Praetorians (Enemy Group)
Overview
Praetorians are one of the highest villain groups in CoH and are primarily encountered during Portal missions. Almost all of them originate from Praetorian Earth.
Given the complex nature of this group, I have decided to try a different kind of format to explain them, according to their factions and leaders:
Factions
AntiMatter
Nuon (minion)
AntiMatter equipped his creations with the ability to generate energy and channel it into attacks. Although they appear somewhat similar to Neuron's minions and to Clockwork of Primal Earth, they are mechanical constructs and obey only the master of radiation.
Powers
Irradiate Self, Area of Effect, Energy, Foe -Defense
Emits radiation in all directions damaging all nearby foes over a short duration. Like other Radiation attacks, this power can bypass some of a targets defenses. Irradiate severely reduces the targets defense.
Neutrino Bolt Ranged, Energy, Low Damage, Foe -Defense
A very quick, but low damage attack, Neutrino Blast can reduce the targets defense.
No Melee attacks No Hand to hand
Nuons don´t have any Melee attacks at all.
Resistance Auto, Self +Resistances: Lethal, Psionic. Resist: Disorient, Knockback
AntiMatter Clockworks are resistant to Knockback, Disorient, Lethal and Psionic damage.
Meson (lieutenant)
AntiMatter's constructs are designed to work together, but occasionally there will be a specific task that he wants accomplished. The Meson unit is almost always assigned to these duties. They carry more logical circuits and can more easily follow complex instructions.
Powers
Irradiate Self, Area of Effect, Energy, Foe -Defense
Emits radiation in all directions damaging all nearby foes over a short duration. Like other Radiation attacks, this power can bypass some of a targets defenses. Irradiate severely reduces the targets defense.
Neutrino Bolt Ranged, Energy, Low Damage, Foe -Defense
A very quick, but low damage attack, Neutrino Blast can reduce the targets defense.
No Melee attacks No Hand to hand
Mesons don´t have any Melee attacks at all.
Resistance Auto, Self +Resistances: Lethal, Psionic. Resist: Disorient, Knockback
AntiMatter Clockworks are resistant to Knockback, Disorient, Lethal and Psionic damage.
Baryon (boss)
The Baryons are the most powerful of AntiMatter's constructs. They generate an intense amount of radiation and must be carefully contained when fighting in areas with civilian presence.
Powers
Irradiate Self, Area of Effect, Energy, Foe -Defense
Emits radiation in all directions damaging all nearby foes over a short duration. Like other Radiation attacks, this power can bypass some of a targets defenses. Irradiate severely reduces the targets defense.
Neutrino Bolt Ranged, Energy, Low Damage, Foe -Defense
A very quick, but low damage attack, Neutrino Blast can reduce the targets defense.
No Melee attacks No Hand to hand
Baryons don´t have any Melee attacks at all.
Resistance Auto, Self +Resistances: Lethal, Psionic. Resist: Disorient, Knockback
AntiMatter Clockworks are resistant to Knockback, Disorient, Lethal and Psionic damage.
AntiMatter (archvillain)
Main Article: Anti-Matter
Trapped within his powered armor, AntiMatter used to be Tyrant's primary scientific consultant. He and Neuron were once the best of friends and created the Clockwork of Praetorian Earth together. Of late his theories have been more and more radical, causing Tyrant to lean on Neuron for research and analysis. Unbeknownst to anyone, AntiMatter has cracked the Portal tech. He is waiting to reveal his breakthrough in order to garner favor from Tyrant and his true love, Dominatrix.
Powers
Flight Self fly
AntiMatter can Fly!
Escape Self, special (see note)
Anti-Matter can Teleport to escape when the battle is not going his way.
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 AntiMatter can keep this power toggled on or when the original infected targeted dies. Infected foes have severely reduced Accuracy and Defense.
Enervating Field Foe -Damage, -Resistances
You have been exposed to an Enervating Field of radiation. Your damage and damage resistance are reduced.
Lingering Radiation Foe -Speed, -Recharge
Your attack rate and movement speed has been slowed by the Lingering Radiation.
Irradiate Self, Area of Effect, Energy, -Defense
Emits radiation in all directions damaging all nearby foes over a short duration. Like other Radiation attacks, this power can bypass some of a targets defenses. Irradiate severely reduces the targets defense.
X-Ray Beam Ranged, Energy, -Defense
Sends a ray of X-Ray radiation energy that deals heavy damage. X-Ray Beam can bypass some of a targets defenses and reduce the targets defense.
Electron Haze Short Range Energy, -Defense, Foe Knockdown
A short range conical blast of electron radiation. The attack can bypass some of a targets defenses and reduce the targets defense. It can also knock down some targets.
Neutron Bomb (Ranged) Targeted Area of Effect, Energy, Foe -Defense
This devastating attack lobs an explosive sphere of deadly radiation damaging the target and all nearby foes. Neutron Bomb can bypass some of a targets defenses and reduce the targets defense.
Atomic Blast (Energy, Area of Effect) Foe -Defense
AntiMatter has reduced your Defense and left you helpless with his Atomic Blast.
Battle Maiden
Champion of Mourning (minion)
The first thing that is taught to the Champions of War Earth is that you must always respect those who fall in battle. It does not matter if they are your comrades or your enemy, all those who give their lives to combat must be remembered.
Levels: 45-54
Powers
Crossbow Ranged Lethal, Medium Damage, Foe Knockback
The Heavy Crossbow can knock down foes.
Bash Melee, Smash, Low Damage, Weak Foe Disorient
Smash your opponent with your Medieval Mace. This quick attack can sometimes Disorient your opponent.
Pulverize Melee, Smash, Moderate Damage, Foe Disorient
This attack is slower than Bash but causes more damage. It also has a chance of Disorienting your opponent for a brief time.
Clobber Melee, Smash, Low Damage, Foe Disorient
Battle Maiden's minion has disoriented you with her mace.
Shatter Melee, Smash, High Damage, Strong Foe Knockback
This devastating attack Shatters a single opponent and really sends him flying.
Resistance No Resistances
This critter does not have any special Resistances
Champion of Battle (lieutenant)
To defeat the enemy in front of you and take the battle is the second lesson of the Champions of War Earth. They believe that if you cannot hold your place in the line then not only will you fail, but so will your comrades around you.
Levels: 45-54
Powers
Crossbow (Ranged) Medium Damage (Lethal), Foe Knockback
The Heavy Crossbow can knock down foes.
Hack (Melee) Foe -Defense
Battle Maiden's minion has lowered your Defense with his Broad Sword.
Slash (Melee) Foe -Defense
Battle Maiden's minion has lowered your Defense with his Broad Sword.
Parry (Melee) Minor Damage (Lethal), Self +Defense (Lethal, Melee)
The parry itself does minor damage, but every successful hit will increase their defense against melee and lethal attacks for a short while.
Whirling Sword (Melee) Point Blank Area of Effect, Lethal, Damage over Time, Lethal, Foe: -Defense
Battle Maiden's minion has lowered your Defense with his Broad Sword.
Resistance No Resistances
This critter does not have any special Resistances
Champion of War (boss)
The final lesson of the Champions of War Earth is that you must consider each action in terms of the larger picture. If you sacrifice too much to win one battle then you may lose the war. The highest rank of the Champions is always filled with master strategists.
Levels: 45-54
Power
Crossbow Ranged, Lethal, Medium Damage, Foe Knockdown
The Heavy Crossbow is slower to reload that the Hand Crossbow, but it has much longer range, deals more damage and can knock down foes.
Gash Melee, Lethal, Moderate Damage, Foe Knockback
Gash your opponent with your Battle Axe. This attack is fairly quick for such a large weapon, and can knock down foes.
Chop Melee, Lethal, High Damage, Foe Knockback
The Chop deals heavy damage, although it is much slower than Gash. This attack can knock back a target.
Beheader Melee, Lethal, Very High Damage, Foe Knockdown
Swings your Battle Axe horizontally at neck level. Deals very high damage, and can send a target flying. However, this attack is very slow.
Pendulum Melee, Cone, Lethal, Very High Damage, Foe Knockback
This devastating attack swings your Battle Axe in a wide arc in front of you. All foes in its arc are dealt a serious blow, and are sent flying!
Resistance No Resistances
This critter does not have any special Resistances
Battle Maiden (archvillain)
Main Article: Battle Maiden
Drawn from War Earth, Battle Maiden uses high tech medieval weaponry.
Levels: 45-54
Powers
Crossbow Ranged, Lethal, Medium Damage, Foe Knockdown
The Heavy Crossbow is slower to reload that the Hand Crossbow, but it has much longer range, deals more damage and can knock down foes.
Exploding Bolt Targeted Area of Effect Lethal, Knockback
Exploding Crossbow Bolts can knock down foes.
Hack Melee, High Damage (Lethal), Foe -Defense
You Hack your opponent for a high amount of damage. This attack can reduce a target's defense, making him easier to hit.
Slash Melee, Moderate Damage (Lethal), Foe -Defense
You perform a quick Slash that can reduce a target's defense, making him easier to hit. This attack causes moderate damage, but has a quick recharge time.
Slice Melee, Cone, Lethal, Moderate Damage, Foe -Defense
You Slice your sword in a wide arc, attacking all enemies in front of you. Slice does less damage than Slash, but can hit multiple foes and reduces their defense. Damage: Moderate, Recharge: Moderate.
Parry Melee, Minor Damage, Lethal, Self +Defense
You can use this power to Parry incoming melee attacks. The Parry itself does minor damage, but every successful hit will increase your Defense against melee attacks for a short while. Damage: Minor; Recharge: Fast.
Whirling Sword Melee, Point Blank Area of Effect, Lethal, Damage over Time, Lethal, Foe -Defense
You perform a Whirling Sword maneuver, attacking all foes in melee range. This attack wounds your opponents, causing them to take minor damage over time and reduces their defense. Damage: Moderate, Recharge: Slow.
Disembowel Melee, Superior Damage (Lethal), Foe -Defense, Knockup
You perform a powerful Disemboweling maneuver that deals a great amount of damage, and can knock a target up into the air. This attack can reduce a target's defense, making him easier to hit.
Head Splitter Melee, Extreme Damage (Lethal), Foe -Defense, Knockback
You perform a devastating Head Splitter attack that deals a massive amount of damage and can even knock a foe down to the ground and reduce it's defense. This attack has an exceptionally good critical hit capability, better than other broadsword attacks, that can sometimes deal double damage. The power of this attack can actually extend a short distance through multiple foes.
Resistance Res( L30 P-20 )
Auto, Self
Resistance Auto, Self
Archvillain Resistance
Black Swan
Minor Shadow (minion)
These small shadowy beings serve Black Swan loyally. They seem to have no desires or motivations of their own. Some people say that after they encounter them they experience a chill for up to several weeks. They can channel dark energy into focused blasts.
Levels: 45-54
Powers
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.
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.
Shadow Maul Melee, Smash/Negative, High Damage over Time, Foe -Accuracy
This deadly attack unleashes a flurry of shadow punches pummeling your foe with focuses negative energy. Shadow Maul deals a lot of damage over a short period of time. Like most Shadow Punches, Shadow Maul can reduce the target´s accuracy.
Resistance Auto, Self +Res( E--30 N50 )
Black Swan's minions are resistant to Negative Energy, but vulnerable to Energy.
Shadow (lieutenant)
Although there are no visible differences between those minions and the Minor Shadows, it is obvious that they can draw on a greater reserve of power. Something about their essence makes them stronger. It is uncertain where that energy comes from, but the most popular theory is that they are created with a more direct connection to Shadow Earth.
Levels: 45-54
Powers
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.
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.
Shadow Maul Melee, Smash/Negative, High Damage over Time, Foe -Accuracy
This deadly attack unleashes a flurry of shadow punches pummeling your foe with focuses negative energy. Shadow Maul deals a lot of damage over a short period of time. Like most Shadow Punches, Shadow Maul can reduce the target´s accuracy.
Resistance Auto, Self +Res( E--30 N50 )
Black Swan's minions are resistant to Negative Energy, but vulnerable to Energy.
Master Shadow (boss)
These servant of Black Swan are obviously different in both size and power from their smaller counterparts. They have achieved a mastery of Shadow energy that can only be surpassed by the dark lady herself.
Levels: 45-54
Powers
Dark Blast (Ranged), 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.
Twilight Grasp (Ranged) Foe -Accuracy -Damage, Team Heal
You channel Negative Energy from the Netherworld through yourself to a targeted foe. Twilight Grasp drains the power from that target and slowly transfers it to you and all nearby allies. The targeted foe's Accuracy and damage are reduced, while you and your nearby allies are healed.
Darkest Night (Ranged) Foe -Damage, -Accuracy
While active, you channel Negative Energy onto a targeted foe. Darkest Night decreases the damage potential and chance to hit of the target, and all foes nearby, as long as you keep the power active.
Death Shroud (Point Blank Area of Effect) Minor Damage over Time (Negative)
You become a focus point for the Netherworld, allowing its Negative Energy to seep from your body. This will continuously damage all foes in melee range.
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.
Shadow Maul Melee, Smash/Negative, High Damage over Time, Foe -Accuracy
This deadly attack unleashes a flurry of shadow punches pummeling your foe with focuses negative energy. Shadow Maul deals a lot of damage over a short period of time. Like most Shadow Punches, Shadow Maul can reduce the target´s accuracy.
Resistance Auto, Self +Res( E--30 N50 )
Black Swan's minions are resistant to Negative Energy, but vulnerable to Energy.
Black Swan (archvillain)
Main Article: Black Swan
Born with a connection to the Shadow Earth in the Netherworld, Black Swan can channel energy from that dimension into attacks and defenses. She is served by minions that some say she draws from Shadow Earth and others say are created by stealing pieces from the shadows of her victims.
Levels: 45-54
Powers
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.
Night Fall Ranged (Cone), Moderate Damage over Time (Negative), Foe -Accuracy
Unleashes a cone shaped burst of particles from the netherworld. All targets within the modest range of this power take negative energy damage and have reduced accuracy.
Life Drain Ranged, Negative, Foe -Accuracy, Self + Hit Points
Black Swan 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 Black Swan.
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.
Shadow Maul Melee, Smash/Negative, High Damage over Time, Foe -Accuracy
This deadly attack unleashes a flurry of shadow punches pummeling your foe with focuses negative energy. Shadow Maul deals a lot of damage over a short period of time. Like most Shadow Punches, Shadow Maul can reduce the target´s accuracy.
Siphon Life Melee, Negative, Foe -Accuracy, Self +Hit Points
Black Swan taps the powers of the netherworld to steal life from a target foe and transfer some of it to herself. A successful hit can reduce the targets accuracy.
Midnight Grasp Melee, Smash/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.
Dark Regeneration Point Blank Area of Effect, Minor Damage, Negative, Self: +Health
You can tap the dark essence of the Netherworld to drain a small amount of life from all enemies nearby, thus healing yourself. The more foes affected, the more you will be healed.
Oppressive Gloom Toggle (Point Blank Area of Effect), Self -Life, Foe Disorient
Taps the dark powers of the netherworld to drain a small amount of life from yourself to keep your nearby enemies Disoriented!
Dark Servant Summon Dark Servant: Ranged, Debuff, Special
Summons a Dark Servant to your aid. The Dark Servant possesses an assortment of dark powers to weaken your foes. The summoned entity is not a willing servant, and it is only your power that binds it in this realm. Therefore, the Dark Servant cannot move. Recharge: Very Long
Resistance Res( E--30 N50 )
Auto, Self
Resistance Auto, Self
Archvillain Resistance
Bobcat
Alley Cat (minion)
The lowest rank of those who serve Bobcat is filled with strays. She searches the streets of the city for those who have nowhere else to go. She prefers those who have been injured in some way, mentally or physically and bear a grudge towards the ones that hurt them. Bobcat offers her alley cats something to fight for...and against.
Levels: 45-54
Powers
Shuriken Ranged, Lethal, Low Damage
Small throwing weapon.
Swipe (Melee) Lethal, low Damage over Time
A fast Claw attack that shreds your opponent.
Strike Melee, Lethal
Claws 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.
Lynx (lieutenant)
After an alley cat develops some skill, he is moved to a leadership position. They have to be tough to attain this status, but they must have compassion for their comrades as well. Bobcat will not tolerate cruelty among her group.
Levels: 45-54
Powers
Shuriken Ranged, Lethal, Low Damage
Small throwing weapon.
Swipe (Melee) Lethal, low Damage over Time
A fast Claw attack that shreds your opponent.
Strike Melee, Lethal
Claws 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.
Ocelot (boss)
The most important quality that Bobcat looks for when moving one of her people to the rank of Ocelot is trustworthiness. If Bobcat cannot hold someone at their word, they will never succeed in her group. Woe to anyone who betrays her.
Levels: 45-54
Powers
Shuriken Ranged, Lethal, Low Damage
Small throwing weapon.
Swipe (Melee) Lethal, Low Damage over Time
A fast Claw attack that shreds your opponent.
Strike Melee, Lethal
Claws 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.
Resistance No Resistances
This critter does not have any special Resistances
Bobcat (Archvillain)
Main Article: Bobcat
Created during the tail end of the Hamidon Wars, genetic hybrids were made by a variety of military and privately owned laboratories in an attempt to create super powered soldiers to fight the Devouring Earth. Bobcat is one such experiment that merged human and feline DNA. Left abandoned and forgotten after the war she eventually escaped from the lab and roamed the streets of Praetoria City until Neuron found her.
Initially feral and incredibly bad tempered, she quickly grew accustomed to civilized life. She has taken up a near permanent residence in Studio 55, using her influence as a Praetor's girlfriend to remodel the club as she sees fit.
Levels: 45-54
Powers
Swipe (Melee) Lethal, low Damage over Time
A fast Claw attack that shreds your opponent.
Slash Melee, Lethal, Foe -Defense
A Slash attack deals high damage, and reduces the target's Defense.
Strike Melee, Lethal
Claws Strike is a standard claw attack against a targeted foe.
Spin Melee, Area of Effect, Moderate Damage (Lethal)
Bobcat Spins around in a circle, attacking everyone within melee range with a Strike attack. Damage: Moderate, Recharge: Slow.
Focus (Ranged) Area of Effect, Lethal, Foe Knockdown
Bobcat 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
Bobcat spins and slashes around violently, attacking all nearby foes in a wide arc in front of her. Eviscerate is so deadly that there is a chance of dealing extra damage!
Follow Up Melee, Moderate Damage (Lethal) Self: +Accuracy +Damage
You perform a feint attack that deals moderate damage. After this attack hits, it gives you a large bonus to Accuracy and Damage for a brief time.
Shockwave Melee (Cone), Moderate Damage (Lethal), Foe Knockdown
Projects a Shockwave of focused power that can travel a short distance. Shockwave travels in a wide arc in front of you dealing moderate damage and, possibly knocking down foes.
Focused Fighting Toggle, Self +Defense
Bobcat can Focus her mind to evade many attacks.
Unstoppable Self, +Resistances (Disorient, Sleep, Hold, Immobilize, All Damage but Psionics)
When Bobcat activates this power, she 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 she is left exhausted, and drained of almost all Health and Endurance. Recharge: Very Long.
Super Leap Super Leap
Bobcat can jump real high.
Resistance Res( E40 N--20 T20 ), Resistances to all debuffs (high); Protection against Fear, Stun, Confuse, Knockback, Immobilize, Taunt (high)
Archvillain Resistance.
Chimera
Cockatrice (minion)
These low ranks servants of Chimera have only the most rudimentary skills with poison. They can create a toxin that will slowly damage their target but is almost never fatal unless combined with other attacks.
Levels: 45-54
Powers
Bow Ranged, Lethal, Moderate Damage
Typical Long Bow. Long Range and deadly.
Shuriken Ranged, Lethal, Low Damage, Damage over Time, Poison
Small throwing weapon. You take some minor damage over time from the poisoned shuriken.
Caltrops Located Area of Effect, Minor Damage over Time Lethal, Foe -Speed
Tosses a handful of Caltrops at a targeted location and spreads the tiny metal spikes over a large area. Any entities that pass over the Caltrops will be forced to move at a slower rate. They will also take some trivial damage.
Caltrops -Speed, Low Lethal
All foes that walk through the Caltrops will be Slowed.
Sai Melee, Lethal, Damage over Time, Poison, Self +Defense
Successful hits with this elegant weapon can increase your own defense to melee attacks. You are poisoned and start to take some minor Damage over Time
Brawl Melee, Smash
When all else fails, use your own 2 fists.
Resistance No Resistances
This critter does not have any special Resistances
Basilisk (lieutenant)
As Chimera's servants advance through the ranks they continue their mastery of weapons and poisons. The Basilisks coat their weapons with a poison that will dull their enemies' reflexes and make them easier to finish off.
Levels: 45-54
Powers
Bow Ranged, Lethal, Moderate Damage
Typical Long Bow. Long Range and deadly.
Shuriken Ranged Lethal, Low Damage, Damage over Time, Poison
Small throwing weapon. You take some minor damage over time from the poisoned shuriken.
Caltrops Located Area of Effect, Minor Damage over Time Lethal, Foe -Speed
Tosses a handful of Caltrops at a targeted location and spreads the tiny metal spikes over a large area. Any entities that pass over the Caltrops will be forced to move at a slower rate. They will also take some trivial damage.
Caltrops -Speed, Low Lethal
All foes that walk through the Caltrops will be Slowed.
Kama Melee, Lethal, Damage over Time, Poison, Foe -Accuracy
This deadly weapon has a curved blade that can reduce a target's accuracy. You are poisoned and start to take some minor Damage over Time
Brawl Melee, Smash
When all else fails, use your own 2 fists.
Resistance No Resistances
This critter does not have any special Resistances
Gorgon (boss)
These combatants are among the most feared that the Praetorians can field. Their weapons are coated with a poison that will paralyze their opponents. This allows them to easily capture of defeat them at their leisure.
Levels: 45-54
Powers
Bow Ranged, Lethal, Moderate Damage
Typical Long Bow. Long Range and deadly.
Shuriken Ranged Lethal, Low Damage, Damage over Time, Poison
Small throwing weapon. You take some minor damage over time from the poisoned shuriken.
Caltrops Located Area of Effect, Minor Damage over Time Lethal, Foe -Speed
Tosses a handful of Caltrops at a targeted location and spreads the tiny metal spikes over a large area. Any entities that pass over the Caltrops will be forced to move at a slower rate. They will also take some trivial damage.
Caltrops -Speed, Low Lethal
All foes that walk through the Caltrops will be Slowed.
Hack (Melee) Lethal, Foe Hold, -Defense
The Gorgon has lowered your Defense with his Katana and you are affected by paralytic poison.
Slash (Melee, Lethal) Foe Hold, -Defense
The Gorgon has lowered your Defense with his Katana and you are affected by paralytic poison.
Resistance No Resistances
This critter does not have any special Resistances
Chimera (Archvillain)
Main Article: Chimera
When his parents were killed by the villain Doppelganger, Chimera was given the opportunity of a lifetime. Doppelganger took the boy under his wing and trained him to be the world's premiere silent killer.
Levels: 45-54
Powers
Bow (Ranged) Foe Hold
Chimera has poisoned you. You are paralyzed.
Hack (Melee) Damage over Time, Poison, Foe Slow, -Defense
Chimera has lowered your Defense with his Katana. The blade has also poisoned you. You are slowed and are slowly taking poison damage over time.
Slash (Melee) Damage over Time, Poison, Foe Slow, -Defense
Chimera has lowered your Defense with his Katana. The blade has also poisoned you. You are slowed and are slowly taking poison damage over time.
Slice (Melee) Damage over Time, Poison, Foe Slow, -Defense
Chimera has lowered your Defense with his Katana. The blade has also poisoned you. You are slowed and are slowly taking poison damage over time.
Parry (Melee) Damage over Time, Poison, Foe Slow, -Defense
Chimera has lowered your Defense with his Katana. The blade has also poisoned you. You are slowed and are slowly taking poison damage over time.
Whirling Sword (Melee) Damage over Time, Poison, Foe Slow, -Defense
Chimera has lowered your Defense with his Katana. The blade has also poisoned you. You are slowed and are slowly taking poison damage over time.
Disembowel (Melee) Damage over Time, Poison, Foe Slow, -Defense
Chimera has lowered your Defense with his Katana. The blade has also poisoned you. You are slowed and are slowly taking poison damage over time.
Head Splitter (Melee) Damage over Time, Poison, Foe Slow, -Defense
Chimera has lowered your Defense with his Katana. The blade has also poisoned you. You are slowed and are slowly taking poison damage over time.
Focused Fighting Toggle, Self +Def( M30 R30 )
Chimera can Focus his mind to evade many melee and ranged attacks.
Super Leap Auto, Self, +Jump Speed, +Jump Height
Chimera can jump real high.
Resistance Res( L25 T25 )
Auto, Self
Resistance Auto, Self
Archvillain Resistance
Diabolique
Wight (minion)
These incorporeal spirits have been caught before they could travel across the veil by Diabolique's dark magic. In binding them to this world she also forces them to do her bidding. They are tormented and distraught but are forced to serve the twisted mystic.
Levels: 45-54
Powers
Flight Self fly
Diabolique's Spirits can Fly!
Ethereal Self, Special
Diabolique's Spirits can make themselves Ethereal and shift out of the material plane. Ethereal Specters are invisible, and cannot affect or be affected by those in normal space.
Chill of the Night Toggle, Point Blank Area of Effect (Negative), Foe -Accuracy
You are caught in the spirit's Chill of the Night. Your Accuracy is reduced as your life is drained.
Midnight Grasp Melee, Smash/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.
Siphon Life Melee, Negative, Foe -Accuracy, Self +Hit Points
The Wight 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.
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.
Resistance Auto, Self Res( S40 L40 E-40 N40 P-40 T40 ). +Prot( Im 3 ) +Res( Im 33% )
Diabolique's spirits are non corporeal and highly resistant to Immobilization, Smashing, Lethal and Negative Energy damage. However, they are vulnerable to Energy and Psionic damage.
Wraith (lieutenant)
After being in Diabolique's service for some time, Wraiths are imbued with some of her potent mystical energy. Combined with their tortured existence this makes her Wraiths fearsome foes indeed.
Levels: 45-54
Powers
Flight Self fly
Diabolique's Spirits can Fly!
Ethereal Self, Special
Diabolique's Spirits can make themselves Ethereal and shift out of the material plane. Ethereal Specters are invisible, and cannot affect or be affected by those in normal space.
Chill of the Night Toggle, Point Blank Area of Effect (Negative), Foe -Accuracy
You are caught in the spirit's Chill of the Night. Your Accuracy is reduced as your life is drained.
Midnight Grasp Melee, Smash/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.
Siphon Life Melee, Negative, Foe -Accuracy, Self +Hit Points
The Wraith 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.
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.
Resistance Auto, Self +Res( S40 L40 E-40 N40 P-40 T40 ) +Prot( Im 3 ) +Res( Im 33% )
Diabolique's spirits are non corporeal and highly resistant to Immobilization, Smashing, Lethal and Negative Energy damage. However, they are vulnerable to Energy and Psionic damage.
Poltergeist (boss)
Bound to the earth for so long and subjected to Diabolique's corrupt power, eventually each of her minions snap. When they do their powers increase proportionally. They no longer care if they can ever escape, they simply want to destroy the living.
Levels: 45-54
Powers
Flight Self fly
Diabolique's Spirits can Fly!
Ethereal Self, Special
Diabolique's Spirits can make themselves Ethereal and shift out of the material plane. Ethereal Specters are invisible, and cannot affect or be affected by those in normal space.
Chill of the Night Toggle, Point Blank Area of Effect (Negative), Foe -Accuracy
You are caught in the spirit's Chill of the Night. Your Accuracy is reduced as your life is drained.
Midnight Grasp Melee, Smash/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.
Siphon Life Melee, Negative, Foe -Accuracy, Self +Hit Points
The Poltergeist 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.
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.
Resistance Auto, Self Res( S40 L40 E-40 N40 P-40 T40 ) +Prot( Im 3 ) +Res( Im 33% )
Diabolique's spirits are non corporeal and highly resistant to Immobilization, Smashing, Lethal and Negative Energy damage. However, they are vulnerable to Energy and Psionic damage.
Diabolique (archvillain)
Main Article: Diabolique
Tammy Arcanus was born with great magical powers on Praetorian Earth, just like she was in Primal Earth. Unfortunately, they manifested very differently. As she reached adolescence she began exploring her powers before she was trained. She used astral projection to cast her spirit forth. So intoxicated was she by the new wonders that she was discovering she returned to her body too late to link with it. She watched helplessly as it withered and died without a spirit. Tammy's father tried to save her but he was too late to manage anything other than keeping her spirit bound to earth. For his trouble Tammy blasted her father and turned him into her first spirit minion.
Levels: 45-54
Powers
Flight Self fly
Diabolique can Fly!
Phase Shift Toggle, Self Intangible
Diabolique can Phase Shift in and out of reality. While Phases out, Diabolique becomes intangible, and cannot be affected by those in normal space.
Force Bolt Ranged, Minor Damage (Smash), Foe Knockback
Discharges a bolt of force that knocks down foes and deals some smashing damage.
Force Bomb Ranged, Targeted Area of Effect, Moderate Damage, Smash, Foe Knockback
Discharges a Force Bomb that knocks down foes and deals Smashing Damage in a area. Damage: Minor, Recharge: Fast
Siphon Power (Ranged) Foe -Damage
Diabolique has Siphoned your power and reduced your damage potential to increase her own.
Siphon Speed (Ranged) Foe -Speed
Diabolique has Siphoned your speed and reduced your damage potential to increase her own.
Personal Force Field Bubble
The Force Field is virtually impenetrable to all attacks. The impact of some powerful attacks may occasionally rattle Diabolique, however the Force Field will hold, and the Diabolique will not suffer any damage or effects from the attacks. The Force Field works both ways, and while active, the Diabolique can only affect herself with other powers.
Resistance Res( P30 )
Auto, Self
Resistance Auto, Self
Archvillain Resistance
Dominatrix
Servant (minion)
To be bound to Dominatrix is an honor that must be earned. Going without sleep and other trials of endurance are given to candidates to prove their worth. Passing means a term of servitude where complete obedience is expected.
Levels: 45-54
Powers
Static Bolt Ranged, Energy, Moderate damage
The Riding Crop can hurl a painful bolt of electricity.
Crop (Melee) Damage over Time, Energy, Foe Sleep
You are taking Energy Damage over Time from the Crop, and are Electrocuted. You could break free if someone helped.
Resistance Auto, Self +Res( S50 L50 F50 C50 E50 N50 P50 )
Dominatrix's minions are extremely tough.
Trainer (lieutenant)
Trainers are very important to Dominatrix's organization. They teach the new Servants to fight effectively and work as a unit. They also fill the position of tactical leader in combat quite often.
Levels: 45-54
Powers
Static Bolt Ranged, Energy, Moderate damage
The Riding Crop can hurl a painful bolt of electricity.
Crop (Melee) Damage over Time, Energy, Foe Sleep
You are taking Energy Damage over Time from the Crop, and are Electrocuted. You could break free if someone helped.
Submission (Melee) Damage over Time, Energy, Foe Hold
You are taking Energy Damage over Time from the Crop, and you are Held.
Resistance Auto, Self +Resistances
Dominatrix's minions are extremely tough.
Lady (boss)
The Lady is the mistress of all she surveys. She is responsible for a number of Trainers and Servants. There is a strong bond of fealty that goes both ways in these relationships. With power comes responsibility.
Levels: 45-54
Powers
Static Bolt Ranged, Energy, Moderate damage
The Riding Crop can hurl a painful bolt of electricity.
Crop (Melee) Damage over Time, Energy, Foe Sleep
You are taking Energy Damage over Time from the Crop, and are Electrocuted. You could break free if someone helped.
Submission (Melee) Damage over Time, Energy, Foe Hold
You are taking Energy Damage over Time from the Crop, and you are Held.
Resistance Auto, Self +Res( S50 L50 F50 C50 E50 N50 P50 )
Dominatrix's minions are extremely tough.
Dominatrix (archvillain)
Main Article: Dominatrix
Being the daughter of a famous and universally loved super heroine never sat well with Dominatrix. She rebelled from a very young age and when she hit puberty and her powers kicked in she decided enough was enough. After killing her mother, the infamous Miss Liberty, she started making a name for herself. She caught Tyrant's attention and has been serving him loyally, in all capacities, ever since.
Levels: 45-54
Powers
Crush (Ranged) Minor Damage over Time, Smash, For Immobilize, -Fly
Creates a localized gravitational field strong enough to Immobilize a single foe. Crush can also bring down flying entities. This power is very accurate and deals some crushing damage over time.
Gravity Distortion Ranged, Foe Hold
Causes a single foe to experience an intensely misshapen gravitation field, rendering them unable to take any action.
Propel Ranged, Moderate Damage (Smash), Foe Knockback
Dominatrix can open up a portal and pull in a heavy object that she can then levitate and propel at foes!
Crushing Field (Targeted area of Effect) Minor Damage over Time, Smash, For Immobilize, -Fly
Dominatrix has Immobilized you and you are getting crushed. You cannot fly.
Gravity Distortion Field (Targeted Area of Effect, Damage over Time, Smash) Foe Hold
Dominatrix has Held you in her Gravity Distortion Field.
No Melee attacks No Hand to hand
Dominatrix doesn't have any Melee attacks at all.
Resistance Auto, Self +Res( S50 L50 F50 C50 E50 )
Resistance Auto, Self
Archvillain Resistance
Infernal
Demon (minion)
These vicious creatures serve Infernal only because he forces them to. By subverting their will through the use of ancient mystic rituals he creates permanent servants. If his control begins to wane over a particular demon, he performs another ceremony and binds it permanently into his weapons or armor to increase their strength.
Levels: 45-54
Powers
Flares Ranged, Fire, Damage over Time, Fire
A quick attack that throws Flares at the target. Little damage, but very fast.
Fire Sword Melee, Fire, Damage over Time, Fire
The Behemoth can summon a fire sword that sets foes ablaze. Successful attacks will also do a slight damage over time.
Scorch Melee, Fire, Damage over Time, Fire
The Behemoth hands are engulfed in flames, igniting the target.
Fire Smash Melee, Heavy Smash, Fire
Behemoth fire punch attack.
Invincibility Foe +Defense +Accuracy (special)
Your close proximity to the Behemoth is increasing it´s Defense and Accuracy. Get away if you can.
Behemoth Jumping Auto, Self +Jump Speed, +Jump Height
Demons can inherently jump real high.
Resistance Auto, Self, +Res( F20 C-20 )
Demons are resistant to Fire Damage, but are vulnerable to Cold.
Demon Lord (lieutenant)
These vicious creatures serve Infernal only because he forces them to. By subverting their will through the use of ancient mystic rituals he creates permanent servants. If his control begins to wane over a particular demon, he performs another ceremony and binds it permanently into his weapons or armor to increase their strength.
Levels: 45-54
Powers
Flares Ranged, Fire, Damage over Time, Fire
A quick attack that throws Flares at the target. Little damage, but very fast.
Fire Sword Melee, Fire, Damage over Time (Fire)
The Behemoth can summon a fire sword that sets foes ablaze. Successful attacks will also do a slight damage over time.
Scorch Melee, Fire, Damage over Time, Fire
The Behemoth hands are engulfed in flames, igniting the target.
Fire Smash Melee, Heavy Smash, Fire
Behemoth fire punch attack.
Invincibility Foe +Defense +Accuracy (special)
Your close proximity to the Behemoth is increasing it´s Defense and Accuracy. Get away if you can.
Resistance Auto, Self, +Resistances: Fire
Demons are resistant to Fire Damage, but are vulnerable to Cold.
Behemoth Jumping Auto, Self +Jump
Demons can inherently jump real high.
Demon Overlord (boss)
Occasionally, Infernal is able to find a more powerful demon to subjugate. It takes a much greater effort to control them so he cannot use them as frequently, but he still has a significant number under his sway. One of the greatest dangers Infernal faces is losing control of one of his Demon Lords.
Levels: 45-54
Powers
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.
Fire Breath (Ranged) Cone, Damage over Time, Fire
Infernal breaths forth a cone of fire that burns all foes within it´s narrow cone. Very accurate and very deadly at medium range.
Fire Sword Melee, Fire, Damage over Time, Fire
The Behemoth can summon a fire sword that sets foes ablaze. Successful attacks will also do a slight damage over time.
Swipe Melee, Heavy Lethal
Demon Overlord claw attack.
Healing Flames Self Heal, +Resist: Disorient
The Demon can concentrate for a few moments and to dramatically heal himself with Healing Flames. The power of the flames can also protect the Behemoth from Disorientation for a while.
Behemoth Jumping Auto, Self +Jump Speed, +Jump Height
Demons can inherently jump real high.
Resistance Auto, Self +Res( F20 C-20 )
Demon Lords are resistant to Fire Damage, but are vulnerable to Cold.
Infernal (archvillain)
Main Article: Infernal (Praetorian)
On Praetorian Earth Infernal never had Numina's guidance to temper his drive to control more and more demons. When he first arrived on Praetorian Earth, Diabolique encouraged him to bind more and more demons into his armor until they corrupted his spirit. With the darkness came power and soon Infernal had become stronger than his guide. He is extremely power hungry and is happy to cross over to Primal Earth, where there may be more demons for him to use.
Levels: 45-54
Powers
Fire Aura Minor Damage (Fire)
You are taking some Fire damage just being near Infernal!
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.
Fire Breath (Ranged) Cone, Damage over Time, Fire
Infernal breaths forth a cone of fire that burns all foes within it´s narrow cone. Very accurate and very deadly at medium range.
Gash Melee, Lethal, Moderate Damage, Foe Knockback, Moderate Damage over Time, Fire
Gash your opponent with your Battle Axe. This attack is fairly quick for such a large weapon, and can knock down foes.
Chop Melee, Lethal, High Damage, Foe Knockdown, Moderate Damage over Time, Fire
The Chop deals heavy damage, although it is much slower than Gash. This attack can knock back a target.
Beheader Melee, Superior Damage (Lethal), Moderate Damage over Time (Fire), Foe Knockdown
This is an attempt to remove your opponent's head from his neck with your Battle Axe. This attack is very slow, but can deal a lot damage and knock the target down.
Whirling Axe (Melee) Moderate Damage over Time, Fire
Infernal's battle axe has ignited you!
Pendulum Melee, Cone, Lethal, Very High Damage, Foe Knockback, Moderate Damage over Time, Fire
This devastating attack swings your Battle Axe in a wide arc in front of you. All foes in its arc are dealt a serious blow, and are sent flying!
Resistance Auto, Self +Res( S25 L25 F50 C-20 )
Resistance Auto, Self
Archvillain Resistance
Malaise
Crazy Chopper (minion)
Malaise has the mutant ability to project his insanity into the minds of others. He has slowly adapted to his altered version of reality, but the instantaneous placement of his skewed view upon others drives them mad.
Levels: 45-54
Powers
Submachine Gun Ranged Lethal, Low Damage, Foe -Defense
Rapid fire rifle. Can reduce target's defense.
Fireman Axe Melee, Lethal, Moderate Damage, Foe -Defense
The Fireman Axe deals moderate damage and can decrease a target's defense when it hits.
Resistance Auto, Self +Res( P50 )
Malaise's minions are resistant to Psionics.
Crazy Slicer (minion)
Malaise has the mutant ability to project his insanity into the minds of others. He has slowly adapted to his altered version of reality, but the instantaneous placement of his skewed view upon others drives them mad.
Levels: 45-54
Powers
Submachine Gun Ranged Lethal, Low Damage, Foe -Defense
Rapid fire rifle. Can reduce target's defense.
Knife Melee, Lethal, Low Damage
Basic stabbing and cutting blade.
Resistance Auto, Self +Res( P50 )
Malaise's minions are resistant to Psionics.
Lunatic Slugger (lieutenant)
Most of the people affected by Malaise never recover. They certainly don't without help. No one has been able to detect a pattern in those he infects, but once they enter the world that exist in his mind they are never the same.
Levels: 45-54
Powers
Submachine Gun Ranged Lethal, Low Damage, Foe -Defense
Rapid fire rifle. Can reduce target's defense.
Baseball Bat Melee, Smash, Moderate Damage
There is nothing like slugging someone in the head with this baseball bat.
Resistance Auto, Self +Res( P50 )
Malaise's minions are resistant to Psionics.
Maniac Slammer (boss)
Some of those affected by Malaise's insidious powers attain some modicum of control again. They also see the world the way he sees it. Those poor creatures become his most trusted servants. Some believe that if enough of them are created the world might turn into into the topsy-turvy madhouse that Malaise sees everyday.
Levels: 45-54
Powers
Shotgun (Ranged) Cone, Lethal, Foe Knockdown
Good at close range. Fires a cone of buckshot pellets and can knock some foes down.
Sledgehammer Melee, Smash, High Damage, Foe Knockback
This heavy, but unwieldy and slow Sledgehammer can knock down foes.
Resistance Auto, Self +Res( P50 )
Malaise's minions are resistant to Psionics.
Malaise (archvillain)
Main Article: Malaise (Praetorian)
On Praetorian Earth the villain Malaise was never counseled by Sister Psyche. Instead, he was one of the "patients" at one of Mother Mayhem's facilities. With the ability to control his madness and inflict it on others, he quickly rose to a position as her favorite.
Levels: 45-54
Powers
Mass Hypnosis (Psionic) 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 discretely, the targets won't even be aware of your presence.
Total Domination (Psionic) Targeted Area of Effect, Foe Hold
Tear at the mind of a group of foes around one targeted foe. Dominate renders its victims helpless, lost in their own mind and unable to defend themselves.
Mesmerize Ranged Psionic, Foe Sleep
Hypnotize painfully enraptures a target with psychic energy rendering him unconscious. The target will remain asleep for some time, but will awaken if attacked.
Dominate Ranged, Foe Hold
Tear at the mind of a single target foe. Dominate renders a single victim helpless, lost in his own mind and unable to defend himself.
No Melee attacks No Hand to hand
Malaise doesn't have any Melee attacks at all.
Resistance Res( L-20 P50 )
Auto, Self
Resistance Auto, Self
Archvillain Resistance
Marauder
Rampager (minion)
Marauder recruits only the most hungry and violent men into his ranks. He trains them hard enough to either turn them into rock or kill them. Those that graduate from this regimen are disciplined and deadly.
Levels: 45-54
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.
Thunder Kick Melee, Smash Damage, Foe Disorient
You have been Disoriented with a Thunder Kick.
Crane Kick Melee Smash, High Damage, Foe Knockback
A slow, high damage kick that can send your target flying! .
Crippling Axe Kick Melee, Minor Damage, Smash, Foe Immobilize, -Speed
You can perform a Crippling Axe Kick that deals minor damage but slows the target run speed and has a chance to Immobilize your target.
Eagle's Claw Melee, Smash, Very High Damage, Foe Disorient, Special
A devastating kick that can severely Disorient most opponents. It also has a chance of dealing extra damage.
Resistance No Resistances
This critter does not have any special Resistances
Wrecker (lieutenant)
Marauder is extremely adept at spotting leadership potential and tactical aptitude. When he sees these qualities in one of his men he gives them the chance to lead small group and operations as a test. There is only one price for failure.
Levels: 45-54
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.
Thunder Kick Melee, Smash Damage, Foe Disorient
You have been Disoriented with a Thunder Kick.
Crane Kick Melee, Smash, High Damage, Foe Knockback
A slow, high damage kick that can send your target flying! .
Crippling Axe Kick Melee, Minor Damage, Smash, Foe Immobilize, -Speed
You can perform a Crippling Axe Kick that deals minor damage but slows the target run speed and has a chance to Immobilize your target.
Eagle's Claw Melee, Smash, Very High Damage, Foe Disorient, Special
A devastating kick that can severely Disorient most opponents. It also has a chance of dealing extra damage.
Destroyer (boss)
If a Wrecker shows a high success rate, Marauder gives him one final test: pick a Destroyer and defeat him in single combat. The fight is to the death. If the Wrecker wins, he has a new title and greater responsibilities. This test is typical of the Darwinian approach that Marauder is committed to.
Levels: 45-54
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.
Thunder Kick Melee, Smash Damage, Foe Disorient
You can perform a strong Thunder Kick that hits so hard it can disorient your target.
Crane Kick Melee Smash, High Damage, Foe Knockback
A slow, high damage kick that can send your target flying!
Crippling Axe Kick Melee, Minor Damage, Smash, Foe Immobilize, -Speed
You can perform a Crippling Axe Kick that deals minor damage but slows the target run speed and has a chance to Immobilize your target.
Eagle's Claw Melee, Smash, Very High Damage, Foe Disorient, Special
A devastating kick that can severely Disorient most opponents. It also has a chance of dealing extra damage.
Resistance No Resistances
This critter does not have any special Resistances
Marauder (archvillain)
Main Article: Marauder
Bred for battle, Marauder loves nothing more than fighting and destroying his enemies. Most perceive that he serves Tyrant like a vicious dog but he only follows the leader of the Praetorians for the slaughter.
Levels: 45-54
Powers
Hurl Ranged, Moderate Damage, Smash, Foe Knockback
You are able to tear up a chunk of ground beneath your feet and Hurl it at an enemy. This attack is close ranged, deals moderate damage and can knock foes back. Damage: Heavy. Recharge: Moderate.
Punch Melee, Smash, Foe Knockback
A Super Strength Punch is a powerful pummeling attack, and it may knock foes off their feet.
Haymaker Melee, Smash, Foe Knockback
The Haymaker is a slow attack, but it makes up for it with a greater damage and a high chance of knockback.
Hand Clap (Point Blank) Area of Effect Disorient, Foe Knockback
Marauder can clap his hands together to send out a violent shockwave. The shockwave can knockdown most nearby foes and can Disorient many of those. Hand Clap deals no damage.
Foot Stomp Point Blank Area of Effect, Moderate Damage, Smash, Foe Knockback
Using your superior leg strength, you can Stomp your foot to the ground, quacking the earth itself. This is a localized attack against everything in melee range. Damage: Heavy. 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.
Unstoppable Click, Self: Res( S49 L49 F49 C49 E49 N49 T49 ) (Disorient, Sleep, Hold, Immobilize, Knockback)
When Marauder activates this power, he 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 he is left exhausted, and drained of almost all Health and Endurance.
Resistance Res( S50 P-20 ), Resistances to all debuffs (high); Protection against Fear, Stun, Confuse, Knockback, Immobilize, Taunt (high)
Archvillain Resistance.
Mother Mayhem
Child of Anger (minion)
Mother Mayhem places promising patients in her special facilities and then stimulates their rage centers until they are prime killers. She then overlays clear and commands directly into their minds and turns them loose. They can't be bargained with, they can't be reasoned with, and they absolutely will not stop, ever.
Levels: 45-54
Powers
Mental Blast Ranged, Psionic, Foe -Recharge
The basic psionic attack does moderate damage and can slightly reduce a target's attack speed.
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. Damage: Moderate. Recharge: Moderate
Subdue Ranged, Psionic, Foe Immobilize
Subdue deals moderate damage and may leave the targeted foe Immobilized for a brief time. Immobilized foes can not move but can still attack.
No Melee attacks No Hand to hand
Childs of Anger don´t have any Melee attacks at all.
Resistance Auto, Self +Res( P50 )
Mother Mayhem's minions are resistant to Psionics.
Child of Rage (lieutenant)
Mother Mayhem continues to prod her minions, pushing them farther and farther down a very particular path of madness. Once they are to this level they no longer feel pity, or remorse, or fear...only rage.
Levels: 45-54
Powers
Mental Blast Ranged, Psionic, Foe -Recharge
The basic psionic attack does moderate damage and can slightly reduce a target's attack speed.
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. Damage: Moderate. Recharge: Moderate
Subdue Ranged, Psionic, Foe Immobilize
Subdue deals moderate damage and may leave the targeted foe Immobilized for a brief time. Immobilized foes can not move but can still attack.
No Melee attacks No Hand to hand
Childs of Rage don´t have any Melee attacks at all.
Resistance Auto, Self +Res( P50 )
Mother Mayhem's minions are resistant to Psionics.
Child of Hatred (boss)
At this point, Mother Mayhem has pushed her "children" to the point that they can feel nothing but hatred for everything around them. They simply want everything around them to die.
Levels: 45-54
Powers
Mental Blast Ranged, Psionic, Foe -Recharge
The basic psionic attack does moderate damage and can slightly reduce a target's attack speed.
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. Damage: Moderate. Recharge: Moderate
Subdue Ranged, Psionic, Foe Immobilize
Subdue deals moderate damage and may leave the targeted foe Immobilized for a brief time. Immobilized foes can not move but can still attack.
No Melee attacks No Hand to hand
Childs of Hatred don´t have any Melee attacks at all.
Resistance Auto, Self +Res( P50 )
Mother Mayhem's minions are resistant to Psionics.
Mother Mayhem (archvillain)
Main Article: Mother Mayhem
This twisted person is Tyrant's closest advisor and possibly his biggest threat as well. She is organized and has large numbers of minions she has driven to her particular brand of insanity in her special asylums.
Levels: 45-54
Powers
Flight Self fly
Mother Mayhem can Fly!
Mental Blast Ranged, Psionic, Foe -Recharge
The basic psionic attack does moderate damage and can slightly reduce a target's attack speed.
Subdue Ranged, Psionic, Foe Immobilize
Subdue deals moderate damage and may leave the targeted foe Immobilized for a brief time. Immobilized foes can not move but can still attack.
Psychic Scream (Ranged) Cone, Psionic, Foe -Recharge
The howl of Psionic energy resonates in the mind of all foes within its conical area of effect.
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. Damage: Moderate. Recharge: Moderate
Psionc Tornado (Ranged) Moderate Damage over Time, Psionic, Foe Slow
Mother Mayhem's Psionic Tornado continues to tear at your mind and Slows you!
Will Domination Ranged, Psionic, Foe Sleep
This powerful attack is so painful, it usually renders its target inconscious. The victim is asleep, but will awaken if disturbed.
No Melee attacks No Hand to hand
Mother Mayhem doesn´t have any Melee attacks at all.
Resistance Res( P50 )
Auto, Self
Resistance Auto, Self
Archvillain Resistance
Neuron
Electrode (minion)
The basic model of minion designed by Neuron was originally blueprinted to be a laboratory assistant. It is excellent at following simple commands and would have been well suited for tasks a scientist did not have the time or muscle for. Neuron quickly realized that the metallic minions could be used as attack drones and adapted his plan on the fly.
Levels: 40-54
Powers
Charged Bolts Ranged, Energy, Foe -Endurance
Neuron's Clockwork can quickly hurl small bolts of electricity at foes. Charged Bolts deals light damage and also drains some endurance.
Pummel Melee, Heavy Smash, Energy
Assembler brawling attacks.
Charged Brawl Melee, Smash, Energy
Neuron's Clockwork brawling attacks.
Resistance Auto, Self +Res( L25 E-20 P50 ) +Prot( Sl 3 ) +Res( St 33% Sl -100% )
Circuit (lieutenant)
A more powerful version of the Electrode unit, this minion can sometimes cause trouble for a single opponent. A group should be able to easily defeat it, however due to its limited power supply. It has excellent offensive capabilities and should be dealt with carefully if more than one is present.
Levels: 40-54
Powers
Charged Bolts Ranged, Energy, Foe -Endurance
Neuron's Clockwork 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
Neuron's Clockwork 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.
Pummel Melee, Heavy Smash, Energy
Assembler brawling attacks.
Charged Brawl Melee, Smash, Energy
Neuron's Clockwork brawling attacks.
Resistance Auto, Self +Res( L25 E-20 P50 ) +Prot( Sl 3 ) +Res( St 33% Sl -100% )
Inhibitor (boss)
The Inhibitors are sometimes said to be the most difficult of Neuron's creations to deal with. They are built to make it difficult for any opponent to do what they are good at. This ability to negate the strenghts of their foe make the Inhibitors a frustrating and potentially deadly opponent.
Levels: 40-54
Powers
Charged Bolts Ranged, Energy, Foe -Endurance
Neuron's Clockwork can quickly hurl small bolts of electricity at foes. Charged Bolts deals light damage and also drains some endurance.
Tesla Cage (Ranged, Energy) Foe Sleep, -Endurance
You have been captured and your Endurance Recovery has been temporarily halted by a Tesla Cage.
Pummel Melee, Heavy Smash, Energy
Assembler brawling attacks.
Charged Brawl Melee, Smash, Energy
Neuron's Clockwork brawling attacks.
Lightning Field (Self, Point Blank Area of Effect, Energy, Foe -Endurance)
While in this Lightning Field, you are taking Energy Damage over Time and losing Endurance.
Resistance Auto, Self +Res( L25 E-20 P50 ) +Prot( Sl 3 ) +Res( St 33% Sl -100% )
Neuron (archvillain)
Main Article: Neuron
Neuron is the creation of his own twisted scientific experiment. He gave himself complete control over his body's nervous system. Once he and Anti-Matter worked together as friends, but of late a rift has formed between them. Neuron's creation of Siege and the favor that garnered him with Tyrant is the primary cause of discord between them.
Levels: 40-54
Powers
Lightning Field (Self, Point Blank Area of Effect, Energy, Foe -Endurance)
While in this Lightning Field, you are taking Energy Damage over Time and losing Endurance.
Charged Bolts Ranged, Energy, Foe - Endurance, -Recovery
You can quickly hurl small bolts of electricity at foes. Charged Bolts deals light damage and also drains some endurance.
Ball Lightning (Ranged) Targeted Area of Effect (Energy), Foe -Endurance, -Recovery
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.
Tesla Cage (Ranged, Energy) Foe Sleep, -Endurance, -Recovery
Neuron has captured you and temporarily halted your Endurance recovery with his Tesla Cage.
Voltaic Sentinel Summon Sentinel, Ranged, Moderate Damage (Energy), Foe -Endurance
Neuron can manifest a polarized electricity field that hovers above the ground and hurls bolts of electricity at nearby foes. Any enemy that passes near this Sentinel risks serious injury. The Sentinel is not alive and cannot be targeted or attacked by enemies. The Sentinel can fly and will follow Neuron.
Lightning Bolt Foe: -Recovery
Neuron has temporarily halted your endurance recovery with his lightning bolt.
Havoc Punch (Melee) Foe Sleep
You are rendered helpless by the electrical attack. Any form of attack will free you from this state.
Charged Brawl Foe: Sleep, -Recovery
Neuron has electrocuted you and temporarily halted your endurance recovery with his charged brawl.
Lightning Clap Point Blank Area of Effect, Foe Disorient, Knockdown
You can clap your hands together to release a violent Lightning Clap. The Lightning Clap can knock down most nearby foes, Disorienting many of them. Lightning Clap deals no damage. Recharge: Slow.
Thunder Strike Melee, Smash, Foe Disorient, Area of Effect Knockback, -Recovery
A massive attack. Neuron 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.
Power Sink Foe -Recovery
Neuron has temporarily halted your Endurance recovery with his Power Sink.
Shocking Grasp Foe Hold, -Recovery
Neuron has Held you and temporarily halted your Endurance recovery with his Shocking Grasp.
Resistance Res( E40 N-20 ), Resistances to all debuffs (high); Protection against Fear, Stun, Confuse, Knockback, Immobilize, Taunt (high)
Archvillain Resistance.
Nightstar
SPECTRA Series I (minion)
Not to be out done by Neuron, Anti-Matter created the SPECial Tactical Robot Army to serve Tyrant. The Series I was the prototype and is therefore the least efficient model.
Levels: 45-54
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 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.
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!
Resistance Auto, Self +Res( P50 ) +Prot( Im 1 St 3 Sl 3 Co 5 Fr 100 )
SPECTRA Series II (lieutenant)
When Neuron developed a new Robot Attack Module series, Anti-Matter did the same with the SPECTRA. Despite certain design diferences, the two models are comparable in practice.
Levels: 45-54
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 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.
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! .
Resistance Auto, Self +Res( P50 ) +Prot( Im 1 St 3 Sl 3 Co 5 Fr 100 )
SPECTRA Series III (boss)
The SPECTRA Series III is the most advanced design that Anti-Matter has created to date. Some of his other creations are more powerful but none have the efficiency of the Series III.
Levels: 45-54
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 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.
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!
Resistance Auto, Self +Res( P50 ) +Prot( Im 1 St 3 Sl 3 Co 5 Fr 100 )
Nightstar (archvillain)
Main Article: Nightstar
This android is the creation of Anti-Matter as a testament to his love for Dominatrix. Nightstar is patterned after her the same way that Siege is patterned after Tyrant. Neuron considers it an inferior design, but Anti-Matter knows that one day victory will be his.
Levels: 45-54
Powers
Flight Self fly
Nightstar can Fly!
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.
Energy Torrent (Ranged) Cone, Energy/Smash, Foe Knockback
Unleashes a cone of energy that knocks foes back.
Power Burst Close, High Damage (Energy/Smash), Foe Knockback
A short range, but devastating attack. Damage: Heavy, Recharge: Slow
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.
Nova Point Blank Area of Effect, Extreme Damage(Energy/Smash), Foe Knockback, Self -Recovery
You can explode in a tremendous blast of energy, sending nearby foes flying. The Nova deals massive damage to all nearby foes, although the damage does vary. Activating this power leaves you drained of Endurance, and unable to recover any Endurance for a while. Damage: Extreme, Recharge: Very Long.
No Melee attacks No Hand to hand
Nightstar doesn´t have any Melee attacks at all.
Resistance Res( S50 L50 C50 N30 P75 ), Resistances to all debuffs (high); Protection against Fear, Stun, Confuse, Knockback, Immobilize, Taunt (high)
Archvillain Resistance.
Shadowhunter
Omega Wolf (minion)
These creatures are the bottom of the food chain in the Pack. They are humans that have been recently turned by the Pack and are not yet fully accepted. They are forced to prove themselves every day. If they are not accepted as Pack, then they are torn apart.
Levels: 40-54
Powers
Hurl Ranged, Moderate Damage, Smash, Foe Knockback, Disorient
You are able to tear up a chunk of ground beneath your feet and Hurl it at an enemy. This attack is close ranged, deals moderate damage and can knock foes back. Damage: Heavy. Recharge: Moderate.
Claw Swipe Melee, Cone, Heavy Lethal, Foe Knockback
Shadowhunter Wolves claw attack cover a wide cone and can knockback its foes.
Wolf Jumping Self Auto, +Jump Height, +Jump Speed, +Run Speed, +Prot( Im 3 )
Shadowhunter's wolves can inherently jump real high and travel very fast.
Resistance Auto, Self +Res( S25 L25 F25 C25 E25 N25 P25 T25 ) +Prot( Im 3 ) +Res( Im 33% )
Shadowhunter's wolves are highly resistant to all damage and Immobilization.
Beta Wolf (lieutenant)
When the Pack has approved of an Omega, they are inmediately protected and treated well. It is an instant transition with no going back. Once someone is Pack, death is the only thing that will break that.
Levels: 40-54
Powers
Hurl Ranged, Moderate Damage, Smash, Foe Knockback, Disorient
You are able to tear up a chunk of ground beneath your feet and Hurl it at an enemy. This attack is close ranged, deals moderate damage and can knock foes back. Damage: Heavy. Recharge: Moderate.
Claw Swipe Melee, Cone, Heavy Lethal, Foe Knockback
Shadowhunter Wolves claw attack cover a wide cone and can knockback its foes.
Wolf Jumping Self Auto, +Jump Height, +Jump Speed, +Run Speed, +Prot( Im 3 )
Shadowhunter's wolves can inherently jump real high and travel very fast.
Resistance Auto, Self +Res( S25 L25 F25 C25 E25 N25 P25 T25 ) +Prot( Im 3 ) +Res( Im 33% )
Shadowhunter's wolves are highly resistant to all damage and Immobilization.
Alpha Wolf (boss)
These minions stand boldly at the pinnacle of the Pack. They are leaders by right of combat and dominance. They will fight to the last because they know defeat might mean a fall from the top.
Levels: 40-54
Powers
Hurl Ranged, Moderate Damage, Smash, Foe Knockback, Disorient
You are able to tear up a chunk of ground beneath your feet and Hurl it at an enemy. This attack is close ranged, deals moderate damage and can knock foes back. Damage: Heavy. Recharge: Moderate.
Claw Swipe Melee, Cone, Heavy Lethal, Foe Knockback
Shadowhunter Wolves claw attack cover a wide cone and can knockback its foes.
Wolf Jumping Self Auto, +Jump Height, +Jump Speed, +Run Speed, +Prot( Im 3 )
Shadowhunter's wolves can inherently jump real high and travel very fast.
Resistance Auto, Self +Res( S25 L25 F25 C25 E25 N25 P25 T25 ) +Prot( Im 3 ) +Res( Im 33% )
Shadowhunter's wolves are highly resistant to all damage and Immobilization.
Shadowhunter (archvillain)
Main Article: Shadowhunter
Infused with the fury of the Wild Hunt, Shadowhunter roams with his Pack, cutting down everything in his path. He loathes humanity for the most part and his alliance with Tyrant is an uneasy one at best. It is held together by the fact that Tyrant cares nothing for the wilderness and is happy to give it over to Shadowhunter. If Tyrant ever begins to strip the land for resources, things will quickly unravel.
Levels: 40-54
Powers
Hurl Boulder Ranged, Smash, Foe Knockback
Shadowhunter can rip up a boulder out of the ground and Hurl it a short distance. The Hurled Boulder deals medium damage and can Knockback foes.
Stone Prison Ranged, Moderate Damage over Time (Smash), Foe Immobilize, -Defense, -Fly
Immobilizes a single target with an earty formation and deals some Smashing damage over time. Some more resilent foes may require multiple attacks to Immobilize. Stone Prison can also reduce a target's Defense. Damage: Moderate (Damage over Time), Recharge: Fast.
Stalagmites (Ranged, Targeted Area of Effect) Foe Disorient
Shadowhunter's stalagmites has Disoriented you.
Stone Fist Melee Smash, Foe Disorient
Shadowhunter punches his foes with mighty Fists of Stone. Stone Fist is a fairly swift attackthat may Disorient your opponent.
Fault Close (Targeted Area of Effect), Foe Knockback, Disorient
This powerful stomp can cause a seismic disturbance. This will crack the Earth itself and send a Fault towards a targeted foe, throwing him and nearby enemies into the air and possibly Disorienting them. Fault deals no damage on its own. Recharge: Slow.
Tremor Smashing Damage + Area of Effect Smash, Foe Knockback
A Tremendous attack, Tremor shakes the very earth itself, damaging and knocking back everything in a neraby area.
Seismic Smash Melee, Extreme Damage (Smash), Foe Hold
This massive attack hits with all the force of the Earth itself. It deals tremendous amounts of damage, and may Immobilize the target if they are not defeated outright. Damage: Extreme, Recharge: Slow.
Rock Armor Self Toggle, +Resistance (Lethal, Smashing)
While this power is active, Shadowhunter's skin becomes Stone. Rock Armor make Shadowhunter highly resistant to Smashing and Lethal based attacks. They are less likely to land and affect Shadowhunter.
Earth's Embrace Self, +Hit Points
Shadowhunter is so connected to mother earth, that he can draw upon its power to add to his own health. Activation this power grants Shadowhunter bonus Hit Points.
Resistance Res( S50 N--20 P30 ), Resistances to all debuffs (high); Protection against Fear, Stun, Confuse, Knockback, Immobilize, Taunt (high)
Archvillain Resistance.
Siege
RAM Series I (minion)
This early prototype of the Robotic Attack Module was created very soon after Siege. It is fairly rudimentary and limited in its powers. It has none of Siege's intellect or creativity, but can still pose a threath.
Levels: 45-54
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.
Power Burst Close Range, High Damage, Energy/Smash, Foe Knockback
A short range, but devastating attack. Damage: Heavy; Recharge: Slow.
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!
Resistance Auto, Self +Res( P50 ) +Prot( Im 1 St 3 Sl 3 Co 5 Fr 100 )
RAM Series II (lieutenant)
The second series of Robotic Attack Modules was more sucessful than the first but still did not accomplish what Neuron had hoped. It became increasingly apparent that Siege was a once in a lifetime creation.
Levels: 45-54
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 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.
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!
Resistance Auto, Self +Res( P50 ) +Prot( Im 1 St 3 Sl 3 Co 5 Fr 100 )
RAM Series III (boss)
The most recent Robotic Attack Module poses the greatest threat. Neuron abandoned his old plans and concentrated on making these units powerful and durable. With that focus the Series III easily became the most succesful of the RAM units.
Levels: 45-54
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 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.
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!
Resistance Auto, Self +Res( P50 ) +Prot( Im 1 St 3 Sl 3 Co 5 Fr 100 )
Siege (archvillain)
Main Article: Siege
The masterpiece of Neuron, Siege is the most advanced android ever created on Praetorian Earth. Neuron used Tyrant's DNA patterns to create him, making him virtually indestructible and extremely loyal.
Levels: 45-54
Powers
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 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!
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, Foe Disorient
Launches a dizzying attack against everything in a nearby area.
Stun (Melee, Smash/Energy Damage) Foe Disorient
Siege has disoriented you with his Stun Punch!
Resistance Res( S50 L50 C50 N30 P75 ), Resistances to all debuffs (high); Protection against Fear, Stun, Confuse, Knockback, Immobilize, Taunt (high)
Archvillain Resistance.
Tyrant
Tyrant (archvillain)
Main Article: Tyrant
This power hungry version of Statesman believes firmly that Might Makes Right. He has conquered his world and like a modern day Alexander he is now turning his eye to ours. Tyrant rules with heavy hand and it is only through the fanatical loyalty of Neuron and his creations that Tyrant retains his throne so easily.
Levels: 50-54
Powers
Flight Self fly
Tyrant can Fly!
Laser Beam Eyes (Ranged Area of Effect, Energy) Knockback
Tyrant can emit laser beams from his eyes that explode on impact.
Energy Punch Melee, Smash/Energy Damage, Moderate, Foe Disorient, Moderate
Tyrant has Disoriented you with his Energy Punch!
Bone Smasher Melee, Smash/Energy, High Damage, Foe Disorient
Tyrant has Disoriented you with his Bone Smasher!
Whirling Hands Melee, Area of Effect, Smash/Energy
Tyrant has Disoriented you with his Whirling Hands!
Stun (Melee, Smash/Energy) Foe Disorient
Tyrant has Disoriented you with his Stun Punch!
Total Focus Melee, Extreme Damage (Energy/Smash), Foe Disorient
Tyrant has Disoriented you with his power of Total Focus!
Temp Invulnerability Click, Res( S37.50 L37.50 ) (1 min)
When you activate this power, you become highly resistant to Smashing and Lethal damage for a short duration.
Resistance Res( S25 L25 F25 C25 E25 N25 P25 T25 )
Auto, Self.
Resistance Auto, Self
Archvillain Resistance
Objects
Summoning Altar (Monster)
This altar must be destroyed!
Powers
No Ranged attacks No Ranged Attacks
Summoning Altar doesn't have any Ranged attacks at all
No Melee attacks No Hand to Hand
Summoning Altar doesn't have any Melee attacks at all
Immobile Self Immobilize
Summoning Altar is Immobile
Portal Summon
Demons will continue to pour through this portal until it is destroyed
Named Bosses
- 9 Volt (Inhibitor)
- Cold Fusion (Baryon)
- Crazy Jake (Crazy Slicer)
- Deranged Pete (Lunatic Slugger)
- Mega Snap (Inhibitor)
- Punk Master Jeff (Destroyer)
- Radio Active (Baryon)
- Sizzle (Inhibitor)
- Street Ninja (Wrecker)
- Valence (Baryon)
Historical
- Many Praetorian Archvillains had their appearances updated with the release of Going Rogue and those who were left un-updated by Going Rogue received new appearances when they were included in an Incarnate Trial, Diabolique, for instance.