Rikti (Advanced Difficulty): Difference between revisions
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=== Minions === | === Minions === | ||
==== Guardian ==== | |||
The Rikti have come to stand for everything humans hate and fear in the universe. Their unprovoked invasion of Earth has left much of the planet traumatized and angry. Even out of their battle armor, their high-tech weaponry makes Rikti dangerous opponents. | |||
''Powers'' | |||
{{Power|[[File:MedievalWeapons_MaceClobber.png|22px]]| Rikti Pistol| Ranged, Heavy DMG(Energy), Foe Disorient| You are Disoriented. }} | |||
{{Power|[[File:RadiationPoisoning RadiationEmission.png|22px]]| Radiation Emission| PBAoE, Team Heal| The Radiation Emission power utilizes the healing properties of radiation to re-energize your allies. This power radiates out from the Rikti and restores some health to all nearby allies. }} | |||
{{Power|[[File:RadiationPoisoning RadiationInfection.png|22px]]| Radiation Infection| High-Accuracy: Ranged (Targeted AoE), Foe -DEF, -ToHit| Infects a targeted foe with deadly radiation, severely reducing their chance to hit and Defense. All foes that come near the target will also become infected. The Radiation Infection will last until you deactivate it, or until the original target is defeated. }} | |||
{{Power|[[File:RadiationPoisoning AccelerateMetabolism.png|22px]]| Accelerate Metabolism| PBAoE, Team +SPD, +Recharge, +Recovery, +DMG, +Res(Effects, End Drain)| Activating this power emits radiation that increases the running speed, attack speed, Endurance Recovery and Damage potential of all nearby allies. Affected Ritki Metabolism is increased so much that they become resistant to effects such as Sleep, Hold, Disorient and Immobilization. The Riktis are not protected from such effects, they just wear off faster. }} | |||
{{Power|[[File:ForceField DeflectionShield.png|22px]]| Protection Shield| Ranged, Ally +DEF(Smash, Lethal, Fire, Cold, Energy, Negative), +Res(Toxic, End Drain)| The Rikti Protection Shield protects others from Smashing, Lethal, Fire, Cold, Energy, and Negative Energy attacks for a limited time. The magnetic nature of the shield makes attacks less likely to land and affect your ally. Multiple Shields can be stacked on one target to improve the defense. }} | |||
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==== Scientist ==== | |||
The Rikti's portal Scientists can open somewhat volatile portals to bring experimental Hydra bio-weapons to Earth. An opened portal can only be closed by being Held, Stunned, Slept, or Feared at a magnitude of 10 or higher! | |||
''Powers'' | |||
{{Power|[[File:MedievalWeapons_MaceClobber.png|22px]]| Rikti Pistol| Ranged, Heavy DMG(Energy), Foe Disorient| You are Disoriented. }} | |||
{{Power|[[File:ElectricalBolt VoltaicSentinal.png|22px]]| Transponder| Build Transponder| The Rikti Communications Officer can create an inter-dimensional Transponder. Other Rikti soldiers can teleport in through this Transponder to join their allies. This power is interruptible. The Transponder can be destroyed. }} | |||
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=== Lieutenants === | === Lieutenants === | ||
==== Headman Gunman ==== | |||
The Rikti battle armor is more advanced than any armor found on Earth. It offers the alien invaders protection from most normal kinds of physical attack. Armed with powerful energy weapons, these armored soldiers continue to pose a deadly threat to humans everywhere. | |||
''Powers'' | |||
{{Power|[[File:Teleportation Teleport.png|22px]]| Teleport| Self Teleport| The Rikti Gunman can Teleport long distances. }} | |||
{{Power|[[File:MedievalWeapons_BattleAxe.png|22px]]| Rikti Rifle| Ranged, High DMG(Energy), Foe Knockback, Disorient| You are Disoriented. }} | |||
{{Power|[[File:MedievalWeapons_BattleAxeSwing.png|22px]]| Rikti Rifle Blast| Ranged (Targeted AoE), Moderate DMG(Energy), Foe Knockback, Disorient| You are Disoriented. }} | |||
{{Power|[[File:Jump LongJump.png|22px]]| Super Leap| Self +Jump| The Rikti Gunman can Leap to building tops without problem. }} | |||
{{Power|[[File:Temporary PVP BuffDefense.png|22px]]| Resistance| Auto, {{DamResVal|30|30|0|0|30}}, {{StatusProtVal|0|0|0|1.0}}, +Res(Debuff Recharge)| Rikti Boss armor makes them are resistant to Lethal, Smashing, and Energy damage. They are also resistant to Sleep. }} | |||
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==== War Priest ==== | ==== War Priest ==== | ||
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{{Power|[[File:Empathy_RegenerationAura.png|22px]]| Regeneration Aura| PBAoE, Team +Regeneration, +Recovery| The Regeneration Aura dramatically increases the healing rate and Endurance recovery rate of all nearby heroes for a limited time. Emitting this Aura costs you a lot of Endurance, and it takes a long time to recharge. }} | {{Power|[[File:Empathy_RegenerationAura.png|22px]]| Regeneration Aura| PBAoE, Team +Regeneration, +Recovery| The Regeneration Aura dramatically increases the healing rate and Endurance recovery rate of all nearby heroes for a limited time. Emitting this Aura costs you a lot of Endurance, and it takes a long time to recharge. }} | ||
{{Power|[[File:WidowTeamwork_MentalTraining.png|22px]]| Mental Training| Auto: Self +{{StatusProtVal|0|0|0|3.0|0|3.0|3.0}}, +Recharge, +SPD, +Res(Slow)| Your mental training allows you to focus your will, allowing you to move faster than normal, as well as resist slow and confuse effects. This power is always on and permanently increases your attack rate and movement speed. }} | |||
{{Power|[[File:Temporary PVP BuffDefense.png|22px]]| Resistance| Auto, {{DamResVal|30|30|0|0|30|0|30}}, {{StatusProtVal|0|0|0|1.0|0|1.0|1.0}}| Rikti Mentalist armor makes them are resistant to Lethal, Smashing, and Energy damage. Their enhanced mental powers also make them resistant to Sleep, Confuse, Fear and Psionic damage. }} | {{Power|[[File:Temporary PVP BuffDefense.png|22px]]| Resistance| Auto, {{DamResVal|30|30|0|0|30|0|30}}, {{StatusProtVal|0|0|0|1.0|0|1.0|1.0}}| Rikti Mentalist armor makes them are resistant to Lethal, Smashing, and Energy damage. Their enhanced mental powers also make them resistant to Sleep, Confuse, Fear and Psionic damage. }} | ||
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{{Power|[[File:FireBlast_FireBall.png|22px]]| Fire Ball| Ranged (Targeted AoE), Moderate DMG(Fire/Smash), Minor DoT(Fire)| You are on fire, and are taking Damage over Time from the Fireball. }} | {{Power|[[File:FireBlast_FireBall.png|22px]]| Fire Ball| Ranged (Targeted AoE), Moderate DMG(Fire/Smash), Minor DoT(Fire)| You are on fire, and are taking Damage over Time from the Fireball. }} | ||
{{Power|[[File:EarthGrasp | {{Power|[[File:EarthGrasp Stalagmites.png|22px]]| Stalagmites| Ranged (Targeted AoE), Moderate DMG(Lethal), Foe Disorient, -DEF| The Rikti Magus has left you Disoriented with his Stalagmites attack. Your Defense is lowered. }} | ||
{{Power|[[File:ElectricalBolt_LightningBolt.png|22px]]| Lightning Bolt| Ranged, High DMG(Energy), Foe -End, -Recovery, Self +End| The Magus can send a large blast of electrical energy at a foe. Lightning bolt deals good damage and also drains some Endurance. }} | {{Power|[[File:ElectricalBolt_LightningBolt.png|22px]]| Lightning Bolt| Ranged, High DMG(Energy), Foe -End, -Recovery, Self +End| The Magus can send a large blast of electrical energy at a foe. Lightning bolt deals good damage and also drains some Endurance. }} | ||
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{{Power|[[File:Invulnerability_TemporaryInvulnerabilty.png|22px]]| Resistance| Resistance| [[Archvillain Resistance|Archvillain resistance]]. }} | {{Power|[[File:Invulnerability_TemporaryInvulnerabilty.png|22px]]| Resistance| Resistance| [[Archvillain Resistance|Archvillain resistance]]. }} | ||
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==== Dra'Gon ==== | |||
''Main article:'' [[Dra'Gon]] | |||
The Dragon is a decorated Rikti general, a hero for them from the [[Rikti War|first Rikti war]]. He was caught on the homeworld side of the dimensional barrier when [[Hero 1]] and the rest of the [[Omega Team]] sealed the pathway between our world and theirs. | |||
''Powers'' | |||
{{Power|[[File:Teleportation Teleport.png|22px]]| Teleport| Self Teleport| The Rikti Magus can Teleport long distances. }} | |||
{{Power|[[File:FieryFray_TargetedLightMelee.png|22px]]| Scorch| Melee, Light DMG(Fire), Minor DoT(Fire)| This power engulfs your hands in flames, and can ignite the target of your Scorching attack. Once on fire, the target will suffer damage over time. }} | |||
{{Power|[[File:FieryFray_Scorch.png|22px]]| Cremate| Melee, High DMG(Fire/Smash), Minor DoT(Fire), Foe Knockup| A slow but devastating attack. Cremate clobbers your foes with a massive 2 handed fiery smash knocks down and leaves your foe on fire. }} | |||
{{Power|[[File:FieryFray_Incinerate.png|22px]]| Incinerate| Melee (Targeted AoE), Superior DoT(Fire)| Intense concentration can allow you to Incinerate an opponent. This will set your foe ablaze, dealing very high damage over a short time. }} | |||
{{Power|[[File:FireBlast_FireBlast.png|22px]]| Fire Blast| Ranged, Moderate DMG(Fire), Minor DoT(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. }} | |||
{{Power|[[File:FireBlast_FireBall.png|22px]]| Fire Ball| Ranged (Targeted AoE), Moderate DMG(Fire/Smash), Minor DoT(Fire)| Hurls an exploding Fireball that consumes a targeted foe, and all nearby enemies. Anyone in that explosion is burned and set ablaze. }} | |||
{{Power|[[File:FireBlast_ArcOfFire.png|22px]]| Fire Breath| Ranged (Cone), High DoT(Fire)| You can breathe forth a torrent of fire that burns all foes within its narrow cone. Very accurate and very deadly at medium range. }} | |||
{{Power|[[File:ThermalRadiation_Warmth.png|22px]]| The Dragon's Flame| PBAoE, Ally Heal, +DMG, +ToHit| You send out a powerful blast of cauterizing heat that instantly rejuvenates allies nearby, but can only be used once realistically in a single combat engagement. This also forges all nearby ally's bodies with draconic purifying flames, increasing their damage dealt and chance to-hit for two minutes. }} | |||
{{Power|[[File:ThermalRadiation_HeatExhaustion.png|22px]]| Heat Exhaustion| High-Accuracy: Ranged, Foe -DMG, -End, -Recovery, -Regen| Overwhelm a single foe with waves of exhausting heat. The initial effect will drain the target of some Endurance, but the heat is so overwhelming that the affected target will be weakened. Their Damage output, Endurance Recovery and Hit Point Regeneration will all be reduced. }} | |||
{{Power|[[File:ThermalRadiation_MeltArmor.png|22px]]| Melt Armor| High-Accuracy: Ranged (Targeted AoE), Foe -Resist(All), -DEF| 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. }} | |||
{{Power|[[File:FlamingShield_HealingFlames.png|22px]]| Healing Flames| Self Heal, +Res(Toxic)| You can concentrate for a few moments to heal yourself. The power of the flames can also protect you from Toxic Damage for a while. }} | |||
{{Power|[[File:FlamingShield_Consume.png|22px]]| Consume| PBAoE, Minor DMG(Fire), Self +End, +Recovery, +MaxHP, +Res(End Drain)| You can drain body heat from all nearby foes, and even from the air itself, increasing your health, resistance against endurance drain, as well as replenishing your own Endurance. The more foes affected, the more Endurance is gained. Foes suffer minimal Fire damage. }} | |||
{{Power|[[File:FlamingShield_FieryEmbrace.png|22px]]| Fiery Embrace| Self +DMG| Fiery Embrace causes all your damaging powers to do bonus fire damage. }} | |||
{{Power|[[File:FlamingShield_FlamingShield.png|22px]]| Fire Shield| Toggle: Self +{{DamResVal|30|30|20|10}}, {{StatusProtVal|0|0|10.38}}| While this power is active, Fire Shield gives you good resistance to Lethal, Smashing and Fire damage. Fire Shield also provides minimal resistance to Cold damage as well as protection from Disorient effects. }} | |||
{{Power|[[File:FlamingShield_PlasmaSheild.png|22px]]| Plasma Shield| Toggle: Self +{{DamResVal|0|0|30|0|30|30}}, {{StatusProtVal|10.38|0|0|10.38}}| While this power is active, you are surrounded by pure plasma. The Plasma Shield gives you resistance to Energy, Negative Energy, and Fire damage. Plasma Shield also gives your protection from Sleep and Hold effects. }} | |||
{{Power|[[File:Leadership_Assault.png|22px]]| Inspire| Toggle: PBAoE, Ally +DMG, {{StatusProtVal|0|0|0|5.19|0|5.19|5.19}}, {{StatusResVal|0|0|0|39.96%}}| While this power is active, you and your nearby teammates deal more damage and are resistant to Confuse, Fear, and Sleep. }} | |||
{{Power|[[File:Jump LongJump.png|22px]]| Super Leap| Self +Jump| The Rikti Gunman can Leap to building tops without problem. }} | |||
{{Power|[[File:Rikti_NeuralNullifier.png|22px]]| Rikti Psi-Network| Auto: Self +Buffs Per Psychic| The Rikti are using the kidnapped psychics as power for their experimental system to boost the strength of their bio-weapon. For every single psychic you release from the Rikti's network, the power it is granting K'ong will be reduced. Otherwise, he will continue drawing power from the network while it is active. Shutting the entire network down will cause a psionic reversion and prevent K'ong from regenerating health in any capacity! }} | |||
{{Power|[[File:Invulnerability ToughHide.png|22px]]| Scaling| Special: +MaxHP, +Regeneration, +DMG for each player on map| Special. }} | |||
{{Power|[[File:Temporary PVP BuffDefense.png|22px]]| Resistance| -MaxHP| [[Archvillain Resistance|Archvillain resistance]]. }} | |||
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==== The Honoree ==== | |||
''Main Article:'' [[The Honoree]] | |||
The Honoree reminds you of [[Hero 1]], the hero who was sent to the Rikti homeworld and successfully destroyed the bridge between their world and ours. It is quite possible that Hero 1 was captured on the Rikti homeworld and subjected to mutations similar to what [[the Lost]] undergo, creating this new abomination. | |||
''Powers'' | |||
{{Power|[[File:Flight TravelFlight.png|22px]]| Fly| Self Fly| Honoree can Fly! }} | |||
{{Power|[[File:Teleportation_Teleport.png|22px]]| Teleport| Self Teleport| The Rikti Magus can Teleport long distances. }} | |||
{{Power|[[File:Rikti_Honoree_Confuse.png|22px]]| Impose Will| Ranged, Moderate DMG(Psionic), Foe Confuse| Impose Will painfully assails a target with psychic energy, rendering them confused. }} | |||
{{Power|[[File:Rikti_Honoree_Confuse.png|22px]]| Control| Ranged, Moderate DMG(Psionic), Foe Confuse| You can Control an enemy, forcing that foe to believe their friends are not who they appear to be. If successful, the enemy will ignore you and attack their own allies. }} | |||
{{Power|[[File:Rikti_Honoree_ConfusePBAoE.png|22px]]| Mass Impose Will| Ranged (Targeted AoE), Foe Confuse| You can cause Mass Confusion within a group of foes, creating chaos. All affected foes within the area will turn and attack each other, ignoring all heroes. }} | |||
{{Power|[[File:Rikti_Honoree_ConfusePBAoE.png|22px]]| Total Control| Ranged (Targeted AoE), Foe Confuse| You can cause Mass Confusion within a group of foes, creating chaos. All affected foes within the area will turn and attack each other, ignoring all heroes. }} | |||
{{Power|[[File:Rikti_Honoree_RangedWeak.png|22px]]| Psychic Blast| Ranged, High DMG(Energy/Psionic), Foe Knockback, -Recharge| This basic attack does high Energy and Psionic damage, and can slightly reduce a target's attack speed and knock them down. }} | |||
{{Power|[[File:Rikti_Honoree_MeleeAoE.png|22px]]| Whirling Hands| PBAoE Melee, Moderate DMG(Psionic/Smash), Foe Confuse, Repel, -Recharge| By focusing your psionic energy into the muscles in your arms, you can launch a dizzying flurry of attacks against every foe in melee range. Some foes may be hit hard enough to be Confused as well. }} | |||
{{Power|[[File:Jump_LongJump.png|22px]]| Super Leap| Self +Jump| The Rikti Gunman can Leap to building tops without problem. }} | |||
{{Power|[[File:Invulnerability_Invincibility.png|22px]]| Untouchable| Invincible| Honoree is channeling part of the space station's energy output into himself to make himself impervious to everything. Not good for you! }} | |||
{{clr}} | |||
==== The Honoree ==== | |||
The Honoree reminds you of [[Hero 1]], the hero who was sent to the Rikti homeworld and successfully destroyed the bridge between their world and ours. It is quite possible that Hero 1 was captured on the Rikti homeworld and subjected to mutations similar to what [[the Lost]] undergo, creating this new abomination. | |||
''Powers'' | |||
{{Power|[[File:Flight TravelFlight.png|22px]]| Fly| Self Fly| Honoree can Fly! }} | |||
{{Power|[[File:Rikti_Honoree_Confuse.png|22px]]| Impose Will| Ranged, Moderate DMG(Psionic), Foe Confuse| Impose Will painfully assails a target with psychic energy, rendering them confused. }} | |||
{{Power|[[File:Rikti_Honoree_Confuse.png|22px]]| Control| Ranged, Moderate DMG(Psionic), Foe Confuse| You can Control an enemy, forcing that foe to believe their friends are not who they appear to be. If successful, the enemy will ignore you and attack their own allies. }} | |||
{{Power|[[File:Rikti_Honoree_ConfusePBAoE.png|22px]]| Mass Impose Will| Ranged (Targeted AoE), Foe Confuse| You can cause Mass Confusion within a group of foes, creating chaos. All affected foes within the area will turn and attack each other, ignoring all heroes. }} | |||
{{Power|[[File:Rikti_Honoree_ConfusePBAoE.png|22px]]| Total Control| Ranged (Targeted AoE), Foe Confuse| You can cause Mass Confusion within a group of foes, creating chaos. All affected foes within the area will turn and attack each other, ignoring all heroes. }} | |||
{{Power|[[File:PsionicAssault_PsionicShockwave.png|22px]]| Psychic Shockwave| PBAoE, Extreme DMG(Psionic), Foe Confuse, -Recharge| Psychic Shockwave is a devastating Psionic attack that wracks the minds of all nearby foes. Affected foes may have a reduced attack rate and may be left Confused. }} | |||
{{Power|[[File:Rikti_Honoree_RangedWeak.png|22px]]| Psychic Blast| Ranged, High DMG(Energy/Psionic), Foe Knockback, -Recharge| This basic attack does high Energy and Psionic damage, and can slightly reduce a target's attack speed and knock them down. }} | |||
{{Power|[[File:Rikti_Honoree_RangedStrong.png|22px]]| Psychic Burst| Close, Superior DMG(Energy/Psionic), Foe Knockback, -Recharge| A short range, but devastating attack. }} | |||
{{Power|[[File:Rikti_Honoree_RangedAoE.png|22px]]| Psychic Explosion| Ranged (Targeted AoE), Moderate DMG(Energy/Psionic), Foe Knockback, -Recharge| Hurls a blast of charged psychic energy that violently explodes on impact, damaging all foes near the target. }} | |||
{{Power|[[File:Rikti_Honoree_MeleeAoE.png|22px]]| Whirling Hands| PBAoE Melee, Moderate DMG(Psionic/Smash), Foe Confuse, Repel, -Recharge| By focusing your psionic energy into the muscles in your arms, you can launch a dizzying flurry of attacks against every foe in melee range. Some foes may be hit hard enough to be Confused as well. }} | |||
{{Power|[[File:Rikti_Honoree_MeleeStrong.png|22px]]| Total Focus| Melee, Extreme DMG(Psionic/Smash), Foe Confuse, Repel, -Recharge| Total Focus is complete mastery over psionic Melee. This melee attack is a very slow, but incredibly devastating attack that can knock out most opponents, leaving them Confused. }} | |||
{{Power|[[File:Rikti_Honoree_MeleeWeak.png|22px]]| Bone Smasher| Melee, High DMG(Psionic/Smash), Foe Confuse, Repel, -Recharge| This melee attack deals a good amount of damage and has a good chance to Confuse the target. }} | |||
{{Power|[[File:Rikti_Honoree_Special.png|22px]]| Physically Unstoppable| Self +{{DamResVal|45|45|65|65|55|70|500|70|p=-}}, {{PosDefVal|66.6%|66.6%|66.6%|m=-|r=-|a=-}}, {{StatusProtVal|10|10|10|10|100|0|0|10}}, {{StatusResVal|50%|50%|50%|50%}}, +Recovery| When you activate this power, you not only become extremely resistant to most damage, but also to Disorient, Immobilization, Hold, and Sleep effects. However, your ability to dodge all attacks becomes reduced and you are extremely vulnerable to psionic damage. }} | |||
{{Power|[[File:ElectricalBolt_LightningBolt.png|22px]]| Spawn Drones| Summon| The Honoree can call Rikti Entangler Drones from the space station. }} | |||
{{Power|[[File:ElectricalBolt_LightningBolt.png|22px]]| Spawn Monkeys| Summon| Hro'Dtohz can call Delta Rikti Monkeys from the hatchery located above the Central Dynamo. }} | |||
{{Power|[[File:Invulnerability_TemporaryInvulnerabilty.png|22px]]| Resistance| {{DamResVal|50|50|30|30|40|20|50|20}}, {{PosDefVal|10,000%|0|10,000%}}, -MaxHP| [[Archvillain Resistance|Archvillain resistance]]. }} | |||
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==== Delta K'ong ==== | |||
One of the greatest mysteries surrounding the Rikti is what the interior of their motherships look like, and the alien invaders are fiercely protective of these secrets. | |||
To that end, Mothership -294 was often praised as the standard in defensive security, utilizing an engineered bio-weapon known simply as K'ong. | |||
This large beast can psionically command massive hordes of Rikti Monkey Vultures while also being cybernetically integrated with the Rikti's neural network, allowing it to leverage an unexpected amount of tactics and cunning. | |||
'Monkey see: Monkey kill.' | |||
''Powers'' | |||
{{Power|[[File:PsychicBlast MentalBlast.png|22px]]| Psychic Drill| High-Accuracy: Ranged, Heavy DMG(Psionic), Foe -Recharge, -Fly| The Psychic Drill has slowed your reflexes. Your attack speed is reduced and you'll be telekinetically forced to the ground if flying! }} | |||
{{Power|[[File:PsychicBlast MentalBlast.png|22px]]| Psychic Drill| High-Accuracy: Ranged, Heavy DMG(Psionic), Foe -Recharge, -Fly| The Psychic Drill has slowed your reflexes. Your attack speed is reduced and you'll be telekinetically forced to the ground if flying! }} | |||
{{Power|[[File:RadiationMelee_ContaminatedStrike.png|22px]]| Simian Strike| Melee (Cone), Moderate DMG(Smash/Toxic), Foe -Recharge| Rikti Monkey brawling attacks; they're a gas! }} | |||
{{Power|[[File:RadiationBurst_NeutrinoBlast.png|22px]]| Gas| Post Death Special: PBAoE, Minor DoT(Toxic)| When Rikti Monkeys die, their bodies emits a noxious gas that can harm enemies and friends alike. }} | |||
{{Power|[[File:Rikti_NeuralNullifier.png|22px]]| Ultra-Condensed Gas| Special| K'ong can channel the collected Rikti Monkey gas in the room and psionically compress it into a small space, causing it to become extremely dense and very deadly to all non-Rikti lifeforms. }} | |||
{{Power|[[File:Rikti_NeuralNullifier.png|22px]]| Monkey Madness| Auto: Spawn Rikti Monkeys| If K'ong is below 100% HP, he will automatically begin conjuring forth his horde of Rikti Monkeys from the containment barrels placed in the room. If K'ong is undamaged, all spawned Rikti Monkeys will despawn. | |||
These spawn in set waves every 15 seconds, and if too many spawn, the gas pressure in the room become high! Ensure the amount of Rikti Monkeys in the room stays below twenty-five to ensure the gas pressure stays low. | |||
K'ong cannot be damaged unless special Rikti Monkeys are defeated that will periodically spawn from his barrels. }} | |||
{{Power|[[File:Rikti_NeuralNullifier.png|22px]]| Shield Summon| Auto: +Invincibility, -Regen| If K'ong is below 100% HP, he will automatically begin conjuring forth his horde of Rikti Monkeys from the containment barrels placed in the room. If K'ong is undamaged, all spawned Rikti Monkeys will despawn. | |||
These spawn in set waves every 15 seconds, and if too many spawn, the gas pressure in the room become high! Ensure the amount of Rikti Monkeys in the room stays below twenty-five to ensure the gas pressure stays low. | |||
K'ong cannot be damaged unless special Rikti Monkeys are defeated that will periodically spawn from his barrels. }} | |||
{{Power|[[File:Rikti_NeuralNullifier.png|22px]]| Rikti Psi-Network| Auto: Self +Buffs Per Psychic| The Rikti are using the kidnapped psychics as power for their experimental system to boost the strength of their bio-weapon. | |||
For every single psychic you release from the Rikti's network, the power it is granting K'ong will be reduced. Otherwise, he will continue drawing power from the network while it is active. | |||
Shutting the entire network down will cause a psionic reversion and prevent K'ong from regenerating health in any capacity! }} | |||
{{Power|[[File:Leadership_Tactics.png|22px]]| Constitution| Auto: Self {{StatusProtVal|0|0|0|0|100|0|0|100}}, +Range| You have extremely strong constitution and are immune to knockback and repel effects. }} | |||
{{Power|[[File:Rikti_NeuralNullifier.png|22px]]| Bio-Weapon Engineering| Auto: Self +{{DamResVal|10|10|10|10|20|20|50|30|e=-|n=-|p=-}}, {{StatusProtVal|500|0|500|500|100|500|500}}, +Res(DeBuff Recovery), -MaxHP, Self Immobilize| K'ong is an extremely advanced bio-weapon, and has a plethora of complex functions that ensure it's very hard to kill. }} | |||
{{clr}} | |||
==== Omega K'ong ==== | |||
One of the greatest mysteries surrounding the Rikti is what the interior of their motherships look like, and the alien invaders are fiercely protective of these secrets. | |||
To that end, Mothership -294 was often praised as the standard in defensive security, utilizing an engineered bio-weapon known simply as K'ong. | |||
This large beast can psionically command massive hordes of Rikti Monkey Vultures while also being cybernetically integrated with the Rikti's neural network, allowing it to leverage an unexpected amount of tactics and cunning. | |||
'Monkey see: Monkey kill.' | |||
''Powers'' | |||
{{Power|[[File:PsychicBlast MentalBlast.png|22px]]| Psychic Drill| High-Accuracy: Ranged, Heavy DMG(Psionic), Foe -Recharge, -Fly| The Psychic Drill has slowed your reflexes. Your attack speed is reduced and you'll be telekinetically forced to the ground if flying! }} | |||
{{Power|[[File:PsychicBlast MentalBlast.png|22px]]| Psychic Drill| High-Accuracy: Ranged, Heavy DMG(Psionic), Foe -Recharge, -Fly| The Psychic Drill has slowed your reflexes. Your attack speed is reduced and you'll be telekinetically forced to the ground if flying! }} | |||
{{Power|[[File:RadiationMelee_ContaminatedStrike.png|22px]]| Simian Strike| Melee (Cone), Moderate DMG(Smash/Toxic), Foe -Recharge| Rikti Monkey brawling attacks; they're a gas! }} | |||
{{Power|[[File:RadiationBurst_NeutrinoBlast.png|22px]]| Gas| Post Death Special: PBAoE, Minor DoT(Toxic)| When Rikti Monkeys die, their bodies emits a noxious gas that can harm enemies and friends alike. }} | |||
{{Power|[[File:Rikti_NeuralNullifier.png|22px]]| Ultra-Condensed Gas| Special| K'ong can channel the collected Rikti Monkey gas in the room and psionically compress it into a small space, causing it to become extremely dense and very deadly to all non-Rikti lifeforms. }} | |||
{{Power|[[File:Rikti_NeuralNullifier.png|22px]]| Monkey Madness| Auto: Spawn Rikti Monkeys| If K'ong is below 100% HP, he will automatically begin conjuring forth his horde of Rikti Monkeys from the containment barrels placed in the room. If K'ong is undamaged, all spawned Rikti Monkeys will despawn. | |||
These spawn in set waves every 15 seconds, and if too many spawn, the gas pressure in the room become high! Ensure the amount of Rikti Monkeys in the room stays below twenty-five to ensure the gas pressure stays low. | |||
K'ong cannot be damaged unless special Rikti Monkeys are defeated that will periodically spawn from his barrels. }} | |||
{{Power|[[File:Rikti_NeuralNullifier.png|22px]]| Shield Summon| Auto: +Invincibility, -Regen| If K'ong is below 100% HP, he will automatically begin conjuring forth his horde of Rikti Monkeys from the containment barrels placed in the room. If K'ong is undamaged, all spawned Rikti Monkeys will despawn. | |||
These spawn in set waves every 15 seconds, and if too many spawn, the gas pressure in the room become high! Ensure the amount of Rikti Monkeys in the room stays below twenty-five to ensure the gas pressure stays low. | |||
K'ong cannot be damaged unless special Rikti Monkeys are defeated that will periodically spawn from his barrels. }} | |||
{{Power|[[File:Rikti_NeuralNullifier.png|22px]]| Overloaded Psi-Network| Auto: Self +{{DamResVal|0|0|0|0|0|0|0|0|10}}, +DMG, +ToHit, +Level Shift, Vulnerable(Hold, Immobilize, Disorient, Sleep)| The Rikti are using the kidnapped psychics as power for their experimental system to boost the strength of their bio-weapon. | |||
The network has overloaded and now the buffs cannot be removed! However it is affecting the psyche of those empowered, making them more vulnerable to control effects! }} | |||
{{Power|[[File:Leadership_Tactics.png|22px]]| Constitution| Auto: Self {{StatusProtVal|0|0|0|0|100|0|0|100}}, +Range| You have extremely strong constitution and are immune to knockback and repel effects. }} | |||
{{Power|[[File:Rikti_NeuralNullifier.png|22px]]| Bio-Weapon Engineering| Auto: Self +{{DamResVal|10|10|10|10|20|20|50|30|e=-|n=-|p=-}}, {{StatusProtVal|500|0|500|500|100|500|500}}, +Res(DeBuff Recovery), -MaxHP, Self Immobilize| K'ong is an extremely advanced bio-weapon, and has a plethora of complex functions that ensure it's very hard to kill. }} | |||
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==== Lord of War: Hro'Dtohz ==== | |||
''Main Article:'' [[Lord of War: Hro'Dtohz]] | |||
The Supreme Commander of the Rikti Lineage of War, Hro'Dtohz is the one responsible for commanding the vast power of the Rikti Military in their war against Earth. A ruthless tactical genius with his own twisted code of honor, he is set on humanity's extermination or subsumption. | |||
''Powers'' | |||
{{Power|[[File:MedievalWeapons_MaceClobber.png|22px]]| Blade Eviscerate| Melee, Moderate DMG(Energy/Lethal), Foe Disorient| You are Disoriented. }} | |||
{{Power|[[File:MedievalWeapons_MaceClobber.png|22px]]| Blade Swing| Melee, High DMG(Energy/Lethal), Foe Disorient| You are Disoriented. }} | |||
{{Power|[[File:MedievalWeapons_MaceClobber.png|22px]]| Blade Slice| Melee (Cone), Moderate DMG(Energy/Lethal), Foe Disorient| You are Disoriented. }} | |||
{{Power|[[File:MedievalWeapons_MaceClobber.png|22px]]| Blade Carve| Melee (Cone), Extreme DMG(Energy/Lethal), Foe Disorient| You are Disoriented. }} | |||
{{Power|[[File:MedievalWeapons_BattleAxe.png|22px]]| Rikti Rifle| Ranged, Heavy DMG(Energy), Foe Knockback, Disorient| You are Disoriented. }} | |||
{{Power|[[File:ElectricalBolt_VoltaicSentinal.png|22px]]| Transponder| Build Transponder| The Rikti Commander can create an inter-dimensional Transponder. Other Rikti soldiers can teleport in through this Transponder to join their allies. The Transponder can be destroyed. }} | |||
{{Power|[[File:Invulnerability TemporaryInvulnerabilty.png|22px]]| Resistance| {{DamResVal|30|30|0|0|30}}| [[Archvillain Resistance|Archvillain resistance]]. }} | |||
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==== Lord of War: Hro'Dtohz ==== | |||
The Supreme Commander of the Rikti Lineage of War, Hro'Dtohz is the one responsible for commanding the vast power of the Rikti Military in their war against Earth. A ruthless tactical genius with his own twisted code of honor, he is set on humanity's extermination or subsumption. | |||
''Powers'' | |||
{{Power|[[File:Teleportation_Teleport.png|22px]]| Teleport| Self Teleport| The Rikti Magus can Teleport long distances. }} | |||
{{Power|[[File:TitanWeapons_DefensiveSweep.png|22px]]| Defensive Sweep| Melee (Cone), Moderate DMG(Energy/Smash), Foe Disorient, Self +DEF(Melee, Smash, Lethal)| You take a defensive stance and strike your opponents. Successfully executing this attack will cause light smashing damage to nearby foes, while giving you increased defense against their melee and smashing attacks. }} | |||
{{Power|[[File:TitanWeapons_CrushingBlow.png|22px]]| Crushing Blow| Melee, High DMG(Energy/Smash), Foe Disorient, -DEF| You swing a mighty crushing blow at your opponent dealing High Smashing damage and reducing their defense. }} | |||
{{Power|[[File:TitanWeapons_SweepingStrike.png|22px]]| Titan Sweep| Melee (Cone), Heavy DMG(Energy/Smash), Foe Knockdown, Disorient| You make a sweeping slash with your weapon, causing high damage and possibly knocking your opponent down. }} | |||
{{Power|[[File:TitanWeapons_FollowThrough.png|22px]]| Follow Through| Melee, Superior DMG(Energy/Smash), Foe Disorient, Knockdown, Requires Momentum| You Follow Through with a massive attack dealing Superior Smashing damage, knocking your opponent down and possibly stunning them. }} | |||
{{Power|[[File:TitanWeapons_ShatterArmor.png|22px]]| Rend Armor| Melee, Extreme DMG(Energy/Smash), Foe Disorient, -DEF, -Res(All)| You batter your enemy with your mighty weapon dealing Extreme Smashing damage and reducing their resistance to damage as well as their defense to all types of attacks for a short time. }} | |||
{{Power|[[File:TitanWeapons_WhirlingSlice.png|22px]]| Whirling Smash| PBAoE Melee, Moderate DMG(Energy/Smash), Foe Disorient, Knockdown, Requires Momentum| You perform a powerful Whirling Smash that deals Moderate Smashing damage, and can knock an opponent down. }} | |||
{{Power|[[File:TitanWeapons_ArcofDestruction.png|22px]]| Arc of Destruction| Melee (Cone), Extreme DMG(Energy/Smash), Foe Knockdown, Disorient| You swing your weapon in a devastating Arc of Destruction that deals Superior Smashing damage and has a good chance to knock foes down. Arc of Destruction may only be used while on the ground. }} | |||
{{Power|[[File:MedievalWeapons_BattleAxe.png|22px]]| Rikti Rifle| Ranged, Heavy DMG(Energy), Foe Knockback, Disorient| You are Disoriented. }} | |||
{{Power|[[File:KnivesOfVengeance_GloriousVengeance.png|22px]]| Power Momentum| Self +DMG, +ToHit, +Special, +Momentum| Grants you momentum, moderately increases the amount of damage you deal for a few seconds and slightly increases your chance to hit. Build Momentum grants you Momentum for 10 seconds and it replaces any remaining Momentum you may still have. }} | |||
{{Power|[[File:TrainingandGadgets_CallReinforcements.png|22px]]| Transponder| Summon Transponder: Summon Chief Soldier/Chief Mentalist| The Rikti Commander can create an inter-dimensional Transponder. Other Rikti soldiers can teleport in through this Transponder to join their allies. The Transponder can be destroyed. }} | |||
{{Power|[[File:Jump_LongJump.png|22px]]| Super Leap| Self +Jump| The Rikti Gunman can Leap to building tops without problem. }} | |||
{{Power|[[File:Invulnerability TemporaryInvulnerabilty.png|22px]]| Resistance| {{DamResVal|30|30|0|0|30}}, {{PosDefVal|0|10,000%|10,000%}}, -MaxHP| [[Archvillain Resistance|Archvillain resistance]]. }} | |||
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==== U'Kon Gr'ai ==== | |||
''Main Article:'' [[U'Kon Gr'ai]] | |||
The Rikti Master At Arms is the head of ships Security. A powerful warrior and mentalist, he takes his responsibilities seriously. | |||
''Powers'' | |||
{{Power|[[File:MedievalWeapons_MaceClobber.png|22px]]| Blade Eviscerate| Melee, Moderate DMG(Energy/Lethal), Foe Disorient| You are Disoriented. }} | |||
{{Power|[[File:MedievalWeapons_MaceClobber.png|22px]]| Blade Swing| Melee, High DMG(Energy/Lethal), Foe Disorient| You are Disoriented. }} | |||
{{Power|[[File:MedievalWeapons_MaceClobber.png|22px]]| Blade Slice| Melee (Cone), Moderate DMG(Energy/Lethal), Foe Disorient| You are Disoriented. }} | |||
{{Power|[[File:MedievalWeapons_MaceClobber.png|22px]]| Blade Carve| Melee (Cone), Extreme DMG(Energy/Lethal), Foe Disorient| You are Disoriented. }} | |||
{{Power|[[File:MedievalWeapons_BattleAxe.png|22px]]| Rikti Rifle| Ranged, Heavy DMG(Energy), Foe Knockback, Disorient| You are Disoriented. }} | |||
{{Power|[[File:Leadership_Assault.png|22px]]| Inspire| Toggle: PBAoE, Ally +DMG, {{StatusProtVal|0|0|0|5.19|0|5.19|5.19}}, {{StatusResVal|0|0|0|39.96%}}| Inspires allies. }} | |||
{{Power|[[File:MedievalWeapons_MaceClobber.png|22px]]| Mothership Bombardment| Activate Bombardment| This will signal U'kon Gr'ai's mothership to begin firing bomb's at anyone who enters the area beneath it. }} | |||
{{Power|[[File:Invulnerability_TemporaryInvulnerabilty.png|22px]]| Resistance| {{DamResVal|30|30|0|0|30}}| [[Archvillain Resistance|Archvillain resistance]]. }} | |||
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=== Named Enemies === | |||
==== Rikti Monkey Vulture (Minion) ==== | |||
These ferocious Rikti Monkey Vulture mutants have been bred and engineered with added flight capabilities to compliment their ferocity and swarm coordination, making them particularly deadly in groups. | |||
''Powers'' | |||
{{Power|[[File:Flight_TravelFlight.png|22px]]| Fly| Self Fly| Rikti Vultures can Fly! }} | |||
{{Power|[[File:RadiationMelee_ContaminatedStrike.png|22px]]| Simian Strike| Melee, Light DMG(Smash/Toxic), Foe -Recharge| The Delta Rikti Monkeys have been selectively bred to maximize the natural toxins their body produces and weaponized to increase how dangerous they are in melee. | |||
Being scratched by their claws will inflict a paralytic poison on targets that reduces their recharge. }} | |||
{{Power|[[File:RadiationMelee_ContaminatedStrike.png|22px]]| Primate Punch| Melee, Light DMG(Smash/Toxic), Foe -Recharge| The Delta Rikti Monkeys have been selectively bred to maximize the natural toxins their body produces and weaponized to increase how dangerous they are in melee. | |||
Being scratched by their claws will inflict a paralytic poison on targets that reduces their recharge. }} | |||
{{Power|[[File:PsychicBlast MentalBlast.png|22px]]| Psychic Dart| Ranged, Moderate DMG(Psionic), Foe -Recharge| The Psychic Dart has slowed your reflexes. Your attack speed is reduced. }} | |||
{{Power|[[File:RadiationBurst_NeutrinoBlast.png|22px]]| Gas| Post Death Special: PBAoE, Minor DoT(Toxic)| When Rikti Monkeys die, their bodies emits a noxious gas that can harm enemies and friends alike. }} | |||
{{Power|[[File:Rikti_NeuralNullifier.png|22px]]| Rikti Psi-Network| Auto: Self +Buffs Per Psychic| The Rikti are using the kidnapped psychics as power for their experimental system to boost the strength of their bio-weapon. | |||
For every single psychic you release from the Rikti's network, the power it is granting K'ong will be reduced. Otherwise, he will continue drawing power from the network while it is active. | |||
Shutting the entire network down will cause a psionic reversion and prevent K'ong from regenerating health in any capacity! }} | |||
{{Power|[[File:Jump CombatJump.png|22px]]| Simian Schmoovement| Auto: Self +Jump, +SPD, +Res(Slow)| Shield Simians and Protector Primates can effortlessly schmoove (smooth moves for the green) which makes them very fast and hard to catch, which is annoying when they need to die fast! }} | |||
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[[Category:Enemies]] | [[Category:Enemies]] |
Latest revision as of 13:09, 5 March 2024
Overview
The Rikti are an alien race that invaded earth during the Rikti War. Their invasion was halted due to the heroics of Vanguard at the cost of untold lives. They remain entrenched on earth and pose a danger to everyone they encounter.
Villain types
Minions
Guardian
The Rikti have come to stand for everything humans hate and fear in the universe. Their unprovoked invasion of Earth has left much of the planet traumatized and angry. Even out of their battle armor, their high-tech weaponry makes Rikti dangerous opponents.
Powers
Rikti Pistol Ranged, Heavy DMG(Energy), Foe Disorient
You are Disoriented.
Radiation Emission PBAoE, Team Heal
The Radiation Emission power utilizes the healing properties of radiation to re-energize your allies. This power radiates out from the Rikti and restores some health to all nearby allies.
Radiation Infection High-Accuracy: Ranged (Targeted AoE), Foe -DEF, -ToHit
Infects a targeted foe with deadly radiation, severely reducing their chance to hit and Defense. All foes that come near the target will also become infected. The Radiation Infection will last until you deactivate it, or until the original target is defeated.
Accelerate Metabolism PBAoE, Team +SPD, +Recharge, +Recovery, +DMG, +Res(Effects, End Drain)
Activating this power emits radiation that increases the running speed, attack speed, Endurance Recovery and Damage potential of all nearby allies. Affected Ritki Metabolism is increased so much that they become resistant to effects such as Sleep, Hold, Disorient and Immobilization. The Riktis are not protected from such effects, they just wear off faster.
Protection Shield Ranged, Ally +DEF(Smash, Lethal, Fire, Cold, Energy, Negative), +Res(Toxic, End Drain)
The Rikti Protection Shield protects others from Smashing, Lethal, Fire, Cold, Energy, and Negative Energy attacks for a limited time. The magnetic nature of the shield makes attacks less likely to land and affect your ally. Multiple Shields can be stacked on one target to improve the defense.
Scientist
The Rikti's portal Scientists can open somewhat volatile portals to bring experimental Hydra bio-weapons to Earth. An opened portal can only be closed by being Held, Stunned, Slept, or Feared at a magnitude of 10 or higher!
Powers
Rikti Pistol Ranged, Heavy DMG(Energy), Foe Disorient
You are Disoriented.
Transponder Build Transponder
The Rikti Communications Officer can create an inter-dimensional Transponder. Other Rikti soldiers can teleport in through this Transponder to join their allies. This power is interruptible. The Transponder can be destroyed.
Lieutenants
Headman Gunman
The Rikti battle armor is more advanced than any armor found on Earth. It offers the alien invaders protection from most normal kinds of physical attack. Armed with powerful energy weapons, these armored soldiers continue to pose a deadly threat to humans everywhere.
Powers
Teleport Self Teleport
The Rikti Gunman can Teleport long distances.
Rikti Rifle Ranged, High DMG(Energy), Foe Knockback, Disorient
You are Disoriented.
Rikti Rifle Blast Ranged (Targeted AoE), Moderate DMG(Energy), Foe Knockback, Disorient
You are Disoriented.
Super Leap Self +Jump
The Rikti Gunman can Leap to building tops without problem.
Resistance Auto, Res( S30 L30 E30 ), Prot( Sl 1.0 ), +Res(Debuff Recharge)
Rikti Boss armor makes them are resistant to Lethal, Smashing, and Energy damage. They are also resistant to Sleep.
War Priest
Though the Rikti are not known to be religious, they do have a number of individuals that fill a role similar to priests in their society. These cultural officials also investigate instances of aberrant thought, and seek to correct them. Few had ever been seen on Earth, until recently.
Powers
Mental Blast Ranged, Moderate DMG(Psionic), Foe -Recharge
The Mental Blast has slowed your reflexes. Your attack speed is reduced.
Intimidate Ranged, Moderate DMG(Psionic), Foe Fear
When fully engaged in battle, you are a frightening presence and can use this to your advantage. You threaten a single foe and cause that foe to tremble helplessly in fear for a short time.
Dominate Ranged, Moderate DMG(Psionic), Foe Hold
Your mind has been Dominated. You are Held.
Confuse Ranged, Foe Confuse
You can Confuse an enemy, forcing him to believe his friends are not who they appear to be. If successful, the enemy will ignore you and attack his own allies. If you Confuse someone before he has noticed you, your presence will continue to be masked.
Rikti Sword Melee, Heavy DMG(Energy/Lethal), Foe Knockback
You are Disoriented.
Transfusion High-Accuracy: Ranged, Foe -End, -Regen, Team Heal
Transfusion drains an enemy of some endurance and reduces the target's regeneration rate, and transfers that energy, in the form of hit points, to all allies near the affected foe. You can use Transfusion to heal yourself as well as your allies.
Fulcrum Shift Ranged (Targeted AoE), Foe -DMG, Team +DMG
Fulcrum Shift drains the power of a targeted foe and all foes nearby, transferring it to all adjacent allies, you, and those near you. Affected foes will deal less damage, while your affected allies will deal more. The more foes that are affected, the more power you and your allies receive. Fulcrum Shift can dramatically turn the tide of a battle.
Fortitude Ranged, Ally +DEF, +DMG, +ToHit
Fortitude immensely enhances a single ally's chance to hit, Damage, and Defense to all attacks.
Regeneration Aura PBAoE, Team +Regeneration, +Recovery
The Regeneration Aura dramatically increases the healing rate and Endurance recovery rate of all nearby heroes for a limited time. Emitting this Aura costs you a lot of Endurance, and it takes a long time to recharge.
Mental Training Auto: Self +Prot( Sl 3.0 Co 3.0 Fr 3.0 ), +Recharge, +SPD, +Res(Slow)
Your mental training allows you to focus your will, allowing you to move faster than normal, as well as resist slow and confuse effects. This power is always on and permanently increases your attack rate and movement speed.
Resistance Auto, Res( S30 L30 E30 P30 ), Prot( Sl 1.0 Co 1.0 Fr 1.0 )
Rikti Mentalist armor makes them are resistant to Lethal, Smashing, and Energy damage. Their enhanced mental powers also make them resistant to Sleep, Confuse, Fear and Psionic damage.
Bosses
Chief Mesmerist
The Rikti battle armor is more advanced than any armor found on Earth. It offers the alien invaders protection from most normal kinds of physical attack. Armed with powerful energy weapons, these armored soldiers continue to pose a deadly threat to humans everywhere.
Powers
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.
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.
Total Domination Low-Accuracy: Ranged (Targeted AoE), Foe Hold
Your mind has been Dominated. You are Held.
Mass Confusion Low-Accuracy: Ranged (Targeted AoE), Foe Confuse
You can Confuse an enemy, forcing him to believe his friends are not who they appear to be. If successful, the enemy will ignore you and attack his own allies. If you Confuse someone before he has noticed you, your presence will continue to be masked.
Rikti Sword Melee, Heavy DMG(Energy/Lethal), Foe Knockback
You are Disoriented.
Rikti Mind Link PBAoE, Team +ToHit, +Def( All5% ), +Res( P20 )
Your Mind Link Power will enable you to link the minds of all your teammates who are near you for the next 90 seconds. This shared link improves your team's chance to hit foes, your defensive abilities and dramatically reduces psionic damage.
Mental Training Auto: Self +Prot( Sl 3.0 Co 3.0 Fr 3.0 ), +Recharge, +SPD, +Res(Slow)
Your mental training allows you to focus your will, allowing you to move faster than normal, as well as resist slow and confuse effects. This power is always on and permanently increases your attack rate and movement speed.
Resistance Auto, Res( S30 L30 E30 P30 ), Prot( Sl 1.0 Co 1.0 Fr 1.0 )
Rikti Mentalist armor makes them are resistant to Lethal, Smashing, and Energy damage. Their enhanced mental powers also make them resistant to Sleep, Confuse, Fear and Psionic damage.
Chief Soldier
The Rikti battle armor is more advanced than any armor found on Earth. It offers the alien invaders protection from most normal kinds of physical attack. Armed with powerful energy weapons, these armored soldiers continue to pose a deadly threat to humans everywhere.
Powers
Blade Eviscerate Melee, Moderate DMG(Energy/Lethal), Foe Disorient
You perform an Eviscerating attack with your Rikti Sword that deals moderate damage, and can sometimes Disorient your opponent.
Blade Swing Melee, High DMG(Energy/Lethal), Foe Disorient
You attempt to Swing at your opponent. This attack is slower than Blade Eviscerate but causes more damage. It also has a chance of Disorienting your opponent for a brief time.
Blade Slice Melee (Cone), Moderate DMG(Energy/Lethal), Foe Disorient
You swing your Rikti Sword in a wide arc in front of you. This attack strikes all foes within melee range, deals them serious damage, and has a chance to disorient them.
Blade Carve Melee (Cone), Extreme DMG(Energy/Lethal), Foe Disorient
You attempt to Carve the bones of your opponent by striking them with all your might. This attack will deal great damage and can disorient foes a great deal. The power of this attack can actually extend a short distance through multiple foes.
Rikti Rifle Ranged, Heavy DMG(Energy), Foe Knockback, Disorient
You are Disoriented.
Assault Toggle: PBAoE, Team +DMG, Res( Pl 50% Tn 50% )
Your attack damage is improved due to good leadership and teamwork. You are partially resistant to Taunt and Placate.
Resistance Auto, Res( S30 L30 E30 ), Prot( Sl 1.0 ), +Res(Recharge Debuff)
Rikti Boss armor makes them are resistant to Lethal, Smashing, and Energy damage. They are also resistant to Sleep.
Elite Bosses
Special Assault Suit
These assault suits have been developed by the Rikti specifically to deal with superpowered enemies. They provide excellent protection and firepower and provide excellent flight capabilities.
Powers
Fly Self Fly
Heavy Assault Suit can fly!
Laser Lance Ranged (Narrow Cone), Light DMG(Energy), Foe -DEF
Your defense has been reduced by the Laser Lance.
Sweeping Laser Ranged (Cone), Moderate DMG(Energy), Foe -DEF
Your defense has been reduced by the Sweeping Laser.
Fusion Pulse Ranged (Narrow Cone), Moderate DMG(Energy), Minor DoT(Energy), Foe -Resist(All), -Regen
You are on fire! Your resistances and regeneration rate have been reduced.
Fusion Explosion Ranged (Targeted AoE), Moderate DMG(Energy), Minor DoT(Energy), Foe -Resist(All), -Regen
You are on fire! Your resistances and regeneration rate have been reduced.
Fusion Overload Post Death Special: PBAoE, High DMG(Energy), Minor DoT(Energy), Foe -Resist(All), -Regen
You are on fire! Your resistances and regeneration rate have been reduced.
Teleswap Special: Self Teleport, Foe Confuse, Teleport
The Rikti's Special Assault Suits can Teleswap long distances and swap places with a target enemy once. Being suddenly portaled to a new location is very spatially disruptive and leaves the target confused for 6 seconds.
Galvanized Auto: Self +Jump, Vulnerable(Teleport)
The Heavy Assault Suits are vulnerable to teleport but otherwise very good at moving around.
Armored Exoskeleton Auto: Self +Res( S20 L20 F20 C20 E20 N20 P30 T30 )
Resistance
Famine: Rider
Main Article: Famine: Rider
No Rikti warriors are more feared than those known as the 4 Riders. Said to have suffered some strange transformation during the crossing between worlds, even their fellow Rikti are terrified of them. The Rider known as Scarcity can starve his foes of life and energy, destroying the form within.
Powers
Fly Self Fly
Heavy Assault Suit can fly!
Laser Lance: Famine Ranged (Narrow Cone), Light DMG(Cold/Energy), Foe -DEF, -SPD, -Recharge
Your defense has been reduced by the Laser Lance.
Sweeping Laser: Famine Ranged (Cone), Moderate DMG(Cold/Energy), Foe -DEF, -SPD, -Recharge
Your defense has been reduced by the Sweeping Laser.
Fusion Pulse: Famine Ranged (Narrow Cone), Moderate DMG(Cold/Energy), Minor DoT(Cold), Foe -Resist(All), -Regen, -SPD, -Recharge
You are on fire! Your resistances and regeneration rate have been reduced.
Fusion Explosion: Famine Ranged (Targeted AoE), Moderate DMG(Cold/Energy), Minor DoT(Cold), Foe -Resist(All), -Regen, -SPD, -Recharge
You are on fire! Your resistances and regeneration rate have been reduced.
Fusion Overload: Famine Post Death Special: PBAoE, High DMG(Cold/Energy), Minor DoT(Cold), Foe -Resist(All), -Regen, -SPD, -Recharge
You are on fire! Your resistances and regeneration rate have been reduced.
Consuming Blast Ranged, Heavy DMG(Cold), Foe Fear, -SPD, -Recharge, -End, -Recovery
You have been terrorized. Your are taking Damage over Time from an overload to your synapses. Your movement rate and attack speeds are reduced as well.
Starvation Aura Auto: PBAoE, Minor DoT(Cold), Foe Fear, -SPD, -Recharge, -End, -Recovery
You have been terrorized. Your are taking Damage over Time from an overload to your synapses. Your movement rate and attack speeds are reduced as well.
Armored Exoskeleton: Famine Auto: Self +Res( S20 L20 F-20 C50 E20 N20 P30 T30 )
Resistance
Resistance Resistance
Archvillain resistance.
Pestilence: Rider
Main Article: Pestilence: Rider
No Rikti warriors are more feared than those known as the 4 Riders. Said to have suffered some strange transformation during the crossing between worlds even their fellow Rikti are terrified of them. The Rider known as Pestilence infects his foes, weakening them and their allies.
Powers
Fly Self Fly
Heavy Assault Suit can fly!
Laser Lance: Pestilence Ranged (Narrow Cone), Light DMG(Toxic/Energy), Foe -DEF
Your defense has been reduced by the Laser Lance.
Sweeping Laser: Pestilence Ranged (Cone), Moderate DMG(Toxic/Energy), Foe -DEF
Your defense has been reduced by the Sweeping Laser.
Fusion Pulse: Pestilence Ranged (Narrow Cone), Moderate DMG(Toxic/Energy), Minor DoT(Toxic), Foe -Resist(All), -Regen, -DEF
You are on fire! Your resistances and regeneration rate have been reduced.
Fusion Explosion: Pestilence Ranged (Targeted AoE), Moderate DMG(Toxic/Energy), Minor DoT(Toxic), Foe -Resist(All), -Regen, -DEF
You are on fire! Your resistances and regeneration rate have been reduced.
Fusion Overload: Pestilence Post Death Special: PBAoE, High DMG(Toxic/Energy), Minor DoT(Toxic), Foe -Resist(All), -Regen, -DEF
You are on fire! Your resistances and regeneration rate have been reduced.
Envenom Ranged (Targeted AoE), Foe -Resist(All), -DEF, -Regen, -Heal
Your Defense, Damage Resistances and Regeneration have been reduced. You also Heal less from Heal powers.
Weaken Ranged (Targeted AoE), Foe -ToHit, -DMG, -Special
Your Accuracy and Damage potential and power effects have all been reduced.
Armored Exoskeleton: Pestilence Auto: Self +Res( S20 L20 F20 C20 E20 N20 P-20 T50 )
Resistance
Resistance Resistance
Archvillain resistance.
War: Rider
Main Article: War: Rider
No Rikti warriors are more feared than those known as the 4 Riders. Said to have suffered some strange transformation during the crossing between worlds, even their fellow Rikti are terrified of them. The Rider known as War specializes in pure destruction, aiding his allies as he annihilates his foes.
Powers
Fly Self Fly
Heavy Assault Suit can fly!
Laser Lance: War Ranged (Narrow Cone), Moderate DMG(Fire/Energy), Foe -DEF
Your defense has been reduced by the Laser Lance.
Sweeping Laser: War Ranged (Cone), Moderate DMG(Fire/Energy), Minor DoT(Fire), Foe -DEF
Your defense has been reduced by the Sweeping Laser.
Fusion Pulse: War Ranged (Narrow Cone), Moderate DMG(Fire/Energy), Moderate DoT(Fire), Foe -Resist(All), -Regen
You are on fire! Your resistances and regeneration rate have been reduced.
Fusion Explosion: War Ranged (Targeted AoE), Moderate DMG(Fire/Energy), Moderate DoT(Fire), Foe -Resist(All), -Regen
You are on fire! Your resistances and regeneration rate have been reduced.
Fusion Overload: War Post Death Special: PBAoE, High DMG(Fire), Extreme DoT(Fire), Foe -Resist(All), -Regen
You are on fire! Your resistances and regeneration rate have been reduced.
Assault Toggle: PBAoE, Team +DMG, Res( Pl 50% Tn 50% )
While this power is active, you and your nearby teammates deal more damage and are resistant to Taunt and Placate.
Tactics Toggle: PBAoE, Team +ToHit, Prot( Co 5.19 ), Res( Co 50% Fr 50% ), +Perception
While this power is active, your Accuracy and that of all your nearby teammates' is increased. Your advanced Tactics also protect you and your team from Confuse and Fear effects, as well as your Perception so you can detect Stealthy foes. You must be at least level 14 and have Defense or Assault before selecting Tactics.
Armored Exoskeleton: War Auto: Self +Res( S20 L20 F50 C-20 E20 N20 P30 T30 )
Resistance
Resistance Resistance
Archvillain resistance.
Chief Magus
Main Article: Chief Magus
These radical members of the Rikti's Restructurist faction have mastered magical arts stolen from the Circle of Thorns.
Powers
Teleport Self Teleport
The Rikti Magus can Teleport long distances.
Fire Ball Ranged (Targeted AoE), Moderate DMG(Fire/Smash), Minor DoT(Fire)
You are on fire, and are taking Damage over Time from the Fireball.
Stalagmites Ranged (Targeted AoE), Moderate DMG(Lethal), Foe Disorient, -DEF
The Rikti Magus has left you Disoriented with his Stalagmites attack. Your Defense is lowered.
Lightning Bolt Ranged, High DMG(Energy), Foe -End, -Recovery, Self +End
The Magus can send a large blast of electrical energy at a foe. Lightning bolt deals good damage and also drains some Endurance.
Block of Ice Ranged, Moderate DMG(Cold), Foe Hold, -Recharge, -SPD
You are Held in a Block of Ice. You will be slowed from the cold when you break free.
Mass Hypnosis Autohit: Ranged (Targeted AoE), Foe Sleep
Rikti Magus has put you to sleep.
Mental Blast Ranged, Moderate DMG(Psionic), Foe -Recharge
The Rikti Magus has slightly reduce your attack speed with his Mental Blast.
Rikti Sword Melee, Heavy DMG(Energy/Lethal), Foe Knockback
You are Disoriented.
Tactics Toggle: PBAoE, Team +ToHit, Prot( Co 5.0 ), Res( Co 50% Fr 50% ), +Perception
Your Accuracy and Perception is improved due to good teamwork and Leadership.
Vengeance Post Death Special: PBAoE, Ally +DEF(Ranged, Melee, AoE), +ToHit, +DMG
The loss of a good leader enrage the team. If a commander falls in battle, they can grant their teammates a bonus to their defense, their to hit, and their damage with his last breath.
Super Leap Auto: Self +Jump
The Rikti Gunman can Leap to building tops without problem.
Resistance Auto, Res( S30 L30 F30 C30 E30 P30 ), Prot( Sl 1.0 Co 1.0 Fr 1.0 )
Rikti Mentalist armor makes them are resistant to Lethal, Smashing, and Energy damage. Their enhanced mental powers also make them resistant to Sleep, Confuse, Fear and Psionic damage.
Archvillains
Death: Rider
Main Article: Death: Rider
No Rikti warriors are more feared than those known as the 4 Riders. Said to have suffered some strange transformation during the crossing between worlds even their fellow Rikti are terrified of them. The Rider known as Death uses fear and sudden overwhelming attacks to kill his unfortunate foes.
Powers
Fly Self Fly
Heavy Assault Suit can fly!
Laser Lance: Death Ranged (Narrow Cone), Light DMG(Negative/Energy), Foe -DEF, -ToHit
Your defense has been reduced by the Laser Lance.
Sweeping Laser: Death Ranged (Cone), Moderate DMG(Negative/Energy), Foe -DEF, -ToHit
Your defense has been reduced by the Sweeping Laser.
Fusion Pulse: Death Ranged (Narrow Cone), Moderate DMG(Negative/Energy), Minor DoT(Negative), Foe -Resist(All), -Regen, -ToHit
You are on fire! Your resistances and regeneration rate have been reduced.
Fusion Explosion: Death Ranged (Targeted AoE), Moderate DMG(Negative/Energy), Minor DoT(Negative), Foe -Resist(All), -Regen, -ToHit
You are on fire! Your resistances and regeneration rate have been reduced.
Fusion Overload: Death Post Death Special: PBAoE, High DMG(Negative/Energy), Minor DoT(Negative), Foe -Resist(All), -Regen, -ToHit
You are on fire! Your resistances and regeneration rate have been reduced.
Life Drain Ranged, High DMG(Negative), Foe -ToHit, Self Heal
You can tap the power of the Netherworld to steal some life from a target foe and reduce their chance to hit. Some of that stolen life is transferred to you in the form of Hit Points.
Touch of Fear Melee, Foe Fear, -ToHit
The Netherworld is one scary place, and with but a touch, you can give your enemy a glimpse into this dark world. This will cause them to helplessly tremble in Fear. Foes in this state of panic have their chance to hit reduced.
Siphon Life Melee, Superior DMG(Negative), Foe -ToHit, Self Heal
You tap the power of the Netherworld and create a life transferring conduit between a foe and yourself. This will transfer Hit Points from your enemy to yourself. Foes Siphoned in this manner have their chance to hit reduced.
Cloak of Fear Toggle: PBAoE, Foe Fear, -ToHit
You can wrap yourself in a nightmarish Cloak of Fear. Foes close to you are treated to visions most horrific, forcing them to tremble in terror, only attacking if attacked, and even then, with a reduced chance to hit.
Oppressive Gloom Toggle: PBAoE, Foe Disorient
The Netherworld has many mutable properties, such as the Oppressive Gloom. This power allows you to use your own Hit Points to keep enemies near you Disoriented and unable to use any powers. Endurance cost for this is minimal, but the power can be dangerous to use.
Death Shroud Toggle: PBAoE, Minor DoT(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.
Armored Exoskeleton: Death Auto: Self +Res( S20 L20 F20 C20 E-20 N50 P30 T30 )
Resistance
Resistance Resistance
Archvillain resistance.
Dra'Gon
Main article: Dra'Gon
The Dragon is a decorated Rikti general, a hero for them from the first Rikti war. He was caught on the homeworld side of the dimensional barrier when Hero 1 and the rest of the Omega Team sealed the pathway between our world and theirs.
Powers
Teleport Self Teleport
The Rikti Magus can Teleport long distances.
Scorch Melee, Light DMG(Fire), Minor DoT(Fire)
This power engulfs your hands in flames, and can ignite the target of your Scorching attack. Once on fire, the target will suffer damage over time.
Cremate Melee, High DMG(Fire/Smash), Minor DoT(Fire), Foe Knockup
A slow but devastating attack. Cremate clobbers your foes with a massive 2 handed fiery smash knocks down and leaves your foe on fire.
Incinerate Melee (Targeted AoE), Superior DoT(Fire)
Intense concentration can allow you to Incinerate an opponent. This will set your foe ablaze, dealing very high damage over a short time.
Fire Blast Ranged, Moderate DMG(Fire), Minor DoT(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 AoE), Moderate DMG(Fire/Smash), Minor DoT(Fire)
Hurls an exploding Fireball that consumes a targeted foe, and all nearby enemies. Anyone in that explosion is burned and set ablaze.
Fire Breath Ranged (Cone), High DoT(Fire)
You can breathe forth a torrent of fire that burns all foes within its narrow cone. Very accurate and very deadly at medium range.
The Dragon's Flame PBAoE, Ally Heal, +DMG, +ToHit
You send out a powerful blast of cauterizing heat that instantly rejuvenates allies nearby, but can only be used once realistically in a single combat engagement. This also forges all nearby ally's bodies with draconic purifying flames, increasing their damage dealt and chance to-hit for two minutes.
Heat Exhaustion High-Accuracy: Ranged, Foe -DMG, -End, -Recovery, -Regen
Overwhelm a single foe with waves of exhausting heat. The initial effect will drain the target of some Endurance, but the heat is so overwhelming that the affected target will be weakened. Their Damage output, Endurance Recovery and Hit Point Regeneration will all be reduced.
Melt Armor High-Accuracy: Ranged (Targeted AoE), Foe -Resist(All), -DEF
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.
Healing Flames Self Heal, +Res(Toxic)
You can concentrate for a few moments to heal yourself. The power of the flames can also protect you from Toxic Damage for a while.
Consume PBAoE, Minor DMG(Fire), Self +End, +Recovery, +MaxHP, +Res(End Drain)
You can drain body heat from all nearby foes, and even from the air itself, increasing your health, resistance against endurance drain, as well as replenishing your own Endurance. The more foes affected, the more Endurance is gained. Foes suffer minimal Fire damage.
Fiery Embrace Self +DMG
Fiery Embrace causes all your damaging powers to do bonus fire damage.
Fire Shield Toggle: Self +Res( S30 L30 F20 C10 ), Prot( St 10.38 )
While this power is active, Fire Shield gives you good resistance to Lethal, Smashing and Fire damage. Fire Shield also provides minimal resistance to Cold damage as well as protection from Disorient effects.
Plasma Shield Toggle: Self +Res( F30 E30 N30 ), Prot( Ho 10.38 Sl 10.38 )
While this power is active, you are surrounded by pure plasma. The Plasma Shield gives you resistance to Energy, Negative Energy, and Fire damage. Plasma Shield also gives your protection from Sleep and Hold effects.
Inspire Toggle: PBAoE, Ally +DMG, Prot( Sl 5.19 Co 5.19 Fr 5.19 ), Res( Sl 39.96% )
While this power is active, you and your nearby teammates deal more damage and are resistant to Confuse, Fear, and Sleep.
Super Leap Self +Jump
The Rikti Gunman can Leap to building tops without problem.
Rikti Psi-Network Auto: Self +Buffs Per Psychic
The Rikti are using the kidnapped psychics as power for their experimental system to boost the strength of their bio-weapon. For every single psychic you release from the Rikti's network, the power it is granting K'ong will be reduced. Otherwise, he will continue drawing power from the network while it is active. Shutting the entire network down will cause a psionic reversion and prevent K'ong from regenerating health in any capacity!
Scaling Special: +MaxHP, +Regeneration, +DMG for each player on map
Special.
Resistance -MaxHP
Archvillain resistance.
The Honoree
Main Article: The Honoree
The Honoree reminds you of Hero 1, the hero who was sent to the Rikti homeworld and successfully destroyed the bridge between their world and ours. It is quite possible that Hero 1 was captured on the Rikti homeworld and subjected to mutations similar to what the Lost undergo, creating this new abomination.
Powers
Teleport Self Teleport
The Rikti Magus can Teleport long distances.
Impose Will Ranged, Moderate DMG(Psionic), Foe Confuse
Impose Will painfully assails a target with psychic energy, rendering them confused.
Control Ranged, Moderate DMG(Psionic), Foe Confuse
You can Control an enemy, forcing that foe to believe their friends are not who they appear to be. If successful, the enemy will ignore you and attack their own allies.
Mass Impose Will Ranged (Targeted AoE), Foe Confuse
You can cause Mass Confusion within a group of foes, creating chaos. All affected foes within the area will turn and attack each other, ignoring all heroes.
Total Control Ranged (Targeted AoE), Foe Confuse
You can cause Mass Confusion within a group of foes, creating chaos. All affected foes within the area will turn and attack each other, ignoring all heroes.
Psychic Blast Ranged, High DMG(Energy/Psionic), Foe Knockback, -Recharge
This basic attack does high Energy and Psionic damage, and can slightly reduce a target's attack speed and knock them down.
Whirling Hands PBAoE Melee, Moderate DMG(Psionic/Smash), Foe Confuse, Repel, -Recharge
By focusing your psionic energy into the muscles in your arms, you can launch a dizzying flurry of attacks against every foe in melee range. Some foes may be hit hard enough to be Confused as well.
Super Leap Self +Jump
The Rikti Gunman can Leap to building tops without problem.
Untouchable Invincible
Honoree is channeling part of the space station's energy output into himself to make himself impervious to everything. Not good for you!
The Honoree
The Honoree reminds you of Hero 1, the hero who was sent to the Rikti homeworld and successfully destroyed the bridge between their world and ours. It is quite possible that Hero 1 was captured on the Rikti homeworld and subjected to mutations similar to what the Lost undergo, creating this new abomination.
Powers
Impose Will Ranged, Moderate DMG(Psionic), Foe Confuse
Impose Will painfully assails a target with psychic energy, rendering them confused.
Control Ranged, Moderate DMG(Psionic), Foe Confuse
You can Control an enemy, forcing that foe to believe their friends are not who they appear to be. If successful, the enemy will ignore you and attack their own allies.
Mass Impose Will Ranged (Targeted AoE), Foe Confuse
You can cause Mass Confusion within a group of foes, creating chaos. All affected foes within the area will turn and attack each other, ignoring all heroes.
Total Control Ranged (Targeted AoE), Foe Confuse
You can cause Mass Confusion within a group of foes, creating chaos. All affected foes within the area will turn and attack each other, ignoring all heroes.
Psychic Shockwave PBAoE, Extreme DMG(Psionic), Foe Confuse, -Recharge
Psychic Shockwave is a devastating Psionic attack that wracks the minds of all nearby foes. Affected foes may have a reduced attack rate and may be left Confused.
Psychic Blast Ranged, High DMG(Energy/Psionic), Foe Knockback, -Recharge
This basic attack does high Energy and Psionic damage, and can slightly reduce a target's attack speed and knock them down.
Psychic Burst Close, Superior DMG(Energy/Psionic), Foe Knockback, -Recharge
A short range, but devastating attack.
Psychic Explosion Ranged (Targeted AoE), Moderate DMG(Energy/Psionic), Foe Knockback, -Recharge
Hurls a blast of charged psychic energy that violently explodes on impact, damaging all foes near the target.
Whirling Hands PBAoE Melee, Moderate DMG(Psionic/Smash), Foe Confuse, Repel, -Recharge
By focusing your psionic energy into the muscles in your arms, you can launch a dizzying flurry of attacks against every foe in melee range. Some foes may be hit hard enough to be Confused as well.
Total Focus Melee, Extreme DMG(Psionic/Smash), Foe Confuse, Repel, -Recharge
Total Focus is complete mastery over psionic Melee. This melee attack is a very slow, but incredibly devastating attack that can knock out most opponents, leaving them Confused.
Bone Smasher Melee, High DMG(Psionic/Smash), Foe Confuse, Repel, -Recharge
This melee attack deals a good amount of damage and has a good chance to Confuse the target.
Physically Unstoppable Self +Res( S45 L45 F65 C65 E55 N70 P-500 T70 ), Def( M-66.6% R-66.6% A-66.6% ), Prot( Ho 10 Im 10 St 10 Sl 10 Kb 100 Rp 10 ), Res( Ho 50% Im 50% St 50% Sl 50% ), +Recovery
When you activate this power, you not only become extremely resistant to most damage, but also to Disorient, Immobilization, Hold, and Sleep effects. However, your ability to dodge all attacks becomes reduced and you are extremely vulnerable to psionic damage.
Spawn Drones Summon
The Honoree can call Rikti Entangler Drones from the space station.
Spawn Monkeys Summon
Hro'Dtohz can call Delta Rikti Monkeys from the hatchery located above the Central Dynamo.
Resistance Res( S50 L50 F30 C30 E40 N20 P50 T20 ), Def( M10,000% A10,000% ), -MaxHP
Archvillain resistance.
Delta K'ong
One of the greatest mysteries surrounding the Rikti is what the interior of their motherships look like, and the alien invaders are fiercely protective of these secrets.
To that end, Mothership -294 was often praised as the standard in defensive security, utilizing an engineered bio-weapon known simply as K'ong.
This large beast can psionically command massive hordes of Rikti Monkey Vultures while also being cybernetically integrated with the Rikti's neural network, allowing it to leverage an unexpected amount of tactics and cunning.
'Monkey see: Monkey kill.'
Powers
Psychic Drill High-Accuracy: Ranged, Heavy DMG(Psionic), Foe -Recharge, -Fly
The Psychic Drill has slowed your reflexes. Your attack speed is reduced and you'll be telekinetically forced to the ground if flying!
Psychic Drill High-Accuracy: Ranged, Heavy DMG(Psionic), Foe -Recharge, -Fly
The Psychic Drill has slowed your reflexes. Your attack speed is reduced and you'll be telekinetically forced to the ground if flying!
Simian Strike Melee (Cone), Moderate DMG(Smash/Toxic), Foe -Recharge
Rikti Monkey brawling attacks; they're a gas!
Gas Post Death Special: PBAoE, Minor DoT(Toxic)
When Rikti Monkeys die, their bodies emits a noxious gas that can harm enemies and friends alike.
Ultra-Condensed Gas Special
K'ong can channel the collected Rikti Monkey gas in the room and psionically compress it into a small space, causing it to become extremely dense and very deadly to all non-Rikti lifeforms.
Monkey Madness Auto: Spawn Rikti Monkeys
If K'ong is below 100% HP, he will automatically begin conjuring forth his horde of Rikti Monkeys from the containment barrels placed in the room. If K'ong is undamaged, all spawned Rikti Monkeys will despawn.
These spawn in set waves every 15 seconds, and if too many spawn, the gas pressure in the room become high! Ensure the amount of Rikti Monkeys in the room stays below twenty-five to ensure the gas pressure stays low.
K'ong cannot be damaged unless special Rikti Monkeys are defeated that will periodically spawn from his barrels.
Shield Summon Auto: +Invincibility, -Regen
If K'ong is below 100% HP, he will automatically begin conjuring forth his horde of Rikti Monkeys from the containment barrels placed in the room. If K'ong is undamaged, all spawned Rikti Monkeys will despawn.
These spawn in set waves every 15 seconds, and if too many spawn, the gas pressure in the room become high! Ensure the amount of Rikti Monkeys in the room stays below twenty-five to ensure the gas pressure stays low.
K'ong cannot be damaged unless special Rikti Monkeys are defeated that will periodically spawn from his barrels.
Rikti Psi-Network Auto: Self +Buffs Per Psychic
The Rikti are using the kidnapped psychics as power for their experimental system to boost the strength of their bio-weapon.
For every single psychic you release from the Rikti's network, the power it is granting K'ong will be reduced. Otherwise, he will continue drawing power from the network while it is active.
Shutting the entire network down will cause a psionic reversion and prevent K'ong from regenerating health in any capacity!
Constitution Auto: Self Prot( Kb 100 Rp 100 ), +Range
You have extremely strong constitution and are immune to knockback and repel effects.
Bio-Weapon Engineering Auto: Self +Res( S10 L10 F10 C10 E-20 N-20 P-50 T30 ), Prot( Ho 500 St 500 Sl 500 Kb 100 Co 500 Fr 500 ), +Res(DeBuff Recovery), -MaxHP, Self Immobilize
K'ong is an extremely advanced bio-weapon, and has a plethora of complex functions that ensure it's very hard to kill.
Omega K'ong
One of the greatest mysteries surrounding the Rikti is what the interior of their motherships look like, and the alien invaders are fiercely protective of these secrets.
To that end, Mothership -294 was often praised as the standard in defensive security, utilizing an engineered bio-weapon known simply as K'ong.
This large beast can psionically command massive hordes of Rikti Monkey Vultures while also being cybernetically integrated with the Rikti's neural network, allowing it to leverage an unexpected amount of tactics and cunning.
'Monkey see: Monkey kill.'
Powers
Psychic Drill High-Accuracy: Ranged, Heavy DMG(Psionic), Foe -Recharge, -Fly
The Psychic Drill has slowed your reflexes. Your attack speed is reduced and you'll be telekinetically forced to the ground if flying!
Psychic Drill High-Accuracy: Ranged, Heavy DMG(Psionic), Foe -Recharge, -Fly
The Psychic Drill has slowed your reflexes. Your attack speed is reduced and you'll be telekinetically forced to the ground if flying!
Simian Strike Melee (Cone), Moderate DMG(Smash/Toxic), Foe -Recharge
Rikti Monkey brawling attacks; they're a gas!
Gas Post Death Special: PBAoE, Minor DoT(Toxic)
When Rikti Monkeys die, their bodies emits a noxious gas that can harm enemies and friends alike.
Ultra-Condensed Gas Special
K'ong can channel the collected Rikti Monkey gas in the room and psionically compress it into a small space, causing it to become extremely dense and very deadly to all non-Rikti lifeforms.
Monkey Madness Auto: Spawn Rikti Monkeys
If K'ong is below 100% HP, he will automatically begin conjuring forth his horde of Rikti Monkeys from the containment barrels placed in the room. If K'ong is undamaged, all spawned Rikti Monkeys will despawn.
These spawn in set waves every 15 seconds, and if too many spawn, the gas pressure in the room become high! Ensure the amount of Rikti Monkeys in the room stays below twenty-five to ensure the gas pressure stays low.
K'ong cannot be damaged unless special Rikti Monkeys are defeated that will periodically spawn from his barrels.
Shield Summon Auto: +Invincibility, -Regen
If K'ong is below 100% HP, he will automatically begin conjuring forth his horde of Rikti Monkeys from the containment barrels placed in the room. If K'ong is undamaged, all spawned Rikti Monkeys will despawn.
These spawn in set waves every 15 seconds, and if too many spawn, the gas pressure in the room become high! Ensure the amount of Rikti Monkeys in the room stays below twenty-five to ensure the gas pressure stays low.
K'ong cannot be damaged unless special Rikti Monkeys are defeated that will periodically spawn from his barrels.
Overloaded Psi-Network Auto: Self +Res( All10 ), +DMG, +ToHit, +Level Shift, Vulnerable(Hold, Immobilize, Disorient, Sleep)
The Rikti are using the kidnapped psychics as power for their experimental system to boost the strength of their bio-weapon.
The network has overloaded and now the buffs cannot be removed! However it is affecting the psyche of those empowered, making them more vulnerable to control effects!
Constitution Auto: Self Prot( Kb 100 Rp 100 ), +Range
You have extremely strong constitution and are immune to knockback and repel effects.
Bio-Weapon Engineering Auto: Self +Res( S10 L10 F10 C10 E-20 N-20 P-50 T30 ), Prot( Ho 500 St 500 Sl 500 Kb 100 Co 500 Fr 500 ), +Res(DeBuff Recovery), -MaxHP, Self Immobilize
K'ong is an extremely advanced bio-weapon, and has a plethora of complex functions that ensure it's very hard to kill.
Lord of War: Hro'Dtohz
Main Article: Lord of War: Hro'Dtohz
The Supreme Commander of the Rikti Lineage of War, Hro'Dtohz is the one responsible for commanding the vast power of the Rikti Military in their war against Earth. A ruthless tactical genius with his own twisted code of honor, he is set on humanity's extermination or subsumption.
Powers
Blade Eviscerate Melee, Moderate DMG(Energy/Lethal), Foe Disorient
You are Disoriented.
Blade Swing Melee, High DMG(Energy/Lethal), Foe Disorient
You are Disoriented.
Blade Slice Melee (Cone), Moderate DMG(Energy/Lethal), Foe Disorient
You are Disoriented.
Blade Carve Melee (Cone), Extreme DMG(Energy/Lethal), Foe Disorient
You are Disoriented.
Rikti Rifle Ranged, Heavy DMG(Energy), Foe Knockback, Disorient
You are Disoriented.
Transponder Build Transponder
The Rikti Commander can create an inter-dimensional Transponder. Other Rikti soldiers can teleport in through this Transponder to join their allies. The Transponder can be destroyed.
Resistance Res( S30 L30 E30 )
Archvillain resistance.
Lord of War: Hro'Dtohz
The Supreme Commander of the Rikti Lineage of War, Hro'Dtohz is the one responsible for commanding the vast power of the Rikti Military in their war against Earth. A ruthless tactical genius with his own twisted code of honor, he is set on humanity's extermination or subsumption.
Powers
Teleport Self Teleport
The Rikti Magus can Teleport long distances.
Defensive Sweep Melee (Cone), Moderate DMG(Energy/Smash), Foe Disorient, Self +DEF(Melee, Smash, Lethal)
You take a defensive stance and strike your opponents. Successfully executing this attack will cause light smashing damage to nearby foes, while giving you increased defense against their melee and smashing attacks.
Crushing Blow Melee, High DMG(Energy/Smash), Foe Disorient, -DEF
You swing a mighty crushing blow at your opponent dealing High Smashing damage and reducing their defense.
Titan Sweep Melee (Cone), Heavy DMG(Energy/Smash), Foe Knockdown, Disorient
You make a sweeping slash with your weapon, causing high damage and possibly knocking your opponent down.
Follow Through Melee, Superior DMG(Energy/Smash), Foe Disorient, Knockdown, Requires Momentum
You Follow Through with a massive attack dealing Superior Smashing damage, knocking your opponent down and possibly stunning them.
Rend Armor Melee, Extreme DMG(Energy/Smash), Foe Disorient, -DEF, -Res(All)
You batter your enemy with your mighty weapon dealing Extreme Smashing damage and reducing their resistance to damage as well as their defense to all types of attacks for a short time.
Whirling Smash PBAoE Melee, Moderate DMG(Energy/Smash), Foe Disorient, Knockdown, Requires Momentum
You perform a powerful Whirling Smash that deals Moderate Smashing damage, and can knock an opponent down.
Arc of Destruction Melee (Cone), Extreme DMG(Energy/Smash), Foe Knockdown, Disorient
You swing your weapon in a devastating Arc of Destruction that deals Superior Smashing damage and has a good chance to knock foes down. Arc of Destruction may only be used while on the ground.
Rikti Rifle Ranged, Heavy DMG(Energy), Foe Knockback, Disorient
You are Disoriented.
Power Momentum Self +DMG, +ToHit, +Special, +Momentum
Grants you momentum, moderately increases the amount of damage you deal for a few seconds and slightly increases your chance to hit. Build Momentum grants you Momentum for 10 seconds and it replaces any remaining Momentum you may still have.
Transponder Summon Transponder: Summon Chief Soldier/Chief Mentalist
The Rikti Commander can create an inter-dimensional Transponder. Other Rikti soldiers can teleport in through this Transponder to join their allies. The Transponder can be destroyed.
Super Leap Self +Jump
The Rikti Gunman can Leap to building tops without problem.
Resistance Res( S30 L30 E30 ), Def( R10,000% A10,000% ), -MaxHP
Archvillain resistance.
U'Kon Gr'ai
Main Article: U'Kon Gr'ai
The Rikti Master At Arms is the head of ships Security. A powerful warrior and mentalist, he takes his responsibilities seriously.
Powers
Blade Eviscerate Melee, Moderate DMG(Energy/Lethal), Foe Disorient
You are Disoriented.
Blade Swing Melee, High DMG(Energy/Lethal), Foe Disorient
You are Disoriented.
Blade Slice Melee (Cone), Moderate DMG(Energy/Lethal), Foe Disorient
You are Disoriented.
Blade Carve Melee (Cone), Extreme DMG(Energy/Lethal), Foe Disorient
You are Disoriented.
Rikti Rifle Ranged, Heavy DMG(Energy), Foe Knockback, Disorient
You are Disoriented.
Inspire Toggle: PBAoE, Ally +DMG, Prot( Sl 5.19 Co 5.19 Fr 5.19 ), Res( Sl 39.96% )
Inspires allies.
Mothership Bombardment Activate Bombardment
This will signal U'kon Gr'ai's mothership to begin firing bomb's at anyone who enters the area beneath it.
Resistance Res( S30 L30 E30 )
Archvillain resistance.
Named Enemies
Rikti Monkey Vulture (Minion)
These ferocious Rikti Monkey Vulture mutants have been bred and engineered with added flight capabilities to compliment their ferocity and swarm coordination, making them particularly deadly in groups.
Powers
Fly Self Fly
Rikti Vultures can Fly!
Simian Strike Melee, Light DMG(Smash/Toxic), Foe -Recharge
The Delta Rikti Monkeys have been selectively bred to maximize the natural toxins their body produces and weaponized to increase how dangerous they are in melee.
Being scratched by their claws will inflict a paralytic poison on targets that reduces their recharge.
Primate Punch Melee, Light DMG(Smash/Toxic), Foe -Recharge
The Delta Rikti Monkeys have been selectively bred to maximize the natural toxins their body produces and weaponized to increase how dangerous they are in melee.
Being scratched by their claws will inflict a paralytic poison on targets that reduces their recharge.
Psychic Dart Ranged, Moderate DMG(Psionic), Foe -Recharge
The Psychic Dart has slowed your reflexes. Your attack speed is reduced.
Gas Post Death Special: PBAoE, Minor DoT(Toxic)
When Rikti Monkeys die, their bodies emits a noxious gas that can harm enemies and friends alike.
Rikti Psi-Network Auto: Self +Buffs Per Psychic
The Rikti are using the kidnapped psychics as power for their experimental system to boost the strength of their bio-weapon.
For every single psychic you release from the Rikti's network, the power it is granting K'ong will be reduced. Otherwise, he will continue drawing power from the network while it is active.
Shutting the entire network down will cause a psionic reversion and prevent K'ong from regenerating health in any capacity!
Simian Schmoovement Auto: Self +Jump, +SPD, +Res(Slow)
Shield Simians and Protector Primates can effortlessly schmoove (smooth moves for the green) which makes them very fast and hard to catch, which is annoying when they need to die fast!