Crey: Difference between revisions
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==== Crey Gamma Tank ==== | ==== Crey Gamma Tank ==== | ||
[[File:Creygammatitan.PNG| | [[File:Creygammatitan.PNG|100px|thumb|{{center|Gamma Tank}}]] | ||
Crey's perfected Gamma Armor can turn any soldier into the proverbial irresistible force. Gamma Tanks can direct deadly radiation towards their foes, which leaves them weakened against follow-up hits. | Crey's perfected Gamma Armor can turn any soldier into the proverbial irresistible force. Gamma Tanks can direct deadly radiation towards their foes, which leaves them weakened against follow-up hits. |
Revision as of 01:01, 25 March 2022
Overview
The megacorporation Crey is an enemy group in City of Heroes and City of Villains. This mid-high level villain group can be fought usually between levels 30 and 50.
For data on the company itself, see Crey Industries.
Name
The name Crey comes from the supercomputers manufacturer known as Cray Inc. The letter "C" in Crey's logo is a reference to the shape of the supercomputer Cray-2
Background
Crey official info ( Copied from the City of Heroes official website [1]):
Countess Crey was born Clarissa van Dorn and grew up in Paragon City. The orphan heir to a modest family fortune, she spent most of her high school and college years at various private schools in Europe. She first came to the public's attention when she married Count Alphonse Crey, a man widely recognized as the world's wealthiest and most eligible bachelor. At the tender age of twenty-three, she joined together with her new husband to form Crey Biotech, a pharmaceutical company based in Switzerland. Just a year after their marriage, Count Alphonse fell into tragic coma, a condition that still persists fourteen years later.
The Countess moved her business back to her hometown of Paragon City, along with the corporate headquarters for the still growing Crey Industries. She publicly swore to devote her company's resources to finding a cure for her stricken husband, but proceeded to use her amazing and daring business acumen to expand her company at an astonishing rate. Through a series of buyouts, hostile takeovers, and key personnel acquisitions, the countess turned her small research firm into an economic juggernaut.
However, rumor has it that there is a darker side to Crey Industries. It is an established fact that there have been several government investigations into Crey's sometimes controversial drug testing techniques. However, no formal charges have ever been filed. There have also been widespread rumors of blackmail, intimidation, and other unsavory business practices involved in the various takeovers and acquisitions of the early nineties. More recently, reports indicate that Crey Industries might be operating it's own, secret cadre of super powered security troops, allegedly using advanced and entirely illegal cloning processes.
Rumors of truly evil goings on emerged in the wake of the Rikti Invasion. Although no solid proof has yet surfaced, some have claimed that Crey Biotech employees stole the corpses of many dead heroes who fell during the war. Over a hundred super powered heroes are missing and presumed dead as a result of the alien attack. Whether the Rikti or Crey has the bodies remains a mystery. Towards the end of the war, reports surfaced that uniformed and helmeted super soldiers were protecting Crey facilities from attack, and one member of the Freedom Phalanx swears she recognized one of the mystery guards use the signature attacks of one of her fallen comrades. Still, no undeniable evidence of wrongdoing has ever been found.
Five months ago, a team of heroes associated with The Dawn Patrol uncovered a secret laboratory right in the heart of Paragon City. The facility was guarded by power armor clad soldiers and scientific personnel using Crey Industries made equipment. Within the heart of the underground lab sat a pair of hibernation tanks, each with the body of a MIA hero from the Rikti Invasion. The Dawn Patrol recovered the heroes, but both were long dead. When confronted with this evidence the Countess Crey herself made a rare public appearance. She provided ample proof that the lab personnel were rogue ex-Crey Industries employees who had used stolen scientific equipment for their own ends. Although many skeptics remain, no one has yet been able to find any positive proof that the Countess or any of her employees knew about the operation. For the moment Crey Industries remains the most influential and respected corporation in Paragon City, but many of the city's heroes are keeping a watchful eye on the Countess and her future plans.
Villain types
Minions
Riot Guard
Crey's Security Agents have become an almost ubiquitous sight in Paragon City, especially in any Crey owned facility. They are armed with standard law enforcement weapons, from riot batons to assault weapons.
Powers
Automatic Pistol Ranged, Lethal, Moderate Damage
Small caliber side arm.
Riot Baton Melee, Smash, Foe Disorient
Riot Baton deals minimal damage, but can Disorient a whole lot.
Brawl Melee, Smash
Crey brawling attacks.
Resistance Auto, Self, +Resistances: Lethal
Crey Security Body Armor makes them resistant to lethal damage, but are vulnerable to Confusion.
Mob Specialist
Crey's Security Agents have become an almost ubiquitous sight in Paragon City, especially in any Crey owned facility. They are armed with standard law enforcement weapons, from riot batons to assault weapons.
Powers
Submachine Gun Ranged, Lethal, Low Damage, Foe -Defense
Rapid fire rifle. Can reduce target's defense.
Boxing Melee, Smash, Foe Disorient
A decent punch that has a small chance to Disorient foes.
Kick Melee, Moderate Damage, Smash, Foe Knockdown
A modest kicking attack that has a small chance to knock opponents down.
Brawl Melee, Smash
Crey brawling attacks.
Resistance Auto, Self, +Resistances: Lethal
Crey Security Body Armor makes them resistant to lethal damage, but are vulnerable to Confusion.
Patrol Guard
Crey's Security Agents have become an almost ubiquitous sight in Paragon City, especially in any Crey owned facility. They are armed with standard law enforcement weapons, from riot batons to assault weapons.
Powers
Assault Rifle Ranged, Lethal, Foe -Defense
Quickly fires a burst of rounds at a single target at very long distance. Damage is moderate, but the fire rate is fast. Can also reduce target's defense.
Brawl Melee, Smash
Crey brawling attacks.
Resistance Auto, Self, +Resistances: Lethal
Crey Security Body Armor makes them resistant to lethal damage, but are vulnerable to Confusion.
Radiologist
Crey industries believes firmly in hands on, frontline research, and they demand more from their scientists than most companies. Indeed, Crey Scientists often venture into the field, armed with cryo weapons to help them collect samples—and do serious damage to anyone who get in their way.
Powers
No Ranged attacks
Crey Radiologists do not have any ranged attacks at all.
Radiation Infection Targeted Area of Effect, Toggle, Foe -Defense, -Accuracy
Infects a targeted foe with deadly radiation. All foes the target comes in contact with will also become infected. The Radiation Infection will last as long as the Crey Scientist can keep this power toggled on or when the original infectedtargeted dies. Infected foes have severely reduced Accuracy and Defense.
Brawl Melee, Smash
Crey brawling attacks.
Medic
Crey industries believes firmly in hands on, frontline research, and they demand more from their scientists than most companies. Indeed, Crey Scientists often venture into the field, armed with cryo weapons to help them collect samples—and do serious damage to anyone who get in their way.
Powers
No Ranged attacks
Crey Medics do not have any ranged attacks at all.
Brawl Melee, Smash
Crey brawling attacks.
Hypo Ally Heal, Ressistance to Effects
Heals a single targeted ally of some Hit Points and frees an ally from any Immobilization, Sleep, Disorient and Hold effects and leaves them resistant to such effects for a brief time. Should be performed away from combat as this power can fail if interrupted.
Geneticist
Crey industries believes firmly in hands on, frontline research, and they demand more from their scientists than most companies. Indeed, Crey Scientists often venture into the field, armed with cryo weapons to help them collect samples—and do serious damage to anyone who get in their way.
Powers
No Ranged attacks
Crey Geneticists do not have any ranged attacks at all.
Brawl Melee, Smash
Crey brawling attacks.
Reanimate Ally Rez, Special
Reanimates a fallen ally into a killing machine! The reanimated ally is extremely powerful, although these genetically altered subjects burn out fast, and will collapse dead after a short while. Should be performed away from combat as this power can fail if interrupted.
Research Assistant
Crey industries believes firmly in hands on, frontline research, and they demand more from their scientists than most companies. Indeed, Crey Scientists often venture into the field, armed with cryo weapons to help them collect samples—and do serious damage to anyone who get in their way.
Powers
Cryo Pistol Ranged, Cold, Foe -Recharge, -Speed, Light Sleep
The Crey Cryo Pistol deals moderate damage, but this freeze ray can slow an opponent. Repeated blasts from this pistol may encase the target in fragile ice. Even if a target is captured in this fragile ice, he can break free if attacked or disturbed in any way.
Brawl Melee, Smash
Crey brawling attacks.
Researcher
Crey industries believes firmly in hands on, frontline research, and they demand more from their scientists than most companies. Indeed, Crey Scientists often venture into the field, armed with cryo weapons to help them collect samples—and do serious damage to anyone who get in their way.
Powers
N2 Cannon (Ranged) Cone, Cold, Foe -Recharge, -Speed
The Crey N2 Cannon can blast foes with a cone of Liquid Nitrogen. Enemy targets within the cone of freezing gas will take cold damage and will be slowed. Very accurate and very deadly at medium range.
Brawl Melee, Smash
Crey brawling attacks.
Scientist
Crey industries believes firmly in hands on, frontline research, and they demand more from their scientists than most companies. Indeed, Crey Scientists often venture into the field, armed with cryo weapons to help them collect samples—and do serious damage to anyone who get in their way.
Powers
Cryo Rifle Ranged, Cold, Foe -Recharge, -Speed, Sleep
The Crey Cryo Rifle deals nominal damage, but this freeze ray can lock its target in a fragile block of ice as well as slow an opponent. The ice is fragile, however, and the target can break free if disturbed. Recharge rate is slower than the pistol
Brawl Melee, Smash
Crey brawling attacks.
Field Agent
The stone-faced, suit clad Field Agents are Crey's main investigative branch. They can be found carrying out a variety of missions, from espionage to assassination ops. They carry the latest weapons and receive intense close combat training.
Powers
Adv Sub Machine Gun Ranged, Lethal, Low Damage, Foe -Defense
Rapid fire rifle. Slightly more accurate than a standard submachinegun. Can reduce a target's defense.
Brawl Melee, Smash
Crey brawling attacks.
Vigilant
The stone-faced, suit clad Field Agents are Crey's main investigative branch. They can be found carrying out a variety of missions, from espionage to assassination ops. They carry the latest weapons and receive intense close combat training.
Powers
Automatic Pistol Ranged, Lethal, Moderate Damage
Small caliber side arm.
Energy Punch Melee, Smash/Energy Damage, Moderate, Foe Disorient, Moderate
Powerful focused punch that may Disorient your opponent! .
Barrage Melee, Smash/Energy Damage, Foe Disorient
Barrage is a short, quick one-two combo punch. Deals little damage, but is quick and has a chance to Disorient the target.
Bone Smasher Melee, Smash/Energy, High Damage, Foe Disorient
The Bone Smasher is a slow attack, but makes up for it with a greater damage. Has a greater chance to Disorient than Energy Punch.
Infiltrator
The stone-faced, suit clad Field Agents are Crey's main investigative branch. They can be found carrying out a variety of missions, from espionage to assassination ops. They carry the latest weapons and receive intense close combat training.
Powers
Automatic Pistol Ranged, Lethal, Moderate Damage
Small caliber side arm.
Thunder Kick Melee, Smash Damage, Foe Disorient
You are Disoriented.
Storm Kick Melee, Smash
Unleashes a flurry of quick attacks to pummel you foe.
Crane Kick Melee, Smash, High Damage, Foe Knockback
A slow, high damage kick that can send your target flying!
Crey Cryo Tank
Crey's perfected Cryo Armor can turn any soldier into the proverbial irresistible force. Cooled with liquid nitrogen, the Cryo Tanks can absorb almost limitless heat and hurl great chunks of ice at their foes.
Levels: 46+
Powers
Ice Bolt Ranged, Minor Damage, Cold/Smash, Foe -Recharge, -Speed
Ice Bolt quickly pelts an enemy with small icy daggers; their chill slows a foe's attacks and movement for a time. Fast, but little damage. Damage:Moderate, Recharge: Fast.
Ice Blast Ranged, Moderate Damage, Cold/Smash, Foe -Recharge, -Speed
The Ice Blast attack has left you frozen. Your movement speed and attack speed is reduced.
Freeze Ray Ranged, Cold, Low Damage, Foe Sleep
Although this power deals very little damage, the Freeze Ray encases your foein a block of ice, holding him helpless in place for quite a while. The ice, however, is fragile, and the victim can break free if attacked.
Frost (Ranged) Cone, Cold Damage over Time, -Recharge
This power emanates a very short cone of Frost from the Crey Cryo Armor's hands, chilling all those in its arc. This attack slowly chills the target over time, slowly dealing damage and slowing his attack speed.
Frozen Fists Melee, Minor Damage Cold/Smash, Foe -Rechage -Speed
Frozen Fists encrust your hands in ice, giving them the ability to quickly inflict minor damage on villains. The foe's attack and movement speed is slowed, due to the chills caused by the cold blows. Damage: Minor, Recharge: Fast.
Resistance Auto, Self, Res( S25 L50 F25 C25 E25 )
Crey Body Armor issued to Bosses and Lts. Are resistant to lethal, smashing, energy, fire and cold damage, but the heavy gear makes them vulnerable to confusion.
Power Jumping Self Auto, +Jump, +Speed
Crey tanks can jump very high and travel very fast.
Crey Voltaic Tank
Crey's perfected Voltaic Armor can turn any soldier into the proverbial irresistible force. Voltaic Tanks can generate almost limitless electrical current, which they can hurl at great distances.
Levels: 46+
Powers
Charged Bolts Ranged, Energy, Foe - Endurance
The Crey Voltaic Tank can quickly hurl small bolts of electricity at foes. Charged Bolts deals light damage and also drains some endurance.
Lightning Bolt Ranged, Energy, Foe -Endurance
The Crey Voltaic Tank can send a large blast of electrical energy at a foe. Lightning bolt deals good damage and also drains some Endurance.
Ball Lightning (Ranged) Targeted Area of Effect, Energy, Foe -Endurance
Hurls a highly charged ball of lightning that explodes on contact. Ball Lightning deals good damage in an area and also drains some endurance from each target it hits.
Charged Brawl (Melee) Foe Sleep, -Recovery
You are rendered helpless by the electrical attack. Any form of damage will free you from this state.
Havoc Punch (Melee) Foe Sleep
You are rendered helpless by the electrical attack. Any form of attack will free you from this state.
Thunder Strike Melee, Smash, Foe Disorient, Area of Effect Knockback
A massive attack. The Crey Voltaic Tank smashes his foes with all the power of the lightning to deal a blow. The pummeled victim may be Disoriented and all nearby foes may be knocked down and take additional damage from the resulting violent release of energy.
Resistance Auto, Self, Res( S25 L50 F25 C25 E25 )
Crey Body Armor issued to Bosses and Lts. Are resistant to lethal, smashing, energy, fire and cold damage, but the heavy gear makes them vulnerable to confusion.
Power Jumping Self Auto, +Jump, +Speed
Crey tanks can jump very high and travel very fast.
Crey Gamma Tank
Crey's perfected Gamma Armor can turn any soldier into the proverbial irresistible force. Gamma Tanks can direct deadly radiation towards their foes, which leaves them weakened against follow-up hits.
Levels: 46+
Powers
Contaminated Strike Melee, Light DMG(Energy/Smash), Foe -Def
You charge your fist with harmful radioactive particles and quickly strike your foe dealing Light Energy and Smashing damage as well as reducing their defense.
Radioactive Smash Melee, Moderate DMG(Energy/Smash), Foe -Def, Knockdown
You channel a greater amount of radiation into your fists and deliver a hard hitting blow that deals Moderate Energy and Smashing damage to the target as well as reducing their Defense for a short time. Affected targets also have a chance to be knocked down.
Radiation Siphon Melee, High DMG(Energy/Smash), Foe, -Def
You pummel your foe with a deadly smashing attack dealing High Energy and Smashing damage and reducing their defense.
Neutrino Bolt Ranged, Minor DMG(Energy), Foe -DEF
A very quick, but low damage attack. Neutrino Bolt can reduce the target's Defense. Damage: Minor
Positron Cell Ranged, Light DMG(Energy), Foe Hold, -Def
Encases a single target in a cage made of positrons. The radiation emitted slowly hurts the victim, inflicting energy damage over time. The encased victim is held helpless and unable to defend themselves.
Resistance Auto, Self +ResRes( S25 L50 F25 C25 E25 )
Crey Tank Armor issued to Bosses and Lts. Are resistant to lethal, smashing, energy, fire and cold damage.
Power Jumping Self Auto, +Jump, +Speed
Crey tanks can jump very high and travel very fast.
Lieutenants
Chief Cryo Scientist
The leaders of every Crey research team receive special training in leadership, tactics and combat techniques. They also have access to the latest advanced weaponry, making them especially dangerous.
Levels: 30-31
Powers
Heavy Cryo Rifle Ranged, Cold, Low Damage, Foe Hold, -Recharge, -Speed
Heavy Cryo Rifle can Hold your opponent frozen solid in a block of ice. The victim can be attacked and will remain frozen and helpless. After the ice thaws, the victim emerges chilled and slowed. Heavy Cryo Rifle deals minimal damage.
Resistance No Resistances
This scientist does not have any special Resistances
Chief Plasma Scientist
The leaders of every Crey research team receive special training in leadership, tactics and combat techniques. They also have access to the latest advanced weaponry, making them especially dangerous.
Levels: 30-31
Powers
Flamethrower Ranged, Cone, Fire Damage over Time
Spews forth a cone of flames and sets a foe on fire. Very accurate and very deadly at medium range.
Resistance No Resistances
This scientist does not have any special Resistances
Crey Public Relations
The Special Agents are the best of Crey's field operatives. They have superb training, the best weapons, and a seemingly preternatural focus on the task at hand. They often carry heavy weapons, since Crey trusts them enough to use them discreetly and appropriately.
Levels: 28-30
Powers
Automatic Pistol Rangedl Lethal, Moderate Damage
Small caliber side arm.
Thunder Kick Melee, Smash Damage, Foe Disorient
You are Disoriented.
Storm Kick Melee, Smash
Unleashes a flurry of quick attacks to pummel you foe.
Crane Kick Melee, Smash, High Damage, Foe Knockback
A slow, high damage kick that can send your target flying!
Focus Self Toggle, +DEF
Crey Agent can Focus his mind to evade many melee and ranged attacks.
Crey Public Relations
The Special Agents are the best of Crey's field operatives. They have superb training, the best weapons, and a seemingly preternatural focus on the task at hand. They often carry heavy weapons, since Crey trusts them enough to use them discreetly and appropriately.
Levels: 28-30
Powers
Automatic Pistol Ranged, Lethal, Moderate Damage
Small caliber side arm.
Energy Punch Melee, Smash/Energy Damage, Moderate, Foe Disorient, Moderate
Powerful focused punch that may Disorient your opponent! .
Barrage Melee, Smash/Energy Damage, Foe Disorient
Barrage is a short, quick one-two combo punch. Deals little damage, but is quick and has a chance to Disorient the target.
Bone Smasher Melee, Smash/Energy, High Damage, Foe Disorient
The Bone Smasher is a slow attack, but makes up for it with a greater damage. Has a greater chance to Disorient than Energy Punch.
Focus Self Toggle, +DEF
Crey Agent can Focus his mind to evade many melee and ranged attacks.
Crey Public Relations
The leaders of Crey's security teams are experts at identifying threats and picking them off from a distance. With the latest in advanced assault weaponry at their disposal, these agents are a force to be reckoned with.
Levels: 28-30
Powers
Adv Assault Rifle Ranged, Lethal, Foe Knockdown
Fires a large slug at a single target at very long range. This very accurate weapon hits hard, and can knock down foes.
Adv Assault Rifle Burst Ranged, Lethal, Foe Knockdown
Fires a large slug at a single target at very long range. This very accurate weapon hits hard, and can knock down foes.
Focus Self Toggle, +DEF
Crey Agent can Focus his mind to evade many melee and ranged attacks.
Elite Security Agent
The leaders of Crey's security teams are experts at identifying threats and picking them off from a distance. With the latest in advanced assault weaponry at their disposal, these agents are a force to be reckoned with.
Levels: 25-40
Powers
Adv Assault Rifle Ranged, Lethal, Foe Knockdown
Fires a large slug at a single target at very long range. This very accurate weapon hits hard, and can knock down foes.
Adv Assault Rifle Burst Ranged, Lethal, Foe Knockdown
Fires a large slug at a single target at very long range. This very accurate weapon hits hard, and can knock down foes.
Focus Self Toggle, +DEF
Crey Agent can Focus his mind to evade many melee and ranged attacks.
Special Agent Vigilant
The Special Agents are the best of Crey's field operatives. They have superb training, the best weapons, and a seemingly preternatural focus on the task at hand. They often carry heavy weapons, since Crey trusts them enough to use them discreetly and appropriately.
Levels: 25-40
Powers
Automatic Pistol Ranged, Lethal, Moderate Damage
Small caliber side arm.
Energy Punch Melee, Smash/Energy Damage, Moderate, Foe Disorient, Moderate
Powerful focused punch that may Disorient your opponent!
Barrage Melee, Smash/Energy Damage, Foe Disorient
Barrage is a short, quick one-two combo punch. Deals little damage, but is quick and has a chance to Disorient the target.
Bone Smasher Melee, Smash/Energy, High Damage, Foe Disorient
The Bone Smasher is a slow attack, but makes up for it with a greater damage. Has a greater chance to Disorient than Energy Punch.
Focus Self Toggle, +DEF
Crey Agent can Focus his mind to evade many melee and ranged attacks.
Special Agent Infiltrator
The Special Agents are the best of Crey's field operatives. They have superb training, the best weapons, and a seemingly preternatural focus on the task at hand. They often carry heavy weapons, since Crey trusts them enough to use them discreetly and appropriately.
Levels: 15-40
Powers
Automatic Pistol Rangedl Lethal, Moderate Damage
Small caliber side arm.
Thunder Kick Meleel Smash Damage, Foe Disorient
You are Disoriented.
Storm Kick Melee, Smash
Unleashes a flurry of quick attacks to pummel you foe.
Crane Kick Melee, Smash, High Damage, Foe Knockback
A slow, high damage kick that can send your target flying!
Eagles Claw (Only Level 36 and up) Melee, Smash, Foe Disorient
You have been Disoriented with an Eagles Claw Attack.
Focus Self Toggle, +DEF
Crey Agent can Focus his mind to evade many melee and ranged attacks.
Crey Eliminator
With their heavy chain guns and advanced training, these armor clad leaders carry enough firepower to stop a tank. They're also almost as hard to hurt, though they are vulnerable to mental assaults.
Levels: 35+
Powers
Chain Gun Ranged, Lethal, High Damage over Time, +Accuracy (Self)
Sprays a massive burst of lead at a target. Lots of damage and a bonus to hit, but slow to reload.
Kick Melee, Light DMG(Smashing), Foe Stun
You strike your opponent with a forceful kick that causes moderate smashing damage and has a small chance to stun opponents.
Brawl Melee, Smash
Crey brawling attacks.
Tear Gas Grenade Ranged, Area of Effect, -Perception, -ACC
Your visual range and Accuracy have been reduced by the Tear Gas Grenade.
Resistance Auto, Self, Res( S25 L50 F25 C25 E25 )
Crey Body Armor issued to Bosses and Lts. Are resistant to lethal, smashing, energy, fire and cold damage, but the heavy gear makes them vulnerable to confusion.
Crey Crisis Unit
Crey sends these specialized units to handle big problems. Their grenade launchers can fire a variety of munitions, making them well-equipped to handle any situation. These armor clad leaders carry enough firepower to stop a tank. They're also almost as hard to hurt, though they are vulnerable to mental assaults.
Levels: 35+
Powers
Grenade Launcher (Ranged) Targeted Area of Effect, Lethal/Smashing, Foe Knockback
Launches an M30 grenade at long range from under the barrel of your Assault Rifle. The explosion of this grenade affects all within the blast and can knock them back.
Sleep Gas Targeted Area of Effect, Foe Sleep
Crey Sleep grenades can knock out foes in the affected area. Affected targets can awaken if disturbed.
Hallucinogenic Gas Targeted Area of Effect, Foe Confuse
The Hallucinogenic Gas has rendered you confused.
Kick Melee, Light DMG(Smashing), Foe Stun
You strike your opponent with a forceful kick that causes moderate smashing damage and has a small chance to stun opponents.
Brawl Melee, Smash
Crey brawling attacks.
Resistance Auto, Self, Res( S25 L50 F25 C25 E25 )
Crey Body Armor issued to Bosses and Lts. Are resistant to lethal, smashing, energy, fire and cold damage, but the heavy gear makes them vulnerable to confusion.
Crey Juggernaut
With their powerful personal force fields, missile launchers and advanced training, these armor clad leaders carry enough firepower to stop a tank. They're also almost as hard to hurt, though they are vulnerable to mental assaults.
Levels: 35+
Powers
Missile Launcher Ranged, Lethal/Smash, Foe Knockback
This devastating weapon has extreme range capabilities. Its slow recharge and high endurance cost is compensated by its massive explosion and Knockback.
Kick Melee, Light DMG(Smashing), Foe Stun
You strike your opponent with a forceful kick that causes moderate smashing damage and has a small chance to stun opponents.
Brawl Melee, Smash
Crey brawling attacks.
Personal Force Field Self Toggle Invulnerable, Special
The Force Field is virtually impenetrable to all attacks. The impact of some powerful attacks may occasionally rattle you, however the Force Field will hold, and you will not suffer any damage or effects from the attacks. The Force Field works both ways, and while active, you can only affect yourself with other powers.
Taunt Ranged (Targeted AoE), Foe Taunt
Taunt foes to attack you. Useful to pull enemies off allies.
Resistance Auto, Self, Res( S25 L50 F25 C25 E25 )
Crey Body Armor issued to Bosses and Lts. Are resistant to lethal, smashing, energy, fire and cold damage, but the heavy gear makes them vulnerable to confusion.
Crey Protector
With their powerful force fields, heavy weapons and advanced training, these armor clad leaders carry enough firepower to stop a tank. They're also almost as hard to hurt, though they are vulnerable to mental assaults.
Levels: 40+
Powers
Cryo Rifle Ranged, Cold, Foe -Recharge, -Speed, Sleep
The Crey Cryo Rifle deals nominal damage, but this freeze ray can lock its target in a fragile block of ice as well as slow an opponent. The ice is fragile, however, and the target can break free if disturbed. Recharge rate is slower than the pistol
Kick Melee, Light DMG(Smashing), Foe Stun
You strike your opponent with a forceful kick that causes moderate smashing damage and has a small chance to stun opponents.
Brawl Melee, Smash
Crey brawling attacks.
Dispersion Bubble Team Area of Effect toggle + Resistance (Special)
Creates a large bubble which protects all allies inside. While active, the Dispersion Bubble gives all allies within increased defense to all attacks except psionic. The Dispersion Bubble also protects allies inside from immobilization, disorient and hold effects.
Deflection Shield Ranged, Ally +DEF(Smash, Lethal, Melee), Res(Toxic)
Dramatically protects an ally from Smashing, Lethal and all Melee attacks for a limited time. Also reduces Toxic damage. You cannot stack multiple Deflection Shields on the same target; however, the shield can be improved by another ally using the same power. Can also be used in conjunction with your Insulation Shield. You cannot use this power on yourself.
Force Bolt Ranged, Minor DMG(Smash), Foe Knockback
Discharges a bolt of force that knocks down foes and deals some Smashing Damage. Damage: Minor
Resistance Auto, Self, Res( S25 L50 F25 C25 E25 )
Crey Body Armor issued to Bosses and Lts. Are resistant to lethal, smashing, energy, fire and cold damage, but the heavy gear makes them vulnerable to confusion.
Crey Cryo Tank
Crey's perfected Cryo Armor can turn any soldier into the proverbial irresistible force. Cooled with liquid nitrogen, the Cryo Tanks can absorb almost limitless heat and hurl great chunks of ice at their foes.
Levels: 32-45
Powers
Ice Bolt Ranged, Minor Damage, Cold/Smash, Foe -Recharge, -Speed
Ice Bolt quickly pelts an enemy with small icy daggers; their chill slows a foe's attacks and movement for a time. Fast, but little damage. Damage:Moderate, Recharge: Fast.
Ice Blast Ranged, Moderate Damage, Cold/Smash, Foe -Recharge, -Speed
The Ice Blast attack has left you frozen. Your movement speed and attack speed is reduced.
Freeze Ray Ranged, Cold, Low Damage, Foe Sleep
Although this power deals very little damage, the Freeze Ray encases your foein a block of ice, holding him helpless in place for quite a while. The ice, however, is fragile, and the victim can break free if attacked.
Frost (Ranged) Cone, Cold Damage over Time, -Recharge
This power emanates a very short cone of Frost from the Crey Cryo Armor's hands, chilling all those in its arc. This attack slowly chills the target over time, slowly dealing damage and slowing his attack speed.
Frozen Fists Melee, Minor Damage Cold/Smash, Foe -Rechage -Speed
Frozen Fists encrust your hands in ice, giving them the ability to quickly inflict minor damage on villains. The foe's attack and movement speed is slowed, due to the chills caused by the cold blows. Damage: Minor, Recharge: Fast.
Resistance Auto, Self, Res( S25 L50 F25 C25 E25 )
Crey Body Armor issued to Bosses and Lts. Are resistant to lethal, smashing, energy, fire and cold damage, but the heavy gear makes them vulnerable to confusion.
Power Jumping Self Auto, +Jump, +Speed
Crey tanks can jump very high and travel very fast.
Crey Voltaic Tank
Crey's perfected Voltaic Armor can turn any soldier into the proverbial irresistible force. Voltaic Tanks can generate almost limitless electrical current, which they can hurl at great distances.
Levels: 32-45
Powers
Charged Bolts Ranged, Energy, Foe -Endurance
The Crey Voltaic Tank can quickly hurl small bolts of electricity at foes. Charged Bolts deals light damage and also drains some endurance.
Lightning Bolt Ranged, Energy, Foe -Endurance
The Crey Voltaic Tank can send a large blast of electrical energy at a foe. Lightning bolt deals good damage and also drains some Endurance.
Ball Lightning (Ranged) Targeted Area of Effect, Energy, Foe -Endurance
Hurls a highly charged ball of lightning that explodes on contact. Ball Lightning deals good damage in an area and also drains some endurance from each target it hits.
Charged Brawl (Melee) Foe Sleep, -Recovery
You are rendered helpless by the electrical attack. Any form of damage will free you from this state.
Havoc Punch (Melee) Foe Sleep
You are rendered helpless by the electrical attack. Any form of attack will free you from this state.
Thunder Strike Melee, Smash, Foe Disorient, Area of Effect Knockback
A massive attack. The Crey Voltaic Tank smashes his foes with all the power of the lightning to deal a blow. The pummeled victim may be Disoriented and all nearby foes may be knocked down and take additional damagefrom the resulting violent release of energy.
Resistance Auto, Self, Res( S25 L50 F25 C25 E25 )
Crey Body Armor issued to Bosses and Lts. Are resistant to lethal, smashing, energy, fire and cold damage, but the heavy gear makes them vulnerable to confusion.
Power Jumping Self Auto, +Jump, +Speed
Crey tanks can jump very high and travel very fast.
Crey Power Tank
Crey's perfected Power Armor can turn any soldier into the proverbial irresistible force. Power Tanks can generate almost limitless power, which they can hurl at great distances.
Levels: 46+
Powers
Power Bolt Ranged, Energy, Foe Knockdown
A quick attack that rapidly hurls small bolts of energy at foes, sometimes knocking them down. Fast, but little damage.
Power Blast Ranged, Energy/Smash, Foe Knockback
A much more powerful, yet slower version of power boltPower Blast sends a focused beam of energy at a foe that can knock him back.
Explosive Blast (Ranged) Targeted Area of Effect, Smash/Energy, Foe Knockback
Hurls a blast of charged energy that violently explodes on impact, damaging all foes near the target.
Energy Punch Melee, Smash/Energy Damage, Moderate, Foe Disorient, Moderate
Powerful focused punch that may Disorient your opponent!
Barrage Melee, Smash/Energy Damage, Foe Disorient
Barrage is a short, quick one-two combo punch. Deals little damage, but is quick and has a chance to Disorient the target.
Bone Smasher Melee, Smash/Energy, High Damage, Foe Disorient
The Bone Smasher is a slow attack, but makes up for it with a greater damage. Has a greater chance to Disorient than Energy Punch.
Whirling Hands Melee, Area of Effect Smash/Energy
Launches a dizzying attack against everything in a nearby area.
Resistance Auto, Self +ResRes( S25 L50 F25 C25 E25 )
Crey Tank Armor issued to Bosses and Lts. Are resistant to lethal, smashing, energy, fire and cold damage.
Power Jumping Auto, Self +Jump, +Speed
Crey tanks can jump very high and travel very fast.
Snipers
Special Agent Sharpshooter
The Special Agents are the best of Crey's field operatives. They have superb training, the best weapons, and a seemingly preternatural focus on the task at hand. They often carry heavy weapons, since Crey trusts them enough to use them discreetly and appropriately.
Powers
Sniper Rifle Ranged, Sniper, Lethal, Foe Knockdown
Sniper Rifle is a powerful piece of hardware. It is very accurate and has a very long range. The impressive round can knock down its target.
Brawl Melee, Smash
Crey brawling attacks.
Focus Toggle, Self +Defense
Crey Agent can Focus his mind to evade many melee and ranged attacks.
Bosses
Crey Protector
With their powerful force fields, heavy weapons and advanced training, these armor clad leaders carry enough firepower to stop a tank. They're also almost as hard to hurt, though they are vulnerable to mental assaults.
Levels: 30-34
Powers
Cryo Rifle Ranged, Cold, Foe -Recharge, -Speed, Sleep
The Crey Cryo Rifle deals nominal damage, but this freeze ray can lock its target in a fragile block of ice as well as slow an opponent. The ice is fragile, however, and the target can break free if disturbed. Recharge rate is slower than the pistol
Kick Melee, Light DMG(Smashing), Foe Stun
You strike your opponent with a forceful kick that causes moderate smashing damage and has a small chance to stun opponents.
Brawl Melee, Smash
Crey brawling attacks.
Dispersion Bubble Team Area of Effect toggle + Resistance (Special)
Creates a large bubble which protects all allies inside. While active, the Dispersion Bubble gives all allies within increased defense to all attacks except psionic. The Dispersion Bubble also protects allies inside from immobilization, disorient and hold effects.
Resistance Auto, Self, Res( S25 L50 F25 C25 E25 )
Crey Body Armor issued to Bosses and Lts. Are resistant to lethal, smashing, energy, fire and cold damage, but the heavy gear makes them vulnerable to confusion.
Cryogenicist
Crey Industries has recently enjoyed impressive leaps in their cryo technology division's advancements, primarily owing to having had the unmentioned fortune of coming into possession of 'certain technologies' from 'certain other dimensions'.
Having abandoned the somewhat limited applications of liquid nitrogen-based weaponry, Crey's infamous cryo rifles are now powered by absolute-zero energy cells. Firing blasts of concentrated cold that hit minus two-hundred-seventy-three Celsius; these shots are deadly and can easily put a stop to just about anything that moves.
Levels: 35+
Powers
Cryogenic Shot Ranged, Moderate DMG(Cold), Foe Immobolize, Foe Slow, Foe -Rech
You fire a single blast from your Beam Rifle which deals Moderate Cold damage and has a high chance to immobolize the target.
Cryogenic Beam Ranged (Cone), Moderate DMG(Energy), Foes -Def(All), Foes Slow, Foes -Rech
You fire a constant stream of cold from your weapon and sweep it in a broad arc blasting all foes in a wide cone in front of you. Cutting beam deals Moderate Cold damage and reduces the targets' Defense, Slows their movement, and reduces their Rechage.
Absolute-Zero Beam (Only Level 40 and up) Narrow Ranged (Cone), High DMG(Cold), Foes -Res, Foes Slow, Foes -Rech
You release a supercharged beam in a narrow cone of cold that pierces through up to 3 enemies. Absolute-Zero Beam deals High Cold damage and briefly reduces their Damage Resistance, Slows their movement, and reduces their Recharge.
Ice Shield Ranged, Ally +DEF(Melee, Smash, Lethal), Res(Cold, Fire)
Casts a rock hard Ice Shield on one of your allies and grants them Defense to Melee, Lethal attacks and damage resistance to Cold and Fire damage. You cannot stack multiple Ice Shields on the same target, however the shield can be improved by another ally using the same power. Can also be used in conjunction with your Glacial Shield. You cannot use this power on yourself.
Benumb (Only Level 45 and up) High Accuracy, Ranged Foe -DMG, -END, -Regeneration, -Special
Numbs a single target to its very core. Benumb reduces the target's core body temperature, dramatically weakening them. A Benumbed target's Damage and Regeneration Rate are greatly reduced. Additionally, the affected target's secondary power effects are all weakened. The target's powers' effects like Heals, Defense Buffs, Endurance Drains, Disorients, Holds, Immobilizes, Knockbacks and more, are all weakened.
Serum Self Heal, +Max HP
You can activate this power to increase your maximum Hit Points for a short time.
Reanimate Ally Rez, Special
Reanimates a fallen ally into a killing machine! The reanimated ally is extremely powerful, although these genetically altered subjects burn out fast, and will collapse dead after a short while. Should be performed away from combat as this power can fail if interrupted.
Hypo Ally Heal, Res Effects
Heals a single targeted ally of some Hit Points and frees an ally from any Immobilization, Sleep, Disorient and Hold effects and leaves them resistant to such effects for a brief time. Should be performed away from combat as this power can fail if interrupted.
Crey Power Tank
Crey's perfected Power Armor can turn any soldier into the proverbial irresistible force. Power Tanks can generate almost limitless power, which they can hurl at great distances.
Levels: 32-45
Powers
Power Bolt Ranged, Energy, Foe Knockdown
A quick attack that rapidly hurls small bolts of energy at foes, sometimes knocking them down. Fast, but little damage.
Power Blast Ranged, Energy/Smash, Foe Knockback
A much more powerful, yet slower version of power boltPower Blast sends a focused beam of energy at a foe that can knock him back.
Explosive Blast (Ranged) Targeted Area of Effect, Smash/Energy, Foe Knockback
Hurls a blast of charged energy that violently explodes on impact, damaging all foes near the target.
Energy Punch Melee, Smash/Energy Damage, Moderate, Foe Disorient, Moderate
Powerful focused punch that may Disorient your opponent! .
Barrage Melee, Smash/Energy Damage, Foe Disorient
Barrage is a short, quick one-two combo punch. Deals little damage, but is quick and has a chance to Disorient the target.
Bone Smasher Melee, Smash/Energy, High Damage, Foe Disorient
The Bone Smasher is a slow attack, but makes up for it with a greater damage. Has a greater chance to Disorient than Energy Punch.
Whirling Hands Melee, Area of Effect Smash/Energy
Launches a dizzying attack against everything in a nearby area.
Resistance Auto, Self +ResRes( S25 L50 F25 C25 E25 )
Crey Tank Armor issued to Bosses and Lts. Are resistant to lethal, smashing, energy, fire and cold damage.
Power Jumping Auto, Self +Jump, +Speed
Crey tanks can jump very high and travel very fast.
Paragon Protector
Crey denies the rumors that the Paragon Protectors are corporate pawns, but no one outside the company knows the truth for sure. The Claw Pattern hero is a master of melee combat, using both claws and enhanced physical atributes to make mincemeat of his or her opponent.
Powers
Flight Self fly
Crey Cloned Heroes can Fly!
Swipe Melee, Lethal, Low Damage
A fast Claw attack that shreds your opponent.
Strike Melee, Lethal
Claw Strike is a standard Claw attack against a targeted foe.
Slash Melee Lethal, Foe -Defense
A Slash attack deals high damage, and reduces the target's Defense.
Spin Melee, Area of Effect, Lethal
The Crey Cloned Hero spins aroundwith claws extended, slicing up all the nearby enemies.
Focus (Ranged) Area of Effect, Lethal, Foe Knockback
The Crey Cloned Hero can project a burst of focused power. Focus only travels a short distance, but it can also knock down foes.
Eviscerate Melee, Cone, Lethal, Very High Damage, Special
The Crey Cloned Hero spins and slashes around violently, attacking all nearby foesin a wide arc in front of him. Eviscerate is so deadly, that there is a chance of dealing extra damage!
Focused Fighting Self, +Defense
The Crey Cloned Hero can Focus his mind to evade many attacks.
Unstoppable Self, +Resistances (Disorient, Sleep, Hold, Immobilize, All Damage but Psionics)
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 almost all Health and Endurance. Recharge: Very Long.
Paragon Protector
No one knows who these helmet clad heroes are, or where they come from. The only thing that is certain it's their loyalty to Crey. The Power Paragon Protectors can generate powerful blasts of energy in both melee and ranged combat situations.
Powers
Flight Self fly
Crey Cloned Heroes can Fly!
Power Bolt Ranged, Energy, Foe Knockdown
A quick attack that rapidly hurls small bolts of energy at foes, sometimes knocking them down. Fast, but little damage.
Power Blast Ranged, Energy/Smash, Foe Knockback
A much more powerful, yet slower version of power boltPower Blast sends a focused beam of energy at a foe that can knock him back.
Explosive Blast (Ranged) Targeted Area of Effect, Smash/Energy, Foe Knockback
Hurls a blast of charged energy that violently explodes on impact, damaging all foes near the target.
Energy Torrent (Ranged) Cone, Energy/Smash, Foe Knockback
Unleashes a cone of energy that knocks foes back.
Energy Punch Melee, Smash/Energy Damage, Moderate, Foe Disorient, Moderate
Powerful focused punch that may Disorient your opponent! .
Bone Smasher Melee, Smash/Energy, High Damage, Foe Disorient
The Bone Smasher is a slow attack, but makes up for it with a greater damage. Has a greater chance to Disorient than Energy Punch.
Whirling Hands Melee Area of Effect Smash/Energy
Launches a dizzying attack against everything in a nearby area.
Foot Stomp Point Blank Area Effect, Moderate Damage (Smash), Foe Knockback
The Crey Cloned Hero shakes the very earth itself with a super Foot Stomp, attacking everything in a nearby area.
Dull Pain Self Special
A Crey Cloned Hero can activate this power to increase his maximum Hit Points for a short time.
Moment of Glory Self +Resistances (All Damage but Psionics), -Hit Points
When you activate this power, you lose almost all of your Hit Points and can no longer Regenerate Hit Points, However, you become Resistant to all damage types except Psionics, recover Endurance more quickly, and are highly resistant to Sleep, Disorient, Immobilization, and Hold effects. Recharge: Very Long.
Paragon Protector
The Paragon Protectors keep their names and faces a secret. That way, their good deeds all get credited to Crey, while their less virtuous activities can be plausibly denied in court. The Quill Pattern heroes use a variety of deadly ranged and melee attacks to fill their enemies with holes.
Powers
Flight Self fly
Crey Cloned Heroes can Fly!
Barb Swipe Melee, Minor Damage, Lethal, 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 adittional damage over time and Slows affected foes. Damage: Minor (Damage over Time); Recharge: Very Fast.
Lunge (Melee, Lethal) Damage over Time (Toxic), Foe -Speed, -Recharge
Your Attack and Movement speed are reduced by the spines. The toxins may leave you Immobilized.
Impale Ranged, High Damage, Lethal, Damage over Time (toxic), Foe -Speed, -Recharge, Immobilize
You can throw a single large Spine at a targeted foe. This Spine deals only Moderate damage, but carries a large ammount of the spine toxin. A successful attack can completely Immobilize most foes, as well as slowing them and dealing poison damage. Damage: Moderate; Recharge: Moderate.
Ripper (Melee, Cone) Damage over Time, Toxic, Foe -Speed, -Recharge
Your attack and movement speed are reduced by the spines. The Toxins may leave you immobilized.
Spine Throwing Ranged, Point Blank Area of Effect, Moderate Damage, Lethal, 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 a moderate damage and poison any target close to you. Spine poison Slows affected foes. Damage: Moderate; Recharge: Slow.
Temp Invulnerability Toggle, Self +Resistances (Smash, Lethal)
When you activate this power, you become highly resistant to Smashing and Lethal damage for a short duration. Recharge: Very Long.
Elude Self +Defense, Special
You can improve your reflexes, making yourself so quick you can Elude almost any attack, be it ranged, melee, or area effect. Your running speed and jumping height are also increased. When Elude wears off, you are left drained of all Endurance and unable to Recover Endurance for a while. Recharge: Slow.
Fire Tanker Clone
Crey has created synthetic super-humans like this one using DNA harvested from fallen heroes and villains. This clone is able to surround itself in a protective nimbus of fire.
Levels: 21-30
Powers
Fire Smash Melee, Heavy Smash, Fire
Fire punch attack
Scorch Melee, DoT(Fire)
The Hero's hands are engulfed in flames, igniting the target.
Fire Sword Melee, DoT(Fire)
The Hero can summon a fire sword that sets foes ablaze. Successful attacks will also do a slight damage over time.
Fire Breath Ranged Cone, DoT(Fire)
The Hero breaths forth a cone of fire that burns all foes within it's narrow cone. Very accurate and very deadly at medium range.
Combustion Melee PBAoE, DoT(Fire)
You are taking Fire damage over time.
Incinerate Melee, High DoT(Fire)
Intense concentration can allow you to Incinerate an opponent. This will set your foe ablaze, dealing damage over time. Damage: High(DoT)
Fire Sword Slice Melee Cone, Fire/Lethal, -DEF
The fire sword has lowered your defense.
Fire Shield Toggle: Self +Res(Fire, Lethal, Smash, Cold)
While this power is active, you get a good resistance to Lethal, Smashing and Fire damage. Fire Shield also provides minimal resistance to Cold damage.
Resistance Auto, Self +Res( S25 L25 F25 C25 E25 N25 T25 )
Heroes are resistant to lethal, smashing, energy, fire and cold damage.
Power Blaster Clone
Crey has created synthetic super-humans like this one using DNA harvested from fallen heroes and villains. This clone has the ability to fire powerful bolts of pure energy.
Levels: 20-25
Powers
Power Bolt Ranged, Energy, 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, Energy/Smash, 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 AoE, Smash/Energy, Foe Knockback
Hurls a blast of charged energy that violently explodes on impact, damaging all foes near the target.
Power Thrust Melee, Minor DMG(Energy/Smash), Foe Knockback
A focused attack that violently shoves the target and sends him flying. Deals minimal damage, but can be very effective. Damage: Minor
Energy Torrent (Ranged) Cone, Energy/Smash, Foe Knockback
Unleashes a cone of energy that knocks foes back.
Power Burst Close, High DMG(Energy/Smash), Foe Knockback
A short range, but devastating attack. Damage: Heavy
Psychic Defender Clone
Crey has created synthetic super-humans like this one using DNA harvested from fallen heroes and villains. This clone's brain has been modified into a living weapon, capable of firing deadly psionic attacks.
Levels: 21-30
Powers
Heal Other Ally Heal
Heals a single targeted ally. You cannot use this power to heal yourself.
Healing Aura PBAoE, Team +Heal
Healing Aura restores some Hit Points to you and all nearby heroes. Healing Aura is not as potent as Heal Other, but can heal multiple targets at once.
Regeneration Aura PBAoE, Ally +Regeneration
The Regeneration Aura dramatically increases the healing rate of all nearby heroes for a limited time. Emitting this Aura costs you a lot of Endurance, and it takes a long time to recharge.
Subdue Ranged, Moderate DMG(Psionic), Foe Immobilize
Subdue deals moderate Psionic damage and may leave the targeted foe Immobilized for a brief time. Immobilized foes cannot move but can still attack. Damage: Moderate
Telekinetic Blast Ranged, Moderate DMG(Smash/Psionic), Foe Knockback
You can use Telekinesis to Blast a targeted foe with the power of your mind. This attack deals Smashing and Psionic damage, and can knock your opponent back. Damage: Moderate
Mental Blast Ranged, Moderate DMG(Psionic), Target -Recharge
This basic attack does moderate Psionic damage, and can slightly reduce a target's attack speed. Damage: Moderate
Radiation Defender Clone
Crey has created synthetic super-humans like this one using DNA harvested from fallen heroes and villains. This clone is a natural nuclear reactor, bursting with atomic radiation.
Levels: 21-30
Powers
Neutrino Bolt Ranged, Minor DMG(Energy), Foe -DEF
A very quick, but low damage attack. Neutrino Blast can reduce the target's Defense. Damage: Minor
X-Ray Beam Ranged, Moderate DMG(Energy), Foe -DEF
You can emit a beam of X-Ray energy from your eyes, dealing moderate Energy damage. This attack can bypass some defenses and can reduce the target's Defense. Damage: Moderate
Electron Haze Close, Moderate DMG(Energy), Foe -DEF, Knockback
A short range conical blast of free electrons. This attack can bypass some of a target's defenses and reduce the target's Defense. It can also knock some targets down. Damage: Moderate
Cosmic Burst Close, Extreme DMG(Energy), Foe Disorient, -DEF
Cosmic Burst smashes the target with cosmic particles. The attack is very short range, but the damage is devastating and can leave most targets Disoriented and with reduced Defense. Damage: Superior
Enervating Field Ranged AoE Toggle, Foe -DMG, -Res
You have been exposed to an Enervating Field of radiation. Your damage and damage resistance are reduced.
Lingering Radiation Ranged (Targeted AoE), Foe -Speed, -Recharge, -Regen
You can emit Lingering Radiation that reduces the attack rate, movement speed, and Regeneration rate of the target, and all nearby foes.
Spine Scrapper Clone
Crey has created synthetic super-humans like this one using DNA harvested from fallen heroes and villains. This clone is able to instantly grow deadly spines for combat.
Levels: 21-30
Powers
Barb Swipe Melee, Lethal, DoT(Toxic), Foe -SPD, -Recharge
Your Attack and Movement speed are reduced by the Spines. The Toxins may leave you immobilized.
Lunge Melee, Lethal, DoT(Toxic), Foe -SPD, -Recharge
Your Attack and Movement speed are reduced by the Spines. The Toxins may leave you immobilized.
Spine Burst PBAoE Melee, Moderate DMG(Lethal), DoT(Toxic), -SPD, -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. Damage: Moderate
Impale Ranged, Lethal, DoT(Toxic), Foe -SPD, -Recharge
Your Attack and Movement speed are reduced by the Spines. The Toxins may leave you immobilized.
Quills Toggle: PBAoE, Minor DoT(Lethal), Foe -Speed, -Recharge
While this power is active, you will constantly fire dozens of Spines in all directions. These Spines do minor damage, but can poison all foes in close range. Spine poison Slows affected foes. Damage: Minor(DoT)
Ripper Melee, Cone, Lethal, DoT(Toxic), Foe -SPD, -Recharge
Your Attack and Movement speed are reduced by the Spines. The Toxins may leave you immobilized.
Regeneration Auto: Self +Recovery, +Regen
You recover Health and Endurance at a faster rate than normal. This power is always on.
Paragon Protector Elite
Crey has created synthetic super-humans like this one using DNA harvested from fallen heroes and villains. This clone's brain has been modified into a living weapon, capable of firing deadly psionic attacks.
Levels: 35+
Powers
Heal Other Ally Heal
Heals a single targeted ally. You cannot use this power to heal yourself.
Healing Aura PBAoE, Team +Heal
Healing Aura restores some Hit Points to you and all nearby heroes. Healing Aura is not as potent as Heal Other, but can heal multiple targets at once.
Regeneration Aura PBAoE, Ally +Regeneration
The Regeneration Aura dramatically increases the healing rate of all nearby heroes for a limited time. Emitting this Aura costs you a lot of Endurance, and it takes a long time to recharge.
Subdue Ranged, Moderate DMG(Psionic), Foe Immobilize
Subdue deals moderate Psionic damage and may leave the targeted foe Immobilized for a brief time. Immobilized foes cannot move but can still attack. Damage: Moderate
Telekinetic Blast Ranged, Moderate DMG(Smash/Psionic), Foe Knockback
You can use Telekinesis to Blast a targeted foe with the power of your mind. This attack deals Smashing and Psionic damage, and can knock your opponent back. Damage: Moderate
Mental Blast Ranged, Moderate DMG(Psionic), Target -Recharge
This basic attack does moderate Psionic damage, and can slightly reduce a target's attack speed. Damage: Moderate
Psionic Tornado Ranged AoE, Moderate DoT(Psionic), Slow
The Hero's Psionic Tornado continues to tear at your mind and slows your attack rate!
Scramble Thoughts Ranged, Minor DMG(Psionic), Foe Disorient
Painfully scrambles the synapses of a targeted foe, leaving him dramatically Disoriented for a short duration. Deals a little Psionic Damage. Damage: Minor
Psychic Wail Close (AoE), Extreme DMG(Psionic), Foe Disorient -Recharge
Psychic Wail is a devastating Psionic attack that wracks the minds of all nearby foes. Those that survive will have a severely reduced attack rate and may be left Disoriented.
Paragon Protector Elite
Crey has created synthetic super-humans like this one using DNA harvested from fallen heroes and villains. This clone is a natural nuclear reactor, bursting with atomic radiation.
Levels: 35+
Powers
Neutrino Bolt Ranged, Minor DMG(Energy), Foe -DEF
A very quick, but low damage attack. Neutrino Blast can reduce the target's Defense. Damage: Minor
X-Ray Beam Ranged, Moderate DMG(Energy), Foe -DEF
You can emit a beam of X-Ray energy from your eyes, dealing moderate Energy damage. This attack can bypass some defenses and can reduce the target's Defense. Damage: Moderate
Electron Haze Close, Moderate DMG(Energy), Foe -DEF, Knockback
A short range conical blast of free electrons. This attack can bypass some of a target's defenses and reduce the target's Defense. It can also knock some targets down. Damage: Moderate
Cosmic Burst Close, Extreme DMG(Energy), Foe Disorient, -DEF
Cosmic Burst smashes the target with cosmic particles. The attack is very short range, but the damage is devastating and can leave most targets Disoriented and with reduced Defense. Damage: Superior
Neutron Bomb Ranged (Targeted AoE), Moderate DMG(Energy), Foe -DEF
This devastating attack lobs an explosive sphere of deadly radiation, damaging the target and all nearby foes. Neutron Bomb can bypass some of a target's defenses and reduce the target's Defense. Damage: Moderate
Atomic Blast PBAoE, Energy/Smashing, -DEF
The Hero has reduced your Defense and left you helpless with an Atomic Blast.
Enervating Field Ranged AoE Toggle, Foe -DMG, -Res
You have been exposed to an Enervating Field of radiation. Your damage and damage resistance are reduced.
Lingering Radiation Ranged (Targeted AoE), Foe -Speed, -Recharge, -Regen
You can emit Lingering Radiation that reduces the attack rate, movement speed, and Regeneration rate of the target, and all nearby foes.
Choking Cloud Toggle: PBAoE, Foe Hold
While active, you generate toxic radioactive gas around yourself. Any nearby foes may be overcome by the gas, leaving them choking and helpless.
Paragon Protector Elite
No one knows who these helmet clad heroes are, or where they come from. The only thing that's certain is their loyalty to Crey. The Shadow Paragon Protectors can generate powerful blasts of negative energy in both melee and ranged combat situations.
Powers
Flight Self fly
Crey Cloned Heroes can Fly!
Dark Blast (Ranged, Negative, Damage over Time, Negative) Foe -Accuracy
A long range blast of dark energy. Deals moderate damage and reduces the target's chance to hit.
Gloom (Ranged) Damage over Time, Negative, Foe -Accuracy
Gloom slowly drains a target of life and reduces his chances to hit. Slower than Dark Blast, but deals more Damage over Time.
Tenebrous Tentacles (Ranged) Cone, Moderate Damage, Negative/Smash, Foe Immobilize, -Accuracy
Cone blast that envelopes all foes in oily tentacles. The tentacles deal damage and reduce the target's chance to hit while they Immobilize the target.
Life Drain Ranged, Negative, Foe -Accuracy, Self + Hit Points
The hero taps the powers of the netherworld to steal some life from a target foe and reduce his chance to hit. Some of that life is then transferred to the hero.
Siphon Life Melee, Negative, Foe -Accuracy, Self +Hit Points
The hero taps the powers of the netherworld to steal life from a target foe and transfer some of it to himself. A successful hit can reduce the targets accuracy.
Shadow Punch Melee Smash/Negative, Low Damage, Foe -Accuracy
A basic punch draws power from the netherworld. Shadow Punch deals moderate damage and reduces the target´s accuracy.
Smite Melee, Smash/Negative, Moderate Damage, Foe -Accuracy
More powerful version of Shadow Punch, Smite deals more damage, but takes longer to recharge. Like Shadow Punch, Smite can reduce the target's accuracy.
Midnight Grasp Melee, Negative, Very High Damage, Damage over Time (Negative), Foe Immobilize, -Accuracy
A brutal attack that leaves the target exposed to dark tentacles that Immobilize and continue to drain the life of your foe.
Paragon Protector Elite
No one knows who these helmet clad heroes are, or where they come from. The only thing that's certain is their loyalty to Crey. The Fire Paragon Protectors can generate powerful blasts of fire in both melee and ranged combat situations.
Powers
Flight Self fly
Crey Cloned Heroes can Fly!
Flares Ranged, Fire, Damage over Time, Fire
A quick attack that throws Flares at the target. Little damage, but very fast.
Fire Blast Ranged, Fire, Damage over Time (Fire)
Sends a blast of fire at a targeted foe and sets the target on fire for a short period of time. Slower recharge rate than Flares, but more damage.
Fire Ball (Ranged) Targeted Area of Effect, Fire
A Fireball consumes a targeted foe, and any other enemy in a tight radius. Anyone in that area is burned and damaged over a short period of time.
Blaze Ranged, High Damage (Fire), Damage over Time (Fire)
A short range, but devastating flame attack.
Inferno Point Blank Area of Effect, Extreme Damage (Fire/Smashing), Damage over Time (Fire), Self -Recovery
Unleashes a massive fiery explosion to devastate all nearby enemies and set them ablaze. Inferno deals massive damage to all nearby foes, although the damage does vary. Activating this power leaves you drained of Endurance and unable to recover Endurance for a while.
Scorch Melee, Minor Damage (Fire), Damage over Time (Fire)
The hero's hands are engulfed in flames, igniting the target.
Cremate Melee, High Damage (Smash/Fire)
A slow but devastating attack. Cremate clobbers your foes with a massive two-handed fiery smash that leaves your foe set on fire.
Incinerate Melee, High Damage over Time (Fire)
Intense concentration can allow you to incinerate an opponent. This will set your foe ablaze, dealing very high damage over a short time.
Named enemies
Quantum Agent (Minion)
The stone-faced, suit clad Field Agents are Crey's main investigative branch. They can be found carrying out a variety of missions, from espionage to assasination ops. They carry the latest weapons and receive intense close combat training.
Powers
Quantum Array Gun (Ranged, Negative) Foe -Recharge, -Speed
Your attack and Movement rate have been slowed by the Quantum Array Gun.
Scorpinoid Trooper (Minion)
Crey industries is always willing to use the latest technology to improve their own work. By adding elements of Dr. Quatrexin's Scorpion suit to their already formidable power armors, Crey hopes to increase the power of their battle armors.
Powers
Power Blast Ranged Energy/Smash, 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.
Energy Punch Disorient
You have been disoriented.
Barrage Disorient
You have been disoriented.
Elite Quantum Agent (Lieutenant)
The leaders of Crey's security teams are experts at identifying threats and picking them off from a distance. With the latest in advanced assault weaponry at their disposal, these agents are a force to be reckoned with.
Powers
Quantum Array Gun (Ranged, Negative) Foe -Recharge, -Speed
Your attack and Movement rate have been slowed by the Quantum Array Gun.
Scorpinoid Stinger (Lieutenant)
Crey industries is always willing to use the latest technology to improve their own work. By adding elements of Dr. Quatrexin's Scorpion suit to their already formidable power armors, Crey hopes to increase the power of their battle armors.
Powers
Power Bolt Ranged, Energy, Foe Knockdown
A quick attack that rapidly hurls small bolts of energy at foes, sometimes knocking them down. Fast, but little damage.
Power Blast Ranged Energy/Smash, 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 Burst Close Range, High Damage, Energy/Smash, Foe Knockback
A short range, but devastating attack. Damage: Heavy; Recharge: Slow.
Barrage Disorient
You have been disoriented.
Bone Smasher Disorient
You have been disoriented.
Whirling Hands Melee Area of Effect Smash/Energy
Launches a dizzying attack against everything in a nearby area.
Crey Quantum Tank (Boss)
Crey's perfected Power Armor can turn any soldier into the proverbial irresistible force. Power Tanks can generate almost limitless power, which they can hurl at great distances.
Powers
Quantum Array Gun (Ranged, Negative) Foe -Recharge, -Speed
Your attack and Movement rate have been slowed by the Quantum Array Gun.
Chief Cryo Scientist (Boss)
The leaders of every Crey research teamreceive special training in leaderhip, tactics and combat techniques. They also have access to the latest advanced weaponry, making them especially dangerous.
Powers
Cryo Rifle Ranged, Cold, Foe -Recharge, -Speed, Sleep
The Crey Cryo Rifle deals nominal damage, but this freeze ray can lock its target in a fragile block of ice as well as slow an opponent. The ice is fragile, however, and the target can break free if disturbed. Recharge rate is slower than the pistol
Heavy Cryo Rifle Ranged, Cold, Low Damage, Foe Hold, -Recharge, -Speed
Heavy Cryo Rifle can Hold your opponent frozen solid in a block of ice. The victim can be attacked and will remain frozen and helpless. After the ice thaws, the victim emerges chilled and slowed. Heavy Cryo Rifle deals minimal damage.
N2 Cannon (Ranged) Cone, (Damage over Time) Cold, Foe -Recharge, -Speed
The Crey N2 Cannon can blast foes with a cone of Liquid Nitrogen. Enemy targets within the cone of freezing gas will take cold damage and will be slowed. Very accurate and very deadly at medium range.
No Melee attacks
This scientist doesen´t have any Melee attacks at all
Chief Plasma Scientist (Boss)
The leaders of every Crey research teamreceive special training in leaderhip, tactics and combat techniques. They also have access to the latest advanced weaponry, making them especially dangerous.
Powers
Flamethrower Ranged, Cone, Fire Damage over Time
Spews forth a cone of flames and sets a foe on fire. Very accurate and very deadly at medium range.
Burn Ranged, Moderate Damage over Time, Fire
You can ignite the ground. Foes that enter the flames you leave behind will take damage.
No Melee attacks
This scientist doesen´t have any Melee attacks at all
Scorpinoid Deathstalker (Boss)
Crey industries is always willing to use the latest technology to improve their own work. By adding elements of Dr. Quatrexin's Scorpion suit to their already formidable power armors, Crey hopes to increase the power of their battle armors.
Powers
Power Bolt Ranged, Energy, Foe Knockdown
A quick attack that rapidly hurls small bolts of energy at foes, sometimes knocking them down. Fast, but little damage.
Power Blast Ranged Energy/Smash, 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 Burst Close Range, High Damage, Energy/Smash, Foe Knockback
A short range, but devastating attack. Damage: Heavy; Recharge: Slow.
Whirling Hands Melee Area of Effect Smash/Energy
Launches a dizzying attack against everything in a nearby area.
Barrage Disorient
You have been disoriented.
Bone Smasher Disorient
You have been disoriented.
Arm Blast Ranged, Smash/Energy, 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.
Tail Blast (Ranged) Targeted Area of Effect, Smash/Energy, Foe Knockback
Hurls a blast of charged energy that violently explodes on impact, damaging all foes near the target.
Tail Sting Hold
The Scorpinoid Tank strikes you with the sting from his mighty tail. You are held.
Burn Protector (Boss)
Crey Industries is always looking for ways to improve the artificial metahumans cynically called Paragon Protectors. These Protectors seem to be made using fire-based powers.
Powers
Scorch Melee, Minor Damage (Fire)
This power engulfs your hands in flames, and can ignite the target of your scorching attack. Once on fire, the target will suffer damage over time.
Fire Smash Melee, Moderate Damage (Smashing), Minor Damage over Time (Fire)
Behemoth fire punch attack
Combustion Point Blank Area of Effect, Moderate Damage over Time (Fire)
Your mastery of fire allows you to violently raise the temperature around yourself in an attempt to spontaneously combust any nearby foes and set them ablaze, dealing damage over time.
Flares Ranged, Fire, Damage over Time, Fire
A quick attack that throws Flares at the target. Little damage, but very fast.
Fire Ball (Ranged) Targeted Area of Effect, Fire
A Fireball consumes a targeted foe, and any other enemy in a tight radius. Anyone in that area is burned and damaged over a short period of time.
Blaze Ranged, High Damage (Fire), Damage over Time (Fire)
A short range, but devastating flame attack.
Demon Transformation Toggle Shapeshift, Special
Fire Protectors can transform themselves into Fire Demons.
- Incinerate Melee, High Damage over Time (Fire)
Intense concentration can allow you to incinerate an opponent. This will set your foe ablaze, dealing very high damage over a short time.
- Fire Breath Ranged(Cone), Moderate Damage over Time(Fire)
Spews a torrent of fire that burns all foes within its narrow cone. Very accurate and very deadly at medium range.
- Full Demon Transformation Toggle Shapeshift, Special
Fire Protectors can transform themselves into Fire Demons.
- Inferno Point Blank Area of Effect, Extreme Damage (Fire/Smashing), Damage over Time (Fire), Self -Recovery
Unleashes a massive fiery explosion to devastate all nearby enemies and set them ablaze. Inferno deals massive damage to all nearby foes, although the damage does vary. Activating this power leaves you drained of Endurance and unable to recover Endurance for a while.
- Inferno Point Blank Area of Effect, Extreme Damage (Fire/Smashing), Damage over Time (Fire), Self -Recovery
Resistance No Resistances
Burn Protectors do not have any special Resistances
The Shining Light (Boss)
Known to the masses as "The Shining Light", Vivian Tucker used to be one of Paragon City's most courageous heroes. But after one too many encounters with Crey, she's not who she used to be. No one can say for certain whether this new Vivian is the result of Crey's insidious mind control or their grotesque Revenant Hero Project. Only one thing is clear: she's fighting on Crey's side now.
Powers
Flight Self fly
Crey Cloned Heroes can Fly!
Charged Bolts Ranged Energy, Foe - Endurance
The Crey Voltaic Tank can quickly hurl small bolts of electricity at foes. Charged Bolts deals light damage and also drains some endurance.
Lightning Bolt Ranged Energy, Foe -Endurance
The Crey Voltaic Tank can send a large blast of electrical energy at a foe. Lightning Bolt deals good damage and also drains some endurance.
Ball Lightning (Ranged) Targeted Area of Effect, Energy, Foe -Endurance
Hurls a highly charged ball of lightning that explodes on contact. Ball Lightning deals good damage in an area and also drains some endurance from each target it hits.
Charged Brawl (Melee) Foe Sleep, -Recovery
You are rendered helpless by the electrical attack. Any form of damage will free you from this state.
Havoc Punch (Melee) Foe Sleep
You are rendered helpless by the electrical attack. Any form of attack will free you from this state.
Thunder Strike Melee Smash, Foe Disorient, Area of Effect Knockback
A massive attack. The Crey Voltaic Tank smashes his foes with all the power of the lightning to deal a blow. The pummeled victim may be Disoriented and all nearby foes may be knocked down and take additional damagefrom the resulting violent release of energy.
Moment of Glory Self +Resistances (All Damage but Psionics), -Hit Points
When you activate this power, you lose almost all of your Hit Points and can no longer Regenerate Hit Points, However, you become Resistant to all damage types except Psionics, recover Endurance more quickly, and are highly resistant to Sleep, Disorient, Immobilization, and Hold effects. Recharge: Very Long.
- Note: The Shining Light spawns in the Shadow Shard quite frequently. It is unclear whether this is really a bug, however.
- In City of Villains she spawns as a Boss during the mission Recover data from Crey spies from Regent Korol, again for no apparent reason.
Elite Bosses
11th Generation Paragon Protector
These Paragon Protectors are the newest of Crey's line of 'designer heroes'. They seem to be sturdier and more resilient than ones you've met from your previous encounters. They seem to be deliberately made for a special task, though you're not entirely sure what that is.
Powers
Fly Self Fly
Crey Cloned Heroes can Fly!
Incinerate Melee, High DoT(Fire)
Intense concentration can allow you to Incinerate an opponent. This will set your foe ablaze, dealing very high damage over a short time. Damage: High(DoT)
Crane Kick Melee, High DMG(Smash), Knockback
You can perform a slow, high damage kick that will likely knock your target back. Damage: High
Dragon's Tail PBAoE Melee, Moderate DMG(Smash), Foe Knockback
This low spinning kick deals slightly more damage than Thunder Kick, but has a chance to hit all enemies in melee range. Successful hits may trip and knock down your opponents. Damage: Moderate
Echo Chamber Ranged, Minor DMG(Energy), Foe Hold
Encases the target in a field of sonic waves, dealing energy damage and holding them in place.
Synaptic Overload Ranged Chain AoE, Foe Confuse, -End
This power can subtly scramble the synapses of any target affected, causing hallucinations and confusion amongst foes. The electric charge lasts for some time, and will jump slowly to other opponents causing wide spread confusion. Foes may not be aware that this has happened, and will not be alerted to your presence. You will also not receive experience for any damage dealt by confused opponents.
Death Cry Moderate (Smash/Psionic), +Res(Psionic)
This Protector has collapsed and immolated the immediate area with a howling final cry.
Moment of Glory Self,+RES(All except Psionic), +RES(Knock, Repel, Stun, Sleep, Immobilize, Hold), +DEF(All except Psionics), +Recovery
You gain resistance to and defense against all damage types except psionic, recover endurance more quickly, and are highly resistant to knocks, repels, sleeps, stuns, immobilizes, and holds.
Call Reinforcements Call Reinforcements: Ranged Moderate DMG(Lethal)
The Protector has called in reinforcements!
Entropy Shield Toggle: Self +Res(Knockback, Repel, Disorient, Hold, Sleep, Immobilize, Teleport, DeBuff DEF)
Entropy Shield diminishes and dampens the energy of controlling type effects. The shield makes you resistant to Knockback, Repel, Disorient, Hold, Sleep, Immobilization, and enemy Teleportation for as long as you can keep this toggle power active. Entropy Shield also grants you good resistance to Defense Debuffs.
Resistances Res( S33 L33 F25 C25 E25 N25 P20 T20 )
Resistance
Archvillains
Hopkins
Main Article: Hopkins
Hopkins is the devoted servant and bodyguard of the mysterious Countess Crey. Since the day he was hired, he's been at her side constantly, rarely venturing outside the range of of her voice. Hopkins is clearly the second in command in the Crey hierachy.
Powers
Energy Punch Melee, Smash/Energy Damage, Moderate, Foe Disorient, Moderate
Powerful focused punch that may Disorient your opponent! .
Bone Smasher Melee, Smash/Energy, High Damage, Foe Disorient
The Bone Smasher is a slow attack, but makes up for it with a greater damage. Has a greater chance to Disorient than Energy Punch.
Whirling Hands Melee Area of Effect Smash/Energy
Launches a dizzying attack against everything in a nearby area.
Foot Stomp Area of Effect Smash, Knockback
Hopkins shakes the very Earth itself with a super Foot Stomp, attacking everything in a nearby area.
Cryo Rifle -Recharge, -Speed, Sleep
You have been frozen by Hopkin's Crey Cryo Rifle. You are frozen but any damage will free you. Once free, your Recharge rate and Movement Speed are reduced.
N2 Cannon -Recharge, -Speed
You have been frozen by Hopkin's N2 Cannon. Your Recharge rate and Movement Speed are reduced.
Resistance
Archvillain resistance. Smashing: 40%
Countess Crey
Main Article: Countess Crey
Countess Crey runs her corporation with an iron fist. Though others hold the lofty title of President and CEO, everyone understands that this is just a legal fiction. The Countess is the one holding the strings behind the vast corporation—and woe to anyone who gets in her way.
Powers
Mass Hypnosis Ranged (Targeted Area of Effect), Foe Sleep
Hypnotizes a group of foes at a distance and puts them to sleep. The targets will remain asleep for some time, but will awaken if attacked. This power deals no damage, but if done discreetly, the targets will never be aware of your presence.
Subdue Ranged, Moderate Damage (Psionic), Foe Immobilize.
Subdue deals moderate psionic damage and may leave the targeted foe immobilized for a brief time. Immobilized foes cannot move but can still attack.
Psionic Lance Sniper, Superior Damage (Psionic), Foe -Recharge.
This extremely long range psionic attack has a bonus to accuracy, and can slow a target's attack rate. This is a sniper attack, and is best fired from a distance as it can be interrupted.
Psychic Scream Ranged (Cone), Moderate Damage (Psionic), Foe -Recharge
This howl of psionic energy resonates in the minds of all foes within its conical area of effect, inflicting moderate damage.
Telekinetic Blast Ranged, Moderate Damage (Smash/Psionic), Foe Knockback
You can use Telekinesis to Blast a targeted foe with the power of your mind. This attack deals Smashing and Psionic damage, and can knock your opponent back.
Will Domination Ranged, High Damage (Psionic), Foe Sleep
This powerful attack deals Psionic damage, and is so painful it usually renders its target unconscious. The victim is asleep, and will wake if disturbed.
Scramble Thoughts Ranged, Minor Damage (Psionic), Foe Disorient
Painfully scrambles the synapses of a targeted foe, leaving him dramatically Disoriented for a short duration. Deals a little Psionic Damage.
Psychic Wail Point Blank Area of Effect, Extreme Damage (Psionic), Foe Disorient, -Recharge, Self -Recovery
Psychic Wail is a devastating Psionic attack that wracks the minds of all nearby foes. Those that survive will have a severely reduced attack rate and may be left Disoriented. This power leaves you drained of Endurance and unable to recover Endurance for a time.
No Melee attacks
Countess Crey doesen´t have any Melee attacks at all
Resistance Resistance to all debuffs, Protection against Fear, Disorient, Hold, Confuse, Knockback, Repel, Psionics.
Named Bosses
- Agent Andrews (Crey Protector)
- Agent Bennet (Crey Protector)
- Agent Chalmers (Crey Cryo Tank)
- Agent Flemming (Crey Protector)
- Agent Gilmore (Crey Protector)
- Agent Jacoby (Man in Black)
- Agent Jenkins (Crey Protector)
- Agent Lewis (Crey Protector)
- Agent Michaels (Crey Protector)
- Agent Miller (Crey Protector)
- Agent Rivera (Crey Protector)
- Agent Ruthven (Crey Voltaic Tank)
- Agent Tyler (Man in Black)
- Agent White (Crey Protector)
- Agent Wilson (Crey Protector)
- Agent Wood (Crey Protector)
- Crey Negotiator (Crey Crio Tank)
- Crey Scorpionid Tank (Crey Scorpinoid Deathstalker)
- Dr. Amadeo Giacomo (Crey Protector)
- Dr. Arkozan
- Dr. Blenkinship (Crey Power Tank)
- Dr. Bounder (Crey Power Tank)
- Dr. Fine (Crey Power Tank)
- Dr. Flamond (Crey Power Tank)
- Dr. Howard (Crey Power Tank)
- Dr. Humperdink (Crey Power Tank)
- Dr. Nichols
- Dr. Paul Summerfield (Crey Power Tank)
- Dr. Salad (Crey Power Tank)
- Dr. Vezzini (Crey Power Tank)
- Dr. Voight (Crey Power Tank)
- Dr. Wainscott (Crey Power Tank)
- Dr. Wendslydale (Crey Power Tank)
- Dr. Wertz
- Experiment Gone Awry (Burn Protector)
- Hawkins (Crey Protector)
- Mr. Paget (Crey Power Tank)
- Operative Winslowe (Man in Black)
- Paragon Protector Security (Paragon Protector)
- Protector 100-100-1 (Paragon Protector)
- Retrieval Chief (Crey Eliminator)
- Security Chief (Crey Eliminator)
- Security Chief Allen (Crey Power Tank)
- Security Chief Casey (Crey Power Tank)
- Security Chief Manning (Crey Protector)
- Security Chief Owen (Crey Power Tank)
- Security Chief Wilson (Crey Power Tank)
- Simmons
- Supply Co-Ordinator (Crey Power Tank)
- Thornbird (Crey Juggernaut)
Related Badges
This will be a powerful gladiator in the Arena.
An Arena battle is a good place for Crey to test their equipment.
You have learned that the Paragon Protectors are an arm of Crey, and not simply an independent group hired by them.
Crey has authorized these men for your Arena teams.
Crey will study the results of your gladiator battles.