Forum:The Indenture: Difference between revisions

m
Text replacement - "(“|”)" to """
m (Text replacement - "(“|”)" to """)
 
(3 intermediate revisions by 2 users not shown)
Line 2: Line 2:
{{Race infobox
{{Race infobox
|name= The Indenture
|name= The Indenture
|othernames= Enemy “Consensus” <br> Indentural Empire <br> The Last Obstacle
|othernames= Enemy "Consensus" <br> Indentural Empire <br> The Last Obstacle
|image=
|image=
|variant=
|variant=
Line 13: Line 13:
|distinctions= Deployment of allied [[Fallen]], [[Hive]], [[Vex]], [[Cabal]], [[Taken]], [[Forum:The Void|Void Demons]], and [[Forum:Lightbreakers|Lightbreakers]]
|distinctions= Deployment of allied [[Fallen]], [[Hive]], [[Vex]], [[Cabal]], [[Taken]], [[Forum:The Void|Void Demons]], and [[Forum:Lightbreakers|Lightbreakers]]
|lifespan= Indefinite
|lifespan= Indefinite
|notable-group= House of Arthropods <br> Wrath of the Oculus <br> Myriad Prohibition <br> Steel Goliaths <br> The Demented <br> Traveler’s Cursed <br> The Void Reborn  
|notable-group= House of Arthropods <br> Wrath of the Oculus <br> Myriad Prohibition <br> Steel Goliaths <br> The Demented <br> Traveler's Cursed <br> The Void Reborn  
|notable-person= [[Forum:Nezarec Reborn|Nezarec Reborn]] <br> [[Forum:Russell, Reborn Juggernaut|Russell, Reborn Juggernaut]]  <br> [[Forum:Throk Nul, God-Eater|Throk Nul, God-Eater]] <br> [[Forum:Dominus Zhu’uork, the Wrathful|Dominus Zhu’uork, the Wrathful]] <br> [[Forum:Typhon, the Destructive Mind|Typhon, the Destructive Mind]] <br> [[Forum:Zanthraks, Kell of Arthropods|Zanthraks, Kell of Arthropods]]
|notable-person= [[Forum:Nezarec Reborn|Nezarec Reborn]] <br> [[Forum:Russell, Reborn Juggernaut|Russell, Reborn Juggernaut]]  <br> [[Forum:Throk Nul, God-Eater|Throk Nul, God-Eater]] <br> [[Forum:Dominus Zhu'uork, the Wrathful|Dominus Zhu'uork, the Wrathful]] <br> [[Forum:Typhon, the Destructive Mind|Typhon, the Destructive Mind]] <br> [[Forum:Zanthraks, Kell of Arthropods|Zanthraks, Kell of Arthropods]]
}}
}}


'''The Indenture''' is an imperial collective of humanity’s most dangerous enemies. Bonded through understanding and trust, they have finally come together to tear down [[The Last City]] once and for all. They are the final major antagonists of the ''[[Destiny]]'' universe.
'''The Indenture''' is an imperial collective of humanity's most dangerous enemies. Bonded through understanding and trust, they have finally come together to tear down [[The Last City]] once and for all.


==Origins==
==Origins==
===Initiation===
===Initiation===
Shortly after the the rebirth of Nezarec and the Void, Nezarec shorted out the abilities of both the [[Light]] and the [[Darkness]]: he poisoned the Traveler and stopped it from creating new Light; he also poisoned the Hive’s [[Worm]]s and stopped the Darkness from spreading. However, he decided to recruit those who held corrupted Light shards, as they matched the symbolic power balance he sought to maintain in the universe. In fact, he reached across the eons to contact Russell, the only remaining Lightbreaker commander. Nezarec revived Russell, imbued him with greater power, and assigned him with overtaking the Last City using a stronger force. When Russell finally reassembled the Lightbreakers on Phobos under a new name, the Traveler’s Banished, they set out to spread chaos throughout the Solar System once more. This time, however, they would establish an order that would maintain this chaos to prevent any other authorities from rising up and taking their place, and they had the advantage, since their Corrupted Light status prevented them from being affected by the newly poisoned well of Light from the Traveler, which decreased the effects of the other Guardians’ abilities. The Lightbreakers’ first step was to survey the current status of their enemy from the Outer System onboard the Lightbreaker Carrier. Conducting long-range surveillance using automated Surveyor Ghosts, they placed marks on Guardians patrolling on the border of the city.
Shortly after the the rebirth of Nezarec and the Void, Nezarec shorted out the abilities of both the [[Light]] and the [[Darkness]]: he poisoned the Traveler and stopped it from creating new Light; he also poisoned the Hive's [[Worm]]s and stopped the Darkness from spreading. However, he decided to recruit those who held corrupted Light shards, as they matched the symbolic power balance he sought to maintain in the universe. In fact, he reached across the eons to contact Russell, the only remaining Lightbreaker commander. Nezarec revived Russell, imbued him with greater power, and assigned him with overtaking the Last City using a stronger force. When Russell finally reassembled the Lightbreakers on Phobos under a new name, the Traveler's Banished, they set out to spread chaos throughout the Solar System once more. This time, however, they would establish an order that would maintain this chaos to prevent any other authorities from rising up and taking their place, and they had the advantage, since their Corrupted Light status prevented them from being affected by the newly poisoned well of Light from the Traveler, which decreased the effects of the other Guardians' abilities. The Lightbreakers' first step was to survey the current status of their enemy from the Outer System onboard the Lightbreaker Carrier. Conducting long-range surveillance using automated Surveyor Ghosts, they placed marks on Guardians patrolling on the border of the city.


===Oculus' Wrath===
===Oculus' Wrath===
With their targets identified, the Lightbreakers started to close in. However, little did they know that their activity has woken the Hive, who were serving under the newly formed Wrath of the Oculus, who were keeping watch over open space onboard the Tartarus Carrier. With an expanded Ascendant Realm and having the Darkness directly imbued in them, they effectively had limitless territory and power, and the presence of any kind of Light, pure or corrupted, is viewed as a disturbance, so the Hive pursued the Lightbreakers and attacked their vessel. Both sides raced each other to the City while launching constant aerial assaults at the enemy to keep each other in check. With the Lightbreakers’ superior fleet initially pulling ahead, the new God-King of the Hive, Throk Nul, summoned a squadron of his new sect of Taken, the Demented, onboard the Lightbreaker Carrier to halt their efforts. In response, Russell launched Neutralizer Ghosts and Combat Ghosts to maintain their place. This conflict caused a stalemate. Realizing this, Russell and Throk Nul commanded their respective vessels to stop the race so they could face their enemies’ leaders one-on-one. Throk Nul sensed Russell’s presence and called out to him in desperation for conflict, “My worm hungers ever more, warrior of Light. It puts me in pain. It senses you. It knows you. You think you’re different?Russell then led a strike force to engage him, testing each other’s strength, and personally fought several days longer until they wore each other out. This was another stalemate, but this one put the conflict on hold, allowing for recovery.
With their targets identified, the Lightbreakers started to close in. However, little did they know that their activity has woken the Hive, who were serving under the newly formed Wrath of the Oculus, who were keeping watch over open space onboard the Tartarus Carrier. With an expanded Ascendant Realm and having the Darkness directly imbued in them, they effectively had limitless territory and power, and the presence of any kind of Light, pure or corrupted, is viewed as a disturbance, so the Hive pursued the Lightbreakers and attacked their vessel. Both sides raced each other to the City while launching constant aerial assaults at the enemy to keep each other in check. With the Lightbreakers' superior fleet initially pulling ahead, the new God-King of the Hive, Throk Nul, summoned a squadron of his new sect of Taken, the Demented, onboard the Lightbreaker Carrier to halt their efforts. In response, Russell launched Neutralizer Ghosts and Combat Ghosts to maintain their place. This conflict caused a stalemate. Realizing this, Russell and Throk Nul commanded their respective vessels to stop the race so they could face their enemies' leaders one-on-one. Throk Nul sensed Russell's presence and called out to him in desperation for conflict, "My worm hungers ever more, warrior of Light. It puts me in pain. It senses you. It knows you. You think you're different?" Russell then led a strike force to engage him, testing each other's strength, and personally fought several days longer until they wore each other out. This was another stalemate, but this one put the conflict on hold, allowing for recovery.


===Goliath's Assault===
===Goliath's Assault===
The Lightbreaker and Hive vessels slowly drifted through empty space, slowly slipping away from each other’s vision, but both ended up in the same sights of another massive spacecraft: the Commandship Indominus. On this giant vessel was the newest and strongest Cabal legion: the Steel Goliaths. They immediately noticed that they had company, and rushed into combat to defend the vessel. The impact of Cabal missile strikes interrupted the recovery, thus springing the Hive and Lightbreakers back into action. The Steel Goliaths then sent in several squadrons from every infantry platoon they had: robotics, experimental Psions, executioners, and an elite heavy strike force. To further bolster their attack power, the new Cabal military emperor, Dominus Zhu’uork, even deployed their new line Goliath Tank, one of each on the opposing vessels. This put the Lightbreakers and Hive in an inescapable battle, where they had to fight on or die in the process. And to make sure neither could escape, the Commandship Indominus deployed tractor beams, pulling the Tartarus Carrier and the Lightbreaker Carrier closer in. Russell and Throk Nul directed their forces towards the tanks and the invading Cabal battle crews. Russell summoned a Void Sentinel Shield and used it to project a giant barricade that blocked incoming attacks. In his other hand, he wielded a Burning Maul to knock the Cabal and the tank out of the ship. He marched forward with lines of Frames, soldiers, and Guardians following him. Throk Nul cast terrible afflictions on the Cabal infantry aboard his vessel: poisoned blood, suppression of abilities, and physical weakness. He would use his Storm Cleaver to cut through wide swathes of Cabal infantry. However, while the tanks were damaged, they dealt heavy blows to their targets. It would take several days of more combat to fully wear down the artillery.
The Lightbreaker and Hive vessels slowly drifted through empty space, slowly slipping away from each other's vision, but both ended up in the same sights of another massive spacecraft: the Commandship Indominus. On this giant vessel was the newest and strongest Cabal legion: the Steel Goliaths. They immediately noticed that they had company, and rushed into combat to defend the vessel. The impact of Cabal missile strikes interrupted the recovery, thus springing the Hive and Lightbreakers back into action. The Steel Goliaths then sent in several squadrons from every infantry platoon they had: robotics, experimental Psions, executioners, and an elite heavy strike force. To further bolster their attack power, the new Cabal military emperor, Dominus Zhu'uork, even deployed their new line Goliath Tank, one of each on the opposing vessels. This put the Lightbreakers and Hive in an inescapable battle, where they had to fight on or die in the process. And to make sure neither could escape, the Commandship Indominus deployed tractor beams, pulling the Tartarus Carrier and the Lightbreaker Carrier closer in. Russell and Throk Nul directed their forces towards the tanks and the invading Cabal battle crews. Russell summoned a Void Sentinel Shield and used it to project a giant barricade that blocked incoming attacks. In his other hand, he wielded a Burning Maul to knock the Cabal and the tank out of the ship. He marched forward with lines of Frames, soldiers, and Guardians following him. Throk Nul cast terrible afflictions on the Cabal infantry aboard his vessel: poisoned blood, suppression of abilities, and physical weakness. He would use his Storm Cleaver to cut through wide swathes of Cabal infantry. However, while the tanks were damaged, they dealt heavy blows to their targets. It would take several days of more combat to fully wear down the artillery.


===Prohibition's Capture===
===Prohibition's Capture===
Line 33: Line 33:


===Arthropod's Ambush===
===Arthropod's Ambush===
The clump of vessels continued to drift through space, and they triggered yet another enemy alert. A tripmine picked up their movements and let off a violent detonation that caused a shockwave which pushed the vessels away. Alerted by this detonation were a secret group of Fallen onboard an invisible Ketch called Arthroship Toxikor-Syn, the main vessel of a new Fallen House, the House of Arthropods. Commandeering this vessel was the House’s Kell, Zanthraks. His plan was to deploy a large fleet of Mosquito gunships and modified Skiffs onboard the other vessels and use their troops to sabotage their inner workings. The Ketch deployed a giant Arc web around the other vessels to prevent them from escaping, and dragged them toward their Den under the surface of [[Mumbai Push]] for assassination. The Mosquitos easily weaved around incoming gunfire and followed up with devastating weaponry of their own. The ground troops used their newly developed combat exoskeletons to enhance their firepower, mobility, and physical toughness, with additional gadgets to increase their versatility. This gave them favorable matchups against their targets, and put up a large-scale fight against the Lightbreakers, Hive, Cabal, and Vex, lasting for up to a month. During this time, they tore off a large chunk of a Corrupted Light shard to use for energy, sabotaged a Hive ritual that was intended to continue the spread of the Ascendant Plane’s corruption, stole Cabal battle plans, and shut down the Vex’s Deletion Ray before eventually tinkering with it. However, the Fallen were unaware that the energy capacity for the Ketch’s web casters had just ran out, which rallied them back onboard to prepare for the vessel’s descent. Everyone else followed, and they landed on Mumbai Push. The remaining combatants immediately resumed the fighting on the surface.
The clump of vessels continued to drift through space, and they triggered yet another enemy alert. A tripmine picked up their movements and let off a violent detonation that caused a shockwave which pushed the vessels away. Alerted by this detonation were a secret group of Fallen onboard an invisible Ketch called Arthroship Toxikor-Syn, the main vessel of a new Fallen House, the House of Arthropods. Commandeering this vessel was the House's Kell, Zanthraks. His plan was to deploy a large fleet of Mosquito gunships and modified Skiffs onboard the other vessels and use their troops to sabotage their inner workings. The Ketch deployed a giant Arc web around the other vessels to prevent them from escaping, and dragged them toward their Den under the surface of [[Mumbai Push]] for assassination. The Mosquitos easily weaved around incoming gunfire and followed up with devastating weaponry of their own. The ground troops used their newly developed combat exoskeletons to enhance their firepower, mobility, and physical toughness, with additional gadgets to increase their versatility. This gave them favorable matchups against their targets, and put up a large-scale fight against the Lightbreakers, Hive, Cabal, and Vex, lasting for up to a month. During this time, they tore off a large chunk of a Corrupted Light shard to use for energy, sabotaged a Hive ritual that was intended to continue the spread of the Ascendant Plane's corruption, stole Cabal battle plans, and shut down the Vex's Deletion Ray before eventually tinkering with it. However, the Fallen were unaware that the energy capacity for the Ketch's web casters had just ran out, which rallied them back onboard to prepare for the vessel's descent. Everyone else followed, and they landed on Mumbai Push. The remaining combatants immediately resumed the fighting on the surface.


===Intervention===
===Intervention===
The fight between the five different enemy races continued for several hours until the sky darkened and a black portal appeared in the middle of the battlezone. They all immediately paused to observe the anomaly. An army of Void demons poured out of the portal, led by Nezarec himself. Nezarec imprisoned the Fallen, Hive, Vex, and Cabal in their own sectors by casting magic barriers around them. He then called to Russell and his forces, “Wielders of the Corrupted Light. You have done well in cornering these monsters. Now, bring them to my dimension so we can all make an arrangement.Russell and his Guardian forces, along with the Void demons, then forced the other races into the Void Dimension, and the portal closed once everyone was inside, with Nezarec waiting on his throne overlooking the visitors. To make sure there was no resistance, he summoned his Heralds and Gatekeepers to help the Lightbreakers watch over them and make the arrangement proposed earlier.  
The fight between the five different enemy races continued for several hours until the sky darkened and a black portal appeared in the middle of the battlezone. They all immediately paused to observe the anomaly. An army of Void demons poured out of the portal, led by Nezarec himself. Nezarec imprisoned the Fallen, Hive, Vex, and Cabal in their own sectors by casting magic barriers around them. He then called to Russell and his forces, "Wielders of the Corrupted Light. You have done well in cornering these monsters. Now, bring them to my dimension so we can all make an arrangement." Russell and his Guardian forces, along with the Void demons, then forced the other races into the Void Dimension, and the portal closed once everyone was inside, with Nezarec waiting on his throne overlooking the visitors. To make sure there was no resistance, he summoned his Heralds and Gatekeepers to help the Lightbreakers watch over them and make the arrangement proposed earlier.  


===Compromise===
===Compromise===
Nezarec started, “There is one thing I wish to know from all of you: why do you fight each other? There is a far more pressing foe than anything the universe has ever seen, a foe you have all fallen to more than once: the Guardians who follow the Traveler. They destroy your works without hesitation. They have no second thought after they secure their efforts. They do not regard your struggles. They are more dangerous to all of you than you are to each other.The Fallen, Hive, Vex, and Cabal raised their arms in anger and directed their fire at Nezarec, but to no effect, so they eventually stop. His rebirth ritual gave him complete immunity, and he continued to address them, “You miss the point. I’ve seen your fates when they were involved, and even I have never successfully faced them. Because we have all been through this, I suggest we find common ground and aspire to reach new goals. Establish an order. Rally behind a new god. Carve a new Final Shape. Create a new future. Conquer new worlds. As long as you follow these principles, I will help you.Throk Nul responded, “We are the New Hive, the Wrath of the Oculus. We have the Darkness imbued in us, and we follow a new path. But what is the new Final Shape?Dominus Zhu’uork followed, “We are the new Cabal, the Steel Goliaths. We have a united army, and we follow a new doctrine. But what new worlds are there to conquer?Typhon was next, “We are the new Vex, the Myriad Prohibition. We have a new form, and we follow a new evolution. But what new future is there to create?Zanthraks then stated, “We are the new Fallen, the House of Arthropods. We have a new strength, and follow a new foundation. But what new god is there to rally behind?Nezarec answers their questions, “The new Final Shape is not only the triumph of the strong, but also the evolution of their power; it must constantly be folded into new forms. The new worlds are those which have yet to be explored, with new inhabitants and resources to control; an empire can only expand when venturing the full extent of the universe. The new future is the one which allows the infinite possibilities that have been simulated to unfold and converge; everything will eventually be as one. The new god is not a god who is transcendent of one form of power, but a god who is transcendent of all forms of power; there is only one true god. I have the means to make all of this happen, and I will ensure the Traveler and its purest Light are no more. This will only be possible through one united effort. What do you say to this?The Fallen, Hive, Vex, and Cabal, then realized they had a common enemy, and they learnt the full extent of each other’s motives and how they will shape the fate of the universe. After a long series of past wars, they finally decided to cooperate with each other. “Good. Now, of utmost importance to this plan is Russell, the Lightbreaker Juggernaut, who seeks to establish an order of chaos, a chaos which you all can carry out in any way you wish against humanity’s final stronghold. Now, enjoy yourselves.
Nezarec started, "There is one thing I wish to know from all of you: why do you fight each other? There is a far more pressing foe than anything the universe has ever seen, a foe you have all fallen to more than once: the Guardians who follow the Traveler. They destroy your works without hesitation. They have no second thought after they secure their efforts. They do not regard your struggles. They are more dangerous to all of you than you are to each other." The Fallen, Hive, Vex, and Cabal raised their arms in anger and directed their fire at Nezarec, but to no effect, so they eventually stop. His rebirth ritual gave him complete immunity, and he continued to address them, "You miss the point. I've seen your fates when they were involved, and even I have never successfully faced them. Because we have all been through this, I suggest we find common ground and aspire to reach new goals. Establish an order. Rally behind a new god. Carve a new Final Shape. Create a new future. Conquer new worlds. As long as you follow these principles, I will help you." Throk Nul responded, "We are the New Hive, the Wrath of the Oculus. We have the Darkness imbued in us, and we follow a new path. But what is the new Final Shape?" Dominus Zhu'uork followed, "We are the new Cabal, the Steel Goliaths. We have a united army, and we follow a new doctrine. But what new worlds are there to conquer?" Typhon was next, "We are the new Vex, the Myriad Prohibition. We have a new form, and we follow a new evolution. But what new future is there to create?" Zanthraks then stated, "We are the new Fallen, the House of Arthropods. We have a new strength, and follow a new foundation. But what new god is there to rally behind?" Nezarec answers their questions, "The new Final Shape is not only the triumph of the strong, but also the evolution of their power; it must constantly be folded into new forms. The new worlds are those which have yet to be explored, with new inhabitants and resources to control; an empire can only expand when venturing the full extent of the universe. The new future is the one which allows the infinite possibilities that have been simulated to unfold and converge; everything will eventually be as one. The new god is not a god who is transcendent of one form of power, but a god who is transcendent of all forms of power; there is only one true god. I have the means to make all of this happen, and I will ensure the Traveler and its purest Light are no more. This will only be possible through one united effort. What do you say to this?" The Fallen, Hive, Vex, and Cabal, then realized they had a common enemy, and they learnt the full extent of each other's motives and how they will shape the fate of the universe. After a long series of past wars, they finally decided to cooperate with each other. "Good. Now, of utmost importance to this plan is Russell, the Lightbreaker Juggernaut, who seeks to establish an order of chaos, a chaos which you all can carry out in any way you wish against humanity's final stronghold. Now, enjoy yourselves."


===Unity===
===Unity===
Everyone would do their part to maintain Nezarec’s new demands. The House of Arthropods would look to Nezarec as their religious sovereign, and The Void as the path they must follow; they have been assigned as scouts and assassins. The Wrath of the Oculus would bend their power to meet the standards of The Void, and look to Nezarec for guidance; they have been assigned as religious mediators and wardens. The Demented would assist the new Hive in all tasks. The Myriad Prohibition would simulate the possibilities Nezarec had spoken of and bring them together to craft a new future that suits this new collective; they have been assigned as analysts and security units. The Steel Goliaths would take the new worlds Nezarec has described and set up commands for this collective to follow; they have been assigned as military scientists and executioners. The Traveler’s Banished would pillage all territories owned by humanity to make way for the settlement of this collective; they have been assigned as siege troopers and plunderers. Nezarec, meanwhile, kept his own army in reserve, amd manipulated the universe from his dimension. These actions now corner humanity to just the Last City, with no way in or out. The most dangerous foes of humanity have now joined together, and they call themselves...The Indenture.
Everyone would do their part to maintain Nezarec's new demands. The House of Arthropods would look to Nezarec as their religious sovereign, and The Void as the path they must follow; they have been assigned as scouts and assassins. The Wrath of the Oculus would bend their power to meet the standards of The Void, and look to Nezarec for guidance; they have been assigned as religious mediators and wardens. The Demented would assist the new Hive in all tasks. The Myriad Prohibition would simulate the possibilities Nezarec had spoken of and bring them together to craft a new future that suits this new collective; they have been assigned as analysts and security units. The Steel Goliaths would take the new worlds Nezarec has described and set up commands for this collective to follow; they have been assigned as military scientists and executioners. The Traveler's Banished would pillage all territories owned by humanity to make way for the settlement of this collective; they have been assigned as siege troopers and plunderers. Nezarec, meanwhile, kept his own army in reserve, amd manipulated the universe from his dimension. These actions now corner humanity to just the Last City, with no way in or out. The most dangerous foes of humanity have now joined together, and they call themselves...The Indenture.


==House of Arthropods==
==House of Arthropods==
Line 50: Line 50:
|Nobility= [[Forum:Zanthraks, Kell of Arthropods|Zanthraks, Kell of Arthropods]] <br> [[Forum:Kolvok, Arthropod Priest|Kolvok, Arthropod Priest]] <br> [[Forum:Crellis, Arthropod Priestess|Crellis, Arthropod Priestess]] <br> [[Forum:Kraltox, Venomous Baron|Kraltox, Venomous Baron]] <br> [[Forum:Rolksis, Ensnaring Baron|Rolksis, Ensnaring Baron]] <br> [[Forum:Sayliks, Keen Baroness|Sayliks, Keen Baroness]]
|Nobility= [[Forum:Zanthraks, Kell of Arthropods|Zanthraks, Kell of Arthropods]] <br> [[Forum:Kolvok, Arthropod Priest|Kolvok, Arthropod Priest]] <br> [[Forum:Crellis, Arthropod Priestess|Crellis, Arthropod Priestess]] <br> [[Forum:Kraltox, Venomous Baron|Kraltox, Venomous Baron]] <br> [[Forum:Rolksis, Ensnaring Baron|Rolksis, Ensnaring Baron]] <br> [[Forum:Sayliks, Keen Baroness|Sayliks, Keen Baroness]]
|Servitors=[[Forum:Toxikor, Arthropod Prime|Toxikor, Arthropod Prime]] <br> [[Forum:Valiks, Venomous Prime|Valiks, Venomous Prime]] <br> [[Forum:Elkrix, Ensnaring Prime|Elkrix, Ensnaring Prime]] <br> [[Forum:Kaziks, Keen Prime|Kaziks, Keen Prime]]
|Servitors=[[Forum:Toxikor, Arthropod Prime|Toxikor, Arthropod Prime]] <br> [[Forum:Valiks, Venomous Prime|Valiks, Venomous Prime]] <br> [[Forum:Elkrix, Ensnaring Prime|Elkrix, Ensnaring Prime]] <br> [[Forum:Kaziks, Keen Prime|Kaziks, Keen Prime]]
|Lair= [[Forum:Arthropod's Den|Arthropod’s Den]] <br> [[Forum:Arthroship Toxikor-Syn|Arthroship Toxikor-Syn]]
|Lair= [[Forum:Arthropod's Den|Arthropod's Den]] <br> [[Forum:Arthroship Toxikor-Syn|Arthroship Toxikor-Syn]]
|Encountered=
|Encountered=
}}
}}


The '''House of Arthropods''' is a newly risen [[Fallen]] House built on heightened technological foundations. They serve as the Indenture’s scouts, assassins, and reconnaissance troops, and are the first to detect the enemy.
The '''House of Arthropods''' is a newly risen [[Fallen]] House built on heightened technological foundations. They serve as the Indenture's scouts, assassins, and reconnaissance troops, and are the first to detect the enemy.


===Origins===
===Origins===
====Desperation====
====Desperation====
The Fallen in the [[Solar System]] were in their most desperate state. After losing out on the production of enhanced Ether and suffering casualties from a civil war against the [[Scorn]], the broken [[House of Dusk]] was practically torn to pieces. Their Servitors scrapped, their Archons assassinated, and their Kell personally slain by [[The Guardian]]. The remaining nobles within the House’s remnants decided to start over and build themselves from the ground up and employ more aggressive tactics of leadership. Unusually, the once-elusive and mighty [[Forum:House of Scorpions|House of Scorpions]] has suffered a similar fate with the death of their long-gone Kell, [[Forum:Lorkxyn, Scorpion Kell|Lorkxyn, the Scorpion Kell]]. Those serving under him have had their chemical weapons production cut off, and their experimental Servitors have been destroyed. With no other choice, they banded with the remnant House of Dusk members and decreed a new operational ground.
The Fallen in the [[Solar System]] were in their most desperate state. After losing out on the production of enhanced Ether and suffering casualties from a civil war against the [[Scorn]], the broken [[House of Dusk]] was practically torn to pieces. Their Servitors scrapped, their Archons assassinated, and their Kell personally slain by [[The Guardian]]. The remaining nobles within the House's remnants decided to start over and build themselves from the ground up and employ more aggressive tactics of leadership. Unusually, the once-elusive and mighty [[Forum:House of Scorpions|House of Scorpions]] has suffered a similar fate with the death of their long-gone Kell, [[Forum:Lorkxyn, Scorpion Kell|Lorkxyn, the Scorpion Kell]]. Those serving under him have had their chemical weapons production cut off, and their experimental Servitors have been destroyed. With no other choice, they banded with the remnant House of Dusk members and decreed a new operational ground.


====Innovation====
====Innovation====
Line 71: Line 71:
*'''Millipede''': A medium-built robotic crawler designed to keep enemy hordes under control. Loaded with chambers which release a neurotoxic gas that inflicts slowness, confusion, and haze effects. Occasionally releases a pulsating shockwave that repels targets. Explodes in a violent burst upon death, inflict a heavy poison effect on all targets in its radius.
*'''Millipede''': A medium-built robotic crawler designed to keep enemy hordes under control. Loaded with chambers which release a neurotoxic gas that inflicts slowness, confusion, and haze effects. Occasionally releases a pulsating shockwave that repels targets. Explodes in a violent burst upon death, inflict a heavy poison effect on all targets in its radius.


*'''Centipede''': A medium-built robotic crawler deployed to keep attackers at bay. Armed with a pair of Chilopod Scissors that inject a venom which drains health over time and cripples its target if the lingering damage pushes the victim into critical health levels, which knocks them down and distorts their vision for a short time. Crippled prey will be constricted by the Centipede’s hooked legs if left unchecked. Striking its rear will activate a quick reflex that causes it to switch targets.
*'''Centipede''': A medium-built robotic crawler deployed to keep attackers at bay. Armed with a pair of Chilopod Scissors that inject a venom which drains health over time and cripples its target if the lingering damage pushes the victim into critical health levels, which knocks them down and distorts their vision for a short time. Crippled prey will be constricted by the Centipede's hooked legs if left unchecked. Striking its rear will activate a quick reflex that causes it to switch targets.


*'''Tick''': A larger robotic drone armed with a head-mounted Web Launcher that fires contact [[Web Mine]]s. Equipped with dual Scorch Repeater gatling guns that fire incendiary rounds with stacking burning effects. At low health, it opens up an Ether Drill and charges towards the player, healing itself for any damage dealt with the drill; the health will not be restored until the drone is killed. Upon death, it drops an Arc maelstrom that damages anything in its wake.
*'''Tick''': A larger robotic drone armed with a head-mounted Web Launcher that fires contact [[Web Mine]]s. Equipped with dual Scorch Repeater gatling guns that fire incendiary rounds with stacking burning effects. At low health, it opens up an Ether Drill and charges towards the player, healing itself for any damage dealt with the drill; the health will not be restored until the drone is killed. Upon death, it drops an Arc maelstrom that damages anything in its wake.


===Uncommon Units===
===Uncommon Units===
*'''Spider''': Nimble scavengers that take up the skirmishing role in Arthropod crews. Uses their upper arms to wield dual Fang Pistols that quickly fire bursts of 8 Arc bolts at a time; equipped with Trap Dispensers on their middle arms, firing miniature Void smoke bombs which poison, slow, and disorient the player. Attacks with Fang Daggers on its lower arms with series of furious slashes. Capable of traversing vertical terrain and jumping over the player’s heads in combat.
*'''Spider''': Nimble scavengers that take up the skirmishing role in Arthropod crews. Uses their upper arms to wield dual Fang Pistols that quickly fire bursts of 8 Arc bolts at a time; equipped with Trap Dispensers on their middle arms, firing miniature Void smoke bombs which poison, slow, and disorient the player. Attacks with Fang Daggers on its lower arms with series of furious slashes. Capable of traversing vertical terrain and jumping over the player's heads in combat.


*'''Pantopod''': Subterranean troopers which burrow underground and perform ambush attacks. Equipped with Excavator Claws on their upper arms to rapidly dig away at the surface they stand on and bury themselves beneath the ground; the dig site is traced with a toxic exhaustion cloud which poisons and disorients anyone that passes through it; the claws double as melee weapons that can administer this toxin directly to the player. Uses its middle arms to wield a pair of Fang Blitzer submachine guns which fire a constant flurry of fast-moving homing Arc projectiles. Has a pair of Drainage Blades of their lower arms that skewer all targets in range and drain their health to critical levels.
*'''Pantopod''': Subterranean troopers which burrow underground and perform ambush attacks. Equipped with Excavator Claws on their upper arms to rapidly dig away at the surface they stand on and bury themselves beneath the ground; the dig site is traced with a toxic exhaustion cloud which poisons and disorients anyone that passes through it; the claws double as melee weapons that can administer this toxin directly to the player. Uses its middle arms to wield a pair of Fang Blitzer submachine guns which fire a constant flurry of fast-moving homing Arc projectiles. Has a pair of Drainage Blades of their lower arms that skewer all targets in range and drain their health to critical levels.


*'''Scorpion''': Versatile troopers that are deployed for reconnaissance and assassin roles. Uses its upper arms to wield a Sting Rifle which operates like a [[Guardian]]’s [[Scout rifle|scout rifle]] and can deal precision damage, but fires venom-tipped cartridges that inflicts a stacking poison-damage debuff which also blurs the player’s view. Throws Sting Grenades with its middle arms, littering the battlefield with highly damaging electric surges. Equipped with sickle-like Stinger Blades on its lower arms to perform charged sweeping attacks that have a long reach and high-damage output. Can use a cloaking device that gives it complete invisibility until attacked, which will disable the device for a short time.
*'''Scorpion''': Versatile troopers that are deployed for reconnaissance and assassin roles. Uses its upper arms to wield a Sting Rifle which operates like a [[Guardian]]'s [[Scout rifle|scout rifle]] and can deal precision damage, but fires venom-tipped cartridges that inflicts a stacking poison-damage debuff which also blurs the player's view. Throws Sting Grenades with its middle arms, littering the battlefield with highly damaging electric surges. Equipped with sickle-like Stinger Blades on its lower arms to perform charged sweeping attacks that have a long reach and high-damage output. Can use a cloaking device that gives it complete invisibility until attacked, which will disable the device for a short time.


*'''Yellowjacket''': Sleuth-type troopers equipped purely for stealth and silent takedowns. Can leap to greater heights, teleport in unpredictable intervals, scurry on the ground to close the distance, and turn invisible at will. Equipped with wrist-mounted Sting Crossbows on their upper arms, which injects a venom that cripples the target short a short time. Throws Colony Sapper grenades which emit an electric pulse that paralyzes and blinds targets. Armed with Sting Daggers on their lower arms that deal additional damage when attacking from behind. Equipped with an Arc shield.
*'''Yellowjacket''': Sleuth-type troopers equipped purely for stealth and silent takedowns. Can leap to greater heights, teleport in unpredictable intervals, scurry on the ground to close the distance, and turn invisible at will. Equipped with wrist-mounted Sting Crossbows on their upper arms, which injects a venom that cripples the target short a short time. Throws Colony Sapper grenades which emit an electric pulse that paralyzes and blinds targets. Armed with Sting Daggers on their lower arms that deal additional damage when attacking from behind. Equipped with an Arc shield.


===Rare Units===
===Rare Units===
*'''Myrmecian''': Extremely aggressive, armored troopers equipped for heavy melee combat. Wields Poison Maces in their upper arms that inflict a heavy poison effect. Uses Arthrogrippers in their lower pairs of arms to snatch targets at close range that can either snap targets’ limbs and leave them disfigured, fully constrict their targets to death, or bring them in range of a back-mounted Stinger Cell injection device that skewers the victim and inflicts with a rapid-damage venom. Will constantly teleport towards the player. When damaged, they smash the ground to release a pulsating shockwave. Equipped with a Solar shield that deflects kinetic damage sources.  
*'''Myrmecian''': Extremely aggressive, armored troopers equipped for heavy melee combat. Wields Poison Maces in their upper arms that inflict a heavy poison effect. Uses Arthrogrippers in their lower pairs of arms to snatch targets at close range that can either snap targets' limbs and leave them disfigured, fully constrict their targets to death, or bring them in range of a back-mounted Stinger Cell injection device that skewers the victim and inflicts with a rapid-damage venom. Will constantly teleport towards the player. When damaged, they smash the ground to release a pulsating shockwave. Equipped with a Solar shield that deflects kinetic damage sources.  


*'''Harvestman''': Large, armored, commander units packed with heavy weapons and a variety of defense gadgets to provide utility and suppressive fire for Arthropod squads. Armed with dual shoulder-fired Arthropod Coils on their upper arms, firing a hail of seeking Void microrockets which temporarily suppress Guardian abilities upon detonation. Equipped with Scorch Repeaters on its middle arms to fire incendiary rounds which inflict stacking burning effects. Attacks with Arthropod Lances on its lower arms to perform forward thrusting attacks that can break Guardians’ shields and pierce multiple targets. Sprays slowness and disorientation gases. Void-shielded.
*'''Harvestman''': Large, armored, commander units packed with heavy weapons and a variety of defense gadgets to provide utility and suppressive fire for Arthropod squads. Armed with dual shoulder-fired Arthropod Coils on their upper arms, firing a hail of seeking Void microrockets which temporarily suppress Guardian abilities upon detonation. Equipped with Scorch Repeaters on its middle arms to fire incendiary rounds which inflict stacking burning effects. Attacks with Arthropod Lances on its lower arms to perform forward thrusting attacks that can break Guardians' shields and pierce multiple targets. Sprays slowness and disorientation gases. Void-shielded.


*'''Vinegaroon''': Massive, circular support drones which are worshipped by the Arthropods and are equipped with the essentials to sustain the rank and file of Arthropod battalions. Armed with a directed energy weapon in its eye, firing slow, but powerful seeking Web Rockets which release Web Mine spheres upon detonation. Equipped with four mechanical arms which attack with independently rotating Scorch Repeaters. Unleashes a sustained beam at close range which drains the player’s health and heals itself. Comes with a teleportation device and built-in shield rays that fully heal and shield all nearby Fallen. Equipped with a Void shield.
*'''Vinegaroon''': Massive, circular support drones which are worshipped by the Arthropods and are equipped with the essentials to sustain the rank and file of Arthropod battalions. Armed with a directed energy weapon in its eye, firing slow, but powerful seeking Web Rockets which release Web Mine spheres upon detonation. Equipped with four mechanical arms which attack with independently rotating Scorch Repeaters. Unleashes a sustained beam at close range which drains the player's health and heals itself. Comes with a teleportation device and built-in shield rays that fully heal and shield all nearby Fallen. Equipped with a Void shield.


*'''Hornet''': Massive circular heavy weapons drones built for suppression of hostiles and designed for area denial. Uses its central eye to fire a Decay Phaser beam cannon that creates a large suppression dome upon impact; coming into contact with the beam will cause a brief period of bleeding. Equipped with chambers on its body that fire a barrage of Stinger Missiles that inflict a heavy stacking poison effect; the chambers can also release Solar rays that blind and burn any targets in their path. When on low health, it will release a pulse that gives nearby allies faster movement speed. Equipped with a teleportation device and Sawblade Extensions for close combat. Packs a Void shield.
*'''Hornet''': Massive circular heavy weapons drones built for suppression of hostiles and designed for area denial. Uses its central eye to fire a Decay Phaser beam cannon that creates a large suppression dome upon impact; coming into contact with the beam will cause a brief period of bleeding. Equipped with chambers on its body that fire a barrage of Stinger Missiles that inflict a heavy stacking poison effect; the chambers can also release Solar rays that blind and burn any targets in their path. When on low health, it will release a pulse that gives nearby allies faster movement speed. Equipped with a teleportation device and Sawblade Extensions for close combat. Packs a Void shield.
Line 115: Line 115:
*'''Strider''': A heavy assault tripodal construct built for active destruction. Uses a deflective carapace that ricochets all incoming damage back towards the player. Armed with a nose-mounted Stinger Autocannon that fires a stream of explosive shells that release poison gas in a small radius. Follows up with an Arthropod Bomber warp cannon that fires a high-speed warp projectile that blasts through Guardian shields and leaves behind a pulsating shockwave that knocks its targets back. Will skewer any close combatants with its sharp-tipped legs, killing them instantly. Can occasionally teleport and rotates elemental shielding between Arc, Solar, and Void.
*'''Strider''': A heavy assault tripodal construct built for active destruction. Uses a deflective carapace that ricochets all incoming damage back towards the player. Armed with a nose-mounted Stinger Autocannon that fires a stream of explosive shells that release poison gas in a small radius. Follows up with an Arthropod Bomber warp cannon that fires a high-speed warp projectile that blasts through Guardian shields and leaves behind a pulsating shockwave that knocks its targets back. Will skewer any close combatants with its sharp-tipped legs, killing them instantly. Can occasionally teleport and rotates elemental shielding between Arc, Solar, and Void.


*'''Solfugid''': Giant, multi-legged, mechanical constructs designed for heavy assault, area denial, and fire support for the House of Arthropods’ armies and chokepoints. Armed with a Scorch Phaser turret that fires a massive, charged beam with a high initial blast radius and impact damage followed by sustained damage and rapid burning effects; this turret is mounted with a Feedback Salvo, which fires Arc missiles that inflict blinding and shocking effects upon detonation. Equipped with an underbelly Arthropod Drill which creates a massive spread of corrosive fumes as well as a head-mounted Scorch Repeater and a nose-mounted Arthropod Coil. Uses metal segmented chelicerae to crush targets at close range. Can stomp the ground with its legs to create highly-damaging shockwaves. When one of its legs breaks, it temporarily reveals its core, but deploys Sting Grenades and Mites to keep attackers away.
*'''Solfugid''': Giant, multi-legged, mechanical constructs designed for heavy assault, area denial, and fire support for the House of Arthropods' armies and chokepoints. Armed with a Scorch Phaser turret that fires a massive, charged beam with a high initial blast radius and impact damage followed by sustained damage and rapid burning effects; this turret is mounted with a Feedback Salvo, which fires Arc missiles that inflict blinding and shocking effects upon detonation. Equipped with an underbelly Arthropod Drill which creates a massive spread of corrosive fumes as well as a head-mounted Scorch Repeater and a nose-mounted Arthropod Coil. Uses metal segmented chelicerae to crush targets at close range. Can stomp the ground with its legs to create highly-damaging shockwaves. When one of its legs breaks, it temporarily reveals its core, but deploys Sting Grenades and Mites to keep attackers away.


==Wrath of the Oculus==
==Wrath of the Oculus==
Line 126: Line 126:
}}
}}


The '''Wrath of the Oculus''' is a newly risen [[Hive]] brood built on a reformed [[Sword Logic]]. They serve as the Indenture’s religious sect, supportive troops, and wardens, and are the ones to initiate the attack.
The '''Wrath of the Oculus''' is a newly risen [[Hive]] brood built on a reformed [[Sword Logic]]. They serve as the Indenture's religious sect, supportive troops, and wardens, and are the ones to initiate the attack.


===Origins===
===Origins===
Line 133: Line 133:


====The Revolution====
====The Revolution====
The forerunner of these changes and the mastermind behind the Hive’s evolution, an aspiring Oculus Enforcer named Throk Nul, was the most powerful member of this new brood. He was the new God-King of the Hive, and was in a high-enough rank in the pantheon to set the new foundations. He maintained the ultimate goal of creating the “Last True Shape” of the universe, but altered the means to do so. Since dark power now constantly seethed within the Hive themselves, the standard for gaining greater power took a far more sadistic turn: the New Hive would detain and torture their enemies in battle while actively siphoning their abilities via parasitic link. This would come to affect nearly every denizen of the [[Solar System]], especially hapless Guardians who got snatched from below and their Light drained from them. Throk Nul described the process as follows, “Your essence, your very being...they shall be mine.
The forerunner of these changes and the mastermind behind the Hive's evolution, an aspiring Oculus Enforcer named Throk Nul, was the most powerful member of this new brood. He was the new God-King of the Hive, and was in a high-enough rank in the pantheon to set the new foundations. He maintained the ultimate goal of creating the "Last True Shape" of the universe, but altered the means to do so. Since dark power now constantly seethed within the Hive themselves, the standard for gaining greater power took a far more sadistic turn: the New Hive would detain and torture their enemies in battle while actively siphoning their abilities via parasitic link. This would come to affect nearly every denizen of the [[Solar System]], especially hapless Guardians who got snatched from below and their Light drained from them. Throk Nul described the process as follows, "Your essence, your very being...they shall be mine."


====The Conquest====
====The Conquest====
To fit the New Sword Logic, the New Hive developed weapons, technology, and tactics to match the reformed ideals. They were designed to “bind” to their victims and grant themselves overwhelming advantages over their foes. Even the Ascendant Plane itself had been altered to meet expectations: throne worlds became interconnected in such a way that those who possessed the largest throne worlds would expand the size the Ascendant Realm, causing it to spread its corruption across the cosmos. This corruption also gave rise to a new branch of [[Taken]] called The Demented, twisting them to new ends and giving them access to untold abilities, and even strong enough to corrupt those without a will of their own. Throk Nul and his legion then engaged in ritualistic experiments which crafted throne worlds for himself as well as his most devout followers: his sons Nalthris and Yolthur, his consort Xovanath, and his brother Balgoth. Vanguard reports of the corruption classified this new sect of Hive as the Wrath of the Oculus.
To fit the New Sword Logic, the New Hive developed weapons, technology, and tactics to match the reformed ideals. They were designed to "bind" to their victims and grant themselves overwhelming advantages over their foes. Even the Ascendant Plane itself had been altered to meet expectations: throne worlds became interconnected in such a way that those who possessed the largest throne worlds would expand the size the Ascendant Realm, causing it to spread its corruption across the cosmos. This corruption also gave rise to a new branch of [[Taken]] called The Demented, twisting them to new ends and giving them access to untold abilities, and even strong enough to corrupt those without a will of their own. Throk Nul and his legion then engaged in ritualistic experiments which crafted throne worlds for himself as well as his most devout followers: his sons Nalthris and Yolthur, his consort Xovanath, and his brother Balgoth. Vanguard reports of the corruption classified this new sect of Hive as the Wrath of the Oculus.


===Common Units===
===Common Units===
*'''Oculus Servant''': A scrawny devilish figure that fills the lowest rung of the Oculus hierarchy. Spits Poison Goblets that damage the player over time. Attacks with fast melee combos using Arc Swiper claws, which inflict a bleeding effect on their targets. Can tackle the player to the floor and brutally bite the player’s neck, injecting a venom which stops recovery.
*'''Oculus Servant''': A scrawny devilish figure that fills the lowest rung of the Oculus hierarchy. Spits Poison Goblets that damage the player over time. Attacks with fast melee combos using Arc Swiper claws, which inflict a bleeding effect on their targets. Can tackle the player to the floor and brutally bite the player's neck, injecting a venom which stops recovery.


*'''Oculus Raptor''': Winged creatures that drop from the sky and wreak havoc on Guardians down below. Attacks with Hell Slasher talons. Will occasionally screech to disorient the player as well as drop toxic spores that quickly damage the player. When on low health, it will congregate with other Raptors and create a Ruin Vortex that send the player flying upward. Shooting the vortex will cause all the Raptors within it to scatter and die.
*'''Oculus Raptor''': Winged creatures that drop from the sky and wreak havoc on Guardians down below. Attacks with Hell Slasher talons. Will occasionally screech to disorient the player as well as drop toxic spores that quickly damage the player. When on low health, it will congregate with other Raptors and create a Ruin Vortex that send the player flying upward. Shooting the vortex will cause all the Raptors within it to scatter and die.


*'''Oculus Watcher''': Elusive, thin-figured foes that are used to spy on and assassinate threats to the Oculus’ reign. Armed with enhanced Soulfire Rifles which fire bolts that haze their target’s sights upon landing a precision shot. Striking it with a melee attack will inflict the player with a brief poison effect from a red gel-like secretion and grant the Watcher increased movement speed for a short time. Can quickly sneak around Guardians deliver lethal melee attacks from behind.
*'''Oculus Watcher''': Elusive, thin-figured foes that are used to spy on and assassinate threats to the Oculus' reign. Armed with enhanced Soulfire Rifles which fire bolts that haze their target's sights upon landing a precision shot. Striking it with a melee attack will inflict the player with a brief poison effect from a red gel-like secretion and grant the Watcher increased movement speed for a short time. Can quickly sneak around Guardians deliver lethal melee attacks from behind.


*'''Oculus Ranger''': A more dedicated marksman of the Oculus’ forces that prefers extreme long-distance combat. Will vanish and teleport to another long-range location if approached at point black. Armed with an Arrow Caster multipurpose rifle that has three distinct fire modes based on engagement range: charged, high-impact blinding Arc bolts for long-distance; semi-automatic burning Solar bolts for mid-range; and a poisonous Void shotgun-style spread for close range.
*'''Oculus Ranger''': A more dedicated marksman of the Oculus' forces that prefers extreme long-distance combat. Will vanish and teleport to another long-range location if approached at point black. Armed with an Arrow Caster multipurpose rifle that has three distinct fire modes based on engagement range: charged, high-impact blinding Arc bolts for long-distance; semi-automatic burning Solar bolts for mid-range; and a poisonous Void shotgun-style spread for close range.


===Uncommon Units===
===Uncommon Units===
*'''Oculus Sorcerer''': Aggressive tacticians donned in dirty flying robes, using demonic magic to exploit their foes’ weaknesses in combat. Surrounded by an Oculus Harness aura that slows everything inside. The aura has six tentacular projections that can perform sweeping melee attacks that knock Guardians down for a short time; toppled Guardians who do not get back to their feet in time will be grabbed by the projections and constricted to death; shooting the projections will briefly destroy it and free the player. Unleashes charged Void beams that cut through Guardian shields.
*'''Oculus Sorcerer''': Aggressive tacticians donned in dirty flying robes, using demonic magic to exploit their foes' weaknesses in combat. Surrounded by an Oculus Harness aura that slows everything inside. The aura has six tentacular projections that can perform sweeping melee attacks that knock Guardians down for a short time; toppled Guardians who do not get back to their feet in time will be grabbed by the projections and constricted to death; shooting the projections will briefly destroy it and free the player. Unleashes charged Void beams that cut through Guardian shields.


*'''Oculus Guard''': Vengeful soldiers who are rarely encountered and are only called upon when the Hellspawn’s wishes haven’t been fulfilled. Has a pair of muscular exoskeleton arms and a pair of leaner, lobster-like arms. Armed with a Starfire Cannon which fires a constant, rapid stream of highly damaging explosive Void blasts as well as a one-handed Hell Warhammer which slams the ground and breaks the player’s shields in one hit. Lobster-like arms use pincers to grab Guardians and crush their necks to asphyxiate them; shooting the arm in use will free the player.
*'''Oculus Guard''': Vengeful soldiers who are rarely encountered and are only called upon when the Hellspawn's wishes haven't been fulfilled. Has a pair of muscular exoskeleton arms and a pair of leaner, lobster-like arms. Armed with a Starfire Cannon which fires a constant, rapid stream of highly damaging explosive Void blasts as well as a one-handed Hell Warhammer which slams the ground and breaks the player's shields in one hit. Lobster-like arms use pincers to grab Guardians and crush their necks to asphyxiate them; shooting the arm in use will free the player.


*'''Oculus Gatekeeper''': Melee bruisers who are sent in to aggressively pursue objectives that stand in their path. Armed with dual-wielded [[Cleaver]]s that have extended range. Charges toward their opponents while blocking with their swords, which both negates and deflects incoming damage, before unleashing a double slash that inflicts a bleeding effect. Becomes immune to a certain damage type for a short time after being struck with it. Equipped with randomly rotating elemental shields. Can constantly regenerate its own health while in and out of combat.
*'''Oculus Gatekeeper''': Melee bruisers who are sent in to aggressively pursue objectives that stand in their path. Armed with dual-wielded [[Cleaver]]s that have extended range. Charges toward their opponents while blocking with their swords, which both negates and deflects incoming damage, before unleashing a double slash that inflicts a bleeding effect. Becomes immune to a certain damage type for a short time after being struck with it. Equipped with randomly rotating elemental shields. Can constantly regenerate its own health while in and out of combat.
Line 157: Line 157:


===Rare Units===
===Rare Units===
*'''Oculus Brute''': Large beasts that often accompany Gatekeepers in a rush of melee combat. Unleashes a series of punches that can break the player’s shield and greatly delay recovery. Charges at their opponents and knocks them back with a shoulder ram attack. Can slam the ground to unleash a line of fire that quickly burns away at its targets and briefly slows them down. Has a chance to grab the player in their hand and crush them to death in the blink of an eye. Rapidly regenerates health while attacking and gains increased movement speed when on low health.
*'''Oculus Brute''': Large beasts that often accompany Gatekeepers in a rush of melee combat. Unleashes a series of punches that can break the player's shield and greatly delay recovery. Charges at their opponents and knocks them back with a shoulder ram attack. Can slam the ground to unleash a line of fire that quickly burns away at its targets and briefly slows them down. Has a chance to grab the player in their hand and crush them to death in the blink of an eye. Rapidly regenerates health while attacking and gains increased movement speed when on low health.


*'''Oculus Entangler''': Beastly demons who have started to learn the dark arts of the Oculus’ sorcery. Pummels its targets with a series of ground punches that disorient the player and knock them around. Can teleport itself to another location as well as teleport the player closer to itself. When the player is teleported, they are detained, slowing their movement to a halt. Breaking free from the detainment center will cause the Entangler to enter berserk mode, where it regenerates all of its lost health and gains the ability to fire Darkness Blasts and Axion Darts that shock and poison their targets respectively. Equipped with a randomly rotating elemental shield.
*'''Oculus Entangler''': Beastly demons who have started to learn the dark arts of the Oculus' sorcery. Pummels its targets with a series of ground punches that disorient the player and knock them around. Can teleport itself to another location as well as teleport the player closer to itself. When the player is teleported, they are detained, slowing their movement to a halt. Breaking free from the detainment center will cause the Entangler to enter berserk mode, where it regenerates all of its lost health and gains the ability to fire Darkness Blasts and Axion Darts that shock and poison their targets respectively. Equipped with a randomly rotating elemental shield.


*'''Oculus Judge''': Large, corpulent walkers who keep order amongst the Wrath of the Oculus’ rituals and are entrusted with their dark arts. Will raise an arm with a black orb in hand and shortly smash it, creating a Hell’s Smite blast which deals heavy damage in its radius and distorts the view of afflicted players. Fires a Void beam which attaches to any Guardian it hits and inflicts a slowness effect until contact is broken. Casts Arc lightning strikes that inflict shocking effects and occasionally throw Dispel Grenades which temporarily disable all equipped weapons and abilities upon detonation. Can occasionally fly in the air and unleash rapid Darkness Blasts; creates a shockwave upon landing on the ground.  
*'''Oculus Judge''': Large, corpulent walkers who keep order amongst the Wrath of the Oculus' rituals and are entrusted with their dark arts. Will raise an arm with a black orb in hand and shortly smash it, creating a Hell's Smite blast which deals heavy damage in its radius and distorts the view of afflicted players. Fires a Void beam which attaches to any Guardian it hits and inflicts a slowness effect until contact is broken. Casts Arc lightning strikes that inflict shocking effects and occasionally throw Dispel Grenades which temporarily disable all equipped weapons and abilities upon detonation. Can occasionally fly in the air and unleash rapid Darkness Blasts; creates a shockwave upon landing on the ground.  


*'''Oculus Enforcer''': Hulking behemoths that supplant the command role using powerful weapons and spells. Armed with a Fiery Snatcher whip and a Storm Cleaver greatblade. The whip burns its targets on hit, sends out waves of sundering flames, and entangles and scorches the player; the greatblade blinds targets on hit and sends out shocking electric pulses on a ground slam. Equipped with a back-mounted Oculus Bombard that fires arcing Void explosive shells which cripples, poisons, and suppresses all targets in its radius. Surrounded by a Hellfire Aura that constantly burns away at everything inside. Occasionally casts a focused meteor storm that tracks its target and leaves behind a large gout of flame that burns and slows its victim. Can occasionally fly around with its massive wings to gain the high ground, and creates a rippling shockwave when it lands. Teleports short distances and marks the player, rallying all nearby Oculus units to attack the marked target.
*'''Oculus Enforcer''': Hulking behemoths that supplant the command role using powerful weapons and spells. Wears armor plating that reduces kinetic and energy weapon damage by 75%. Armed with a Fiery Snatcher whip and a Storm Cleaver greatblade. The whip burns its targets on hit, sends out waves of sundering flames, and entangles and scorches the player; the greatblade blinds targets on hit and sends out shocking electric pulses on a ground slam. Equipped with a back-mounted Oculus Bombard that fires arcing Void explosive shells which cripples, poisons, and suppresses all targets in its radius. Surrounded by a Hellfire Aura that constantly burns away at everything inside. Occasionally casts a focused meteor storm that tracks its target and leaves behind a large gout of flame that burns and slows its victim. Can occasionally fly around with its massive wings to gain the high ground, and creates a rippling shockwave when it lands. Teleports short distances and marks the player, rallying all nearby Oculus units to attack the marked target.


===Deployments===
===Deployments===
*'''Hell [[Vestige]]''': A more powerful Vestige employed by the Oculus to function as both troop summoners and enemy trappers. Releases a Void detonation when approached and starts to hold players in place and damage them over time similar to a [[Hive Trap]].
*'''Hell [[Vestige]]''': A more powerful Vestige employed by the Oculus to function as both troop summoners and enemy trappers. Releases a Void detonation when approached and starts to hold players in place and damage them over time similar to a [[Hive Trap]].


*'''Hell [[Shrieker]]''': A variant of the Shrieker better suited to keeping watch over the Oculus Hellspawn’s rituals. Uses its eye as a searchlight to mark its target and hold them in place with a stasis link which deals slight damage over time.
*'''Hell [[Shrieker]]''': A variant of the Shrieker better suited to keeping watch over the Oculus Hellspawn's rituals. Uses its eye as a searchlight to mark its target and hold them in place with a stasis link which deals slight damage over time.


*'''Charged Shrieker''': An Arc-powered Shrieker which fires charged electrical beams which shock and blind their targets. Protected by an Arc energy shield.
*'''Charged Shrieker''': An Arc-powered Shrieker which fires charged electrical beams which shock and blind their targets. Protected by an Arc energy shield.
Line 177: Line 177:


===Reinforcements===
===Reinforcements===
*'''Hearse''': A rectangular carrier and support vessel. Outfitted with Arcane Blasters which fire streams of Void blasts akin to an Ogre’s eye beams. Will occasionally drop Acolyte Grenades and Darkness Clouds.  
*'''Hearse''': A rectangular carrier and support vessel. Outfitted with Arcane Blasters which fire streams of Void blasts akin to an Ogre's eye beams. Will occasionally drop Acolyte Grenades and Darkness Clouds.  


*'''Oculus Pounder''': Massive, arcane-powered, spiderlike constructs animated to keep watch over the Oculus’ potential realms. Armed with four powerful eye rays which each inflict different effects: an Arc ray that inflicts rapid shocking and blindness effects; a Solar ray that inflicts rapid burning and redness effects; a Cryo ray which freezes the player solid; and a Void ray which petrifies Guardians by distorting their field of view and switches the player’s controls for a short time. Outfitted with a head-mounted Darkness Siphon which launches arcing black spheres at the player, detaining them and suppressing their abilities as well as disabling their weapons. Clad in reinforced chitin that heavily resists all incoming damage and occasionally deflects the player’s attacks.
*'''Oculus Pounder''': Massive, arcane-powered, spiderlike constructs animated to keep watch over the Oculus' potential realms. Armed with four powerful eye rays which each inflict different effects: an Arc ray that inflicts rapid shocking and blindness effects; a Solar ray that inflicts rapid burning and redness effects; a Cryo ray which freezes the player solid; and a Void ray which petrifies Guardians by distorting their field of view and switches the player's controls for a short time. Outfitted with a head-mounted Darkness Siphon which launches arcing black spheres at the player, detaining them and suppressing their abilities as well as disabling their weapons. Clad in reinforced chitin that heavily resists all incoming damage and occasionally deflects the player's attacks.


==Myriad Prohibition==
==Myriad Prohibition==
Line 190: Line 190:
}}
}}


The '''Myriad Prohibition''' is a newly risen [[Vex]] collective built on enhanced manipulation of time and space. They serve as the Indenture’s analysts, security branch, and riot controllers, and are the ones to trap the enemy.
The '''Myriad Prohibition''' is a newly risen [[Vex]] collective built on enhanced manipulation of time and space. They serve as the Indenture's analysts, security branch, and riot controllers, and are the ones to trap the enemy.


===Origins===
===Origins===
Line 204: Line 204:
*'''Medusae''': Airborne drones designed to harass and swarm. Armed with a pair of Slap Lancers which fire a constant stream of Solar arrows which inflict stacking burning effects and continuously push the player backwards. Armed with spinning Electro Warfans which deal rapid damage at melee range and inflict a lingering shocking effect. When taking damage, it has a chance of activating a defensive matrix which causes to rush toward its target and explode, causing hazed vision for any player within the blast.
*'''Medusae''': Airborne drones designed to harass and swarm. Armed with a pair of Slap Lancers which fire a constant stream of Solar arrows which inflict stacking burning effects and continuously push the player backwards. Armed with spinning Electro Warfans which deal rapid damage at melee range and inflict a lingering shocking effect. When taking damage, it has a chance of activating a defensive matrix which causes to rush toward its target and explode, causing hazed vision for any player within the blast.


*'''Cerastes''': Ground-slithering ambush units built for revealing the location of hostiles encountered by the Myriad Prohibition. Constantly burrows underground to avoid taking damage. Equipped with searchlights on its head which inflict its targets with the Cerastes’ Gaze debuff, which alerts nearby Myriad units to their presence, slows their movement, and disables their recovery; the debuff lingers until the Cerastes is killed. Fires a series of tracking Solar beams from chambers on its body that latch onto their victim, inflict a stacking burning effect, and tether them in place.
*'''Cerastes''': Ground-slithering ambush units built for revealing the location of hostiles encountered by the Myriad Prohibition. Constantly burrows underground to avoid taking damage. Equipped with searchlights on its head which inflict its targets with the Cerastes' Gaze debuff, which alerts nearby Myriad units to their presence, slows their movement, and disables their recovery; the debuff lingers until the Cerastes is killed. Fires a series of tracking Solar beams from chambers on its body that latch onto their victim, inflict a stacking burning effect, and tether them in place.


*'''Cynolycus''': Surveyor units deployed to keep long distance watches over important Myriad sites. Uses a Line Cannon on its right arm, firing charged, high-impact Arc bolts which can knock players down and blind them for a short time upon impact; these bolts can also deal precision damage. Armed with a Repulsion Gauntlet which emits Void pulses which knock players back and inflicts them with a slowness debuff. When taking damage, it has a chance of activating a defensive matrix which encases it in a temporary Solar aura which grants it brief immunity to the type of damage it was struck by, heals a set portion of health, and burns anything inside of it.
*'''Cynolycus''': Surveyor units deployed to keep long distance watches over important Myriad sites. Uses a Line Cannon on its right arm, firing charged, high-impact Arc bolts which can knock players down and blind them for a short time upon impact; these bolts can also deal precision damage. Armed with a Repulsion Gauntlet which emits Void pulses which knock players back and inflicts them with a slowness debuff. When taking damage, it has a chance of activating a defensive matrix which encases it in a temporary Solar aura which grants it brief immunity to the type of damage it was struck by, heals a set portion of health, and burns anything inside of it.


===Uncommon Units===
===Uncommon Units===
*'''Daemon''': Incendiary weapon specialists designed for trench warfare, area denial, and crowd control. Armed with a Heavy [[Slap Rifle]] that rapidly fires [[Solar]] bolts which inflicts a stacking Sundered debuff, decreasing the player’s resilience value. Throws Fire Grenades which leave behind a pool of fire that inflicts a heavy stacking burning effect; burning targets spread the effect via flaming trail, which will give the same debuff to other players. Uses a Singe Blade for close combat to inflict targets with the Singed debuff, which causes them to stumble backwards, slightly burns their health away, and increases their weapon’s recoil for a short time.
*'''Daemon''': Incendiary weapon specialists designed for trench warfare, area denial, and crowd control. Armed with a Heavy [[Slap Rifle]] that rapidly fires [[Solar]] bolts which inflicts a stacking Sundered debuff, decreasing the player's resilience value. Throws Fire Grenades which leave behind a pool of fire that inflicts a heavy stacking burning effect; burning targets spread the effect via flaming trail, which will give the same debuff to other players. Uses a Singe Blade for close combat to inflict targets with the Singed debuff, which causes them to stumble backwards, slightly burns their health away, and increases their weapon's recoil for a short time.


*'''Eidolon''': A stealth-based shock trooper built for silent and quick assassination of enemy targets. Protected by a Solar shield. Capable of teleporting around and behind their targets and turning invisible at will; while invisible, they cannot be seen or damaged. Armed with a Phantom Rifle that rapidly fires a series of high-velocity Void bolts which disorient and slow the player for a short time. Throws homing Slap Grenades with increased blast radius, damage, and velocity. Equipped with a Shade Dagger for melee combat, which inflicts poison and bleeding effects on their targets. Leaves behind a trail that briefly hazes vision when not invisible.  
*'''Eidolon''': A stealth-based shock trooper built for silent and quick assassination of enemy targets. Protected by a Solar shield. Capable of teleporting around and behind their targets and turning invisible at will; while invisible, they cannot be seen or damaged. Armed with a Phantom Rifle that rapidly fires a series of high-velocity Void bolts which disorient and slow the player for a short time. Throws homing Slap Grenades with increased blast radius, damage, and velocity. Equipped with a Shade Dagger for melee combat, which inflicts poison and bleeding effects on their targets. Leaves behind a trail that briefly hazes vision when not invisible.  
Line 220: Line 220:
*'''Manticore''': Heavy defensive infantry used for massive area denial purposes. Equipped with a Myriad Shield which blocks and deflects all incoming damage. Protected by a Void elemental shield and can teleport behind and around the player. Armed with a Thorn Rifle that fires a flurry of venomous high-impact Void flechettes that can deal precision damage and cause the player to stumble upon a hit. Throws Myriad Grenades which detonate in a massive Solar energy sphere, burning anything inside while sundering their resilience, reddening their vision, slowing their movement, and suppressing their class ability. Performs a shield bash at close range to knock the player back a great distance.
*'''Manticore''': Heavy defensive infantry used for massive area denial purposes. Equipped with a Myriad Shield which blocks and deflects all incoming damage. Protected by a Void elemental shield and can teleport behind and around the player. Armed with a Thorn Rifle that fires a flurry of venomous high-impact Void flechettes that can deal precision damage and cause the player to stumble upon a hit. Throws Myriad Grenades which detonate in a massive Solar energy sphere, burning anything inside while sundering their resilience, reddening their vision, slowing their movement, and suppressing their class ability. Performs a shield bash at close range to knock the player back a great distance.


*'''Lernaean''': Massive, segmented hovering machines deployed in the role of a moving fortress to provide heavy defense and retaliation. Protected by an Arc shield. Armed with Aeon Vulcans on its upper two segments, firing a barrage of high-impact Void shells which produce heavy flinch as well as a debuff which temporarily jams the players’ equipped weapon; the shells also have a moderate blast radius. Surrounded by five semicircular, rotating shields that can be shot off but eventually regenerate; every shield destroyed grants it an increase in fire rate, damage, and accuracy. When taking damage, it has a chance of activating a defensive matrix which causes it to teleport and inflict blackout effects with their attacks.
*'''Lernaean''': Massive, segmented hovering machines deployed in the role of a moving fortress to provide heavy defense and retaliation. Protected by an Arc shield. Armed with Aeon Vulcans on its upper two segments, firing a barrage of high-impact Void shells which produce heavy flinch as well as a debuff which temporarily jams the players' equipped weapon; the shells also have a moderate blast radius. Surrounded by five semicircular, rotating shields that can be shot off but eventually regenerate; every shield destroyed grants it an increase in fire rate, damage, and accuracy. When taking damage, it has a chance of activating a defensive matrix which causes it to teleport and inflict blackout effects with their attacks.


*'''Gegenees''': Gigantic siege constructs armed to the teeth with multiple forms of heavy artillery. Protected by a Solar shield that drastically reduces non-matching elemental damage and deflects kinetic damage. Equipped with armor plating that drastically reduces incoming damage except for the head. The two upper arms use Cyclops Scatterguns firing a spread of three large Void impact mortar blasts that leave behind domes which inflict a debuff that decreases the damage dealt by the player’s weapons and abilities; the two middle arms are equipped with Vulcan Launchers, which each fire a constant stream of large Solar arrows which inflict heavy stacking burning and redout effects; the two lower arms have Magnet Casters, which each fire a large Arc beam that blinds, shocks, and disarms all targets in its path. Will periodically stomp the ground to release a shockwave on the ground, knocking players upward. When taking damage, it activates a defensive matrix which causes it to release white tracer beams which greatly slow their targets.
*'''Gegenees''': Gigantic siege constructs armed to the teeth with multiple forms of heavy artillery. Protected by a Solar shield that drastically reduces non-matching elemental damage and deflects kinetic damage. Equipped with armor plating that drastically reduces incoming damage except for the head. The two upper arms use Cyclops Scatterguns firing a spread of three large Void impact mortar blasts that leave behind domes which inflict a debuff that decreases the damage dealt by the player's weapons and abilities; the two middle arms are equipped with Vulcan Launchers, which each fire a constant stream of large Solar arrows which inflict heavy stacking burning and redout effects; the two lower arms have Magnet Casters, which each fire a large Arc beam that blinds, shocks, and disarms all targets in its path. Will periodically stomp the ground to release a shockwave on the ground, knocking players upward. When taking damage, it activates a defensive matrix which causes it to release white tracer beams which greatly slow their targets.


===Deployments===
===Deployments===
Line 244: Line 244:
|name= Steel Goliaths
|name= Steel Goliaths
|objectives= Technological Utilities <br> Psionic Experimentation <br> Enemy Condemnation <br> Militarized Destruction
|objectives= Technological Utilities <br> Psionic Experimentation <br> Enemy Condemnation <br> Militarized Destruction
|Commander(s)= [[Forum:Dominus Zhu’uork, the Wrathful|Dominus Zhu’uork, the Wrathful]] <br> [[Forum:Primus Tau’uad, the Adamant|Primus Tau’uad, the Adamant]] <br> [[Forum:Valus Dua’auk, the Observant|Valus Dua’auk, the Observant]] <br> [[Forum:Val Gho’uod, the Fierce|Val Gho’uod, the Fierce]] <br> [[Forum:Bracus Dhagaz, the Forthright|Bracus Dhagaz, the Forthright]]
|Commander(s)= [[Forum:Dominus Zhu'uork, the Wrathful|Dominus Zhu'uork, the Wrathful]] <br> [[Forum:Primus Tau'uad, the Adamant|Primus Tau'uad, the Adamant]] <br> [[Forum:Valus Dua'auk, the Observant|Valus Dua'auk, the Observant]] <br> [[Forum:Val Gho'uod, the Fierce|Val Gho'uod, the Fierce]] <br> [[Forum:Bracus Dhagaz, the Forthright|Bracus Dhagaz, the Forthright]]
|Keep(s)= [[Forum:Firebase Goliathus|Firebase Goliathus]] <br> [[Forum: Landcrusher Tyrannos|Landcrusher Tyrannos]] <br> [[Forum:Commandship Indominus|Commandship Indominus]]
|Keep(s)= [[Forum:Firebase Goliathus|Firebase Goliathus]] <br> [[Forum: Landcrusher Tyrannos|Landcrusher Tyrannos]] <br> [[Forum:Commandship Indominus|Commandship Indominus]]
|deployed=
|deployed=
}}
}}


The '''Steel Goliaths''' are a newly risen [[Cabal]] legion built on greater fortification and siege warfare. They serve as the Indenture’s military scientists, executioners, and heavy infantry force, and are the ones to strike vital enemy assets.
The '''Steel Goliaths''' are a newly risen [[Cabal]] legion built on greater fortification and siege warfare. They serve as the Indenture's military scientists, executioners, and heavy infantry force, and are the ones to strike vital enemy assets.


===Origins===
===Origins===
====Battle Legacy====
====Battle Legacy====
Years after the fall of [[Forum:Dominus Khraghul, the Almighty|Dominus Khraghul]], the militarized Cabal continued to stand in disarray. Their most powerful leader has been killed, though there is one victory his legacy has brought: the combined ranks of all legions within the Cabal military; he has brought all his forces up with him to the [[Forum:Behemoths|Behemoths]] all the way up from the [[Sand Eaters]]. This effectively gave the militarized Cabal a universal army with a single dedicated purpose. Five of the surviving lieutenants from the Behemoths: Zhu’uork, Tau’uad, Dua’auk, Gho’uod, and Dhagaz, were chosen by their high command to maintain a certain tactic for later purposes. Dhagaz took up tactical training to keep the Cabal’s military backbone intact; Gho’uod took up martial combat for close assaults and leading the attack; Dua’auk took up military sciences to further improve upon imperial tactics; Tau’uad took up fortifications to better defend against enemy sieges and turn the tide of battle.
Years after the fall of [[Forum:Dominus Khraghul, the Almighty|Dominus Khraghul]], the militarized Cabal continued to stand in disarray. Their most powerful leader has been killed, though there is one victory his legacy has brought: the combined ranks of all legions within the Cabal military; he has brought all his forces up with him to the [[Forum:Behemoths|Behemoths]] all the way up from the [[Sand Eaters]]. This effectively gave the militarized Cabal a universal army with a single dedicated purpose. Five of the surviving lieutenants from the Behemoths: Zhu'uork, Tau'uad, Dua'auk, Gho'uod, and Dhagaz, were chosen by their high command to maintain a certain tactic for later purposes. Dhagaz took up tactical training to keep the Cabal's military backbone intact; Gho'uod took up martial combat for close assaults and leading the attack; Dua'auk took up military sciences to further improve upon imperial tactics; Tau'uad took up fortifications to better defend against enemy sieges and turn the tide of battle.


====Warrior Assembly====
====Warrior Assembly====
Zhu’uork was chosen to be the new Dominus and master all the military techniques his lieutenants were practicing. With the new innovations came the production of a line of robotics never before seen in Cabal warfare, multiple types of psionic experimentation, various execution units for crowd control, and brand new hyper-defensive heavy infantry with greater carrying capacity for more weapons and other combat equipment. To give this new legion a directive, Zhu’uork divided these newly risen forces by specialization, placing them within their own infantry platoons. The ultimate goal was to greater increase defensive capabilities without losing out on their traditional offensive tactics. The result was a massive, diverse Cabal legion with a host of units that could be used for every purpose imaginable; every soldier in this legion had a reason to be on the battlefield: the robotics were programmed to be the frontliners; the new experimental Psions were designed for supportive properties; the new Gladiator types were made to be the bulk of this new fighting force; the reinforced heavy infantry was deployed to be final line of combat. They all made a move under their commanders to set off a series of remote detonations near the Last City. The attack was traced by the Vanguard to be from a new hardened Cabal force: the Steel Goliaths.
Zhu'uork was chosen to be the new Dominus and master all the military techniques his lieutenants were practicing. With the new innovations came the production of a line of robotics never before seen in Cabal warfare, multiple types of psionic experimentation, various execution units for crowd control, and brand new hyper-defensive heavy infantry with greater carrying capacity for more weapons and other combat equipment. To give this new legion a directive, Zhu'uork divided these newly risen forces by specialization, placing them within their own infantry platoons. The ultimate goal was to greater increase defensive capabilities without losing out on their traditional offensive tactics. The result was a massive, diverse Cabal legion with a host of units that could be used for every purpose imaginable; every soldier in this legion had a reason to be on the battlefield: the robotics were programmed to be the frontliners; the new experimental Psions were designed for supportive properties; the new Gladiator types were made to be the bulk of this new fighting force; the reinforced heavy infantry was deployed to be final line of combat. They all made a move under their commanders to set off a series of remote detonations near the Last City. The attack was traced by the Vanguard to be from a new hardened Cabal force: the Steel Goliaths.


===Common Units===
===Common Units===
*'''Fulminator''': Tiny, rapid-flying suicide drones which travel in large swarms and bombard their opponents with potent incendiary and poisonous explosives. Upon spotting a target, they track them aggressively and release a violent detonation upon impact; detonations leave behind potent fires that emit toxic fumes, which cause an asphyxiation effect that will kill the victim if they stay in range.
*'''Fulminator''': Tiny, rapid-flying suicide drones which travel in large swarms and bombard their opponents with potent incendiary and poisonous explosives. Upon spotting a target, they track them aggressively and release a violent detonation upon impact; detonations leave behind potent fires that emit toxic fumes, which cause an asphyxiation effect that will kill the victim if they stay in range.


*'''Hellgrammite''': Small, low-profile segmented robotic walkers that use swarming tactics to tackle and overwhelm their foes. Armed with Sight Tagger pistols which briefly masks the player’s vision on hit. Once the victim’s vision is masked, it will bite with its Sclerotizers. Bites inflict a stacking debuff that greatly decreases agility, which slows movement speed, reduces jump height, and disables sprinting.  
*'''Hellgrammite''': Small, low-profile segmented robotic walkers that use swarming tactics to tackle and overwhelm their foes. Armed with Sight Tagger pistols which briefly masks the player's vision on hit. Once the victim's vision is masked, it will bite with its Sclerotizers. Bites inflict a stacking debuff that greatly decreases agility, which slows movement speed, reduces jump height, and disables sprinting.  


*'''Helminth''': Long, segmented machines whose purpose is to conduct long-range searches for potential foes and drain their life force. Can burrow underground to travel faster. Capable of spitting Helminth Bombs which release deadly Stinger Swarms upon detonation. Upon taking damage, it will drag the player down, bring them below the ground, and use their Helminth Ray to rapidly drain their health.  
*'''Helminth''': Long, segmented machines whose purpose is to conduct long-range searches for potential foes and drain their life force. Can burrow underground to travel faster. Capable of spitting Helminth Bombs which release deadly Stinger Swarms upon detonation. Upon taking damage, it will drag the player down, bring them below the ground, and use their Helminth Ray to rapidly drain their health.  
Line 286: Line 286:
*'''Velites''': A Gladiator who exclusively takes up the flanking role by attempting to attack its target from multiple directions using swarm tactics. Equipped with enhanced strafe thrusters. Armed with a Steel Veretum javelin to throw at ranged targets and pin them against a hard surface. Once a target has been pinned, they will switch to their Goliath Cleaver sword to tear the victim to shreds and burn them alive.
*'''Velites''': A Gladiator who exclusively takes up the flanking role by attempting to attack its target from multiple directions using swarm tactics. Equipped with enhanced strafe thrusters. Armed with a Steel Veretum javelin to throw at ranged targets and pin them against a hard surface. Once a target has been pinned, they will switch to their Goliath Cleaver sword to tear the victim to shreds and burn them alive.


*'''Sagittarius''': A Gladiator with superior discipline and accuracy trained as a marksman. Armed with a wrist-mounted Slug Recurver crossbow which fires large, high-impact Arc slugs which cripple their target on a successful hit; the player’s shield disappears for a moment and can only regenerate health for the duration of the effect. When faced up close, it relies on a Goliath Repulsor gauntlet which releases a pulse that causes slight knockback.
*'''Sagittarius''': A Gladiator with superior discipline and accuracy trained as a marksman. Armed with a wrist-mounted Slug Recurver crossbow which fires large, high-impact Arc slugs which cripple their target on a successful hit; the player's shield disappears for a moment and can only regenerate health for the duration of the effect. When faced up close, it relies on a Goliath Repulsor gauntlet which releases a pulse that causes slight knockback.


*'''Essedarius''': A Gladiator trained to handle enhanced [[War Beast]]s called Bloodhounds and use them in combat as mounts and attack vehicles. Rides a hovering Steel War Chariot propelled by a pair of Bloodhounds, which are each armed with dual [[Projection Rifle]]s and use their jaws to inflict a venomous bite that causes a heavy poison effect. Equipped with a Steel Parmula shield to block incoming attacks. Armed with a Goliath Pilum explosive harpoon for ranged combat and an incendiary Steel Gladius to sweep the battlefield for close combatants. Shooting the Bloodhounds will cause the chariot to shut down, giving the rider no choice but to attack head on.
*'''Essedarius''': A Gladiator trained to handle enhanced [[War Beast]]s called Bloodhounds and use them in combat as mounts and attack vehicles. Rides a hovering Steel War Chariot propelled by a pair of Bloodhounds, which are each armed with dual [[Projection Rifle]]s and use their jaws to inflict a venomous bite that causes a heavy poison effect. Equipped with a Steel Parmula shield to block incoming attacks. Armed with a Goliath Pilum explosive harpoon for ranged combat and an incendiary Steel Gladius to sweep the battlefield for close combatants. Shooting the Bloodhounds will cause the chariot to shut down, giving the rider no choice but to attack head on.
Line 326: Line 326:
*'''Mortar Scorpius''': A mortar turret built for sieging enemy positions. Fires high-explosive mortar shells which release sharp pieces of debris that cause their targets to bleed.
*'''Mortar Scorpius''': A mortar turret built for sieging enemy positions. Fires high-explosive mortar shells which release sharp pieces of debris that cause their targets to bleed.


*'''Blitz Scorpius''': A rapid fire gun turret built for tower defenses. Fires a hail of Solar microrockets in the enemy’s general direction; can swivel in circles to keep track of its targets; rate of fire increases when swiveling.
*'''Blitz Scorpius''': A rapid fire gun turret built for tower defenses. Fires a hail of Solar microrockets in the enemy's general direction; can swivel in circles to keep track of its targets; rate of fire increases when swiveling.


*'''Observer Scorpius''': A scanning device used for security purposes. Equipped with a searchlight to detect intruders and inflict them with the Marked debuff; when an intruder is detected, the area enters lockdown and all nearby Cabal become alerted. Lockdown remains until all nearby Cabal are killed and the scanner is destroyed.
*'''Observer Scorpius''': A scanning device used for security purposes. Equipped with a searchlight to detect intruders and inflict them with the Marked debuff; when an intruder is detected, the area enters lockdown and all nearby Cabal become alerted. Lockdown remains until all nearby Cabal are killed and the scanner is destroyed.
Line 350: Line 350:
|Other names= The Twisted <br> The Distorted
|Other names= The Twisted <br> The Distorted
|Conflicts= Indentural Wars
|Conflicts= Indentural Wars
|Leadership= [[Forum:Mindbender Gorgaax|Mindbender Gorgaax]] <br> [[Forum:Armsmaster Gul’uth|Armsmaster Gul’uth]] <br> [[Forum:Chronovore Drakion|Chronovore Drakion]] <br> [[Forum:Phantom Ralaskes|Phantom Ralaskes]]   
|Leadership= [[Forum:Mindbender Gorgaax|Mindbender Gorgaax]] <br> [[Forum:Armsmaster Gul'uth|Armsmaster Gul'uth]] <br> [[Forum:Chronovore Drakion|Chronovore Drakion]] <br> [[Forum:Phantom Ralaskes|Phantom Ralaskes]]   
|Notable=
|Notable=
}}
}}
Line 357: Line 357:


===Origins===
===Origins===
Upon the modifications to the [[Ascendant Realm]] and the spread of its corruption, a new sect of Taken were created under its influence, warped beyond mental repair, and even those without a will weren’t safe. However, a select few were chosen by Throk Nul to maintain a degree of independent thought to give the new Taken, collectively known as the Demented, a definitive direction. Gorgaax, a renowned Oculus Paladin and bodyguard of Throk Nul, was given the title of Mindbender and became the leader of the Demented. Gul’uth, a former aspiring Valus of the [[Forum:Behemoths|Behemoths]] and lieutenant of one of their strongest crews, became the Armsmaster and provided the weapons for the Demented. Drakion, a former [[Axis Mind]] of the [[Forum:Omega Collective|Omega Collective]] that operated in secrecy, became the Chronovore, capable of altering the shapes and properties of its surroundings. Ralaskes, a former [[Baron]] of the [[House of Dusk]] and an elite stealth operative, became the Phantom, capable of completely vanishing from sight. These new Taken forces have then guarded the Ascendant plane ever since.
Upon the modifications to the [[Ascendant Realm]] and the spread of its corruption, a new sect of Taken were created under its influence, warped beyond mental repair, and even those without a will weren't safe. However, a select few were chosen by Throk Nul to maintain a degree of independent thought to give the new Taken, collectively known as the Demented, a definitive direction. Gorgaax, a renowned Oculus Paladin and bodyguard of Throk Nul, was given the title of Mindbender and became the leader of the Demented. Gul'uth, a former aspiring Valus of the [[Forum:Behemoths|Behemoths]] and lieutenant of one of their strongest crews, became the Armsmaster and provided the weapons for the Demented. Drakion, a former [[Axis Mind]] of the [[Forum:Omega Collective|Omega Collective]] that operated in secrecy, became the Chronovore, capable of altering the shapes and properties of its surroundings. Ralaskes, a former [[Baron]] of the [[House of Dusk]] and an elite stealth operative, became the Phantom, capable of completely vanishing from sight. These new Taken forces have then guarded the Ascendant plane ever since.


===Common Units===
===Common Units===
Line 364: Line 364:
*'''Demented Shank''': A newly incorporated model of Taken [[Shank]]. Armed with a head-mounted Solar [[Wire Rifle]] that cripples its target upon impact, a pair of Void Shank Turrets, and an Arc [[Molten Welder]]. Packs a Solar shield and will occasionally teleport around its targets, leaving behind a bright flash that disorients players.
*'''Demented Shank''': A newly incorporated model of Taken [[Shank]]. Armed with a head-mounted Solar [[Wire Rifle]] that cripples its target upon impact, a pair of Void Shank Turrets, and an Arc [[Molten Welder]]. Packs a Solar shield and will occasionally teleport around its targets, leaving behind a bright flash that disorients players.


*'''Demented Dreg''': A newly incorporated model of Taken [[Dreg]]. Armed with a Seeker Pistol that fires slow-moving, but tracking Solar projectiles that sunder their targets’ resilience for a short time. Throws enhanced [[Shock Grenade]]s that detonate instantly will shock, blind, and slow their targets. Uses a Void Sting Dagger. Packs a Void shield.
*'''Demented Dreg''': A newly incorporated model of Taken [[Dreg]]. Armed with a Seeker Pistol that fires slow-moving, but tracking Solar projectiles that sunder their targets' resilience for a short time. Throws enhanced [[Shock Grenade]]s that detonate instantly will shock, blind, and slow their targets. Uses a Void Sting Dagger. Packs a Void shield.


*'''Demented Goblin''': A stronger variant of the [[Taken Goblin]]. Armed with dual Slap Repeaters that blinding Arc bolts. Capable of forming a Solar beam that burns the player and grants other Demented forces a Solar shield as well as bonus Solar damage. Throws larger [[Slap Grenade]]s. Packs an Arc shield and can teleport short distances.  
*'''Demented Goblin''': A stronger variant of the [[Taken Goblin]]. Armed with dual Slap Repeaters that blinding Arc bolts. Capable of forming a Solar beam that burns the player and grants other Demented forces a Solar shield as well as bonus Solar damage. Throws larger [[Slap Grenade]]s. Packs an Arc shield and can teleport short distances.  
Line 374: Line 374:
*'''Demented Acolyte''': A stronger variant of [[Taken Acolyte]]. Armed with a Hell Scorcher that fires bursts of burning Solar rounds. Deploys Demented Eye turrets that fires Void explosives which create a small energy dome that slows everything in its radius. Throws Arc Acolyte Grenades that leave behind a Lightning Circle that shocks and blinds its targets. Packs a Solar shield.
*'''Demented Acolyte''': A stronger variant of [[Taken Acolyte]]. Armed with a Hell Scorcher that fires bursts of burning Solar rounds. Deploys Demented Eye turrets that fires Void explosives which create a small energy dome that slows everything in its radius. Throws Arc Acolyte Grenades that leave behind a Lightning Circle that shocks and blinds its targets. Packs a Solar shield.


*'''Demented Harpy''': A newly incorporated of Taken [[Harpy]]. Armed with dual Slap Repeaters that fire even faster than the Demented Goblin’s and can fire while moving. Attacks close combatants with Charged Sweeper blades that slice everything in their path. Releases a blinding Arc detonation upon death. Performs quick dashes towards its targets. Packs a Void shield.
*'''Demented Harpy''': A newly incorporated of Taken [[Harpy]]. Armed with dual Slap Repeaters that fire even faster than the Demented Goblin's and can fire while moving. Attacks close combatants with Charged Sweeper blades that slice everything in their path. Releases a blinding Arc detonation upon death. Performs quick dashes towards its targets. Packs a Void shield.


*'''Demented Psion''': A stronger variant of [[Taken Psion]]. Armed with dual Void [[Slap Rifle]]s that fire even faster than the Demented War Beast’s and have faster travel speed. Can create duplicates of itself. Launches a long-range Solar Psionic Blast that sunders its target’s resilience and burns their health. Unleashes a shocking Arc melee attack. Can teleport short distances and packs an Arc shield.
*'''Demented Psion''': A stronger variant of [[Taken Psion]]. Armed with dual Void [[Slap Rifle]]s that fire even faster than the Demented War Beast's and have faster travel speed. Can create duplicates of itself. Launches a long-range Solar Psionic Blast that sunders its target's resilience and burns their health. Unleashes a shocking Arc melee attack. Can teleport short distances and packs an Arc shield.


*'''Demented Vandal''': A stronger variant of [[Taken Vandal]]. Armed with a Burn Rifle that fires Solar sniper bolts that deal precision damage and heavily burn their targets. When faced up close, it deploys a Void spherical shield that heals it and other Demented forces as well as poisons and slows the player. When inside this bubble, it attacks viciously with enhanced [[Shock Blade]]s that inflict heavy shocking and blindness effects on its targets. Packs an Arc shield.
*'''Demented Vandal''': A stronger variant of [[Taken Vandal]]. Armed with a Burn Rifle that fires Solar sniper bolts that deal precision damage and heavily burn their targets. When faced up close, it deploys a Void spherical shield that heals it and other Demented forces as well as poisons and slows the player. When inside this bubble, it attacks viciously with enhanced [[Shock Blade]]s that inflict heavy shocking and blindness effects on its targets. Packs an Arc shield.
Line 393: Line 393:
*'''Demented Captain''': A stronger variant of [[Taken Captain]]. Armed with an enhanced [[Shock Cannon]] that fires incredibly fast Arc missiles with a large blast radius and shock their targets if they hit directly. Can hurl large Solar Darkness Bolts that cause redness, sundering and burning effects on their targets and release a large Solar detonation if they impact a hard surface. When faced at close range, it will charge Arc energy in its arms and swipe targets with them, causing moderate knockback and staggering. Can turn invisible at will and teleports short distances. Packs an Arc shield.
*'''Demented Captain''': A stronger variant of [[Taken Captain]]. Armed with an enhanced [[Shock Cannon]] that fires incredibly fast Arc missiles with a large blast radius and shock their targets if they hit directly. Can hurl large Solar Darkness Bolts that cause redness, sundering and burning effects on their targets and release a large Solar detonation if they impact a hard surface. When faced at close range, it will charge Arc energy in its arms and swipe targets with them, causing moderate knockback and staggering. Can turn invisible at will and teleports short distances. Packs an Arc shield.


*'''Demented Wizard''': A stronger variant of [[Taken Wizard]]. Fires Void Necromantic Gazes which aggressively track and heavily poison their targets at a constant rate. Can cast Solar Darkness Blasts at a rapid rate, causing profuse burning effects. Charges up an Arc Lightning Blast that breaks Guardians’ shields and leaves them at critically low health. Summon enhanced [[Shadow Thrall]] that can tackle their victim to the ground and tear them apart with their claws as well as bite them with their teeth. Teleports short distances and occasionally turns invisible. Packs a Solar shield.
*'''Demented Wizard''': A stronger variant of [[Taken Wizard]]. Fires Void Necromantic Gazes which aggressively track and heavily poison their targets at a constant rate. Can cast Solar Darkness Blasts at a rapid rate, causing profuse burning effects. Charges up an Arc Lightning Blast that breaks Guardians' shields and leaves them at critically low health. Summon enhanced [[Shadow Thrall]] that can tackle their victim to the ground and tear them apart with their claws as well as bite them with their teeth. Teleports short distances and occasionally turns invisible. Packs a Solar shield.


*'''Demented Minotaur''': A stronger variant of [[Taken Minotaur]]. Armed with a Torch Spreader that fires a cluster of three high-explosive Void bolts which bursts Guardians’ shields and cancels their recovery for a short time. Throws Arc Slap Grenades that decrease the maximum health of all targets in their blast radius, which also pulsates with shock-inflicting energy. Attacks close combatants with a Solar Slap Cutter that can perform slashing combos and skewering thrust attacks. Can turn invisible when on low health and teleports short distances. Packs a Void shield.
*'''Demented Minotaur''': A stronger variant of [[Taken Minotaur]]. Armed with a Torch Spreader that fires a cluster of three high-explosive Void bolts which bursts Guardians' shields and cancels their recovery for a short time. Throws Arc Slap Grenades that decrease the maximum health of all targets in their blast radius, which also pulsates with shock-inflicting energy. Attacks close combatants with a Solar Slap Cutter that can perform slashing combos and skewering thrust attacks. Can turn invisible when on low health and teleports short distances. Packs a Void shield.


*'''Demented Incendior''': A newly incorporated model of Taken [[Incendior]]. Armed with an enhanced [[Cabal Magma Launcher]] that fires larger puffs of Solar flames with a longer range, larger radius, higher burn damage, and stacking redness effects. Can fire an Arc Axion Dart from its fuel tank that arcs and releases a large lightning detonation that chains electricity to all nearby surfaces. Can throw Void Branding Axes that cause their targets to bleed and eventually slow down. Shooting their fuel tanks causes a lethal detonation. Packs an Arc shield.
*'''Demented Incendior''': A newly incorporated model of Taken [[Incendior]]. Armed with an enhanced [[Cabal Magma Launcher]] that fires larger puffs of Solar flames with a longer range, larger radius, higher burn damage, and stacking redness effects. Can fire an Arc Axion Dart from its fuel tank that arcs and releases a large lightning detonation that chains electricity to all nearby surfaces. Can throw Void Branding Axes that cause their targets to bleed and eventually slow down. Shooting their fuel tanks causes a lethal detonation. Packs an Arc shield.
Line 403: Line 403:
*'''Demented Servitor''': A newly incorporated model of Taken [[Servitor]]. Capable of firing a barrage of Arc rockets from its eye which track their targets and cause blindness and slowness for a short time upon detonation. Launches a concentrated Solar beam from its eye that latches onto a target, draining their health as well as decreasing their resilience and causing gradual redness. Loaded with chambers which release a Void Web that will increase its damage resistance and temporarily disarms all targets that are caught in it. Can teleport short distances. Packs an Arc shield.
*'''Demented Servitor''': A newly incorporated model of Taken [[Servitor]]. Capable of firing a barrage of Arc rockets from its eye which track their targets and cause blindness and slowness for a short time upon detonation. Launches a concentrated Solar beam from its eye that latches onto a target, draining their health as well as decreasing their resilience and causing gradual redness. Loaded with chambers which release a Void Web that will increase its damage resistance and temporarily disarms all targets that are caught in it. Can teleport short distances. Packs an Arc shield.


*'''Demented Knight''': A stronger variant of [[Taken Knight]]. Armed with an Arc [[Boomer]] that fires in bursts which can quickly break Guardian shields and reduce mobility depending on the number of shots landed on the target. Launches a spread of Solar flames that occasionally release fiery blasts which sunder the target’s armor. Unsheathes a Void [[Cleaver]] for close combat; it can perform slashing combos, a skewering thrust attack, and an overhead slam which staggers its victim. Can teleport short distances. Packs a Solar shield.
*'''Demented Knight''': A stronger variant of [[Taken Knight]]. Armed with an Arc [[Boomer]] that fires in bursts which can quickly break Guardian shields and reduce mobility depending on the number of shots landed on the target. Launches a spread of Solar flames that occasionally release fiery blasts which sunder the target's armor. Unsheathes a Void [[Cleaver]] for close combat; it can perform slashing combos, a skewering thrust attack, and an overhead slam which staggers its victim. Can teleport short distances. Packs a Solar shield.


===Rare Units===
===Rare Units===
*'''Demented Hydra''': A newly incorporated model of Taken [[Hydra]]. Armed with dual enhanced Torch Spreaders that fire faster than the Demented Minotaur’s and also have faster travel speed as well as a larger blast radius. Surrounded by rotating deflective shields that returns all attacks as explosive Solar flames that burn their victims. Performs a Detonation melee when faced up close that causes moderate knockback and disorients the target. Releases a blinding Arc detonation upon death. Can occasionally teleport. Packs a Void shield.
*'''Demented Hydra''': A newly incorporated model of Taken [[Hydra]]. Armed with dual enhanced Torch Spreaders that fire faster than the Demented Minotaur's and also have faster travel speed as well as a larger blast radius. Surrounded by rotating deflective shields that returns all attacks as explosive Solar flames that burn their victims. Performs a Detonation melee when faced up close that causes moderate knockback and disorients the target. Releases a blinding Arc detonation upon death. Can occasionally teleport. Packs a Void shield.


*'''Demented Centurion''': A stronger variant of [[Taken Centurion]]. Armed with an Arc [[Cabal Bronto Cannon]] that charges and fires faster than its original counterpart and also has higher ballistic velocity as well as a larger blast radius. Equipped with a Cabal Vibroblade for close combat that can switch between burning Solar combos that cause heavy burning or a thrusting Void attack which reduces mobility and armor. When at low health, it will fire a flurry of Axion Darts that gradually reverse ability recharge and reduce weapon accuracy. Packs an Arc shield.
*'''Demented Centurion''': A stronger variant of [[Taken Centurion]]. Armed with an Arc [[Cabal Bronto Cannon]] that charges and fires faster than its original counterpart and also has higher ballistic velocity as well as a larger blast radius. Equipped with a Cabal Vibroblade for close combat that can switch between burning Solar combos that cause heavy burning or a thrusting Void attack which reduces mobility and armor. When at low health, it will fire a flurry of Axion Darts that gradually reverse ability recharge and reduce weapon accuracy. Packs an Arc shield.
Line 420: Line 420:
*'''Nightmare''': A brand new Taken monster of unknown origin. Invisible when spotted from range. Constantly fires Rotten Surge blasts that inflict knockback, blindness, and shocking effects; explodes upon contact with a surface to create a slowness-inflicting dome. Hurls large homing Solar Darkness Bolts that cause heavy burning, redness, and sundering effects and leaves behind a large pool of Darkness fire upon impact. Protected by all elemental shields at once and a chitinous exoskeleton that reduces incoming damage by 90%. Slowly regenerates health when out of combat. When on low health, it surrounds itself in a dome that grants it massively increased health regeneration as well as the ability to fire Axion Darts that inflict poison and suppression effects. Unleashes a repelling blast at close range.
*'''Nightmare''': A brand new Taken monster of unknown origin. Invisible when spotted from range. Constantly fires Rotten Surge blasts that inflict knockback, blindness, and shocking effects; explodes upon contact with a surface to create a slowness-inflicting dome. Hurls large homing Solar Darkness Bolts that cause heavy burning, redness, and sundering effects and leaves behind a large pool of Darkness fire upon impact. Protected by all elemental shields at once and a chitinous exoskeleton that reduces incoming damage by 90%. Slowly regenerates health when out of combat. When on low health, it surrounds itself in a dome that grants it massively increased health regeneration as well as the ability to fire Axion Darts that inflict poison and suppression effects. Unleashes a repelling blast at close range.


==Traveler’s Banished==
==Traveler's Banished==
{{Faction infobox
{{Faction infobox
|variant= Human
|variant= Human
Line 427: Line 427:
|Type= Paramilitary Force
|Type= Paramilitary Force
|Functions= Eliminate opposing [[Guardian]]s
|Functions= Eliminate opposing [[Guardian]]s
|Other names= [[Forum:Lightbreakers|Lightbreakers]] Reborn <br> Vengeful Outlaws <br> Traveler’s Pests
|Other names= [[Forum:Lightbreakers|Lightbreakers]] Reborn <br> Vengeful Outlaws <br> Traveler's Pests
|Conflicts= Indentural Wars
|Conflicts= Indentural Wars
|Leadership= [[Forum:Russell, Reborn Juggernaut|Russell, Reborn Juggernaut]]
|Leadership= [[Forum:Russell, Reborn Juggernaut|Russell, Reborn Juggernaut]]
Line 433: Line 433:
}}
}}


The '''Traveler’s Banished''' are a surviving force of [[Forum:Lightbreakers|Lightbreakers]] built upon greater paramilitary doctrine and hardened might. They are the Indenture’s siege force and plunderers, and are the ones to break down enemy fortifications.
The '''Traveler's Banished''' are a surviving force of [[Forum:Lightbreakers|Lightbreakers]] built upon greater paramilitary doctrine and hardened might. They are the Indenture's siege force and plunderers, and are the ones to break down enemy fortifications.


===Origins===
===Origins===
====Remnants====
====Remnants====
With the Lightbreakers seemingly broken themselves and the [[Consensus]] reformed, the City believed they would never have to face their own kind again. The restoration of order brought about a more unified [[Vanguard]] and the forces of the City have begun to intensify their battle tactics to ensure that they never go down again. From creating new models of specialist [[Ghost]]s and [[Frame]]s to having dedicated soldiers and [[Guardian]]s personally serve the Vanguard, the City’s security vastly increased and brought about a feeling of general safety among its residents. However, the very thing they thought to be long gone would soon come to haunt them once more. Having taken the most potent samples of corrupted Light, one Lightbreaker leader managed to return from the ashes and reform the Lightbreakers in a movement of vengeance. The Lightbreaker in question was Russell.  
With the Lightbreakers seemingly broken themselves and the [[Consensus]] reformed, the City believed they would never have to face their own kind again. The restoration of order brought about a more unified [[Vanguard]] and the forces of the City have begun to intensify their battle tactics to ensure that they never go down again. From creating new models of specialist [[Ghost]]s and [[Frame]]s to having dedicated soldiers and [[Guardian]]s personally serve the Vanguard, the City's security vastly increased and brought about a feeling of general safety among its residents. However, the very thing they thought to be long gone would soon come to haunt them once more. Having taken the most potent samples of corrupted Light, one Lightbreaker leader managed to return from the ashes and reform the Lightbreakers in a movement of vengeance. The Lightbreaker in question was Russell.  


====Dimensional Drift====
====Dimensional Drift====
At the moment of his supposed death, he tapped into his shard of corrupted Light and drifted in an unknown dimension which preserved his conscience until he was ready to come back. After months passed, a voice reached out to him across the dimension, “As you drift, you grow in strength, but lose control. What you seek could be your undoing once more.Russell woke to this and pondered the meaning of the words. The voice continued, “You seek a complete lack of authority. Your command is weak. The enemy easily challenges you.A throbbing pain soon hit Russell in his brain, a part of it being drastically altered to change his mindset, knocking him unconscious for a few more days. The voice rang out again, “No longer. Now you have both the means and goals to achieve your new purpose. When you wake, you will rally an authority of your own and achieve vengeance.Russell was startled; he soon questioned who was speaking, where he was, and how the voice knew of his fate. The voice answered, “This dimension transcends all power in the universe, and I am its overseer. I am all-watchful, all-knowing. That is all you will know.The voice then finally disappeared.
At the moment of his supposed death, he tapped into his shard of corrupted Light and drifted in an unknown dimension which preserved his conscience until he was ready to come back. After months passed, a voice reached out to him across the dimension, "As you drift, you grow in strength, but lose control. What you seek could be your undoing once more." Russell woke to this and pondered the meaning of the words. The voice continued, "You seek a complete lack of authority. Your command is weak. The enemy easily challenges you." A throbbing pain soon hit Russell in his brain, a part of it being drastically altered to change his mindset, knocking him unconscious for a few more days. The voice rang out again, "No longer. Now you have both the means and goals to achieve your new purpose. When you wake, you will rally an authority of your own and achieve vengeance." Russell was startled; he soon questioned who was speaking, where he was, and how the voice knew of his fate. The voice answered, "This dimension transcends all power in the universe, and I am its overseer. I am all-watchful, all-knowing. That is all you will know." The voice then finally disappeared.


====Repurposed====
====Repurposed====
Russell’s altered conscience soon rose him from the dead in the real world, stronger and more resilient than before. He would search Earth for any remaining Lightbreakers to continue his journey of plundering all authorities who oppose him. He searched the remnants of the Cosmodrome, European Dead Zone, and the former North American Empire. He summoned his personal jumpship in hopes of looking outside of Earth. His ship’s sensors picked up on nothing but dead space for several more months, until it detected a signal coming from an abandoned [[Skyburners]] base on [[Phobos]]. The Cabal distress signal from [[The Taken War]] was still going off, but was jammed shortly after Russell deployed an EMP device nearby. As he approached the base, he saw banners draped on its walls, resembling that of a crimson flag showing upside-down symbols of typical Guardian classes. Shortly after, Russell’s presence set off an alarm at the entrance, alerting those inside of a potential intruder. He surrounded himself in Solar energy, ready to defend himself. A surge of remnant Lightbreakers rushed forward, but then stopped to see that Russell was standing there; he was about to calm down and was greeted with a warm welcome back to the Lightbreakers.
Russell's altered conscience soon rose him from the dead in the real world, stronger and more resilient than before. He would search Earth for any remaining Lightbreakers to continue his journey of plundering all authorities who oppose him. He searched the remnants of the Cosmodrome, European Dead Zone, and the former North American Empire. He summoned his personal jumpship in hopes of looking outside of Earth. His ship's sensors picked up on nothing but dead space for several more months, until it detected a signal coming from an abandoned [[Skyburners]] base on [[Phobos]]. The Cabal distress signal from [[The Taken War]] was still going off, but was jammed shortly after Russell deployed an EMP device nearby. As he approached the base, he saw banners draped on its walls, resembling that of a crimson flag showing upside-down symbols of typical Guardian classes. Shortly after, Russell's presence set off an alarm at the entrance, alerting those inside of a potential intruder. He surrounded himself in Solar energy, ready to defend himself. A surge of remnant Lightbreakers rushed forward, but then stopped to see that Russell was standing there; he was about to calm down and was greeted with a warm welcome back to the Lightbreakers.


====Back And Better Than Ever====
====Back And Better Than Ever====
As the only remaining Lightbreaker commander, Russell took initiative and established a new order amongst them. Upon taking note of the power the Lightbreakers have been experimenting with, he would come to the decision to organize his army by the path of abilities they have chosen to wield. He also enlisted several types of soldiers, robotics, purpose-built Jumpships, and even modified [[Drake Tank]]s into his forces. Finally, he instructed his crews to build a mobile command center, a large space vessel made from recovered Cabal hull plating that would be known as the Lightbreaker Carrier, and their base became known as the Realm of the Banished, because of the enhanced corrupted Light they have wielded, calling themselves the Traveler’s Banished as a result, having viewed their banishment as all the more time they need to re-enter the fray and continue to plunder all authorities who stand in their way.
As the only remaining Lightbreaker commander, Russell took initiative and established a new order amongst them. Upon taking note of the power the Lightbreakers have been experimenting with, he would come to the decision to organize his army by the path of abilities they have chosen to wield. He also enlisted several types of soldiers, robotics, purpose-built Jumpships, and even modified [[Drake Tank]]s into his forces. Finally, he instructed his crews to build a mobile command center, a large space vessel made from recovered Cabal hull plating that would be known as the Lightbreaker Carrier, and their base became known as the Realm of the Banished, because of the enhanced corrupted Light they have wielded, calling themselves the Traveler's Banished as a result, having viewed their banishment as all the more time they need to re-enter the fray and continue to plunder all authorities who stand in their way.


===Common Units===
===Common Units===
*'''Swarmer Frame''': A Frame model built for quick skirmishes and swarming tactics. Protected by an Arc shield and can teleport. Armed with a heavily modified [[Slap Rifle]] that fires in constant bursts of two shots; each burst deals a different kind of elemental damage with varying effects: Arc inflicts blindness, Solar inflicts sundering, and Void inflicts slowness. Runs in circles around their target while firing at them, circling the player in the opposite direction of the other Swarmer Frames behind them.
*'''Swarmer Frame''': A Frame model built for quick skirmishes and swarming tactics. Protected by an Arc shield and can teleport. Armed with a heavily modified [[Slap Rifle]] that fires in constant bursts of two shots; each burst deals a different kind of elemental damage with varying effects: Arc inflicts blindness, Solar inflicts sundering, and Void inflicts slowness. Runs in circles around their target while firing at them, circling the player in the opposite direction of the other Swarmer Frames behind them.


*'''Seismic Frame''': A larger Frame model built for rushdown tactics. Protected by a Solar shield and is moderately resistant to kinetic damage. Armed with a modified Slap Rifle that causes increased aim deflection and deals increased damage per shot with sustained fire. When at close range, it will stomp the ground to release a shockwave that will knock the player back a moderate distance; shockwaves leave behind an energy field that increases its own weapon’s fire rate.
*'''Seismic Frame''': A larger Frame model built for rushdown tactics. Protected by a Solar shield and is moderately resistant to kinetic damage. Armed with a modified Slap Rifle that causes increased aim deflection and deals increased damage per shot with sustained fire. When at close range, it will stomp the ground to release a shockwave that will knock the player back a moderate distance; shockwaves leave behind an energy field that increases its own weapon's fire rate.


*'''Linear Frame''': A larger Frame model built for sniping targets at a distance. Protected by a Void shield and has a defense matrix that blocks melee damage. Armed with a [[Linear Fusion Rifle]] that fires charged energy bolts that inflict their target with a debuff that disables aiming-down-sights, reduces the handling reload speeds of the player’s equipped weapons, and hazes their vision; this weapon is also capable of precision hits, which can deal bonus damage and cause the player to stagger.
*'''Linear Frame''': A larger Frame model built for sniping targets at a distance. Protected by a Void shield and has a defense matrix that blocks melee damage. Armed with a [[Linear Fusion Rifle]] that fires charged energy bolts that inflict their target with a debuff that disables aiming-down-sights, reduces the handling reload speeds of the player's equipped weapons, and hazes their vision; this weapon is also capable of precision hits, which can deal bonus damage and cause the player to stagger.


*'''Tracer Frame''': A larger Frame model built for sustained fire on multiple targets. Protected by a Solar shield and is moderately resistant to elemental damage. Armed with a [[Trace Rifle]] with three firing modes: an Arc beam that deals exponentially increased damage with sustained fire, a Solar beam that generates a field of heat which inflicts a rapid burning effect, and a Void beam that attaches to its target and oscillates between three different damage levels. Activates shoulder-placed turrets on low health.
*'''Tracer Frame''': A larger Frame model built for sustained fire on multiple targets. Protected by a Solar shield and is moderately resistant to elemental damage. Armed with a [[Trace Rifle]] with three firing modes: an Arc beam that deals exponentially increased damage with sustained fire, a Solar beam that generates a field of heat which inflicts a rapid burning effect, and a Void beam that attaches to its target and oscillates between three different damage levels. Activates shoulder-placed turrets on low health.
Line 459: Line 459:
*'''Hardened Frame''': A larger Frame model built for keeping hostiles away from important objectives. Protected by a particularly durable Arc shield and is immune to debuffs; has high resistance to kinetic damage. Can slowly regenerate its health when out of combat. Armed with a Shockwave Blaster that fires a charged Arc projectile which creates a pulsating shockwave upon detonation; pulses knock the player upward a moderate distance and inflict shocking and slowness effects that stack in their effect.
*'''Hardened Frame''': A larger Frame model built for keeping hostiles away from important objectives. Protected by a particularly durable Arc shield and is immune to debuffs; has high resistance to kinetic damage. Can slowly regenerate its health when out of combat. Armed with a Shockwave Blaster that fires a charged Arc projectile which creates a pulsating shockwave upon detonation; pulses knock the player upward a moderate distance and inflict shocking and slowness effects that stack in their effect.


*'''Assault Frame''': A Heavy Frame model built for direct combat. Equipped with a Frame Shield that blocks all incoming attacks and can be slammed on the ground to release a highly-damaging shockwave that knocks the player down. Armed with a Munitions Launcher that fires volleys of miniature rockets and grenades that cover a large area and detonate based on their proximity to the target. Emits an aura that sunders the player’s health and disables their recovery.
*'''Assault Frame''': A Heavy Frame model built for direct combat. Equipped with a Frame Shield that blocks all incoming attacks and can be slammed on the ground to release a highly-damaging shockwave that knocks the player down. Armed with a Munitions Launcher that fires volleys of miniature rockets and grenades that cover a large area and detonate based on their proximity to the target. Emits an aura that sunders the player's health and disables their recovery.


*'''Negation Frame''': A Heavy Frame model built for area defense. Equipped with a Frame Shield that blocks all incoming attacks and can be slammed on the ground to release a highly-damaging shockwave that knocks the player down. Armed with a Disruption Launcher that fires a salvo of blinding Arc missiles at long range and a spread of Void orbs at close range which slow their target and drain a portion of ability energy. Emits an aura that sunders the player’s health and disables their recovery.
*'''Negation Frame''': A Heavy Frame model built for area defense. Equipped with a Frame Shield that blocks all incoming attacks and can be slammed on the ground to release a highly-damaging shockwave that knocks the player down. Armed with a Disruption Launcher that fires a salvo of blinding Arc missiles at long range and a spread of Void orbs at close range which slow their target and drain a portion of ability energy. Emits an aura that sunders the player's health and disables their recovery.


*'''Nullifier Frame''': A Heavy Frame model built for support roles. Equipped with a Frame Shield that blocks all incoming attacks and can be slammed on the ground to release a highly-damaging shockwave that knocks the player down. Armed with a [[Cabal Slug Shotgun]] that fires shocking slugs and has an underbarrel Burning Harpoon that drags and burns players. Launches Void missiles that can briefly suppress abilities. Emits an aura that sunders the player’s health and disables their recovery.
*'''Nullifier Frame''': A Heavy Frame model built for support roles. Equipped with a Frame Shield that blocks all incoming attacks and can be slammed on the ground to release a highly-damaging shockwave that knocks the player down. Armed with a [[Cabal Slug Shotgun]] that fires shocking slugs and has an underbarrel Burning Harpoon that drags and burns players. Launches Void missiles that can briefly suppress abilities. Emits an aura that sunders the player's health and disables their recovery.


===Uncommon Units===
===Uncommon Units===
Line 476: Line 476:
*'''Trooper''': A Soldier which prefers tactical mid-range combat. Armed with a Pulse Rifle of a random archetype: High-Impact, Aggressive, Adaptive, Lightweight, or Rapid-Fire. Capable of deploying enhanced Seeker Drones that rapidly fly towards their target and attach to them, inflicting them with a mark that reveals their location through cover, slows them down, reduces recovery speed, and sunders their health. Throws Storm Grenades to destroy their victims and releases Combat Ghosts. Equipped with a Lightbreaker Sword that inflicts the player with a stacking bleeding effect.  
*'''Trooper''': A Soldier which prefers tactical mid-range combat. Armed with a Pulse Rifle of a random archetype: High-Impact, Aggressive, Adaptive, Lightweight, or Rapid-Fire. Capable of deploying enhanced Seeker Drones that rapidly fly towards their target and attach to them, inflicting them with a mark that reveals their location through cover, slows them down, reduces recovery speed, and sunders their health. Throws Storm Grenades to destroy their victims and releases Combat Ghosts. Equipped with a Lightbreaker Sword that inflicts the player with a stacking bleeding effect.  


*'''Deadeye''': A Soldier which uses long range to their advantage. Armed with a Scout Rifle of a random archetype: High-Impact, Precision, Lightweight, or Rapid-Fire. Capable of deploying enhanced Seeker Drones that rapidly fly towards their target and attach to them, inflicting them with a mark that reveals their location through cover, slows them down, reduces recovery, sunders their health, and decreases their equipped weapon’s damage. Throws Storm Grenades to destroy their victims and releases Combat Ghosts. Equipped with a Lightbreaker Sword that inflicts heavy bleeding.
*'''Deadeye''': A Soldier which uses long range to their advantage. Armed with a Scout Rifle of a random archetype: High-Impact, Precision, Lightweight, or Rapid-Fire. Capable of deploying enhanced Seeker Drones that rapidly fly towards their target and attach to them, inflicting them with a mark that reveals their location through cover, slows them down, reduces recovery, sunders their health, and decreases their equipped weapon's damage. Throws Storm Grenades to destroy their victims and releases Combat Ghosts. Equipped with a Lightbreaker Sword that inflicts heavy bleeding.


*'''Shotgunner''': A Soldier which is particularly skilled with Shotguns. Armed with a Shotgun of a random archetype: Aggressive, Precision Slug, Lightweight, or Rapid-Fire. Capable of deploying Sapper Drones that rapidly fly towards their target and attach to them, administering heavy electrical shocks that deal rapid damage over time, cause the player to repeatedly stumble, and greatly slows their recovery. Throws Incendiary Grenades to burn their targets and releases Combat Ghosts. Equipped with a Lightbreaker Polearm that rapidly inflicts stacking poison effects at close range.
*'''Shotgunner''': A Soldier which is particularly skilled with Shotguns. Armed with a Shotgun of a random archetype: Aggressive, Precision Slug, Lightweight, or Rapid-Fire. Capable of deploying Sapper Drones that rapidly fly towards their target and attach to them, administering heavy electrical shocks that deal rapid damage over time, cause the player to repeatedly stumble, and greatly slows their recovery. Throws Incendiary Grenades to burn their targets and releases Combat Ghosts. Equipped with a Lightbreaker Polearm that rapidly inflicts stacking poison effects at close range.


*'''Sniper''': A Soldier that engages at extremely long distances. Armed with a Sniper Rifle of a random archetype: Aggressive, Adaptive, or Rapid-Fire. Capable of deploying enhanced Sapper Drones that rapidly fly towards their target and attach to them, administering heavy electrical shocks that deal rapid damage over time, cause the player to repeatedly stumble, greatly slows their recovery, and lowers their weapon’s fire rate. Throws Incendiary Grenades and releases Combat Ghosts. Equipped with a Lightbreaker Polearm that rapidly inflicts heavy poison effects at close range.
*'''Sniper''': A Soldier that engages at extremely long distances. Armed with a Sniper Rifle of a random archetype: Aggressive, Adaptive, or Rapid-Fire. Capable of deploying enhanced Sapper Drones that rapidly fly towards their target and attach to them, administering heavy electrical shocks that deal rapid damage over time, cause the player to repeatedly stumble, greatly slows their recovery, and lowers their weapon's fire rate. Throws Incendiary Grenades and releases Combat Ghosts. Equipped with a Lightbreaker Polearm that rapidly inflicts heavy poison effects at close range.


*'''Archer''': A Soldier who is particularly skilled with Bows. Armed with a Combat Bow of a random archetype: Precision or Lightweight; arrows cause their targets to bleed. Capable of deploying enhanced Sapper Drones that rapidly fly towards their target and attach to them, inflicting heavy electric shocks that rapidly damage the player, cause them to repeatedly stumble, greatly slows their recovery, lowers their weapon’s fire rate, and decreases accuracy. Throws Incendiary Grenades and releases Combat Ghosts. Equipped with a Lightbreaker Polearm that rapidly and heavily poisons its victim.
*'''Archer''': A Soldier who is particularly skilled with Bows. Armed with a Combat Bow of a random archetype: Precision or Lightweight; arrows cause their targets to bleed. Capable of deploying enhanced Sapper Drones that rapidly fly towards their target and attach to them, inflicting heavy electric shocks that rapidly damage the player, cause them to repeatedly stumble, greatly slows their recovery, lowers their weapon's fire rate, and decreases accuracy. Throws Incendiary Grenades and releases Combat Ghosts. Equipped with a Lightbreaker Polearm that rapidly and heavily poisons its victim.


*'''Ordnance''': An armored soldier who uses siege tactics. Armed with a Grenade Launcher of a random archetype: Aggressive, Precision, Adaptive or Lightweight; grenades knock their targets back upon detonation. Wears protective armor that blocks all kinetic damage. Capable of deploying Demolition Drones that rapidly fly towards their target and attach to them before detonating, inflicting them with the Shell Shock debuff. Can give orders to nearby Lightbreaker soldiers, giving them smarter pathing and faster fire rates. Throws Pulse Grenades and releases Combat Ghosts. Equipped with a Lightbreaker Greatblade which inflicts heavy bleeding effects at close range.
*'''Ordnance''': An armored soldier who uses siege tactics. Armed with a Grenade Launcher of a random archetype: Aggressive, Precision, Adaptive or Lightweight; grenades knock their targets back upon detonation. Wears protective armor that blocks all kinetic damage. Capable of deploying Demolition Drones that rapidly fly towards their target and attach to them before detonating, inflicting them with the Shell Shock debuff. Can give orders to nearby Lightbreaker soldiers, giving them smarter pathing and faster fire rates. Throws Pulse Grenades and releases Combat Ghosts. Equipped with a Lightbreaker Greatblade which inflicts heavy bleeding effects at close range.
Line 497: Line 497:
*'''Windmaster''': An Arcstrider Hunter focused on skirmishes. Protected by an Arc shield. Armed with an SMG of a random archetype. Throws Flux Grenades, which deal additional damage when attached to enemies. Uses Double Jump to evade their foes as well as flank them. Equipped with an Arc Knife that disorients its target and increases melee attack speed for a short time. Gains greatly increased movement speed briefly after dodging. Activates Arc Staff when their shield is broken; gains greatly increased damage resistance and movement speed when their Super is active. Becomes invincible when dodging while using Arc Staff for a short time.
*'''Windmaster''': An Arcstrider Hunter focused on skirmishes. Protected by an Arc shield. Armed with an SMG of a random archetype. Throws Flux Grenades, which deal additional damage when attached to enemies. Uses Double Jump to evade their foes as well as flank them. Equipped with an Arc Knife that disorients its target and increases melee attack speed for a short time. Gains greatly increased movement speed briefly after dodging. Activates Arc Staff when their shield is broken; gains greatly increased damage resistance and movement speed when their Super is active. Becomes invincible when dodging while using Arc Staff for a short time.


*'''Backdrafter''': An Arcstrider Hunter focused on affliction. Protected by an Arc shield. Armed with an SMG of a random archetype. Throws Arcbolt Grenades, which chain Arc lightning to all enemies in its radius. Uses Double Jump to evade their goes as well as flank them. Equipped with an Arc Knife that sends an electric shockwave towards its targets. Arc abilities inflict heavy shocking effects; damage dealt to shocked players disorients them. Activates Arc Staff when their shield is broken; gains greatly increased damage resistance and movement speed when their Super is active. Can spin their Arc Staff to block and deflect incoming damage to drastically increase their staff’s damage.
*'''Backdrafter''': An Arcstrider Hunter focused on affliction. Protected by an Arc shield. Armed with an SMG of a random archetype. Throws Arcbolt Grenades, which chain Arc lightning to all enemies in its radius. Uses Double Jump to evade their goes as well as flank them. Equipped with an Arc Knife that sends an electric shockwave towards its targets. Arc abilities inflict heavy shocking effects; damage dealt to shocked players disorients them. Activates Arc Staff when their shield is broken; gains greatly increased damage resistance and movement speed when their Super is active. Can spin their Arc Staff to block and deflect incoming damage to drastically increase their staff's damage.


*'''Outlaw''': A [[Gunslinger]] Hunter focused on quick attacks. Protected by a Solar shield. Armed with a Hand Cannon of a random archetype. Throws Incendiary Grenades, which burn their enemies. Uses Double Jump to evade their foes as well as flank them. Equipped with an Explosive Knife that is thrown at their target and explodes upon impact. Precision hits greatly increase grenade throwing frequency and distance, velocity, and blast radius. Activates [[Golden Gun]] when their shield is broken; gains greatly increased damage resistance and movement speed when their Super is active. Fires Golden Gun in a six-shot burst, but each shots deals less damage.
*'''Outlaw''': A [[Gunslinger]] Hunter focused on quick attacks. Protected by a Solar shield. Armed with a Hand Cannon of a random archetype. Throws Incendiary Grenades, which burn their enemies. Uses Double Jump to evade their foes as well as flank them. Equipped with an Explosive Knife that is thrown at their target and explodes upon impact. Precision hits greatly increase grenade throwing frequency and distance, velocity, and blast radius. Activates [[Golden Gun]] when their shield is broken; gains greatly increased damage resistance and movement speed when their Super is active. Fires Golden Gun in a six-shot burst, but each shots deals less damage.


*'''Sharpshooter''': A Gunslinger Hunter focused on precision. Protected by a Solar shield. Armed with a Hand Cannon of a random archetype. Throws Swarm Grenades, which releases seeking drones. Uses Double Jump to evade their foes as well as flank them. Equipped with a Juggling Knife that is thrown at their target and deals higher damage with precision hits. Precision hits greatly increase weapon accuracy for a short time. Activates Golden Gun when their shield is broken; gains greatly increased damage resistance and movement speed when their Super is Active. Precision hits with Golden Gun increase its damage and drain a small portion of the player’s ability energy.
*'''Sharpshooter''': A Gunslinger Hunter focused on precision. Protected by a Solar shield. Armed with a Hand Cannon of a random archetype. Throws Swarm Grenades, which releases seeking drones. Uses Double Jump to evade their foes as well as flank them. Equipped with a Juggling Knife that is thrown at their target and deals higher damage with precision hits. Precision hits greatly increase weapon accuracy for a short time. Activates Golden Gun when their shield is broken; gains greatly increased damage resistance and movement speed when their Super is Active. Precision hits with Golden Gun increase its damage and drain a small portion of the player's ability energy.


*'''Cutter''': A Gunslinger Hunter focused on knife-handling. Protected by a Solar shield. Armed with a Hand Cannon of a random archetype. Throws Tripmine Grenades, which detonates once triggered. Uses Double Jump to evade their foes as well as flank them. Equipped with Trick Knives that are thrown at their targets and inflict them with a burning effect; burnt players are briefly suppressed of their class ability. Damage dealt to burning enemies drains a small portion of their melee ability. Activates Blade Barrage when their shield is broken; gains greatly increased damage resistance when their Super is active. Will keep throwing Blade Barrages until killed.
*'''Cutter''': A Gunslinger Hunter focused on knife-handling. Protected by a Solar shield. Armed with a Hand Cannon of a random archetype. Throws Tripmine Grenades, which detonates once triggered. Uses Double Jump to evade their foes as well as flank them. Equipped with Trick Knives that are thrown at their targets and inflict them with a burning effect; burnt players are briefly suppressed of their class ability. Damage dealt to burning enemies drains a small portion of their melee ability. Activates Blade Barrage when their shield is broken; gains greatly increased damage resistance when their Super is active. Will keep throwing Blade Barrages until killed.
Line 515: Line 515:
*'''Conflagrator''': A Dawnblade Warlock focused on burning targets. Protected by a Solar shield. Armed with a Scout Rifle of a random archetype. Throws Firebolt Grenades, which unleashes rays of fire. Uses Strafe Glide to gain extra height in the air for higher ground. Melee attacks inflict burning effects and knock targets back a moderate distance. Can quickly descend from midair to restore health and shields. Activates Daybreak when their shield is broken; gains greatly increased damage resistance and movement speed when their Super is active. Daybreak projectiles travel faster, aggressively track their targets, and leave a pool of fire upon detonation.
*'''Conflagrator''': A Dawnblade Warlock focused on burning targets. Protected by a Solar shield. Armed with a Scout Rifle of a random archetype. Throws Firebolt Grenades, which unleashes rays of fire. Uses Strafe Glide to gain extra height in the air for higher ground. Melee attacks inflict burning effects and knock targets back a moderate distance. Can quickly descend from midair to restore health and shields. Activates Daybreak when their shield is broken; gains greatly increased damage resistance and movement speed when their Super is active. Daybreak projectiles travel faster, aggressively track their targets, and leave a pool of fire upon detonation.


*'''Honorbound''': A Dawnblade Warlock focused on support. Protected by a Solar shield. Armed with a Scout Rifle of a random archetype. Throws Fusion Grenades, which deals higher damage to attached targets. Uses Strafe Glide to gain extra height in the air for higher ground. Melee attacks increase the damage of nearby Lightbreakers and decrease their target’s damage. Grenades restore health and shields for nearby allies. Activates Well of Radiance when their shield is broken; gains greatly increased damage resistance and movement speed when their Super is active. Well of Radiance will remain on the ground until the Honorbound is killed.
*'''Honorbound''': A Dawnblade Warlock focused on support. Protected by a Solar shield. Armed with a Scout Rifle of a random archetype. Throws Fusion Grenades, which deals higher damage to attached targets. Uses Strafe Glide to gain extra height in the air for higher ground. Melee attacks increase the damage of nearby Lightbreakers and decrease their target's damage. Grenades restore health and shields for nearby allies. Activates Well of Radiance when their shield is broken; gains greatly increased damage resistance and movement speed when their Super is active. Well of Radiance will remain on the ground until the Honorbound is killed.


*'''Chaosbound''': A [[Voidwalker]] Warlock focused on heavy damage. Protected by a Void shield. Armed with a Pulse Rifle of a random archetype. Throws Vortex Grenades, which creates a Void maelstrom. Uses Void Blink to teleport behind targets and quickly flank them. Melee attacks greatly increase grenade velocity, blast radius, throwing speed, and damage for a short time; grenades can be charged to deal even more damage. Activates [[Nova Bomb]] when their shield is broken; gains greatly increased damage resistance when their Super is active. Nova Bombs will travel slowly but seek their targets and creates seeker projectiles. Will keep casting Nova Bombs until death.
*'''Chaosbound''': A [[Voidwalker]] Warlock focused on heavy damage. Protected by a Void shield. Armed with a Pulse Rifle of a random archetype. Throws Vortex Grenades, which creates a Void maelstrom. Uses Void Blink to teleport behind targets and quickly flank them. Melee attacks greatly increase grenade velocity, blast radius, throwing speed, and damage for a short time; grenades can be charged to deal even more damage. Activates [[Nova Bomb]] when their shield is broken; gains greatly increased damage resistance when their Super is active. Nova Bombs will travel slowly but seek their targets and creates seeker projectiles. Will keep casting Nova Bombs until death.
Line 521: Line 521:
*'''Devourer''': A Voidwalker Warlock focused on sustenance. Protected by a Void shield. Armed with a Pulse Rifle of a random archetype. Throws Scatter Grenades, which releases small seeking explosives. Uses Void Blink to teleport behind targets and quickly flank them. Melee attacks restore health and shields while also poisoning and slowing their targets; can consume their grenade to grant them and nearby allies an overshield and increased damage resistance. Activates Nova Bomb when their shield is broken; gains greatly increased damage resistance when their Super is active. Nova Bombs creates large vortexes in their wake. WIll keep casting Nova Bombs until killed.
*'''Devourer''': A Voidwalker Warlock focused on sustenance. Protected by a Void shield. Armed with a Pulse Rifle of a random archetype. Throws Scatter Grenades, which releases small seeking explosives. Uses Void Blink to teleport behind targets and quickly flank them. Melee attacks restore health and shields while also poisoning and slowing their targets; can consume their grenade to grant them and nearby allies an overshield and increased damage resistance. Activates Nova Bomb when their shield is broken; gains greatly increased damage resistance when their Super is active. Nova Bombs creates large vortexes in their wake. WIll keep casting Nova Bombs until killed.


*'''Rupturer''': A Voidwalker Warlock focused on demolition. Protected by a Void shield. Armed with a Pulse Rifle of a random archetype. Throws Axion Darts, which create seeking Void bolts. Uses Void Blink to teleport behind targets and quickly flank them. Melee attacks hurl an explosive Void projectile which knocks the player back a long distance; can charge their grenade to release a highly-damaging close range blast which knocks the player down. Void ability damage drains a slight portion of the player’s ability energy upon impact. Activates Nova Warp when their shield is broken; gains greatly increased damage resistance and movement speed when their Super is active.  
*'''Rupturer''': A Voidwalker Warlock focused on demolition. Protected by a Void shield. Armed with a Pulse Rifle of a random archetype. Throws Axion Darts, which create seeking Void bolts. Uses Void Blink to teleport behind targets and quickly flank them. Melee attacks hurl an explosive Void projectile which knocks the player back a long distance; can charge their grenade to release a highly-damaging close range blast which knocks the player down. Void ability damage drains a slight portion of the player's ability energy upon impact. Activates Nova Warp when their shield is broken; gains greatly increased damage resistance and movement speed when their Super is active.  


*'''Conductor''': A [[Stormcaller]] Warlock focused on crowd control. Protected by an Arc shield. Armed with a Fusion Rifle of a random archetype. Throws Arcbolt Grenades, which chains lightning in its radius. Uses Burst Glide to gain extra height in the air and close the distance. Melee attacks inflict Chain Lightning, which spreads a shocking effect to all targets within range. Activates [[Stormtrance]] when their shield is broken; gains greatly increased damage resistance and movement speed when their Super is active. Capable of Blinking while in Stormtrance and can restore health and shields when killing enemies with Chain Lightning and Stormtrance shocks.
*'''Conductor''': A [[Stormcaller]] Warlock focused on crowd control. Protected by an Arc shield. Armed with a Fusion Rifle of a random archetype. Throws Arcbolt Grenades, which chains lightning in its radius. Uses Burst Glide to gain extra height in the air and close the distance. Melee attacks inflict Chain Lightning, which spreads a shocking effect to all targets within range. Activates [[Stormtrance]] when their shield is broken; gains greatly increased damage resistance and movement speed when their Super is active. Capable of Blinking while in Stormtrance and can restore health and shields when killing enemies with Chain Lightning and Stormtrance shocks.
Line 533: Line 533:
*'''Aggressor''': A Sentinel Titan focused on destruction. Protected by a Void shield. Armed with an Auto Rifle of a random archetype. Throws Voidwall Grenades, which creates a wall of Void fire. Uses High Lift to reach higher ground for aerial assault. Melee attacks take the form of a shield bash which disorients any enemy it hits; ability damage greatly increases grenade throwing speed, distance, blast radius, and damage for a short time. Activates [[Sentinel Shield]] when their shield is broken; gains greatly increased damage resistance and movement speed when their Super is active. Throws two Shield projectiles at once which both aggressively seek out their targets.
*'''Aggressor''': A Sentinel Titan focused on destruction. Protected by a Void shield. Armed with an Auto Rifle of a random archetype. Throws Voidwall Grenades, which creates a wall of Void fire. Uses High Lift to reach higher ground for aerial assault. Melee attacks take the form of a shield bash which disorients any enemy it hits; ability damage greatly increases grenade throwing speed, distance, blast radius, and damage for a short time. Activates [[Sentinel Shield]] when their shield is broken; gains greatly increased damage resistance and movement speed when their Super is active. Throws two Shield projectiles at once which both aggressively seek out their targets.


*'''Commander''': A Sentinel Titan focused on order. Protected by a Void shield. Armed with an Auto Rifle of a random archetype. Throws Suppressor Grenades, which briefly disables their target’s abilities. Uses High Lift to reach higher ground for aerial assault. Melee attacks and ability damage implant a Void detonator onto its target, setting off a chain of explosions that knock all targets down within their radius; detonations restore health and shield to the Commander and nearby Lightbreakers. Activates Banner Shield when their shield is broken; gains greatly increased movement speed when their Super is active. Rallies nearby Lightbreakers when guarding until the Commander is killed.
*'''Commander''': A Sentinel Titan focused on order. Protected by a Void shield. Armed with an Auto Rifle of a random archetype. Throws Suppressor Grenades, which briefly disables their target's abilities. Uses High Lift to reach higher ground for aerial assault. Melee attacks and ability damage implant a Void detonator onto its target, setting off a chain of explosions that knock all targets down within their radius; detonations restore health and shield to the Commander and nearby Lightbreakers. Activates Banner Shield when their shield is broken; gains greatly increased movement speed when their Super is active. Rallies nearby Lightbreakers when guarding until the Commander is killed.


*'''Juggernaut''': A [[Striker]] Titan focused on assault. Protected by an Arc shield. Armed with a Shotgun of a random archetype. Throws Flashbang Grenades, which blind their targets upon detonation. Uses Strafe Lift to gain greatly increased aerial momentum. Melee attacks inflict a heavy shocking effect and increases weapon accuracy for a short time; shocked targets also restore health and shields to the Juggernaut, who is also granted increased melee range and damage for the duration of the shocking effect. Activates [[Fist of Havoc]] when their shield is broken; gains greatly increased damage resistance and movement speed when their Super is active.  
*'''Juggernaut''': A [[Striker]] Titan focused on assault. Protected by an Arc shield. Armed with a Shotgun of a random archetype. Throws Flashbang Grenades, which blind their targets upon detonation. Uses Strafe Lift to gain greatly increased aerial momentum. Melee attacks inflict a heavy shocking effect and increases weapon accuracy for a short time; shocked targets also restore health and shields to the Juggernaut, who is also granted increased melee range and damage for the duration of the shocking effect. Activates [[Fist of Havoc]] when their shield is broken; gains greatly increased damage resistance and movement speed when their Super is active.  
Line 554: Line 554:
*'''Safeguard Ghost''': A Ghost model equipped with shield rays that surround Lightbreakers in a deflective shield that causes all attacks to ricochet back into the player. Gains a random elemental shield when protecting allies.
*'''Safeguard Ghost''': A Ghost model equipped with shield rays that surround Lightbreakers in a deflective shield that causes all attacks to ricochet back into the player. Gains a random elemental shield when protecting allies.


*'''Parasite Ghost''': A Ghost model equipped with a Nanomite Launcher which fires seeking nanomites that slow the player’s movements, and drains a portion of their health; leeched health repairs the Ghost’s health. Surrounded by an aura that restores the health of all nearby Lightbreakers.
*'''Parasite Ghost''': A Ghost model equipped with a Nanomite Launcher which fires seeking nanomites that slow the player's movements, and drains a portion of their health; leeched health repairs the Ghost's health. Surrounded by an aura that restores the health of all nearby Lightbreakers.


*'''Detainment Ghost''': A Ghost model that lays down corrupted Light traps that ensnare opponents and inflict them with varying debuffs based on the traps they deploy: Arc traps inflict a shocking debuff; Solar traps inflict a burning debuff; Void traps inflict a poison debuff. Armed with a rapid-fire Flechette Turret that fires in short bursts.
*'''Detainment Ghost''': A Ghost model that lays down corrupted Light traps that ensnare opponents and inflict them with varying debuffs based on the traps they deploy: Arc traps inflict a shocking debuff; Solar traps inflict a burning debuff; Void traps inflict a poison debuff. Armed with a rapid-fire Flechette Turret that fires in short bursts.


*'''Neutralizer Ghost''': A Ghost model equipped with a suppression ray that slows its target’s movements, disables jumping and recovery, disables abilities, and drains a large portion of each ability’s energy. Armed with a Pulsar Turret, which fires charged, high-impact Arc slugs that knock the player around and send them flying.
*'''Neutralizer Ghost''': A Ghost model equipped with a suppression ray that slows its target's movements, disables jumping and recovery, disables abilities, and drains a large portion of each ability's energy. Armed with a Pulsar Turret, which fires charged, high-impact Arc slugs that knock the player around and send them flying.


*'''Combat Ghost''': A Ghost model armed with dual Machine Turrets that fire a series of Solar bullets that inflict a stacking burning effect. Releases a Shocking Pulse that jams the player’s equipped weapons and prevents shield regeneration. Equipped with Void Tracer Beams that lock their target in place for a short time and drain their health. When on low health, it envelops itself in armor that blocks and deflects incoming attacks and rushes toward the player, releasing a Kamikaze Blast in the process.
*'''Combat Ghost''': A Ghost model armed with dual Machine Turrets that fire a series of Solar bullets that inflict a stacking burning effect. Releases a Shocking Pulse that jams the player's equipped weapons and prevents shield regeneration. Equipped with Void Tracer Beams that lock their target in place for a short time and drain their health. When on low health, it envelops itself in armor that blocks and deflects incoming attacks and rushes toward the player, releasing a Kamikaze Blast in the process.


===Reinforcements===
===Reinforcements===
*'''Battlecruiser''': A modified [[Jumpship]] built for harassing enemy objectives. Armed with dual Lightbreaker Autocannons which rapidly fire high-impact Solar rounds which cause heavy aim deflection, deal increased damage with sustained fire, and severely reduce weapon accuracy and stability for a short time. When sufficiently damaged, it will divebomb towards the player that brought it down; if not shot down, it will explode directly on top of its attackers, killing them in one hit. Detonations leave behind pieces of flaming debris that inflict heavy burning effects.
*'''Battlecruiser''': A modified [[Jumpship]] built for harassing enemy objectives. Armed with dual Lightbreaker Autocannons which rapidly fire high-impact Solar rounds which cause heavy aim deflection, deal increased damage with sustained fire, and severely reduce weapon accuracy and stability for a short time. When sufficiently damaged, it will divebomb towards the player that brought it down; if not shot down, it will explode directly on top of its attackers, killing them in one hit. Detonations leave behind pieces of flaming debris that inflict heavy burning effects.


*'''Predator''': A modified Jumpship built for direct attack. Armed with dual Lightbreaker Bombards which fire homing missile swarms that have proximity detonation, cluster bombs, and napalm properties; napalm causes burning and bleeding effects simultaneously. Capable of deploying an EMP device that weakens the player’s shields and temporarily jams all their equipped weapons. Plots a mark that rallies nearby Lightbreakers to their target’s position, granting them smarter pathing. Deploys small groups of Lightbreaker Frames, Soldiers, and Guardians.
*'''Predator''': A modified Jumpship built for direct attack. Armed with dual Lightbreaker Bombards which fire homing missile swarms that have proximity detonation, cluster bombs, and napalm properties; napalm causes burning and bleeding effects simultaneously. Capable of deploying an EMP device that weakens the player's shields and temporarily jams all their equipped weapons. Plots a mark that rallies nearby Lightbreakers to their target's position, granting them smarter pathing. Deploys small groups of Lightbreaker Frames, Soldiers, and Guardians.


*'''Ghostrider''': A modified Jumpship built for air support. Armed with dual Lightbreaker Fumigators which launch explosive mortar shells that leave highly poisonous gas clouds upon detonation; gas clouds inflict heavy poison effects and will also slow, disorient, and stagger anyone that enters them. Capable of deploying Scorch Flares which inflict heavy burning, sundering, and redness effects on their targets. Plots a mark that rallies nearby Lightbreakers to the target’s position, granting them smarter pathing. Deploys moderately sized groups of Lightbreaker Frames, Soldiers, and Guardians.
*'''Ghostrider''': A modified Jumpship built for air support. Armed with dual Lightbreaker Fumigators which launch explosive mortar shells that leave highly poisonous gas clouds upon detonation; gas clouds inflict heavy poison effects and will also slow, disorient, and stagger anyone that enters them. Capable of deploying Scorch Flares which inflict heavy burning, sundering, and redness effects on their targets. Plots a mark that rallies nearby Lightbreakers to the target's position, granting them smarter pathing. Deploys moderately sized groups of Lightbreaker Frames, Soldiers, and Guardians.


*'''Superfortress''': A modified Jumpship built for heavy combat. Armed with multiple Lightbreaker Heavyguns which rotate independently and rapidly fire extremely powerful rounds which have high-explosive, incendiary, and armor-penetrating properties, inflicting heavy burning effects and sundering their targets in a wide area of effect; explosions leave behind shrapnel that inflicts heavy bleeding effects on contact. Activates armor plates that block and deflect incoming damage for a short time. Deploys large groups of Lightbreaker Frames, Soldiers, and Guardians as well as Drakes.
*'''Superfortress''': A modified Jumpship built for heavy combat. Armed with multiple Lightbreaker Heavyguns which rotate independently and rapidly fire extremely powerful rounds which have high-explosive, incendiary, and armor-penetrating properties, inflicting heavy burning effects and sundering their targets in a wide area of effect; explosions leave behind shrapnel that inflicts heavy bleeding effects on contact. Activates armor plates that block and deflect incoming damage for a short time. Deploys large groups of Lightbreaker Frames, Soldiers, and Guardians as well as Drakes.
Line 586: Line 586:
}}
}}


'''The Void Reborn''' is a surviving remnant race of malevolent [[Void]] demons serving under [[Forum:Nezarec Reborn|Nezarec Reborn]], created to transcend greater power. They are the Indenture’s final line of defense, and are the last to enter the battle, deployed to close in on enemy forces and sweep for high-priority targets.
'''The Void Reborn''' is a surviving remnant race of malevolent [[Void]] demons serving under [[Forum:Nezarec Reborn|Nezarec Reborn]], created to transcend greater power. They are the Indenture's final line of defense, and are the last to enter the battle, deployed to close in on enemy forces and sweep for high-priority targets.


===Origins===
===Origins===
====Revival====
====Revival====
Originally meant as the sole balance of power in the universe, the Void Dimension faced an almost inevitable collapse due to the awakening of the Traveler and the Darkness’ pursuit for it. Its laws were about to be rewritten by the battle between two fundamentally opposed power forces. In an act of urgency, Nezarec, the dimension’s overseer, was reborn by a ritual conducted under a select few Void demons. Using his own power, Nezarec repaired the rifts and black holes in the Void and cast them out, thereby saving his dimension. Though awakened in a new time, he remembers his past: his offering has been rejected by Guardian investigators who only sought the destruction of the Darkness, which was seen by him as an act against the laws of universal power check. To exact his revenge, he created a stronger race of Void demons, making the ones from his resurrection ritual the strongest and his personal bodyguards for the remainder of his reign.
Originally meant as the sole balance of power in the universe, the Void Dimension faced an almost inevitable collapse due to the awakening of the Traveler and the Darkness' pursuit for it. Its laws were about to be rewritten by the battle between two fundamentally opposed power forces. In an act of urgency, Nezarec, the dimension's overseer, was reborn by a ritual conducted under a select few Void demons. Using his own power, Nezarec repaired the rifts and black holes in the Void and cast them out, thereby saving his dimension. Though awakened in a new time, he remembers his past: his offering has been rejected by Guardian investigators who only sought the destruction of the Darkness, which was seen by him as an act against the laws of universal power check. To exact his revenge, he created a stronger race of Void demons, making the ones from his resurrection ritual the strongest and his personal bodyguards for the remainder of his reign.
   
   
====Sovereign====
====Sovereign====
Line 596: Line 596:


===Common Units===
===Common Units===
*'''Alkilith''': A viral demon which spreads the corruption of the Void. Upon contact, it inflicts heavy stacking poison effects and release a poison cloud that spreads the effect to other players. Continued exposure decreases the target’s damage and movement speed, suppresses their abilities, lowers their fire rate and accuracy, and sunders their defenses. Effects get stronger the more they spread. Can merge to form a Yochlol.
*'''Alkilith''': A viral demon which spreads the corruption of the Void. Upon contact, it inflicts heavy stacking poison effects and release a poison cloud that spreads the effect to other players. Continued exposure decreases the target's damage and movement speed, suppresses their abilities, lowers their fire rate and accuracy, and sunders their defenses. Effects get stronger the more they spread. Can merge to form a Yochlol.


*'''Yochlol''': A full colony of Alkilith specimens. Releases a potent acidic spray that rapidly drains the health of its victims; this acid can spread to other players. Can change into multiple other forms: an Auto Rifle-wielding humanoid who throws Flashbang Grenades, a shadowy spider with a highly venomous bite that inflicts rapid poison and bleeding effects, and a sentient gas cloud which can constrict its targets. Leaves a trail of Alkilith specimens in their wake.
*'''Yochlol''': A full colony of Alkilith specimens. Releases a potent acidic spray that rapidly drains the health of its victims; this acid can spread to other players. Can change into multiple other forms: an Auto Rifle-wielding humanoid who throws Flashbang Grenades, a shadowy spider with a highly venomous bite that inflicts rapid poison and bleeding effects, and a sentient gas cloud which can constrict its targets. Leaves a trail of Alkilith specimens in their wake.
Line 602: Line 602:
*'''Immolith''': A fiery creature who practices pyromancy. Hurls explosive fireballs which leave large pools of fire upon detonation. Surrounded by a Hellfire Aura which causes every opponent inside to suffer heavy burning effects; melee attacks slow and sunder the player. Can naturally regenerate the health of itself and nearby Void demons while inflicting a curse that decreases the health of their victim for a short time. Leaves a trail of deadly flames in their wake.
*'''Immolith''': A fiery creature who practices pyromancy. Hurls explosive fireballs which leave large pools of fire upon detonation. Surrounded by a Hellfire Aura which causes every opponent inside to suffer heavy burning effects; melee attacks slow and sunder the player. Can naturally regenerate the health of itself and nearby Void demons while inflicting a curse that decreases the health of their victim for a short time. Leaves a trail of deadly flames in their wake.


*'''Maurezhi''': The stormtroopers of the Void demons. Surrounded by an aura that blurs their victim’s vision and casts a frostbite curse on them, slowing them down for a short time before briefly freezing them in place. Leaves a Void energy trail in its wake that surrounds the player’s vision with a blackout effect. Can turn invisible at will as well as teleport long distances. Melee attacks are capable of paralyzing and blinding the player for an extended period of time.
*'''Maurezhi''': The stormtroopers of the Void demons. Surrounded by an aura that blurs their victim's vision and casts a frostbite curse on them, slowing them down for a short time before briefly freezing them in place. Leaves a Void energy trail in its wake that surrounds the player's vision with a blackout effect. Can turn invisible at will as well as teleport long distances. Melee attacks are capable of paralyzing and blinding the player for an extended period of time.


*'''Cerebrilith''': Psionic Void demons who use deadly mind powers. Capable of launching Psionic Blasts which track the player and disable recovery for a short time upon impact; capable of dealing precision damage. Can manipulate nearby matter via psychokinesis and hurl them at the player to knock them down. Occasionally levitates in midair to grant its psionic blasts greater accuracy, velocity, attack speed, and damage for a short time. Teleports rapidly to random locations when faced at close range.
*'''Cerebrilith''': Psionic Void demons who use deadly mind powers. Capable of launching Psionic Blasts which track the player and disable recovery for a short time upon impact; capable of dealing precision damage. Can manipulate nearby matter via psychokinesis and hurl them at the player to knock them down. Occasionally levitates in midair to grant its psionic blasts greater accuracy, velocity, attack speed, and damage for a short time. Teleports rapidly to random locations when faced at close range.
Line 611: Line 611:
*'''Wastrilith''': Bulky demons that are created to overwhelm the enemy. Capable of burrowing underground and swimming underground to heal themselves when damaged. Casts magical blasts which cause blackout on its target for a time. Teleports long distances rapidly when closing the distance. Armed with sharpened bone hooks which inflicts rapid bleeding effects. Releases a pulse which can suppress the abilities of all players within its radius as well as suspending them in midair for a short time.
*'''Wastrilith''': Bulky demons that are created to overwhelm the enemy. Capable of burrowing underground and swimming underground to heal themselves when damaged. Casts magical blasts which cause blackout on its target for a time. Teleports long distances rapidly when closing the distance. Armed with sharpened bone hooks which inflicts rapid bleeding effects. Releases a pulse which can suppress the abilities of all players within its radius as well as suspending them in midair for a short time.


*'''Chasme''': Aerial Void demons which attack their prey from above. Spits poisonous gobs which track their targets and inflict them with a heavy stacking poison effect that also staggers them. Capable of summoning swarms of nanites that rapidly whittle away the life of their victims. Releases a ray that exponentially decreases their victim’s damage output. Teleports rapidly when closing the distance. Surrounded by an aura that reduces the player’s movement speed and sunder them. Grabs their target at close range to drain their health and restore their own life force.
*'''Chasme''': Aerial Void demons which attack their prey from above. Spits poisonous gobs which track their targets and inflict them with a heavy stacking poison effect that also staggers them. Capable of summoning swarms of nanites that rapidly whittle away the life of their victims. Releases a ray that exponentially decreases their victim's damage output. Teleports rapidly when closing the distance. Surrounded by an aura that reduces the player's movement speed and sunder them. Grabs their target at close range to drain their health and restore their own life force.


*'''Kastighur''': Wardens and active hunters for the Void. Charges towards its targets to close the distance. Armed with a greataxe that leaves poison clouds in their wake; direct hits inflict bleeding effects. Slams the ground to release a shockwave that stuns all targets in its radius. Teleports around their victim to flank them in battle. Capable of grabbing the player and delivering slow but heavy crushing damage over time. Equipped with golden armor that blocks and deflects incoming damage. Surrounded by an aura that decreases the player’s damage output and sunders their health.
*'''Kastighur''': Wardens and active hunters for the Void. Charges towards its targets to close the distance. Armed with a greataxe that leaves poison clouds in their wake; direct hits inflict bleeding effects. Slams the ground to release a shockwave that stuns all targets in its radius. Teleports around their victim to flank them in battle. Capable of grabbing the player and delivering slow but heavy crushing damage over time. Equipped with golden armor that blocks and deflects incoming damage. Surrounded by an aura that decreases the player's damage output and sunders their health.


*'''Ghour''': Brutal enforcers who serve the will of the Void. Charges towards its targets to close the distance. Pummels its targets with vicious slam attacks and can gore them with their horns; horn attacks inflict a curse that causes their target to bleed profusely and repeatedly stumble for a short time. Capable of unleashing a noxious gas cone from its mouth; the gas poisons, slows, and weakens the player while also causing blackout. Occasionally lets loose a sonic shockwave by roaring, which continuously damages, stuns, and disorients all who stand within its range; this will also interrupt any active attacks and abilities and jam the player’s weapons for the entire roar’s duration.
*'''Ghour''': Brutal enforcers who serve the will of the Void. Charges towards its targets to close the distance. Pummels its targets with vicious slam attacks and can gore them with their horns; horn attacks inflict a curse that causes their target to bleed profusely and repeatedly stumble for a short time. Capable of unleashing a noxious gas cone from its mouth; the gas poisons, slows, and weakens the player while also causing blackout. Occasionally lets loose a sonic shockwave by roaring, which continuously damages, stuns, and disorients all who stand within its range; this will also interrupt any active attacks and abilities and jam the player's weapons for the entire roar's duration.


*'''Molydeus''': Powerful bodyguards of the Void’s rituals. Armed with a giant battleaxe that inflicts heavy burning effects upon a direct hit and leaves giant pools of fire upon impact; burning effects are followed up with rapid bleeding damage. Can swing its battleaxe forward to launch a giant flaming projectile that travels slowly, but seeks its targets, inflicts rapid burning effects upon detonation, and releases seeking submunitions that sunder their targets upon impact. Its back is lined with sharp, barbed tentacles that occasionally impale their targets and inject them with a venom that rapidly drains their health and slows their movement; this venom can also be sprayed to cause blackout for a short time. Occasionally teleports long distances to flank their targets.
*'''Molydeus''': Powerful bodyguards of the Void's rituals. Armed with a giant battleaxe that inflicts heavy burning effects upon a direct hit and leaves giant pools of fire upon impact; burning effects are followed up with rapid bleeding damage. Can swing its battleaxe forward to launch a giant flaming projectile that travels slowly, but seeks its targets, inflicts rapid burning effects upon detonation, and releases seeking submunitions that sunder their targets upon impact. Its back is lined with sharp, barbed tentacles that occasionally impale their targets and inject them with a venom that rapidly drains their health and slows their movement; this venom can also be sprayed to cause blackout for a short time. Occasionally teleports long distances to flank their targets.


*'''Bebilith''': Watchful overseers of the Void dimension. Its eyes inflict its prey with a mark that disables jumping and melee abilities. Surrounded by an aura that drastically slows the target for a short time and hazes their vision for an extended period. Melee attacks deal additional damage to shields and ignore any defensive buffs active on the player; weapons and abilities also fire slower when hit. Summons a barrier around its prey and itself to prevent escape; can climb on the barrier to flank their victims. Capable of rapidly teleporting around their targets and can even shift planes to bolster their exoskeleton’s defense. Launches itself from walls onto the player to trample them and tear them apart using the retractable claws on their eight legs. Capable of firing webs that ensnare their victims in place and eventually compress them.
*'''Bebilith''': Watchful overseers of the Void dimension. Its eyes inflict its prey with a mark that disables jumping and melee abilities. Surrounded by an aura that drastically slows the target for a short time and hazes their vision for an extended period. Melee attacks deal additional damage to shields and ignore any defensive buffs active on the player; weapons and abilities also fire slower when hit. Summons a barrier around its prey and itself to prevent escape; can climb on the barrier to flank their victims. Capable of rapidly teleporting around their targets and can even shift planes to bolster their exoskeleton's defense. Launches itself from walls onto the player to trample them and tear them apart using the retractable claws on their eight legs. Capable of firing webs that ensnare their victims in place and eventually compress them.


===Rare Units===
===Rare Units===
*'''Orlath''': Towering serpentine monsters that are the elite heavy infantry of the Void. Protected by randomly rotating elemental shields. Shares two heads that each have a torso with six arms; each arm wields either a mortar which launches incendiary meteor shells or scimitars laced with a hemotoxin that causes heavy poison and bleeding effects that stack over the course of their duration. Its eyes inflict a mark that disables jumping, sprinting, and melee abilities; it also is capable of unleashing a strengthened gaze that disarms their victim, slows their movement speed, and causes them to repeatedly stumble for a short time. Casts a spell that increases its own attack power by imbuing its weapons with radioactive energy, inflicting them with a radiation poisoning debuff that drains their target’s health, slows their movements, disorients their vision, and confuses them for a short time. Attacks significantly faster when on low health.
*'''Orlath''': Towering serpentine monsters that are the elite heavy infantry of the Void. Protected by randomly rotating elemental shields. Shares two heads that each have a torso with six arms; each arm wields either a mortar which launches incendiary meteor shells or scimitars laced with a hemotoxin that causes heavy poison and bleeding effects that stack over the course of their duration. Its eyes inflict a mark that disables jumping, sprinting, and melee abilities; it also is capable of unleashing a strengthened gaze that disarms their victim, slows their movement speed, and causes them to repeatedly stumble for a short time. Casts a spell that increases its own attack power by imbuing its weapons with radioactive energy, inflicting them with a radiation poisoning debuff that drains their target's health, slows their movements, disorients their vision, and confuses them for a short time. Attacks significantly faster when on low health.


*'''Klurichir''': The commanders of the Void demon armies. Wears armor plating that grants it 99% damage reduction. Armed with Void Basilisk heavy weapon systems in each of their four arms: fires high-explosive incendiary meteor shells from long range; unleashes an acidic spray at medium range which completely negates mobility, resilience, and recovery bonuses; releases a spread of blackout-inducing flak shots at closer ranges; unsheathes giant battleaxes at point blank range. Casts a curse which stuns the player for a short time before decreasing their weapon damage, slowing their movement speed, lowering their attack speeds and fire rates, reducing their accuracy and stability, deals shock damage, sunders their health, blinds their vision, and suppresses their abilities for a short time. Its chest is occupied by a gaping maw equipped with a tongue that can lash out and knock its target down upon contact, reeling them in shortly afterwards. Capable of flying around the battlefield and teleporting past their targets. Can grab their targets and viciously crush them to death.
*'''Klurichir''': The commanders of the Void demon armies. Wears armor plating that grants it 99% damage reduction. Armed with Void Basilisk heavy weapon systems in each of their four arms: fires high-explosive incendiary meteor shells from long range; unleashes an acidic spray at medium range which completely negates mobility, resilience, and recovery bonuses; releases a spread of blackout-inducing flak shots at closer ranges; unsheathes giant battleaxes at point blank range. Casts a curse which stuns the player for a short time before decreasing their weapon damage, slowing their movement speed, lowering their attack speeds and fire rates, reducing their accuracy and stability, deals shock damage, sunders their health, blinds their vision, and suppresses their abilities for a short time. Its chest is occupied by a gaping maw equipped with a tongue that can lash out and knock its target down upon contact, reeling them in shortly afterwards. Capable of flying around the battlefield and teleporting past their targets. Can grab their targets and viciously crush them to death.