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
Zapp - A 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
Taser - The 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 Range - You 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
Flashfire - You 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
Wormhold - You 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