Post by Variaz on Jan 12, 2010 11:05:59 GMT -5
A list of Nightmare abilities and the Nightmare you need to defeat to gain them:
1. Nightmare Scout:
2. Phantom of Misery:
3. Vengeful Orc:
4. Nightmare Shadow Mistress:
5. Restless Dead:
6. Mechanized Golem:
7. Violet Nightmare:
8. Death Drake:
9. Doom Guard Soldier:
The other Nightmares don't have an ability yet(most of these Nightmares are probably too strong anyway), but more will come!
1. Nightmare Scout:
Cursed Treasure Seeker(Passive)
Effect: Improves quality of magic items based on your Misfortune.
Bonus to magic item rank: 10% of Misfortune.
Bonus chance to get levelables: +5% of Misfortune.
Extra points: Bonus to magic item rank increases by 20%.
+(5% of Misfortune) to chance of finding levelables.
With 5 or more points, the Misfortune penality of raising the
chance to find "bad" magic items is completely negated, and you
won't actually get a chance to get "bad" magic items at all.
This passive ability will increase the quality of all magic items you find
based on your Misfortune level, as well as raise the chance of getting
levelable items as opposed to normal magic items. Furthermore, if you have
five or more points in this ability, you will no longer have a chance to
find badly rolled magic items, and that regardless of your Misfortune.
Effect: Improves quality of magic items based on your Misfortune.
Bonus to magic item rank: 10% of Misfortune.
Bonus chance to get levelables: +5% of Misfortune.
Extra points: Bonus to magic item rank increases by 20%.
+(5% of Misfortune) to chance of finding levelables.
With 5 or more points, the Misfortune penality of raising the
chance to find "bad" magic items is completely negated, and you
won't actually get a chance to get "bad" magic items at all.
This passive ability will increase the quality of all magic items you find
based on your Misfortune level, as well as raise the chance of getting
levelable items as opposed to normal magic items. Furthermore, if you have
five or more points in this ability, you will no longer have a chance to
find badly rolled magic items, and that regardless of your Misfortune.
2. Phantom of Misery:
Ghostly Misfortune(Passive)
Effect: Your body becomes ghostlike, allowing you to pass through walls and
gain resistance to physical attacks. Also allows you to use your
Misfortune to get a chance to cancel out any attacks.
Physical resistance bonus: +10%
Attack cancelling power: 33% of Misfortune.
Extra points: +10% resistance to Physical.
+33% of Misfortune to cancelling power.
This passive ability will give you resistance to Physical attacks,
and if your Misfortune is at least as high as the dungeon level you're in,
you will gain the ability to move through walls. Also, you will get a chance
to counter any attacks that enemies uses on you, based on your Misfortune
level, this ability's level and the monster's level + stat, which can be
strength for melee attacks, dexterity for ranged attacks or mind for
magic attacks.
Effect: Your body becomes ghostlike, allowing you to pass through walls and
gain resistance to physical attacks. Also allows you to use your
Misfortune to get a chance to cancel out any attacks.
Physical resistance bonus: +10%
Attack cancelling power: 33% of Misfortune.
Extra points: +10% resistance to Physical.
+33% of Misfortune to cancelling power.
This passive ability will give you resistance to Physical attacks,
and if your Misfortune is at least as high as the dungeon level you're in,
you will gain the ability to move through walls. Also, you will get a chance
to counter any attacks that enemies uses on you, based on your Misfortune
level, this ability's level and the monster's level + stat, which can be
strength for melee attacks, dexterity for ranged attacks or mind for
magic attacks.
3. Vengeful Orc:
Hexblaze Strike(Active, combat feat)
Effect: A strong fire-based melee attack. Has a chance to never miss
and bypass counters based on your Misfortune level.
Damages: Base weapon damages.
Never miss power: 33% of Misfortune.
Element: Fire
Extra points: +20% to damages.
+33% of Misfortune to never miss power.
This ability allows you to perform a strong fire-based melee attack.
If you have Misfortune, you will get a roll between this ability's
power versus the monster's level and the average of all their stats.
If you win the roll, the attack will not miss, and will also bypass
any counters.
Effect: A strong fire-based melee attack. Has a chance to never miss
and bypass counters based on your Misfortune level.
Damages: Base weapon damages.
Never miss power: 33% of Misfortune.
Element: Fire
Extra points: +20% to damages.
+33% of Misfortune to never miss power.
This ability allows you to perform a strong fire-based melee attack.
If you have Misfortune, you will get a roll between this ability's
power versus the monster's level and the average of all their stats.
If you win the roll, the attack will not miss, and will also bypass
any counters.
4. Nightmare Shadow Mistress:
Shadow of Misfortune(Passive)
Effect: When invisible through a special ability, gain a bonus to Dexterity,
and a chance to dodge any attacks based on Dexterity.
Bonus to dexterity: 33% of Misfortune(minimum 5)
Dodge power: (Misfortune / 5)% of Dexterity(minimum 5)
Extra points: +33% of Misfortune to Dexterity.
+1 multiplier to Dodge power.
When invisible through a special ability, you will gain a passive chance to
dodge any kind of attacks based solely on your Dexterity. Your Dexterity
itself will also be greatly improved, with all associated benefits of having
a high dexterity.
Effect: When invisible through a special ability, gain a bonus to Dexterity,
and a chance to dodge any attacks based on Dexterity.
Bonus to dexterity: 33% of Misfortune(minimum 5)
Dodge power: (Misfortune / 5)% of Dexterity(minimum 5)
Extra points: +33% of Misfortune to Dexterity.
+1 multiplier to Dodge power.
When invisible through a special ability, you will gain a passive chance to
dodge any kind of attacks based solely on your Dexterity. Your Dexterity
itself will also be greatly improved, with all associated benefits of having
a high dexterity.
5. Restless Dead:
Restless Dead(Passive)
Effect: You get a chance of not dying when your hp is below 0. Also icreases
regeneration rate.
Power: 33% of Misfortune.
Extra points: +1 multiplier to Power.
+1% to regeneration rate for every 3 points.
If you were to die from any sources, there will be a roll between this
ability's power and (dungeon level * 3). If you win the roll, you will
survive, with 0 hp. Also, this ability will increase your hp's
regeneration rate if you place many points in it. The increase is applied
before any other bonus, so if you have other abilities that increases
regeneration, you may end up with a very powerful regeneration rate.
Effect: You get a chance of not dying when your hp is below 0. Also icreases
regeneration rate.
Power: 33% of Misfortune.
Extra points: +1 multiplier to Power.
+1% to regeneration rate for every 3 points.
If you were to die from any sources, there will be a roll between this
ability's power and (dungeon level * 3). If you win the roll, you will
survive, with 0 hp. Also, this ability will increase your hp's
regeneration rate if you place many points in it. The increase is applied
before any other bonus, so if you have other abilities that increases
regeneration, you may end up with a very powerful regeneration rate.
6. Mechanized Golem:
Thunderglow Shots(Active)
Effect: Shoot an Electricity shot, followed by a Light shot.
Damages: Base shot damages.
Radius: Misfortune / 50
Maximum shots: 1
Extra points: +((25% of Misfortune) + 5)% to damages.
+1 maximum shots every 5 points.
This ability fires a shot of Electricity, followed by a shot of Light. So you
basically get two shots for every extra shots you have. If you increase your
Misfortune, you will get more damages and may also gain radius.
Note that if you have 2 or more maximum shots, all electric shots will be
fired before the light shots. Aborting the electric shots will not prevent
you from firing the light shots.
Effect: Shoot an Electricity shot, followed by a Light shot.
Damages: Base shot damages.
Radius: Misfortune / 50
Maximum shots: 1
Extra points: +((25% of Misfortune) + 5)% to damages.
+1 maximum shots every 5 points.
This ability fires a shot of Electricity, followed by a shot of Light. So you
basically get two shots for every extra shots you have. If you increase your
Misfortune, you will get more damages and may also gain radius.
Note that if you have 2 or more maximum shots, all electric shots will be
fired before the light shots. Aborting the electric shots will not prevent
you from firing the light shots.
7. Violet Nightmare:
Violet Power(Passive)
Effect: Gain the ability to return melee and magic attacks. Also improves the
success rate of Life Blast attacks.
Life Blast Power bonus: Misfortune
Bonus vs magic blocking counters: 25% of Misfortune
Extra points: +(Misfortune) to Life Blast power.
+(25% of Misfortune) to overcome magic blocking counters.
+1 multiplier to reflected damages.
This passive ability allows you to return melee and magic attacks to your
enemies with additional damages. Note that it does not block the attack, and
you can still take damages.
Also, this ability will make any Life Blast spells and attacks get an increased
success rate, and increased chance of overcoming enemy magic blocking counters.
Effect: Gain the ability to return melee and magic attacks. Also improves the
success rate of Life Blast attacks.
Life Blast Power bonus: Misfortune
Bonus vs magic blocking counters: 25% of Misfortune
Extra points: +(Misfortune) to Life Blast power.
+(25% of Misfortune) to overcome magic blocking counters.
+1 multiplier to reflected damages.
This passive ability allows you to return melee and magic attacks to your
enemies with additional damages. Note that it does not block the attack, and
you can still take damages.
Also, this ability will make any Life Blast spells and attacks get an increased
success rate, and increased chance of overcoming enemy magic blocking counters.
8. Death Drake:
Light Armored Nightmare(Active/Passive, combat feat)
Effect: Become a powerful, swift force when wearing soft armor. Can be activated
for a powerful spin attack.
Bonus to Defense, Agility and Magic Defense: 20% of Soft Armor's base AC.
Damages: Base weapon damages.
Radius: 2
Extra points: +1 multiplier to Defense, Agility and Magic Defense bonus.
+20% of soft armor's base AC to damages.
+1 to radius every 5 points.
All bonus and damages are increased by (Misfortune)%.
This ability increases all your defensive stats based on your soft armor's base
AC. If you wear a powerful soft armor, the bonus can be extremely high, more so
if your Misfortune level is also high. Furthermore, this ability can be
activated and used as a combat feat for a very powerful spin attack that will
damages enemies around you over a large radius. Your soft armor's power will
enhance the spin attack's damages.
Effect: Become a powerful, swift force when wearing soft armor. Can be activated
for a powerful spin attack.
Bonus to Defense, Agility and Magic Defense: 20% of Soft Armor's base AC.
Damages: Base weapon damages.
Radius: 2
Extra points: +1 multiplier to Defense, Agility and Magic Defense bonus.
+20% of soft armor's base AC to damages.
+1 to radius every 5 points.
All bonus and damages are increased by (Misfortune)%.
This ability increases all your defensive stats based on your soft armor's base
AC. If you wear a powerful soft armor, the bonus can be extremely high, more so
if your Misfortune level is also high. Furthermore, this ability can be
activated and used as a combat feat for a very powerful spin attack that will
damages enemies around you over a large radius. Your soft armor's power will
enhance the spin attack's damages.
9. Doom Guard Soldier:
Misfortune Embrace(Passive)
Effect: Embrace Misfortune, essentially becoming a Nightmare Horror.
Bonus to all stats: (10% of Misfortune)% for every points of alignment below 0.
Power to pierce enemy resistances: 25% of Misfortune.
Bonus to Harm-type attacks damages: 20%
For every points of alignment below 5, you gain 1 permanent Misfortune.
Extra points: +1 multiplier to stats bonus.
+1 multiplier to power of piercing.
+1 multiplier to Misfortune increase.
+20% to Harm-type attacks damages.
With 5 or more points, Harm-type attacks no longer allows
monsters to roll a saving throw.
This passive ability will increase all your stats based on both your
Misfortune and your alignment. The lower, the better, so this abililty
is best suited for evil characters. The bonus to stats is based on your
base stats, bonus from items are not counted.
You also gain a chance to bypass any natural resistances a monster may
have. The power is 25% of Misfortune, versus the monster's level and
Nightmare rank(if fighting a Nightmare). This only apply to natural
resistances, not to elite and boss abilities, or counters.
Finally, it will increase the damages of Harm-type attacks, and with
five or more points, monsters will no longer be allowed a saving throw
to prevent the damages.
Also, if you are very evil and have an alignment lower than 5, you
will start having permanent Misfortune, even if you do not wear cursed
items. Beware increasing this ability a lot if your alignment is very
low. It may backfire!
Effect: Embrace Misfortune, essentially becoming a Nightmare Horror.
Bonus to all stats: (10% of Misfortune)% for every points of alignment below 0.
Power to pierce enemy resistances: 25% of Misfortune.
Bonus to Harm-type attacks damages: 20%
For every points of alignment below 5, you gain 1 permanent Misfortune.
Extra points: +1 multiplier to stats bonus.
+1 multiplier to power of piercing.
+1 multiplier to Misfortune increase.
+20% to Harm-type attacks damages.
With 5 or more points, Harm-type attacks no longer allows
monsters to roll a saving throw.
This passive ability will increase all your stats based on both your
Misfortune and your alignment. The lower, the better, so this abililty
is best suited for evil characters. The bonus to stats is based on your
base stats, bonus from items are not counted.
You also gain a chance to bypass any natural resistances a monster may
have. The power is 25% of Misfortune, versus the monster's level and
Nightmare rank(if fighting a Nightmare). This only apply to natural
resistances, not to elite and boss abilities, or counters.
Finally, it will increase the damages of Harm-type attacks, and with
five or more points, monsters will no longer be allowed a saving throw
to prevent the damages.
Also, if you are very evil and have an alignment lower than 5, you
will start having permanent Misfortune, even if you do not wear cursed
items. Beware increasing this ability a lot if your alignment is very
low. It may backfire!
The other Nightmares don't have an ability yet(most of these Nightmares are probably too strong anyway), but more will come!