Prisoners: Difference between revisions
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''Powers'' | ''Powers'' | ||
{{Power|[[File: | {{Power|[[File:Flight_TravelFlight.png|22px]]| Fly| Self Fly| Villains can Fly! }} | ||
{{Power|[[File:ElectricityManipulation | {{Power|[[File:ElectricityManipulation ChargedBrawl.png|22px]]| Charged Brawl| Melee, Light DMG(Energy/Smash), Foe Sleep, -Endurance, -Recovery| Your fists become electrically charged and deliver a powerful punch. Charged Brawl can drain some Endurance from the target and may overload his synapses, leaving him writhing for a moment. A portion of drained Endurance may be returned to you. Disturbing an overloaded target will disperse the electrical charge and release him. }} | ||
{{Power|[[File: | {{Power|[[File:ElectricityManipulation HavokPunch.png|22px]]| Havoc Punch| Melee, Moderate DMG(Energy/Smash), Foe Sleep, -Endurance, -Recovery| The Havoc Punch is a slower attack than Charged Brawl, but makes up for it with a greater damage. Havoc Punch can drain some Endurance from your target and may overload his synapses, leaving him writhing for a moment. A portion of the drained Endurance may be given back to you. Disturbing an overloaded target will disperse the electrical charge and release him. }} | ||
{{Power|[[File: | {{Power|[[File:Electrical_Mastery_Static_Discharge.png|22px]]| Jacobs Ladder| Melee (Cone), High DMG(Energy), Foe Sleep, -Endurance, -Recovery| You are able to generate a strong current between your arms and snap a powerful bolt of electricity in an arc in front of you. This melee attack can electrocute all foes within the arc dealing High energy damage. Jacobs Ladder can drain some Endurance from your target and may overload his synapses, leaving him writhing for a moment. Disturbing an overloaded target will disperse the electrical charge and release him. }} | ||
{{Power|[[File:ElectricityManipulation_ThunderStrike.png|22px]]| Thunder Strike| Melee (AoE), | {{Power|[[File:ElectricityManipulation_ThunderStrike.png|22px]]| Thunder Strike| Melee (Targeted AoE), Superior DMG(Energy/Smash), Foe Disorient, Knockback, -Recovery| A massive attack. You smash your foes with all the power of a lightning bolt. The pummeled victim takes tremendous damage and may be Disoriented. Any nearby foes may be knocked down and take some damage from the shockwave. }} | ||
{{Power|[[File: | {{Power|[[File:ElectricityManipulation_HavokPunch.png|22px]]| Chain Induction| Melee (Chain AoE), Moderate DMG(Energy/Smash), Foe -Endurance, -Recovery| This Electric Melee attack deals moderate Smashing and Energy damage and may drain some of the targets Endurance. However, this attack also induces an unstable electric charge that may jump to another enemy target. The charge will jump randomly between multiple targets, until it inevitably dissipates. Enhancements and Fury will only boost the effectiveness of the initial attacks, not the jumping charge. }} | ||
{{Power|[[File: | {{Power|[[File:ElectricalBolt_Zapp.png|22px]]| Lightning Blast| Ranged, High DMG(Energy), Foe -Endurance, -Recovery| Your Endurance has been drained. }} | ||
{{Power|[[File:ElectricalBolt_BallLightning.png|22px]]| Ball Lightning| DoT(Energy)| The Ball Lightning is continuing to electrocute you.}} | {{Power|[[File:ElectricalBolt_BallLightning.png|22px]]| Ball Lightning| Ranged (Targeted AoE), Moderate DoT(Energy), Foe -Endurance, -Recovery| The Ball Lightning is continuing to electrocute you. }} | ||
{{Power|[[File: | {{Power|[[File:ElectricityManipulation_PowerSink.png|22px]]| Power Sink| PBAoE, Self +Endurance, Foe -Endurance, -Recovery| Power Sink leeches energy directly from the bodies of all nearby foes, draining their Endurance. Each foe you draw energy from increases your Endurance. If there are no foes within range, you will not gain any Endurance. }} | ||
{{Power|[[File:ElectricityManipulation_LightningClap.png|22px]]| Lightning Clap| PBAoE, Foe Disorient, Knockback| 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.}} | {{Power|[[File:ElectricityManipulation_LightningClap.png|22px]]| Lightning Clap| PBAoE, Foe Disorient, Knockback| 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. }} | ||
{{Power|[[File: | {{Power|[[File:DarkArmor_ObsidianShield.png|22px]]| Static Shield| Toggle, Self {{DamResVal|35|35|35|35|35|20|35}}, {{StatusResVal|10.38|0|10.38|10.38}}, Resist(Teleport, End Drain, Recovery Debuffs)| When you toggle on this power, you are surrounded in a charged field that makes you highly resistant to Smashing, Lethal, Fire, Cold, Energy and Negative Energy damage. This Static Shield protects you from Hold, Sleep, and Disorient effects as well as Endurance Drain, Recovery DeBuffs and enemy Teleportation. Static Shield can also help normalize your synaptic activity, granting you good resistance to Psionic Damage. }} | ||
{{Power|[[Image:Temporary PVP BuffDefense.png|22px]]| Resistance| {{DamResVal|25|25|25|25|25|25|0|25}}| Villains are resistant to lethal, smashing, energy, fire and cold damage. }} | |||
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==== Energy Melee Arch ==== | ==== Energy Melee Arch ==== | ||
[[File:Prisoners Energy Boss.png|100px|thumb| |<div style="text-align: center;border:none">Prisoners Energy Melee Arch</div>]] | [[File:Prisoners Energy Boss.png|100px|thumb| |<div style="text-align: center;border:none">Prisoners Energy Melee Arch</div>]] | ||
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''Powers'' | ''Powers'' | ||
{{Power|[[File:PowerPunch_Quick.png|22px]]| Barrage| Disorient| A Barrage from the Hero has Disoriented you.}} | {{Power|[[File:Flight_TravelFlight.png|22px]]| Fly| Self Fly| Villains can Fly! }} | ||
{{Power|[[File:PowerPunch_Quick.png|22px]]| Barrage| Melee, Moderate DMG(Energy/Smash), Foe Disorient| A Barrage from the Hero has Disoriented you. }} | |||
{{Power|[[File:PowerPunch_EnergyPunch.png|22px]]| Energy Punch| Disorient| An Energy Punch from the Hero has Disoriented you.}} | {{Power|[[File:PowerPunch_EnergyPunch.png|22px]]| Energy Punch| Melee, Moderate DMG(Energy/Smash), Foe Disorient| An Energy Punch from the Hero has Disoriented you. }} | ||
{{Power|[[File: | {{Power|[[File:PowerPunch_BoneSmasher.png|22px]]| Bone Smasher| Melee, High DMG(Energy/Smash), Foe Disorient| You have been Disoriented. }} | ||
{{Power|[[File: | {{Power|[[File:PowerPunch_Flurry.png|22px]]| Whirling Hands| PBAoE, Moderate DMG(Energy/Smash), Foe Disorient| A Whirling Hands attack has Disoriented you. }} | ||
{{Power|[[File: | {{Power|[[File:PowerPunch_TotalFocus.png|22px]]| Total Focus| Melee, Extreme DMG(Energy/Smash), Foe Disorient| Total Focus is complete mastery over Energy Melee. This is a very slow, but incredibly devastating attack that can knock out most opponents, leaving them Disoriented. Due to the exhausting nature of Total Focus, recharge time is very long. }} | ||
{{Power|[[File: | {{Power|[[File:EnergyAssault_PowerBlast.png|22px]]| Power Blast| Ranged, High DMG(Energy/Smash), Foe Knockback| A much more powerful, yet slower version of Power Bolt. Power Blast sends a focused beam of energy at a foe that can knock him back. }} | ||
{{Power|[[File: | {{Power|[[File:BodyMastery_LaserBeamEyes.png|22px]]| Laser Beam Eyes| Ranged, Moderate DMG(Energy), Foe -Defense| You can emit Laser Beams from your eyes, dealing moderate Energy damage. This attack can reduce the target's Defense. }} | ||
{{Power|[[File: | {{Power|[[File:EnergyAura_KineticShield.png|22px]]| Entropy Shield| Toggle, Self {{TypeDefVal|20|20|20|20|20|20}}, {{StatusProtVal|10.38|10.38|10.38|10.38|10}}, Resist(Repel, Teleport, Defense Debuffs)| Your Defense to Smashing, Lethal, Cold, Fire, Energy, and Negative Energy attacks is increased. The shield also makes you resistant to Knockback, Repel, Disorient, Hold, Sleep, Immobilization, Defense Debuffs and enemy Teleportation for as long as you can keep this toggle power active. }} | ||
{{Power|[[ | {{Power|[[Image:Temporary PVP BuffDefense.png|22px]]| Resistance| {{DamResVal|25|25|25|25|25|25|0|25}}| Villains are resistant to lethal, smashing, energy, fire and cold damage. }} | ||
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==== Fire Melee Arch ==== | ==== Fire Melee Arch ==== | ||
[[File:Prisoners Fire Boss.png|100px|thumb| |<div style="text-align: center;border:none">Prisoners Fire Melee/Ranged Arch</div>]] | [[File:Prisoners Fire Boss.png|100px|thumb| |<div style="text-align: center;border:none">Prisoners Fire Melee/Ranged Arch</div>]] | ||
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''Powers'' | ''Powers'' | ||
{{Power|[[File:FieryFray_Scorch.png|22px]]| Scorch| DoT(Fire)| The Hero's hands are engulfed in flames, igniting the target.}} | {{Power|[[File:FieryFray_Scorch.png|22px]]| Scorch| Melee, Light DMG(Fire), Minor DoT(Fire)| The Hero's hands are engulfed in flames, igniting the target. }} | ||
{{Power|[[File:FieryFray_Scorch.png|22px]]| Cremate| Melee, High DMG(Smash | {{Power|[[File:FieryFray_Scorch.png|22px]]| Cremate| Melee, High DMG(Fire/Smash)| A slow but devastating attack. Cremate clobbers your foes with a massive 2 handed fiery smash that leaves your foe set on fire. }} | ||
{{Power|[[File:FieryFray_FireSword.png|22px]]| Fire Sword| DoT(Fire)| The Hero can summon a fire sword that sets foes ablaze. Successful attacks will also do a slight damage over time.}} | {{Power|[[File:FieryFray_FireSword.png|22px]]| Fire Sword| Melee, Moderate DMG(Fire/Lethal), Minor DoT(Fire)| The Hero can summon a fire sword that sets foes ablaze. Successful attacks will also do a slight damage over time. }} | ||
{{Power|[[File: | {{Power|[[File:FieryFray_Incinerate.png|22px]]| Incinerate| Melee, High DoT(Fire)| Intense concentration can allow you to Incinerate an opponent. This will set your foe ablaze, dealing damage over time. }} | ||
{{Power|[[File: | {{Power|[[File:FieryFray_FireSwordCircle.png|22px]]| Fire Sword Circle| PBAoE, High DMG(Fire/Lethal), Minor DoT(Lethal)| Mastery of your Fire Sword has enabled you to make an attack on every foe within melee distance. This will slash and burn your enemies, dealing minor damage and setting them ablaze. }} | ||
{{Power|[[File: | {{Power|[[File:FieryFray_GreaterFireSword.png|22px]]| Greater Fire Sword| Melee, Extreme DMG(Fire/Lethal), Light DoT(Fire)| Your mastery of fire allows you to create an enhanced Sword of Fire that can set foes ablaze. Successful attacks from the Greater Fire Sword will ignite your target, dealing damage over time. }} | ||
{{Power|[[File: | {{Power|[[File:FireBlast_ArcOfFire.png|22px]]| Fire Breath| Ranged (Cone), High DoT(Fire)| The Hero breaths forth a cone of fire that burns all foes within it's narrow cone. Very accurate and very deadly at medium range. }} | ||
{{Power|[[File: | {{Power|[[File:FlamingShield_Consume.png|22px]]| Consume| PBAoE, Minor DMG(Fire), Foe Taunt, Self +Endurance| You can drain body heat from all nearby foes in order to replenish your own Endurance. The more foes affected, the more Endurance is gained. Foes suffer minimal Fire damage. }} | ||
{{Power|[[File: | {{Power|[[File:FlamingShield_HealingFlames.png|22px]]| Healing Flames| Self Heal, Resist(Disorient, Toxic)| You can concentrate for a few moments and to dramatically heal himself with Healing Flames. The power of the flames can also protect you from Disorientation for a while. }} | ||
{{Power|[[File: | {{Power|[[File:FlamingShield_FieryEmbrace.png|22px]]| Fiery Embrace| Self +Damage| Significantly boosts the damage of all your Fire attacks for quite a while. Also increases the damage of all your other non-fire based attacks for a short while. }} | ||
{{Power|[[File: | {{Power|[[File:FlamingShield_PlasmaSheild.png|22px]]| Plasma Shield| Toggle, Self {{DamResVal|30|30|30|10|30|30}}, {{StatusResVal|10.38|0|0|10.38}}| While this power is active, you get a good resistance to Lethal, Smashing, Fire Cold, Energy and Negative Energy damage. Plasma Shield also gives your protection from Sleep and Hold effects. }} | ||
{{Power|[[ | {{Power|[[Image:Temporary PVP BuffDefense.png|22px]]| Resistance| {{DamResVal|25|25|25|25|25|25|0|25}}| Villains are resistant to lethal, smashing, energy, fire and cold damage. }} | ||
{{clr}} | {{clr}} | ||
==== Fire Ranged Arch ==== | ==== Fire Ranged Arch ==== | ||
The Zig is home to all kinds of prisoners. Many of them have their own super powers that are normally kept subdued. This prisoner is now out on the loose and able to use all of his abilities! | The Zig is home to all kinds of prisoners. Many of them have their own super powers that are normally kept subdued. This prisoner is now out on the loose and able to use all of his abilities! | ||
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''Powers'' | ''Powers'' | ||
{{Power|[[File: | {{Power|[[File:Flight_TravelFlight.png|22px]]| Fly| Self Fly| Villains can Fly! }} | ||
{{Power|[[File:PsionicAssault_PsychicScream.png|22px]]| Psychic Scream| Ranged (Cone), Moderate DMG(Psionic), Foe -Recharge| This howl of Psionic energy resonates in the minds of all foes within its conical area of effect, inflicting moderate damage. }} | |||
{{Power|[[File: | {{Power|[[File:PsychicBlast_Subdue.png|22px]]| Subdue| Ranged, Moderate DMG(Psionic), Foe Immobilize| Subdue deals moderate Psionic damage and may leave the targeted foe Immobilized for a brief time. Immobilized foes cannot move but can still attack. }} | ||
{{Power|[[File: | {{Power|[[File:MentalControl_Levitate.png|22px]]| Levitate| Ranged, Moderate DMG(Smash), Foe Knockup, -Fly| You can send a single target violently into the air, then slam him to the ground for Smashing damage. This power can bring flying foes to the ground. }} | ||
{{Power|[[File: | {{Power|[[File:MentalControl_Command.png|22px]]| Dominate| Ranged, Moderate DMG(Psionic), Foe Hold| Psychic energy tears at your mind rendering you helpless, lost in your own mind and unable to defend yourself. }} | ||
{{Power|[[File: | {{Power|[[File:MentalControl_Terrify.png|22px]]| Terrify| Ranged (Cone), Moderate DMG(Psionic), Foe Fear| This power Terrifies foes within a cone area in front of you, causing them to tremble in Fear uncontrollably. The affect is so frightening and overwhelming, that the target takes real damage from the physiological response to this Psionic attack. }} | ||
{{Power|[[File: | {{Power|[[File:MentalControl_MassHypnosis.png|22px]]| Mass Hypnosis| Ranged (Targeted AoE), Foe Sleep| You have been hypnotized. You are helpless for a while, unless something snaps you out of it. }} | ||
{{Power|[[File: | {{Power|[[File:PsionicAssault_MindProbe.png|22px]]| Mind Probe| Melee, High DMG(Psionic), Foe -Recharge| Grip the minds of your foe with a Mind Probe. You must be in close proximity to pull off this attack that wrecks havoc on your foes synapses, dealing moderate Psionic Damage while reducing his attack speed. }} | ||
{{Power|[[File: | {{Power|[[File:PsionicAssault_PsychicSiphon.png|22px]]| Drain Psyche| PBAoE, Foe -Regeneration, -Recovery, Self +Regeneration, +Recovery| You Drain the Psyche of you nearby foes, thus weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. }} | ||
{{clr}} | {{clr}} | ||
Latest revision as of 20:29, 16 August 2022
This article is about the Brickstown enemy group. For the Breakout Villain tutorial enemy group, see Escaped Prisoner.
Overview
Prisoners that have escaped from Zigursky Correctional Facility. They can be found in the Dark Waters, Seven Gates, The Chasm, The Crescent and The Ziggurat neighbourhoods of Brickstown loitering, meeting with Crey employees and clashing with the Paragon Police Department. They have a level range of 30-38 and can be found in special spawns with an 'arch' superpowered boss prisoner.
Villain types
Minions
Prisoner
The Zigursky Prison or "Zig" as it's known on the street, houses the most dangerous criminals in Paragon City. Despite the Zig's advanced security systems, a few hardened criminals occasionally escape. With nothing but time on their hands, these cons stop at nothing to win their freedom.
Powers
Brawl Melee, Light Smash Damage
When all else fails, use your own 2 fists.
Rock Ranged, Light Smash Damage
Prisoners can pick up small rocks and throw them at their foes. Not much damage.
Prisoner
The Zigursky Prison or "Zig" as it's known on the street, houses the most dangerous criminals in Paragon City. Despite the Zig's advanced security systems, a few hardened criminals occasionally escape. With nothing but time on their hands, these cons stop at nothing to win their freedom.
Powers
Knife Melee, Moderate Lethal Damage
Basic stabbing and cutting blade.
Rock Ranged, Light Smash Damage
Prisoners can pick up small rocks and throw them at their foes. Not much damage.
Prisoner
The Zigursky Prison or "Zig" as it's known on the street, houses the most dangerous criminals in Paragon City. Despite the Zig's advanced security systems, a few hardened criminals occasionally escape. With nothing but time on their hands, these cons stop at nothing to win their freedom.
Powers
Pipe Melee, Moderate Smash Damage
Pick up a stick or a pipe and clobber your foes.
Rock Ranged, Light Smash Damage
Prisoners can pick up small rocks and throw them at their foes. Not much damage.
Lieutenants
Named Lieutenant
Even prisoners have their hierarchies. Some convicts rise to leadership because of their ruthlessness and their ferocity.
Powers
Revolver Low-Accuracy, Ranged, Moderate Lethal Damage
Small caliber side arm. Not very accurate.
No Melee attacks No Hand to Hand
This prisoner doesn’t have any Melee attacks at all
Bosses
Named Shotgun Boss
In some jailbreaks, the toughest of the prisoners manage to overpower the Zig's security guards and grab their weapons.
Powers
Shotgun Ranged (Cone), Moderate Lethal Damage, Foe Knockdown
Good at close range. Fires a cone of buckshot pellets and can knock some foes down.
No Melee attacks No Hand to Hand
This prisoner doesn’t have any Melee attacks at all
Named Submachine Gun Boss
In some jailbreaks, the toughest of the prisoners manage to overpower the Zig's security guards and grab their weapons.
Powers
Submachine Gun Ranged, Moderate Lethal Damage, Foe -Defense
Your Defense has been reduced by the Submachine Gun.
No Melee attacks No Hand to Hand
This prisoner doesn’t have any Melee attacks at all
Arches
Arches are superpowered boss prisoners that can be found in special spawns around Brickstown. They can also be found in the Prison Break zone event.
Electric Melee Arch
The Zig is home to all kinds of prisoners. Many of them have their own super powers that are normally kept subdued. This prisoner is now out on the loose and able to use all of his abilities!
Powers
Fly Self Fly
Villains can Fly!
Charged Brawl Melee, Light DMG(Energy/Smash), Foe Sleep, -Endurance, -Recovery
Your fists become electrically charged and deliver a powerful punch. Charged Brawl can drain some Endurance from the target and may overload his synapses, leaving him writhing for a moment. A portion of drained Endurance may be returned to you. Disturbing an overloaded target will disperse the electrical charge and release him.
Havoc Punch Melee, Moderate DMG(Energy/Smash), Foe Sleep, -Endurance, -Recovery
The Havoc Punch is a slower attack than Charged Brawl, but makes up for it with a greater damage. Havoc Punch can drain some Endurance from your target and may overload his synapses, leaving him writhing for a moment. A portion of the drained Endurance may be given back to you. Disturbing an overloaded target will disperse the electrical charge and release him.
Jacobs Ladder Melee (Cone), High DMG(Energy), Foe Sleep, -Endurance, -Recovery
You are able to generate a strong current between your arms and snap a powerful bolt of electricity in an arc in front of you. This melee attack can electrocute all foes within the arc dealing High energy damage. Jacobs Ladder can drain some Endurance from your target and may overload his synapses, leaving him writhing for a moment. Disturbing an overloaded target will disperse the electrical charge and release him.
Thunder Strike Melee (Targeted AoE), Superior DMG(Energy/Smash), Foe Disorient, Knockback, -Recovery
A massive attack. You smash your foes with all the power of a lightning bolt. The pummeled victim takes tremendous damage and may be Disoriented. Any nearby foes may be knocked down and take some damage from the shockwave.
Chain Induction Melee (Chain AoE), Moderate DMG(Energy/Smash), Foe -Endurance, -Recovery
This Electric Melee attack deals moderate Smashing and Energy damage and may drain some of the targets Endurance. However, this attack also induces an unstable electric charge that may jump to another enemy target. The charge will jump randomly between multiple targets, until it inevitably dissipates. Enhancements and Fury will only boost the effectiveness of the initial attacks, not the jumping charge.
Lightning Blast Ranged, High DMG(Energy), Foe -Endurance, -Recovery
Your Endurance has been drained.
Ball Lightning Ranged (Targeted AoE), Moderate DoT(Energy), Foe -Endurance, -Recovery
The Ball Lightning is continuing to electrocute you.
Power Sink PBAoE, Self +Endurance, Foe -Endurance, -Recovery
Power Sink leeches energy directly from the bodies of all nearby foes, draining their Endurance. Each foe you draw energy from increases your Endurance. If there are no foes within range, you will not gain any Endurance.
Lightning Clap PBAoE, Foe Disorient, Knockback
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.
Static Shield Toggle, Self Res( S35 L35 F35 C35 E35 N20 P35 ), Res( Ho 10.38 St 10.38 Sl 10.38 ), Resist(Teleport, End Drain, Recovery Debuffs)
When you toggle on this power, you are surrounded in a charged field that makes you highly resistant to Smashing, Lethal, Fire, Cold, Energy and Negative Energy damage. This Static Shield protects you from Hold, Sleep, and Disorient effects as well as Endurance Drain, Recovery DeBuffs and enemy Teleportation. Static Shield can also help normalize your synaptic activity, granting you good resistance to Psionic Damage.
Resistance Res( S25 L25 F25 C25 E25 N25 T25 )
Villains are resistant to lethal, smashing, energy, fire and cold damage.
Energy Melee Arch
The Zig is home to all kinds of prisoners. Many of them have their own super powers that are normally kept subdued. This prisoner is now out on the loose and able to use all of his abilities!
Powers
Fly Self Fly
Villains can Fly!
Barrage Melee, Moderate DMG(Energy/Smash), Foe Disorient
A Barrage from the Hero has Disoriented you.
Energy Punch Melee, Moderate DMG(Energy/Smash), Foe Disorient
An Energy Punch from the Hero has Disoriented you.
Bone Smasher Melee, High DMG(Energy/Smash), Foe Disorient
You have been Disoriented.
Whirling Hands PBAoE, Moderate DMG(Energy/Smash), Foe Disorient
A Whirling Hands attack has Disoriented you.
Total Focus Melee, Extreme DMG(Energy/Smash), Foe Disorient
Total Focus is complete mastery over Energy Melee. This is a very slow, but incredibly devastating attack that can knock out most opponents, leaving them Disoriented. Due to the exhausting nature of Total Focus, recharge time is very long.
Power Blast Ranged, High DMG(Energy/Smash), Foe Knockback
A much more powerful, yet slower version of Power Bolt. Power Blast sends a focused beam of energy at a foe that can knock him back.
Laser Beam Eyes Ranged, Moderate DMG(Energy), Foe -Defense
You can emit Laser Beams from your eyes, dealing moderate Energy damage. This attack can reduce the target's Defense.
Entropy Shield Toggle, Self Def( S20 L20 F20 C20 E20 N20 ), Prot( Ho 10.38 Im 10.38 St 10.38 Sl 10.38 Kb 10 ), Resist(Repel, Teleport, Defense Debuffs)
Your Defense to Smashing, Lethal, Cold, Fire, Energy, and Negative Energy attacks is increased. The shield also makes you resistant to Knockback, Repel, Disorient, Hold, Sleep, Immobilization, Defense Debuffs and enemy Teleportation for as long as you can keep this toggle power active.
Resistance Res( S25 L25 F25 C25 E25 N25 T25 )
Villains are resistant to lethal, smashing, energy, fire and cold damage.
Fire Melee Arch
The Zig is home to all kinds of prisoners. Many of them have their own super powers that are normally kept subdued. This prisoner is now out on the loose and able to use all of his abilities!
Powers
Scorch Melee, Light DMG(Fire), Minor DoT(Fire)
The Hero's hands are engulfed in flames, igniting the target.
Cremate Melee, High DMG(Fire/Smash)
A slow but devastating attack. Cremate clobbers your foes with a massive 2 handed fiery smash that leaves your foe set on fire.
Fire Sword Melee, Moderate DMG(Fire/Lethal), Minor DoT(Fire)
The Hero can summon a fire sword that sets foes ablaze. Successful attacks will also do a slight damage over time.
Incinerate Melee, High DoT(Fire)
Intense concentration can allow you to Incinerate an opponent. This will set your foe ablaze, dealing damage over time.
Fire Sword Circle PBAoE, High DMG(Fire/Lethal), Minor DoT(Lethal)
Mastery of your Fire Sword has enabled you to make an attack on every foe within melee distance. This will slash and burn your enemies, dealing minor damage and setting them ablaze.
Greater Fire Sword Melee, Extreme DMG(Fire/Lethal), Light DoT(Fire)
Your mastery of fire allows you to create an enhanced Sword of Fire that can set foes ablaze. Successful attacks from the Greater Fire Sword will ignite your target, dealing damage over time.
Fire Breath Ranged (Cone), High DoT(Fire)
The Hero breaths forth a cone of fire that burns all foes within it's narrow cone. Very accurate and very deadly at medium range.
Consume PBAoE, Minor DMG(Fire), Foe Taunt, Self +Endurance
You can drain body heat from all nearby foes in order to replenish your own Endurance. The more foes affected, the more Endurance is gained. Foes suffer minimal Fire damage.
Healing Flames Self Heal, Resist(Disorient, Toxic)
You can concentrate for a few moments and to dramatically heal himself with Healing Flames. The power of the flames can also protect you from Disorientation for a while.
Fiery Embrace Self +Damage
Significantly boosts the damage of all your Fire attacks for quite a while. Also increases the damage of all your other non-fire based attacks for a short while.
Plasma Shield Toggle, Self Res( S30 L30 F30 C10 E30 N30 ), Res( Ho 10.38 Sl 10.38 )
While this power is active, you get a good resistance to Lethal, Smashing, Fire Cold, Energy and Negative Energy damage. Plasma Shield also gives your protection from Sleep and Hold effects.
Resistance Res( S25 L25 F25 C25 E25 N25 T25 )
Villains are resistant to lethal, smashing, energy, fire and cold damage.
Fire Ranged Arch
The Zig is home to all kinds of prisoners. Many of them have their own super powers that are normally kept subdued. This prisoner is now out on the loose and able to use all of his abilities!
Powers
Flares Ranged, Moderate DMG(Fire)
You have been set on fire by the Flares attack.
Fire Blast Ranged, Moderate DMG(Fire), Minor DoT(Fire)
You have been set on fire by the Fire Blast.
Fire Ball Ranged (Targeted AoE), Moderate DMG(Fire/Smash), Minor DoT(Fire)
You have been set on fire by the Fireball.
Fire Breath Ranged (Cone), High DoT(Fire)
The Legacy of Flame breaths forth a cone of fire that burns all foes within it's narrow cone. Very accurate and very deadly at medium range.
Rain of Fire Ranged (Location AoE), Moderate DoT(Fire), Foe -Speed
Summons a Rain of Fire over a targeted location, burning foes within a large area.
Blaze Close, Extreme DMG(Fire), Light DoT(Fire)
A short range, but devastating flame attack.
Inferno PBAoE, Extreme DMG(Fire/Smash), Superior(Fire)
Unleashes a massive fiery explosion to devastate all nearby enemies and set them ablaze. Inferno deals massive damage to all nearby foes, although the damage does vary. Activating this power leaves you drained of Endurance and unable to recover Endurance for a while.
Warmth PBAoE, Team Heal
You can use your Warmth to heal some of your wounds, and the wounds of your group. This power has a small radius, so your allies need to be near you if they wish to be affected.
Melt Armor Ranged (Targeted AoE), Foe -Resist(All), -Defense
The searing Heat from this power is enough to Melt the Armor and defenses of all targets in the affected area. Melt Armor significantly weakens the Defense and Damage Resistance of the affected targets.
Psionic Ranged Arch
The Zig is home to all kinds of prisoners. Many of them have their own super powers that are normally kept subdued. This prisoner is now out on the loose and able to use all of his abilities!
Powers
Fly Self Fly
Villains can Fly!
Psychic Scream Ranged (Cone), Moderate DMG(Psionic), Foe -Recharge
This howl of Psionic energy resonates in the minds of all foes within its conical area of effect, inflicting moderate damage.
Subdue Ranged, Moderate DMG(Psionic), Foe Immobilize
Subdue deals moderate Psionic damage and may leave the targeted foe Immobilized for a brief time. Immobilized foes cannot move but can still attack.
Levitate Ranged, Moderate DMG(Smash), Foe Knockup, -Fly
You can send a single target violently into the air, then slam him to the ground for Smashing damage. This power can bring flying foes to the ground.
Dominate Ranged, Moderate DMG(Psionic), Foe Hold
Psychic energy tears at your mind rendering you helpless, lost in your own mind and unable to defend yourself.
Terrify Ranged (Cone), Moderate DMG(Psionic), Foe Fear
This power Terrifies foes within a cone area in front of you, causing them to tremble in Fear uncontrollably. The affect is so frightening and overwhelming, that the target takes real damage from the physiological response to this Psionic attack.
Mass Hypnosis Ranged (Targeted AoE), Foe Sleep
You have been hypnotized. You are helpless for a while, unless something snaps you out of it.
Mind Probe Melee, High DMG(Psionic), Foe -Recharge
Grip the minds of your foe with a Mind Probe. You must be in close proximity to pull off this attack that wrecks havoc on your foes synapses, dealing moderate Psionic Damage while reducing his attack speed.
Drain Psyche PBAoE, Foe -Regeneration, -Recovery, Self +Regeneration, +Recovery
You Drain the Psyche of you nearby foes, thus weakening their Hit Point Regeneration and Endurance Recovery and boosting your own.
Named Prisoners
Lieutenant
- Alex
- Ayrych
- Billy
- Bobby
- Brian
- Craig
- Doug
- EJ
- Frankie
- Jackie
- Jayce Kakaris
- Jeremy
- Jimmy
- Johnny
- Loco Yob
- Matt
- Mike
- Mizbhaven
- Paco
- Redd
- Sean
- Shannon
- Steve
- Tommy
- Tony
- Vito
Shotgun Boss
- Andy Smash-Hands
- Banjo
- Big Mel
- Bullet
- Chains
- Chris the Fist
- C.C.
- Deiter Kilo-meter
- Ellis
- Fingers
- Foot Stephens
- Garth
- Icepick
- Jeffy
- Jimbo
- Johnny B Bad
- Lefty
- Mad Mike
- Phil
- Rumbles
- Ryan McMean
- Scars
- Slick
- Trash
Submachine Gun Boss
- Beastly Keetsoth
- Big Al
- Bruce
- Caro
- Danny-24
- Davie
- Dee Nutz
- Ennerl
- Jack
- J.P. Mason
- Nails
- Needles
- Ninja Ray
- Smelly Mel
- Stevie Greene
- The Grub
- Tia
- Tommy Fontana
Named Arches
Electric Melee Arch
- Cordless Cord
- Electro-Ryan
- Zapping Jessie
Energy Melee Arch
- Bold Bryan
- Eerie Eric
- Light Leo
Fire Melee Arch
- Ben the Burninator
- Fiery Robby
- Jason the Toaster
Fire Ranged Arch
- Adding the Sun
- Burnin' Bill
- Raging Ross
Psionic Ranged Arch
- Cerebral Chris
- Don the Brain
- Mental Mike
Related Badges
Crey has authorized these men for your Arena teams.
You have made the Ziggurat a safer place by putting the escaped convicts back on the inside, where they belong.