Midnight Masters: Difference between revisions
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== Overview == | == Overview == | ||
The Midnight masters are Praetoria's version of the Midnight Squad. They were betrayed and murdered by one of their own, Master Midnight. Now reanimated, they are unthinking, unquestioning, and completely loyal servants of Master Midnight. | |||
{{clr}} | |||
== Enemy Types == | == Enemy Types == | ||
=== Minions === | === Minions === | ||
==== Reanimated Acolyte ==== | ==== Reanimated Acolyte ==== | ||
{{ | <!-- MidnightMastersMin1 MidnightMastersFemMin1 --> | ||
[[Image:Reanimated AcoIyte.jpg|100px|right|thumb|{{center|Reanimated Acolyte}}]] | |||
This hollow shell of a Midnighter barely retains a hint of magical aptitude from its former life. | This hollow shell of a Midnighter barely retains a hint of magical aptitude from its former life. | ||
'''Powers''' | ''Levels: 20-44'' | ||
''Powers'' | |||
{{Power|[[File:Inherent Brawl.png|22px]]| Brawl| Melee, Light Damage(Smash)| When all else fails, you have only your two fists to depend on. }} | |||
{{Power|[[File:Temporary UndeadSlayingAxe.png|22px]]| Undead Slaying Axe| Melee, Moderate Damage(Lethal)| This undead Midnighter's Undead Slaying Axe still packs a potent punch even after its wielder's untimely demise. }} | |||
{{Power|[[File:Temporary RangeHeavyDamage.png|22px]]| Blackwand| Ranged, High Damage(Negative)| This undead Midnighter's Blackwand still packs a potent punch even after its wielder's untimely demise. }} | |||
{{Power|[[File:Invulnerability ToughHide.png|22px]]| Damage Resistance| {{DamResVal|10|0|0|0|10|10|s=-}}| The Midnight Masters are naturally resistant to several types of damage. }} | |||
{{clr}} | {{clr}} | ||
=== Lieutenants === | === Lieutenants === | ||
==== Ghoulish Mystic ==== | ==== Ghoulish Mystic ==== | ||
{{ | <!-- MidnightMastersLt1 MidnightMastersFemLt1 --> | ||
[[Image:Ghoulish Mystic.jpg|100px|right|thumb|{{center|Ghoulish Mystic}}]] | |||
More powerful than most of Master Midnight's horde, this aberration retains a number of magical abilities from its life. | More powerful than most of Master Midnight's horde, this aberration retains a number of magical abilities from its life. | ||
'''Powers'' | ''Levels: 20-44'' | ||
''Powers'' | |||
{{Power|[[File:Temp Ranged Heavy.png|22px]]| Rune Blast| Ranged, Extreme Damage(Energy), Foe -Defense, Knockback| The Midnight Mystic can call upon the magical energies of this rune to delivery powerful blasts of magic. }} | |||
{{Power|[[File:GravityControl Lift.png|22px]]| Lift| Ranged, Moderate Damage(Smash), Foe Knockup, -Fly| Negates the gravity around a single target. Lift violently sends an enemy straight into the air, then slams them to the ground for Smashing damage. This power can bring flying foes to the ground. }} | |||
{{Power|[[File:Temporary SandsOfMu.png|22px]]| Sands of Mu| Melee (Cone), Moderate Damage over Time(Negative/Smash), Foe -ToHit| The Ghoulish Mystics carry a mysterious magical sand with them, enabling to channel the power of the nether realms into a devastating flurry of blows. }} | |||
{{Power|[[File:Necromancy SummonSkeletonWarrior.png|22px]]| Animate Acolytes| Summon Reanimated Acolyte| The Ghoulish Mystic can animate an Acolyte to fight at his side.}} | |||
{{Power|[[File:Invulnerability ToughHide.png|22px]]| Damage Resistance| {{DamResVal|10|0|0|0|10|10|s=-}}| The Midnight Masters are naturally resistant to several types of damage. }} | |||
{{clr}} | {{clr}} | ||
=== Bosses === | === Bosses === | ||
==== Shambling Archmage ==== | ==== Shambling Archmage ==== | ||
{{ | [[Image:Shambling Archmage.jpg|100px|right|thumb|{{center|Shambling Archmage}}]] | ||
Closer to a Lich than a Zombie, the Shambling Archmage packs a powerful punch with energy magic, and is able to sustain itself off of the life energies of nearby enemies. | Closer to a Lich than a Zombie, the Shambling Archmage packs a powerful punch with energy magic, and is able to sustain itself off of the life energies of nearby enemies. | ||
'''Powers''' | ''Levels: 20-44'' | ||
''Powers'' | |||
{{Power|[[File:PowerPunch EnergyPunch.png|22px]]| Energy Punch| Melee, Moderate Damage(Energy/Smash), Foe Disorient| You perform a powerful Energy Punch that deals moderate damage. When used with other Energy Melee attacks, Energy Punch can Disorient your opponent. }} | |||
{{Power|[[File:PowerPunch BoneSmasher.png|22px]]| Bone Smasher| Melee, High Damage(Energy/Smash), Foe Disorient| A Bone Smasher attack can be slow, but it compensates by dealing a good amount of damage and having a better chance to Disorient than Energy Punch. }} | |||
{{Power|[[File:PowerPunch Flurry.png|22px]]| Whirling Hands| Point Blank Area of Effect, Moderate Damage(Energy/Smash), Foe Disorient| By focusing your energy into the muscles in your arms, you can launch a dizzying flurry of attacks against every foe in melee range. Some foes may be hit hard enough to be Disoriented as well. }} | |||
{{Power|[[File:EnergyAssault PowerPush.png|22px]]| Power Push| Ranged, Minor Damage(Energy/Smash), Foe High Knockback| This ranged attack deals little damage, but sends the target flying for a great distance. }} | |||
{{Power|[[File:DarkMiasma TwilightGrasp.png|22px]]| Twilight Grasp| Ranged, Foe -ToHit, -Damage, -Regeneration, Team Heal| You channel Negative Energy from the Netherworld through yourself to a targeted foe. Twilight Grasp drains the power from that target and slowly transfers it to you and all nearby allies. The targeted foe's chance to hit and damage are reduced, while you and your nearby allies are healed. }} | |||
{{Power|[[File:Invulnerability ToughHide.png|22px]]| Damage Resistance| {{DamResVal|10|0|0|0|15|15|s=-}}| The Midnight Masters are naturally resistant to several types of damage.}} | |||
{{clr}} | |||
=== Named Bosses === | |||
==== Master Midnight ==== | |||
<!-- Model_Master_Midnight_NoRing Model_Master_Midnight_NoHelmet Model_Master_Midnights_Armor Model_Master_Midnight_Resurrected_NoRing Model_Master_Midnight_NoHelmet_Spirit --> | |||
[[Image:Master Midnight.jpg|100px|right|thumb|{{center|Master Midnight}}]] | |||
The Midnight Master himself, Master Midnight wrestled control over the Midnight Squad and their Midnight Mansion many moons ago. Those who he has defeated have become slaves to his power, serving him even beyond death as the undead Midnight Masters. Though despite all his power, Master Midnight lacks true knowledge of magic, a gap he is working feverishly to close in the hopes of obtaining the affections of Diabolique. | |||
''Powers'' | |||
{{Power|[[File:PowerPunch EnergyPunch.png|22px]]| Energy Punch| Melee, Moderate Damage(Energy/Smash), Foe Disorient| You perform a powerful Energy Punch that deals moderate damage. When used with other Energy Melee attacks, Energy Punch can Disorient your opponent. }} | |||
{{Power|[[File:PowerPunch BoneSmasher.png|22px]]| Bone Smasher| Melee, High Damage(Energy/Smash), Foe Disorient| A Bone Smasher attack can be slow, but it compensates by dealing a good amount of damage and having a better chance to Disorient than Energy Punch. }} | |||
{{Power|[[File:PowerPunch Flurry.png|22px]]| Whirling Hands| Point Blank Area of Effect, Moderate Damage(Energy/Smash), Foe Disorient| By focusing your energy into the muscles in your arms, you can launch a dizzying flurry of attacks against every foe in melee range. Some foes may be hit hard enough to be Disoriented as well. }} | |||
{{Power|[[File:EnergyAssault PowerPush.png|22px]]| Power Push| Ranged, Minor Damage(Energy/Smash), Foe High Knockback| This ranged attack deals little damage, but sends the target flying for a great distance. }} | |||
{{Power|[[File:DarkMiasma TwilightGrasp.png|22px]]| Twilight Grasp| Ranged, Foe -ToHit, -Damage, -Regeneration, Team Heal| You channel Negative Energy from the Netherworld through yourself to a targeted foe. Twilight Grasp drains the power from that target and slowly transfers it to you and all nearby allies. The targeted foe's chance to hit and damage are reduced, while you and your nearby allies are healed. }} | |||
{{Power|[[File:Invulnerability ToughHide.png|22px]]| Damage Resistance| {{DamResVal|10|0|0|0|15|15|s=-}}| The Midnight Masters are naturally resistant to several types of damage.}} | |||
{{clr}} | |||
==== Montague Castanella ==== | |||
<!-- P1415935792 Model_Zombie_Montague_NoRing --> | |||
[[Image:Montague Castanella NW.jpg|100px|right|thumb|{{center|Montague Castanella}}]] | |||
Freed from the magic that enslaved him to Master Midnight, Montague Castanella is once again the leader of the Midnight Squad. | |||
''Powers'' | |||
{{Power|[[File:PowerPunch EnergyPunch.png|22px]]| Energy Punch| Melee, Moderate Damage(Energy/Smash), Foe Disorient| You perform a powerful Energy Punch that deals moderate damage. When used with other Energy Melee attacks, Energy Punch can Disorient your opponent. }} | |||
{{Power|[[File:PowerPunch BoneSmasher.png|22px]]| Bone Smasher| Melee, High Damage(Energy/Smash), Foe Disorient| A Bone Smasher attack can be slow, but it compensates by dealing a good amount of damage and having a better chance to Disorient than Energy Punch. }} | |||
{{Power|[[File:PowerPunch Flurry.png|22px]]| Whirling Hands| Point Blank Area of Effect, Moderate Damage(Energy/Smash), Foe Disorient| By focusing your energy into the muscles in your arms, you can launch a dizzying flurry of attacks against every foe in melee range. Some foes may be hit hard enough to be Disoriented as well. }} | |||
{{Power|[[File:EnergyAssault PowerPush.png|22px]]| Power Push| Ranged, Minor Damage(Energy/Smash), Foe High Knockback| This ranged attack deals little damage, but sends the target flying for a great distance. }} | |||
{{Power|[[File:DarkMiasma TwilightGrasp.png|22px]]| Twilight Grasp| Ranged, Foe -ToHit, -Damage, -Regeneration, Team Heal| You channel Negative Energy from the Netherworld through yourself to a targeted foe. Twilight Grasp drains the power from that target and slowly transfers it to you and all nearby allies. The targeted foe's chance to hit and damage are reduced, while you and your nearby allies are healed. }} | |||
{{Power|[[File:Invulnerability ToughHide.png|22px]]| Damage Resistance| {{DamResVal|10|0|0|0|15|15|s=-}}| The Midnight Masters are naturally resistant to several types of damage.}} | |||
{{clr}} | {{clr}} | ||
[[Category:Praetoria Lore]] | [[Category:Praetoria Lore]] | ||
[[Category:Enemies]] | [[Category:Enemies]] |
Latest revision as of 17:20, 22 July 2022
Overview
The Midnight masters are Praetoria's version of the Midnight Squad. They were betrayed and murdered by one of their own, Master Midnight. Now reanimated, they are unthinking, unquestioning, and completely loyal servants of Master Midnight.
Enemy Types
Minions
Reanimated Acolyte
This hollow shell of a Midnighter barely retains a hint of magical aptitude from its former life.
Levels: 20-44
Powers
Brawl Melee, Light Damage(Smash)
When all else fails, you have only your two fists to depend on.
Undead Slaying Axe Melee, Moderate Damage(Lethal)
This undead Midnighter's Undead Slaying Axe still packs a potent punch even after its wielder's untimely demise.
Blackwand Ranged, High Damage(Negative)
This undead Midnighter's Blackwand still packs a potent punch even after its wielder's untimely demise.
Damage Resistance Res( S-10 E10 N10 )
The Midnight Masters are naturally resistant to several types of damage.
Lieutenants
Ghoulish Mystic
More powerful than most of Master Midnight's horde, this aberration retains a number of magical abilities from its life.
Levels: 20-44
Powers
Rune Blast Ranged, Extreme Damage(Energy), Foe -Defense, Knockback
The Midnight Mystic can call upon the magical energies of this rune to delivery powerful blasts of magic.
Lift Ranged, Moderate Damage(Smash), Foe Knockup, -Fly
Negates the gravity around a single target. Lift violently sends an enemy straight into the air, then slams them to the ground for Smashing damage. This power can bring flying foes to the ground.
Sands of Mu Melee (Cone), Moderate Damage over Time(Negative/Smash), Foe -ToHit
The Ghoulish Mystics carry a mysterious magical sand with them, enabling to channel the power of the nether realms into a devastating flurry of blows.
Animate Acolytes Summon Reanimated Acolyte
The Ghoulish Mystic can animate an Acolyte to fight at his side.
Damage Resistance Res( S-10 E10 N10 )
The Midnight Masters are naturally resistant to several types of damage.
Bosses
Shambling Archmage
Closer to a Lich than a Zombie, the Shambling Archmage packs a powerful punch with energy magic, and is able to sustain itself off of the life energies of nearby enemies.
Levels: 20-44
Powers
Energy Punch Melee, Moderate Damage(Energy/Smash), Foe Disorient
You perform a powerful Energy Punch that deals moderate damage. When used with other Energy Melee attacks, Energy Punch can Disorient your opponent.
Bone Smasher Melee, High Damage(Energy/Smash), Foe Disorient
A Bone Smasher attack can be slow, but it compensates by dealing a good amount of damage and having a better chance to Disorient than Energy Punch.
Whirling Hands Point Blank Area of Effect, Moderate Damage(Energy/Smash), Foe Disorient
By focusing your energy into the muscles in your arms, you can launch a dizzying flurry of attacks against every foe in melee range. Some foes may be hit hard enough to be Disoriented as well.
Power Push Ranged, Minor Damage(Energy/Smash), Foe High Knockback
This ranged attack deals little damage, but sends the target flying for a great distance.
Twilight Grasp Ranged, Foe -ToHit, -Damage, -Regeneration, Team Heal
You channel Negative Energy from the Netherworld through yourself to a targeted foe. Twilight Grasp drains the power from that target and slowly transfers it to you and all nearby allies. The targeted foe's chance to hit and damage are reduced, while you and your nearby allies are healed.
Damage Resistance Res( S-10 E15 N15 )
The Midnight Masters are naturally resistant to several types of damage.
Named Bosses
Master Midnight
The Midnight Master himself, Master Midnight wrestled control over the Midnight Squad and their Midnight Mansion many moons ago. Those who he has defeated have become slaves to his power, serving him even beyond death as the undead Midnight Masters. Though despite all his power, Master Midnight lacks true knowledge of magic, a gap he is working feverishly to close in the hopes of obtaining the affections of Diabolique.
Powers
Energy Punch Melee, Moderate Damage(Energy/Smash), Foe Disorient
You perform a powerful Energy Punch that deals moderate damage. When used with other Energy Melee attacks, Energy Punch can Disorient your opponent.
Bone Smasher Melee, High Damage(Energy/Smash), Foe Disorient
A Bone Smasher attack can be slow, but it compensates by dealing a good amount of damage and having a better chance to Disorient than Energy Punch.
Whirling Hands Point Blank Area of Effect, Moderate Damage(Energy/Smash), Foe Disorient
By focusing your energy into the muscles in your arms, you can launch a dizzying flurry of attacks against every foe in melee range. Some foes may be hit hard enough to be Disoriented as well.
Power Push Ranged, Minor Damage(Energy/Smash), Foe High Knockback
This ranged attack deals little damage, but sends the target flying for a great distance.
Twilight Grasp Ranged, Foe -ToHit, -Damage, -Regeneration, Team Heal
You channel Negative Energy from the Netherworld through yourself to a targeted foe. Twilight Grasp drains the power from that target and slowly transfers it to you and all nearby allies. The targeted foe's chance to hit and damage are reduced, while you and your nearby allies are healed.
Damage Resistance Res( S-10 E15 N15 )
The Midnight Masters are naturally resistant to several types of damage.
Montague Castanella
Freed from the magic that enslaved him to Master Midnight, Montague Castanella is once again the leader of the Midnight Squad.
Powers
Energy Punch Melee, Moderate Damage(Energy/Smash), Foe Disorient
You perform a powerful Energy Punch that deals moderate damage. When used with other Energy Melee attacks, Energy Punch can Disorient your opponent.
Bone Smasher Melee, High Damage(Energy/Smash), Foe Disorient
A Bone Smasher attack can be slow, but it compensates by dealing a good amount of damage and having a better chance to Disorient than Energy Punch.
Whirling Hands Point Blank Area of Effect, Moderate Damage(Energy/Smash), Foe Disorient
By focusing your energy into the muscles in your arms, you can launch a dizzying flurry of attacks against every foe in melee range. Some foes may be hit hard enough to be Disoriented as well.
Power Push Ranged, Minor Damage(Energy/Smash), Foe High Knockback
This ranged attack deals little damage, but sends the target flying for a great distance.
Twilight Grasp Ranged, Foe -ToHit, -Damage, -Regeneration, Team Heal
You channel Negative Energy from the Netherworld through yourself to a targeted foe. Twilight Grasp drains the power from that target and slowly transfers it to you and all nearby allies. The targeted foe's chance to hit and damage are reduced, while you and your nearby allies are healed.
Damage Resistance Res( S-10 E15 N15 )
The Midnight Masters are naturally resistant to several types of damage.