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City of Heroes Character Creation

This article is over 17 years old and may contain outdated information

City of Heroes Character Creation Compiled by Fedifensor

Revision History

Version 1.00 (04/20/04) – Initial Release. Power List accurate as of 4/19/04

Version 1.10 (05/01/04) – Added Copyright Information. Updated Enhancements section. Power List accurate as of 5/02/04.

Copyright Information

All information taken directly from the City of Heroes MMORPG (power descriptions, etc) is the intellectual property of Cryptic and NCSoft. City of Heroes® is a trademark of Cryptic Studios, Inc. and NCSoft Corporation. NCSoft® is a trademark of NCSoft Corporation. Other material is copyright © 2004 by Casey McGirt. Permission is given to redistribute this document for non-commercial use only.

Power Availability

Character Creation

Choose one of first two powers from your primary powerset. Automatically get first power from secondary powerset.

New Powers

The character gains a single new power of their choice every even level to 32, then every three levels afterwards to level 47. The last power is available at level 49. (2, 4, 6, 8, 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 35, 38, 41, 44, 47, 49)

New powers much be chosen from what is available at that level (see below):

Primary Power Availability

Character Creation: 1st and 2nd powers

Level 02: 3rd power

Level 06: 4th power

Level 08: 5th power

Level 12: 6th power

Level 18: 7th power

Level 26: 8th power

Level 32: 9th power

Secondary Power Availability

Character Creation: 1 st power (mandatory choice)

Level 02: 2nd power

Level 04: 3rd power

Level 10: 4th power

Level 16: 5th power

Level 20: 6th power

Level 28: 7th power

Level 35: 8th power

Level 38: 9th power

Power Pool Availability

Power pools become available as power choices starting at level 6. A character can have a maximum of four different power pools, and each pool has four different powers to choose from.

1st and 2nd powers in pool are available immediately.Choosing a power ‘opens’ the pool

3rd power available at level 14, as long as the character has at least one other pool power.

4th power available at level 20, as long as the character has at least two other pool powers.

Origins

There are five categories of origins in the game. They determine what enhancements you can use in the game, and which contacts will become available to you during the course of the game. The five categories are listed below.

Science

The hero received his powers either through purposeful scientific inquiry or through some accident gone awry. The hero might not understand the forces that bestowed his super powers; all he does understand is that nothing is the same anymore.

Enhancements: Training, Invention, Genetic Alteration, and Experiment.

Mutation

The Mutant was born with his powers. His innate abilities appeared either at birth or puberty. A rare few did not develop until adulthood. These powers set the mutant apart from the rest of mankind; they are capable of far more than any normal human being. Mutants are sometimes feared for their strange talents, but are more often admired by the public at large.

Enhancements: Training, Genetic Alteration, Focus, and Secondary Mutation.

Magic

The hero receives his super powers from a magical source. These abilities might derive from a mystical artifact that the hero has gained over the years – or perhaps the hero has mastered numerous spells that provide him with superhuman gifts.

Enhancements: Training, Focus, Relic, and Dimensional Entity.

Technology

A technological hero uses gadgets to battle the forces of evil. No one else has been able to duplicate the amazing technology that lies behind these gadgets. This hero need not be a brilliant inventor; he can also be a normal guy who’s received these gizmos from some benefactor.

Enhancements: Training, Gadget, Invention, and Cybernetic.

Natural

The hero isn’t‘super’ at all; his amazing talents derive from intense training and innate abilities. The hero might have been guided since birth to become the physical specimen that he is, or perhaps some tragedy has driven him to seek perfection.

Enhancements: Training, Relic, Gadget, and Technique.

Archetypes

Archetypes determine the character’s role in the game. While it is possible to deviate from an archetype slightly, it is perhaps the most important choice you will make in character creation.

Blaster

The Blaster is an offensive juggernaut. This hero can deal a ton of damage from a distance. But the Blaster must be careful, because he’s somewhat fragile compared to other heroes. The Blaster can’t stand toe to toe with most opponents at melee for long. His best defense is a great offense!

Hit Points: Low

Damage: High

Primary Power Set: Ranged

Secondary Power Set: Support

Controller

The Controller is at the same time the weakest and yet the most powerful of the archetypes. The Controller has few offensive attacks and possesses the fewest hit points. But the Controller has access

to a range of powers and abilities that no one else does. Armed with these powers, a Controller can

affect the behavior of villains, from freezing them in place, to putting them to sleep, to routing them away. Armed with such abilities, the Controller is the backbone for any super group, but the Controller depends upon their teammates for protection.

Hit Points: Low

Damage: Low

Primary Power Set: Control

Secondary Power Set: Buff

Defender

The Defender tends to help his allies, and attack his foes,from a distance. The Defender excels at powers that assist friends, but can also hinder his enemies. The Defender is able to attack at quite a range, however, the Defender is not built for hand to hand. He might be able to dodge a few attacks, but the Defender won’t last for long.

Hit Points: Low

Damage: Medium

Primary Power Set: Buff

Secondary Power Set: Ranged

Scrapper

The Scrapper is a fierce melee combatant. In hand to hand, no other hero can compare. But the Scrapper is not as resilient as the Tanker, and might find himself in a little trouble if he heedlessly wades into combat. The Scrapper’s aptitude for melee is countered by a total lack of long distance attacks. That doesn’t bother the Scrapper, he prefers to be up close and personal.

Hit Points: Medium

Damage: High

Primary Power Set: Melee

Secondary Power Set: Defense

Tanker

The Tanker can take it and dish it out all at once. The Tanker primarily can absorb vast amounts of damage, and hold his own in a fist fight. But the Tanker lacks any long range punch. The Tanker would prefer to just charge straight ahead anyway.

Hit Points: High

Damage: Medium

Primary Power Set: Defense

Secondary Power Set: Melee

Blaster

Primary Powers – Ranged

Assault Rifle

The Assault Rifle is a state-of-the-art piece of hardware. It is equipped to handle an impressive arsenal of munitions and firing modes. The Assault Rifle is also equipped with the latest in targeting technology, and is a very accurate weapon.

Burst – Quickly fires a Burst of rounds at a single target at very long range. Damage is average, but the fire rate is fast. Can also reduce the target’s defense. Damage: Moderate(DoT), Recharge: Fast

Slug – Fires a single Slug at a targeted foe. Firing a single Slug is slower than firing a Burst, but deals more damage, is longer range, and can knock down foes. Damage: Heavy, Recharge: Moderate

Buckshot – Good at close range. Fires a cone of Buckshot pellets and can knock some foes down. Damage: Moderate, Recharge: Moderate

M30 Grenade – Launches a Grenade at long range from beneath the barrel of your Assault Rifle. This explosion affects all within the blast radius, and can knock them back. Damage: Minor, Recharge: Slow

Bean Bag – Fires a single non lethal Beanbag that can seriously Disorient a target. Deals little damage and takes a long time to reload, but renders most targets unable to attack for a good while. Damage: Minor, Recharge: Slow

Sniper Rifle – Sniper Rifle is a powerful piece of hardware. It is very accurate and has a very long range. The impressive round can knock down its target. Like most sniper attacks, you must take your time to aim, so this attack can be interrupted. Damage: Extreme, Recharge: Slow

Flamethrower – Spews forth a cone of flames from underneath the barrel of your Assault Rifle setting foes on fire. Very accurate and very deadly at medium range. Damage: Extreme(DoT) Recharge: Slow

Ignite – Sprays a targeted location with accelerant from your flamethrower, igniting the location. Any foes that pass through the flames will be burned. Great for blocking doorways and small passages. Damage: Moderate(DoT), Recharge: Fast

Full Auto – Opens up your assault rifle on full auto to lay down a massive spray of bullets at your target. Although very slow to reload, damage from this attack is massive, shredding all targets within the narrow cone of effect. There’s a chance you may land a lucky shot for extra damage. Damage: Superior(DoT), Recharge: Slow

Electrical Blast

Electrical Blast endows you with ranged electrical attack powers. Electrical powers can drain foes’ Endurance and can often temporarily halt their Endurance recovery. This can be quite effective against higher level foes and Bosses.

Charged Bolts – You can quickly hurl small bolts of electricity at foes, dealing some damage and draining some Endurance. Charged Bolts deals light damage but recharges quickly. Damage: Moderate, Recharge: Fast

Lightning Bolt – You can send a large blast of electrical energy at a foe, dealing heavy damage and draining some Endurance. Lightning Bolt dealt deals more damage than Charged Bolts, but recharges more slowly. Damage: Heavy, Recharge: Moderate

Ball Lightning – Hurls a highly charged ball of lightning that explodes on contact. Ball Lightning deals good damage in an area of effect, and drains some Endurance from each target it hits. Damage: Moderate(DoT), Recharge: Slow

Short Circuit – Releases a burst of electrical energy around yourself, shocking all nearby foes. This highly accurate discharge deals little damage, but drains a lot of Endurance from the targets and renders him unable to recover Endurance for quite a while. Short Circuit is very effective when used with your other Endurance draining powers. Damage: Minor, Recharge: Slow

Aim – Greatly increase the Accuracy of your attacks for a few seconds. Slightly increases damage. Recharge: Slow

ZappA focused electrical blast that can travel great distances with high Accuracy. Zapp drains Endurance, and is best fired from a distance, as it can be interrupted. Damage: Extreme, Recharge: Slow

Tesla Cage – Tesla Cage confines the target in an electrical prison. The target is overwhelmed by the electrical change and is left helpless and can be attacked. Damage: Minor,Recharge: Moderate

Voltaic Sentinel – You can manifest a polarized electricity field that hovers above the ground and hurls bolts of electricity at nearby foes. Any enemy that passes near this Sentinel risks serious injury. The Sentinel is not alive and cannot be targeted or attacked by enemies. Damage: Heavy, Recharge: Very Long

Thunderous Blast – You hurl a tremendously powerful bolt of lightning at a target, devastating all nearby foes. Thunderous Blast deals massive damage and drains a lot of Endurance from nearby foes. Activating this power leaves you drained of Endurance, and unable to recover Endurance for a while. Damage: Extreme, Recharge: Very Long.

Energy Blast

Energy Blast allows you to hurl bolts of energy at your foes, and can often send them flying with Knockback.

Power Bolt – A quick attack that rapidly hurls small bolts of energy at foes, sometimes knocking them down. Fast, but little damage. Damage: Minor, Recharge: Fast

Power Blast – A much more powerful, yet slower version of Power Bolt. Power Blast sends a focused beam of energy at a foe that can knock him back. Damage: Moderate,Recharge: Moderate

Energy Torrent – Energy Torrent unleashes a cone of powerful energy that can smash foes and possibly send them flying. Damage: Minor, Recharge: Slow

Power Burst – A short range, but devastating attack. Damage: Heavy, Recharge: Slow

Sniper Blast – A focused blast that can travel great distances with high Accuracy. This is a sniper

attack, and is best fired from a distance, as it can be interrupted. Damage: Superior,Recharge:

Slow

Aim – Greatly increase the Accuracy of your attacks for a few seconds. Slightly increases damage. Recharge: Slow

Power Push – This ranged attack deals little damage, but sends the target flying for a great distance. Damage: Minor, Recharge: Moderate

Explosive Blast – You hurl a blast of charged energy that violently explodes on impact, damaging all foes near the target. Damage: Minor, Recharge: Slow

Nova – You can explode in a tremendous blast of energy, sending nearby foes flying. The Nova deals massive damage to all nearby foes, although the damage does vary. Activating this power leaves you drained of Endurance, and unable to recover any Endurance for a while. Damage: Extreme, Recharge: Very Long

Fire Blast

Fire Blast allows you to blast fire at foes, with a tendency to set them ablaze for added damage over time.

Flares – A quick attack that throws Flares at the target. Little damage, but very fast. Damage: Minor, Recharge: Very Fast

Fire Blast – Sends a Blast of Fire at a targeted foe and sets the target on fire for a short period of

time. Slower recharge rate than Flares, but more damage. Damage: Moderate, Recharge: Fast

Fire Ball – Hurls an exploding Fireball that consumes a targeted foe, and all nearby enemies.

Anyone in that explosion is burned and set ablaze. Damage: Moderate, Recharge: Slow

Rain of Fire – Summons a Rain of Fire over a targeted location, burning foes within a large area.

Damage: Moderate(DoT), Recharge: Long

Fire Breath – You can breathe forth a torrent of fire that burns all foes within its narrow cone.Very accurate and very deadly at medium range. Damage: Moderate(DoT), Recharge: Slow

Aim – Greatly increase the Accuracy of your attacks for a few seconds. Slightly increases damage. Recharge: Slow

Blaze – A short range, but devastating flame attack. Damage: High, Recharge: Slow

Blazing Bolt – A long range beam of fire that blasts your foes. Like most sniper attacks, this

power has a bonus to Accuracy, but is best fired from a distance as it can be interrupted.

Damage: Extreme, Recharge: Slow

Inferno – Unleashes a massive fiery explosion to decimate all nearby enemies and set them ablaze.Inferno deals massive damage to all nearby foes, although the damage does vary. Activating this power leaves you drained of Endurance and unable to recover any Endurance for a while. Damage: Extreme, Recharge: Very Long

Ice Blast

Ice Blast allows you to use the power of ice against your foes, with a tendency to Slow their attacks and movement.

Ice Bolt – Ice Bolt quickly pelts an enemy with small icy daggers; their chill Slows a foe’s attacks and movement for a time. Fast, but little damage. Damage: Moderate, Recharge: Fast

Ice Blast – Ice Blast hurls shards of ice at foes and Slows their attacks and movement for a time. Slower recharge than Ice Bolt, but more damage. Damage: Moderate, Recharge: Moderate

Frost Breath – Unleashes a cone of frosty breath that can Slow your opponents’ movement and attacks. Very accurate and very deadly at medium range. Damage: Moderate(DoT), Recharge: Slow

Aim – Greatly increase the Accuracy of your attacks for a few seconds. Slightly increases damage. Recharge: Slow

Freeze Ray – Although this power deals very little damage, the Freeze Ray encases your foe in a

block of ice, holding him helpless in place for quite a while. Damage: Minor, Recharge: Moderate

Ice Storm – Shred your foes with this Ice Storm. This power deals a lot of damage in a large area.

Damage: Minor(DoT), Recharge: Long

Bitter Ice Blast – A slower yet more powerful version of the Ice Blast, Bitter Ice Blast deals much more damage and can also reduces your enemy’s Accuracy. Like other Ice Blast powers, Bitter Ice Blast can Slow a target’s movement and attack speed. Damage: Superior, Recharge: Slow

Bitter Freeze Ray – This power can Hold your opponent frozen solid in a block of ice. The victim can be attacked and will remain frozen and helpless. After the ice thaws, the victim emerges chilled and Slowed. Bitter Freeze Ray deals medium damage. Damage: Moderate, Recharge: Slow

Blizzard – The massive damage from the Blizzard can Slow the attack rate of all your opponents in a large area, reducing their Accuracy. Activating this power leaves you drained of Endurance and unable to recover any Endurance for a while. Damage: Superior(DoT), Recharge: Very Long

Secondary Powers – Support

Devices

Devices are equipment you have constructed for use in combat. By using them strategically, you can gain a great tactical advantage. Traps, non- lethal munitions, and demolitions are available in this power set.

Web Grenade – Upon impact, the Web Grenade expels a strong, tenuous, and very sticky substance that can Immobilize most targets. This non-lethal device deals no damage and does not prevent targets from attacking, although their attack rate is Slowed. The Web can bring down flying entities and halts jumping. Recharge: Fast

Caltrops – You toss a handful of Caltrops at a targeted location and spread the tiny metal spikes over a large area. Any villains that pass over the Caltrops will be forced to move at a slower rate. They will also take some trivial Lethal damage over time. Damage: Minor(DoT), Recharge: Slow

TaserThe Taser is basically a stun-gun.This small device releases a high-voltage, low­ amperage electrical charge that can Disorient most opponents with minimal damage. The Taser has no range, and only works in melee. Damage: Minor, Recharge: Slow

Targeting Drone – When this small device is activated, the small Targeting Drone hovers around your head and emits targeting laser sights. The lasers can dramatically improve your Accuracy. This is a toggle power and must be activated and deactivated manually. Like all toggle powers, while active, the Targeting Drone drains Endurance. Recharge: Slow

Smoke Grenade – The Smoke Grenade envelops all those in the affected area in a cloud of smoke. Most villains will not be able to see past normal melee range, although some may have better perception. If the villains are attacked, they will be alerted to your presence, but will suffer a penalty to Accuracy. Recharge: Slow

Cloaking Device – The Cloaking Device allows you to use an LCD body coating become partially invisible. While Cloaked you can only be seen at very close range. If you attacked while Cloaked, you will be discovered. Even if discovered, you are hard to see and have a bonus to Defense. Unlike some stealth powers, the Cloaking Device has no movement penalty. Recharge: Slow

Trip Mine – You can place a Trip Mine on the ground. Any foes that pass near the Trip Mine will cause it to explode, severely damaging all nearby foes and sending them flying. The Trip Mine is almost impossible to detect, but it is fragile and may be set off by an enemy’s explosion. Even if destroyed, the Trip Mine will detonate. Damage: Superior, Recharge: Slow

Time Bomb – You can place a Time Bomb on the ground. The Time Bomb will detonate 15 seconds after being placed, resulting in a massive explosion that can devastate all nearby foes and send them flying. The Time Bomb is small, and almost impossible to detect. However, it is fragile and may be set off by an enemy’s explosion. Even if destroyed, the Bomb will still detonate. Damage: Extreme, Recharge: Very Long

Auto Turret – You can place a stationary Auto Turret on the ground. The Auto Turret has an extremely fast fire rate and is equipped with a customized tracking system. Once locked on, the Turret will continue to unload a volley of lead into the target until it is destroyed or is out of range. The Turret is armored, but can be destroyed. Damage: Heavy, Recharge: Very Long

Energy Manipulation

Energy Manipulation allows you to channel energy to deliver deadly blows. These powers also help you focus your power to increase your own abilities.

Power Thrust – A focused attack that violently shoves the target and sends him flying. Deals

minimal damage, but can be very effective. Damage: Minor, Recharge: Moderate

Energy Punch – Powerful focused punch that may Disorient your opponent! Damage: Minor,

Recharge: Fast

Build Up – Greatly increases the amount of damage you deal for a few seconds, as well as slightly increasing your Accuracy. Recharge: Slow

Bone Smasher – The Bone Smasher is a slow attack, but makes up for it with a good amount of damage. Has a greater chance to Disorient than Energy Punch. Damage: Heavy, Recharge: Moderate

Conserve Power – You can focus for a moment to Conserve your Endurance. After activating

this power, you expend less Endurance on all other powers for a while. Recharge: Very Long

Stun – Stun deals a little bit of damage, but Disorients its target a great deal. This attack can

Disorient most opponents. Damage: Minor, Recharge: Slow

Power Boost – Greatly boosts the secondary effects of your powers. Your powers Disorient, Hold, and Immobilize longer. Knockback distance is also increased. The effects of Power Boost last a short while, and only the next couple of attacks will be boosted. Recharge: Long

Boost RangeYou can boost your powers to increase the range of your next few attacks. Recharge: Long

Total Focus – Total Focus is complete mastery over Energy Melee. This is a slow, but incredibly devastating attack that can knock out most opponents, leaving them Disoriented. Due to the exhausting nature of Total Focus, recharge time is very long. Damage: Extreme, Recharge: Slow

Electricity Manipulation

Electricity Manipulation empowers you with various electrical melee attack and support powers. Electricity Manipulation powers can drain foes’ Endurance and temporarily halt their Endurance recovery.

Electric Fence – Surrounds and Immobilizes a single target in an Electric Fence. Deals some damage over time and slowly drains some Endurance. Useful for keeping villains at bay. Damage: Minor(DoT), Recharge: Fast

Charged Brawl – Your fists become electrically charged and deliver a powerful punch. Charged

Brawl can drain some Endurance from your target. Damage: Minor, Recharge: Fast

Lightning Field – While active, you emit a storm of electricity that constantly damages all nearby

foes. Damage: Minor(DoT), Recharge: Slow

Havok Punch – The Havok Punch is a slower attack than Charged Brawl, but makes up for it with a greater damage. Havoc Punch can drain some Endurance from your target. Damage: Moderate, Recharge: Moderate

Build Up – Greatly boosts your attacks for a few seconds. Slightly increases Accuracy. Recharge: Slow

Lightning Clap – You can clap your hands together to release a violent Lightning Clap. The Lightning Clap can knock down most nearby foes, Disorienting many of them. Lightning Clap deals no damage. Recharge: Slow

Thunder Strike – A massive attack. You smash your foes with all the power of a lightning bolt. The pummeled victim may be Disoriented, and all nearby foes may be knocked down and take additional damage. Damage: Heavy, Recharge: Slow

Power Sink – Power Sink leeches energy directly from the bodies of all nearby foes, draining their Endurance. Each foe you draw energy from increases your Endurance. If there are no foes within range, you will not gain any Endurance. Recharge: Long

Shocking Grasp – Shocking Grasp causes the target to be overcome with a violent electrical charge. The seized target is left writhing in agony and is unable to defend himself. Shocking Grasp also drains a significant amount of Endurance from the target. Damage: High(DoT), Recharge: Slow

Fire Manipulation

Fire Manipulation lets you surround yourself with various manifestations of fire and flames, assaulting and burning nearby foes. Fire Manipulation powers tend to set foes ablaze for added damage over time.

Ring of Fire – Immobilizes your target in a Ring Of Fire. Deals some damage over time. Useful

for keeping villains at bay. Damage: Moderate(DoT), Recharge: Fast

Fire Sword – Through concentration, you can create a sword of fire that can set foes ablaze. Successful attacks from the Fire Sword will ignite your target, dealing damage over time. Damage: Moderate, Recharge: Moderate

Combustion – Your mastery of fire allows you to violently raise the temperature around yourself in an attempt to spontaneously combust any nearby foes and set them ablaze, dealing damage over time. Damage: Moderate(DoT), Recharge: Slow

Fire Sword Circle – Mastery of your Fire Sword has enabled you to make an attack on every foe in melee range. This will slash and burn your enemies, dealing moderate damage and setting them ablaze. Damage: Moderate, Recharge: Slow

Build Up – Greatly boosts your attacks for a few seconds. Slightly increases Accuracy. Recharge: Slow

Blazing Aura – While active, you are surrounded by flames that continuously burn all foes that attempt to enter melee range. Damage: Minor(DoT), Recharge: Very Fast

Consume – You can Consume some fuel from your nearby enemies to recover Endurance. Damage: Minor, Recharge: Very Long

Burn – You can ignite the ground beneath yourself, but the fires burn out quickly. The flames are hot enough to allow you to Burn through most Immobilization effects. Foes that enter the flames will take severe damage. You can Burn multiple patches, but the Endurance cost is high. Damage: Moderate(DoT), Recharge: Fast

Hot Feet – While active, you heat the earth in a large area around yourself. Enemy movement is Slowed as they attempt to flee the immediate area. All foes in the affected area suffer some damage over time. Damage: Minor( DoT), Recharge: Slow

Ice Manipulation

Ice Manipulation lets you surround yourself with various manifestations of ice and cold, assaulting and freezing nearby foes. Ice Manipulation powers are known to Slow opponents.

Chilblain – Immobilizes your target in an icy trap. Deals some damage over time and slightly Slows the target’s attack and movement speed. Useful for keeping villains at bay. Damage: Moderate(DoT), Recharge: Fast

Frozen Fists – Frozen Fists encrusts your hands in ice, giving them the ability to quickly inflict minor damage on villains. The foe’s attack and movement speed is Slowed, due to the chills caused by the cold blows. Damage: Minor, Recharge: Fast

Ice Sword – You create a blade of solid ice that deals above average damage. Being hit by this Ice Sword will Slow a target’s movement and attack speed, due to the intense chill. Damage: Moderate, Recharge: Moderate

Chilling Embrace – While active, you dramatically lower the temperature around your body,

Slowing the attack rate and movement speed of all nearby foes. Recharge: Very Fast

Build Up – Greatly boosts your attacks for a few seconds. Slightly increases Accuracy.

Recharge: Slow

Ice Patch – You emanate a patch of ice around you, which causes foes that step onto it to slip and fall down. This effect lasts until the ice melts. Recharge: Slow.

Shiver – You can blast forth a wide cone of chilling air that dramatically Slows the movement and attack rate of nearby foes. Recharge: Slow

Freezing Touch – This Freezing Touch will encase a single foe in a block of ice. This will deal minor damage as well as freezing him in his tracks, leaving him cold and helpless. Damage: Minor, Recharge: Slow

Frozen Aura – Your mastery of cold enables you to dramatically lower the temperature immediately around you. Foes near you when you perform a Frozen Aura will be caught in a fragile casing of ice. Frozen foes will break free if attacked. Frozen Aura deals no significant damage. Recharge: Slow

Controller

Primary Powers – Control

Earth Control

You can control the forces of the Earth. You can manipulate earth and stone to defeat your foes. Being of the Earth, many of these powers need to be performed while on the ground.

Stone Prison – Immobilizes a single target within an earthy formation and deals some Smashing damage over time. Some more resilient foes may require multiple attacks to Immobilize. Stone Prison can also reduce a target’s Defense. Damage: Moderate(DoT), Recharge: Fast

Fossilize – Encases a single target within solid stone. The stone slowly crushes the victim, dealing Smashing damage. The Fossilized victim is held helpless and unable to defend himself. Damage, Moderate, Recharge: Moderate

Stone Cages – Immobilizes a group of foes within earthly formations and deals some Smashing damage over time. Slower and less damaging than Stone Prison, but can capture multiple targets. Stone Cages can also reduce a target’s Defense. Damage: Minor(DoT), Recharge: Moderate

Quicksand – You can cause the ground to liquefy like Quicksand at a targeted location. Any foes that pass through the Quicksand will become snared, and their movement will be dramatically Slowed. Recharge: Slow

Salt Crystals – Attempts to encrust all nearby foes in a Pillar of Salt. The victims will remain encased within the salt for quite a while, but will automatically break free if attacked. Recharge: Slow

Stalagmites – You can cause Stalagmites to erupt all around an enemy, damaging all nearby foes. The Stalagmites deal minimal Lethal damage, and can Disorient all affected targets for a good while. Damage: Minor, Recharge: Slow

Earthquake – Generates a powerful, localized Earthquake. Most foes that pass through the location will fall down. The violent shaking also reduces their Accuracy and Defense. Recharge: Slow

Volcanic Gasses – You can tap into the geothermal power of the Earth and focus it at a targeted location. Foes that pass near a thermal vent will take minor Fire damage and be overcome by the gasses, leaving them choking and helpless. Damage: Minor(DoT), Recharge: Very Long

Animate Stone – Earth and stone coalesce together to form an incredibly tough entity that can attack your foes. The Animated Stone is not alive and is immune to Psionic damage. It is also virtually immune to Sleep, Immobilize, Disorient, and Hold effects. The entity will follow you for quite a while, and can be healed and buffed like any teammate. Recharge: Very Long

Fire Control

You can control the essence of fire to entrap, scorch, and manipulate his foes with smoke and flame.

Ring of Fire – Immobilizes your target in a Ring of Fire, dealing Fire damage over time. More

resilient foes may require multiple Fire Rings to Immobilize. Damage: Moderate(DoT), Recharge:

Fast

Char – Incapacitates a distant foe by Charring him with smoldering soot and cinders. The target is left helpless, choking on the soot. Damage: Moderate(DoT), Recharge: Moderate

Fire Cages – Immobilizes a group of foes in Fire Cages, dealing Fire damage over time. More resilient foes may require multiple Fire Cages to Immobilize. Fire Cages is slower and less damaging than Ring of Fire, but can capture multiple targets. Damage: Minor(DoT), Recharge: Moderate

Smoke – Covers all foes near your target in clouds of Smoke. The villains are so blinded that they can hardly see a thing. Most villains will not be able to see past normal melee range, although some may have better perception. If the villains are attacked, they will be alerted to your presence, but will suffer a penalty to Accuracy. Recharge: Slow

Hot Feet – While active, you heat the Earth in a large area around yourself. Enemy movement is Slowed as they attempt to flee the immediate area. All foes in the affected area suffer some damage over time. Damage: DoT, Recharge: Slow

FlashfireYou can bring forth a Flashfire to Disorient a group of foes and deal some damage over time. Damage: Minor(DoT), Recharge: Slow

Cinders – Incapacitates foes around the caster by whirling Cinders around them. The targets are left helpless, choking on the soot. Recharge: Very Long

Bonfire – You can create a Bonfire that knocks back and burns any foes who try to pass through it. Recharge: Long

Fire Imps – You can craft 3 to 6 small Fire Imps out of pure flame in a targeted location. Fire Imps will viciously attack any nearby foes, but they only possess the most basic instincts. Fire Imps will fight by your side for quite a while and can be healed and buffed like any teammate. Recharge: Very Long

Gravity Control

This power set allow you to manipulate the forces of gravity to control your foes. Enemies have little defense against Gravity powers.

Crush – Creates a localized gravitational field strong enough to Immobilize a single foe. Crush can also bring down flying entities. This power deals Smashing damage over time and can Slow the movement of targets that escape its grasp. Damage: Moderate(DoT), Recharge: Fast

Lift – Negates the gravity around a single target. Lift violently sends an enemy straight into the air, then slams him to the ground for Smashing damage. This power can bring flying foes to the ground. Damage: Moderate, Recharge: Moderate

Gravity Distortion – Causes a single foe to be trapped in a misshapen gravity field, rendering him unable to take any action. Gravity Distortion deals Smashing damage to the target. Damage: Moderate(DoT), Recharge: Moderate

Propel – You can open a gravitational rift and retrieve a heavy object, then Propel it at your foes for Smashing Damage. Damage: Moderate, Recharge: Moderate

Crushing Field – Creates a large gravitational field strong enough to Immobilize multiple foes. Crushing field can also bring down flying entities. Slower and less damaging than Crush, but can capture multiple targets. Crushing Field deals Smashing damage over time and can Slow the movement of targets that escape its grasp. Damage: Minor(DoT), Recharge: Moderate

Dimension Shift – Your mastery of gravity allows you to manipulate dimensions, bringing multiple foes out of sync with reality. Your foes becomes completely intangible, and cannot affect or be affected by those in normal space. Recharge: Slow

Gravity Distortion Field – Creates a large, intensely misshapen gravity field that encompasses several foes, rendering them unable to take any action. Recharge: Very Long

Fold Space – You can Fold Space in order to regroup your team. All teammates within 10,000 feet, and on the same map, will be teleported to you. You can also rescue a fallen teammate in a hostile location, as long as he is on the same map. This power costs much of your Endurance and can be interrupted. Recharge: Long

WormholdYou can open a gravitational Wormhole behind a targeted foe and violently push him through it. The victim is sent flying out the other end of the Wormhole and is left Disoriented. You determine the location of the Wormhole’s end, and can place it high in the air if desired. More powerful foes may be resistant to the Wormhole effects. Recharge: Slow

Ice Control

You can draw the heat out of the moisture in the air to create Icy formations. With this ability, you can control the ice with remarkable precision to dominate your foes.

Chilblain – Immobilizes your target in an icy trap, dealing some Cold damage over time as well as slightly slowing the target’s attack and movement and attack speed. Damage: Moderate(DoT), Recharge: Fast

Block Of Ice – You can freeze a single foe in a Block of Ice. The target is frozen solid, helpless, and can be attacked. More powerful foes may not be held, but all affected targets will be Slowed and take some Cold damage. Damage: Moderate, Recharge: Moderate

Frostbite – Immobilizes a group of foes in icy traps. Deals minimal Cold damage over time and slightly Slows the targets. Slower and less damage than Chilblain, but can capture multiple targets. More resilient foes may only be Slowed. Damage: Minor(DoT), Recharge: Moderate

Arctic Air – While this power is active, you are surrounded in a fog of Arctic Air that dramatically slows the attack and movement speed of nearby foes. The chill of Arctic Air is so bitter that most foes are forced to flee, albeit very slowly, from the immediate area. Recharge: Slow

Shiver – You can blast forth a wide cone of chilling air that dramatically Slows the movement and attack rate of nearby foes. Recharge: Slow

Ice Slick – You can create a large patch of ice at a targeted area, causing all foes that pass through it to lose their footing. Those caught in the Ice Slick are dramatically slowed and tend to fall down. Recharge: Slow

Flash Freeze – You can Flash Freeze a large patch of ground beneath a targeted foe, instantly forming dozens of deadly ice shards that do Cold damage to all enemies in the area. The victims are left trapped within the icicles, but can break free if disturbed. Only targets near the ground can be affected. Damage: Minor, Recharge: Slow

Glacier – You can freeze all foes around yourself in blocks of Glacial ice. The targets are frozen solid, helpless, and can be attacked. Even after the victims emerge, they remain chilled and their attack and movement speed is Slowed for a while. This power can only be cast near the ground. Recharge: Very Long

Jack Frost – You can create a very powerful entity of animated ice at a targeted location. Jack Frost possesses several ice powers to attack any nearby foes. He will fight by your side for quite a while and can be healed and buffed like any teammate. Recharge: Very Long

Illusion Control

You can manipulate light and sound to manifest all sorts of Illusions, aiding your allies as well as deceiving your foes.

Spectral Wounds – Spectral Wounds convinces the target that he has taken severe damage. The illusion is so convincing that the victim can fall from the Spectral Wounds. However, the damage is not real, and if the victim survives long enough, the illusion will fade and some of the wounds will heal. Damage: Heavy(Illusionary), Recharge: Moderate

Blind – Painfully Blinds a single targeted foe so severely that he is rendered helpless. Blind is so bright that additional foes may also be blinded, though they will not take any damage, and attacking them will free them from the effects. Damage: Moderate, Recharge: Moderate

Deceive – You can Deceive an enemy into believing his friends are not who they appear to be. If successful, the enemy will ignore you and attack his own allies. If you Deceive someone before they have noticed you, your presence will continue to be masked. You will not receive any Experience Points for foes defeated by a Deceived enemy. Recharge: Moderate.

Flash – Generates a brilliant flash of light around you that blinds nearby foes. Flashed foes are rendered helpless and unable to defend themselves. Recharge: Very Long

Superior Invisibility – You can bend light around yourself to become completely Invisible. While this power is active, you are impossible to detect, and have a very high Defense bonus. However, you cannot attack, and can only cast powers that affect yourself. Recharge: Slow

Group Invisibility – Makes you and all teammates around you Invisible. While Invisible, you and your teammates are almost impossible to detect. Even if discovered, Group Invisibility grants a bonus to your Defense. Group Invisibility has no movement penalty. Recharge: Slow

Phantom Army – You can fabricate 2 to 4 Phantom heroes around a targeted foe. These Phantoms are not real, and are indestructible. Their attacks are similar to Spectral Wounds. Though they deal damage, it is illusory and will heal if the victim survives long enough. Phantoms are short lived and cannot be buffed or healed. Recharge: Very Long

Spectral Terror – You can create an illusion of unspeakable Terror. The manifestation is so horrible that all foes run away from it in Fear and will not return until the illusion is gone. Recharge: Slow

Phantasm – You can construct a powerful entity composed of pure light. Although made of light, the Phantasm is tangible and has powerful Energy attacks. The Phantasm can also fly and summon duplicates of itself. The duplicates are intangible, and cannot be harmed. The duplicates’ attacks deal illusory damage similar to that dealt by Spectral Wounds. Only the original Phantasm can be healed and buffed. Recharge: Very Long

Mind Control

You can manipulate and control your opponent’s mind. Since Mental powers directly affect the mind, most tend to be very accurate, and thus very useful against higher level foes. Few foes can resist Psionic powers, but creatures without minds, like machines and robots, are resistant to many of the effects.

Mesmerize – Mesmerize painfully assails a target with psychic energy, rendering him

unconscious. The target will remain asleep for some time, but will awaken if attacked. Damage:

Moderate, Recharge: Moderate

Levitate – You can send a single target violently into the air, then slam him to the ground for Smashing damage. This power can bring flying foes to the ground. Damage: Moderate, Recharge: Moderate

Dominate – Painfully tears at the mind of a single foe. Dominate deals Psionic damage and renders a foe helpless, lost in his own mind and unable to defend himself. Damage: Moderate, Recharge: Moderate

Confuse – You can Confuse an enemy, forcing him to believe his friends are not who they appear to be. If successful, the enemy will ignore you and attack his own allies. If you Confuse someone before he has noticed you, your presence will continue to be masked. You will not receive any Experience Points for foes defeated by a Confused enemy. Recharge: Moderate

Mass Hypnosis – Hypnotizes a group of foes at a distance and puts them to Sleep. The targets will remain asleep for some time, but will awaken if attacked. This power deals no damage, but if done discreetly, the targets will never be aware of your presence. Recharge: Slow

Telekinesis – Lifts a foe off the ground and repels him. The target is helpless, unable to take action, and will continue to hover away, as long as you keep the power active. Recharge: Slow

Total Domination – Painfully tears at the mind of a target foe and those near him. Dominate deals Psionic damage and renders all affected foes helpless, lost in their own mines and unable to defend themselves. Recharge: Very Long

Terrify – This power Terrifies foes within a cone area in front of you, causing them to flee in panic. The affect is so frightening and overwhelming, that the target takes real damage from the physiological response to this Psionic attack. Damage: Moderate, Recharge: Slow

Mass Confusion – You can cause Mass Confusion within a group of foes, creating chaos. All foes within the affected area will turn and attack each other, ignoring all heroes. You will not receive any Experience Points for foes defeated by Confused enemies. Recharge: Very Long

Secondary Powers – Buff/Debuff

Empathy

Empathy gives you the ability to heal and aid allies as well as yourself.

Healing Aura –Healing Aura restores some health to you and all nearby heroes. Healing Aura is not as potent as Heal Other, but can heal multiple targets at once. Recharge: Moderate

Heal Other – Heals a single targeted Hero ally. Recharge: Fast

Absorb Pain – Dramatically heals an ally’s wounds. This power has only a tiny Endurance cost, but it requires you to sacrifice some of your Hit Points. Absorbing someone’s pain can be quite dramatic, and afterwards you will be briefly unable to heal your own wounds by any means. Recharge: Slow

Resurrect – Revive a fallen ally with full Hit Points and Endurance. This power should be performed away from combat, as it can be interrupted. Recharge: Very Long

Clear Mind – Frees an ally from any Immobilization, Sleep, Disorient or Hold effects and leaves them resistant to such effects for a good while. Recharge: Moderate

Fortitude – Fortitude immensely enhances a single ally’s Accuracy, damage, and Defense. The target takes less damage from successful attacks. Fortitude also protects the targeted hero from Psionic attacks and damage. Recharge: Long

Recovery Aura – The Recovery Aura dramatically increases the Endurance recovery rate of all nearby heroes for a limited time. Emitting this Aura costs you a lot of Endurance, and it takes a long time to recharge. Recharge: Very Long

Regeneration Aura – The Regeneration Aura dramatically increases the healing rate of all nearby heroes for a limited time. Emitting this Aura costs you a lot of Endurance, and it takes a long time to recharge. Recharge: Very Long

Adrenalin Boost – Empowers another Hero with almost unlimited Endurance for a good while, but leaves you Disoriented. Recharge: Very Long

Force Field

The Force Field Powers give you the ability to create shells of energy that protect yourself and your allies from various forms of damage and harm.

Personal Force Field – The Personal Force Field is almost impenetrable to all attacks, even Psionics, although attacks from more powerful foes may get through more easily. Personal Force Field will also reduce the damage of any attacks that do get through. The Personal Force Field works both ways; while it is active, you can only use powers that affect yourself. Cannot be used with Rest. Recharge: Slow

Deflection Shield – Dramatically protects an ally from Smashing and Lethal attacks for a limited time. Multiple Shields from the same hero cannot be stacked; however, the shield can be improved when another hero uses the same power. Can also be used in conjunction with your Insulation Shield. You cannot use this power on yourself. Recharge: Very Fast

Force Bolt – Discharges a bolt of force that knocks down foes and deals some Smashing Damage. Damage: Minor, Recharge: Fast

Insulation Shield – Dramatically protects an ally from Fire, Cold, Energy and Negative Energy attacks for a limited time. Multiple Shields from the same hero cannot be stacked; however, the shield can be improved when another hero uses the same power. Can also be used in conjunction with your Deflection Shield. You cannot use this power on yourself. Recharge: Very Fast

Detention Field – Encases a targeted foe in a Detention Force Field. The captured target cannot be harmed, is Immobilized, and cannot attack or aid his allies. The target can, however, use powers on himself. Recharge: Slow

Dispersion Bubble – Creates a large bubble which protects all allies inside. While active, the Dispersion Bubble gives all allies within increase Defense against all attacks except Psionic. The Dispersion Bubble also protects allies from Immobilization, Disorient and Hold effects. Recharge: Slow

Repulsion Field – Creates a field that violently repels nearby foes. Each villain that is repelled costs you additional Endurance. Recharge: Slow

Repulsion Bomb – Projects an expanding Force Bubble around an ally that knocks down and damages nearby foes. This power cannot be used on yourself. Damage: Minor, Recharge: Slow

Force Bubble – Creates a large bubble which protects all allies inside. While active, this power keeps all foes at bay, protecting all allies inside from melee attacks. Recharge: Slow

Kinetics

You are a master at manipulating Kinetic Energy. You can manipulate the potential energy found in objects to aid your allies or weaken your foes.

Transfusion – Transfusion drains an enemy of some Endurance and transfers that energy, in the form of Hit Points, to all allies near the affected foe. You can use Transfusion to heal yourself as well as your allies. Recharge: Moderate

Siphon Power – You can Siphon the Power from a targeted foe, reducing his damage potential. The power is transferred back to you, increasing your damage potential and that of all nearby allies. Recharge: Slow

Repel – Repel creates a zone of kinetic energy that violently repels nearby foes. Each villain that is repelled costs additional Endurance. Recharge: Slow

Siphon Speed – You can Siphon the speed from a targeted foe, Slowing his movement while speeding your own. Recharge: Long

Increase Density – Increases an ally’s mass, freeing him from any Disorient, Immobilization, or Hold effects and leaving him resistant to such effects for a while. Increase Density also protects the target from Knockback, as well as Smashing and Energy damage. Because the target grows more dense, his movement speed is Slowed. You cannot use this power on yourself. Recharge: Fast

Speed Boost – You can hasten a single targeted ally. The target’s movement speed, attack rate and Endurance recovery are all greatly increased. You cannot use this power on yourself. Recharge: Very Fast

Inertial Reduction – You can reduce your Inertia, along with that of all nearby allies. The affected heroes can then jump incredible distance for a while. Recharge: Long

Transference – Transference drains an enemy of some of his Endurance and transfers that Endurance to all allies near the affected foe. You can use Transference to recover Endurance for yourself as well as your allies. Recharge: Slow

Fulcrum Shift – Fulcrum Shift drains the power of a targeted foe and all foes nearby, transferring it to all adjacent allies. Affected foes will deal less damage, while your affected allies will deal more. The more foes that are affected, the more power your allies receive. Fulcrum Shift can dramatically turn the tide of a melee battle. Recharge: Long

Radiation Emission

Radiation Emission powers allow you to manipulate atomic particles and waves to protect your allies and weaken your enemies.

Radiation Emission – You can use an Radiation Emission to heal some of your group’s wounds. This power has a small radius, so your allies need to be near you if they wish to be affected. Recharge: Moderate

Radiation Infection – Infects a targeted foe with deadly radiation, severely reducing his Accuracy and Defense. All foes that come near the target will also become infected. The Radiation Infection will last until you deactivate it, or until the original target is defeated. Recharge: Moderate

Accelerate Metabolism – Activating this power emits radiation that increases the running speed, attack speed, Endurance recovery, and damage potential of all nearby allies. Affected heroes’ metabolisms are increased so much that they become resistant to effects such as Sleep, Hold, Disorient, and Immobilization. Recharge: Very Long

Enervating Field – While this power is active, you irradiate a targeted foe, and all foes nearby, with a deadly dose of radiation. The radiation weakens exposed targets, decreasing the damage of their attacks. It also significantly weakens their resistance, so they will take much more damage from other attacks. Damage: Minor(DoT), Recharge: Moderate

Mutation – Using a concentrated burst of radiation, you can revive a fallen hero and Mutate him into a killing machine. The Mutated hero has increased damage, Accuracy, Endurance recovery, and attack speed. The entire experience is very taxing on the Mutated hero, and he will soon be severely weakened and Disoriented. All effects of the Mutation will eventually wear off. Recharge: Very Long.

Lingering Radiation – You can emit Lingering Radiation that reduces the attack rate and movement speed of the target, and all nearby foes. Recharge: Slow

Choking Cloud – While active, you generate toxic radioactive gas around yourself. Any nearby foes may be overcome by the gas, leaving them choking and helpless. Recharge: Long

Fallout – After an ally falls in battle, you can activate this power to extract the energy from their body to deal a massive amount of Energy damage to any nearby foes. Damage: Extreme, Recharge: Very Long

EMP Pulse – You can unleash a massive pulse of electromagnetic energy. This EMP can affect machines, and is even powerful enough to affect synaptic brain patterns. It will incapacitate all foes in its radius. However, this power uses a lot of Endurance and leaves you unable to recover Endurance for a while. Recharge: Very Long

Storm Summoning

You can command the forces of nature! Storm Summoning allows you to control wind and weather to aid your allies and wreak havoc on your foes.

Gale – You can call forth a tremendous gust of Gale force winds that knock down foes and deal some Smashing damage in a wide cone area. Damage: Minor, Recharge: Moderate

O2 Boost – Saturates the air around a targeted ally with rich oxygen, healing his wounds. The O2 Boost can protect a targeted ally from Sleep and Stun effects. You cannot use this power on yourself. Recharge: Fast

Snow Storm – While active, the chill from this Snow Storm can dramatically Slow the attack and movement speed of the target and all nearby foes. Recharge: Slow

Steamy Mist – Your mastery of the elements allows you to hide yourself and all nearby allies within a Steamy Mist. Steamy Mist makes you and your allies harder to see and increases your Defense, while reducing Fire, Cold, and Energy damage. Steamy Mist reduces your movement speed, but not your allies’. Recharge: Slow

Freezing Rain – Summons Freezing Rain at a targeted location. Freezing Rain deals minimal Cold damage to anything that passes through the storm. It also Slows the affected foes and severely reduces their Defense and resistance to damage. Many foes may even slip and fall trying to escape the storm. Damage: Minor(DoT), Recharge: Long

Hurricane – You can summon a Hurricane. The wind and rain from this massive storm reduce the range and Accuracy of nearby foes. The massive winds of this storm continuously force foes away from you. Recharge: Slow

Thunder Clap – You can call forth a tremendous Thunder Clap that will Disorient most foes in a large area around you. Recharge: Slow

Tornado – Conjures up a funnel cloud at a targeted location. The Tornado will chase down your foes, tossing them into the air and hurling them great distances. The victims are left Disoriented and with reduced Defense. The Tornado is a menacing sight, and can even cause panic among your foes. Recharge: Long

Lightning Storm – You can summon a massive Lightning Storm that will strike any foe that approaches you. Lightning from this storm can knock down and damage all nearby foes, and can even instill panic. Lightning bolts will continue to fall as long as the storm remains. Recharge: Long

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Defender

Primary Powers – Buff/Debuff

Dark Miasma

Focus the dark power of the Netherworld to weaken your foes.

Twilight Grasp – You channel Negative Energy from the Netherworld through yourself to a targeted foe. Twilight Grasp drains the power from that target and slowly transfer it to you and all nearby allies. The targeted foe’s Accuracy and damage are reduced, while you and your nearby allies are healed. Recharge: Moderate

Tar Patch – Drops a large patch of viscous Negative Energy which dramatically slows down enemies that run through it. Recharge: Slow

Darkest Night – While active, you channel Negative Energy onto a targeted foe. Darkest Night decreases the damage potential of the target, and all foes nearby, as long as you keep the power active. Recharge: Slow

Howling Twilight – Activating this power channels the power of the Netherworld to weaken your foes, in an attempt to revive all nearby fallen allies. You must stand near your defeated allies to revive them, then select a foe. The selected foe and all nearby foes will be Slowed, Disoriented, and drained of some life. Revived allies suffer no ill effects. The more enemy foes are drained, the more your allies will be healed. Recharge: Very Long

Shadow Fall – Envelopes you and your nearby teammates in a shroud of darkness. Shadow Fall does not grant Invisibility, but it does make you harder to detect. Even if you are discovered, Shadow Fall grants a bonus to Defense while reducing Energy, Negative Energy, and Psionic Damage. Shadow Fall reduces your movement speed, but not your allies’. Recharge: Slow

Fearsome Stare – Instills tremendous Fear within a cone area in front of you, causing all affected targets to flee in terror. Recharge: Slow

Petrifying Gaze – Petrifies a single targeted foe with a terrifying gaze. The victim is Held and defenseless. Recharge: Slow

Black Hole – Opens up a Black Hole to the Netherworld that temporarily pulls in all foes within its grasp. The victims become phase shifted and are completely intangible. They are hard to see, and cannot affect or be affected by those in normal space. Recharge: Slow

Dark Servant – Summons a Dark Servant to your aid. The Dark Servant possesses an assortment of dark powers to weaken your foes. The summoned entity is not a willing servant, and it is only your power that binds it in this realm. Therefore, the Dark Servant cannot move. Recharge: Very Long

Empathy

Empathy gives you the ability to heal and aid allies as well as yourself.

Healing Aura –Healing Aura restores some health to you and all nearby heroes. Healing Aura is not as potent as Heal Other, but can heal multiple targets at once. Recharge: Moderate

Heal Other – Heals a single targeted Hero ally. Recharge: Fast

Absorb Pain – Dramatically heals an ally’s wounds. This power has only a tiny Endurance cost, but it requires you to sacrifice some of your Hit Points. Absorbing someone’s pain can be quite dramatic, and afterwards you will be briefly unable to heal your own wounds by any means. Recharge: Slow

Resurrect – Revive a fallen ally with full Hit Points and Endurance. This power should be performed away from combat, as it can be interrupted. Recharge: Very Long

Clear Mind – Frees an ally from any Immobilization, Sleep, Disorient or Hold effects and leaves them resistant to such effects for a good while. Recharge: Moderate

Fortitude – Fortitude immensely enhances a single ally’s Accuracy, damage, and Defense. The target takes less damage from successful attacks. Fortitude also protects the targeted hero from Psionic attacks and damage. Recharge: Long

Recovery Aura – The Recovery Aura dramatically increases the Endurance recovery rate of all nearby heroes for a limited time. Emitting this Aura costs you a lot of Endurance, and it takes a long time to recharge. Recharge: Very Long

Regeneration Aura – The Regeneration Aura dramatically increases the healing rate of all nearby heroes for a limited time. Emitting this Aura costs you a lot of Endurance, and it takes a long time to recharge. Recharge: Very Long

Adrenalin Boost – Empowers another Hero with almost unlimited Endurance for a good while, but leaves you Disoriented. Recharge: Very Long

Force Field

The Force Field Powers give you the ability to create shells of energy that protect yourself and your allies from various forms of damage and harm.

Personal Force Field – The Personal Force Field is almost impenetrable to all attacks, even Psionics, although attacks from more powerful foes may get through more easily. Personal Force Field will also reduce the damage of any attacks that do get through. The Personal Force Field works both ways; while it is active, you can only use powers that affect yourself. Cannot be used with Rest. Recharge: Slow

Deflection Shield – Dramatically protects an ally from Smashing and Lethal attacks for a limited time. Multiple Shields from the same hero cannot be stacked; however, the shield can be improved when another hero uses the same power. Can also be used in conjunction with your Insulation Shield. You cannot use this power on yourself. Recharge: Very Fast

Force Bolt – Discharges a bolt of force that knocks down foes and deals some Smashing Damage. Damage: Minor, Recharge: Fast

Insulation Shield – Dramatically protects an ally from Fire, Cold, Energy and Negative Energy attacks for a limited time. Multiple Shields from the same hero cannot be stacked; however, the shield can be improved when another hero uses the same power. Can also be used in conjunction with your Deflection Shield. You cannot use this power on yourself. Recharge: Very Fast

Detention Field – Encases a targeted foe in a Detention Force Field. The captured target cannot be harmed, is Immobilized, and cannot attack or aid his allies. The target can, however, use powers on himself. Recharge: Slow

Dispersion Bubble – Creates a large bubble which protects all allies inside. While active, the Dispersion Bubble gives all allies within increase Defense against all attacks except Psionic. The Dispersion Bubble also protects allies from Immobilization, Disorient and Hold effects. Recharge: Slow

Repulsion Field – Creates a field that violently repels nearby foes. Each villain that is repelled costs you additional Endurance. Recharge: Slow

Repulsion Bomb – Projects an expanding Force Bubble around an ally that knocks down and damages nearby foes. This power cannot be used on yourself. Damage: Minor, Recharge: Slow

Force Bubble – Creates a large bubble which protects all allies inside. While active, this power keeps all foes at bay, protecting all allies inside from melee attacks. Recharge: Slow

Kinetics

You are a master at manipulating Kinetic Energy. You can manipulate the potential energy found in objects to aid your allies or weaken your foes.

Transfusion – Transfusion drains an enemy of some Endurance and transfers that energy, in the form of Hit Points, to all allies near the affected foe. You can use Transfusion to heal yourself as well as your allies. Recharge: Moderate

Siphon Power – You can Siphon the Power from a targeted foe, reducing his damage potential. The power is transferred back to you, increasing your damage potential and that of all nearby allies. Recharge: Slow

Repel – Repel creates a zone of kinetic energy that violently repels nearby foes. Each villain that is repelled costs additional Endurance. Recharge: Slow

Siphon Speed – You can Siphon the speed from a targeted foe, Slowing his movement while speeding your own. Recharge: Long

Increase Density – Increases an ally’s mass, freeing him from any Disorient, Immobilization, or Hold effects and leaving him resistant to such effects for a while. Increase Density also protects the target from Knockback, as well as Smashing and Energy damage. Because the target grows more dense, his movement speed is Slowed. You cannot use this power on yourself. Recharge: Fast

Speed Boost – You can hasten a single targeted ally. The target’s movement speed, attack rate and Endurance recovery are all greatly increased. You cannot use this power on yourself. Recharge: Very Fast

Inertial Reduction – You can reduce your Inertia, along with that of all nearby allies. The affected heroes can then jump incredible distance for a while. Recharge: Long

Transference – Transference drains an enemy of some of his Endurance and transfers that Endurance to all allies near the affected foe. You can use Transference to recover Endurance for yourself as well as your allies. Recharge: Slow

Fulcrum Shift – Fulcrum Shift drains the power of a targeted foe and all foes nearby, transferring it to all adjacent allies. Affected foes will deal less damage, while your affected allies will deal more. The more foes that are affected, the more power your allies receive. Fulcrum Shift can dramatically turn the tide of a melee battle. Recharge: Long

Radiation Emission

Radiation Emission powers allow you to manipulate atomic particles and waves to protect your allies and weaken your enemies.

Radiation Emission – You can use an Radiation Emission to heal some of your group’s wounds. This power has a small radius, so your allies need to be near you if they wish to be affected. Recharge: Moderate

Radiation Infection – Infects a targeted foe with deadly radiation, severely reducing his Accuracy and Defense. All foes that come near the target will also become infected. The Radiation Infection will last until you deactivate it, or until the original target is defeated. Recharge: Moderate

Accelerate Metabolism – Activating this power emits radiation that increases the running speed, attack speed, Endurance recovery, and damage potential of all nearby allies. Affected heroes’ metabolisms are increased so much that they become resistant to effects such as Sleep, Hold, Disorient, and Immobilization. Recharge: Very Long

Enervating Field – While this power is active, you can irradiate a targeted foe with a lethal dose of radiation. This radiation slowly damages them, decreasing their damage potential and that of all foes nearby. Damage: Minor(DoT), Recharge: Moderate

Mutation – Using a concentrated burst of radiation, you can revive a fallen hero and Mutate him into a killing machine. The Mutated hero has increased damage, Accuracy, Endurance recovery, and attack speed. The entire experience is very taxing on the Mutated hero, and he will soon be severely weakened and Disoriented. All effects of the Mutation will eventually wear off. Recharge: Very Long.

Lingering Radiation – You can emit Lingering Radiation that reduces the attack rate and movement speed of the target, and all nearby foes. Recharge: Slow

Choking Cloud – While active, you generate toxic radioactive gas around yourself. Any nearby foes may be overcome by the gas, leaving them choking and helpless. Recharge: Long

Fallout – After an ally falls in battle, you can activate this power to extract the energy from their body to deal a massive amount of Energy damage to any nearby foes. Damage: Extreme, Recharge: Very Long

EMP Pulse – You can unleash a massive pulse of electromagnetic energy. This EMP can affect machines, and is even powerful enough to affect synaptic brain patterns. It will incapacitate all foes in its radius. However, this power uses a lot of Endurance and leaves you unable to recover Endurance for a while. Recharge: Very Long

Storm Summoning

You can command the forces of nature! Storm Summoning allows you to control wind and weather to aid your allies and wreak havoc on your foes.

Gale – You can call forth a tremendous gust of Gale force winds that knock down foes and deal some Smashing damage in a wide cone area. Damage: Minor, Recharge: Moderate

O2 Boost – Saturates the air around a targeted ally with rich oxygen, healing his wounds. The O2 Boost can protect a targeted ally from Sleep and Stun effects. You cannot use this power on yourself. Recharge: Fast

Snow Storm – While active, the chill from this Snow Storm can dramatically Slow the attack and movement speed of the target and all nearby foes. Recharge: Slow

Steamy Mist – Your mastery of the elements allows you to hide yourself and all nearby allies within a Steamy Mist. Steamy Mist makes you and your allies harder to see and increases your Defense, while reducing Fire, Cold, and Energy damage. Steamy Mist reduces your movement speed, but not your allies’. Recharge: Slow

Freezing Rain – Summons Freezing Rain at a targeted location. Freezing Rain deals minimal Cold damage to anything that passes through the storm. It also Slows the affected foes and severely reduces their Defense and resistance to damage. Many foes may even slip and fall trying to escape the storm. Damage: Minor(DoT), Recharge: Long

Hurricane – You can summon a Hurricane. The wind and rain from this massive storm reduce the range and Accuracy of nearby foes. The massive winds of this storm continuously force foes away from you. Recharge: Slow

Thunder Clap – You can call forth a tremendous Thunder Clap that will Disorient most foes in a large area around you. Recharge: Slow

Tornado – Conjures up a funnel cloud at a targeted location. The Tornado will chase down your foes, tossing them into the air and hurling them great distances. The victims are left Disoriented and with reduced Defense. The Tornado is a menacing sight, and can even cause panic among your foes. Recharge: Long

Lightning Storm – You can summon a massive Lightning Storm that will strike any foe that approaches you. Lightning from this storm can knock down and damage all nearby foes, and can even instill panic. Lightning bolts will continue to fall as long as the storm remains. Recharge: Long

Secondary Powers – Ranged

Dark Blast

Dark Blast summons the powers of the Netherworld to defeat your foes. The draining effects of most of these powers can reduce your targets’ Accuracy.

Dark Blast – A long range blast of dark energy. Deals moderate Negative Energy damage and reduces the target’s Accuracy. Damage: Moderate, Recharge: Fast

Gloom – Gloom slowly drains a target of life, while reducing his Accuracy. Slower than Dark Blast, but deals more damage over time. Damage: High(DoT), Recharge: Moderate

Moonbeam – An extremely long range beam of Negative Energy that deals tremendous damage and reduces the target’s Accuracy. This is a sniper attack, and like most sniper attacks, is best fired from a distance as it can be interrupted. Damage: Extreme, Recharge: Slow

Dark Pit – Envelops a targeted foe and any nearby enemies in a pit of Negative Energy. The attack deals no damage, but Disorients all affected foes for a good while. Recharge: Slow

Tenebrous Tentacles – You can create a cone shaped rift to the Netherworld that allows its native creatures to slip their oily Tentacles into our reality. These creatures will snare all foes within range, Immobilizing them while the Tentacles drain their life and reduce their Accuracy. Recharge: Slow

Night Fall – Unleashes a cone shaped burst of particles from the Netherworld. All targets within the modest range of this power take Negative Energy damage and have a reduced Accuracy. Damage: Moderate(DoT), Recharge: Slow

Torrent – You summon a wave of mire that sweeps away foes within its arc. The attack deals minimal Negative Energy damage, but sends foes flying and reduces their Accuracy. Damage: Minor, Recharge: Slow

Life Drain – You can tap the power of the Netherworld to steal some life from a target foe and reduce his Accuracy. Some of that stolen life is transferred to you in the form of Hit Points. Damage: Moderate, Recharge: Slow

BlackstarYou can unleash a devastating blast of Negative Energy around yourself, dealing massive damage and reducing affected foes’ Accuracy. This power leaves you drained of Endurance and unable to recover Endurance for a while. Damage: Extreme, Recharge: Very Long

Electrical Blast

Electrical Blast endows you with ranged electrical attack powers. Electrical powers can drain foes’ Endurance and can often temporarily halt their Endurance recovery. This can be quite effective against higher level foes and Bosses.

Charged Bolts – You can quickly hurl small bolts of electricity at foes, dealing some damage and draining some Endurance. Charged Bolts deals light damage but recharges quickly. Damage: Moderate, Recharge: Fast

Lightning Bolt – You can send a large blast of electrical energy at a foe, dealing heavy damage and draining some Endurance. Lightning Bolt dealt deals more damage than Charged Bolts, but recharges more slowly. Damage: Heavy, Recharge: Moderate

Ball Lightning – Hurls a highly charged ball of lightning that explodes on contact. Ball Lightning deals good damage in an area of effect, and drains some Endurance from each target it hits. Damage: Moderate(DoT), Recharge: Slow

Short Circuit – Releases a burst of electrical energy around yourself, shocking all nearby foes.

This highly accurate discharge deals little damage, but drains a lot of Endurance from the targets

and renders him unable to recover Endurance for quite a while. Short Circuit is very effective

when used with your other Endurance draining powers. Damage: Minor, Recharge: Slow

Aim – Greatly increase the Accuracy of your attacks for a few seconds. Slightly increases

damage. Recharge: Slow

ZappA focused electrical blast that can travel great distances with high Accuracy. Zapp drains Endurance, and is best fired from a distance, as it can be interrupted. Damage: Extreme, Recharge: Slow

Tesla Cage – Tesla Cage confines the target in an electrical prison. The target is overwhelmed by the electrical change and is left helpless and can be attacked. Damage: Minor, Recharge: Moderate

Voltaic Sentinel – You can manifest a polarized electricity field that hovers above the ground and hurls bolts of electricity at nearby foes. Any enemy that passes near this Sentinel risks serious injury. The Sentinel is not alive and cannot be targeted or attacked by enemies. Damage: Heavy, Recharge: Very Long

Thunderous Blast – You hurl a tremendously powerful bolt of lightning at a target, devastating all nearby foes. Thunderous Blast deals massive damage and drains a lot of Endurance from nearby foes. Activating this power leaves you drained of Endurance, and unable to recover Endurance for a while. Damage: Extreme, Recharge: Very Long.

Energy Blast

Energy Blast allows you to hurl bolts of energy at your foes, and can often send them flying with Knockback.

Power Bolt – A quick attack that rapidly hurls small bolts of energy at foes, sometimes knocking them down. Fast, but little damage. Damage: Minor, Recharge: Fast

Power Blast – A much more powerful, yet slower version of Power Bolt. Power Blast sends a focused beam of energy at a foe that can knock him back. Damage: Moderate, Recharge: Moderate

Energy Torrent – Energy Torrent unleashes a cone of powerful energy that can smash foes and possibly send them flying. Damage: Minor, Recharge: Slow

Power Burst – A short range, but devastating attack. Damage: Heavy, Recharge: Slow

Sniper Blast – A focused blast that can travel great distances with high Accuracy. This is a sniper attack, and is best fired from a distance, as it can be interrupted. Damage: Superior, Recharge: Slow

Aim – Greatly increase the Accuracy of your attacks for a few seconds. Slightly increases damage. Recharge: Slow

Power Push – This ranged attack deals little damage, but sends the target flying for a great distance. Damage: Minor, Recharge: Moderate

Explosive Blast – You hurl a blast of charged energy that violently explodes on impact, damaging all foes near the target. Damage: Minor, Recharge: Slow

Nova – You can explode in a tremendous blast of energy, sending nearby foes flying. The Nova deals massive damage to all nearby foes, although the damage does vary. Activating this power leaves you drained of Endurance, and unable to recover any Endurance for a while. Damage: Extreme, Recharge: Very Long

Psychic Blast

Blast villains with an array of offensive Psionic powers. Most Psychic Blast powers have long ranges, and few living beings can resist their effects. Creatures without minds, like machines and robots, are all but immune.

Mental Blast – This basic attack does moderate Psionic damage, and can slightly reduce a target’s attack speed. Damage: Moderate, Recharge: Fast

Subdue – Subdue deals moderate Psionic damage and may leave the targeted foe Immobilized for a brief time. Immobilized foes cannot move but can still attack. Damage: Moderate, Recharge: Moderate

Psionic Lance – This extremely long range Psionic attack has a bonus to Accuracy, and can Slow a target’s attack rate. This is a sniper attack, and is best fired from a distance as it can be interrupted. Damage: Extreme, Recharge: Slow

Psychic Scream – This howl of Psionic energy resonates in the mind of all foes within its conical area of effect, inflicting moderate damage. Damage: Moderate, Recharge: Slow

Telekinetic blast – You can use Telekinesis to Blast a targeted foe with the power of your mind. This attack deals Smashing and Psionic damage, and can knock your opponent back. Damage: Moderate, Recharge: Moderate

Will Domination – This powerful attack deals Psionic damage, and is so painful it usually renders its target unconscious. The victim is asleep, and will wake if disturbed. Damage: Superior, Recharge: Slow

Psionic Tornado – Unleashes a whirlwind of Psionic energy on a target, tossing nearby foes into the air. The Psionic Tornado damages foes and Slows their attack speed. Damage: Moderate(DoT), Recharge: Slow

Scramble Thoughts – Painfully scrambles the synapses of a targeted foe, leaving him dramatically Disoriented for a short duration. Deals a little Psionic Damage. Damage: Minor, Recharge: Slow

Psychic Wail – Psychic Wail is a devastating Psionic attack that wracks the minds of all nearby foes. Those that survive will have a severely reduced attack rate and may be left Disoriented. This power leaves you drained of Endurance and unable to recover Endurance for a time. Damage: Extreme, Recharge: Very Long

Radiation Blast

Blast your foes with lethal radiation. Radiation Blast powers can bypass normal defenses, and lower your targets’ overall Defense.

Neutrino Bolt – A very quick, but low damage attack. Neutrino Blast can reduce the target’s Defense. Damage: Minor, Recharge: Very Fast

X-Ray Beam – You can emit a beam of X- Ray energy from your eyes, dealing moderate Energy damage. This attack can bypass some defenses and can reduce the target’s Defense. Damage: Moderate, Recharge: Fast

Irradiate – You can emit lethal amounts of radiation in all directions, damaging all nearby foes for a short time. Like other Radiation attacks, this power can bypass some of a target’s defenses. Irradiate severely reduces the target’s Defense. Damage: Moderate(DoT), Recharge: Slow

Electron Haze – A short range conical blast of free electrons. This attack can bypass some of a target’s defenses and reduce the target’s Defense. It can also knock some targets down. Damage: Moderate, Recharge: Slow

Proton Volley – Hurls a volley of alpha particles over an extremely long range. Proton Volley can bypass some of a target’s defenses and reduce the target’s Defense. This is a sniper attack, and is best fired from a distance as it can be interrupted. Damage: Superior, Recharge: Slow

Aim – Greatly increases the Accuracy of your attacks for a few seconds. Slightly increases damage. Recharge: Slow

Cosmic Burst – Cosmic Burst smashes the target with cosmic particles. The attack is very short range, but the attack is extremely devastating and can leave most targets Disoriented and with reduced Defense. Damage: Superior, Recharge: Slow

Neutron Bomb – This devastating attack lobs an explosive sphere of deadly radiation, damaging the target and all nearby foes. Neutron Bomb can bypass some of a target’s defenses and reduce the target’s Defense.

Atomic Blast – This attack taps most of your stored energy to deal a devastating Atomic Blast. Any foes left standing will have their Defense greatly reduced and may be left helplessly chocking on toxic vapors. Activating this power leaves you drained of Endurance, and unable to recover any Endurance for a while. Damage: Extreme, Recharge: Very Long

Scrapper

Primary Powers – Melee

Broad Sword

Wield a Broad Sword and master a variety of powerful Lethal attacks. Slower than a Katana, the Broad Sword’s weight strikes with more force and damage. The Broadsword can reduce an enemy’s Defense, allowing other attacks to hit more reliably. The Broad Sword is a powerful melee weapon and has a bonus to Accuracy.

Hack – You Hack your opponent for a high amount of damage. This attack can reduce a target’s Defense, making him easier to hit. Damage: High, Recharge: Moderate

Slash – You perform a quick Slash that can reduce a target’s Defense, making him easier to hit. This attack causes moderate damage, but has a quick recharge time. Damage: Moderate, Recharge: Fast

Slice – You Slice your sword in a wide arc, attacking all enemies in front of you. Slice does less

damage than Slash, but can hit multiple foes. Damage: Moderate, Recharge: Moderate

Build Up – Greatly increases the amount of damage you deal for a few seconds, as well as

slightly increasing your Accuracy. Recharge: Slow

Parry – You can use this power to Parry incoming melee attacks. The Parry itself does minor damage, but every successful hit will increase your Defense against melee attacks for a short while. Damage: Minor, Recharge: Fast

Taunt – Taunts a foe to get him to attack you. Useful to pull a villain off an ally who finds himself in over his head. Recharge: Fast

Whirling Sword – You perform a Whirling Sword maneuver, attacking all foes in melee range. This attack wounds your opponents, causing them to take minor damage over time and reduces their defense. Damage: Moderate, Recharge: Slow

Disembowel – You perform a powerful Disemboweling maneuver that deals a great amount of damage, and can knock a target up into the air. This attack can reduce a target’s Defense, making him easier to hit. Damage: Heavy, Recharge: Slow

Head Splitter – You perform a devastating Head Splitter attack that deals a massive amount of damage and can even knock a foe down to the ground. This attack has critical hit capability and can sometimes deal double damage, as well as reducing a target’s Defense. Damage: Extreme, Recharge: Slow

Claws

Claws are bones or blades that extend from your hands and cause Lethal damage. The lightweight, natural feel of claws gives this power set a reduced Endurance cost and faster attack rate than other Scrapper melee sets.

Swipe – A series of quick Swipes with your claws. Does minor damage, but has a very quick recharge rate. Damage: Moderate(DoT), Recharge: Very Fast

Strike – You perform a Strike with your claws. This is a basic attack that deals a moderate amount of damage. Damage: Moderate, Recharge: Fast

Slash – You perform a Slash with your claws, dealing a good amount of damage, but with a longer recharge rate. This attack can reduce a target’s Defense, making them easier to hit. Damage: Moderate, Recharge: Fast

Spin – You spin around in a circle, attacking everyone within melee range with a Strike attack. Damage: Moderate, Recharge: Slow

Follow Up – You perform a feint attack that deals moderate damage. After this attack hits, it gives you a large bonus to Accuracy and damage for a brief time. Damage: Moderate, Recharge: Slow

Taunt – Taunts a foe to get him to attack you. Useful to pull a villain off an ally who finds himself in over his head. Recharge: Fast

Focus – Projects a burst of Focused power that you can project a short distance. Focus deals high damage and can possibly knocking down foes. Damage: Heavy, Recharge: Moderate.

Eviscerate – You spin and slash violently, Eviscerating all foes in a wide arc in front of you. This attack has critical hit capability and can cause double damage. Damage: Heavy, Recharge: Slow

Shockwave – Projects a Shockwave of focused power that can travel a short distance. Shockwave travels in a wide arc in front of you dealing moderate damage and, possibly knocking down foes. Damage: Moderate, Recharge: Slow

Dark Melee

Dark Melee allows you to focus the powers of the Netherworld to defeat your foes. The draining effects of most of these powers can reduce the target’s Accuracy.

Shadow Punch – You wrap your fists with Negative Energy channeled from the Netherworlds, then perform a quick punch that deals minor damage. Shadow Punches cloud a target’s vision, lowering his Accuracy for a short time. Damage: Minor, Recharge: Fast

Smite – You wrap your fists with Negative Energy channeled from the Netherworlds, then perform a Smite that deals more damage than Shadow Punch, but has a longer recharge time. Smite that clouds the target’s vision, lowering his Accuracy for a short time. Damage: Moderate, Recharge: Moderate

Shadow Maul – You wrap your entire arms with Negative Energy channeled from the Netherworlds, then perform a series of blows that deal a lot of damage over a short period of time. These blows cloud your target’s vision, lowering his Accuracy for a short time. Damage: Moderate(DoT), Recharge: Moderate

Touch of Fear – The Netherworld is one scary place, and with but a touch, you can give your enemy a glimpse into this dark world. This will cause them to panic and run away in Fear. Foes in this state of panic have reduced Accuracy. Recharge: Moderate

Siphon Life – You tap the power of the Netherworld and create a life transferring conduit between a foe and yourself. This will transfer Hit Points from your enemy to yourself. Foes Siphoned in this manner have their Accuracy reduced. Damage: Moderate, Recharge: Slow

Taunt – Taunts a foe to get him to attack you. Useful to pull a villain off of an ally who finds himself in over his head. Recharge: Fast

Dark Consumption – The dark power of the Netherworld allows you to tap the essence of your foe’s soul and transfer it to yourself. This will drain the Hit Points of your enemy and add to your Endurance. Damage: Moderate, Recharge: Very Long

Soul Drain – Using this power, you can drain the essence of all nearby foes’ souls, thus increasing your own strength. Each affected foe will lose some Hit Points and add to your Damage and Accuracy. Damage: Moderate, Recharge: Very Long

Midnight Grasp – Mastery over the forces of the Netherworld allows you to create dark tentacles that can Immobilize a foe and continuously drain his life-force. Damage: Superior(DoT), Recharge: Slow

Katana

Wield the Katana and master a variety of powerful Lethal attacks. A quick and elegant weapon, the Katana is faster than a Broad Sword, and can reduce an enemy’s Defense. The Katana is a fine blade that always has a bonus to Accuracy.

Hack – You perform a standard attack with your katana. This attack is slower than Slash, but deals more damage. Hack can reduce a target’s Defense, making him easier to hit. Damage: Moderate, Recharge: Fast

Slash – You perform a lightning quick Slash with your katana. This attack is very fast, but deals only minor damage. This attack can reduce a target’s Defense, making him easier to hit. Damage: Minor, Recharge: Fast

Slice – You swing your katana in a wide arc in front of you, Slicing multiple foes. This attack can

reduce a target’s Defense, making them easier to hit. Damage: Moderate, Recharge: Moderate

Build Up – Greatly increases the amount of damage you deal for a few seconds, as well as

slightly increasing your Accuracy. Recharge: Slow

Parry – You can use your katana to Parry incoming melee attacks. The Parry itself does minor damage, but every successful hit will increase your Defense against melee attacks for a short while. Damage: Minor, Recharge: Fast

Taunt – Taunts a foe to get him to attack you. Useful to pull a villain off an ally who finds himself in over his head. Recharge: Fast

Whirling Sword – You perform a Whirling Sword maneuver, attacking all foes in melee range. This attack wounds your opponents, causing them to take moderate damage over time and reduces his Defense. Damage: Moderate, Recharge: Slow

Disembowel – You perform a powerful Disemboweling maneuver that deals a great amount of damage, and can knock a target up into the air. This attack can reduce a target’s Defense, making him easier to hit. Damage: Superior, Recharge: Moderate

Head Splitter – You perform a devastating Head Splitter attack that deals a massive amount of damage and can even knock a foe to the ground. This attack has critical hit capability and can sometimes deal double damage and reduce a target’s Defense. Damage: Extreme, Recharge: Slow

Martial Arts

A compilation of various fighting techniques from around the world, Martial Arts makes you a master in the art of hand to hand combat. Martial Artists tend to be very accurate with their strikes.

Thunder Kick – You can perform a strong Thunder Kick that hits so hard it can Disorient your target. Damage: Moderate, Recharge: Fast

Storm Kick – You can unleash a flurry of quick kicks, pummeling your foe for moderate damage. Damage: Moderate(DoT), Recharge: Fast

Cobra Strike – Using intense martial arts focus, you can perform a Cobra Strike that deals minor

damage, but has a great chance of Disorienting your target. Damage: Minor, Recharge: Slow

Focus Chi – Tapping into your inner Chi greatly increases the amount of damage you deal for a

few seconds, as well as slightly increasing your Accuracy. Recharge: Slow

Crane Kick – You can perform a slow, high damage kick that will likely knock your target back. Damage: Heavy, Recharge: Moderate

Warriors Challenge – Taunts a foe to get him to attack you. Useful to pull a villain off an ally who finds himself in over his head. Recharge: Fast

Crippling Axe Kick – You can perform a Crippling Axe Kick that deals minor damage, but has a chance to Immobilize your target, as well as Slowing their attack rate. Damage: Minor, Recharge: Fast

Dragons Tail – This low spinning kick deals the same damage as Thunder Kick, but has a chancel to hit all enemies in melee range. Successful hits will trip and knock down your opponents. Damage: Moderate, Recharge: Slow

Eagles Claw – You can perform a devastating kick that can severely Disorient most opponents. Eagle’s Claw has critical hit capability and has a chance to deal double damage. Damage: Superior, Recharge: Slow

Spines

Spines protrude from your body and can deal damage in melee or at very short ranges. Spines are hollow and hold a neural toxin that deals additional poison damage and can Slow or Immobilize your enemies. The toxin is cumulative, and multiple hits will affect a target more strongly. Very few foes have resistance to Spine poison.

Barb Swipe – Shred your opponent with several quick Swipes from your Spines. Barb Swipe deals minor damage over time. Spine poison deals additional damage and Slows affected foes. Damage: Minor(DoT), Recharge: Very Fast

Lunge – Lunge forward, stabbing and poisoning a targeted foe with the large Spine on your arm. Lunge deals moderate damage. Spine poison deals additional damage and Slows affected foes. Damage: Moderate, Recharge: Fast

Spine Burst – You can fling dozens of Spines in all directions. These Spines only travel a short distance, but they can deal moderate damage and poison any target close to you. Spine poison Slows affected foes. Damage: Moderate, Recharge: Slow

Build Up – Greatly increases the amount of damage you deal for a few seconds, as well as slightly increasing your Accuracy. Recharge: Slow

Impale – You can throw a single large Spine at a targeted foe. This Spine does only moderate damage, but carries a large amount of the Spine toxin. A successful attack can completely Immobilize most foes, as well as Slowing them and dealing poison damage. Damage: Moderate, Recharge: Moderate

Taunt – Taunts a foe to get him to attack you. Useful to pull a villain off an ally who finds himself in over his head. Recharge: Fast

Quills – While this power is active, you will constantly fire dozens of Spines in all directions. These Spines do minor damage, but can poison all foes in close range. Spine poison Slows affected foes. Damage: Minor(DoT), Recharge: Slow

Ripper – You can unleash a spectacular slashing maneuver that attacks all villains in a wide arc in front of you. Ripper deals massive damage and poisons multiple targets. It can even knock foes down. Spine poison Slows affected targets and deals additional damage. Damage: Heavy, Recharge: Slow

Throw Spines – You can throw dozens of Spines in a wide cone in front of you, impaling foes caught within the range. Spine throwing deals moderate damage, and poisons any targets it hits. Spine poison Slows affected foes. Damage: Moderate, Recharge: Slow

Secondary Powers – Defense

Dark Armor

Dark Armor allows you to tap into the powers of the Netherworld for protection.

Dark Embrace – You tap into the energy of the Netherworld to protect yourself from damage. This Dark Embrace shrouds you and grants resistance to Lethal, Smashing, and Negative Energy damage. This power cannot be used at the same time as Murky Cloud or Obsidian Shield. Recharge: Fast

Death Shroud – You become a focus point of the Netherworld, allowing its Negative Energy to seep from your body. This will continuously damage all foes in melee range. Damage: Minor(DoT), Recharge: Fast

Murky Cloud – You create a Murky Cloud enshrouding you. This cloud can absorb all forms of energy, making you more resistant to Fire, Cold, Energy, and Negative Energy attacks. Murky Cloud cannot be used at the same time as Dark Embrace or Obsidian Shield. Recharge: Fast

Obsidian Shield – You can create a special Obsidian Shield that grants good resistance to Psionic damage. With your mind enshrouded in darkness you are protected from Sleep and Disorient attacks. Obsidian Shield cannot be used at the same time as Dark Embrace or Murky Cloud. Recharge: Fast

Dark Regeneration – You can tap the dark essence of the Netherworld to drain a small amount of life from all enemies nearby, thus healing yourself. The more foes affected, the more you will be healed. Damage: Minor, Recharge: Slow

Cloak of Darkness – A shroud of Netherworld darkness envelops you, making you difficult to spot at a distance. You can be seen only at close range, or if you attack a target. Even if seen, the Cloak of Darkness grants you a bonus to Defense, Unlike some stealth powers, Cloak of Darkness has no movement penalty.

Cloak of Fear – You can wrap yourself in a nightmarish Cloak of Fear. Those close to you are treated to visions most horrific, forcing them to run away to keep their distance. Recharge: Fast

Oppressive Gloom – The Netherworld has many mutable properties, such as the Oppressive Gloom. This power allows you to use your own Hit Points to keep enemies near you Disoriented and unable to use any powers. Endurance cost for this is minimal, but the power can be dangerous to use. Recharge: Moderate

Soul Transfer – Should you fall in battle, you can perform a Soul Transfer, sucking the life force of all foes around you to bring yourself back from the brink of death. The more foes nearby, the more life is restored to you. There must be at least one foe nearby to fuel the Transfer and revive yourself. Damage: Moderate, Recharge: Very Long

Invulnerability

Invulnerability gives you incredible abilities to resist damage and other effects. However, Invulnerability offers no protection from Psionic attacks.

Resist Physical Damage – You are naturally tough and inherently resistant to Smashing and

Lethal damage. This becomes a permanent attribute and does not need to be activated.

Temp Invulnerability – When you toggle on this power, you become highly resistant to Smashing

and Lethal damage for a short duration. Cannot be active at the same time as Unyielding Stance.

Recharge: Fast

Dull Pain – You can active this power to increase your maximum Hit Points for a short time. Recharge: Very Long

Resist Elements – You are naturally insulated and very resistant to Fire and Cold damage. This powers is always on and costs no Endurance.

Unyielding Stance – When you toggle on this power, you become an immovable object. You are resistant to Knockback, Sleep, Hold, Disorient effects, and all damage except Psionics, although you cannot move until you deactivate this power. Cannot be active at the same time as Temp Invulnerability. Recharge: Slow

Resist Energies – You are naturally very resistant to Energy and Negative Energy damage. This becomes a permanent attribute and does not need to be activated.

Invincibility – While this power is active, you receive a bonus to Defense against all damage types other than Psionics and a bonus to Accuracy. This power is most effective when fighting multiple opponents. Invincibility is ineffective if you are battling foes at a range. Recharge: Slow

Tough Hide – Your thickened skin makes you much tougher to hit. This becomes a permanent attribute and does not need to be activated.

Unstoppable – When you activate this power, you not only becomes extremely resistant to most damage, but also to Disorient, Immobilization, Hold, and Sleep effects. Endurance recovery is also increased. Unstoppable costs little Endurance to activate, but when it wears off you are left exhausted, and drained of almost all Health and Endurance. Recharge: Very Long

Regeneration

Regeneration lets you recover more quickly from damage and effects.

Fast Healing – You heal Hit Points at a faster rate than normal. This power is always on.

Reconstruction – Through perfect control of your body, you can concentrate for a few moments and heal yourself. Recharge: Long

Quick Recovery – You recover Endurance at a faster rate than normal. This power is always on.

Dull Pain – Using ancient techniques, you can make yourself more resilient to pain. Thus, you can take more damage before being defeated. When you activate this power you will increase your maximum Hit Points for a couple of minutes. Recharge: Very Long

Integration – You can integrate your mind and body, making you resistant to Knockback,

Disorient, Hold, Sleep, and Immobilization effects for a short duration. Recharge: Fast

Resilience – You are more Resilient. This power allows you to build up a resistance to Disorientation effects. You tend not to get Disoriented, and if you do, it wears off quickly . This resistance to Disorientation gets stronger as you go up in level. Resilience also grants some resistance to Smashing and Lethal damage. This power is always on.

Instant Healing – When you activate this power, you can regenerate damage at an astounding rate. This power uses a great amount of Endurance and takes a long time to recharge once used. Recharge: Very Long

Revive – Should you fall in battle, you can Revive yourself from the brink of death. You will revive with half your Hit Points and no Endurance. Recharge: Very Long

Moment of Glory – When you activate this power, you lose almost all of your Hit Points, but become Resistant to all types of damage, recover Endurance more quickly, and are highly resistant to Sleep, Disorient, Immobilization, and Hold effects. Recharge: Very Long

Super Reflexes

Your Super Reflexes and acute senses allow you to react deftly to avoid danger.

Focused Fighting – You become more evasive to melee attacks while you have Focused Fighting activated. This will increase your Defense versus melee as long as it is active. Recharge: Fast

Focused Senses – You become more evasive against ranged attacks while you have Focused Senses activated. This will increase your Defense versus ranged attacks as long as it is active. Recharge: Fast

Agile – You become innately more Agile, and are able to naturally avoid some ranged attacks. This power is always on, and will permanently increase your Defense versus ranged attacks.

Practiced Brawler – Your training has allowed you to become a Practiced Brawler, tuning you into a perfect fighting machine. You gain a resistance to Knockback, Disorient, Hold, Sleep, and Immobilization powers for a short duration. Recharge: Very Long

Dodge – You have the ability to innately Dodge some melee attacks. This power is always on, and will permanently increase your Defense versus melee attacks.

Quickness – Your Quick reflexes allow you to move faster than normal. This power is always on and permanently increases your attack rate and movement speed.

Lucky – Your superior reflexes make you seem incredibly Lucky. This power is always on, and permanently increases your chance to evade area effects and cone shaped attacks.

Evasion – You are Evasive against area effect and cone shaped attacks. This power increases your Defense versus such attacks as long as it is active. Recharge: Fast

Elude – You can improve your reflexes, making yourself so quick you can Elude almost any attack, be it ranged, melee, or area effect. Your running speed and jumping height are also increased. Elusion takes total concentration; while it is active, you cannot attack foes or assist allies.

Tanker

Primary Powers – Defense

Fiery Aura

You can engulf himself in flames to protect yourself. Fiery Aura is the most offensive of the Tanker’s defensive Power Sets

Blazing Aura – While active, you are surrounded by flames that burn all foes that attempt to enter melee range. Damage: Minor(DoT), Recharge: Fast

Fire Shield – While this power is active, you get a good resistance to Lethal, Smashing and Fire damage. Fire Shield also provides minimal resistance to Cold damage. Recharge: Very Fast

Healing Flames – You can concentrate for a few moments to heal yourself. The power of the flames can also protect you from Disorientation for a while. Recharge: Long

Temperature Protection – Temperature Protection gives you strong resistance to Fire damage, and some resistance to Cold damage as well. This power is always on and costs no Endurance.

Consume – You can drain body heat from all nearby foes in order to replenish your own Endurance. The more foes affected, the more Endurance is gained. Foes suffer minimal Fire damage. Damage: Minor, Recharge: Very Long

Plasma Sheild – While this power is active, you are surrounded by pure plasma. The Plasma Shield gives you resistance to Energy, Negative Energy, as well as Fire damage. Recharge: Very Fast

Burn – You can ignite the ground beneath you, freeing yourself from Immobilization effects. Foes that enter the flames will take damage. You can Burn multiple patches, but the Endurance cost is high. Damage: Moderate(DoT), Recharge: Fast

Fiery Embrace – Significantly boosts the damage of all your Fire attacks for quite a while. Recharge: Very Long

Rise of the Phoenix – If you are defeated, you can rise from the ashes. The fiery resurrection blasts nearby foes with an explosion and knocks them down. You will be well healed, although you cannot recover Endurance for quite a while. Recharge: Very Long

Ice Armor

You can dramatically reduce your core body temperature to form various armors of ice around yourself. You can protect yourself from many different damage types, and you gain exceptional resistance to Cold based attacks. However, this set offers little protection to Fire based powers and no protection against Psionics.

Frozen Armor – While this power is active, you coat yourself in rock hard Frozen Armor. The hardness of the Frozen Armor makes Smashing and Lethal attacks less likely to land and reduces Cold damage. Also, Fire attacks deal slightly less damage. Cannot be active at the same time as Wet Ice, Glacial Armor, or Hibernate. Recharge: Very Fast

Hoarfrost – Activating this power covers you in a thick layer of Hoarfrost. The frost can absorb the impact from enemy attacks, effectively increasing your maximum Hit Points for a short time. Recharge: Very Long

Chilling Embrace – While active, you dramatically lower the temperature around yourself, Slowing the attack rate of all nearby foes, as well as their movement speed. Recharge: Very Fast

Wet Ice – When you activate this power, you cover yourself in a think coating of slick, melting ice. This makes you slippery, leaving you nearly immune to Disorient, Immobilization, and Hold effects. Wet Ice also increase your defense to most attacks and resistance to Cold damage. Cannot be used with Frozen Armor, Glacial Armor, or Hibernate. Recharge: Very Fast

Permafrost – Your body temperature permanently lowers to 33 degrees Fahrenheit. Permafrost gives you strong resistance to Cold damage, and some resistance to Fire damage as well. This power is always on and costs no Endurance.

Icicles – While active, you form sharp icicles on your body that continuously cuts all foes that attempt to enter melee range. Damage: Minor(DoT), Recharge: Fast

Glacial Armor – When you activate this power you cover yourself in Glacial Ice. The crystalline matrix of the armor has refracting properties that make Energy and Negative Energy attacks less likely to land. Also, Cold attacks deal less damage. Cannot be used with Frozen Armor, Wet Ice, or Hibernate. Recharge: Very Fast

Energy Absorption – Activating this power draws moisture directly from the bodies of all nearby foes, draining their Endurance. Each foe you draw moisture from adds to your Defense in the form of frozen armor. If there are no foes within range, you will not gain any Defense bonus. Recharge: Long

Hibernate – When you activate this power, you encase yourself in a block of solid ice, making yourself invulnerable, though you are frozen solid and cannot act. While Hibernating within this block of ice, you heal damage at an incredible rate. You can emerge at will by deactivating the power. Cannot be used with Frozen Armor, Hoarfrost, Wet Ice, or Glacial Armor. Recharge: Long

Invulnerability

Invulnerability gives you incredible abilities to resist damage and other effects. However, Invulnerability offers no protection from Psionic attacks.

Resist Physical Damage – You are naturally tough and inherently resistant to Smashing and Lethal damage. This power is always on, and costs no Endurance.

Temp Invulnerability – When you toggle on this power, you become highly resistant to Smashing and Lethal damage. Cannot be active at the same time as Unyielding Stance. Recharge: Fast

Dull Pain – You can active this power to increase your maximum Hit Points for a short time. Recharge: Very Long

Resist Elements – You are naturally insulated and very resistant to Fire and Cold damage. This power is always on and costs no Endurance.

Unyielding Stance – When you toggle on this power, you become an immovable object. You are resistant to Knockback, Sleep, Hold, Disorient effects, and all damage except Psionics, although you cannot move until you deactivate this power. Cannot be active at the same time as Temp Invulnerability. Recharge: Slow

Resist Energies – You are naturally very resistant to Energy and Negative Energy damage. This power is always on and costs no Endurance.

Invincibility – While this power is active, you receive a bonus to Defense against all damage types other than Psionics and a bonus to Accuracy. This power is most effective when fighting multiple opponents. Invincibility is ineffective if you are battling foes at a range. Recharge: Slow

Tough Hide – Your thickened skin makes you much tougher to hit. This power is always on and costs no Endurance.

Unstoppable – When you activate this power, you not only becomes extremely resistant to most damage, but also to Disorient, Immobilization, Hold, and Sleep effects. Endurance recovery is also increased. Unstoppable costs little Endurance to activate, but when it wears off you are left exhausted, and drained of almost all Health and Endurance. Recharge: Very Long

Stone Armor

You can transform your skin into various forms of rock and stone. Stone Armor is one of the only Tanker Defensive Power Sets that offers resistance to Psionics. Stone Armor offers amazing Defense, but many Stone Armors are mutually exclusive to each other. Only one Armor power may be active at any given time.

Rock Armor – Your skin becomes stone while this power is active. Stone Armor makes you highly resistant to Smashing and Lethal attacks. They are less likely to land and affect you. Cannot be active at the same time as Brimstone Armor, Crystal Armor, Mineral Armor, or Granite Armor. Recharge: Fast

Stone Skin – Your tough skin is naturally resistant to Smashing and Lethal damage. This power is always on and costs no Endurance.

Earth’s Embrace – You are so connected to the earth, you can draw upon its power to add to your own health. Activation this power increases your maximum Hit Points. Recharge: Very Long

Mud Pots – While this power is active, you draw upon the geothermal power of the Earth to create a bubbling pool of hot mud around yourself. All foes in melee range will become snared and entrapped in the mud, Immobilizing some and slowing others. The boiling heat from Mud Pots also deals some damage over time to the snared foes. Damage: Minor(DoT), Recharge: Fast

Rooted – While this power is active, you merge with the Earth and become an immovable object. Drawing power from the Earth, you become resistant to Knockback, Sleep, Hold, and Disorient effects, and increase your Endurance Recovery rate, although you cannot move until you deactivate the power. Recharge; Slow

Brimstone Armor – While this power is active, your skin becomes encrusted in cracked magma. Brimstone Armor makes you highly resistant to Fire and Cold damage. Cannot be active at the same time as Stone Armor, Crystal Armor, Mineral Armor, or Granite Armor. Recharge: Fast

Crystal Armor – Activating this power encrusts you with mineral deposits that can disperse thought patterns and make Psionic attacks less likely to hit. Cannot be active at the same time as Stone Armor, Brimstone Armor, Mineral Armor, or Granite Armor. Recharge: Fast

Mineral Armor – While this power is active, your skin becomes encrusted in various quartz crystals. Crystal Armor makes Energy and Negative Energy attacks less likely to hit. Cannot be active at the same time as Stone Armor, Brimstone Armor, Crystal Armor, or Granite Armor. Recharge: Fast

Granite Armor – When you activate this power, you are transformed into a massive bulk of unyielding Granite. Your incredible mass makes you almost completely invulnerable. However, you also becomes quite heavy, cannot fly, are Slowed and have reduced accuracy. Cannot be active at the same time as other Armors in this set or Hover, Fly, or Group Fly. Recharge: Fast

Secondary Powers – Melee

Battle Axe

You can wield a Battle Axe and master a variety of powerful Lethal attacks. Battle Axe is a slow but powerful weapon that has a tendency to send foes flying. This massive weapon has a bonus to hit.

Gash – Gashes your opponent with your Battle Axe. This attack is fairly quick for such a large weapon, and can knock down foes. Damage: Moderate, Recharge: Fast

Chop – The Chop deals heavy damage with your Battle Axe, although it is much slower than the Gash. This attack can knock back a target. Damage: Superior, Recharge: Slow

Taunt – Taunts a foe to get him to attack you. Useful to pull a villain off an ally who finds himselves in over his head. Recharge: Fast

BeheaderThis is an attempt to remove your opponent’s head from his neck with your Battle Axe. This attack is very slow, but can deal a lot damage and knock the target back. Damage: Extreme, Recharge: Slow

Build Up – Greatly increases the amount of damage you deal for a few seconds, as well as slightly increasing your Accuracy. Recharge: Slow

Swoop – A Swoop of your Battle Axe deals a superior amount of damage, and can send your target flying upwards. Damage: Superior, Recharge: Slow

Whirling Axe – You spin your Battle Axe in a huge arc, attacking all nearby foes. This attack deals moderate damage to any foe it hits, and can send them flying back, giving you some breathing room. Damage: Moderate, Recharge: Slow

Cleave – This is an attempt to split your opponent in two in one fell swoop of your Battle Axe. It is an extremely devastating attack that deals massive damage and can knock foes down to the ground. Damage: Extreme, Recharge: Slow

Pendulum – This attack swings your Battle Axe in an arc directly in front of you. Foes struck by this attack are dealt heavy damage, and are knocked back. Damage: Superior, Recharge: Slow

Fiery Melee

Fiery Melee allows you to attack with fire, and even conjure up flaming melee weapons. Fiery Melee powers tend to set foes ablaze for added Damage Over Time.

Scorch – This power engulfs your hands in flames, and can ignite the target of your Scorching attack. Once on fire, the target will suffer damage over time. Damage: Minor, Recharge: Fast

Fire Sword – Through concentration, you can create a Sword of Fire that sets foes ablaze. Successful attacks from the Fire Sword will ignite your target, dealing damage over time. Damage: Moderate, Recharge: Moderate

Taunt – Taunt a foe to get him to attack you. Useful to pull a villain off an ally who finds himself in over his head. Recharge: Fast

Combustion – Your mastery of fire allows you to violently raise the temperature around yourself in an attempt to spontaneously combust any nearby foes and set them ablaze, dealing damage over time. Damage: Moderate(DoT), Recharge: Slow

Breath of Fire – This allows you to spew forth fire from your mouth, burning all foes within its narrow cone. This is a very accurate attack that can deal good damage at a close range. Damage: Moderate(DoT), Recharge: Slow

Build Up – Greatly increases the amount of damage you deal for a few seconds, as well as slightly increasing your Accuracy. Recharge: Slow

Fire Sword Circle – Mastery of your Fire Sword has enabled you to make an attack on every foe within melee distance. This will slash and burn your enemies, dealing minor damage and setting them ablaze. Damage: Minor, Recharge: Slow

Incinerate – Intense concentration can allow you to Incinerate an opponent. This will set your foe ablaze, dealing damage over time. Damage: High(DoT), Recharge: Slow

Greater Fire Sword – Your mastery of fire allows you to create an enhanced Sword of Fire that can set foes ablaze. Successful attacks from the Greater Fire Sword will ignite your target, dealing damage over time. Damage: Superior, Recharge: Slow

Ice Melee

Ice Melee allows the player to use Cold-based attacks, and even conjure up frozen melee weapons. Ice Melee powers are known for their ability to slow an opponent.

Frozen Fists – Frozen Fists encrusts your hands in ice, giving them the ability to quickly inflict minor damage on villains. The foe’s attack and movement speed is Slowed, due to the chills caused by the cold blows. Damage: Minor, Recharge: Fast

Ice Sword – You create a blade of solid ice that deals good damage. Being hit by this Ice Sword will Slow a target’s movement and attack speed, due to the intense chill. Damage: Moderate, Recharge: Moderate

Taunt – Taunts a foe to get him to attack you. Useful to pull a villain off an ally who finds himself in over his head. Recharge: Fast

Frost – You create a short cone of Frost in front of you that can deal some damage and Slow a foe’s speed, due to their uncontrollable shivering. Damage: Moderate(DoT), Recharge: Slow

Build Up – Greatly increases the amount of damage you deal for a few seconds, as well as slightly increasing your Accuracy. Recharge: Slow

Ice Patch – You emanate a Patch of Ice around you. Foes that step onto the Ice Patch will slip and fall down. This effect lasts until the ice melts. Recharge: Slow

Freezing Touch – This Freezing Touch will encase a single foe in a block of ice. This will deal minor damage as well as freezing him in his tracks, leaving him cold and helpless. Damage: Minor(DoT), Recharge: Slow

Greater Ice Sword – Your master of Ice allows you to create an enhanced blade of solid ice that deals above average damage. Being hit by the Greater Ice Sword will Slow a villain’s attack and movement speed, due to the intense chill. Damage: Heavy, Recharge: Slow

Frozen Aura – Your mastery of cold enables you to dramatically lower the temperature immediately around you. When you perform a Frozen Aura, nearby foes will be frozen within a fragile casting of ice. These frozen foes will break free if attacked. Frozen Aura deals no significant damage. Recharge: Slow

Energy Melee

You can use Energy Melee to power your blows with pure energy. These focused power attacks often Disorient opponents.

Barrage – You perform a quick punch that deals minor damage. Coupled with other Energy Punches, Barrage can Disorient a foe. Damage: Minor, Recharge: Very Fast

Energy Punch – You perform a powerful Energy Punch that deals moderate damage. When used with other Energy Melee attacks, Energy Punch can Disorient your opponent. Damage: Moderate, Recharge: Fast

Taunt – Taunts a foe to get him to attack you. Useful to pull a villain off an ally who finds himself in over his head. Recharge: Fast

Bone Smasher – A Bone Smasher attack can be slow, but it compensates by dealing a good amount of damage and having a better chance to Disorient than Energy Punch. Damage: Moderate, Recharge: Moderate

Whirling Hands – By focusing your energy into the muscles in your arms, you can launch a dizzying flurry of attacks against every foe in melee range. Some foes may be hit hard enough to be Disoriented as well. Damage: Minor, Recharge: Slow

Stun – By focusing your internal energy on your fists, you can turn them into personal tasers. This Stun attack deals minor damage, but has the best chance to Disorient a target. Damage: Minor, Recharge: Slow

Build Up – Greatly increases the amount of damage you deal for a few seconds, as well as slightly increasing your Accuracy. Recharge: Slow

Energy Transfer – Mastery of Energy Melee begins with the ability to transfer your own Hit Points into a punch that deals extreme damage. Damage: Extreme, Recharge: Slow

Total Focus – Total Focus is complete mastery over Energy Melee. This is a very slow, but incredibly devastating attack that can knock out most opponents, leaving them Disoriented. Due to the exhausting nature of Total Focus, recharge time is very long. Damage: Extreme, Recharge: Long

Stone Melee

You can use the powers of earth and stone to do battle with your foes. Stone Melee allows you to strike with fists of stone, summon earthen weapons, and even quake the very ground itself.

Stone Fist – Your stone covered fists attack swiftly for moderate damage, and may Disorient your opponent. Damage: Moderate, Recharge: Fast

Stone Mallet – Your control over the earth allows you to form a mallet of solid stone. This Stone Mallet deals heavy damage, and can knock down weak foes. Damage: Heavy, Recharge: Moderate

Taunt – Taunts a foe to get him to attack you. Useful to pull a villain off an ally who finds himself in over his head. Recharge: Fast

Heavy Mallet – A more impressive form of Stone Mallet, the Heavy Mallet deals more damage, but is slower to swing. It has a greater chance of knocking down opponents. Damage: Extreme, Recharge: Slow

Build Up – Greatly increases the amount of damage you deal for a few seconds, as well as slightly increasing your Accuracy. Recharge: Slow

Fault – This powerful stomp can cause a seismic disturbance. This will crack the Earth itself and send a Fault towards a targeted foe, throwing him and nearby enemies into the air and possibly Disorienting them. Fault deals no damage on its own. Recharge: Slow

Hurl Boulder – You are able to tear up a chunk of ground beneath your feet and Hurl it at an enemy. This attack is close ranged, deals moderate damage, and can knock foes back. Damage: Heavy, Recharge: Moderate

Tremor – You can cause a localized earthquake immediately around you. This will deal moderate damage to every foe in melee range, while knocking them back. Damage: Moderate, Recharge: Slow

Seismic Smash – This massive attack hits with all the force of the Earth itself. It deals tremendous amounts of damage, and may Disorient the target if they are not defeated outright. Damage: Extreme, Recharge: Slow

Super Strength Super Strength gives you combat powers derived from your super-human physical strength. Super Strength powers tend to knock foes back.

Jab – A quick jab that deals minor damage, but has a chance of Disorienting the target, especially if coupled with other attacks. Damage: Minor, Recharge: Very Fast

Punch – Your Super Strength Punch can deal a moderate amount of damage, but most of all can knock your opponent off his feet, unable to attack again until he stands up. Damage: Moderate, Recharge: Fast

Taunt – Taunts a foe to get him to attack you. Useful to pull a villain off an ally who finds himself in over his head. Recharge: Fast

Haymaker – A slow but devastating attack, the Haymaker has a great chance of knocking your opponent back. Damage: Heavy, Recharge: Moderate

Hand Clap – You can clap your hands together with such force that you create a deafening shockwave. This shockwave can knock down nearby foes, and they have a chance to become Disoriented due to the shock of the inner ear. Hand Clap deals no damage. Recharge: Slow

Knockout Blow – You can perform a Knockout Blow on your opponent. This punch does little real damage, but has a great chance of Disorienting your target. Damage: Moderate, Recharge: Slow

Rage – An unconscious Rage comes over you, sending you into a berserker fury. While Raging, your damage is greatly increased, but when it subsides you become Disoriented and are easier to hit for a brief time. Recharge: Very Long

Hurl – You are able to tear up a chunk of ground beneath your feet and Hurl it at an enemy. This attack is close ranged, deals moderate damage, and can knock foes back. Damage: Heavy, Recharge: Moderate

Foot Stomp – Using your superior leg strength, you can Stomp your foot to the ground, quaking the earth itself. This is a localized attack against everything in melee range. Damage: Heavy, Recharge: Slow

War Mace

You can wield a medieval Mace and master a variety of powerful Smashing attacks. Attack speeds are good, and the weight of the Mace has good Disorienting capabilities. The sheer weight of this weapon give it a bonus to hit.

Bash – You perform a Bashing attack with your mace that deals moderate damage, and can sometimes Disorient your opponent. Damage: Moderate, Recharge: Fast

Pulverize – You attempt to Pulverize your opponent. This attack is slower than Bash but causes more damage. It also has a chance of Disorienting your opponent for a brief time. Damage: Heavy, Recharge: Moderate

Taunt – Taunts a foe to get him to attack you. Useful to pull a villain off an ally who finds himself in over his head. Recharge: Fast

Clobber – You Clobber your foe’s head in order to Disorient him. This attack does little damage on its own, but can leave most foes Disoriented for a very long time. Damage: Minor, Recharge: Slow

Build Up – Greatly increases the amount of damage you deal for a few seconds, as well as slightly increasing your Accuracy. Recharge: Slow

Jawbreaker – This upward swing attempts to shatter your opponent’s jaw, and has a chance to send him upwards into the air. Damage: Heavy, Recharge: Slow

Whirling Mace – You swing your mace in a circle all around you, attacking everyone in melee range. Your Whirling Mace deals moderate damage, and has a chance to Disorient every foe you hit. Damage: Moderate, Recharge: Slow

Shatter – You attempt to Shatter the bones of your opponent by striking them with all your might. This attack will deal great damage, and can knock foes back a great ways. Damage: Superior, Recharge: Slow

Crowd Control – You swing your mace in a wide arc in front of you. This attack strikes all foes within melee range, deals them serious damage, and knocks them down. Damage: Heavy, Recharge: Slow

Power Pools

Pool Availability

Power pools become available as power choices starting at level 6. A character can have a maximum of four different power pools, and each pool has four different powers to choose from. Heroes interested in a movement power should choose a movement pool as soon as possible.

1 st and 2nd powers in pool are available immediately. Choosing a power ‘opens’ the pool

3rd power available at level 14, as long as the character has at least one other pool power.

4th power available at level 20, as long as the character has at least two other pool powers.

Concealment

These powers grant you Invisibility and Stealth.

Stealth – You blend into your environment and can only be seen at very close range. If you attack while using this power, you will be discovered. Even if discovered, you are hard to see and have a bonus to Defense. While Invisible, your movement is Slowed. Very low Endurance cost.

Grant Invisibilty – Grants a targeted teammate Invisibility. The Invisibility lasts about 2 minutes. While your ally is Invisible, he cannot be detected unless he attacks a target. If discovered, he is still hard to see and has a bonus to Defense.

Invisibility – You can bend light around yourself to become Invisible. While this power is active, you are almost impossible to detect. While Invisible, you cannot attack and can only use powers that affect yourself. You must be at least level 14 and have Stealth or Grant Invisibility before selecting Invisibility.

Phase Shift – You can Phase Shift to become out of sync with normal space. Although you do not become completely Invisible, you are translucent and hard to see. You are intangible, and cannot affect or be affected by those in normal space. You must be at least level 20 and have two other Concealment Powers before selecting Phase Shift.

Fighting

These powers are excellent for those Heroes, such as Controllers, that are looking for a few low cost powers to defend themselves.

Boxing – A decent punch that has a small chance to Disorient foes.

Kick – A modest kicking attack that has a small chance to knock opponents down.

Tough – While active, you are tough and slightly resistant to Smashing and Lethal damage. You must be at least level 14 and have Boxing or Kick before selecting Tough.

Weave – While active, you bob and weave, increasing your Defense against melee and ranged attacks. You must be at least level 20 and have two other Fighting Powers before selecting Weave.

Fitness

You become a pillar of fitness, and can receive a bonus to your basic physical attributes. These abilities are always on and do not cost any Endurance.

Swift – You can naturally run slightly faster than normal. This ability is always on and does not cost any Endurance.

Hurdle – You can naturally jump higher than normal. This ability is always on and does not cost any Endurance.

Health – You heal slightly faster than a normal person. This ability is always on and does not cost any Endurance. You must be at least level 14 and have Swift or Hurdle before selecting Health.

Stamina – You recover your Endurance slightly more quickly than normal. This ability is always on and does not cost any Endurance. You must be at least level 20 and have two other Fitness Powers before selecting Stamina.

Flight

Grants you various travel and flying combat abilities.

Hover – For hovering and aerial combat. This power is much slower than Fly, but provides some Defense, offers good air control, costs little Endurance, and has none of the penalties associated with Fly. Switch to this mode when fighting other flying foes.

Air Superiority – This two handed overhead melee attack can knock a flying target to the ground.

Fly – Fly allows you to travel large distances quickly. Your Fly speed increases with your Level. You must be at least level 14 and have Hover or Air Superiority before selecting Fly.

Group Fly – You can endow his nearby teammates with flight. Be mindful! Your friends will fall if you run out of Endurance or if they travel too far away from you. Group Fly is slower than Fly, but costs less Endurance. However, each teammate you carry costs additional Endurance. Flying heroes suffer from reduced Accuracy. You must be at least level 20 and have two other Flight Powers before selecting Group Fly.

Leadership

Good leaders are rare. Heroes with these powers can grant bonuses to their teammates.

Maneuvers – A good leader knows how to protect his team. While active, this power increases the Defense of nearby teammates.

Assault – While this power is active, your nearby teammates have deal more damage.

Tactics – While this power is active, you can increase your nearby teammates’ Accuracy. You must be at least level 14 and have Defense or Assault before selecting Tactics.

Vengeance – The loss of a comrade enrages the team. When a teammate is defeated in combat, activate this power to grant you and your teammates a bonus to Defense, Accuracy, and damage. You must be at least level 20 and have two other Leadership Powers before selecting Vengeance.

Leaping

Grants you various travel and combat jumping abilities. Jumping powers tend to be very efficient and use very little endurance compared to other travel powers.

Jump Kick – A good jumping kick attack that may knock foes back. Good for the hero that is looking for another attack power.

Combat Jumping – While active, Combat Jumping increases your Defense and adds resistance to Immobilization. Moderately increases your jump height and distance with good air control.

Super Jump – While this power is active, you can leap great distances and heights, easily jumping over buildings and from rooftop to rooftop! You must be at least level 14 and have Jump Kick or Combat Jumping before selecting Super Leap.

Acrobatics – While this power is active, you are very nimble and Acrobatic. You can avoid most Knockback effects and are resistant to Hold effects. You must be at least level 20 and have two other Leaping Powers before selecting Acrobatics.

Medicine

You become an adept field medic, and can assist your team with basic healing needs. These powers should be performed away from combat because they can be interrupted.

Aid Other – Heals a single targeted Hero. This power is interruptible, so you shouldn’t use this in combat.

Stimulant – Frees an ally from any Immobilization, Sleep, Disorient or Hold effects and leaves them resistant to such effects for a brief time. This power is interruptible and shouldn’t be used in the heat of combat.

Aid Self – Allows you to heal yourself. This power is interruptible. You must be at least level 14 and have Aid Other or Stimulant before selecting Aid Self.

Resuscitate – Revives a fallen hero, leaving him very weak. This power is interruptible. You must be at least level 20 and have two other Medicine Powers before selecting Resuscitate.

Presence

You can manipulate your foes by provoking or intimidating them. A challenging set to master, Presence can get you into trouble if you don’t know what you are doing.

Challenge – Challenges a foe to attack you. Use this to pull a villain off an ally in trouble or away from a mob of foes. Not as effective as a typical Tanker or Scrapper Taunt power.

Provoke – This power attracts the attention of a foe and all those around him. Use this to pull villains off an ally in trouble.

Intimidate – You can threaten a single foe and scare him away for a brief while. You must be at least level 14 and have Challenge or Provoke before selecting Intimidate.

Invoke Panic – This power causes sheer terror in all foes around you, causing them to run away. You must be at least level 20 and have two other Presence Powers before selecting Invoke Panic.

Speed

Grants you various feats of super speed.

Flurry – Unleashes a super fast Flurry of punches to pummel your foe. Flurry is so dizzying that it has a chance to Disorient the target.

Hasten – You can reduce the recharge time of all powers for 2 minutes. Although Hasten does not cost any Endurance to activate, you can tire easily since your Endurance does not recover more rapidly. After Hasten wears off, you become tired and will lose some Endurance.

Super Speed – You can run at super-human speeds. While traveling at such speeds, you suffer an Accuracy penalty, although you are also much harder to hit. You must be at least level 14 and have Flurry or Hasten before selecting Super Speed.

Whirlwind – You spin around at an amazing speed to create a Whirlwind around yourself. Any foes that enter this Whirlwind will be tossed into the air. You must be at least level 20 and have two other Speed Powers before selecting Whirlwind.

Teleportation

Grants you various teleportation abilities.

Recall Friend – You can Teleport one of your teammates to yourself. The target must be a teammate and can be selected from the Team Window. You can also rescue a fallen teammate who may be in a hostile location, as long as he is on the same map. This power can be interrupted.

Teleport Foe – You can Teleport a single foe directly next to yourself. A successful hit must be made in order to Teleport the target, and some powerful foes cannot be Teleported. This power can be interrupted.

Teleport – You can Teleport long distances. Teleport has no recharge time, and can be reactivated without pause, as long as you have Endurance. You must be at least level 14 and have Recall Friend or Teleport Foe before selecting Teleport.

Team Teleport – You can Teleport yourself and your nearby teammates to a targeted location. Teammates must be in close proximity to you. Each teammate you Teleport adds to the Endurance cost of this power. You must be at least level 20 and have two other Teleportation Powers before selecting Team Teleport.

Enhancements

Enhancement Slots

Each power starts with one Enhancement slot. As the character gains levels, additional Enhancement slots can be allocated, to a maximum of six for a single power. Characters receive 2 enhancement slots at every odd level from levels 3 to 29. Afterwards, they receive 3 enhancement slots at each of the following levels – 31, 33, 34, 36, 37, 39, 40, 42, 43, 45, 46, 48, and 50.

Enhancement Levels

Enhancements come in three varieties – training, dual-origin, and single- origin.

Dual-origin enhancements are twice as powerful as training enhancements, and single-origin enhancements are twice as powerful as dual-origin enhancements. Relative power levels for enhancements would be 10%, 20%, and 40% power increases for green (level +3) enhancements, and 6%, 12%, and 24% power increases for yellow (level –3) enhancements. However, the specific effect varies by the stat affected by the enhancement.

Each Enhancement has a level, which determines who can use them. Any character can use an enhancement within three levels of their Combat Level. Enhancements greater than the character’s level are Green, and provide the best effect. Enhancements that are equal to the character’s level are Blue, and are the baseline for the figures given below. Enhancements that are lower than the character’s level are Yellow, and have a reduced effect. Enhancements outside the three-level range are Red, and provide no bonus to the character.

Regardless of color, a dual-origin enhancement is always better than a training (generic) enhancement, and single-origin enhancements are always better than dual-origin enhancements (unless they are Red, and thus unusable).

Enhancements that increase a power use a simple multiplier (so two enhancements that add 20% each increase the power’s effectiveness from 100% to 140%).

Enhancements that reduce an aspect of a power (such as recharge time) are a divider. The formula is recharge time divided by 1+x, with every 10% translating into 0.1 for x. For example, 5 enhancements that add 20% each would reduce the recharge time of a power by 50% (recharge time divided by 1+1, or recharge/2).

Enhancement Drop Percentages

Enhancements drop (are acquired from the enemy) based on the level of your foe. Lieutenants and Bosses drop enhancements based on their true level, but have a higher chance of a drop than minions. The default drop is a training enhancement, but dual-origin and single-origin enhancements become available at higher levels. Some foes drop specific categories of enhancements – for example, the Tsoo drop Focusing Devices (mutant/magic origins) at higher levels.

Generics that drop from level 1 to 19 will be Villain Level, VL-1, or VL-2.

Generics that drop from level 20 to 29 will be Villain Level, VL+1, or VL-1.

Generics that drop from level 30 to 40 will be Villain Level, VL+1, or VL+2.

Dual Origins that drop from level 15 to 29 will be Villain Level, VL-1, or VL-2.

Dual Origins that drop from level 30 to 40 will be Villain Level, VL+1, or VL-1.

Single Origins will always be Villain Level, VL-1 or VL-2.

Training (Generic) Enhancements drop exclusively for foes of levels 1 to 14.

Level 15 to 19 foes have a very rare chance (roughly 1 in 200) of dropping a dual-origin enhancement.

Level 20 to 24 foes occasionally drop (roughly 1 in 4) dual-origin enhancements.

Level 25 to 29 foes occasionally drop dual-origin enhancements (same as level 20 to 24), but

also have a very rare (roughly 1 in 200) chance of dropping a single-origin enhancement.

Level 30 to 40 occasionally drop (1 in 4) a dual origin enhancement and occasionally drop (1

in 4) a single-origin enhancements. This means that these foes drop training enhancements

roughly half the time, with the other half having an equal chance of a dual-origin or single‑

origin enhancement.

Enhancement List

Accuracy (yellow) – Increases the to hit chance.

Cone Range (olive) – Increases the length of a ranged cone power.

Confusion Duration (purple) – Increases duration of Confusion.

Damage (red) – Increases damage of a power.

Defense (violet) – Increases protection of a defensive (damage reduction) power.

Defense Debuff (purple) – Increases the value of a debuff to defense.

Endurance Drain (dark blue) – Increases the effect of Endurance drains.

Endurance Reduction (light blue) – Reduces the Endurance cost of a power.

Fear Duration (maroon) – Increases the duration of fear effects.

Flight Speed (teal) – Increases flight speed.

Healing (green) – Increases amount healed.

Hold Duration (orange) – Increases duration of Hold.

Immobilize Duration (tan) – Increases duration of Immobilize.

Intangibility (peach) – Unknown

Activation Acceleration (grey) – Reduces time needed to activate a power.

Jumping (peach) – Increases Jumping distances.

Knockback Distance (grey) – Increases Knockback distance.

Range Increase (olive) – Increases the range (but not area of effect) of a power.

Recharge (grey) – Reduces Recharge time.

Recovery Increase (dark blue) – Increases Endurance Recovery Rate.

Resist Damage (light blue) – Increases Damage Resistance of power.

Run Speed (teal) – Increases running speed.

Sleep Duration (grey) – Increases duration of Sleep.

Slow Duration (dark green) – Increases duration of Slow.

Disorient Duration (grey) – Increases duration of Disorient.

Taunt Duration (black) – Increases duration of Taunt.

To Hit Buff (tan) – Increases accuracy buffs.

Accuracy Debuff (tan) – Increases accuracy debuffs.

Enhancement Stores

Each store sells a different type of enhancement. Stores of a specific origin will sell dual- origins and/or single-origin enhancements. Generic stores sell training enhancements, although they will carry some dual-origin enhancements at higher levels.

Training (Generic) Enhancements:

Superpowered Field Trainers sell training (generic) enhancements of levels 5, 10, and 15. They are in Atlas Park and Galaxy City near the trainers.

Freedom Corp Basic Training stores sell level 15 and 20 training (generic) enhancements. They can be found at Steel Canyon in Bronze Way, and Skyway City in Astral District (in the park).

Freedom Force Special Forces stores sell level 25 and 30 training (generic) enhancements, as well as some dual-origin enhancements. They can be found at Talos Island in New Thebes, and Independence Port in Industry Pier.

Magic Enhancements:

Pandora’s Box stores sell level 15 and 20 dual-origin enhancements (Magic/Mutant and Magic/n/natural). They can be found at Steel Canyon in Platinum Lake, and Skyway City in Vista Plaza.

Tabitha Fabish stores sell level 25 and 30 dual-origin and single-origin enhancements. They can be found at Talos Island in New Thebes, and Independence Port in Justice Quay.

Serafina sells single-origin enhancements at Brickstown in Seven Gates, but you will need to undertake a mission from her before she will sell to you.

Mutant Enhancements:

Subgenetics stores sell level 15 and 20 dual- origin enhancements (Mutant/Magic and Mutant/Science). They can be found at Steel Canyon in Copper District, and Skyway City in Land of the Lost.

Biotechnix stores sell level 25 and 30 dual-origin and single-origin enhancements. They can be found at Talos Island in New Corinth, and Independence Port in Crey Cove.

Penny Preston sells single-origin enhancements at Founders Falls in Liberty Town, but you will need to undertake a mission from her before she will sell to you.

Natural Enhancements:

Image, Inc. stores sell level 15 and 20 dual-origin enhancements (Natural/Mutant and Natural/Technology). They can be found at Steel Canyon in Gimry Ridge, and Skyway City in The Gruff.

Future Dynamics stores sell level 25 and 30 dual-origin and single-origin enhancements. They can be found at Talos Island in New Sparta, and Independence Port in Wave Landing.

Agent Six sells single-origin enhancements at Founders Fallsin The Gaspee, but you will need to undertake a mission from her before she will sell to you.

Science Enhancements:

Orion Labs stores sell level 15 and 20 dual-origin enhancements (Science/Mutant and Science/Technology). They can be found at Steel Canyon in Royal Outlook, and Skyway City in Vista Plaza.

Deimos Innovations stores sell level 25 and 30 dual-origin andsingle-origin enhancements. They can be found at Talos Island in New Sparta, and Independence Port in Crey Cove. Holsten Armitage sells single-origin enhancements at Brickstown in The Ziggurat, but you will need to undertake a mission from him before he will sell to you.

Technology Enhancements:

Cooke’sElectronics stores sell level 15 and 20 dual-origin enhancements(Technology/n/natural and Technology/Science).They can be found at Steel Canyon in Blyde Square, and Skyway Cityin Astral District.

Exarch Industries stores sell level 25 and 30 dual-origin and single-origin enhancements. They can be found at Talos Island in New Troy, and Independence Port in Liberty Quay.

Mark IV sells single-origin enhancements at Founders Fallsin The Gaspee, but you will need to undertake a mission from him before he will sell to you.


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