Nictus
Overview
Nictus are Kheldians that feed off life energy, killing Peacebringers and Warshades. Nictus use Shadow Cysts as a form of life support if no host is available. If the cyst is destroyed, the Nictus will die quickly.
Notes
Nictus will not spawn unless you are "flagged" for them. Kheldians are always flagged to have them spawn. Non-Kheldians who team with a Kheldian become flagged for them as well. A non-Kheldian who has been flagged to have Nictus spawn will continue to see them spawn until they log out, even if they are no longer teamed with a Kheldian.
The only exception to this is Cimerora, where they are assisting the Cimeroran Tratiors faction of enemies, and can appear in all door missions.
Villain types
All Nictus have incredibly high perception, and can see through most hides.
Minions
Lesser Unbound Nictus
These free-floating Nictus have been drawn to Earth from somewhere in the cosmos, bridging the distance through a Shadow Cyst. They have not yet joined with or possessed a host, and normally could not survive on a planet's surface for long. However, the dark energies of the Shadow Cyst sustain them, allowing them to hunt for hosts on their own.
Powers
Flight Self Fly
Nictus Entities can Fly.
Dark Nova Bolt Ranged, Light Negative Damage, Foe -Recharge, -Speed
Your attack and movement speed has been reduced by the Dark Nova Bolt.
Resistance Res( E16 N16 )
Nictus entities are resistant to energy and negative energy damage.
Lesser Unbound Nictus summoned by a Shadow Cyst Crystal gain the following:
Disjoined Auto, Self Damage
If the Nictus entities leave the Safe Zone of the Shadow Crystal, they will start to die.
Birth Resistance Special: Summon Damage Resistance
When the Unbound Nictus first emerge from the Shadow Crystal, they are resistant to Disjoined illness for a brief time.
Lieutenants
Unbound Nictus
These free-floating Nictus have been drawn to Earth from somewhere in the cosmos, bridging the distance through a Shadow Cyst. They have not yet joined with or possessed a host, and normally could not survive on a planet's surface for long. However, the dark energies of the Shadow Cyst sustain them, allowing them to hunt for hosts on their own.
Powers
Flight Self Fly
Nictus Entities can Fly.
Dark Nova Blast Ranged, Moderate Negative Damage, Foe -Recharge, -Speed, Knockdown
Your attack and movement speed has been reduced by the Dark Nova Blast.
Dark Nova Emanation Ranged (Cone), Moderate Negative Damage, Foe -Recharge, -Speed
Your attack and movement speed has been reduced by the Dark Nova Emanation.
Resistance Res( E20 N20 )
Nictus entities are resistant to energy and negative energy damage.
Unbound Nictus summoned by a Shadow Cyst Crystal gain the following:
Disjoined Auto, Self Damage
If the Nictus entities leave the Safe Zone of the Shadow Crystal, they will start to die.
Birth Resistance Special: Summon Damage Resistance
When the Unbound Nictus first emerge from the Shadow Crystal, they are resistant to Disjoined illness for a brief time.
Bosses
Greater Unbound Nictus
These free-floating Nictus have been drawn to Earth from somewhere in the cosmos, bridging the distance through a Shadow Cyst. They have not yet joined with or possessed a host, and normally could not survive on a planet's surface for long. However, the dark energies of the Shadow Cyst sustain them, allowing them to hunt for hosts on their own.
Powers
Flight Self Fly
Nictus Entities can Fly.
Dark Nova Blast Ranged, Moderate Negative Damage, Foe -Recharge, -Speed, Knockback
Your attack and movement speed has been reduced by the Dark Nova Blast.
Dark Nova Emanation Ranged (Cone), Moderate Negative Damage, Foe -Recharge, -Speed
Your attack and movement speed has been reduced by the Dark Nova Emanation.
Dark Nova Detonation Ranged (Targeted Area of Effect), Moderate Negative Damage, Foe -Recharge, -Speed, Knockback
Your attack and movement speed has been reduced by the Dark Nova Detonation.
Resistance Res( E20 N20 )
Nictus entities are resistant to energy and negative energy damage.
Greater Unbound Nictus summoned by a Shadow Cyst Crystal gain the following:
Disjoined Auto, Self Damage
If the Nictus entities leave the Safe Zone of the Shadow Crystal, they will start to die.
Birth Resistance Special: Summon Damage Resistance
When the Unbound Nictus first emerge from the Shadow Crystal, they are resistant to Disjoined illness for a brief time.
White Dwarf
Every Kheldian energy being retains the patterns of its past hosts, and can use these patterns to transform itself and its current host into an energy-based duplicate of that creature, gaining new abilities in the process. The White Dwarf form is patterned off of a race called the Kurukt that lived on the surface of a neutron star. The White Dwarf form retains the incredible physical resilience of the Kurukt, as well as the ability to channel energy into powerful melee attacks.
Powers
White Dwarf Strike Melee, Moderate Energy/Smash Damage, Foe -Defense, Knockdown
Your Defense has been reduced by the White Dwarf Strike.
White Dwarf Smite Melee, Heavy Energy/Smash Damage, Foe Disorient, -Defense, -Fly, Knockdown
You feel Disoriented. Your Defense and your ability to Fly has been reduced by the White Dwarf Smite.
White Dwarf Flare Point Blank Area of Effect, Moderate Energy Damage, Foe -Defense, Knockback
Your Defense has been reduced by the White Dwarf Flare.
White Dwarf Sublimation Self Heal
Through perfect control of your body and energy, you can concentrate for a few moments and heal yourself. This power is only available while in White Dwarf form.
Dark Dwarf
Every Kheldian energy being retains the patterns of its past hosts, and can use these patterns to transform itself and its current host into an energy-based duplicate of that creature, gaining new abilities in the process. The Dark Dwarf form is patterned off of a race called the Ruktur that lived on the surface of a pulsar. The Dark Dwarf form retains the incredible physical resilience of the Ruktur, as well as the ability to channel energy into powerful melee attacks.
Powers
Black Dwarf Strike Melee, Moderate Negative/Smash Damage, Foe -Recharge, -Speed, -Fly, Knockdown
Your attack and movement speed has been reduced by the Black Dwarf Strike.
Black Dwarf Smite Melee, Heavy Negative/Smash Damage, Foe Disorient, -Recharge, -Speed, -Fly, Knockdown
You feel Disoriented. Your ability to Fly and your attack and movement speed has been reduced by the Black Dwarf Smite.
Black Dwarf Drain Melee, Moderate Negative Damage, Foe -Recharge, -Speed, Self Heal
The Black Dwarf has Drained your life to heal itself. Your attack and movement speed has been reduced by the Drain.
Black Dwarf Mire Point Blank Area of Effect, Moderate Negative Damage, Foe -Recharge, -Speed, Self +Damage, +ToHit
The Black Dwarf has Drained your life to buff it's strength. Your attack and movement speed has been reduced by the Mire.
Bright Nova
Every Kheldian energy being retains the patterns of its past hosts, and can use these patterns to transform itself and its current host into an energy-based duplicate of that creature, gaining new abilities in the process. The Bright Nova form is patterned off of a race called the Mefnanim that lived in the energy-charged upper atmosphere of a gas giant planet. The Bright Nova form retains the ability fly and to shape and project energy bolts of incredible power.
Powers
Bright Nova Bolt Ranged, Light Energy Damage, Foe -Defense
Your Defense has been reduced by the Bright Nova Bolt.
Bright Nova Blast Ranged, Moderate Energy Damage, Foe -Defense, Knockback
Your Defense has been reduced by the Bright Nova Blast.
Bright Nova Scatter Ranged (Cone), Moderate Energy Damage, Foe -Defense
Your Defense has been reduced by the Bright Nova Proton Scatter.
Bright Nova Detonation Ranged (Targeted Area of Effect), Moderate Energy/Smash Damage, Foe -Defense, Knockback
Your Defense has been reduced by the Bright Nova Detonation.
Dark Nova
Every Kheldian energy being retains the patterns of its past hosts, and can use these patterns to transform itself and its current host into an energy-based duplicate of that creature, gaining new abilities in the process. The Dark Nova form is patterned off a race called the Hulnanim that lived in the lightless depths of a gas giant planet. The Dark Nova form retains the ability to fly and to shape and project Dark Energy bolts of incredible power.
Powers
Dark Nova Bolt Ranged, Light Negative Damage, Foe -Recharge, -Speed
Your attack and movement speed has been reduced by the Dark Nova Bolt.
Dark Nova Blast Ranged, Moderate Negative Damage, Foe -Recharge, -Speed, Knockback
Your attack and movement speed has been reduced by the Dark Nova Blast.
Dark Nova Emanation Ranged (Cone), Moderate Negative Damage, Foe -Recharge, -Speed
Your attack and movement speed has been reduced by the Dark Nova Emanation.
Dark Nova Detonation Ranged (Targeted Area of Effect), Moderate Negative Damage, Foe -Recharge, -Speed, Knockback
Your attack and movement speed has been reduced by the Dark Nova Detonation.
Objects
Shadow Cyst Crystal
These unearthly crystals grow from a Shadow Seed, a hardened physical form created when several Nictus fuse together and solidify themselves. Shadow Cysts project a field that allow Nictus to survive for extended periods without a host even on a planet's surface. The Cysts also act as wormholes, allowing Nictus to travel instantly from one cyst to another, even across interstellar distances. If allowed to grow in the right conditions, a Shadow Cyst can flood a world with Nictus.
Powers
No Ranged Attacks
Shadow Cysts do not have any ranged attacks at all.
No Melee Attacks
Shadow Cysts do not have any melee attacks at all.
Immobile
Shadow Cysts are immobile.
Portal Portal
Nicti energy entities will continue to spawn from this Shadow Crystal until it is destroyed.
Medium explosion Post death special (Point Blank Area of Effect, Fire/Lethal) Foe Disorient
The explosion has left you Disoriented.
Resistance Auto, Self +Resistances
Inherent resistance of all inanimate objects. Inanimate objects cannot be moved, knocked back, Healed with normal Heal powers, Disoriented, Held, Slept, Confused, Feared, Taunted or Debuffed. They are always Immobilized. Since they have no mind, they inherently take less damage from Psionics.
Named bosses
- Brightshift (Bright Nova)
- Coldstar (Bright Nova)
- Fullalbedo (White Dwarf)
- Lightburner (Bright Nova)
- Moonbow (White Dwarf)