Imperial Defense Force: Difference between revisions
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''Powers'' | ''Powers'' | ||
{{Power|[[Image: | {{Power|[[Image:PsionicAssault_MentalDart.png|22px]]| Mental Blast| Ranged, Moderate DMG(Psionic), Foe -Recharge| This attack does moderate Psionic damage, and can slightly reduce a target's attack speed. }} | ||
{{Power|[[Image: | {{Power|[[Image:Empathy_HealOther.png|22px]]| Soothe Mind| Ally Heal| Heals a single targeted ally for a moderate amount of health. You cannot use this power to heal yourself. }} | ||
{{Power|[[Image: | {{Power|[[Image:Empathy_Fortitude.png|22px]]| Fortitude| Ally +Defense, +Damage, +ToHit| Fortitude immensely enhances a single targeted ally's accuracy, damage potential, and defense. The target ally will even take less damage from those few attacks that do hit him. Fortitude even protects the target ally from psionic attacks and damage. }} | ||
{{Power|[[Image: | {{Power|[[Image:Leadership_Defense.png|22px]]| Fortune| Toggle, PBAoE, Team +ToHit, {{StatusProtVal|7.8|7.8|7.8|7.8|7.8}}| Seekers are Seers that specialize in reading the thousands of possible futures and finding the ones that are most likely. By being able to do this, they are able to predict their enemies' actions with relative ease. While this power is active, the user and all nearby allies will receive a bonus To Hit as well as resistance to status effects. }} | ||
{{Power|[[Image:PsionicMastery_MindOverBody.png|22px]]| Resistance| Auto, {{DamResVal|0|0|0|0|0|0|20}}, {{PosDefVal|4|4}}| Seers are able to predict their foes' incoming attacks granting them a minor defense buff, and are quite resistant to psychic damage. }} | |||
{{clr}} | {{clr}} | ||
Revision as of 21:39, 31 July 2022
Overview
The Imperial Defense Force (often abbreviated as IDF) is the most advanced and loyal combat unit in Emperor Cole's military. Heroes encounter them in the Praetorian missions assigned by Tina Macintyre and Maria Jenkins. Rogues encounter them in the Morality tip mission, Hologram of General Aarons. All players encounter them as ambushes in several missions in First Ward, as well as the primary enemies of the Lambda Sector, Keyes Island Reactor and Underground Incarnate Trials.
Enemy Types
Minions
Assault Trooper
Tyrant's Imperial Defense Force troopers are the most advanced soldiers in his arsenal. The IDF Assault Troopers are equipped with an upgraded Plasma Glove and Power Armor with jump boosters, making them resistant to all types of damage.
Powers
Plasma Smasher Melee, High DMG(Energy/Smash), Foe Disorient
The IDF soldier's plasma gauntlet is capable of delivering punishing blows as well as disorienting its foes.
Plasma Punch Melee, Moderate DMG(Energy/Smash), Foe Disorient
The IDF soldier's plasma gauntlet is capable of delivering punishing blows as well as disorienting its foes.
Plasma Vortex Point Blank Area of Effect, Moderate Energy/Smash Damage, Foe Disorient
The IDF soldier's plasma gauntlet is capable of delivering punishing blows as well as disorienting its foes.
Plasma Blast Ranged, Moderate DMG(Energy), Foe Knockdown
The IDF soldier's gauntlets are capable of firing potent plasma energy attacks at their foes which strike with enough force to sometimes knock a foe off their feet.
IDF Armor Res( All30 )
Resistance
Battle Orb Mk I
Battle Orbs are equipped with a wide variety of equipment loads. Some units serve a defensive and support oriented role, while others are more about bringing additional suppressive fire and offense.
Powers
Plasma Blast Ranged, Light DMG(Energy), Foe -Regeneration
The Battle Orb's blast deals minor damage, but will reduce its target's regeneration rate.
Deploy Stimulant Ally Heal, Resist(Confuse, Fear, Hold, Immobilize, Disorient, Sleep)
Heals a single targeted ally of some Hit Points and frees an ally from any status effects and leaves them resistant to such effects for a brief time.
Shield Generator Toggle, Point Blank Area of Effect, Team Def( S16 L16 F16 C16 E16 N16 P16 ), Prot( Im 3.9 St 3.9 )
Creates a large bubble which protects all allies inside. While active, the Shield Generator gives all allies within increase defense to all attacks. The Force Field Generator also protects allies inside from Immobilization, and Disorient effects.
Battle Orb Mk II
Battle Orbs are equipped with a wide variety of equipment loads. Some units serve a defensive and support oriented role, while others are more about bringing additional suppressive fire and offense.
Powers
Plasma Blast Ranged, Light DMG(Energy), Foe -Regeneration
The Battle Orb's blast deals minor damage, but will reduce its target's regeneration rate.
Plasma Spray Ranged (Cone), Moderate DMG(Energy), Foe -Regeneration
The Battle Orb's Plasma Spray deals moderate damage in a large cone and reduces targets' regeneration rates.
Sonic Augmentation Toggle, Point Blank Area of Effect, Team +Damage, +ToHit
Creates a large bubble which protects all allies inside. While active, the Force Field Generator gives all allies within increase defense to all attacks except psionic. The Force Field Generator also protects allies inside from Immobilization, Disorient and Hold effects.
Battle Orb Mk III
Battle Orbs are equipped with a wide variety of equipment loads. Some units serve a defensive and support oriented role, while others are more about bringing additional suppressive fire and offense.
Powers
Plasmatic Immobilizer Ranged (Cone), Light DoT(Energy), Foe Immobilize
The Plasmatic Taser fired by the Battle Orb is capable of immobilizing and damage foes in a large ranged cone in front of it.
Plasmatic Stunner Ranged, Minor DMG(Energy), Foe Disorient
The Battle Orb is capable of setting its plasma weapons to stun its target for a short time.
Resuscitator Ally Resurrect
The Battle Orb's Resuscitator is capable of reviving an ally with a good amount of health and endurance.
BCU
The most basic unit in the Warworks arsenal. These models are equipped with a heavy assault PGMP Rifle and both nano-repair technology and force fields.
Powers
Single Plasma Shot Ranged, Light DMG(Energy), Foe -Regeneration
The Warworks plasma weapons deal energy damage as well as reduce their target's regeneration rate.
Plasma Rifle Burst Ranged, Heavy DMG(Energy), Foe -Regeneration
The Warworks plasma weapons deal energy damage as well as reduce their target's regeneration rate.
Fusion Grenade Ranged (Targeted AoE), Moderate DMG(Energy), Foe Knockdown, Location AoE, High DoT(Fire)
The Warwork plasma rifle is capable of launching fusion grenades which melt the ground beneath them.
Force Barrier Auto, Self Def( S4 L4 F4 C4 E4 N4 P4 ), +Regeneration
The Warworks are not only equipped with nanobots which allow them to recover from damage quickly, but they also are cloaked in a force field which makes them very difficult to hit.
Self Destruct Post Death Special: PBAoE, Moderate DMG(Energy/Smash), Foe Knockback
The Warworks are rigged to explode when they are incapacitated, this will deal moderate lethal and fire damage to all nearby.
OR
Meltdown Post Death Special: PBAoE, Light DMG(Fire/Lethal), Location AoE, High DoT(Fire)
The Warworks are rigged to explode, this particular unit was equipped to melt down and leave behind a plasma patch.
Ranger
Tyrant's Imperial Defense Force troopers are the most advanced soldiers in his arsenal. The IDF Rangers are equipped with an upgraded Plasma Glove and Power Armor, making them resistant to all types of damage.
Powers
Plasma Blast Ranged, Moderate DMG(Energy), Foe Knockdown
The IDF soldier's gauntlets are capable of firing potent plasma energy attacks at their foes which strike with enough force to sometimes knock a foe off their feet.
Plasma Spray Ranged (Cone), Moderate DMG(Energy), Foe Knockdown
The IDF soldier can concentrate a large amount of plasma and release it in a staggering blast of energy capable of both knocking down foes and dealing moderate damage.
Plasma Burst Ranged, Heavy DMG(Energy), Foe Knockdown
The IDF soldier's gauntlets are capable of firing potent plasma energy attacks at their foes which strike with enough force to sometimes knock a foe off their feet.
Plasma Smasher Melee, High DMG(Energy/Smash), Foe Disorient
The IDF soldier's plasma gauntlet is capable of delivering punishing blows as well as disorienting its foes.
IDF Armor Res( All30 )
Resistance
Scryer
Scyers are among the elite of Mother Mayhem's Seers. They make up the rank and file combatants among the elite. They specialize in tearing their foes' minds apart with their mental assault while peering into the mind of their foes to find their weakness.
Powers
Psionic Dart Ranged, Light DMG(Psionic), Foe -Recharge
This basic attack does moderate Psionic damage, and can slightly reduce a target's attack speed.
Subdual Ranged, Moderate DoT(Psionic), Foe Immobilize
Subdual deals moderate Psionic damage and may leave the targeted foe Immobilized for a brief time. Immobilized foes cannot move but can still attack.
Reveal Weakness (Only Level 40 and up) Ranged, Foe -Defense, -Resist(All)
The Scryer peers deep into their victim's mind and finds what they are most vulnerable to. Targets affected by this power have their defense and damage resistance reduced for a short time.
Resistance Auto, Res( P20 ), Def( M4 R4 )
Seers are able to predict their foes' incoming attacks granting them a minor defense buff, and are quite resistant to psychic damage.
Seeker
Seekers are among the elite of Mother Mayhem's Seers. They make up the rank and file combatants among the elite. Seekers have the ability to mend others' wounds with their minds as well as augment their allies with mental wards.
Powers
Mental Blast Ranged, Moderate DMG(Psionic), Foe -Recharge
This attack does moderate Psionic damage, and can slightly reduce a target's attack speed.
Soothe Mind Ally Heal
Heals a single targeted ally for a moderate amount of health. You cannot use this power to heal yourself.
Fortitude Ally +Defense, +Damage, +ToHit
Fortitude immensely enhances a single targeted ally's accuracy, damage potential, and defense. The target ally will even take less damage from those few attacks that do hit him. Fortitude even protects the target ally from psionic attacks and damage.
Fortune Toggle, PBAoE, Team +ToHit, Prot( Ho 7.8 Im 7.8 St 7.8 Sl 7.8 Kb 7.8 )
Seekers are Seers that specialize in reading the thousands of possible futures and finding the ones that are most likely. By being able to do this, they are able to predict their enemies' actions with relative ease. While this power is active, the user and all nearby allies will receive a bonus To Hit as well as resistance to status effects.
Resistance Auto, Res( P20 ), Def( M4 R4 )
Seers are able to predict their foes' incoming attacks granting them a minor defense buff, and are quite resistant to psychic damage.
Lieutenants
ACU
The most advanced of the Warworks shock troopers. These towering androids carry a heavy PGMP Rifle that is capable of delivering a deadly neurotoxin payload.
Powers
Chemical Grenade Ranged (Targeted Location), Superior DoT(Toxic), Foe -Speed, -Rech
The Warwork's plasma weapon is capable of launching a chemical grenade that cripples the movement rate of the target as well as inflicting tremendous Toxic damage over time.
Plasma Full Auto Ranged, Light DMG(Energy), Foe -Regen
The Warworks' plasma weapons are capable of discharging a barrage of bolts of energy in a large cone which will reduce the regeneration rate of affected targets.
Plasma Rifle Burst Ranged, High DMG(Energy), Foe -Regen
The Warworks plasma weapons deal energy damage as well as reduce their target's regeneration rate.
Self Destruct Post Death, PBAoE, Moderate DMG(Fire/Lethal), Foe Knockback
The Warworks are rigged to explode when they are incapacitated, this will deal moderate lethal and fire damage to all nearby.
Force Barrier Self, +15% Def(All), +Regen
The Warworks are not only equipped with nanobots which allow them to recover from damage quickly, but they also are cloaked in a force field which makes them very difficult to hit.
Diviner
Diviners are among the elite of Mother Mayhem's Seers. They are mid-rank combatants among the elite. They specialize in crushing their foes in close range combat.
Powers
Dominate Mind Melee, Moderate DMG(Psionic), Foe Hold
You crush your target's mind dealing moderate psionic damage over time as well as having a chance to hold your foe for a short time. Damage: Moderate DoT(Psionic), Recharge: Fast
Drain Psyche PBAoE Foe -Regen, -Recovery; Self +Regen, +Recovery
You Drain the Psyche of you nearby foes, thus weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. Recharge: Very Long
Mental Blast Ranged, Moderate DMG(Psionic), Target -Recharge
This attack does moderate Psionic damage, and can slightly reduce a target's attack speed. Damage: Moderate, Recharge: Fast
Psionic Slash Melee, High DMG(Psionic), Target -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 high Psionic Damage while reducing their attack speed. Damage: High, Recharge: Moderate
Summon Reinforcements Summon Reinforcements
Seers can call PPD Officers to aid them when they are endangered.
Summon Reinforcements Low Summon Reinforcements
Seers can call PPD Officers to aid them when they are endangered.
Resistance Auto: +22.5% Res(Psi), +6.25% Def(Melee, Ranged)
Seers are able to predict their foes' incoming attacks granting them a minor defense buff, and are quite resistant to psychic damage.
Elite Ranger
Tyrant's Imperial Defense Force troopers are the most advanced soldiers in his arsenal. The IDF Elite Rangers are terrifying foes to engage. Their weaponry is far more advanced than the PPD Shock Glove, and they are decked out in nearly impenetrable power armor.
Powers
Plasma Blast Ranged, Moderate DMG(Energy), Foe Knockdown
The IDF soldier's gauntlets are capable of firing potent plasma energy attacks at their foes which strike with enough force to sometimes knock a foe off their feet.
Plasma Burst Ranged, High DMG(Energy), Foe Knockdown
The IDF soldier's gauntlets are capable of firing potent plasma energy attacks at their foes which strike with enough force to sometimes knock a foe off their feet.
Plasma Burst Ranged, High DMG(Energy), Foe Knockdown
The IDF soldier's gauntlets are capable of firing potent plasma energy attacks at their foes which strike with enough force to sometimes knock a foe off their feet.
Plasma Smasher Melee, High DMG(Energy/Smash), Foe Disorient
The IDF soldier's plasma gauntlet is capable of delivering punishing blows as well as disorienting its foes.
Plasma Spray Ranged Cone, Moderate DMG(Energy), Foe Knockdown
The IDF soldier can concentrate a large amount of plasma and release it in a staggering blast of energy capable of both knocking down foes and dealing moderate damage.
Summon Battle Orb Summon Battle Orb
IDF Lieutenants and Bosses are capable of summoning a Mk 1, 2 or 3 Battle Orb.
IDF Armor Resistance
+30% Resistance(All)
Heavy Trooper
Tyrant's Imperial Defense Force troopers are the most advanced soldiers in his arsenal. The IDF Heavy Troopers wear heavy Power Armor with jump boosters as well as shoulder mounted rocket launchers that are capable of delivering a powerful nerve gas that can cripple enemies.
Powers
EMP Rockets Ranged (Targeted AoE), Light DMG(Lethal/Fire), Foe -Regen, -Recovery, -Endurance
These missiles deal light fire and lethal damage and emit a constant EMP pulse which will drain endurance from their targets as well as reducing their regeneration for a short time.
Missile Barrage Ranged (Targeted AoE), High DMG(Lethal/Fire), Foe Minor DoT(Toxic), Knockdown
The Heavy Trooper showers the battlefield with several micro missiles dealing high lethal and fire damage as well as inflicting minor toxic damage over time. Some targets of this attack may be knocked off of their feet.
Missile Volley Ranged, Moderate DMG(Lethal/Fire), Foe Minor DoT(Toxic), Knockdown
The Heavy Trooper fires a barrage of micro missiles at its target dealing moderate lethal and fire damage. Targets struck by this attack will also suffer toxic damage over time and may be knocked off their feet.
Nerve Gas Rockets Ranged (Targeted AoE), Minor DMG(Lethal/Fire), Foe Hold, Moderate DoT(Toxic)
The Heavy Trooper's rocket packs are armed with micro missiles loaded with nerve gas. These missiles cause minor lethal and fire damage immediately and may hold their targets. Targets struck by this attack will suffer toxic damage over time.
Summon Battle Orb Summon Battle Orb
IDF Lieutenants and Bosses are capable of summoning a Mk 1, 2 or 3 Battle Orb.
IDF Armor Resistance
+30% Resistance(All)
Shock Trooper
Tyrant's Imperial Defense Force Troopers are the most advanced soldiers in his arsenal. The IDF Shock Troopers are terrifying foes to engage. Their weaponry is far more advanced than the PPD Shock Glove, and they are decked out in nearly impenetrable power armor.
Powers
Plasma Blast Ranged, Moderate DMG(Energy), Foe Knockdown
The IDF soldier's gauntlets are capable of firing potent plasma energy attacks at their foes which strike with enough force to sometimes knock a foe off their feet.
Plasma Punch Melee, Moderate DMG(Energy/Smash), Foe Disorient
The IDF soldier's plasma gauntlet is capable of delivering punishing blows as well as disorienting its foes.
Plasma Smasher Melee, High DMG(Energy/Smash), Foe Disorient
The IDF soldier's plasma gauntlet is capable of delivering punishing blows as well as disorienting its foes.
Plasma Vortex Melee AoE Smash/Energy
The IDF soldier's plasma gauntlet is capable of delivering punishing blows as well as disorienting its foes.
Total Focus Melee, Superior DMG(Energy/Smash), Foe Disorient
The IDF soldier's plasma gauntlet is capable of delivering punishing blows as well as disorienting its foes.
Summon Battle Orb Summon Battle Orb
IDF Lieutenants and Bosses are capable of summoning a Mk 1, 2 or 3 Battle Orb.
IDF Armor Resistance
+30% Resistance(All)
Bosses
Augur
Augurs are the elite amongst the Seers and are masters of mind control. They are capable of crippling their enemies with powerful mental assaults then moving in for the kill.
Powers
Dominate Hold
Your mind has been Dominated. You are Held.
Levitate Ranged, Moderate DMG(Smash), Foe Knock Up
You can send a single target violently into the air, then slam them to the ground for Smashing damage. This power can bring flying foes to the ground. Damage: Moderate, Recharge: Moderate
Mental Blast Ranged, Moderate DMG(Psionic), Target -Recharge
This attack does moderate Psionic damage, and can slightly reduce a target's attack speed. Damage: Moderate, Recharge: Fast
Psionic Tornado Ranged (Targeted AoE), Moderate DoT(Psionic), Foe Knockback
Unleashes a whirlwind of Psionic energy on a target, tossing nearby foes into the air. The Psionic Tornado damages foes and Slows their attack speed. Damage: Moderate(DoT), Recharge: Slow
Scare Ranged, Foe Fear
You entwine a single foe within their deepest fears and cause them to helplessly tremble for a brief while.
Summon Reinforcements Summon Reinforcements
Seers can call PPD Officers to aid them when they are endangered.
Summon Reinforcements Low Summon Reinforcements
Seers can call PPD Officers to aid them when they are endangered.
Resistance Auto: +30% Res(Psi), +10% Def(Melee, Ranged)
Seers are able to predict their foes' incoming attacks granting them a minor defense buff, and are quite resistant to psychic damage.
Commander
Tyrant's Imperial Defense Force troopers are the most advanced soldiers in his arsenal. IDF Commanders lead the IDF Forces to war offering a frightening array of plasma weaponry. They have little need of bulky powered armor, their innate superior genetic structure proving to be more than a match for conventional weapons.
Powers
Plasma Burst Ranged, High DMG(Energy), Foe Knockdown
The IDF soldier's gauntlets are capable of firing potent plasma energy attacks at their foes which strike with enough force to sometimes knock a foe off their feet.
Plasma Punch Melee, Moderate DMG(Energy/Smash), Foe Disorient
The IDF soldier's plasma gauntlet is capable of delivering punishing blows as well as disorienting its foes.
Plasma Smasher Melee, High DMG(Energy/Smash), Foe Disorient
The IDF soldier's plasma gauntlet is capable of delivering punishing blows as well as disorienting its foes.
Plasma Spray Ranged Cone, Moderate DMG(Energy), Foe Knockdown
The IDF soldier can concentrate a large amount of plasma and release it in a staggering blast of energy capable of both knocking down foes and dealing moderate damage.
Plasma Vortex Melee AoE Smash/Energy
The IDF soldier's plasma gauntlet is capable of delivering punishing blows as well as disorienting its foes.
Total Focus Melee, Superior DMG(Energy/Smash), Foe Disorient
The IDF soldier's plasma gauntlet is capable of delivering punishing blows as well as disorienting its foes.
Summon Battle Orb Summon Battle Orb
IDF Lieutenants and Bosses are capable of summoning a Mk 1, 2 or 3 Battle Orb.
IDF Armor Resistance
+30% Resistance(All)
Mk-VI "Victoria"
Mk-VI "Victoria" androids are a deadly assassin android model. Unlike the ACU, BCU and Warwalkers these cunning automatons prefer to employ stealth to engage in melee and deliver killing blows to their enemies.
Powers
Blade Flurry Melee (Cone), Superior DMG(Lethal/Energy), Foe Knockback, -Def
The Victoria can unleash a deadly attack with her energy blades in a large cone in front of her dealing superior lethal and energy damage, reducing her targets' defense and possibly knocking them down.
Cross Cut Melee, Moderate DMG(Lethal/Energy), Foe -Def
The Mk6 Victoria can lash out at her foes with a pair of strikes with her arm blades and reduce their defense while dealing moderate lethal and energy damage.
Dance of Blades PBAoE Melee, Moderate DMG(Lethal/Energy), Foe -Def, Minor DoT(Lethal)
The Victoria executes a magnificent twirling attack which causes high lethal and energy damage as well as reducing her foes defense and possibly knocking them down.
Feint Melee, Moderate DMG(Lethal), Self +Def(Lethal, Melee)
The Victoria's Feint attack deals moderate lethal and energy damage to her target while boosting her own melee and lethal defense for a short time.
Plasma Eye Beams Ranged, Moderate DMG(Energy), Foe -DEF
The Victoria Mk6 is capable of firing a powerful energy beam from her eyes which will reduce its targets' defense and cause energy damage.
Swipe Melee, Minor DMG(Lethal/Energy), Foe -Def
The Mk6 Victoria can lash out at her foes with a pair of strikes with her arm blades and reduce their defense while dealing moderate lethal and energy damage.
Placate Ranged, Foe Placate, Self Stealth/Hide
The Victoria Mk6 can trick her opponents and slip away and deliver a deadly critical hit.
Force Barrier Self, +15% Def(All), +Regen
The Warworks are not only equipped with nanobots which allow them to recover from damage quickly, but they also are cloaked in a force field which makes them very difficult to hit.
Stealth Toggle: Self Stealth, +DEF
You blend into your environment and can only be seen at very close range. If you attack while using this power, you will be discovered. Even if discovered, you are hard to see and have a bonus to Defense. While Invisible, your movement is Slowed. Very low
Arm Self-Destruct Disorient
You are Disoriented.
War Walker
War Walkers are meant to serve one purpose, to instill terror into its foes as it obliterates them with its deadly particle cannons. The mechanical behemoths represent the pinnacle of Praetorian technology.
Powers
Charged Shot Ranged (Targeted AoE), Moderate DMG(Energy), Foe -Regen, -Res(All)
The War Walker's attacks deal energy damage and reduce their target's damage resistance and regeneration rate for a short time.
Ground Slam PBAoE Melee, Moderate DMG(Smash), Foe Knockdown, Disorient
The Warwalker can slam its mighty fists into the ground causing heavy damage as well as knocking down and disorienting its targets.
Heavy Particle Burst Ranged Cone, Moderate DMG(Energy), Foe -Regen, -Res(All)
The War Walker's attacks deal energy damage and reduce their target's damage resistance and regeneration rate for a short time.
Particle Burst Ranged, Moderate DMG(Energy), Foe -Regen, -Res(All)
The War Walker's attacks deal energy damage and reduce their target's damage resistance and regeneration rate for a short time.
Pummel Melee, High DMG(Smash), Knockback
The War Walker's fists pack a wallop. They deal smashing damage, can knockdown and disorient their foes.
Smash Melee, Moderate DMG(Smash), Knockback
The War Walker's fists pack a wallop. They deal smashing damage, can knockdown and disorient their foes.
Orbital Lance Ranged (Targeted Location), Extreme DMG(Energy), Foe -Regen, -Res(All)
The Orbital Lance is the most powerful weapon in the Warwalker's arsenal. It is capable of obliterating most targets in a single shot. However, it is easy enough to avoid.
Orbital Lance Lock Target of Orbital Lance
The Warwalker must lock onto a target before unleashing its mighty Orbital Lance.
Orbital Lance Power Up Target of Orbital Lance
The Warwalker must lock onto a target before unleashing its mighty Orbital Lance.
The Harder They Fall Self Destruct
When the Warwalker is defeated they will often explode dealing moderate damage to everyone nearby.
Nano Reconstruction Self Heal
The Warwalker can heal themselves for a substantial amount of health.
Resistance Resistance
Res( S70 L70 F50 C50 E70 N50 P20 T20 )
Elite Bosses
Goliath War Walker
The dreadnaughts tend to lead invasion forces due to their incredible resilience and destructive prowess. Wherever the Goliath War Walker goes, a trail of destruction is left in its wake.
Powers
Foot Stomp PBAoE Melee, Moderate DMG(Smash), Foe Knockdown, Disorient
The Warwalker can slam its mighty fists into the ground causing heavy damage as well as knocking down and disorienting its targets.
Particle Burst Ranged, Moderate DMG(Energy), Foe -Regen, -Res(All)
The War Walker's attacks deal energy damage and reduce their target's damage resistance and regeneration rate for a short time.
Particle Lance Narrow Ranged Cone, Moderate DMG(Energy), Foe -Regen, -Res(All)
The War Walker's attacks deal energy damage and reduce their target's damage resistance and regeneration rate for a short time.
Pummel Melee, High DMG(Smash), Knockback
The War Walker's fists pack a wallop. They deal smashing damage, can knockdown and disorient their foes.
Smash Melee, Moderate DMG(Smash), Knockback
The War Walker's fists pack a wallop. They deal smashing damage, can knockdown and disorient their foes.
Sweeping Laser Ranged Cone, High DMG(Energy), Foe -Regen, -Res(All)
The War Walker's attacks deal energy damage and reduce their target's damage resistance and regeneration rate for a short time.
The Harder They Fall Self Destruct
When the Warwalker is defeated they will often explode dealing moderate damage to everyone nearby.
Nano Reconstruction Self Heal
The Warwalker can heal themselves for a substantial amount of health.
Resistance Resistance
Res( S70 L70 F50 C50 E70 N50 P20 T20 )
Olympian Guard
These soldiers are said to be the recipients of the most advanced genetic and bio-engineering Praetoria has to offer. Only Tyrant and his Praetors are more powerful than the mighty Olympian Guard.
Powers
Beam Sweep Ranged Cone, High DMG(Energy), Foe -DEF
The Olympian Guard are capable of firing a concentrated beam of energy from their visor. This beam causes high damage and reduces the target's defense.
Eye Beam Ranged, High DMG(Energy), Foe -DEF
The Olympian Guard are capable of firing a concentrated beam of energy from their visor. This beam causes high damage and reduces the target's defense.
Incarnate Foot Stomp PBAoE, Moderate DMG(Energy/Smash), Foe Disorient
The Olympian Guard wields a large portion of the power of Tyrant. These super soldier clones are capable of crushing their foes in close quarters with energy melee attacks.
Incarnate Hand Clap Melee, Minor DMG(Energy/Smash), Foe Disorient
The Olympian Guard wields a large portion of the power of Tyrant. These super soldier clones are capable of crushing their foes in close quarters with energy melee attacks.
Incarnate Haymaker Melee, High DMG(Energy/Smash), Foe Disorient
The Olympian Guard wields a large portion of the power of Tyrant. These super soldier clones are capable of crushing their foes in close quarters with energy melee attacks.
Incarnate Knockout Blow Melee, Extreme DMG(Energy/Smash), Foe Disorient
The Olympian Guard wields a large portion of the power of Tyrant. These super soldier clones are capable of crushing their foes in close quarters with energy melee attacks.
Incarnate Punch Melee, Moderate DMG(Energy/Smash), Foe Disorient
The Olympian Guard wields a large portion of the power of Tyrant. These super soldier clones are capable of crushing their foes in close quarters with energy melee attacks.
Mighty Roar PBAoE, Superior DMG(Energy/Smash), Foe Disorient
The
Dull Pain Self +HP
The Olympian Guard is able to shrug off wounds that would kill a normal person. Dull Pain not only increases their maximum hit points, but it will also heal them for a large portion of their health.
Unstoppable Self, +Res(Disorient, Sleep, Hold, Immobilize, All DMG but Psionics)
When you activate this power, you not only become extremely resistant to most damage, but also to Disorient, Immobilization, Hold, and Sleep effects. Endurance recovery is also increased. Unstoppable costs little Endurance to activate, but when it wears off you are left exhausted, and drained of half of your Endurance. Recharge: Very Long
Archvillains
Fusion
Main Article: Fusion
Fusion is powered by an internal nuclear reactor which grants him the ability to focus massive waves of force outwards. It is a hotly debated question as to why Fusion's Primal Earth double, Fusionette, is not the same gender as he.
Levels: 20-44
Powers
Power Bolt Ranged, Moderate Energy/Smash Damage, Foe Knockback
A quick attack that rapidly hurls small bolts of energy at foes, sometimes knocking them down. Fast, but little damage.
Power Blast Ranged, High Energy/Smash Damage, 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 Beam (Only Level 30 and up) Ranged, Moderate Energy/Smash Damage, Foe Knockback
A much more powerful, yet slower version of Power Bolt. Power Blast sends a focused beam of energy at a foe that can knock him back.
Explosive Blast Ranged (Targeted Area of Effect), Moderate Energy/Smash Damage, Foe Knockback
Hurls a blast of charged energy that violently explodes on impact, damaging all foes near the target.
Power Burst Ranged, Superior Damage(Energy/Smash), Foe Knockback
A short range, but devastating attack.
Pushback Point Blank Area of Effect, Autohit, Foe Knockback
Fusion has knocked you back! Merely standing around Fusion reduces your protection to Knockback attacks. If he is thrown off balance by Jane Temblor, his power will be temporarily suppressed.
Resistance Resistance
Archvillain Resistance.
Jane Temblor
Main Article: Jane Temblor
Jane Temblor, aka Faultline, is the Praetorian double of hero Jim Temblor. Jane's history is similar to Jim's, despite the obvious, though there are rumors her Earth control has something to do with a possible Devouring Earth influence on her parents.
Levels: 20-44
Powers
Quicksand Ranged (Location Area of Effect), Foe -Speed, -Fly, -Jump, -Defense
Your Running speed, Jump height and Defense are reduced by the Quicksand.
Stone Prison Ranged, Moderate Damage over Time(Smash), Foe Immobilize, -Defense, -Fly
Immobilizes a single target within an earthy formation and deals some Smashing damage over time. Some more resilient foes may require multiple attacks to Immobilize. Stone Prison can also reduce a target's Defense.
Fossilize Ranged, Moderate Damage(Smash), Foe Hold, -Defense
Encases a single target within solid stone. The stone slowly crushes the victim, dealing Smashing damage. The Fossilized victim is held helpless and unable to defend himself.
Stone Fist Melee, Moderate Damage(Smash), Foe Disorient
Your stone covered fists attack swiftly for moderate damage, and may Disorient your opponent.
Tremor Point Blank Area of Effect, Moderate Damage(Smash), Foe Knockdown
You can cause a localized earthquake immediately around you. This will deal moderate damage to every foe in melee range, while knocking them back.
Seismic Smash (Only Level 40 and up) Melee, Superior Damage(Smash), Foe Hold
This massive attack hits with all the force of the Earth itself. It deals tremendous amounts of damage, and may Hold the target if they are not defeated outright.
Granite Armor (Only Level 30 and up) Self +Resist(All but Psionics, Immobilize), +Defense(All but Psionics), -Recharge, -Speed, -Damage, -Jump, -Fly
When you activate this power, you are transformed into a massive bulk of unyielding Granite. Your incredible mass makes you almost completely invulnerable and resistant to most effects. However, you also become quite heavy, cannot fly, your attack and movement speed are Slowed and you do less damage. Granite Armor also grants you high resistance to Defense DeBuffs.Cannot be active at the same time as other Armors in this set, Fly powers, Sprint, Super Speed, or Jump powers.
Earth's Embrace Self +MaxHP, Resist(Toxic)
You are so connected to the Earth, you can draw upon its power to add to your own health. Activating this power increases your maximum Hit Points, and grants you resistance to Toxic Damage.
Mud Pots (Only Level 30 and up) Point Blank Area of Effect, Minor Damage over Time(Fire), Foe Immobilize, -Speed
While this power is active, you draw upon the geothermal power of the Earth to create a bubbling pool of hot mud around yourself. All foes in melee range will become snared and entrapped in the mud, Immobilizing some and slowing others. The boiling heat from Mud Pots also deals some damage over time to the snared foes.
Uplift Point Blank Area of Effect, Autohit, Foe Knockup
Temblor has lifted you into the air! Merely standing around Temblor reduces your protection to Knockup attacks. If she is thrown off balance by Fusion, her power will be temporarily supressed.
Resistance Resistance
Archvillain Resistance.
Praetorian Col. Duray
Main Article: Colonel Duray
The field commander of the late General Aarons' Threath Response Batallion, Colonel Virgil Duray is one of the most highly decorated officer from the Hamidon Wars. The TRB, nicknamed Tribe, was the only conventionally armed military force to achieve consistent victories over the Devouring Earth .
Duray has since been put in command of the latest and greatest of Praetoria's Special Force: The Imperial Defense Force's 2nd Battallion is arguably just a rename of Duray's former command with one exceptional difference. Every soldier in the battallion has been genetically reengineered by Praetor Berry.
Levels: 20-44
Powers
Missile Volley Ranged, Moderate Damage(Lethal/Fire), Minor Damage over Time(Toxic), Foe Knockdown
The Heavy Trooper fires a barrage of micro missiles at its target dealing moderate lethal and fire damage. Targets struck by this attack will also suffer toxic damage over time and may be knocked off their feet.
Missile Barrage Ranged (Targeted Area of Effect), Light Damage(Lethal/Fire), Minor Damage over Time(Toxic), Foe Knockdown
The Heavy Trooper showers the battlefield with several micro missiles dealing high lethal and fire damage as well as inflicting minor toxic damage over time. Some targets of this attack may be knocked off of their feet.
Nerve Gas Rockets Ranged (Targeted Area of Effect), Minor Damage(Lethal/Fire), Minor Damage over Time(Toxic), Foe Hold
The Heavy Trooper's rocket packs are armed with micro missiles loaded with nerve gas. These missiles cause minor lethal and fire damage immediately and may hold their targets. Targets struck by this attack will suffer toxic damage over time.
EMP Rockets (Only Level 40 and up) Ranged (Targeted Area of Effect), Minor Damage(Lethal/Fire), Foe -Regeneration, -Recovery, -Endurance
These missiles deal light fire and lethal damage and emit a constant EMP pulse which will drain endurance from their targets as well as reducing their regeneration for a short time.
Plasma Strafe Ranged (Cone), Minor Damage(Energy/Fire), Minor Damage over Time(Energy), Foe -Regeneration
The twin plasma machine guns can strafe a wide area in front of the IDF soldier, protecting against close assault.
Focused Burst Ranged, High Damage(Energy/Fire), Minor Damage over Time(Energy), Foe -Regeneration, Knockback
The twin plasma machine guns focused on a single target can do significant damage and drive them back.
Penetrate Ranged (Narrow Cone), High-Accuracy, Moderate Damage(Energy/Lethal), Foe -Resist(All), Knockback
When both plasma railguns aim for a single target, everything in the line of fire still suffers...
Targeted Strike Ranged (Targeted Area of Effect), Moderate Damage(Energy/Lethal), Foe -Resist(All), Knockback
The plasma railguns can be targeted for indirect fire, yet there is nothing indirect about the damage it causes.
Burst Ranged, Moderate Damage(Energy/Lethal), Foe -Resist(All), Knockback
The twin plasma machine guns can deliver a devastating one-two punch to any single hardened target.
All Out Assault Point Blank Area of Effect, High Damage(Energy/Fire), Minor Damage over Time(Energy), Foe -Regeneration, Knockback - and/or - High Damage(Lethal/Fire), Minor Damage over Time(Toxic), Foe Knockdown - and/or - High Damage(Energy/Lethal), Foe -Resist(All), Knockback
This desperation move fire all weapons on full automatic -- the plasma guns hitting nearby targets, the missile pods firing on those further out, the railguns on distant targets, with a little overlap between each system. It is designed to flatten the area, and is quite effective.
Summon Battle Orb Summon Battle Orb
IDF Lieutenants and Bosses are capable of summoning a Mk 1, 2 or 3 Battle Orb.
Backup Copy Summon Clone of Colonel Duray after 30 seconds
Grant
IDF Armor Res( All35 )
Resistance
Resistance Resistance
Archvillain Resistance.
Riptide
Main Article: Riptide
Riptide's frightening appearance is matched only by his brutality in combat. He can discharge lethal amounts of bio-electricity on anyone who gets too close, while clusters of retractable poisonous spines discourage anyone from staying within arms reach. Despite his monstrous countenance, Riptide is an honorable man outside of combat, but start a fight with him, and all semblance of civility is tabled until victory is had.
Levels: 20-44
Powers
Barb Swipe Melee, Light Damage(Lethal), Minor Damage over Time(Toxic), Foe -Speed, -Recharge
Shred your opponent with several quick Swipes from your Spines. Barb Swipe deals minor damage over time. Spine poison deals additional Toxic damage and Slows affected foes.
Lunge (Only Level 40 and up) Melee, Moderate Damage(Lethal), Minor Damage over Time(Toxic), Foe -Speed, -Recharge
You can lunge forward, stabbing and poisoning a foe with the large Spine on your arm. Lunge deals moderate damage. Spine poison deals additional Toxic damage and Slows affected foes.
Spine Burst Point Blank Area of Effect, Moderate Damage(Lethal), Minor Damage over Time(Toxic), Foe -Speed, -Recharge
You can fling dozens of Spines in all directions. These Spines only travel a short distance, but they can deal moderate damage and poison any target close to you. Spine poison deals additional Toxic damage and Slows affected foes.
Electric Fence Ranged, Moderate Damage over Time(Energy), Foe Immobilize, -Endurance, -Recovery
Surrounds and Immobilizes a single target in an Electric Fence. Deals some damage over time and slowly drains some Endurance. Useful for keeping villains at bay.
Lightning Field (Only Level 30 and up) Auto, Point Blank Area of Effect, Minor Damage over Time(Energy)
While active, you emit a storm of electricity that constantly damages all nearby foes.
Charged Armor Auto, Self Res( S35 L35 E35 )
When you toggle on this power, you are surrounded in a charged field that makes you highly resistant to Smashing, Lethal and Energy damage.
Conductive Shield Auto, Self Res( F35 C35 E35 N20 )
When you toggle on this power, you are surrounded in a Conductive Shield that will conduct many sorts of energy away from your body. Conductive Shield grants high resistant to Fire, Cold, and Energy damage, as well as good resistance to Negative Energy damage.
Resistance Resistance
Archvillain Resistance.
Named Bosses
- Officer Orb (Battle Orb Mk. I)
- Colonel Duray (Heavy Trooper)