The New Praetorians
Overview
These heroes are Praetorian (Alignment) who have been recruited by Provost Marchand to show the people of Primal Earth that the Praetorians can do good, and to help integrate the Praetorian refugees into the Primal Earth society.
Enemy Types
Bosses
Alec Parson
+++ Missing Information +++
Aurora Pena
+++ Missing Information +++
Pendragon
Main Article: Pendragon
Born of death, the knight known only as Pendragon is the single mightiest combatant within the legion of the Black Knights. No challenger has ever defeated him in single combat, and even the mighty Dread Templar whisper that some preternatural force guides Pendragon's every move. Is he destined only to be Lorn's most potent blunt instrument? Or is his past grander and his future greater than any around him have predicted?
Powers
+++ Missing Information +++
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.
Powers
Barb Swipe Melee, Minor DMG(Lethal), DoT(Toxic), -SPD, -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. Damage: Minor(DoT), Recharge: Very Fast
Electric Fence Ranged, Moderate DoT(Energy), Foe Immobilize, -End
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. Damage: Minor(DoT), Recharge: Fast
Lunge Melee, Moderate DMG(Lethal), DoT(Toxic) -SPD, -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. Damage: Moderate, Recharge: Fast
Spine Burst PBAoE Melee, Moderate DMG(Lethal), DoT(Toxic), -SPD, -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. Damage: Moderate, Recharge: Slow
Charged Armor Toggle: Self +Res(Smash, Lethal, Energy)
When you toggle on this power, you are surrounded in a charged field that makes you highly resistant to Smashing, Lethal and Energy damage. Recharge: Fast
Conductive Shield Toggle: Self +Res(Fire, Cold, Energy, Negative)
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. Recharge: Fast
Lightning Field Toggle: PBAoE, Minor DoT(Energy), Foe -End
While active, you emit a storm of electricity that constantly damages all nearby foes. Damage: Minor(DoT), Recharge: Slow
Grant Creston
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)
Heroes
Marauder
Main Article: Marauder
Bred for battle, Marauder loves nothing more than fighting and destroying his enemies. Most perceive that he serves Tyrant like a vicious dog but he only follows the leader of the Praetorians for the slaughter.
Powers
Hurl Ranged, Moderate Damage, Smash, Foe Knockback
You are able to tear up a chunk of ground beneath your feet and Hurl it at an enemy. This attack is close ranged, deals moderate damage and can knock foes back. Damage: Heavy. Recharge: Moderate.
Punch Melee, Smash, Foe Knockback
A Super Strength Punch is a powerful pummeling attack, and it may knock foes off their feet.
Haymaker Melee, Smash, Foe Knockback
The Haymaker is a slow attack, but it makes up for it with a greater damage and a high chance of knockback.
Hand Clap (Point Blank) Area of Effect Disorient, Foe Knockback
Marauder can clap his hands together to send out a violent shockwave. The shockwave can knockdown most nearby foes and can Disorient many of those. Hand Clap deals no damage.
Foot Stomp Point Blank Area of Effect, Moderate Damage, Smash, Foe Knockback
Using your superior leg strength, you can Stomp your foot to the ground, quacking the earth itself. This is a localized attack against everything in melee range. Damage: Heavy. Recharge: Slow.
Temp Invulnerability Toggle, Self +Resistances (Smash, Lethal)
When you activate this power, you become highly resistant to Smashing and Lethal damage for a short duration. Recharge: Very Long.
Unstoppable Click, Self: Res( S49 L49 F49 C49 E49 N49 T49 ) (Disorient, Sleep, Hold, Immobilize, Knockback)
When Marauder activates this power, he not only become extremely resistant to most damage, but also to Disorient, Immobilization, Hold, and Sleep effects. Endurance recovery is also increased. Unstoppable costs little Endurance to activate, but when it wears off he is left exhausted, and drained of almost all Health and Endurance.
Resistance Res( S50 P-20 ), Resistances to all debuffs (high); Protection against Fear, Stun, Confuse, Knockback, Immobilize, Taunt (high)
Archvillain Resistance.