
Powers
Mental Blast Ranged, Moderate DMG(Psionic), Foe -Recharge
This attack does moderate Psionic damage, and can slightly reduce a target's attack speed.
Soothe Mind Ally Heal
Heals a single targeted ally for a moderate amount of health. You cannot use this power to heal yourself.
Fortitude Ally +Defense, +Damage, +ToHit
Fortitude immensely enhances a single targeted ally's accuracy, damage potential, and defense. The target ally will even take less damage from those few attacks that do hit him. Fortitude even protects the target ally from psionic attacks and damage.
Fortune Toggle, PBAoE, Team +ToHit, Prot( Ho 7.8 Im 7.8 St 7.8 Sl 7.8 Kb 7.8 )
Seekers are Seers that specialize in reading the thousands of possible futures and finding the ones that are most likely. By being able to do this, they are able to predict their enemies' actions with relative ease. While this power is active, the user and all nearby allies will receive a bonus To Hit as well as resistance to status effects.
Resistance Auto, Res( P20 ), Def( M4 R4 )
Seers are able to predict their foes' incoming attacks granting them a minor defense buff, and are quite resistant to psychic damage.
Lieutenants
ACU
The most advanced of the Warworks shock troopers. These towering androids carry a heavy PGMP Rifle that is capable of delivering a deadly neurotoxin payload.
Powers
Plasma Full Auto Ranged (Cone), Light DoT(Energy), Foe -Regeneration
The Warworks' plasma weapons are capable of discharging a barrage of bolts of energy in a large cone which will reduce the regeneration rate of affected targets.
Plasma Rifle Burst Ranged, Heavy DMG(Energy), Foe -Regeneration
The Warworks plasma weapons deal energy damage as well as reduce their target's regeneration rate.
Chemical Grenade Ranged (Location AoE), Superior DoT(Toxic), Foe -Recharge
The Warwork's plasma weapon is capable of launching a chemical grenade that cripples the movement rate of the target as well as inflicting tremendous Toxic damage over time.
Force Barrier Auto, Self Def( S5 L5 F5 C5 E5 N5 ), +Regeneration
The Warworks are not only equipped with nanobots which allow them to recover from damage quickly, but they also are cloaked in a force field which makes them very difficult to hit.
Self Destruct Post Death Special: PBAoE, Moderate DMG(Energy/Smash), Foe Knockback
The Warworks are rigged to explode when they are incapacitated, this will deal moderate lethal and fire damage to all nearby.
OR
Meltdown Post Death Special: PBAoE, Light DMG(Fire/Lethal), Moderate DoT(Fire)
The Warworks are rigged to explode, this particular unit was equipped to melt down and leave behind a plasma patch.
Diviner
Diviners are among the elite of Mother Mayhem's Seers. They are mid-rank combatants among the elite. They specialize in crushing their foes in close range combat.
Powers
Psionic Slash Melee, High DMG(Psionic), Foe -Recharge
Grip the minds of your foe with a Mind Probe. You must be in close proximity to pull off this attack that wrecks havoc on your foes synapses, dealing high Psionic Damage while reducing their attack speed.
Dominate Mind Melee, High DoT(Psionic), Foe Hold
You crush your target's mind dealing moderate psionic damage over time as well as having a chance to hold your foe for a short time.
Mental Blast Ranged, Moderate DMG(Psionic), Foe -Recharge
This attack does moderate Psionic damage, and can slightly reduce a target's attack speed.
Drain Psyche (Only Level 32 and up) PBAoE, Foe -Regeneration, -Recovery, Self +Regeneration, +Recovery
You Drain the Psyche of you nearby foes, thus weakening their Hit Point Regeneration and Endurance Recovery and boosting your own.
Summon Reinforcements Low (Only Levels 21-24) Summon Reinforcements: TEST Ranger
Seers can call PPD Officers to aid them when they are endangered.v
Summon Reinforcements (Only Level 25 and up) Summon Reinforcements: Assault Trooper
Seers can call PPD Officers to aid them when they are endangered.
Resistance Auto, Res( P22.5 ), Def( M6.25 R6.25 ), Prot( Ho 3.0 St 3.0 Sl 3.0 )
Seers are able to predict their foes' incoming attacks granting them a minor defense buff, and are quite resistant to psychic damage.
Elite Ranger
Tyrant's Imperial Defense Force troopers are the most advanced soldiers in his arsenal. The IDF Elite Rangers are terrifying foes to engage. Their weaponry is far more advanced than the PPD Shock Glove, and they are decked out in nearly impenetrable power armor.
Powers
Plasma Blast Ranged, Moderate DMG(Energy), Foe Knockdown
The IDF soldier's gauntlets are capable of firing potent plasma energy attacks at their foes which strike with enough force to sometimes knock a foe off their feet.
Plasma Spray Ranged (Cone), Moderate DMG(Energy), Foe Knockdown
The IDF soldier can concentrate a large amount of plasma and release it in a staggering blast of energy capable of both knocking down foes and dealing moderate damage.
Plasma Burst Ranged, Heavy DMG(Energy), Foe Knockdown
The IDF soldier's gauntlets are capable of firing potent plasma energy attacks at their foes which strike with enough force to sometimes knock a foe off their feet.
Plasma Burst Ranged, Heavy DMG(Energy), Foe Knockdown
The IDF soldier's gauntlets are capable of firing potent plasma energy attacks at their foes which strike with enough force to sometimes knock a foe off their feet.
Plasma Smasher Melee, High DMG(Energy/Smash), Foe Disorient
The IDF soldier's plasma gauntlet is capable of delivering punishing blows as well as disorienting its foes.
Summon Battle Orb Summon Battle Orb
IDF Lieutenants and Bosses are capable of summoning a Mk 1, 2 or 3 Battle Orb.
IDF Armor Res( All35 )
Resistance
Heavy Trooper
Tyrant's Imperial Defense Force troopers are the most advanced soldiers in his arsenal. The IDF Heavy Troopers wear heavy Power Armor with jump boosters as well as shoulder mounted rocket launchers that are capable of delivering a powerful nerve gas that can cripple enemies.
Powers
Missile Volley Ranged, Moderate DMG(Fire/Lethal), Minor DoT(Toxic), Foe Knockdown
The Heavy Trooper fires a barrage of micro missiles at its target dealing moderate lethal and fire damage. Targets struck by this attack will also suffer toxic damage over time and may be knocked off their feet.
Missile Barrage Ranged (Targeted AoE), Moderate DMG(Fire/Lethal), Minor DoT(Toxic), Foe Knockdown
The Heavy Trooper showers the battlefield with several micro missiles dealing high lethal and fire damage as well as inflicting minor toxic damage over time. Some targets of this attack may be knocked off of their feet.
Nerve Gas Rockets (Only Level 32 and up) Ranged (Targeted AoE), Minor DMG(Fire/Lethal), Moderate DoT(Toxic), Foe Hold
The Heavy Trooper's rocket packs are armed with micro missiles loaded with nerve gas. These missiles cause minor lethal and fire damage immediately and may hold their targets. Targets struck by this attack will suffer toxic damage over time.
EMP Rockets (Only Level 40 and up) Ranged (Targeted AoE), Moderate DMG(Fire/Lethal), Foe -Regeneration, -Recovery, -Endurance
These missiles deal light fire and lethal damage and emit a constant EMP pulse which will drain endurance from their targets as well as reducing their regeneration for a short time.
Summon Battle Orb Summon Battle Orb
IDF Lieutenants and Bosses are capable of summoning a Mk 1, 2 or 3 Battle Orb.
IDF Armor Res( All35 )
Resistance
Shock Trooper
Tyrant's Imperial Defense Force Troopers are the most advanced soldiers in his arsenal. The IDF Shock Troopers are terrifying foes to engage. Their weaponry is far more advanced than the PPD Shock Glove, and they are decked out in nearly impenetrable power armor.
Powers
Plasma Smasher Melee, High DMG(Energy/Smash), Foe Disorient
The IDF soldier's plasma gauntlet is capable of delivering punishing blows as well as disorienting its foes.
Plasma Punch Melee, Moderate DMG(Energy/Smash), Foe Disorient
The IDF soldier's plasma gauntlet is capable of delivering punishing blows as well as disorienting its foes.
Plasma Vortex PBAoE, Moderate Energy/Smash Damage, Foe Disorient
The IDF soldier's plasma gauntlet is capable of delivering punishing blows as well as disorienting its foes.
Total Focus Melee, Extreme DMG(Energy/Smash), Foe Disorient
The IDF soldier's plasma gauntlet is capable of delivering punishing blows as well as disorienting its foes.
Plasma Blast Ranged, Moderate DMG(Energy), Foe Knockdown
The IDF soldier's gauntlets are capable of firing potent plasma energy attacks at their foes which strike with enough force to sometimes knock a foe off their feet.
Summon Battle Orb Summon Battle Orb
IDF Lieutenants and Bosses are capable of summoning a Mk 1, 2 or 3 Battle Orb.
IDF Armor Res( All35 )
Resistance
Bosses
Augur
Augurs are the elite amongst the Seers and are masters of mind control. They are capable of crippling their enemies with powerful mental assaults then moving in for the kill.
Powers
Levitate Ranged, Moderate DMG(Smash), Foe Knockup, -Fly
You can send a single target violently into the air, then slam them to the ground for Smashing damage. This power can bring flying foes to the ground.
Mental Blast Ranged, Moderate DMG(Psionic), Foe -Recharge
This attack does moderate Psionic damage, and can slightly reduce a target's attack speed.
Psionic Tornado Ranged (Targeted AoE), Moderate DoT(Psionic), Foe Knockup, -Recharge
Unleashes a whirlwind of Psionic energy on a target, tossing nearby foes into the air. The Psionic Tornado damages foes and Slows their attack speed.
Dominate Ranged, Foe Hold
Your mind has been Dominated. You are Held.
Scare (Only Level 40 and up) Ranged, Foe Fear
You entwine a single foe within their deepest fears and cause them to helplessly tremble for a brief while.
Summon Reinforcements Low (Only Levels 21-24) Summon Reinforcements: TEST Ranger
Seers can call PPD Officers to aid them when they are endangered.v
Summon Reinforcements (Only Level 25 and up) Summon Reinforcements: Assault Trooper
Seers can call PPD Officers to aid them when they are endangered.
Resistance Auto, Res( P30 ), Def( M10% R10% ), Prot( Ho 3.0 St 3.0 Sl 3.0 ), Res( Sl 400% )
Seers are able to predict their foes' incoming attacks granting them a minor defense buff, and are quite resistant to psychic damage.
Commander
Tyrant's Imperial Defense Force troopers are the most advanced soldiers in his arsenal. IDF Commanders lead the IDF Forces to war offering a frightening array of plasma weaponry. They have little need of bulky powered armor, their innate superior genetic structure proving to be more than a match for conventional weapons.
Powers
Plasma Smasher Melee, High DMG(Energy/Smash), Foe Disorient
The IDF soldier's plasma gauntlet is capable of delivering punishing blows as well as disorienting its foes.
Plasma Punch Melee, Moderate DMG(Energy/Smash), Foe Disorient
The IDF soldier's plasma gauntlet is capable of delivering punishing blows as well as disorienting its foes.
Plasma Vortex PBAoE, Moderate Energy/Smash Damage, Foe Disorient
The IDF soldier's plasma gauntlet is capable of delivering punishing blows as well as disorienting its foes.
Total Focus Melee, Extreme DMG(Energy/Smash), Foe Disorient
The IDF soldier's plasma gauntlet is capable of delivering punishing blows as well as disorienting its foes.
Plasma Spray Ranged (Cone), Moderate DMG(Energy), Foe Knockdown
The IDF soldier can concentrate a large amount of plasma and release it in a staggering blast of energy capable of both knocking down foes and dealing moderate damage.
Plasma Burst Ranged, Heavy DMG(Energy), Foe Knockdown
The IDF soldier's gauntlets are capable of firing potent plasma energy attacks at their foes which strike with enough force to sometimes knock a foe off their feet.
Summon Battle Orb Summon Battle Orb
IDF Lieutenants and Bosses are capable of summoning a Mk 1, 2 or 3 Battle Orb.
IDF Armor Res( All35 )
Resistance
Defense Turret
Armed with plasma weaponry capable of piercing through the toughest of armor, these turrets are an incredibly effective deterrent for keeping trespassers out of the Lambda sector and other vital Praetorian military outposts.
Powers
Plasma Cannon Blast Ranged, Moderate DMG(Energy), Foe -Regeneration
The Warworks Defense Turrets are equipped with plasma turrets capable of dealing energy damage. Burns from these blasts reduce a target's regeneration rate for a short time.
Plasma Cannon Burst Ranged, High DMG(Energy), Foe -Regeneration
The Warworks Defense Turrets are equipped with plasma turrets capable of dealing energy damage. Burns from these blasts reduce a target's regeneration rate for a short time.
Plasma Cannon Spray Ranged (Cone), Moderate DMG(Energy), Foe -Regeneration
The Warworks Defense Turrets are equipped with plasma turrets capable of dealing energy damage. Burns from these blasts reduce a target's regeneration rate for a short time.
Plasma Cannon Detonator Ranged (Targeted AoE), Moderate DMG(Energy), Minor DoT(Energy), Foe -Regeneration
The Warworks Defense Turrets are equipped with plasma turrets capable of dealing energy damage. Burns from these blasts reduce a target's regeneration rate for a short time.
Rapid Repair Auto, Self +Regeneration
Resistance
Heavy Commander
IDF Heavy Commanders can lead the Heavy Troopers into combat or occasionally supply heavy support on their own to a unit. They overcome the short range flaws of the Heavy Trooper with the addition of plasma machine guns to handle close range foes.
Powers
Missile Volley Ranged, Moderate DMG(Fire/Lethal), Minor DoT(Toxic), Foe Knockdown
The Heavy Trooper fires a barrage of micro missiles at its target dealing moderate lethal and fire damage. Targets struck by this attack will also suffer toxic damage over time and may be knocked off their feet.
Missile Barrage Ranged (Targeted AoE), Moderate DMG(Fire/Lethal), Minor DoT(Toxic), Foe Knockdown
The Heavy Trooper showers the battlefield with several micro missiles dealing high lethal and fire damage as well as inflicting minor toxic damage over time. Some targets of this attack may be knocked off of their feet.
Nerve Gas Rockets Ranged (Targeted AoE), Minor DMG(Fire/Lethal), Minor DoT(Toxic), Foe Hold
The Heavy Trooper's rocket packs are armed with micro missiles loaded with nerve gas. These missiles cause minor lethal and fire damage immediately and may hold their targets. Targets struck by this attack will suffer toxic damage over time.
Plasma Strafe Ranged (Cone), Moderate DMG(Energy/Fire), Minor DoT(Energy), Foe -Regeneration
The twin plasma machine guns can strafe a wide area in front of the IDF soldier, protecting against close assault.
Focused Burst Ranged, High DMG(Energy/Fire), Minor DoT(Energy), Foe -Regeneration, Knockback
The twin plasma machine guns focused on a single target can do significant damage and drive them back.
All Out Assault (Only Level 36 and up) PBAoE, High DMG(Fire/Energy), Minor DoT(Energy), Foe -Regeneration, Knockback - and/or - High Damage(Fire/Lethal), Minor DoT(Toxic), Foe Knockdown
This desperation move fire all weapons on full automatic -- the plasma guns hitting nearby targets, the missile pods firing on those further out, and those standing in between getting hit by both, turning the area into a instant killing field.
EMP Rockets (Only Level 40 and up) Ranged (Targeted AoE), Moderate DMG(Fire/Lethal), Foe -Regeneration, -Recovery, -Endurance
These missiles deal light fire and lethal damage and emit a constant EMP pulse which will drain endurance from their targets as well as reducing their regeneration for a short time.
Summon Battle Orb Summon Battle Orb
IDF Lieutenants and Bosses are capable of summoning a Mk 1, 2 or 3 Battle Orb.
IDF Armor Res( All35 )
Resistance
Mk-VI "Victoria"
Mk-VI "Victoria" androids are a deadly assassin android model. Unlike the ACU, BCU and Warwalkers these cunning automatons prefer to employ stealth to engage in melee and deliver killing blows to their enemies.
Powers
Swipe Melee, Light DMG(Lethal/Energy), Foe -Defense, Chance for Critical Hit
The Mk6 Victoria can lash out at her foes with a pair of strikes with her arm blades and reduce their defense while dealing moderate lethal and energy damage.
Cross Cut Melee, Moderate DMG(Lethal/Energy), Foe -Defense, Chance for Critical Hit
The Mk6 Victoria can lash out at her foes with a pair of strikes with her arm blades and reduce their defense while dealing moderate lethal and energy damage.
Feint Melee, Moderate DMG(Lethal), Self Def( L18.5% ), Def( M18.5% ), Chance for Critical Hit
The Victoria's Feint attack deals moderate lethal and energy damage to her target while boosting her own melee and lethal defense for a short time.
Dance of Blades PBAoE, Moderate DMG(Lethal/Energy), Minor DoT(Lethal), Foe -Defense, Knockdown, Chance for Critical Hit
The Victoria executes a magnificent twirling attack which causes high lethal and energy damage as well as reducing her foes defense and possibly knocking them down.
Blade Flurry Melee (Cone), Extreme DoT(Lethal/Energy), Foe Knockdown, -Defense, Chance for Critical Hit
The Victoria can unleash a deadly attack with her energy blades in a large cone in front of her dealing superior lethal and energy damage, reducing her targets' defense and possibly knocking them down.
Placate Ranged, Foe Placate, Self Stealth/Hide
The Victoria Mk6 can trick her opponents and slip away and deliver a deadly critical hit.
Plasma Eye Beams Ranged, High DMG(Energy), Foe -Regeneration, Chance for Critical Hit
The Victoria Mk6 is capable of firing a powerful energy beam from her eyes which will reduce its targets' defense and cause energy damage.
Stealth Toggle, Self Stealth, Def( M7.5% R4.0% ), -Speed
You blend into your environment and can only be seen at very close range. If you attack while using this power, you will be discovered. Even if discovered, you are hard to see and have a bonus to Defense. While Invisible, your movement is Slowed.
Force Barrier Auto, Self Def( S10 L10 F10 C10 E10 N10 P10 ), +Regeneration
The Warworks are not only equipped with nanobots which allow them to recover from damage quickly, but they also are cloaked in a force field which makes them very difficult to hit.
Arm Self-Destruct Post Death Special: PBAoE, Moderate DMG(Energy/Smash), Foe Knockback
You are Disoriented.
War Walker
War Walkers are meant to serve one purpose, to instill terror into its foes as it obliterates them with its deadly particle cannons. The mechanical behemoths represent the pinnacle of Praetorian technology.
Powers
Particle Burst Ranged, Moderate DMG(Energy), Foe -Regeneration, -Resist(All)
The War Walker's attacks deal energy damage and reduce their target's damage resistance and regeneration rate for a short time.
Heavy Particle Burst Ranged (Cone), Light DMG(Energy), Foe -Regeneration, -Resist(All)
The War Walker's attacks deal energy damage and reduce their target's damage resistance and regeneration rate for a short time.
Charged Shot Ranged (Targeted AoE), Moderate DMG(Energy), Foe -Regeneration, -Resist(All), Knockdown
The War Walker's attacks deal energy damage and reduce their target's damage resistance and regeneration rate for a short time.
Smash Melee, Moderate DMG(Smash), Foe Knockback, Disorient
The War Walker's fists pack a wallop. They deal smashing damage, can knockdown and disorient their foes.
Pummel Melee, High DMG(Smash), Foe Knockback, Disorient
The War Walker's fists pack a wallop. They deal smashing damage, can knockdown and disorient their foes.
Ground Slam PBAoE, High DMG(Smash), Foe Knockdown, Disorient
The Warwalker can slam its mighty fists into the ground causing heavy damage as well as knocking down and disorienting its targets.
Orbital Lance Lock War Walker powers up their Orbital Lance!
The Warwalker must lock onto a target before unleashing its mighty Orbital Lance.
Orbital Lance Power Up War Walker targets your location with their Orbital Lance!
The Warwalker must lock onto a target before unleashing its mighty Orbital Lance.
Orbital Lance Ranged (Location AoE), Extreme DMG(Energy), Foe -Regeneration, -Resist(All), Knockdown
The Orbital Lance is the most powerful weapon in the Warwalker's arsenal. It is capable of obliterating most targets in a single shot. However, it is easy enough to avoid.
Nano Reconstruction Self Heal
The Warwalker can heal themselves for a substantial amount of health.
The Harder They Fall Post Death Special: Moderate Fire/Smash Damage, Foe Knockdown, Disorient
When the Warwalker is defeated they will often explode dealing moderate damage to everyone nearby.
Resistance Res( S50 L50 F20 C20 E50 N20 ), Prot( Kb 50 )
Resistance
Elite Bosses
Goliath War Walker
The dreadnaughts tend to lead invasion forces due to their incredible resilience and destructive prowess. Wherever the Goliath War Walker goes, a trail of destruction is left in its wake.
Powers
Foot Stomp PBAoE, High DMG(Smash), Foe Knockdown, Disorient
The Warwalker can slam its mighty fists into the ground causing heavy damage as well as knocking down and disorienting its targets.
Smash Melee, Moderate DMG(Smash), Foe Knockback, Disorient
The War Walker's fists pack a wallop. They deal smashing damage, can knockdown and disorient their foes.
Pummel Melee, High DMG(Smash), Foe Knockback, Disorient
The War Walker's fists pack a wallop. They deal smashing damage, can knockdown and disorient their foes.
Particle Lance Ranged (Narrow Cone), Moderate DMG(Energy), Foe -Regeneration, -Resist(All)
The War Walker's attacks deal energy damage and reduce their target's damage resistance and regeneration rate for a short time.
Particle Burst Ranged, Moderate DMG(Energy), Foe -Regeneration, -Resist(All)
The War Walker's attacks deal energy damage and reduce their target's damage resistance and regeneration rate for a short time.
Sweeping Laser Ranged (Cone), Heavy DMG(Energy), Foe -Regeneration, -Resist(All)
The War Walker's attacks deal energy damage and reduce their target's damage resistance and regeneration rate for a short time.
Nano Reconstruction Self Heal
The Warwalker can heal themselves for a substantial amount of health.
The Harder They Fall Post Death Special: Moderate Fire/Smash Damage, Foe Knockdown, Disorient
When the Warwalker is defeated they will often explode dealing moderate damage to everyone nearby.
Resistance Res( Fr 5000% )
Resistance
Resistance Res( S50 L50 F20 C20 E50 N20 ), Prot( Kb 50 )
Resistance
Resistance Resistance
Archvillain Resistance.
Olympian Guard
These soldiers are said to be the recipients of the most advanced genetic and bio-engineering Praetoria has to offer. Only Tyrant and his Praetors are more powerful than the mighty Olympian Guard.
Powers
Eye Beam Ranged, Heavy DMG(Energy), Foe -Defense
The Olympian Guard are capable of firing a concentrated beam of energy from their visor. This beam causes high damage and reduces the target's defense.
Beam Sweep Ranged (Cone), High DMG(Energy), Foe -Defense
The Olympian Guard are capable of firing a concentrated beam of energy from their visor. This beam causes high damage and reduces the target's defense.
Incarnate Punch Melee, Moderate DMG(Smash), Foe Knockdown, -Defense, -Resist(Smash)
The Olympian Guard wields a large portion of the power of Tyrant. These super soldier clones are capable of crushing their foes in close quarters with energy melee attacks.
Incarnate Haymaker Melee, High DMG(Smash), Foe Knockdown, -Defense, -Resist(Smash)
The Olympian Guard wields a large portion of the power of Tyrant. These super soldier clones are capable of crushing their foes in close quarters with energy melee attacks.
Incarnate Foot Stomp PBAoE, High DMG(Smash), Foe Knockdown, -Defense, -Resist(Smash)
The Olympian Guard wields a large portion of the power of Tyrant. These super soldier clones are capable of crushing their foes in close quarters with energy melee attacks.
Incarnate Knockout Blow Melee, Extreme DMG(Smash), Foe Hold, Knockup, -Defense, -Resist(Smash)
The Olympian Guard wields a large portion of the power of Tyrant. These super soldier clones are capable of crushing their foes in close quarters with energy melee attacks.
Incarnate Hand Clap PBAoE, Foe Disorient, Knockback, -Defense, -Resist(Smash)
The Olympian Guard wields a large portion of the power of Tyrant. These super soldier clones are capable of crushing their foes in close quarters with energy melee attacks.
Mighty Roar PBAoE, Extreme DMG(Energy/Smash), Foe Disorient
The
Dull Pain Self Heal, +MaxHP
The Olympian Guard is able to shrug off wounds that would kill a normal person. Dull Pain not only increases their maximum hit points, but it will also heal them for a large portion of their health.
Unstoppable Self Res( S70 L70 F70 C70 E70 N70 T70 ), Prot( Ho 17.3 Im 17.3 St 17.3 Sl 17.3 Kb 100 ), +Recovery, Delayed Self Weaken(-Endurance, Disorient)
When you activate this power, you not only become extremely resistant to most damage, but also to Disorient, Immobilization, Hold, and Sleep effects. Endurance recovery is also increased. Unstoppable costs little Endurance to activate, but when it wears off you are left exhausted, and drained of half of your Endurance.
Archvillains
Fusion
Main Article: Fusion
Fusion is powered by an internal nuclear reactor which grants him the ability to focus massive waves of force outwards. It is a hotly debated question as to why Fusion's Primal Earth double, Fusionette, is not the same gender as he.
Levels: 20-44
Powers
Power Bolt Ranged, Moderate Energy/Smash Damage, Foe Knockback
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.
Power Beam (Only Level 30 and up) Ranged, Moderate 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.
Power Burst Ranged, Superior Damage(Energy/Smash), Foe Knockback
A short range, but devastating attack.
Pushback Point Blank Area of Effect, Autohit, Foe Knockback
Fusion has knocked you back! Merely standing around Fusion reduces your protection to Knockback attacks. If he is thrown off balance by Jane Temblor, his power will be temporarily suppressed.
Resistance Resistance
Archvillain Resistance.
Jane Temblor
Main Article: Jane Temblor
Jane Temblor, aka Faultline, is the Praetorian double of hero Jim Temblor. Jane's history is similar to Jim's, despite the obvious, though there are rumors her Earth control has something to do with a possible Devouring Earth influence on her parents.
Levels: 20-44
Powers
Quicksand Ranged (Location Area of Effect), Foe -Speed, -Fly, -Jump, -Defense
Your Running speed, Jump height and Defense are reduced by the Quicksand.
Stone Prison Ranged, Moderate Damage over Time(Smash), Foe Immobilize, -Defense, -Fly
Immobilizes a single target within an earthy formation and deals some Smashing damage over time. Some more resilient foes may require multiple attacks to Immobilize. Stone Prison can also reduce a target's Defense.
Fossilize Ranged, Moderate Damage(Smash), Foe Hold, -Defense
Encases a single target within solid stone. The stone slowly crushes the victim, dealing Smashing damage. The Fossilized victim is held helpless and unable to defend himself.
Stone Fist Melee, Moderate Damage(Smash), Foe Disorient
Your stone covered fists attack swiftly for moderate damage, and may Disorient your opponent.
Tremor Point Blank Area of Effect, Moderate Damage(Smash), Foe Knockdown
You can cause a localized earthquake immediately around you. This will deal moderate damage to every foe in melee range, while knocking them back.
Seismic Smash (Only Level 40 and up) Melee, Superior Damage(Smash), Foe Hold
This massive attack hits with all the force of the Earth itself. It deals tremendous amounts of damage, and may Hold the target if they are not defeated outright.
Granite Armor (Only Level 30 and up) Self +Resist(All but Psionics, Immobilize), +Defense(All but Psionics), -Recharge, -Speed, -Damage, -Jump, -Fly
When you activate this power, you are transformed into a massive bulk of unyielding Granite. Your incredible mass makes you almost completely invulnerable and resistant to most effects. However, you also become quite heavy, cannot fly, your attack and movement speed are Slowed and you do less damage. Granite Armor also grants you high resistance to Defense DeBuffs.Cannot be active at the same time as other Armors in this set, Fly powers, Sprint, Super Speed, or Jump powers.
Earth's Embrace Self +MaxHP, Resist(Toxic)
You are so connected to the Earth, you can draw upon its power to add to your own health. Activating this power increases your maximum Hit Points, and grants you resistance to Toxic Damage.
Mud Pots (Only Level 30 and up) Point Blank Area of Effect, Minor Damage over Time(Fire), Foe Immobilize, -Speed
While this power is active, you draw upon the geothermal power of the Earth to create a bubbling pool of hot mud around yourself. All foes in melee range will become snared and entrapped in the mud, Immobilizing some and slowing others. The boiling heat from Mud Pots also deals some damage over time to the snared foes.
Uplift Point Blank Area of Effect, Autohit, Foe Knockup
Temblor has lifted you into the air! Merely standing around Temblor reduces your protection to Knockup attacks. If she is thrown off balance by Fusion, her power will be temporarily supressed.
Resistance Resistance
Archvillain Resistance.
Praetorian Col. Duray
Main Article: Colonel Duray
The field commander of the late General Aarons' Threat Response Batallion, Colonel Virgil Duray is one of the most highly decorated officer from the Hamidon Wars. The TRB, nicknamed Tribe, was the only conventionally armed military force to achieve consistent victories over the Devouring Earth .
Duray has since been put in command of the latest and greatest of Praetoria's Special Force: The Imperial Defense Force's 2nd Battallion is arguably just a rename of Duray's former command with one exceptional difference. Every soldier in the battallion has been genetically reengineered by Praetor Berry.
Levels: 20-44
Powers
Missile Volley Ranged, Moderate Damage(Lethal/Fire), Minor Damage over Time(Toxic), Foe Knockdown
The Heavy Trooper fires a barrage of micro missiles at its target dealing moderate lethal and fire damage. Targets struck by this attack will also suffer toxic damage over time and may be knocked off their feet.
Missile Barrage Ranged (Targeted Area of Effect), Light Damage(Lethal/Fire), Minor Damage over Time(Toxic), Foe Knockdown
The Heavy Trooper showers the battlefield with several micro missiles dealing high lethal and fire damage as well as inflicting minor toxic damage over time. Some targets of this attack may be knocked off of their feet.
Nerve Gas Rockets Ranged (Targeted Area of Effect), Minor Damage(Lethal/Fire), Minor Damage over Time(Toxic), Foe Hold
The Heavy Trooper's rocket packs are armed with micro missiles loaded with nerve gas. These missiles cause minor lethal and fire damage immediately and may hold their targets. Targets struck by this attack will suffer toxic damage over time.
EMP Rockets (Only Level 40 and up) Ranged (Targeted Area of Effect), Minor Damage(Lethal/Fire), Foe -Regeneration, -Recovery, -Endurance
These missiles deal light fire and lethal damage and emit a constant EMP pulse which will drain endurance from their targets as well as reducing their regeneration for a short time.
Plasma Strafe Ranged (Cone), Minor Damage(Energy/Fire), Minor Damage over Time(Energy), Foe -Regeneration
The twin plasma machine guns can strafe a wide area in front of the IDF soldier, protecting against close assault.
Focused Burst Ranged, High Damage(Energy/Fire), Minor Damage over Time(Energy), Foe -Regeneration, Knockback
The twin plasma machine guns focused on a single target can do significant damage and drive them back.
Penetrate Ranged (Narrow Cone), High-Accuracy, Moderate Damage(Energy/Lethal), Foe -Resist(All), Knockback
When both plasma railguns aim for a single target, everything in the line of fire still suffers...
Targeted Strike Ranged (Targeted Area of Effect), Moderate Damage(Energy/Lethal), Foe -Resist(All), Knockback
The plasma railguns can be targeted for indirect fire, yet there is nothing indirect about the damage it causes.
Burst Ranged, Moderate Damage(Energy/Lethal), Foe -Resist(All), Knockback
The twin plasma machine guns can deliver a devastating one-two punch to any single hardened target.
All Out Assault Point Blank Area of Effect, High Damage(Energy/Fire), Minor Damage over Time(Energy), Foe -Regeneration, Knockback - and/or - High Damage(Lethal/Fire), Minor Damage over Time(Toxic), Foe Knockdown - and/or - High Damage(Energy/Lethal), Foe -Resist(All), Knockback
This desperation move fire all weapons on full automatic -- the plasma guns hitting nearby targets, the missile pods firing on those further out, the railguns on distant targets, with a little overlap between each system. It is designed to flatten the area, and is quite effective.
Summon Battle Orb Summon Battle Orb
IDF Lieutenants and Bosses are capable of summoning a Mk 1, 2 or 3 Battle Orb.
Backup Copy Summon Clone of Colonel Duray after 30 seconds
Grant
IDF Armor Res( All35 )
Resistance
Resistance Resistance
Archvillain Resistance.
Riptide
Main Article: Riptide
Riptide's frightening appearance is matched only by his brutality in combat. He can discharge lethal amounts of bio-electricity on anyone who gets too close, while clusters of retractable poisonous spines discourage anyone from staying within arms reach. Despite his monstrous countenance, Riptide is an honorable man outside of combat, but start a fight with him, and all semblance of civility is tabled until victory is had.
Levels: 20-44
Powers
Barb Swipe Melee, Light Damage(Lethal), Minor Damage over Time(Toxic), Foe -Speed, -Recharge
Shred your opponent with several quick Swipes from your Spines. Barb Swipe deals minor damage over time. Spine poison deals additional Toxic damage and Slows affected foes.
Lunge (Only Level 40 and up) Melee, Moderate Damage(Lethal), Minor Damage over Time(Toxic), Foe -Speed, -Recharge
You can lunge forward, stabbing and poisoning a foe with the large Spine on your arm. Lunge deals moderate damage. Spine poison deals additional Toxic damage and Slows affected foes.
Spine Burst Point Blank Area of Effect, Moderate Damage(Lethal), Minor Damage over Time(Toxic), Foe -Speed, -Recharge
You can fling dozens of Spines in all directions. These Spines only travel a short distance, but they can deal moderate damage and poison any target close to you. Spine poison deals additional Toxic damage and Slows affected foes.
Electric Fence Ranged, Moderate Damage over Time(Energy), Foe Immobilize, -Endurance, -Recovery
Surrounds and Immobilizes a single target in an Electric Fence. Deals some damage over time and slowly drains some Endurance. Useful for keeping villains at bay.
Lightning Field (Only Level 30 and up) Auto, Point Blank Area of Effect, Minor Damage over Time(Energy)
While active, you emit a storm of electricity that constantly damages all nearby foes.
Charged Armor Auto, Self Res( S35 L35 E35 )
When you toggle on this power, you are surrounded in a charged field that makes you highly resistant to Smashing, Lethal and Energy damage.
Conductive Shield Auto, Self Res( F35 C35 E35 N20 )
When you toggle on this power, you are surrounded in a Conductive Shield that will conduct many sorts of energy away from your body. Conductive Shield grants high resistant to Fire, Cold, and Energy damage, as well as good resistance to Negative Energy damage.
Resistance Resistance
Archvillain Resistance.
Named Bosses
- Officer Orb (Battle Orb Mk. I)
- Colonel Duray (Heavy Trooper)