Independents: Difference between revisions
AustinSmith (talk | contribs) |
AustinSmith (talk | contribs) (Added Dr Hyperbaric) |
||
Line 275: | Line 275: | ||
{{Power|[[File:CarnivalOfLight Resistance.png|22px]]| Damage Resistance| {{DamResVal|0|0|0|0|15|10|15|n=-}}| The Praetorian Carnival forces are naturally resistant to several types of damage. }} | {{Power|[[File:CarnivalOfLight Resistance.png|22px]]| Damage Resistance| {{DamResVal|0|0|0|0|15|10|15|n=-}}| The Praetorian Carnival forces are naturally resistant to several types of damage. }} | ||
{{Power|[[File:Invulnerability TemporaryInvulnerabilty.png|22px]]| Archvillain's Might| Resistance| [[Archvillain Resistance|Arch-villains]] are very powerful individuals, and as such have significant resistance to many status effects. They are not immune, however, and can be vulnerable for brief windows of opportunity. }} | |||
{{clr}} | |||
=== Dr. Hyperbaric (Elite Boss) === | |||
''Main Article:'' [[Sgt. Schorr]] | |||
Deep Six | |||
''Levels: 30-54'' | |||
''Powers'' | |||
{{Power|[[File:WaterBlast AquaBolt.png|22px]]| Aqua Bolt| Ranged, Light DMG(Cold/Smash), Foe -Defense| You strike your foe with a rapid blast of freezing cold water, causing cold and smashing damage. The target's defenses are also reduced. }} | |||
{{Power|[[File:WaterBlast HydroBlast.png|22px]]| Hydro Blast| Ranged, Moderate DMG(Cold/Smash), Foe -Speed, Chance for Knockdown| You focus your energy and unleash an intense blast of chilling water at your foe, causing cold and smashing damage. Affected foes will also have their movement speed reduced. There is also a chance that the target will be knocked down. }} | |||
{{Power|[[File:WaterBlast WaterBurst.png|22px]]| Water Burst| Ranged (Targeted AoE), High DMG(Cold/Smash), Foe -Speed, Chance for Knockdown| You cause water to violently explode from beneath the feet of a single target. The target and all nearby foes are blasted with freezing cold water and suffer cold and smashing damage. Additionally, all affected targets will have their movement speeds reduced and may be knocked down. }} | |||
{{Power|[[File:WaterBlast SteamSpray.png|22px]]| Steam Spray| Ranged (Cone), Superior DMG(Fire), Light DoT(Fire), Foe -Defense| You spray scalding hot steam in a cone in front of you, badly burning foes caught within the spray. Affected foes suffer an initial burst of fire damage, as well as fire damage over time, and experience reduced defenses for a short time. }} | |||
{{Power|[[File:WaterBlast Geyser.png|22px]]| Geyser| Ranged (Targeted AoE), Extreme DMG(Fire/Smash), Foe -Speed, Knockup, Chance for Disorient| You cause a powerful geyser of scalding hot water to erupt from within the earth, burning your foes and tossing them into the air. Affected targets suffer fire damage and are knocked into the air, while also suffering smashing damage and reduced movement speeds upon falling back to the ground. There is a chance that the fall could also leave affected targets stunned. }} | |||
{{Power|[[File:KineticBoost Transfusion.png|22px]]| Transfusion| Ranged, Foe -Regeneration, -Endurance, Team Heal| You drain an enemy of some endurance and lower their regeneration. The energy drained is transferred to you and your allies, healing them. }} | |||
{{Power|[[File:KineticBoost SiphonPower.png|22px]]| Siphon Power| Ranged, Foe -DMG, Team +DMG| You manipulate life energy to drain power from a targeted foe, reducing their damage potential. This drained power is transferred back to you, increasing your own damage potential and that of all nearby allies. }} | |||
{{Power|[[File:KineticBoost KineticTransfer.png|22px]]| Fulcrum Shift| Ranged (Targeted AoE), Foe -DMG, Team +DMG| You drain the power of a targeted foe and all foes near the target, transferring this drained power to yourself and all nearby allies. Affected foes suffer reduced damage potential, while affected allies gain improved damage potential. The amount of the damage potential bonus increases in proportion to the number of targets affected by the power drain. }} | |||
{{Power|[[File:Invulnerability TemporaryInvulnerabilty.png|22px]]| Archvillain's Might| Resistance| [[Archvillain Resistance|Arch-villains]] are very powerful individuals, and as such have significant resistance to many status effects. They are not immune, however, and can be vulnerable for brief windows of opportunity. }} | {{Power|[[File:Invulnerability TemporaryInvulnerabilty.png|22px]]| Archvillain's Might| Resistance| [[Archvillain Resistance|Arch-villains]] are very powerful individuals, and as such have significant resistance to many status effects. They are not immune, however, and can be vulnerable for brief windows of opportunity. }} |
Revision as of 19:24, 1 April 2023
Overview
The uniques and the loners. Those, human or not, who follow their path by themselves for one reason or another, with no army or gang to support them other than temporarily, be it in the Rogue Isles or in Paragon City.
This is *not* a faction de per se, but one I have created just to group beings under their own faction, rather than spamming the index with more and more factions.
Villains
Doctor Aeon? (Lieutenant)
Main Article: Dr. Aeon?
This younger version of Professor Echo looks strangely familiar.
Levels: 15-21
Powers
Power Bolt Ranged, Moderate DMG(Energy/Smash), Foe Knockdown
A quick attack that rapidly hurls small bolts of energy at foes, sometimes knocking them down. Fast, but little damage.
Power Blast Ranged, High DMG(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), Moderate DMG(Energy/Smash), Foe Knockback
Hurls a blast of charged energy that violently explodes on impact, damaging all foes near the target.
Energy Torrent Ranged (Cone), Moderate DMG(Energy/Smash), Foe Knockback
Unleashes a cone of energy that knocks foes back.
Power Burst Close, Superior DMG(Energy/Smash), Foe Knockback
A short range but devastating attack.
Power Thrust Melee, Moderate DMG(Energy/Smash), Foe Knockback
A powerful thrust from the Professor that does smashing and energy damage and knocks you back.
Protective Shield Auto, Self Def( S20% L20% F20% C20% E20% N20% ), Res( T40 ), Resist(Endurance Debuff, Recovery Debuff)
Dramatically protects you from Smashing, Lethal, Fire, Cold, Energy, and Negative Energy attacks for a limited time. Also reduces Toxic damage and protects the target from Endurance Draining effects.
Niles Worthington (Boss)
Main Article: Niles Worthington
Whatever his reasons, Niles Worthington has betrayed the Vendetti family to the Council, their most hatred enemies. In return, the Vendettis have put quite a price on his head.
Levels: 5-14
Powers
12 Gauge Ranged (Cone), Moderate DMG(Lethal), Foe Knockback
Good at medium range. Longer range and more deadly than most Shotguns, The 12 Gauge Shotgun Fires a cone of buckshot pellets and can knock some foes down.
Frag Grenade Ranged (Targeted AoE), Moderate DMG(Fire/Lethal), Foe Knockback
This explosion from this Fragmentation Grenade affects all within the blast and can knock them back.
Demon Hunter
Hardcase (Boss)
Main Article: Hardcase
Hardcase is a professional demon hunter. Demon hunters as a general rule don't live very long, so the fact that he is a veteran is a testament to his skills or luck. Hardcase has come to St. Martial to deal with the demons who plague the area, and is looking for freelancers who aren't afraid to tuss with the monsters.
Levels: 29-44
Powers
Fire Smash Melee, Moderate DMG(Smash), Minor DoT(Fire), Foe Knockback
Fire punch attack.
Scorch Melee, Light DMG(Fire), Minor DoT(Fire)
The Hero's hands are engulfed in flames, igniting the target.
Fire Sword Melee, Moderate DMG(Fire/Lethal), Minor DoT(Fire)
The Hero can summon a fire sword that sets foes ablaze. Successful attacks will also do a slight damage over time.
Combustion PBAoE, Moderate DoT(Fire)
You are taking Fire damage over time.
Incinerate Melee, Superior DoT(Fire)
Intense concentration can allow you to Incinerate an opponent. This will set your foe ablaze, dealing damage over time.
Fire Sword Slice Melee (Cone), Moderate DMG(Fire/Lethal)
The Fire Sword has lowered your defense.
Fire Sword Circle PBAoE Melee, High DMG(Fire/Lethal), Minor DoT(Fire)
Mastery of your Fire Sword has enabled you to make an attack on every foe within melee distance. This will slash and burn your enemies, dealing minor damage and setting them ablaze.
Fire Breath Ranged (Cone), High 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.
Fire Shield Toggle, Self Res( S30 L30 F30 C10 )
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.
Healing Flames Self Heal, Resist(Disorient, Toxic)
You can concentrate for a few moments and to dramatically heal himself with Healing Flames. The power of the flames can also protect you from Disorientation for a while.
Resistance Auto, Res( S25 L25 F25 C25 E25 N25 T25 )
Heroes are resistant to lethal, smashing, energy, fire and cold damage.
Trapdoor (Boss)
Main Article: Trapdoor
Trapdoor is an escapee from an Arachnos laboratory. Trapdoor possesses teleport capabilities and so is difficult to take down.
Levels: 46-54
Powers
Teleport Self Teleport
Trapdoor can Teleport long distances.
Power Bolt Ranged, Moderate DMG(Energy/Smash), Foe Knockdown
A quick attack that rapidly hurls small bolts of energy at foes, sometimes knocking them down. Fast, but little damage.
Power Blast Ranged, High DMG(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), Moderate DMG(Energy/Smash), Foe Knockback
Hurls a blast of charged energy that violently explodes on impact, damaging all foes near the target.
Energy Torrent Ranged (Cone), Moderate DMG(Energy/Smash), Foe Knockback
Unleashes a cone of energy that knocks foes back.
Power Burst Close, Extreme DMG(Energy/Smash), Foe Knockback
A short range but devastating attack.
Power Thrust Melee, Moderate 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.
Bone Smasher Melee, High DMG(Energy/Smash), Foe Disorient
You have been Disoriented.
Whirling Hands PBAoE Melee, Moderate DMG(Energy/Smash), Foe Disorient
A Whirling Hands attack from the Hero has Disoriented you.
Total Focus Melee, Extreme DMG(Energy/Smash), Foe Disorient
Total Focus is complete mastery over Energy Melee. This is a very slow, but incredibly devastating attack that can knock out most opponents, leaving them Disoriented. Due to the exhausting nature of Total Focus, recharge time is very long.
Escape Self Escape
Professor Echo can Teleport to escape when the battle is not going his way.
Charlie Biggs (Boss)
Main Article: Charlie Biggs
Charlie Biggs is the new exterminator on the block and a rival to Terrence Dobbs. This town ain't big enough for the both of them!
Levels: 40-47
Powers
Exterminator Gas Ranged (Cone), Superior DoT(Toxic)
The Exterminator Gas has poisoned you. You are taking damage over time.
Exterminator Grenade Ranged (Targeted AoE), High DMG(Toxic), Foe Hold
The explosion from this Exterminator Grenade affects all within the blast and can leave you helpless as you gasp for air.
Rifle Butt Melee, Heavy DMG(Smash)
When all else fails, use your own 2 fists.
Brawl Melee, Moderate DMG(Smash)
When all else fails, use your own 2 fists.
Ajax (Boss)
Main Article: Ajax
Ajax was originally the only known surviving member of the Omega Team. His guilt drove him into years of depression until the Omega Team Time Capsule was opened. It was revealed that the current Ajax was nothing but a thug who killed the original Ajax. Now, Ajax seeks to redeem himself by cleansing the Rogue Isles of all villains within it.
Powers
Brawl Melee, Light DMG(Smash)
When all else fails, you have only your two fists to depend on.
Punch Melee, Light DMG(Smash), Foe Disorient
A decent punch that has a small chance to Disorient foes.
Kick Melee, Moderate DMG(Smash), Foe Knockdown
A modest kicking attack that has a small chance to knock opponents down.
Incendiary Grenade Ranged (Targeted AoE), Moderate DoT(Fire)
You are taking additional Damage over Time from the fire of the Incendiary Grenade.
Throwing Knives Ranged, Moderate DMG(Lethal), Minor DoT(Lethal)
With your natural origin you have to rely on your cunning and skill. You've acquired these throwing knives as part of your personal arsenal. You can throw these knives at a very short range, and deal minor Lethal damage to your target, but a nasty wound will do additional Damage over Time.
Demoralized Auto, Self -DMG
Still demoralized, Ajax hits like a kitten with a head cold.
Professor Echo (Elite Boss)
Main Article: Professor Echo
Professor Echo has been a thorn in Doctor Aeon's side for some time. No one knows where he came from or what his purpose is, but only that he's determined to thwart Dr. Aeon at every turn.
Levels: 15-21
Powers
Power Bolt Ranged, Moderate DMG(Energy/Smash), Foe Knockdown
A quick attack that rapidly hurls small bolts of energy at foes, sometimes knocking them down. Fast, but little damage.
Power Blast Ranged, High DMG(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), Moderate DMG(Energy/Smash), Foe Knockback
Hurls a blast of charged energy that violently explodes on impact, damaging all foes near the target.
Energy Torrent Ranged (Cone), Moderate DMG(Energy/Smash), Foe Knockback
Unleashes a cone of energy that knocks foes back.
Power Burst Close, Superior DMG(Energy/Smash), Foe Knockback
A short range but devastating attack.
Power Thrust Melee, Moderate DMG(Energy/Smash), Foe Knockback
A powerful thrust from the Professor that does smashing and energy damage and knocks you back.
Protective Shield Auto, Self Def( S20% L20% F20% C20% E20% N20% ), Res( T40 ), Resist(Endurance Debuff, Recovery Debuff)
Dramatically protects you from Smashing, Lethal, Fire, Cold, Energy, and Negative Energy attacks for a limited time. Also reduces Toxic damage and protects the target from Endurance Draining effects.
The Radio (Elite Boss)
Main Article: The Radio
This looks like a perfectly normal radio. Every now and then you can hear snatches of dialogue from a radio show called 'Radio Free Opportunity' break through the radio chatter.
Levels: 46-54
Powers
Shriek Ranged, Moderate DMG(Energy/Smash), Foe -Resist(All)
You let forth a quick Shriek, damaging your target and weakening his Damage Resistance.
Scream Ranged, Superior DoT(Energy/Smash), Foe -Resist(All)
Your Scream can cause serious damage to a target, while weakening his resistance to further damage.
Howl Ranged (Cone), Moderate DMG(Energy/Smash), Foe -Resist(All)
A short range, but powerful sonic attack.
Shockwave Ranged (Cone), Moderate DMG(Energy/Smash), Foe Knockback
You can call forth a tremendous Shockwave that can knock down foes and deal some Smashing damage in a wide cone area.
Shout Ranged, Superior DMG(Energy/Smash), Foe -Resist(All)
You blast your foe with a tremendous Shout, damaging him and reducing his Damage Resistance.
Siren's Song Ranged (Cone), Moderate DMG(Energy), Foe Sleep
You send forth a subsonic pulse which causes your foes to fall unconscious and take some minor damage. Your foes will remain unconscious for a good while, but will waken if disturbed.
Screech Ranged, Moderate DMG(Energy/Smash), Foe Disorient, -Resist(All)
By bursting forth with this hypersonic Screech, you can disorient a target.
Dreadful Wail PBAoE, Extreme DMG(Energy/Smash), Foe Disorient, -Resist(All)
Your Dreadful Wail is so strong that most foes will be defeated by being subjected to it. Dreadful Wail deals massive damage to all nearby foes, although the damage does vary.
Sonic Dispersion Toggle, PBAoE, Team Res( All15 ), Prot( Ho 6.92 Im 6.92 St 6.92 )
You create a large field of sonic waves, protecting all allies inside. The Sonic Dispersion gives all allies within increased Resistance against all damage except Psionic. The Sonic Bubble also protects allies from Immobilization, Disorient, and Hold effects.
Resistance Auto, Res( E25 P40 ), Prot( Ho 20 St 20 Sl 20 Kb 100 Co 100 Fr 100 Rp 100 Tp 100 ), Res( Ho 50% St 50% Sl 50% Co 50% Fr 50% ), Resist(Debuffs), Self Immobilize
The Eye of Merulina cannot be moved. It is resistant to Knockback, Sleep, Hold, Disorient, Fear, Confuse, Teleport and psionic and all damage.
Dr. Katelyn Pierce (Elite Boss)
Dr. Pierce is a brilliant, conniving, manipulative cybernetic genius, and a wizard at physiological problem-solving.
Levels: 30-44
Powers
Bone Saw Melee, Moderate DMG(Lethal)
Saw through flesh and bone.
Cleaver Melee, High DMG(Lethal)
Hack through flesh and bone.
Jolting Chain Ranged (Chain AoE), Minor DMG(Energy), Foe Knockdown, -Endurance, -Recovery
You can send a bolt of electricity through multiple opponents, causing a muscle spasm and dealing minor damage. Each foe is knocked down, and the electric charge can fork several times, jumping to several opponents rapidly.
Zapp Ranged (Sniper), Extreme DMG(Energy), Foe -Endurance, -Recovery
A focused electrical blast that can travel great distances with high Accuracy. Zapp drains Endurance, and is best fired from a distance, as it can be interrupted. Some of the Endurance you drain may transfer back to you.
Swift Auto, Self +Speed
You can naturally run slightly faster than normal. This ability is always on and does not cost any Endurance.
Sprint Toggle, Self +Speed, +Jump
Sprint allows you to travel, or run away, slightly faster than normal, while slightly draining your Endurance.
Sprint's movement buff stacks with other travel powers.
Fast Healing Auto, Self +Regeneration
You heal Hit Points at a faster rate than normal. This power is always on.
The Crusader (Elite Boss)
The Crusader is a mysterious Resistance Runesoldier. His Runesoldier Rifle overpowers his opposition with its magically infused ammunition.
Levels: 30-54
Powers
Mystic Shot Ranged, Moderate DMG(Energy), Foe -Defense
This magic attuned rifle shoots concentrated bursts of magical energy, causing energy damage and reducing your target's defenses.
Mystic Barrage Ranged (Cone), Superior DMG(Energy), Foe -Defense
You have learned to effectively combine your rifle's rapid fire barrage attack with the magical training of the Carnival. This deals energy damage and reduces your target's defenses.
Mystic Suppression Ranged, Light DMG(Energy), Foe -Recharge, -Speed, -ToHit, -Endurance
You have learned to effectively combine your rifle's suppressive burst fire attack with the magical training of the Carnival, allowing for you to suppress the ability of your foes to attack you. This attack causes energy damage. Affected targets also suffer reductions in their chance to hit and both movement and attack speeds.
Mystic Smash Melee, Moderate DMG(Energy/Smash), Foe Disorient
You retain much of your Resistance armor, even as you learn magic from the Carnival. Your armor's energy punch is now powered by mystic energy, causing energy and smashing damage on impact. There is also a chance that you may stun your target.
Mystic Burst PBAoE, Light DMG(Energy), Foe Confuse
Trained by the Carnival mistresses, you have learned how to mimic their Radiance attack, causing energy damage to foes caught in the energy burst and potentially confusing them.
Single Shot Ranged, High DMG(Energy), Foe -Regeneration
You are able to switch off the magical attunement of your rifle at will, allowing you to fire a traditional plasma burst that lowers your target's regeneration.
Heavy Burst Ranged (Cone), Moderate DMG(Energy), Foe -Recovery
You switch off the magical attunement of your rifle, allowing you to fire a series of rapid traditional plasma bursts. This causes energy damage to several targets in a cone in front of you and reduces their recovery.
Covering Fire Ranged, Minor DMG(Energy), Foe -ToHit
You switch off the magical attunement of your rifle, firing a spray of plasma bursts meant to suppress action by your foes. Affected target suffer energy damage and a reduced chance to hit, due to the amount of energy flying around.
Damage Resistance Res( E15 N-10 P15 )
The Praetorian Carnival forces are naturally resistant to several types of damage.
Archvillain's Might Resistance
Arch-villains are very powerful individuals, and as such have significant resistance to many status effects. They are not immune, however, and can be vulnerable for brief windows of opportunity.
Dr. Hyperbaric (Elite Boss)
Main Article: Sgt. Schorr
Deep Six
Levels: 30-54
Powers
Aqua Bolt Ranged, Light DMG(Cold/Smash), Foe -Defense
You strike your foe with a rapid blast of freezing cold water, causing cold and smashing damage. The target's defenses are also reduced.
Hydro Blast Ranged, Moderate DMG(Cold/Smash), Foe -Speed, Chance for Knockdown
You focus your energy and unleash an intense blast of chilling water at your foe, causing cold and smashing damage. Affected foes will also have their movement speed reduced. There is also a chance that the target will be knocked down.
Water Burst Ranged (Targeted AoE), High DMG(Cold/Smash), Foe -Speed, Chance for Knockdown
You cause water to violently explode from beneath the feet of a single target. The target and all nearby foes are blasted with freezing cold water and suffer cold and smashing damage. Additionally, all affected targets will have their movement speeds reduced and may be knocked down.
Steam Spray Ranged (Cone), Superior DMG(Fire), Light DoT(Fire), Foe -Defense
You spray scalding hot steam in a cone in front of you, badly burning foes caught within the spray. Affected foes suffer an initial burst of fire damage, as well as fire damage over time, and experience reduced defenses for a short time.
Geyser Ranged (Targeted AoE), Extreme DMG(Fire/Smash), Foe -Speed, Knockup, Chance for Disorient
You cause a powerful geyser of scalding hot water to erupt from within the earth, burning your foes and tossing them into the air. Affected targets suffer fire damage and are knocked into the air, while also suffering smashing damage and reduced movement speeds upon falling back to the ground. There is a chance that the fall could also leave affected targets stunned.
Transfusion Ranged, Foe -Regeneration, -Endurance, Team Heal
You drain an enemy of some endurance and lower their regeneration. The energy drained is transferred to you and your allies, healing them.
Siphon Power Ranged, Foe -DMG, Team +DMG
You manipulate life energy to drain power from a targeted foe, reducing their damage potential. This drained power is transferred back to you, increasing your own damage potential and that of all nearby allies.
Fulcrum Shift Ranged (Targeted AoE), Foe -DMG, Team +DMG
You drain the power of a targeted foe and all foes near the target, transferring this drained power to yourself and all nearby allies. Affected foes suffer reduced damage potential, while affected allies gain improved damage potential. The amount of the damage potential bonus increases in proportion to the number of targets affected by the power drain.
Archvillain's Might Resistance
Arch-villains are very powerful individuals, and as such have significant resistance to many status effects. They are not immune, however, and can be vulnerable for brief windows of opportunity.
Kingpin Shopkeeper (Elite Boss)
Main Article: The Major
This shopkeeper is likely the leader of a group of Freakshow who terrorize local businesses.
Levels: 30-54
Powers
12 Gauge Ranged (Cone), Moderate DMG(Lethal), Foe Chance for Knockdown
You fire a shot from your 12 Gauge Shotgun, causing lethal damage to several enemies in a cone in front of you. There is also a chance for affected targets to be knocked down.
Slug Ranged, Heavy DMG(Lethal), Foe Chance for Knockdown
You fire a concentrated slug at a single foe. This causes lethal damage and has a high chance to knock the target down.
Frag Grenade Ranged (Targeted AoE), Superior DMG(Fire/Lethal), Foe Knockback
You throw a fragmentation grenade at a single target. This explodes on impact, throwing shrapnel that causes smashing and lethal damage. There is also a high chance that the concussive effect from the explosion will knock affected targets back.
Jab Melee, Light DMG(Smash), Foe Chance for Disorient
You strike your target with a strong jab. The speed of this attack may catch your opponent off guard, momentarily stunning them.
Punch Melee, Moderate DMG(Smash), Foe Chance for Knockback
You strike your target with a hard punch. Your opponent will suffer smashing damage from the blow and may be knocked back.
Haymaker Melee, Heavy DMG(Smash), Foe Chance for Knockback
You strike your target with a very strong haymaker meant to lay them out. Your opponent will suffer smashing damage from the blow and has a high chance of being knocked back.
Archvillain's Might Resistance
Arch-villains are very powerful individuals, and as such have significant resistance to many status effects. They are not immune, however, and can be vulnerable for brief windows of opportunity.
Recall (Elite Boss)
Main Article: The Major
A former Powers division operative. Recall has perfect recall of anything he sees.
Levels: 30-54
Powers
Levitate Ranged, High DMG(Smash), Foe Knockup, -Fly
You send a single target violently into the air before slamming them to the ground for smashing damage. The target is also rendered unable to fly for a short while.
Dominate Ranged, Moderate DMG(Psionic), Foe Hold
You painfully tear at the mind of a single foe, causing psionic damage and rendering the target helpless, lost in their own mind and unable to defend themselves.
Confuse Ranged, Foe Confuse
You invoke confusion in a single target, causing them to be unable to reliably distinguish friend and foe for a short time.
Terrify Ranged (Cone), Moderate DMG(Psionic), Foe Fear
This power Terrifies foes within a cone area in front of you, causing them to tremble in Fear uncontrollably. The affect is so frightening and overwhelming, that the target takes real damage from the physiological response to this Psionic attack.
Psionic Dart Ranged, Light DMG(Psionic), Foe -Recharge
You fire a concentrated bolt of psionic energy at your target, causing psionic damage and lowering attack speed.
Telekinetic Thrust Melee, Moderate DMG(Psionic/Smash), Foe Knockback
You unleash a focused attack of intense mental power that violently sends a nearby foe flying. This causes psionic and smashing damage and knocks affected targets back.
Mental Blast Ranged, Moderate DMG(Psionic), Foe -Recharge
You fire a concentrated blast of psionic energy at your target, causing psionic damage and lowering attack speed.
Subdue Ranged, High DMG(Psionic), Foe Chance for Immobilize
You mentally manipulate your target's mind, subduing them. This causes psionic damage and may briefly immobilize the target.
Archvillain's Might Resistance
Arch-villains are very powerful individuals, and as such have significant resistance to many status effects. They are not immune, however, and can be vulnerable for brief windows of opportunity.
S.P.I.D.E.R.
Dr. Zeon (Archvillain)
Dr. Zeon appears to be an evil(?) alternate dimensional version of Dr. Aeon who is responsible for the Phase Transmogrification System that powers Zeon City in this ripple version of Cap Au Diable.
Dr. Zeon's goatee has a sinister aura and his power suit is just as deadly as the version you're more familiar with.
Levels: 35-54
Powers
Power Bolt Ranged, Moderate DMG(Energy/Smash), Foe Knockdown
A quick attack that rapidly hurls small bolts of energy at foes, sometimes knocking them down. Fast, but little damage.
Power Blast Ranged, High DMG(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), Moderate DMG(Energy/Smash), Foe Knockback
Hurls a blast of charged energy that violently explodes on impact, damaging all foes near the target.
Energy Torrent Ranged (Cone), Moderate DMG(Energy/Smash), Foe Knockback
Unleashes a cone of energy that knocks foes back.
Power Burst Close, Extreme DMG(Energy/Smash), Foe Knockback
A short range, but devastating attack.
Barrage Melee, Moderate DMG(Smash/Energy), Foe Disorient
You have been Disoriented.
Energy Punch Melee, Moderate DMG(Energy/Smash), Foe Disorient
You have been Disoriented.
Bone Smasher Melee, High DMG(Energy/Smash), Foe Disorient
You have been Disoriented.
Whirling Hands PBAoE Melee, Moderate DMG(Energy/Smash), Foe Disorient
You have been Disoriented.
Total Focus Melee, Extreme DMG(Energy/Smash), Foe Disorient
Total Focus is complete mastery over Energy Melee. This is a very slow, but incredibly devastating attack that can knock out most opponents, leaving them Disoriented. Due to the exhausting nature of Total Focus, recharge time is very long.
Power Thrust Melee, Moderate 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.
Protective Shield Auto, Self Def( S20% L20% F20% C20% E20% N20% ), Res( T40 ), Resist(Endurance Debuff, Recovery Debuff)
Dramatically protects you from Smashing, Lethal, Fire, Cold, Energy, and Negative Energy attacks for a limited time. Also reduces Toxic damage and protects the target from Endurance Draining effects.
Scaling Special: Self +MaxHP, +Regeneration, +DMG for each player on map
Special.
Malaise (Archvillain)
It seems that Azuria's spell to return Sister Psyche to her own body has had unexpected effects. Sister Psyche's mental hold over her protegee, Malaise, has been broken. Malaise is a villain once more!
Levels: 30-37
Powers
Mesmerize Ranged, Moderate DMG(Psionic), Foe Sleep
Malaise has Mesmerized you and put you to Sleep.
Mass Hypnosis Ranged (Targeted AoE), Light DMG(Psionic), Foe Sleep
Malaise has Hypnotized you and put you to Sleep.
Dominate Ranged, Moderate DMG(Psionic), Foe Hold
Malaise has dominated you. You are Held, and cannot take any action!
Total Domination Ranged (Targeted AoE), Light DMG(Psionic), Foe Immobilize
Malaise has dominated you. You are Held, and cannot take any action!
Resistance Res( L-20 P50 )
Archvillain resistance.
Johnny Sonata's Soul (Archvillain)
Main article: Johnny Sonata's Soul
Sold to a demon on a lonely winter night in exchange for fame, wealth and power, Johnny Sonata's soul may be the last remnant of a different, better person who might have been. Johnny might want his soul back, but Johnny's soul might not want to return.
Powers
Flight Self Fly
Johnny Sonata's Soul flys.
Scream Moderate Damage over Time -Damage Resistance
You are being buffeted by waves of sound and taking damage! Your Damage Resistance has been reduced.
Howl -Resist
The Howl has reduced your damage resistance.
Shockwave Moderate Damage (Lethal) +Knockback
You can call forth a tremendous Shockwave that can knock down foes and deal some lethal damage in a wide cone area.
Shout -Resist
The sonic Shout has reduced your damage resistance.
Dreadful Wail Disorient, -Resist
You have been disoriented and your resistance to damage has been decreased.
Sonic Dispersion Area of Effect +Damage Resistance (All except Psionic) +Resistance (Immobilization, Disorient, Hold)
Sonic Siphon Disorient, -Resist (All)
Your resistances have been weakened by the sonic attack.
Resistance +Res( C20 E-20 N20 T20 ) +Prot( Im 8 Sl 8 Fr 8 )
Johnny Sonata's Soul is highly resistant to all damage and Immobilization.
Resistance Auto, Self
Archvillain Resistance
The Godess Hequat (Archvillain)
Main Article: The Goddess Hequat
The Goddess of the Mu, Hequat guided her people in the war against the people of ancient Oranbega. Hequat does not abide the insolence of mortals who do not pay due worship to the gods.
Levels: 45-54
Powers
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.
Psychic Scream Ranged (Cone), Moderate DMG(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, High 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.
Will Domination Ranged, Superior DMG(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.
Psionic Tornado Ranged (Targeted AoE), Moderate DoT(Psionic), Foe Knockup, -Recharge
Unleashes a whirlwind of Psionic energy on a target, tossing nearby foes into the air. The Psionic Tornado damages foes and Slows their attack speed.
Scramble Thoughts Ranged, Moderate 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.
Psychic Wail PBAoE, 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.
Lightning Blast Ranged, High DMG(Energy), Foe -Endurance, -Recovery
Your Endurance has been drained.
Cage of Lightning Ranged, Moderate DMG(Energy), Foe Sleep, -Endurance, -Recovery
You are trapped in a cage of lightning.
Static Discharge Ranged (Cone), Moderate DMG(Energy), Foe -Endurance, -Recovery
The Static Discharge is continuing to electrocute you.
Ball Lightning Ranged (Targeted AoE), High DoT(Energy), Foe -Endurance, -Recovery
The Ball Lightning is continuing to electrocute you.
Electric Fence Ranged, High DoT(Energy), Foe Immobilize, -Endurance, -Recovery
Surrounds and Immobilizes a single target in an Electric Fence. Deals some damage over time and slowly drains some Endurance. Useful for keeping villains at bay.
Lightning Bolt Ranged, Moderate DMG(Energy), Foe -Endurance, -Recovery
You can send a large blast of electrical energy at a foe, dealing heavy damage and draining some Endurance. Lightning Bolt deals more damage than Charged Bolts, but recharges more slowly.
Power Sink Autohit, PBAoE, Moderate DMG(Energy), Foe -Endurance, -Recovery, Self +Endurance
Neuron has temporarily halted your Endurance Recovery with his Power Sink.
Resistance Res( E20 N20 P20 T20 )
Archvillain resistance.
Sally (Monster)
The Lake Salamanca monster, or Sally as she is sometimes called, is generally believed to be a myth. Though many insist that they have seen her, the world at large remains unconvinced.
Powers
No Attacks
Sally doesn´t have any attacks at all
Resistance Auto, Def( All-90 ), Prot( Ho 100 Kb 100 Co 100 Fr 100 Rp 100 ), -MaxHP, Stealth, Resist(Debuffs)
Archvillain resistance.
Defeating Sally twice earns the Believer Badge.
Octopus (Giant Monster)
Lusca
Main Article: Lusca
This giant octopus that threatens the waters of Independence Port. No one is certain how the beast got so large, though some have placed the blame on the polluting tendencies of Crey Technologies.
Powers
Ink Ranged (Targeted AoE), Moderate DMG(Toxic), Minor DoT(Toxic), Foe -Fly, -ToHit
This toxic ink continues to burn at you and prevents you from flying! The Ink has also left you with a reduced accuracy.
No Melee attacks No Hand to Hand
Lusca doesn´t have any Melee attacks at all
Tentacle Death Post Death Special
When the Octopus Head dies, all Tentacles die with it.
Untouchable Untouchable
The Octopus Head cannot be harmed until all Tentacles are destroyed.
Immobile Self Immobilize
Lusca is immobile.
Resistance Auto, Res( S80 L50 F50 C70 E60 N50 P60 T60 ), Prot( Ho 50 St 50 Sl 50 Kb 100 Co 1000 Fr 1000 Rp 100 Tp 100 ), Resist(Debuffs)
Hydra Head cannot be moved. It is resistant to Knockback, Sleep, Hold, Disorient, Fear, Confuse, Teleport and psionic and all damage. The Hydra Head can only be defeated with the Rikti Beam cannon.
Defeating Lusca earns the Devilfish Badge.
Tentacle
These wild tentacles protect the giant octopus' head from attack.
Powers
Tentacle Smash Melee (Cone), Moderate DMG(Smash), Foe Knockback
Smash with self.
No Ranged attacks
Lusca tentacles don´t have any ranged attacks at all
Immobile Self Immobilize
Lusca's tentacles are immobile.
Resistance Res( S20 C20 T20 ), Prot( Kb 100 Co 1000 Fr 1000 Rp 100 Tp 100 )
Tentacles cannot be moved. They are resistant to KnockBack, Levitate, Repel, Teleport and Fear. They are, however, vulnerable to lethal and negative energy damage.