https://archive.paragonwiki.com/w/api.php?action=feedcontributions&user=Zombie+Man&feedformat=atomParagon Wiki Archive - User contributions [en]2024-03-29T15:13:33ZUser contributionsMediaWiki 1.25.1https://archive.paragonwiki.com/w/index.php?title=Set_Enhancements_with_Special_Effects&diff=269006Set Enhancements with Special Effects2019-05-15T05:41:53Z<p>Zombie Man: Made the table sortable</p>
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<div>:''Main Article'': [[Invention Origin Enhancements]]<br />
<br />
This is a list of all the Special IOs -- the Invention Enhancements that come from IO Sets, but don't need any of the other members of their Set to be slotted in order to provide their special benefits.<br />
<br />
The columns are sortable. Click the hourglass/triangle next to the column header to toggle ascending and descending sorts.<br />
<br />
'''Type''' is either '''''Global''''' or '''''Proc/Proc120'''''. <br />
<br />
'''Globals''' are Special IOs that ''act like Set Bonuses'' in that they are always on even if the power isn't activated and even if the power is greyed out because of exemplaring! However, the one thing that will shut off a Global IO is exemplaring more than three levels under the level of that Global IO. If the Global is from a PvP Set, then it is excepted from the under-exemplaring rule and will never shut off from exemplaring.<br />
<br />
'''Procs''' require the power they are in to be activated in order to work. In a click power, they go off once with every click. In a passive power or active toggle, they continuously pulse on once every 10 seconds per target. Certain pseudo-pet powers will inherit the proc and if they fire off for a set duration, the Proc has a chance to pulse several times (once every 10 seconds) during that period. <br />
<br />
*Procs which are labeled ''Proc120s'' will work for 120 seconds in a click power. They are always on in a Passive power. In a Toggle power, they turn on with the Toggle is turned on and turn off when the Toggle is turned off.<br />
<br />
*120s or ''Proc120s'' always activate when the power they are in is activate; there is no "Chance to" on them.<br />
<br />
*Obviously, if you are exemplaring and the power the Proc is in is greyed out, then you can't get the benefit of the Proc. However, the upside of Procs is that they continue to work even if you exemplar way below their level. E.g., a level 50 Stealth in Sprint will work even if exemplared to level 10.<br />
<br />
*The Procs that have a chance to do damage do the amount of damage listed [[Invention Origin Enhancement Proc Damage Scaling|here, the Proc Damage Scale.]]<br />
<br />
*Some PvPIOs have two proc chances. The lower one is used against NPCs and the higher one is used against other players.<br />
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<br />
{| class="wikitable sortable"<br />
|-<br />
! align="center" style="background:#f0f0f0;"|'''Set Category<br/>'''<br />
!! align="center" style="background:#f0f0f0;"|'''Set Name<br/>'''<br />
!! align="center" style="background:#f0f0f0;"|'''IO Name<br/>'''<br />
!! align="center" style="background:#f0f0f0;"|'''Chance<br/>%'''<br />
!! align="center" style="background:#f0f0f0;"|'''Mechanics<br/>'''<br />
!! align="center" style="background:#f0f0f0;"|'''PvP<br/>'''<br />
!! align="center" style="background:#f0f0f0;"|'''Type<br/>'''<br />
!! align="center" style="background:#f0f0f0;"|'''Range<br/>'''<br />
!! align="center" style="background:#f0f0f0;"|'''Pool<br/>'''<br />
!! align="center" style="background:#f0f0f0;"|'''Unique<br/>?'''<br />
|-<br />
| Ranged Damage||Decimation ||[[Decimation: Chance for Buildup|Chance for Build Up]] || 5||Buff(Build up (15% ToHit 100% Dam)) for 10s||||Proc||25--40 ||A-rare||Unique<br />
|-<br />
| To Hit Buff||Gaussian's Synchronized<br/>Fire-Control||[[Gaussian's Synchronized Fire-Control: Chance for Build Up|Chance for Build Up]] ||5||Buff(Build up (15% ToHit 100% Dam)) for 10s||||Proc||21--50 ||A-rare||Unique<br />
|-<br />
| Endurance Modification||Performance Shifter ||[[Performance Shifter: Chance for +Endurance|Chance for Endurance Buff]] ||20||Buff(Endurance 10%)||||Proc||21--50 ||A-rare||<br />
|-<br />
| Accurate Healing||Theft of Essence ||[[Theft of Essence: Chance for +Endurance|Chance for Endurance Buff]] ||20||Buff(Endurance 10%)||||Proc||10--30 ||C ||<br />
|-<br />
| Sleep||Call of the Sandman ||[[Call of the Sandman: Chance to Heal Self|Chance for Heal Self]] ||10||Buff(Heal 5%)||||Proc||20--50 ||C ||<br />
|-<br />
| Ranged Damage||Entropic Chaos ||[[Entropic Chaos: Chance to Heal Self|Chance for Heal Self]] ||10||Buff(Heal 5%)||||Proc||20--35 ||A-rare||<br />
|-<br />
| To Hit Buff||Rectified Reticle ||[[Rectified Reticle: Increased Perception|Buff Perception]] ||100||Buff(Perception 20%)||||Global||10--20 ||B||Unique<br />
|-<br />
| Pet Damage||Soulbound Allegiance ||[[Soulbound Allegiance: Chance for Build Up|Chance for Build Up]] ||16.6||Buff(Pet Build up (15% ToHit 100% Dam)) for 10s||||Proc||50||A-purp ||Unique<br />
|-<br />
| Knockback||Force Feedback ||[[Force Feedback: Chance for +Recharge|Chance for Recharge Buff]] ||10||Buff(Recharge 100%) for 5s/target with cooldowns||||Proc||21--50 ||A-rare||<br />
|-<br />
| Defense||Luck of the Gambler ||[[Luck of the Gambler: Defense/Increased Recharge Speed|Buff Recharge]]||100||Buff(Recharge 7.5%)||||Global||25--50 ||C ||<br />
|-<br />
| Healing||Numina's Convalescence ||[[Numina's Convalescence: Regeneration/Recovery|Buff Recovery & Regeneration]]||100||Buff(Recovery 10% & Regeneration 20%) for 120s||||Proc120s||30--50 ||C ||Unique<br />
|-<br />
| Healing||Miracle ||[[Miracle: Recovery|Buff Recovery]]||100||Buff(Recovery 15%) for 120s||||Proc120s||20--40 ||C ||Unique<br />
|-<br />
| Healing||Regenerative Tissue ||[[Regenerative Tissue: Regeneration|Buff Regeneration]]||100||Buff(Regeneration 25%) for 120s||||Proc120s||10--30 ||B ||Unique<br />
|-<br />
| Defense||Gift of the Ancients ||[[Gift of the Ancients: Defense/Increased Run Speed|Buff Run Speed]] ||100||Buff(RunSpeed 7.5%)||||Global||15--40 ||C ||<br />
|-<br />
| Running||Celerity ||[[Celerity: Stealth|Buff Stealth]]||100||Buff(Stealth 35 ft. PvE / 389 ft. PvP) for 120s||||Proc120s||15--50 ||C ||Exclusive<br />
|-<br />
| Flight||Freebird ||[[Freebird: Stealth|Buff Stealth]]||100||Buff(Stealth 35 ft. PvE / 389 ft. PvP) for 120s||||Proc120s||15--50 ||C ||Exclusive<br />
|-<br />
| Teleport||Time & Space Manipulation||[[Time and Space Manipulation: Stealth|Buff Stealth]]||100||Buff(Stealth 35 ft. PvE / 389 ft. PvP) for 120s||||Proc120s||15--50 ||C ||Exclusive<br />
|-<br />
| Leaping||Unbounded Leap ||[[Unbounded Leap: Stealth|Buff Stealth]]||100||Buff(Stealth 35 ft. PvE / 389 ft. PvP) for 120s||||Proc120s||15--50 ||C ||Exclusive<br />
|-<br />
| Accurate Defense Debuff||Analyze Weakness ||[[Analyze Weakness: Chance for +ToHit|Chance for ToHit Buff]] ||10||Buff(ToHit ?%) for ?s||||Proc||30--50 ||C ||<br />
|-<br />
| Accurate To Hit Debuff||Siphon Insight ||[[Siphon Insight: Chance for +ToHit|Chance for ToHit Buff]] ||10||Buff(ToHit ?%) for 10s||||Proc||30--50 ||C ||<br />
|-<br />
| Defense||Kismet ||[[Kismet: Accuracy|Buff ToHit]]||100||Buff(ToHit 6%) for 120s||||Proc120s||10--30 ||A-rare||Unique<br />
|-<br />
| PBAoE Damage||Armageddon ||[[Armageddon: Chance for Fire Damage|Chance for Fire Damage]] ||33||Damage (Fire 10-107)||||Proc||50||A-purp ||Unique<br />
|-<br />
| Confuse||Cacophony ||[[Cacophony: Chance for Energy Damage|Chance for Energy Damage]] ||20||Damage(Energy 7 - 72)||Irresistable||Proc||10--30 ||C ||<br />
|-<br />
| PBAoE Damage||Eradication ||[[Eradication: Chance for Energy Damage|Chance for Energy Damage]] ||20||Damage(Energy 7 - 72)||Irresistable||Proc||10--30 ||C ||<br />
|-<br />
| Targeted AoE Damage||Positron's Blast ||[[Positron's Blast: Chance for Energy Damage|Chance for Energy Damage]] ||20||Damage(Energy 7 - 72)||Irresistable||Proc||20--50 ||C ||<br />
|-<br />
| Melee Damage||Mako's Bite ||[[Mako's Bite: Chance for Lethal Damage|Chance for Lethal Damage]] ||20||Damage(Lethal 7 - 72)||Irresistable||Proc||30--50 ||C ||<br />
|-<br />
| PBAoE Damage||Scirocco's Dervish ||[[Scirocco's Dervish: Chance for Lethal Damage|Chance for Lethal Damage]] ||20||Damage(Lethal 7 - 72)||Irresistable||Proc||20--50||C ||<br />
|-<br />
| Accurate Defense Debuff||Shield Breaker ||[[Shield Breaker: Chance for Lethal Damage|Chance for Lethal Damage]] ||20||Damage(Lethal 7 - 72)||Irresistable||Proc||10--30 ||C ||<br />
|-<br />
| Immobilize||Trap of the Hunter ||[[Trap of the Hunter: Chance for Lethal Damage|Chance for Lethal Damage]] ||20||Damage(Lethal 7 - 72)||Irresistable||Proc||20--50 ||C ||<br />
|-<br />
| Targeted AoE Damage||Javelin Volley ||[[Javelin Volley: Chance for Lethal Damage|Chance for Lethal Damage]] ||20/30||Damage(Lethal 7 - 72)||Irresistable||Proc||10--50 ||PvPIO ||<br />
|-<br />
| Immobilize||Gladiator's Net ||[[Gladiator's Net: Chance for Lethal Damage|Chance for Lethal Damage]] ||20/30||Damage(Lethal 7 - 72)||Irresistable||Proc||10--50 ||PvPIO ||<br />
|-<br />
| Ranged Damage||Apocalypse ||[[Apocalypse: Chance for Negative Energy Damage|Chance for Negative Energy Damage]] ||33||Damage(Negative Energy 10 - 107)||||Proc||50||A-purp ||Unique<br />
|-<br />
| Melee Damage||Hecatomb ||[[Hecatomb: Chance for Negative Energy Damage|Chance for Negative Energy Damage]] ||33||Damage(Negative Energy 10 - 107)||||Proc||50||A-purp||Unique<br />
|-<br />
| Melee Damage||Touch of Death ||[[Touch of Death: Negative Energy Damage|Chance for Negative Energy Damage]] ||15||Damage(Negative Energy 7 - 72)||Irresistable||Proc||25--40 ||A-rare||<br />
|-<br />
| Accurate Healing||Touch of the Nictus ||[[Touch of the Nictus: Chance for Negative Energy Damage|Chance for Negative Energy Damage]] ||20||Damage(Negative Energy 7 - 72)||Irresistable||Proc||30--50 ||C ||<br />
|-<br />
| Accurate To Hit Debuff||Cloud Senses ||[[Cloud Senses: Chance for Negative Energy Damage|Chance for Negative Energy Damage]] ||20||Damage(Negative Energy 7 - 72)||Irresistable||Proc||10--30 ||C ||<br />
|-<br />
| Defense Debuff||Touch of Lady Grey ||[[Touch of Lady Grey: Chance for Negative Energy Damage|Chance for Negative Energy Damage]] ||20||Damage(Negative Energy 7 - 72)||||Proc||21--50||A-rare||<br />
|-<br />
| Holds||Ghost Widow's Embrace ||[[Ghost Widow's Embrace: Chance for Psionic Damage|Chance for Psionic Damage]] ||20||Damage(Psionic 7 - 72)||Irresistable||Proc||20--50 ||C ||<br />
|-<br />
| Fear||Glimpse of the Abyss ||[[Glimpse of the Abyss: Chance for Psionic Damage|Chance for Psionic Damage]] ||20||Damage(Psionic 7 - 72)||Irresistable||Proc||20--50 ||C ||<br />
|-<br />
| Confuse||Malaise's Illusions ||[[Malaise's Illusions: Chance for Psionic Damage|Chance for Psionic Damage]] ||20||Damage(Psionic 7 - 72)||Irresistable||Proc||20--50 ||C ||<br />
|-<br />
| Taunt||Perfect Zinger ||[[Perfect Zinger: Chance for Psionic Damage|Chance for Psionic Damage]] ||20||Damage(Psionic 7 - 72)||Irresistable||Proc||21--50 ||A-rare||<br />
|-<br />
| Holds||Neuronic Shutdown ||[[Neuronic Shutdown: Chance for Psionic Damage|Chance for Psionic DoT]] ||20||Damage(Psionic 7 - 72) ?DoT?||Irresistable||Proc||10--30 ||C ||<br />
|-<br />
| Holds||Unbreakable Constraint ||[[Unbreakable Constraint: Chance for Smashing Damage|Chance for Smashing Damage]] ||33||Damage(Smashing 10 - 107)||Irresistable||Proc||50||A-purp ||Unique<br />
|-<br />
| Knockback||Explosive Strike ||[[Explosive Strike: Chance for Smashing Damage|Chance for Smashing Damage]] ||20||Damage(Smashing 7 - 72)||Irresistable||Proc||10--20 ||B ||<br />
|-<br />
| Slow Movement||Impeded Swiftness ||[[Impeded Swiftness: Chance for Smashing Damage|Chance for Smashing Damage]] ||20||Damage(Smashing 7 - 72)||Irresistable||Proc||10--30 ||C ||<br />
|-<br />
| PBAoE Damage||Obliteration ||[[Obliteration: Chance for Smashing Damage|Chance for Smashing Damage]] ||20||Damage(Smashing 7 - 72)||Irresistable||Proc||30--50 ||C ||<br />
|-<br />
| Melee Damage||Gladiator's Strike ||[[Gladiator's Strike: Chance for Smashing Damage|Chance for Smashing Damage]] ||20/30||Damage(Smashing 7 - 72)||Irresistable||Proc||10--50 ||PvPIO ||<br />
|-<br />
| Sniper Attacks||Sting of the Manticore ||[[Sting of the Manticore: Chance for Toxic Damage|Chance for Toxic Damage]] ||20||Damage(Toxic 7 - 72)||Irresistable||Proc||35--50 ||C ||<br />
|-<br />
| Ranged Damage||Gladiator's Javelin ||[[Gladiator's Javelin: Chance for Toxic Damage|Chance for Toxic Damage]] ||20/30||Damage(Toxic 7 - 72)||Irresistable||Proc||10--50 ||PvPIO ||<br />
|-<br />
| Resist Damage||Steadfast Protection ||[[Steadfast Protection: Resistance/Defense|Defense to All]] ||100||Defense(All 3%)||||Global||10--30 ||A-rare||Unique<br />
|-<br />
| Resist Damage||Gladiator's Armor ||[[Gladiator's Armor: Teleportation Protection, +Def(All)|Teleportation Protection, +Def(All)]] ||100<br>20||Defense(All 3%)<br>Teleport Protection for 10.25s||||Global||10--50 ||PvPIO||Unique<br />
|-<br />
| Defense||Shield Wall ||[[Shield Wall: Teleportation Protection, +Res(All)|Teleportation Protection, +Res(All)]] ||100<br>20||Resistance(All 3%)<br>Teleport Protection for 10.25s||||Global||10--50 ||PvPIO||Unique<br />
|-<br />
| Recharge Intensive Pet||Call to Arms ||[[Call to Arms: Defense Bonus Aura for Pets|Defense for Pets]] ||100||Defense(Pet 5%) Range 20 ft.||||Global||10--30 ||C ||Unique<br />
|-<br />
| Pet Damage||Edict of the Master ||[[Edict of the Master: Defense Bonus|Defense for Pets]] ||100||Defense(Pet 5%) Range 20 ft.||||Global||15--40 ||C ||Unique<br />
|-<br />
| Confuse||Coercive Persuasion ||[[Coercive Persuasion: Contagious Confusion|Chance for Confusion]] ||33||Foe(Confusion) for 10s||||Proc||50||A-purp||Unique<br />
|-<br />
| Taunt||Triumphant Insult ||[[Triumphant Insult: Chance to Disorient|Chance for Disorient]] ||10||Foe(Disorient Mag 1) for 3s PvE / 2s PvP||||Proc||10--20 ||B ||<br />
|-<br />
| Fear||Unspeakable Terror ||[[Unspeakable Terror: Disorient Bonus|Chance for Disorient]] ||2||Foe(Disorient Mag 1) for 8s PvE / 5.3s PvP||||Proc||10--30 ||C ||<br />
|-<br />
| Endurance Modification||Energy Manipulator ||[[Energy Manipulator: Chance to Stun|Chance for Disorient]] ||10||Foe(Disorient Mag 2) for 8s||||Proc||10--20 ||B ||<br />
|-<br />
| Immobilize||Debilitative Action ||[[Debilitative Action: Chance for Stun|Chance for Disorient]] ||2||Foe(Disorient Mag 2) for 8s PvE / 5.3s PvP||||Proc||10--30 ||C ||<br />
|-<br />
| Melee Damage||Pounding Slugfest ||[[Pounding Slugfest: Disorient Bonus|Chance for Disorient]] ||10||Foe(Disorient Mag 2) for 8s PvE / 5.3s PvP||||Proc||15--30 ||C ||<br />
|-<br />
| Sniper Attacks||Executioner's Contract ||[[Executioner's Contract: Disorient Bonus|Chance for Disorient]] ||20||Foe(Disorient Mag 2) for 8s PvE / 8s PvP||||Proc||20--50 ||C ||<br />
|-<br />
| Ranged Damage||Tempest ||[[Tempest: Chance for Endurance Drain|Chance for End Drain]] ||25||Foe(-Endurance 13% PvE / 3.33% PvP)||||Proc||15--30 ||C ||<br />
|-<br />
| Stuns||Razzle Dazzle ||[[Razzle Dazzle: Chance for Immobilize|Chance for Immobilize]] ||20||Foe(Immobilize Mag 2) for 8s PvE / 5.3s PvP||||Proc||10--30 ||C ||<br />
|-<br />
| Melee Damage||Kinetic Combat ||[[Kinetic Combat: Knockdown Bonus|Chance for Knockdown]]||20||Foe(Knockback Mag .67 = Knockdown)||||Proc||20--35 ||A-rare||<br />
|-<br />
| Targeted AoE Damage||Ragnarok ||[[Ragnarok: Chance for Knockdown|Chance for Knockdown]] ||20||Foe(Knockback Mag .67 = Knockdown)||||Proc||50||A-purp ||Unique<br />
|-<br />
| Stuns||Stupefy ||[[Stupefy: Chance for Knockback|Chance for Knockback]] ||20||Foe(Knockback Mag 6)||||Proc||20--50 ||C ||<br />
|-<br />
| Sleep||Fortunata Hypnosis ||[[Fortunata Hypnosis: Chance for Placate|Chance for Placate]] ||33||Foe(Placate Mag 2) for 8s||||Proc||50||A-purp ||Unique<br />
|-<br />
| To Hit Debuff||Dark Watcher's Despair ||[[Dark Watcher's Despair: Chance for Recharge Slow|Chance for Recharge Slow]] ||20||Foe(-Rechage ?%) for 20s||||Proc||21--50 ||A-rare||<br />
|-<br />
| Sleep||Induced Coma ||[[Induced Coma: Chance for Recharge Slow|Chance for Recharge Slow]] ||20||Foe(-Recharge 20%) for ?s||||Proc||10--30 ||C ||<br />
|-<br />
| Slow Movement||Pacing of the Turtle ||[[Pacing of the Turtle: Chance for Recharge Slow|Chance for Recharge Slow]] ||20||Foe(-Recharge 20%) for 20s||||Proc||20--50 ||C ||<br />
|-<br />
| Holds||Basilisk's Gaze ||[[Basilisk's Gaze: Chance for Recharge Slow|Chance for Recharge Slow]]||20||Foe(-Recharge 25%) for 10s||||Proc||10--30 ||C ||<br />
|-<br />
| To Hit Debuff||Deflated Ego ||[[Deflated Ego: Chance for Recovery Debuff|Chance for Recovery Debuff]] ||20||Foe(-Recovery 25%) for 10.25s||||Proc||10--20 ||B ||<br />
|-<br />
| Defense Debuff||Achilles' Heel ||[[Achilles' Heel: Chance for Resistance Debuff|Chance for Resistance Debuff]] ||20||Foe(-Resistance 20%) for 10s||||Proc||10--20 ||B ||<br />
|-<br />
| PBAoE Damage||Fury of the Gladiator ||[[Fury of the Gladiator: Chance for -Res|Chance for -Res]] ||20||Foe(-Resistance 20%) for 10s||||Proc||10--50 ||PvPIO ||Unique<br />
|-<br />
| Stuns||Absolute Amazement ||[[Absolute Amazement: Chance for ToHit Debuff|Chance for ToHit Debuff]] ||33||Foe(-ToHit 7.5%) for 15s||||Proc||50||A-purp ||Unique<br />
|-<br />
| Ranged Damage||Devastation ||[[Devastation: Chance for Hold|Chance for Hold]] ||15||Hold (Mag 2) for 8s PvE / 6s PvP||||Proc||30--50 ||C ||<br />
|-<br />
| Holds||Lockdown ||[[Lockdown: Chance for +2 Mag Hold|Chance for Hold Mag 2]]||15||Hold (Mag 2) for 8s PvE / 6s PvP||||Proc||20--50 ||C ||<br />
|-<br />
| Immobilize||Gravitational Anchor ||[[Gravitational Anchor: Chance for Hold|Chance for Hold]] ||25||Hold (Mag 2) for 8s PvE / 6s PvP||||Proc||50||A-purp ||Unique<br />
|-<br />
| Universal Travel||Winter's Gift ||[[Winter's Gift: Slow Resistance (20%)|Resist Speed and Recharge Debuffs]] ||100||Resist(-Speed 20% & -Recharge 20%)||||Global||10--50 ||canes ||Unique<br />
|-<br />
| Universal Travel||Blessing of the Zephyr ||[[Blessing of the Zephyr: Knockback Protection (4 Points)|Protection from Knockback]]||100||Protection(Knockback Mag 4)||||Global||10--50 ||C ||<br />
|-<br />
| Defense||Karma ||[[Karma: Knockback Protection|Protection from Knockback]]||100||Protection(Knockback Mag 4)||||Global||10--30 ||A-unc||<br />
|-<br />
| Resist Damage||Steadfast Protection ||[[Steadfast Protection: Knockback Protection|Protection from Knockback]]||100||Protection(Knockback Mag 4)||||Global||10--30 ||A-rare||<br />
|-<br />
| Resist Damage||Impervious Skin ||[[Impervious Skin: Status Resistance|Resist Mez]]||100||Resist(Mez 7.5%)||||Global||10--30 ||A-rare||<br />
|-<br />
| Pet Damage||Sovereign Right ||[[Sovereign Right: Resistance Bonus|Resist Pet Damage]]||100||Resist(Pet Damage 10%) Range 40 ft.||||Global||25--50 ||C ||Unique<br />
|-<br />
| Recharge Intensive Pet||Expedient Reinforcement||[[Expedient Reinforcement: Resist Bonus Aura for Pets|Resist Pet Damage]] ||100||Resist(Pet Damage 10%) Range 40 ft.||||Global||30--50 ||C ||Unique<br />
|-<br />
| Pet Damage||Commanding Presence ||[[Commanding Presence: Taunt/Placate Resist|Resist Pet Taunt & Placate]]||100||Resist(Pet Taunt 10% / Pet Placate 10%)||||Global||10--30 ||A-rare||<br />
|-<br />
| Resist Damage||Aegis ||[[Aegis: Psionic/Status Resistance|Resist Mez & Resist Psionic Damage]]||100||Resist(Psionic Dam 2.1-3.0% / Mez 20%)||||Global||25--50 ||C ||Unique<br />
|-<br />
| Resist Damage||Impervium Armor ||[[Impervium Armor: Psionic Resistance|Resist Psionic Damage]]||100||Resist(Psionic Dam 2.1-3.0%)||||Global||15--40 ||C ||<br />
|-<br />
| Archetype Enhancement ||[[Scrapper's Strike]] ||Critical Hit Bonus ||100||+Critical Hit Chance (+2% vs Minions, +4% others) for ALL powers||||Global||10--50 || ||Exclusive<br />
|-<br />
| Archetype Enhancement ||[[Superior Scrapper's Strike|Scrapper's Strike (Superior)]] ||Critical Hit Bonus ||100||+Critical Hit Chance (+3% vs Minions, +6% others) for ALL Powers||||Global||50 || ||Exclusive<br />
|-<br />
| Archetype Enhancement ||[[Stalker's Guile]] ||Chance for Hide||4/Min||Puts you in a HIDDEN state (Enemy NOT Placated) by the Slotted Power||||Proc||10--50 || ||Exclusive<br />
|-<br />
| Archetype Enhancement ||[[Superior Stalker's Guile|Stalker's Guile (Superior)]] ||Chance for Hide ||5/Min||Puts you in a HIDDEN state (Enemy NOT Placated) by the Slotted Power||||Proc||50 || ||Exclusive<br />
|-<br />
| Archetype Enhancement ||[[Defender's Bastion]] ||Critical Hit Bonus ||4/Min||PBAoE Heal by the Slotted Power||||Proc||10--50 || ||Exclusive<br />
|-<br />
| Archetype Enhancement ||[[Superior Defender's Bastion|Defender's Bastion (Superior)]] ||Critical Hit Bonus ||5/Min||PBAoE Heal by the Slotted Power||||Proc||50 || ||Exclusive<br />
|-<br />
| Archetype Enhancement ||[[Might of the Tanker]] ||Chance for +RES(ALL) ||5/Min||Chance for +5% Resistance(All), By the Slotted Power, stacks 3 times||||Proc||10--50 || ||Exclusive<br />
|-<br />
| Archetype Enhancement ||[[Superior Might of the Tanker|Might of the Tanker (Superior)]] ||Chance for +RES(ALL) ||6/Min||Chance for +6.7% Resistance(All), By the Slotted Power, stacks 3 times||||Proc||50 || ||Exclusive<br />
|-<br />
| Archetype Enhancement ||[[Blaster's Wrath]] ||Chance for Fire Damage ||4/min||By the Slotted Power||||Proc||10--50 || ||Exclusive<br />
|-<br />
| Archetype Enhancement ||[[Superior Blaster's Wrath|Blaster's Wrath (Superior)]] ||Chance for Fire Damage ||5/min||By the Slotted Power||||Proc||50 || ||Exclusive<br />
|-<br />
| Archetype Enhancement ||[[Brute's Fury]] ||Chance for +Fury ||4/Min||Chance for +5 Fury by the Slotted Power||||Proc||10--50 || ||Exclusive<br />
|-<br />
| Archetype Enhancement ||[[Superior Brute's Fury|Brute's Fury (Superior)]] ||Chance for +Fury ||5/Min||Chance for +7 Fury by the Slotted Power||||Proc||50 || ||Exclusive<br />
|-<br />
| Archetype Enhancement ||[[Kheldian's Grace]] ||Form Bonus ||100||Bonus to stats; Changes Depending on active form power||||Global||10--50 || ||Exclusive<br />
|-<br />
| Archetype Enhancement ||[[Superior Kheldian's Grace|Kheldian's Grace (Superior)]] ||Form Bonus||100||Bonus to stats; Changes Depending on active form power||||Global||50 || ||Exclusive<br />
|-<br />
| Archetype Enhancement ||[[Malice of the Corruptor]] ||Chance for Negative Energy Damage||4/Min||By the Slotted Power||||Proc||10--50 || ||Exclusive<br />
|-<br />
| Archetype Enhancement ||[[Superior Malice of the Corruptor|Malice of the Corruptor (Superior)]] ||Chance for Negative Energy Damage||5/Min||By the Slotted Power||||Proc||50 || ||Exclusive<br />
|-<br />
| Archetype Enhancement ||[[Ascendency of the Dominator]] ||Chance for +Damage ||5/Min||14.19% Damage buff that stacks up to 3 times by the Slotted Power||||Proc||10--50 || ||Exclusive<br />
|-<br />
| Archetype Enhancement ||[[Superior Ascendency of the Dominator|Ascendency of the Dominator (Superior)]] ||Chance for +Damage||6/Min||21.25% Damage buff that stacks up to 3 times by the Slotted Power||||Proc||50 || ||Exclusive<br />
|-<br />
| Archetype Enhancement ||[[Command of the Mastermind]] ||AoE Pet Defense Buff ||100||40' Aura that gives +10% AoE Defense||||Global||10--50 || ||Exclusive<br />
|-<br />
| Archetype Enhancement ||[[Superior Command of the Mastermind|Command of the Mastermind (Superior)]] ||AoE Pet Defense Buff ||100||40' Aura that gives +15% AoE Defense||||Global||50 || ||Exclusive<br />
|-<br />
| Archetype Enhancement ||[[Will of the Controller]] ||Chance for Psionic Damage||4/Min||Chance for Psionic Damage by the slotted power||||Proc||10--50 || ||Exclusive<br />
|-<br />
| Archetype Enhancement ||[[Superior Will of the Controller|Will of the Controller (Superior]] ||Chance for Psionic Damage||5/Min||Chance for Psionic Damage by the slotted power||||Proc||50 || ||Exclusive<br />
|-<br />
| Archetype Enhancement ||[[Dominion of Arachnos]] ||Chance for Debuff/Mez ||4/Min||10% -Damage and Terrorize||||Proc||10--50 || ||Exclusive<br />
|-<br />
| Archetype Enhancement ||[[Superior Dominion of Arachnos|Dominion of Arachnos (Superior)]] ||Chance for Debuff/Mez ||5/min||15% -Damage and Terrorize by the slotted power||||Proc||50 || ||Exclusive<br />
|}<br />
<br />
[[Category:Invention System]]</div>Zombie Manhttps://archive.paragonwiki.com/w/index.php?title=Enhancement_Sets&diff=269003Enhancement Sets2019-05-13T05:40:12Z<p>Zombie Man: Correcting typo of 0.75% Recharge time to 7.5% Recharge time</p>
<hr />
<div>{{otheruses5|detailed Enhancement Set tables|a categorical listing of Invention Sets|:Category:Invention Sets|:Category:Archetype Enhancements}}<br />
{{TOCright}}<br />
== Overview ==<br />
'''Parent Article: [[Invention Origin Enhancements]]'''<br />
<br />
For presentation purposes, each type of Enhancement grouping is split into two separate tables: one for the Enhancements themselves, and one for the Set Bonuses. Otherwise, the tables would be far too wide for most browsers. <br />
<br />
For the Enhancement list tables, the leading icons show which [[Recipe Drop Pools|drop pools]] the required [[Recipe]]s come from and their rarity.<br />
{| border=0<br />
| {{IOUncommon}} ||Uncommon Enemy drops (Pool A)<br />
|-<br />
| {{IOPoolA}} || Rare Enemy drops (Pool A)<br />
|-<br />
| {{IOVeryRare}} || [[Very Rare IO Sets|Very Rare]] Enemy drops (Pool A)<br />
|-<br />
| {{IOPoolB}} || Mission drops (Pool B)<br />
|-<br />
| {{IOPoolC}} || Random Rare Recipe Roll (Pools C and D)<br />
|-<br />
| {{IOPVP}} || Obtained through PvP<br />
|-<br />
| {{IOSpecial}} || Obtained by Special Means<br />
|}<br />
<br />
The meaning of the trailing icons in some of the elements is:<br />
{| border=0<br />
| [[File:Proc.png|16px]] || [[Invention Origin Enhancements#Procs|Procedure (Proc)]] || Random chance of effect.<br />
|-<br />
| [[File:Global.png|16px]] || [[Invention Origin Enhancements#Globals|Global]] || Enhancement gives a global effect on the character.<br />
|-<br />
| [[File:Unique.png|16px]] || [[Invention Origin Enhancements#Unique enhancements|Unique]] || Only one of this enhancement may be slotted on a character.<br />
|}<br />
<br />
See [[Enhancement Set Bonuses]] for explanations of the colorings in the set bonus tables. For Defense bonuses the bonus boost three defense values, one positional and two typed. One of the bonuses (either the position bonus or both of the typed bonuses) only gets half of the usual enhancement. The one that only gets half the bonus is followed by (Half) in the tables below.<br />
<br />
{{EdNote|type=warning|note=If editing enhancements on this page, use the in-game Auction listing for crafted enhancement to verify the data. Do not use the Auction recipe listings, as several of those are incorrect.<br />''(For example, the Trap of the Hunter recipe listing indicates immob/range, but the crafted enhancement is actually immob/acc. This note was current as of 5/12/08)''}}<br />
<br />
== Offensive Sets ==<br />
=== Melee Damage ===<br />
{| class="wikitable" style="text-align:left"<br />
! !! Set name !! Levels !! Option 1 !! Option 2 !! Option 3 !! Option 4 !! Option 5 !! Option 6 <br />
|-<br />
| [[File:IO_Bonesnap.png|20px]]<br />
| [[Bonesnap]] <br />
| 10-25 <br />
| {{IOUncommon}}Acc/Dam <br />
| {{IOUncommon}}Dam/End <br />
| {{IOUncommon}}Acc/Rech || || || <br />
|-<br />
| [[File:IO_Pulverizing_Fisticuffs.png|20px]]<br />
| [[Pulverizing Fisticuffs]] <br />
| 10-25 <br />
| {{IOUncommon}}Acc/Dam <br />
| {{IOPoolA}}Acc/Dam/Rech<br />
| {{IOPoolC}}Acc/Dam/End/Rech || || ||<br />
|-<br />
| [[File:IO_Bruising_Blow.png|20px]]<br />
| [[Bruising Blow]] <br />
| 15-30 <br />
| {{IOUncommon}}Acc/Dam <br />
| {{IOUncommon}}Dam/End <br />
| {{IOUncommon}}Dam/Rech || || || <br />
|-<br />
| [[File:IO_Pounding_Slugfest.png|20px]]<br />
| [[Pounding Slugfest]] <br />
| 15-30 <br />
| {{IOUncommon}}Acc/Dam <br />
| {{IOPoolA}}Dam/End <br />
| {{IOPoolB}}Dam/Rech <br />
| {{IOPoolC}}Chance to Disorient {{IOProc}} || ||<br />
|-<br />
| [[File:IO_Smashing_Haymaker.png|20px]]<br />
| [[Smashing Haymaker]] <br />
| 20-35 <br />
| {{IOUncommon}}Acc/Dam <br />
| {{IOUncommon}}Dam/End <br />
| {{IOUncommon}}Dam/Rech <br />
| {{IOUncommon}}Dam/End/Rech || ||<br />
|-<br />
| [[File:IO_Kinetic_Combat.png|20px]]<br />
| [[Kinetic Combat]] <br />
| 20-35 <br />
| {{IOUncommon}}Acc/Dam <br />
| {{IOPoolA}}Dam/End <br />
| {{IOPoolB}}Dam/Rech <br />
| {{IOPoolC}}Dam/End/Rech <br />
| {{IOPoolA}}Chance to Knockdown 20%{{IOProc}} || <br />
|-<br />
| [[File:IO_Focused_Smite.png|20px]]<br />
| [[Focused Smite]] <br />
| 25-40 <br />
| {{IOUncommon}}Acc/Dam <br />
| {{IOUncommon}}Dam/End <br />
| {{IOUncommon}}Dam/Rech <br />
| {{IOUncommon}}Acc/End/Rech <br />
| {{IOUncommon}}Acc/Dam/Rech || <br />
|-<br />
| [[File:IO_Touch_of_Death.png|20px]]<br />
| [[Touch of Death]] <br />
| 25-40 <br />
| {{IOUncommon}}Acc/Dam <br />
| {{IOPoolA}}Dam/End <br />
| {{IOPoolB}}Dam/Rech <br />
| {{IOPoolC}}Acc/Dam/End <br />
| {{IOPoolC}}Dam/End/Rech <br />
| {{IOPoolA}}Chance for NE Damage {{IOProc}} <br />
|-<br />
| [[File:IO_Crushing_Impact.png|20px]]<br />
| [[Crushing Impact]] <br />
| 30-50 <br />
| {{IOUncommon}}Acc/Dam <br />
| {{IOUncommon}}Dam/End <br />
| {{IOUncommon}}Dam/Rech <br />
| {{IOUncommon}}Acc/Dam/Rech <br />
| {{IOUncommon}}Acc/Dam/End <br />
| {{IOUncommon}}Dam/End/Rech<br />
|-<br />
| [[File:IO_Mako's_Bite.png|20px]]<br />
| [[Mako's Bite]] <br />
| 30-50 <br />
| {{IOPoolA}}Acc/Dam <br />
| {{IOPoolB}}Dam/End <br />
| {{IOPoolC}}Dam/Rech <br />
| {{IOPoolC}}Acc/End/Rech <br />
| {{IOPoolA}}Acc/Dam/End/Rech <br />
| {{IOPoolC}}Chance for Lethal Damage {{IOProc}}<br />
|-<br />
| [[File:IO_Hecatomb.png|20px]]<br />
| [[Hecatomb]] <br />
| 50 <br />
| {{IOVeryRare}}Dam (Superior) {{IOUnique}} <br />
| {{IOVeryRare}}Dam/Rech (Superior) {{IOUnique}} <br />
| {{IOVeryRare}}Dam/Rech/Acc (Superior) {{IOUnique}} <br />
| {{IOVeryRare}}Rech/Acc (Superior) {{IOUnique}} <br />
| {{IOVeryRare}}Dam/End (Superior) {{IOUnique}} <br />
| {{IOVeryRare}}Chance for Negative Energy Dam {{IOUnique}} {{IOProc}}<br />
|-<br />
| [[File:IO_Gladiator's Strike.png|20px]]<br />
| [[Gladiator's Strike]] <br />
| 10-50 <br />
| {{IOPVP}}Dam/Acc <br />
| {{IOPVP}}Dam/Rech<br />
| {{IOPVP}}Dam/End/Rech <br />
| {{IOPVP}}Acc/End/Rech <br />
| {{IOPVP}}Acc/Dam/End/Rech <br />
| {{IOPVP}}Chance for Smashing Dam {{IOProc}}<br />
|-<br />
| [[File:IO_Mako's_Bite.png|20px]]<br />
| [[Blistering Cold]] <br />
| 10-50 <br />
| {{IOSpecial}}Acc/Dam {{IOUnique}} <br />
| {{IOSpecial}}Dam/End {{IOUnique}} <br />
| {{IOSpecial}}Acc/Dam/Rech {{IOUnique}} <br />
| {{IOSpecial}}Acc/Dam/End {{IOUnique}} <br />
| {{IOSpecial}}Acc/Dam/End/Rech {{IOUnique}} <br />
| {{IOSpecial}}Rech/Chance for Hold {{IOProc}}<br />
|-<br />
| [[File:IO_Mako's_Bite.png|20px]]<br />
| [[Superior Blistering Cold]] <br />
| 50 <br />
| {{IOSpecial}}Acc/Dam {{IOUnique}} <br />
| {{IOSpecial}}Dam/End {{IOUnique}} <br />
| {{IOSpecial}}Acc/Dam/Rech {{IOUnique}} <br />
| {{IOSpecial}}Acc/Dam/End {{IOUnique}} <br />
| {{IOSpecial}}Acc/Dam/End/Rech {{IOUnique}} <br />
| {{IOSpecial}}Rech/Chance for Hold {{IOProc}}<br />
|-<br />
|}<br />
<br />
:Set Bonuses<br />
<br />
{{IOBonusHeader}}<br />
| [[Bonesnap]] <br />
| {{IOlevel1}} | 1.5% Fire/Cold Res<BR/>2.5% Mez Res <br />
| {{IOlevel1}} | 0.75% Health || || || <br />
|-<br />
| [[Pulverizing Fisticuffs]] <br />
| {{IOlevel1}} | 1.5% Toxic/Psi Res<BR/>2.5% Mez Res <br />
| {{IOlevel1}} | 1.25% Pos/Neg Def<br/>0.625% Ranged Def || || || <br />
|-<br />
| [[Bruising Blow]] <br />
| {{IOlevel1}} | 10% Recovery <br />
| {{IOlevel1}} | 0.75% Health || || || <br />
|-<br />
| [[Pounding Slugfest]] <br />
| {{IOlevel3}} | 8% Regeneration <br />
| {{IOlevel1}} | 1.25% Pos/Neg Def<br/>0.625% Ranged Def <br />
| {{IOlevel3}} | 2% Damage || || <br />
|-<br />
| [[Smashing Haymaker]] <br />
| {{IOlevel1}} | 1.5% Fire/Cold Res<br/>2.5% Mez Res<br />
| {{IOlevel2}} | 1.125% Health <br />
| {{IOlevel2}} | 1.875% Smash/Lethal Def<br/>0.9375% Melee Def|| || <br />
|-<br />
| [[Kinetic Combat]] <br />
| {{IOlevel4}} | 1.5% Fire/Cold Res<br/>2.5% Mez Res <br />
| {{IOlevel3}} | 1.5% Health <br />
| {{IOlevel5}} | 3.75% Smash/Lethal Def<br/>1.875% Melee Def<br />
| {{IOlevel4}} | 7.5% Movement Speed || <br />
|-<br />
| [[Focused Smite]] <br />
| {{IOlevel1}} | 1.5% Fire/Cold Res<br/>2.5% Mez Res<br />
| {{IOlevel1}} | 1.5% Toxic/Psi Res<br/>2.5% Mez Res<br />
| {{IOlevel2}} | 1.35% Endurance<br />
| {{IOlevel2}} | 4.5% Movement Speed || <br />
|-<br />
| [[Touch of Death]] <br />
| {{IOlevel1}} | 1.5% Pos/Neg Res<br/>2.5% Mez Res<br />
| {{IOlevel3}} | 1.5% Health <br />
| {{IOlevel4}} | 2.5% Damage <br />
| {{IOlevel4}} | 3.75% Smash/Lethal Res<br/>6.25% Mez Res<br />
| {{IOlevel5}} | 3.75% Melee Def<br/>1.875% Smash/Lethal Def<br />
|-<br />
| [[Crushing Impact]] <br />
| {{IOlevel1}} | 1.5% Smash/Lethal Res<br/>2.5% Mez Res<br />
| {{IOlevel2}} | 1.125% Health <br />
| {{IOlevel3}} | 7% Accuracy <br />
| {{IOlevel3}} | 5% Recharge Time<br />
| {{IOlevel4}} | 3.75% Toxic/Psi Res<br/>6.25% Mez Res<br />
|-<br />
| [[Mako's Bite]] <br />
| {{IOlevel1}} | 1.5% Toxic/Psi Res<br/>2.5% Mez Res<br />
| {{IOlevel3}} | 1.5% Health <br />
| {{IOlevel5}} | 3% Damage <br />
| {{IOlevel4}} | 3.75% Smash/Lethal Res<br/>6.25% Mez Res<br />
| {{IOlevel5}} | 3.75% Ranged Def<br/>1.875% Pos/Neg Def<br />
|-<br />
| [[Hecatomb]] <br />
| {{IOlevel7}} | 4% Recovery <br />
| {{IOlevel7}} | 6% Fire/Cold Res<br/>10% Mez Res<br />
| {{IOlevel7}} | 15% Accuracy <br />
| {{IOlevel7}} | 10% Recharge Time <br />
| {{IOlevel7}} | 6% Toxic Res<br/>10% Mez Res<br />
|-<br />
| [[Gladiator's Strike]] <br /> PVE + PVP<br />
| {{IOlevel4}} | 2.5% Recovery<br />
| {{IOlevel2}} | 1.125% Health <br />
| {{IOlevel4}} | 2.5% Damage <br />
| {{IOlevel4}} | 3.75% Smash/Lethal Res<br/>6.25% Mez Res<br />
| {{IOlevel3}} | 7% Accuracy <br />
|-<br />
| [[Gladiator's Strike]] <br /> PVP only<br />
| {{IOlevel4}} | 2.25% Endurance<br />
| {{IOlevel2}} | 2.25% Pos/Neg Res<br/>3.75% Mez Res<br />
| {{IOlevel4}} | 3.125% Melee Def<br/>1.5625% Smash/Lethal Def<br />
| | 10% Chance for Repel Protection <br />
| {{IOlevel5}} | 7.5% Recharge Time<br />
|-<br />
| [[Blistering Cold]] <br />
| {{IOlevel3}} | 10% Slow Res<br />
| {{IOlevel3}} | 2% Recovery<br />
| {{IOlevel5}} | 4.5% Fire/Cold Res<br/>7.5% Mez Res<br />
| {{IOlevel2}} | 1.875% Lethal/Smash Def<br/>0.9375% Melee Def<br />
| {{IOlevel5}} | 3.75% Fire/Cold Def<br/> 1.875% AoE Def<br />
|-<br />
| [[Superior Blistering Cold]] <br />
| {{IOlevel5}} | 15% Slow Res<br />
| {{IOlevel7}} | 4% Recovery<br />
| {{IOlevel7}} | 6% Fire/Cold Res<br/>10% Mez Res<br />
| {{IOlevel7}} | 5% Lethal/Smash Def<br/>2.5% Melee Def<br />
| {{IOlevel7}} | 5% Fire/Cold Def<br/> 2.5% AoE Def<br />
|}<br />
<br />
=== PBAoE Damage ===<br />
{| class="wikitable" style="text-align:left"<br />
! !! Set name !! Levels !! Option 1 !! Option 2 !! Option 3 !! Option 4 !! Option 5 !! Option 6 <br />
|-<br />
| [[File:IO_Cleaving_Blow.png|20px]]<br />
| [[Cleaving Blow]] <br />
| 10-50<br />
| {{IOUncommon}}Acc/Dam <br />
| {{IOUncommon}}Dam/End <br />
| {{IOUncommon}}Dam/Rech <br />
| {{IOUncommon}}Acc/Rech || ||<br />
|-<br />
| [[File:IO_Eradication.png|20px]]<br />
| [[Eradication]]<br />
| 10-30<br />
| {{IOPoolA}} Dam<br />
| {{IOPoolA}} Acc/Rech<br />
| {{IOPoolB}} Dam/Rech<br />
| {{IOPoolB}} Acc/Dam/Rech<br />
| {{IOPoolC}} Acc/Dam/Rech/End<br />
| {{IOPoolC}} Chance for Energy Damage {{IOProc}}<br />
|-<br />
| [[File:IO_Multi-Strike.png|20px]]<br />
| [[Multi-Strike]] <br />
| 20-50 <br />
| {{IOUncommon}}Acc/Dam <br />
| {{IOUncommon}}Dam/End <br />
| {{IOUncommon}}Dam/Rech <br />
| {{IOUncommon}}Acc/End <br />
| {{IOUncommon}}Acc/Dam/End <br />
| {{IOUncommon}}Dam/End/Rech<br />
|-<br />
| [[File:IO_Scirocco's_Dervish.png|20px]]<br />
| [[Scirocco's Dervish]] <br />
| 20-50 <br />
| {{IOPoolA}}Acc/Dam <br />
| {{IOPoolA}}Dam/End <br />
| {{IOPoolB}}Dam/Rech <br />
| {{IOPoolB}}Acc/Rech <br />
| {{IOPoolC}}Dam/Acc/End <br />
| {{IOPoolC}}Chance for Lethal Damage {{IOProc}} <br />
|-<br />
| [[File:IO_Obliteration.png|20px]]<br />
| [[Obliteration]]<br />
| 30-50<br />
| {{IOPoolA}} Dam<br />
| {{IOPoolA}} Acc/Rech<br />
| {{IOPoolB}} Dam/Rech<br />
| {{IOPoolB}} Acc/Dam/Rech<br />
| {{IOPoolC}} Acc/Dam/Rech/End<br />
| {{IOPoolC}} Chance for Smashing Damage {{IOProc}}<br />
|-<br />
| [[File:IO_Armageddon.png|20px]]<br />
| [[Armageddon]] <br />
| 50 <br />
| {{IOVeryRare}}Dam (Superior) {{IOUnique}} <br />
| {{IOVeryRare}}Dam/Rech (Superior) {{IOUnique}} <br />
| {{IOVeryRare}}Dam/Rech/Acc (Superior) {{IOUnique}} <br />
| {{IOVeryRare}}Rech/Acc (Superior) {{IOUnique}} <br />
| {{IOVeryRare}}Dam/End (Superior) {{IOUnique}} <br />
| {{IOVeryRare}}Chance for Fire Dam {{IOUnique}} {{IOProc}}<br />
|-<br />
| [[File:IO_Fury_of_the_Gladiator.png|20px]]<br />
| [[Fury of the Gladiator]] <br />
| 10-50 <br />
| {{IOPVP}}Dam/Acc <br />
| {{IOPVP}}Dam/Rech<br />
| {{IOPVP}}Dam/End/Rech <br />
| {{IOPVP}}Acc/End/Rech <br />
| {{IOPVP}}Acc/Dam/End/Rech <br />
| {{IOPVP}}Chance for -Resistance {{IOUnique}} {{IOProc}}<br />
|-<br />
| [[File:IO_Obliteration.png|20px]]<br />
| [[Avalanche]] <br />
| 10-50 <br />
| {{IOSpecial}}Acc/Dam {{IOUnique}} <br />
| {{IOSpecial}}Dam/End {{IOUnique}} <br />
| {{IOSpecial}}Acc/Dam/Rech {{IOUnique}} <br />
| {{IOSpecial}}Acc/Dam/End {{IOUnique}} <br />
| {{IOSpecial}}Acc/Dam/End/Rech {{IOUnique}} <br />
| {{IOSpecial}}Rech/Chance for Knockdown {{IOUnique}} {{IOProc}}<br />
|-<br />
| [[File:IO_Obliteration.png|20px]]<br />
| [[Superior Avalanche]] <br />
| 50 <br />
| {{IOSpecial}}Acc/Dam {{IOUnique}} <br />
| {{IOSpecial}}Dam/End {{IOUnique}} <br />
| {{IOSpecial}}Acc/Dam/Rech {{IOUnique}} <br />
| {{IOSpecial}}Acc/Dam/End {{IOUnique}} <br />
| {{IOSpecial}}Acc/Dam/End/Rech {{IOUnique}} <br />
| {{IOSpecial}}Rech/Chance for Knockdown {{IOUnique}} {{IOProc}}<br />
|-<br />
|}<br />
<br />
:Set Bonuses<br />
<br />
{{IOBonusHeader}}<br />
| [[Cleaving Blow]] <br />
| {{IOlevel1}} | 1% Recovery <br />
| {{IOlevel1}} | 1.25% Pos/Neg Def<br/>0.625% Ranged Def<br />
| {{IOlevel1}} | 1% Damage || || <br />
|-<br />
| [[Eradication]]<br />
| {{IOlevel3}} | 1.8% Endurance<br />
| {{IOlevel4}} | 3.125% Pos/Neg Def<br/>1.5625% Ranged Def<br />
| {{IOlevel5}} | 2.25% Health<br />
| {{IOlevel5}} | 12% Regeneration<br />
| {{IOlevel4}} | 3.125% AoE Def<br/>1.5625% Fire/Cold Def<br />
|-<br />
| [[Multi-Strike]] <br />
| {{IOlevel1}} | 1.5% Lethal/Smash Res<br/>2.5% Mez Res<br />
| {{IOlevel1}} | 1.5% Fire/Cold Res<br/>2.5% Mez Res<br />
| {{IOlevel2}} | 2.25% Pos/Neg Res<br/>3.75% Mez Res<br />
| {{IOlevel2}} | 1.875% AoE Def<br/>0.9375% Fire/Cold Def<br />
| {{IOlevel2}} | 1.875% Melee Def<br/>0.9375% Smash/Lethal Def<br />
|-<br />
| [[Scirocco's Dervish]] <br />
| {{IOlevel4}} | 10% Regeneration <br />
| {{IOlevel2}} | 2.25% Pos/Neg Res<br/>3.75% Mez Res<br />
| {{IOlevel4}} | 9% Accuracy <br />
| {{IOlevel4}} | 3.125% AoE Def<br/>1.5625% Fire/Cold Def<br />
| {{IOlevel4}} | 3.125% Psionic Def <br />
|-<br />
| [[Obliteration]]<br />
| {{IOlevel2}} | 2.25% Smash/Lethal Res<br/>3.75% Mez Res<br />
| {{IOlevel5}} | 3% Damage<br />
| {{IOlevel4}} | 9% Accuracy<br />
| {{IOlevel3}} | 5% Recharge Time<br />
| {{IOlevel5}} | 3.75% Melee Def<br/>1.875% Smash/Lethal Def<br />
|-<br />
| [[Armageddon]] <br />
| {{IOlevel7}} | 4% Recovery <br />
| {{IOlevel7}} | 6% Fire/Cold Res<br/>10% Mez Res<br />
| {{IOlevel7}} | 15% Accuracy <br />
| {{IOlevel7}} | 10% Recharge Time <br />
| {{IOlevel7}} | 6% Toxic/Psi Res<br/>10% Mez Res<br />
|-<br />
|-<br />
| [[Fury of the Gladiator]] <br /> PVE + PVP<br />
| {{IOlevel4}} | 3.75% Fire/Cold Res<br/>6.25% Mez Res<br />
| {{IOlevel2}} | Mag 3 Knockback Protection <br />
| {{IOlevel4}} | 2.5% Damage<br />
| {{IOlevel4}} | 3.75% Toxic/Psionic Res<br/>6.25% Mez Res<br />
| {{IOlevel3}} | 7% Accuracy <br />
|-<br />
| [[Fury of the Gladiator]] <br /> PvP Only<br />
| | 10% Slow Resistance <br />
| | 7.5% Chance of Repel Protection<br />
| {{IOlevel4}} | 3.125% Fire/Cold Def<br/>1.5625% AoE Def<br />
| {{IOlevel5}} | 2.25% Health <br />
| {{IOlevel5}} | 7.5% Recharge Time <br />
|-<br />
| [[Avalanche]] <br />
| {{IOlevel3}} | 10% Slow Res<br />
| {{IOlevel3}} | 3% Fire/Cold Res<br/> 5% Mez Res<br />
| {{IOlevel3}} | 2% Recovery<br />
| {{IOlevel2}} | 1.875% Melee Def<br/> 0.9375% Lethal/Smash Def<br />
| {{IOlevel5}} | 3.75% Fire/Cold Def<br/>1.875% AoE Def<br />
|-<br />
| [[Superior Avalanche]] <br />
| {{IOlevel5}} | 15% Slow Res<br />
| {{IOlevel7}} | 6% Fire/Cold Res<br/> 10% Mez Res<br />
| {{IOlevel7}} | 4% Recovery<br />
| {{IOlevel7}} | 5% Melee Def<br/> 2.5% Lethal/Smash Def<br />
| {{IOlevel7}} | 5% Fire/Cold Def<br/>2.5% AoE Def<br />
|-<br />
|}<br />
<br />
=== Pet Damage ===<br />
{| class="wikitable" style="text-align:left"<br />
! !! Set name !! Levels !! Option 1 !! Option 2 !! Option 3 !! Option 4 !! Option 5 !! Option 6 <br />
|-<br />
| [[File:IO_Unquestioning_Loyalty.png|20px]]<br />
| [[Unquestioning Loyalty]] <br />
| 10-30 <br />
| {{IOUncommon}}Acc/Dam <br />
| {{IOUncommon}}Dam/End <br />
| {{IOUncommon}}Acc/End <br />
| {{IOUncommon}}Acc/Dam/End || || <br />
|-<br />
| [[File:IO_Commanding_Presence.png|20px]]<br />
| [[Commanding Presence]] <br />
| 10-30 <br />
| {{IOUncommon}}Acc/Dam <br />
| {{IOPoolA}}Dam/End <br />
| {{IOPoolB}}Acc/End <br />
| {{IOPoolC}}Acc/Dam/End <br />
| {{IOPoolA}}Aura Resist(Taunt, Placate) for Pets {{IOGlobal}} <br />
|-<br />
| [[File:IO_Brilliant_Leadership.png|20px]]<br />
| [[Brilliant Leadership]] <br />
| 15-40 <br />
| {{IOUncommon}}Acc/Dam <br />
| {{IOUncommon}}Dam/End <br />
| {{IOUncommon}}Acc/End <br />
| {{IOUncommon}}Acc/Dam/End <br />
| {{IOUncommon}}Acc <br />
| {{IOUncommon}}Dam<br />
|-<br />
| [[File:IO_Edict_of_the_Master.png|20px]]<br />
| [[Edict of the Master]] <br />
| 15-40 <br />
| {{IOUncommon}}Acc/Dam <br />
| {{IOPoolA}}Dam/End <br />
| {{IOPoolA}}Acc/End <br />
| {{IOPoolB}}Acc/Dam/End <br />
| {{IOPoolC}}Dam <br />
| {{IOPoolC}}Aura +Defense for Pets {{IOUnique}} {{IOGlobal}} <br />
|-<br />
| [[File:IO_Blood_Mandate.png|20px]]<br />
| [[Blood Mandate]] <br />
| 25-50 <br />
| {{IOUncommon}}Acc/Dam <br />
| {{IOUncommon}}Dam/End <br />
| {{IOUncommon}}Acc/End <br />
| {{IOUncommon}}Acc/Dam/End <br />
| {{IOUncommon}}Acc <br />
| {{IOUncommon}}Dam<br />
|-<br />
| [[File:IO_Sovereign_Right.png|20px]]<br />
| [[Sovereign Right]] <br />
| 25-50 <br />
| {{IOPoolA}}Acc/Dam <br />
| {{IOPoolB}}Dam/End <br />
| {{IOPoolC}}Acc/End <br />
| {{IOPoolC}}Acc/Dam/End <br />
| {{IOPoolA}}Acc <br />
| {{IOPoolC}}Aura +Resistance(All) for Pets {{IOUnique}} {{IOGlobal}} <br />
|-<br />
| [[File:IO_Soulbound_Allegiance.png|20px]]<br />
| [[Soulbound Allegiance]] <br />
| 50 <br />
| {{IOVeryRare}}Dam (Superior) {{IOUnique}} <br />
| {{IOVeryRare}}Dam/Rech (Superior) {{IOUnique}} <br />
| {{IOVeryRare}}Dam/Rech/Acc (Superior) {{IOUnique}} <br />
| {{IOVeryRare}}Rech/Acc (Superior) {{IOUnique}} <br />
| {{IOVeryRare}}Dam/End (Superior) {{IOUnique}} <br />
| {{IOVeryRare}}Chance for Build Up {{IOUnique}} {{IOProc}} <br />
|-<br />
|}<br />
<br />
:Set Bonuses<br />
<br />
{{IOBonusHeader}}<br />
| [[Unquestioning Loyalty]] <br />
| {{IOlevel1}} | 1.5% Fire/Cold Res<br/>2.5% Mez Res<br />
| {{IOlevel1}} | 0.75% Health <br />
| {{IOlevel1}} | 0.9% Endurance || || <br />
|-<br />
| [[Commanding Presence]] <br />
| {{IOlevel2}} | 1.5% Recovery <br />
| {{IOlevel2}} | 1.125% Health <br />
| {{IOlevel2}} | 1.35% Endurance <br />
| {{IOlevel1}} | 1.25% AoE Def<br/>0.625% Fire/Cold Def || <br />
|-<br />
| [[Brilliant Leadership]] <br />
| {{IOlevel1}} | 4% Regeneration <br />
| {{IOlevel1}} | 10% Confuse Dur <br />
| {{IOlevel2}} | 2.25% Lethal/Smash Res<br/>3.75% Mez Res<br />
| {{IOlevel1}} | 3% Movement Speed <br />
| {{IOlevel5}} | 4.5% Toxic/Psionic Res<br/>7.5% Mez Res<br />
|-<br />
| [[Edict of the Master]] <br />
| {{IOlevel3}} | 6% Movement Speed<br />
| {{IOlevel3}} | 1.5% Health <br />
| {{IOlevel3}} | 3% Smash/Lethal Res<br/>5% Mez Res<br />
| {{IOlevel4}} | 3.75% Pos/Neg Res<br/>6.25% Mez Res<br />
| {{IOlevel5}} | 4.5% Toxic/Psionic Res<br/>7.5% Mez Res<br />
|-<br />
| [[Blood Mandate]] <br />
| {{IOlevel2}} | 1.5% Recovery <br />
| {{IOlevel2}} | 1.875% Fire/Cold Def<br/>0.9375% AoE Def<br />
| {{IOlevel2}} | 2.25% Fire/Cold Res<br/>3.75% Mez Res<br />
| {{IOlevel5}} | 3.75% AoE Def<br/>1.875% Fire/Cold Def<br />
| {{IOlevel5}} | 3.75% Ranged Def<br/>1.875% Pos/Neg Def<br />
|-<br />
| [[Sovereign Right]] <br />
| {{IOlevel3}} | 8% Regeneration<br />
| {{IOlevel2}} | 2.25% Smash/Lethal Res<br/>3.75% Mez Res<br />
| {{IOlevel4}} | 1.875% Health<br />
| {{IOlevel4}} | 3.75% Pos/Neg Res<br/>6.25% Mez Res<br />
| {{IOlevel4}} | 3.125% Melee Def<br/>1.5625% Smash/Lethal Def<br />
|-<br />
| [[Soulbound Allegiance]] <br />
| {{IOlevel7}} | 16% Regeneration <br />
| {{IOlevel7}} | 3% Health <br />
| {{IOlevel7}} | 4% Damage <br />
| {{IOlevel7}} | 6% Toxic/Psionic Res<br />
| {{IOlevel7}} | 5% Psionic Def <br />
|-<br />
|}<br />
<br />
=== Ranged Damage ===<br />
{| class="wikitable" style="text-align:left"<br />
! !! Set name !! Levels !! Option 1 !! Option 2 !! Option 3 !! Option 4 !! Option 5 !! Option 6<br />
|-<br />
| [[File:IO_Far_Strike.png|20px]]<br />
| [[Far Strike]] <br />
| 10-25 <br />
| {{IOUncommon}}Dam/Range <br />
| {{IOUncommon}}Dam/Rech <br />
| {{IOUncommon}}Acc/End || || || <br />
|-<br />
| [[File:IO_Salvo.png|20px]]<br />
| [[Salvo]] <br />
| 10-25<br />
| {{IOUncommon}}Acc/Dam <br />
| {{IOPoolA}}Dam/End/Rech <br />
| {{IOPoolC}}Acc/Dam/End/Range || || || <br />
|-<br />
| [[File:IO_Volley_Fire.png|20px]]<br />
| [[Volley Fire]] <br />
| 15-30 <br />
| {{IOUncommon}}Acc/Dam <br />
| {{IOUncommon}}Dam/End <br />
| {{IOUncommon}}Dam/Rech || || || <br />
|-<br />
| [[File:IO_Tempest.png|20px]]<br />
| [[Tempest]] <br />
| 15-30 <br />
| {{IOUncommon}}Acc/Dam <br />
| {{IOPoolA}}Dam/End <br />
| {{IOPoolB}}Dam/Rech <br />
| {{IOPoolC}}Chance for End Drain {{IOProc}} || || <br />
|-<br />
| [[File:IO_Maelstrom's_Fury.png|20px]]<br />
| [[Maelstrom's Fury]] <br />
| 20-35 <br />
| {{IOUncommon}}Acc/Dam <br />
| {{IOUncommon}}Dam/End <br />
| {{IOUncommon}}Dam/Rech <br />
| {{IOUncommon}}Dam/End/Rech || || <br />
|-<br />
| [[File:IO_Entropic_Chaos.png|20px]]<br />
| [[Entropic Chaos]] <br />
| 20-35 <br />
| {{IOUncommon}}Acc/Dam <br />
| {{IOPoolA}}Dam/End <br />
| {{IOPoolB}}Dam/Rech <br />
| {{IOPoolC}}Dam/End/Rech <br />
| {{IOPoolA}}Chance to Heal {{IOProc}} || <br />
|-<br />
| [[File:IO_Ruin.png|20px]]<br />
| [[Ruin]] <br />
| 25-40 <br />
| {{IOUncommon}}Acc/Dam <br />
| {{IOUncommon}}Dam/End <br />
| {{IOUncommon}}Dam/Rech <br />
| {{IOUncommon}}Acc/End/Rech <br />
| {{IOUncommon}}Acc/Dam/Rech || <br />
|-<br />
| [[File:IO_Decimation.png|20px]]<br />
| [[Decimation]] <br />
| 25-40 <br />
| {{IOUncommon}}Acc/Dam <br />
| {{IOPoolA}}Dam/End <br />
| {{IOPoolB}}Dam/Rech <br />
| {{IOPoolC}}Acc/End/Rech<br />
| {{IOPoolC}}Acc/Dam/Rech <br />
| {{IOPoolA}}Chance for Buildup {{IOUnique}} {{IOProc}}<br />
|-<br />
| [[File:IO_Thunderstrike.png|20px]]<br />
| [[Thunderstrike]] <br />
| 30-50 <br />
| {{IOUncommon}}Acc/Dam <br />
| {{IOUncommon}}Dam/End <br />
| {{IOUncommon}}Dam/Rech <br />
| {{IOUncommon}}Acc/Dam/Rech <br />
| {{IOUncommon}}Acc/Dam/End <br />
| {{IOUncommon}}Dam/End/Rech <br />
|-<br />
| [[File:IO_Devastation.png|20px]]<br />
| [[Devastation]] <br />
| 30-50 <br />
| {{IOPoolA}}Acc/Dam <br />
| {{IOPoolB}}Dam/End <br />
| {{IOPoolC}}Dam/Rech <br />
| {{IOPoolC}}Acc/Dam/Rech <br />
| {{IOPoolA}}Acc/Dam/End/Rech <br />
| {{IOPoolC}}Chance to Hold {{IOProc}}<br />
|-<br />
| [[File:IO_Apocalypse.png|20px]]<br />
| [[Apocalypse]] <br />
| 50 <br />
| {{IOVeryRare}}Dam (Superior) {{IOUnique}} <br />
| {{IOVeryRare}}Dam/Rech (Superior) {{IOUnique}} <br />
| {{IOVeryRare}}Dam/Rech/Acc (Superior) {{IOUnique}} <br />
| {{IOVeryRare}}Rech/Acc (Superior) {{IOUnique}} <br />
| {{IOVeryRare}}Dam/End (Superior) {{IOUnique}} <br />
| {{IOVeryRare}}Chance for Negative Energy Dam {{IOUnique}} {{IOProc}}<br />
|-<br />
| [[File:IO_Gladiator's Javelin.png|20px]]<br />
| [[Gladiator's Javelin]] <br />
| 10-50 <br />
| {{IOPVP}}Dam/Acc <br />
| {{IOPVP}}Dam/Rech<br />
| {{IOPVP}}Dam/End/Rech <br />
| {{IOPVP}}Acc/End/Rech <br />
| {{IOPVP}}Acc/Dam/End/Rech <br />
| {{IOPVP}}Chance for Toxic Dam {{IOProc}}<br />
|-<br />
| [[File:IO_Devastation.png|20px]]<br />
| [[Winter's Bite]] <br />
| 30-50 <br />
| {{IOSpecial}}Acc/Dam {{IOUnique}} <br />
| {{IOSpecial}}Dam/Rech {{IOUnique}} <br />
| {{IOSpecial}}Acc/Dam/Rech {{IOUnique}} <br />
| {{IOSpecial}}Acc/Dam/End {{IOUnique}} <br />
| {{IOSpecial}}Acc/Dam/End/Rech {{IOUnique}} <br />
| {{IOSpecial}}Rech/Chance to Hold {{IOUnique}} {{IOProc}}<br />
|-<br />
| [[File:IO_Devastation.png|20px]]<br />
| [[Superior Winter's Bite]] <br />
| 50 <br />
| {{IOSpecial}}Acc/Dam {{IOUnique}} <br />
| {{IOSpecial}}Dam/Rech {{IOUnique}} <br />
| {{IOSpecial}}Acc/Dam/Rech {{IOUnique}} <br />
| {{IOSpecial}}Acc/Dam/End {{IOUnique}} <br />
| {{IOSpecial}}Acc/Dam/End/Rech {{IOUnique}} <br />
| {{IOSpecial}}Rech/Chance to Hold {{IOUnique}} {{IOProc}}<br />
|-<br />
|}<br />
<br />
:Set Bonuses<br />
<br />
{{IOBonusHeader}}<br />
| [[Far Strike]] <br />
| {{IOlevel1}} | 1.5% Toxic/Psionic Res<br/>2.5% Mez Res<br />
| {{IOlevel1}} | 7.5% Health || || || <br />
|-<br />
| [[Salvo]] <br />
| {{IOlevel1}} | 1.5% Pos/Neg Res<br/>2.5% Mez Res<br />
| {{IOlevel3}} | 3% Fire/Cold Res<br/>5% Mez Res || || || <br />
|-<br />
| [[Volley Fire]] <br />
| {{IOlevel1}} | 4% Regeneration <br />
| {{IOlevel1}} | 7.5% Health || || || <br />
|-<br />
| [[Tempest]] <br />
| {{IOlevel1}} | 1.5% Pos/Neg Res<br/>2.5% Mez Res<br />
| {{IOlevel1}} | 1.5% Smash/Lethal Res<br/>2.5% Mez Res<br />
| {{IOlevel3}} | 2% Damage || || <br />
|-<br />
| [[Maelstrom's Fury]] <br />
| {{IOlevel2}} | 4.5% Movement Speed<br />
| {{IOlevel2}} | 1.875% Fire/Cold Def<br/>0.9375% AoE Def<br />
| {{IOlevel3}} | 3% Pos/Neg Res<br/>5% Mez Res || || <br />
|-<br />
| [[Entropic Chaos]] <br />
| {{IOlevel4}} | 10% Regeneration <br />
| {{IOlevel2}} | 2.25% Fire/Cold Res<br/>3.75% Mez Res<br />
| {{IOlevel4}} | 2.25% Endurance <br />
| {{IOlevel4}} | 6.25% Recharge Time || <br />
|-<br />
| [[Ruin]] <br />
| {{IOlevel1}} | 1.5% Toxic/Psionic Res<br/>2.5% Mez Res<br />
| {{IOlevel2}} | 1.125% Health <br />
| {{IOlevel2}} | 1.5% Recovery<br />
| {{IOlevel2}} | 1.875% AoE Def<br/>9.375% Fire/Cold Def || <br />
|-<br />
| [[Decimation]] <br />
| {{IOlevel1}} | 1.5% Pos/Neg Res<br/>2.5% Mez Res<br />
| {{IOlevel2}} | 1.125% Health <br />
| {{IOlevel4}} | 2.25% Endurance <br />
| {{IOlevel4}} | 6.25% Recharge Time <br />
| {{IOlevel5}} | 4.5% Toxic/Psionic Res<br/>7.5% Mez Res <br />
|-<br />
| [[Thunderstrike]] <br />
| {{IOlevel3}} | 2% Recovery <br />
| {{IOlevel3}} | 2.5% Pos/Neg Energy Def<br/>1.25% Ranged Def<br />
| {{IOlevel3}} | 7% Accuracy <br />
| {{IOlevel3}} | 6% Movement Speed <br />
| {{IOlevel3}} | 2.5% Ranged Def<br/>1.25% Pos/Neg Energy Def<br />
|-<br />
| [[Devastation]] <br />
| {{IOlevel5}} | 12% Regeneration <br />
| {{IOlevel5}} | 2.25% Health <br />
| {{IOlevel5}} | 3% Damage <br />
| {{IOlevel4}} | 3.75% Fire/Cold Res<br/>6.25% Mez Res<br />
| {{IOlevel5}} | 3.75% Psionic Def <br />
|-<br />
| [[Apocalypse]] <br />
| {{IOlevel7}} | 16% Regeneration <br />
| {{IOlevel7}} | 3% Health <br />
| {{IOlevel7}} | 4% Damage <br />
| {{IOlevel7}} | 10% Recharge Time <br />
| {{IOlevel7}} | 5% Psionic Def <br />
|-<br />
| [[Gladiator's Javelin]] <br /> PVE + PVP<br />
| {{IOlevel4}} | 2.5% Recovery<br />
| {{IOlevel4}} | 1.875% Health<br />
| {{IOlevel3}} | 2.5% Damage<br />
| {{IOlevel2}} | Mag 3 Knockback Protection<br />
| {{IOlevel3}} | 7% Accuracy <br />
|-<br />
| [[Gladiator's Javelin]] <br /> PVP only<br />
| {{IOlevel2}} | 7.5% Range<br />
| {{IOlevel2}} | 2.25% Smash/Lethal Res<br/>3.75% Mez Res<br />
| {{IOlevel4}} | 3.125% Pos/Neg Energy Def<br/>1.5625% Ranged Def<br />
| {{IOlevel5}} | 4.5% Pos/Neg Resistance<br/>7.5% Mez Res<br />
| {{IOlevel5}} | 7.5% Recharge Time<br />
|-<br />
| [[Winter's Bite]] <br />
| {{IOlevel2}} | 2.25% Fire/Cold Res<br/>3.75% Mez Res<br />
| {{IOlevel3}} | 10% Slow Res<br />
| {{IOlevel3}} | 2% Recovery<br />
| {{IOlevel2}} | 1.875% Pos/Neg Def<br/>0.9375% Ranged Def<br />
| {{IOlevel5}} | 3.75% Fire/Cold Def<br/>1.875% AoE Def<br />
|-<br />
| [[Superior Winter's Bite]] <br />
| {{IOlevel7}} | 6% Fire/Cold Res<br/>10% Mez Res<br />
| {{IOlevel5}} | 15% Slow Res<br />
| {{IOlevel7}} | 4% Recovery<br />
| {{IOlevel7}} | 5% Pos/Neg Def<br/>2.5% Ranged Def<br />
| {{IOlevel7}} | 5% Fire/Cold Def<br/>2.5% AoE Def<br />
|-<br />
|}<br />
<br />
=== Recharge Intensive Pets ===<br />
{| class="wikitable" style="text-align:left"<br />
! !! Set name !! Levels !! Option 1 !! Option 2 !! Option 3 !! Option 4 !! Option 5 !! Option 6 <br />
|-<br />
| [[File:IO_Call_to_Arms.png|20px]]<br />
| [[Call to Arms]] <br />
| 10-30<br />
| {{IOPoolA}} Acc/Rech<br />
| {{IOPoolA}} Acc/Dam<br />
| {{IOPoolB}} Dam/End<br />
| {{IOPoolB}} Acc/Dam/Rech<br />
| {{IOPoolC}} End/Dam/Rech<br />
| {{IOPoolC}} Defense Bonus Aura for Pets {{IOUnique}} {{IOGlobal}}<br />
|-<br />
| [[File:IO_Expedient_Reinforcement.png|20px]]<br />
| [[Expedient Reinforcement]] <br />
| 30-50<br />
| {{IOPoolA}} Acc/Rech<br />
| {{IOPoolA}} Acc/Dam<br />
| {{IOPoolB}} Dam/End<br />
| {{IOPoolB}} Acc/Dam/Rech<br />
| {{IOPoolC}} End/Dam/Rech<br />
| {{IOPoolC}} Resist Bonus Aura for Pets {{IOUnique}} {{IOGlobal}}<br />
|-<br />
|}<br />
<br />
:Set Bonuses<br />
<br />
{{IOBonusHeader}}<br />
| [[Call to Arms]] <br />
| {{IOlevel4}} | 2.5% Recovery<br />
| {{IOlevel3}} | 1.5% Health<br />
| {{IOlevel4}} | 6.25% Recharge Time<br />
| {{IOlevel5}} | 3.75% Smash/Lethal Res<br/>6.25% Mez Res<br />
| {{IOlevel3}} | 2.5% AoE Def<br/>1.25% Fire/Cold Def<br />
|-<br />
| [[Expedient Reinforcement]] <br />
| {{IOlevel1}} | 1.5% Pos/Neg Res<br/>2.5% Mez Res<br />
| {{IOlevel5}} | 3% Damage<br />
| {{IOlevel4}} | 3% Recharge Time<br />
| {{IOlevel4}} | 10% Regeneration<br />
| {{IOlevel4}} | 3.125% Ranged Def<br/>1.5625% Pos/Neg Energy Def<br />
|-<br />
|}<br />
<br />
=== Sniper Attacks ===<br />
{| class="wikitable" style="text-align:left"<br />
! !! Set name !! Levels !! Option 1 !! Option 2 !! Option 3 !! Option 4 !! Option 5 !! Option 6 <br />
|-<br />
| [[File:IO_Exploit_Weakness.png|20px]]<br />
| [[Exploit Weakness]] <br />
| 10-50 <br />
| {{IOUncommon}}Acc/Dam <br />
| {{IOUncommon}}Dam/End <br />
| {{IOUncommon}}Dam/Range <br />
| {{IOUncommon}}Dam/Rech || || <br />
|-<br />
| [[File:IO_Calibrated_Accuracy.png|20px]]<br />
| [[Calibrated Accuracy]] <br />
| 20-50 <br />
| {{IOUncommon}}Acc/Dam <br />
| {{IOUncommon}}Acc/End <br />
| {{IOUncommon}}Acc/Int <br />
| {{IOUncommon}}Acc/Range <br />
| {{IOUncommon}}Acc/Rech<br />
| {{IOUncommon}}Acc/Dam/Rech <br />
|-<br />
| [[File:IO_Executioner's_Contract.png|20px]]<br />
| [[Executioner's Contract]] <br />
| 20-50 <br />
| {{IOPoolA}}Acc/Dam <br />
| {{IOPoolA}}Dam/End <br />
| {{IOPoolB}}Dam/Int <br />
| {{IOPoolB}}Dam/Range <br />
| {{IOPoolC}}Dam/Rech <br />
| {{IOPoolC}}Disorient Bonus {{IOProc}} <br />
|-<br />
| [[File:IO_Extreme_Measures.png|20px]]<br />
| [[Extreme Measures]] <br />
| 35-50 <br />
| {{IOUncommon}}Acc/Dam <br />
| {{IOUncommon}}Dam/End <br />
| {{IOUncommon}}Acc/Int/Range <br />
| {{IOUncommon}}Dam/Int/Rech<br />
| {{IOUncommon}}Dam/End/Rech <br />
| {{IOUncommon}}Acc/Range/Rech <br />
|-<br />
| [[File:IO_Sting_of_the_Manticore.png|20px]]<br />
| [[Sting of the Manticore]] <br />
| 35-50 <br />
| {{IOPoolA}}Acc/Dam <br />
| {{IOPoolB}}Dam/End <br />
| {{IOPoolC}}Acc/Int/Range <br />
| {{IOPoolC}}Dam/Int/Rech <br />
| {{IOPoolA}}Dam/End/Rech <br />
| {{IOPoolC}}Chance for Toxic Damage {{IOProc}} <br />
|-<br />
|}<br />
<br />
:Set Bonuses<br />
<br />
{{IOBonusHeader}}<br />
| [[Exploit Weakness]] <br />
| {{IOlevel1}} | 3% Movement Speed<br />
| {{IOlevel2}} | 1.875% Fire/Cold Def<br/>0.9375% AoE Def<br />
| {{IOlevel3}} | 7% Accuracy || || <br />
|-<br />
| [[Calibrated Accuracy]] <br />
| {{IOlevel1}} | 1% Recovery <br />
| {{IOlevel2}} | 1.875% Pos/Neg Def<br/>0.9375% Ranged Def (Half) <br />
| {{IOlevel2}} | 5% Accuracy <br />
| {{IOlevel3}} | 5% Recharge Time <br />
| {{IOlevel3}} | 2.5% Ranged Def<br/>1.25% Pos/Neg Def<br />
|-<br />
| [[Executioner's Contract]] <br />
| {{IOlevel3}} | 2% Recovery <br />
| {{IOlevel3}} | 3% Fire/Cold Res<br/>5% Mez Res<br />
| {{IOlevel4}} | 10% Regeneration <br />
| {{IOlevel4}} | 3.75% Smash/Lethal Res<br/>6.25% Mez Res<br />
| {{IOlevel5}} | 3.75% Ranged Def<br/>1.875% Pos/Neg Def<br />
|-<br />
| [[Extreme Measures]] <br />
| {{IOlevel2}} | 1.5% Recovery <br />
| {{IOlevel3}} | 1.5% Health <br />
| {{IOlevel3}} | 2% Damage <br />
| {{IOlevel3}} | 2.5% AoE Def<br/>1.25% Fire/Cold Def<br />
| {{IOlevel3}} | 2.5% Melee Def<br/>1.25% Smash/Lethal Def<br />
|-<br />
| [[Sting of the Manticore]] <br />
| {{IOlevel5}} | 12% Regeneration <br />
| {{IOlevel3}} | 2.5% Ranged Def<br/>1.25% Pos/Neg Def<br />
| {{IOlevel5}} | 3% Damage <br />
| {{IOlevel5}} | 7.5% Recharge Time <br />
| {{IOlevel5}} | 4.5% Toxic/Psionic Res<br/>7.5% Mez Res<br />
|-<br />
|}<br />
<br />
=== Targeted AoE Damage ===<br />
{| class="wikitable" style="text-align:left"<br />
! !! Set name !! Levels !! Option 1 !! Option 2 !! Option 3 !! Option 4 !! Option 5 !! Option 6 <br />
|-<br />
| [[File:IO_Air_Burst.png|20px]]<br />
| [[Air Burst]] <br />
| 10-50 <br />
| {{IOUncommon}}Acc/Dam <br />
| {{IOUncommon}}Dam/End <br />
| {{IOUncommon}}Dam/Rech <br />
| {{IOUncommon}}Dam/Range || ||<br />
|-<br />
| [[File:IO_Detonation.png|20px]]<br />
| [[Detonation]] <br />
| 20-50 <br />
| {{IOUncommon}}Acc/Dam <br />
| {{IOUncommon}}Dam/End <br />
| {{IOUncommon}}Dam/Rech <br />
| {{IOUncommon}}Dam/Range <br />
| {{IOUncommon}}Dam/Acc/End <br />
| {{IOUncommon}}Dam/End/Range <br />
|-<br />
| [[File:IO_Positron's_Blast.png|20px]]<br />
| [[Positron's Blast]] <br />
| 20-50 <br />
| {{IOPoolA}}Acc/Dam <br />
| {{IOPoolA}}Dam/End <br />
| {{IOPoolB}}Dam/Rech <br />
| {{IOPoolB}}Dam/Range <br />
| {{IOPoolC}}Dam/Acc/End <br />
| {{IOPoolC}}Chance for Energy damage {{IOProc}} <br />
|-<br />
| [[File:IO_Ragnarok.png|20px]]<br />
| [[Ragnarok]] <br />
| 50 <br />
| {{IOVeryRare}}Dam (Superior) {{IOUnique}} <br />
| {{IOVeryRare}}Dam/Rech (Superior) {{IOUnique}} <br />
| {{IOVeryRare}}Dam/Rech/Acc (Superior) {{IOUnique}} <br />
| {{IOVeryRare}}Rech/Acc (Superior) {{IOUnique}} <br />
| {{IOVeryRare}}Dam/End (Superior) {{IOUnique}} <br />
| {{IOVeryRare}}Chance for Knockdown {{IOUnique}} {{IOProc}} <br />
|-<br />
| [[File:IO_Javelin Volley.png|20px]]<br />
| [[Javelin Volley]] <br />
| 10-50 <br />
| {{IOPVP}}Dam/Acc <br />
| {{IOPVP}}Dam/Rech<br />
| {{IOPVP}}Dam/End/Rech <br />
| {{IOPVP}}Acc/End/Rech <br />
| {{IOPVP}}Acc/Dam/End/Rech <br />
| {{IOPVP}}Chance for Lethal Dam {{IOProc}}<br />
|-<br />
| [[File:IO_Ragnarok.png|20px]]<br />
| [[Frozen Blast]] <br />
| 10-50 <br />
| {{IOSpecial}}Acc/Dam {{IOUnique}} <br />
| {{IOSpecial}}Dam/End {{IOUnique}} <br />
| {{IOSpecial}}Acc/Dam/Rech {{IOUnique}} <br />
| {{IOSpecial}}Acc/Dam/End {{IOUnique}} <br />
| {{IOSpecial}}Acc/Dam/End/Rech {{IOUnique}} <br />
| {{IOSpecial}}Rech/Chance for Immobilize {{IOUnique}} {{IOProc}} <br />
|-<br />
| [[File:IO_Ragnarok.png|20px]]<br />
| [[Superior Frozen Blast]] <br />
| 50 <br />
| {{IOSpecial}}Acc/Dam {{IOUnique}} <br />
| {{IOSpecial}}Dam/End {{IOUnique}} <br />
| {{IOSpecial}}Acc/Dam/Rech {{IOUnique}} <br />
| {{IOSpecial}}Acc/Dam/End {{IOUnique}} <br />
| {{IOSpecial}}Acc/Dam/End/Rech {{IOUnique}} <br />
| {{IOSpecial}}Rech/Chance for Immobilize {{IOUnique}} {{IOProc}} <br />
|-<br />
|}<br />
<br />
:Set Bonuses<br />
<br />
{{IOBonusHeader}}<br />
| [[Air Burst]] <br />
| {{IOlevel1}} | 2% Knockback Strength<br />
| {{IOlevel1}} | 0.75$ Health <br />
| {{IOlevel2}} | 2.25% Smash/Lethal Res<br/>3.75% Mez Res || || <br />
|-<br />
| [[Detonation]] <br />
| {{IOlevel1}} | 1.5% Smash/Lethal Res<br/>2.5% Mez Res<br />
| {{IOlevel1}} | 1.5% Pos/Neg Res<br/>2.5% Mez Res<br />
| {{IOlevel2}} | 1.125% Health<br />
| {{IOlevel2}} | 1.875% AoE Def<br/>0.9375% Fire/Cold Def<br />
| {{IOlevel4}} | 3.75% Toxic/Psionic Res<br/>6.25% Mez Res<br />
|-<br />
| [[Positron's Blast]] <br />
| {{IOlevel4}} | 2.5% Recovery <br />
| {{IOlevel2}} | 2.25% Fire/Cold Res<br/>3.75% Mez Res<br />
| {{IOlevel4}} | 9% Accuracy <br />
| {{IOlevel4}} | 6.25% Recharge Time<br />
| {{IOlevel5}} | 4.5% Toxic/Psionic Res<br/>7.5% Mez Res<br />
|-<br />
| [[Ragnarok]] <br />
| {{IOlevel7}} | 4% Recovery <br />
| {{IOlevel7}} | 6% Fire/Cold Res<br/>10% Mez Res <br />
| {{IOlevel7}} | 15% Accuracy <br />
| {{IOlevel7}} | 10% Recharge Time <br />
| {{IOlevel7}} | 6% Toxic/Psi Res<br/>10% Mez Res<br />
|-<br />
| [[Javelin Volley]] <br /> PVE + PVP<br />
| {{IOlevel3}} | 2% Recovery<br />
| {{IOlevel4}} | 10% Regeneration <br />
| {{IOlevel4}} | 2.5% Damage <br />
| {{IOlevel3}} | 10% Slow Resistance<br />
| {{IOlevel3}} | 7% Accuracy <br />
|-<br />
| [[Javelin Volley]] <br /> PVP only<br />
| {{IOlevel2}} | 7.5% Range<br />
| {{IOlevel2}} | 2.25% Smash/Lethal Res<br/>3.75% Mez Res<br />
| {{IOlevel4}} | 3.125% Pos/Neg Def<br/>1.5625% Ranged Def<br />
| {{IOlevel4}} | 3.75% Fire/Cold Res<br/>6.25% Mez Res<br />
| {{IOlevel5}} | 7.5% Recharge Time<br />
|-<br />
| [[Frozen Blast]] <br /><br />
| {{IOlevel3}} | 10% Slow Res<br />
| {{IOlevel3}} | 3% Fire/Cold Res<br/>5% Mez Res<br />
| {{IOlevel4}} | 2.5% Recovery<br />
| {{IOlevel2}} | 1.875% AoE Def<br/>0.9375% Fire/Cold Def<br />
| {{IOlevel5}} | 3.75% Fire/Cold Def<br/>1.875% AoE Def<br />
|-<br />
| [[Superior Frozen Blast]] <br /><br />
| {{IOlevel5}} | 15% Slow Res<br />
| {{IOlevel7}} | 6% Fire/Cold Res<br/>10% Mez Res<br />
| {{IOlevel7}} | 4% Recovery<br />
| {{IOlevel7}} | 5% AoE Def<br/>2.5% Fire/Cold Def<br />
| {{IOlevel7}} | 5% Fire/Cold Def<br/>2.5% AoE Def<br />
|}<br />
<br />
=== Universal Damage ===<br />
<br />
{| class="wikitable" style="text-align:left"<br />
! !! Set name !! Levels !! Option 1 !! Option 2 !! Option 3 !! Option 4 !! Option 5 !! Option 6 <br />
|-<br />
| [[File:AO_Overwhelming_Force.png|20px]]<br />
| [[Overwhelming Force]] <br />
| 10-50 <br />
| {{IOSpecial}}Acc/Dam {{IOUnique}}<br />
| {{IOSpecial}}End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/End {{IOUnique}}<br />
| {{IOSpecial}}Dam/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Dam/Chance for Knockdown/Knockback to Knockdown {{IOUnique}} {{IOProc}}<br />
|}<br />
<br />
<br />
:Set Bonuses<br />
<br />
{{IOBonusHeader}}<br />
| [[Overwhelming Force]] <br />
| {{IOlevel5}} | 12% Regeneration <br />
| {{IOlevel5}} | 3% Damage <br />
| {{IOlevel3}} | 1.5% Health <br />
| {{IOlevel3}} | 2.5% Pos/Neg Def<br/>1.25% Ranged Def<br />
| {{IOlevel3}} | Mag 4 Knockback Protection<br />
|}<br />
<br />
== Archetype Sets ==<br />
{{EdNote|note=For sets that share the same name, the "regular" and "Superior" versions of any given Enhancement are mutually exclusive within the entire build.}}<br />
<br />
=== Blaster ===<br />
<br />
{| class="wikitable" style="text-align:left"<br />
! !! Set name !! Levels !! Option 1 !! Option 2 !! Option 3 !! Option 4 !! Option 5 !! Option 6 <br />
|-<br />
| [[File:AO_Blaster's_Wrath.png|20px]]<br />
| [[Blaster's Wrath]] <br />
| 10-50 <br />
| {{IOSpecial}}Acc/Dam {{IOUnique}}<br />
| {{IOSpecial}}Dam/Rech {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/Rech {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/End {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Rech/Chance for Fire Damage {{IOUnique}} {{IOProc}}<br />
|-<br />
| [[File:Superior_Blaster's_Wrath.png|20px]]<br />
| [[Superior Blaster's Wrath]] <br />
| 50 <br />
| {{IOSpecial}}Acc/Dam {{IOUnique}}<br />
| {{IOSpecial}}Dam/Rech {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/Rech {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/End {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Rech/Chance for Fire Damage {{IOUnique}} {{IOProc}}<br />
|-<br />
| [[File:AO_Blaster's_Wrath.png|20px]]<br />
| [[Defiant Barrage]] <br />
| 10-50 <br />
| {{IOSpecial}}Acc/Dam {{IOUnique}}<br />
| {{IOSpecial}}Dam/Rech {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/Rech {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/End {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Rech/Chance for +Status Protection {{IOUnique}} {{IOProc}}<br />
|-<br />
| [[File:AO_Blaster's_Wrath.png|20px]]<br />
| [[Superior Defiant Barrage]] <br />
| 50 <br />
| {{IOSpecial}}Acc/Dam {{IOUnique}}<br />
| {{IOSpecial}}Dam/Rech {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/Rech {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/End {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Rech/Chance for +Status Protection {{IOUnique}} {{IOProc}}<br />
|-<br />
|}<br />
<br />
:Set Bonuses<br />
<br />
{{IOBonusHeader}}<br />
| [[Blaster's Wrath]] <br />
| {{IOlevel3}} | 7% Accuracy <br />
| {{IOlevel2}} | 7.5% Range <br />
| {{IOlevel5}} | 3% Damage <br />
| {{IOlevel6}} | 8.75% Recharge Time <br />
| {{IOlevel4}} | 3.125% Ranged Def<br/>1.5625% Pos/Neg Def<br />
|-<br />
| [[Superior Blaster's Wrath]] <br />
| {{IOlevel7}} | 15% Accuracy <br />
| {{IOlevel3}} | 10% Range <br />
| {{IOlevel7}} | 4% Damage <br />
| {{IOlevel7}} | 10% Recharge Time <br />
| {{IOlevel7}} | 5% Ranged Def<br/>2.5% Pos/Neg Def<br />
|-<br />
| [[Defiant Barrage]] <br />
| {{IOlevel3}} | 2% Damage<br />
| {{IOlevel4}} | 2.25% Endurance<br />
| {{IOlevel5}} | 2.25% Health<br />
| {{IOlevel5}} | 7.5% Recharge Time<br />
| {{IOlevel5}} | 3.75% Pos/Neg Def<br/>1.875% Ranged Def<br />
|-<br />
| [[Superior Defiant Barrage]] <br />
| {{IOlevel7}} | 4% Damage<br />
| {{IOlevel7}} | 3.6% Endurance<br />
| {{IOlevel7}} | 3% Health<br />
| {{IOlevel7}} | 10% Recharge Time<br />
| {{IOlevel7}} | 5% Pos/Neg Def<br/>2.5% Ranged Def<br />
|-<br />
|}<br />
<br />
=== Brute ===<br />
<br />
{| class="wikitable" style="text-align:left"<br />
! !! Set name !! Levels !! Option 1 !! Option 2 !! Option 3 !! Option 4 !! Option 5 !! Option 6 <br />
|-<br />
| [[File:AO_Brute's_Fury.png|20px]]<br />
| [[Brute's Fury]] <br />
| 10-50 <br />
| {{IOSpecial}}Acc/Dam {{IOUnique}}<br />
| {{IOSpecial}}Dam/Rech {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/Rech {{IOUnique}}<br />
| {{IOSpecial}}Dam/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Rech/Fury Bonus {{IOUnique}} {{IOProc}}<br />
|-<br />
| [[File:Superior_Brute's_Fury.png|20px]]<br />
| [[Superior Brute's Fury]] <br />
| 50 <br />
| {{IOSpecial}}Acc/Dam {{IOUnique}}<br />
| {{IOSpecial}}Dam/Rech {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/Rech {{IOUnique}}<br />
| {{IOSpecial}}Dam/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Rech/Fury Bonus {{IOUnique}} {{IOProc}}<br />
|-<br />
| [[File:AO_Brute's_Fury.png|20px]]<br />
| [[Unrelenting Fury]] <br />
| 10-50 <br />
| {{IOSpecial}}Acc/Dam {{IOUnique}}<br />
| {{IOSpecial}}Dam/Rech {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/Rech {{IOUnique}}<br />
| {{IOSpecial}}Dam/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Rech/Chance for +Regen/+End Discount {{IOUnique}} {{IOProc}}<br />
|-<br />
| [[File:AO_Brute's_Fury.png|20px]]<br />
| [[Superior Unrelenting Fury]] <br />
| 50 <br />
| {{IOSpecial}}Acc/Dam {{IOUnique}}<br />
| {{IOSpecial}}Dam/Rech {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/Rech {{IOUnique}}<br />
| {{IOSpecial}}Dam/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Rech/Chance for +Regen/+End Discount {{IOUnique}} {{IOProc}}<br />
|-<br />
|}<br />
<br />
:Set Bonuses<br />
<br />
{{IOBonusHeader}}<br />
| [[Brute's Fury]] <br />
| {{IOlevel3}} | 1.5% Health <br />
| {{IOlevel3}} | 2.5% Smash/Lethal Def<br/>1.25% Melee Def<br />
| {{IOlevel4}} | 2.5% Damage <br />
| {{IOlevel6}} | 8.75% Recharge Time <br />
| {{IOlevel6}} | 5.25% Smash/Lethal Res<br/>8.75 Mez Res<br />
|-<br />
| [[Superior Brute's Fury]] <br />
| {{IOlevel7}} | 3% Health <br />
| {{IOlevel7}} | 5% Smash/Lethal Def<br/>2.5% Melee Def<br />
| {{IOlevel7}} | 4% Damage <br />
| {{IOlevel7}} | 10% Recharge Time <br />
| {{IOlevel7}} | 6% Smash/Lethal Res<br/>10 Mez Res<br />
|-<br />
| [[Unrelenting Fury]] <br />
| {{IOlevel3}} | 2% Damage<br />
| {{IOlevel4}} | 10% Regeneration<br />
| {{IOlevel5}} | 3% Recovery<br />
| {{IOlevel5}} | 3.75% Melee Def<br/> Smash/Lethal Def<br />
| {{IOlevel6}} | 4.5% Smash/Lethal/Pos/Neg/Fire/Cold Res<br/>22.5% Mez Res<br />
|-<br />
| [[Superior Unrelenting Fury]] <br />
| {{IOlevel7}} | 4% Damage<br />
| {{IOlevel7}} | 16% Regeneration<br />
| {{IOlevel7}} | 4% Recovery<br />
| {{IOlevel7}} | 5% Melee Def<br/>2.5% Smash/Lethal Def<br />
| {{IOlevel7}} | 6% Smash/Lethal/Pos/Neg/Fire/Cold Res<br/>30% Mez Res<br />
|-<br />
<br />
|}<br />
<br />
=== Controller ===<br />
<br />
{| class="wikitable" style="text-align:left"<br />
! !! Set name !! Levels !! Option 1 !! Option 2 !! Option 3 !! Option 4 !! Option 5 !! Option 6 <br />
|-<br />
| [[File:AO_Will_of_the_Controller.png|20px]]<br />
| [[Will of the Controller]] <br />
| 10-50 <br />
| {{IOSpecial}}Acc/Control {{IOUnique}}<br />
| {{IOSpecial}}Control/Rech {{IOUnique}}<br />
| {{IOSpecial}}End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Acc/Control/End {{IOUnique}}<br />
| {{IOSpecial}}Acc/Control/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Rech/Chance for Psionic Damage {{IOUnique}} {{IOProc}}<br />
|-<br />
| [[File:Superior_Will_of_the_Controller.png|20px]]<br />
| [[Superior Will of the Controller]] <br />
| 50 <br />
| {{IOSpecial}}Acc/Control {{IOUnique}}<br />
| {{IOSpecial}}Control/Rech {{IOUnique}}<br />
| {{IOSpecial}}End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Acc/Control/End {{IOUnique}}<br />
| {{IOSpecial}}Acc/Control/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Rech/Chance for Psionic Damage {{IOUnique}} {{IOProc}}<br />
|-<br />
| [[File:AO_Will_of_the_Controller.png|20px]]<br />
| [[Overpowering Presence]] <br />
| 10-50 <br />
| {{IOSpecial}}Acc/Control {{IOUnique}}<br />
| {{IOSpecial}}Control/Rech {{IOUnique}}<br />
| {{IOSpecial}}End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Acc/Control/End {{IOUnique}}<br />
| {{IOSpecial}}Acc/Control/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Rech/Chance for Energy Font {{IOUnique}} {{IOProc}}<br />
|-<br />
| [[File:AO_Will_of_the_Controller.png|20px]]<br />
| [[Superior Overpowering Presence]] <br />
| 50 <br />
| {{IOSpecial}}Acc/Control {{IOUnique}}<br />
| {{IOSpecial}}Control/Rech {{IOUnique}}<br />
| {{IOSpecial}}End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Acc/Control/End {{IOUnique}}<br />
| {{IOSpecial}}Acc/Control/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Rech/Chance for Energy Font {{IOUnique}} {{IOProc}}<br />
|}<br />
<br />
:Set Bonuses<br />
<br />
{{IOBonusHeader}}<br />
| [[Will of the Controller]]<br />
| {{IOlevel4}} | 2.5% Damage <br />
| {{IOlevel5}} | 6% Control Duration <br />
| {{IOlevel4}} | 9% Accuracy <br />
| {{IOlevel6}} | 8.75% Recharge Time <br />
| {{IOlevel4}} | 3.125% Ranged Def<br/>1.5625% Pos/Neg Def<br />
|-<br />
| [[Superior Will of the Controller]]<br />
| {{IOlevel7}} | 4% Damage <br />
| {{IOlevel7}} | 8% Control Duration <br />
| {{IOlevel7}} | 1.5% Accuracy <br />
| {{IOlevel7}} | 10% Recharge Time <br />
| {{IOlevel7}} | 5%/2.5% Ranged Def<br/>2.5% Pos/Neg Def<br />
|-<br />
| [[Overpowering Presence]]<br />
| {{IOlevel3}} | 4% Control Duration<br />
| {{IOlevel4}} | 1.875% Health<br />
| {{IOlevel5}} | 4.5% Smash/Lethal Res<br/>7.5% Mez Res<br />
| {{IOlevel5}} | 3% Recovery<br />
| {{IOlevel5}} | 3.75% Pos/Neg Def<br/>1.875% Ranged Def<br />
|-<br />
| [[Superior Overpowering Presence]]<br />
| {{IOlevel7}} | 8% Control Duration<br />
| {{IOlevel7}} | 3% Health<br />
| {{IOlevel7}} | 6% Smash/Lethal Res<br/>10% Mez Res<br />
| {{IOlevel7}} | 4% Recovery<br />
| {{IOlevel7}} | 5% Pos/Neg Def<br/>2.5% Ranged Def<br />
|}<br />
<br />
=== Corruptor ===<br />
<br />
{| class="wikitable" style="text-align:left"<br />
! !! Set name !! Levels !! Option 1 !! Option 2 !! Option 3 !! Option 4 !! Option 5 !! Option 6 <br />
|-<br />
| [[File:AO_Malice_of_the_Corruptor.png|20px]]<br />
| [[Malice of the Corruptor]] <br />
| 10-50 <br />
| {{IOSpecial}}Acc/Dam {{IOUnique}}<br />
| {{IOSpecial}}Dam/Rech {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/Rech {{IOUnique}}<br />
| {{IOSpecial}}Dam/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Rech/Chance for Negative Energy Damage {{IOUnique}} {{IOProc}}<br />
|-<br />
| [[File:Superior_Malice_of_the_Corruptor.png|20px]]<br />
| [[Superior Malice of the Corruptor]] <br />
| 50 <br />
| {{IOSpecial}}Acc/Dam {{IOUnique}}<br />
| {{IOSpecial}}Dam/Rech {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/Rech {{IOUnique}}<br />
| {{IOSpecial}}Dam/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Rech/Chance for Negative Energy Damage {{IOUnique}} {{IOProc}}<br />
|-<br />
| [[File:Superior_Malice_of_the_Corruptor.png|20px]]<br />
| [[Scourging Blast]] <br />
| 10-50 <br />
| {{IOSpecial}}Acc/Dam {{IOUnique}}<br />
| {{IOSpecial}}Dam/Rech {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/Rech {{IOUnique}}<br />
| {{IOSpecial}}Dam/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Rech/Chance for Minor PBAoE +End, +Health {{IOUnique}} {{IOProc}}<br />
|-<br />
| [[File:Superior_Malice_of_the_Corruptor.png|20px]]<br />
| [[Superior Scourging Blast]] <br />
| 50 <br />
| {{IOSpecial}}Acc/Dam {{IOUnique}}<br />
| {{IOSpecial}}Dam/Rech {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/Rech {{IOUnique}}<br />
| {{IOSpecial}}Dam/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Rech/Chance for Minor PBAoE +End, +Health {{IOUnique}} {{IOProc}}<br />
|}<br />
<br />
:Set Bonuses<br />
<br />
{{IOBonusHeader}}<br />
| [[Malice of the Corruptor]] <br />
| {{IOlevel3}} | 1.5% Health <br />
| {{IOlevel2}} | 7.5% Range <br />
| {{IOlevel5}} | 3% Damage <br />
| {{IOlevel5}} | 3.75% Ranged Def<br/>1.875% Pos/Neg Def<br />
| {{IOlevel6}} | 8.75% Recharge Time <br />
|-<br />
| [[Superior Malice of the Corruptor]] <br />
| {{IOlevel7}} | 3% Health <br />
| {{IOlevel3}} | 10% Range <br />
| {{IOlevel7}} | 4% Damage <br />
| {{IOlevel7}} | 5% Ranged Def<br/>2.5% Pos/Neg Def<br />
| {{IOlevel7}} | 10% Recharge Time <br />
|-<br />
| [[Scourging Blast]] <br />
| {{IOlevel3}} | 1.8% Endurance<br />
| {{IOlevel4}} | 6.25% Recharge Time<br />
| {{IOlevel5}} | 11% Accuracy<br />
| {{IOlevel5}} | 3% Recovery<br />
| {{IOlevel5}} | 3.75% AoE Def<br/>1.875% Fire/Cold Def<br />
|-<br />
| [[Superior Scourging Blast]] <br />
| {{IOlevel7}} | 3.6% Endurance<br />
| {{IOlevel7}} | 10% Recharge Time<br />
| {{IOlevel7}} | 11% Accuracy<br />
| {{IOlevel7}} | 4% Recovery<br />
| {{IOlevel7}} | 5% AoE Def<br/>2.5% Fire/Cold Def<br />
<br />
|-<br />
|}<br />
<br />
=== Defender ===<br />
<br />
{| class="wikitable" style="text-align:left"<br />
! !! Set name !! Levels !! Option 1 !! Option 2 !! Option 3 !! Option 4 !! Option 5 !! Option 6 <br />
|-<br />
| [[File:AO_Defender's_Bastion.png|20px]]<br />
| [[Defender's Bastion]] <br />
| 10-50 <br />
| {{IOSpecial}}Acc/Dam {{IOUnique}}<br />
| {{IOSpecial}}Dam/Rech {{IOUnique}}<br />
| {{IOSpecial}}Dam/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/End {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Rech/Chance for Minor PBAoE Heal {{IOUnique}} {{IOProc}}<br />
|-<br />
| [[File:Superior_Defender's_Bastion.png|20px]]<br />
| [[Superior Defender's Bastion]] <br />
| 50 <br />
| {{IOSpecial}}Acc/Dam {{IOUnique}}<br />
| {{IOSpecial}}Dam/Rech {{IOUnique}}<br />
| {{IOSpecial}}Dam/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/End {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Rech/Chance for Minor PBAoE Heal {{IOUnique}} {{IOProc}}<br />
|-<br />
| [[File:AO_Defender's_Bastion.png|20px]]<br />
| [[Vigilant Assault]] <br />
| 10-50 <br />
| {{IOSpecial}}Acc/Dam {{IOUnique}}<br />
| {{IOSpecial}}Dam/Rech {{IOUnique}}<br />
| {{IOSpecial}}Dam/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/End {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Rech/Chance for Minor PBAoE +Absorb{{IOUnique}} {{IOProc}}<br />
|-<br />
| [[File:AO_Defender's_Bastion.png|20px]]<br />
| [[Superior Vigilant Assault]] <br />
| 10-50 <br />
| {{IOSpecial}}Acc/Dam {{IOUnique}}<br />
| {{IOSpecial}}Dam/Rech {{IOUnique}}<br />
| {{IOSpecial}}Dam/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/End {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Rech/Chance for Minor PBAoE +Absorb{{IOUnique}} {{IOProc}}<br />
|}<br />
<br />
:Set Bonuses<br />
<br />
{{IOBonusHeader}}<br />
| [[Defender's Bastion]] <br />
| {{IOlevel3}} | 1.5% Health <br />
| {{IOlevel2}} | 7.5% Range <br />
| {{IOlevel5}} | 6% Improved Healing <br />
| {{IOlevel5}} | 3.75% Ranged Def<br/>1.875% Pos/Neg Def<br />
| {{IOlevel6}} | 8.75% Recharge Time <br />
|-<br />
| [[Superior Defender's Bastion]] <br />
| {{IOlevel7}} | 3% Health <br />
| {{IOlevel3}} | 10% Range <br />
| {{IOlevel7}} | 8% Improved Healing <br />
| {{IOlevel7}} | 7% Ranged Def<br/> Pos/Neg Def<br />
| {{IOlevel7}} | 10% Recharge Time <br />
|-<br />
| [[Vigilant Assault]] <br />
| {{IOlevel3}} | 1.8% Endurance<br />
| {{IOlevel4}} | 6.25% Recharge Time<br />
| {{IOlevel5}} | 11% Accuracy<br />
| {{IOlevel5}} | 3% Damage<br />
| {{IOlevel5}} | 3.75% AoE Def<br/>1.875% Fire/Cold Def<br />
|-<br />
| [[Superior Vigilant Assault]] <br />
| {{IOlevel7}} | 3.6% Endurance<br />
| {{IOlevel7}} | 10% Recharge Time<br />
| {{IOlevel7}} | 15% Accuracy<br />
| {{IOlevel7}} | 4% Damage<br />
| {{IOlevel7}} | 5% AoE Def<br/>2.5% Fire/Cold Def<br />
|}<br />
<br />
=== Dominator ===<br />
<br />
{| class="wikitable" style="text-align:left"<br />
! !! Set name !! Levels !! Option 1 !! Option 2 !! Option 3 !! Option 4 !! Option 5 !! Option 6 <br />
|-<br />
| [[File:AO_Ascendency_of_the_Dominator.png|20px]]<br />
| [[Ascendency of the Dominator]] <br />
| 10-50 <br />
| {{IOSpecial}}Acc/Control {{IOUnique}}<br />
| {{IOSpecial}}Control/Rech {{IOUnique}}<br />
| {{IOSpecial}}End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Acc/Control/End {{IOUnique}}<br />
| {{IOSpecial}}Acc/Control/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Rech/Chance +DMG {{IOUnique}} {{IOProc}}<br />
|-<br />
| [[File:Superior__Ascendency_of_the_Dominator.png|20px]]<br />
| [[Superior Ascendency of the Dominator]] <br />
| 50 <br />
| {{IOSpecial}}Acc/Control {{IOUnique}}<br />
| {{IOSpecial}}Control/Rech {{IOUnique}}<br />
| {{IOSpecial}}End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Acc/Control/End {{IOUnique}}<br />
| {{IOSpecial}}Acc/Control/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Rech/Chance +DMG {{IOUnique}} {{IOProc}}<br />
|-<br />
| [[File:AO_Ascendency_of_the_Dominator.png|20px]]<br />
| [[Dominating Grasp]] <br />
| 10-50 <br />
| {{IOSpecial}}Acc/Control {{IOUnique}}<br />
| {{IOSpecial}}Control/Rech {{IOUnique}}<br />
| {{IOSpecial}}End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Acc/Control/End {{IOUnique}}<br />
| {{IOSpecial}}Acc/Control/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Rech/Chance for Fiery Orb{{IOUnique}} {{IOProc}}<br />
|-<br />
| [[File:AO_Ascendency_of_the_Dominator.png|20px]]<br />
| [[Dominating Grasp]] <br />
| 50 <br />
| {{IOSpecial}}Acc/Control {{IOUnique}}<br />
| {{IOSpecial}}Control/Rech {{IOUnique}}<br />
| {{IOSpecial}}End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Acc/Control/End {{IOUnique}}<br />
| {{IOSpecial}}Acc/Control/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Rech/Chance for Fiery Orb{{IOUnique}} {{IOProc}}<br />
|}<br />
<br />
:Set Bonuses<br />
<br />
{{IOBonusHeader}}<br />
| [[Ascendency of the Dominator]]<br />
| {{IOlevel4}} | 2.5% Damage <br />
| {{IOlevel5}} | 6% Control Duration <br />
| {{IOlevel4}} | 9% Accuracy <br />
| {{IOlevel6}} | 8.75% Recharge Time <br />
| {{IOlevel4}} | 3.125% Ranged Def<br/>1.5625% Pos/Neg Def<br />
|-<br />
| [[Superior Ascendency of the Dominator]]<br />
| {{IOlevel7}} | 4% Damage <br />
| {{IOlevel7}} | 8% Control Duration <br />
| {{IOlevel7}} | 15% Accuracy <br />
| {{IOlevel7}} | 10% Recharge Time <br />
| {{IOlevel7}} | 5% Ranged Def<br/>2.5% Pos/Neg Def<br />
|-<br />
| [[Dominating Grasp]]<br />
| {{IOlevel5}} | 1.875% Control Duration<br />
| {{IOlevel4}} | 1.875% Health<br />
| {{IOlevel6}} | 5.25% Lethal/Smash Res<br/>8.75% Mez Res<br />
| {{IOlevel5}} | 3% Recovery<br />
| {{IOlevel5}} | 3.75% Pos/Neg Def<br/>1.875% Ranged Def<br />
|-<br />
| [[Superior Dominating Grasp]]<br />
| {{IOlevel7}} | 4% Control Duration<br />
| {{IOlevel7}} | 3% Health<br />
| {{IOlevel7}} | 6% Lethal/Smash Res<br/>10% Mez Res<br />
| {{IOlevel7}} | 4.5% Recovery<br />
| {{IOlevel7}} | 5% Pos/Neg Def<br/>2.5% Ranged Def<br />
|}<br />
<br />
=== Kheldian ===<br />
<br />
{| class="wikitable" style="text-align:left"<br />
! !! Set name !! Levels !! Option 1 !! Option 2 !! Option 3 !! Option 4 !! Option 5 !! Option 6 <br />
|-<br />
| [[File:AO_Kheldian's_Grace.png|20px]]<br />
| [[Kheldian's Grace]] <br />
| 10-50 <br />
| {{IOSpecial}}Acc/Dam {{IOUnique}}<br />
| {{IOSpecial}}Dam/Rech {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/Rech {{IOUnique}}<br />
| {{IOSpecial}}Dam/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Rech/Form Empowerment {{IOUnique}} {{IOProc}}<br />
|-<br />
| [[File:Superior_Kheldian's_Grace.png|20px]]<br />
| [[Superior Kheldian's Grace]] <br />
| 50 <br />
| {{IOSpecial}}Acc/Dam {{IOUnique}}<br />
| {{IOSpecial}}Dam/Rech {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/Rech {{IOUnique}}<br />
| {{IOSpecial}}Dam/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Rech/Form Empowerment {{IOUnique}} {{IOProc}}<br />
<br />
<br />
|-<br />
| [[File:AO_Kheldian's_Grace.png|20px]]<br />
| [[Essence Transfer]] <br />
| 10-50 <br />
| {{IOSpecial}}Acc/Dam {{IOUnique}}<br />
| {{IOSpecial}}Dam/Rech {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/Rech {{IOUnique}}<br />
| {{IOSpecial}}Dam/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Rech/Global Heal Proc{{IOUnique}} {{IOProc}}<br />
|-<br />
| [[File:Superior_Kheldian's_Grace.png|20px]]<br />
| [[Superior Essence Transfer]] <br />
| 50 <br />
| {{IOSpecial}}Acc/Dam {{IOUnique}}<br />
| {{IOSpecial}}Dam/Rech {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/Rech {{IOUnique}}<br />
| {{IOSpecial}}Dam/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Rech/Global Heal Proc{{IOUnique}} {{IOProc}}<br />
|}<br />
<br />
:Set Bonuses<br />
<br />
{{IOBonusHeader}}<br />
| [[Kheldian's Grace]] <br />
| {{IOlevel3}} | 7% Accuracy <br />
| {{IOlevel4}} | 3.75% Smash/Lethal Res<BR/>6.25% Mez Res<br />
| {{IOlevel5}} | 3% Damage <br />
| {{IOlevel6}} | 8.75% Recharge Time <br />
| {{IOlevel6}} | 5.25% Toxic/Psionic Res<BR/>8.75% Mez Res<br />
|-<br />
| [[Superior Kheldian's Grace]] <br />
| {{IOlevel7}} | 15% Accuracy <br />
| {{IOlevel7}} | 6% Smash/Lethal Res<BR/>10% Mez Res<br />
| {{IOlevel7}} | 4% Damage <br />
| {{IOlevel7}} | 10% Recharge Time <br />
| {{IOlevel7}} | 6% Toxic/Psionic Res<BR/>10% Mez Res<br />
|-<br />
| [[Essence Transfer]] <br />
| {{IOlevel4}} | 1.875% Health<br />
| {{IOlevel4}} | 6.25% Recharge Time<br />
| {{IOlevel4}} | 3.125% Ranged Def<BR/>1.5625% Energy/Negative Def<br />
| {{IOlevel5}} | 12% Regeneration<br />
| {{IOlevel5}} | 3.75% Melee Def<BR/>1.875 Smash/Lethal Def<br />
|-<br />
| [[Superior Essence Transfer]] <br />
| {{IOlevel7}} | 3% Health<br />
| {{IOlevel7}} | 10% Recharge Time<br />
| {{IOlevel7}} | 5% Ranged Def<BR/>2.5% Energy/Negative Def<br />
| {{IOlevel7}} | 16% Regeneration<br />
| {{IOlevel7}} | 5% Melee Def<BR/>2.5% Smash/Lethal Def<br />
|}<br />
<br />
=== Mastermind ===<br />
<br />
{| class="wikitable" style="text-align:left"<br />
! !! Set name !! Levels !! Option 1 !! Option 2 !! Option 3 !! Option 4 !! Option 5 !! Option 6 <br />
|-<br />
| [[File:AO_Command_of_the_Mastermind.png|20px]]<br />
| [[Command of the Mastermind]] <br />
| 10-50 <br />
| {{IOSpecial}}Acc/Dam {{IOUnique}}<br />
| {{IOSpecial}}Dam/End {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/Rech {{IOUnique}}<br />
| {{IOSpecial}}Dam/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Rech/Pet AoE Def Aura {{IOUnique}} {{IOGlobal}}<br />
|-<br />
| [[File:Superior_Command_of_the_Mastermind.png|20px]]<br />
| [[Superior Command of the Mastermind]] <br />
| 50 <br />
| {{IOSpecial}}Acc/Dam {{IOUnique}}<br />
| {{IOSpecial}}Dam/End {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/Rech {{IOUnique}}<br />
| {{IOSpecial}}Dam/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Rech/Pet AoE Def Aura {{IOUnique}} {{IOGlobal}}<br />
<br />
|-<br />
| [[File:AO_Command_of_the_Mastermind.png|20px]]<br />
| [[Mark of Supremacy]] <br />
| 10-50 <br />
| {{IOSpecial}}Dam {{IOUnique}}<br />
| {{IOSpecial}}Dam/End {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam {{IOUnique}}<br />
| {{IOSpecial}}Acc/End {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/End {{IOUnique}}<br />
| {{IOSpecial}}End/Pet + Resist(All) & +Regen Aura{{IOUnique}} {{IOGlobal}}<br />
|-<br />
| [[File:Superior_Command_of_the_Mastermind.png|20px]]<br />
| [[Superior Mark of Supremacy]] <br />
| 50 <br />
| {{IOSpecial}}Dam {{IOUnique}}<br />
| {{IOSpecial}}Dam/End {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam {{IOUnique}}<br />
| {{IOSpecial}}Acc/End {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/End {{IOUnique}}<br />
| {{IOSpecial}}End/Pet + Resist(All) & +Regen Aura{{IOUnique}} {{IOGlobal}}<br />
|}<br />
<br />
:Set Bonuses<br />
<br />
{{IOBonusHeader}}<br />
| [[Command of the Mastermind]] <br />
| {{IOlevel3}} | 2% Damage <br />
| {{IOlevel4}} | 1.875% Health <br />
| {{IOlevel5}} | 7.5 Recharge Time <br />
| {{IOlevel5}} | 4.5% Toxic/Psionic Res<BR/>7.5% Mez Res<br />
| {{IOlevel6}} | 5.25% Smash/Lethal Res<BR/>8.75% Mez Res <br />
|-<br />
| [[Superior Command of the Mastermind]] <br />
| {{IOlevel7}} | 4% Damage <br />
| {{IOlevel7}} | 3% Health <br />
| {{IOlevel7}} | 10% Recharge Time <br />
| {{IOlevel7}} | 6% Toxic/Psionic Res<BR/>10% Mez Res<br />
| {{IOlevel7}} | 6% Smash/Lethal Res<BR/>10% Mez Res <br />
|-<br />
| [[Mark of Supremacy]] <br />
| {{IOlevel4}} | 6.25% Recharge Time<br />
| {{IOlevel4}} | 9% Accuracy<br />
| {{IOlevel4}} | 3.125% Melee Def<BR/>1.5625% Smash/Lethal Def<br />
| {{IOlevel5}} | 3% Recovery<br />
| {{IOlevel5}} | 4.5% Smash/Lethal/Fire/Cold/Energy/Negative Res<BR/>22.5% Mez Res<br />
|-<br />
| [[Superior Mark of Supremacy]] <br />
| {{IOlevel7}} | 10% Recharge Time<br />
| {{IOlevel7}} | 15% Accuracy<br />
| {{IOlevel7}} | 5% Melee Def<BR/>2.5% Smash/Lethal Def<br />
| {{IOlevel7}} | 4% Recovery<br />
| {{IOlevel7}} | 6% Smash/Lethal/Fire/Cold/Energy/Negative Res<BR/>30% Mez Res<br />
|}<br />
<br />
=== Scrapper ===<br />
<br />
{| class="wikitable" style="text-align:left"<br />
! !! Set name !! Levels !! Option 1 !! Option 2 !! Option 3 !! Option 4 !! Option 5 !! Option 6 <br />
|-<br />
| [[File:AO_Scrapper's_Strike.png|20px]]<br />
| [[Scrapper's Strike]] <br />
| 10-50 <br />
| {{IOSpecial}}Acc/Dam {{IOUnique}}<br />
| {{IOSpecial}}Dam/Rech {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/Rech {{IOUnique}}<br />
| {{IOSpecial}}Dam/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Rech/Critical Hit Bonus {{IOUnique}} {{IOGlobal}}<br />
|-<br />
| [[File:Superior_Scrapper's_Strike.png|20px]]<br />
| [[Superior Scrapper's Strike]] <br />
| 50 <br />
| {{IOSpecial}}Acc/Dam {{IOUnique}}<br />
| {{IOSpecial}}Dam/Rech {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/Rech {{IOUnique}}<br />
| {{IOSpecial}}Dam/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Rech/Critical Hit Bonus {{IOUnique}} {{IOGlobal}}<br />
|-<br />
| [[File:AO_Scrapper's_Strike.png|20px]]<br />
| [[Critical Strikes]] <br />
| 10-50 <br />
| {{IOSpecial}}Acc/Dam {{IOUnique}}<br />
| {{IOSpecial}}Dam/Rech {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/Rech {{IOUnique}}<br />
| {{IOSpecial}}Dam/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Rech/+50% Critical Hit Chance Proc {{IOUnique}} {{IOGlobal}}<br />
|-<br />
| [[File:Superior_Scrapper's_Strike.png|20px]]<br />
| [[Superior Critical Strikes]] <br />
| 50 <br />
| {{IOSpecial}}Acc/Dam {{IOUnique}}<br />
| {{IOSpecial}}Dam/Rech {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/Rech {{IOUnique}}<br />
| {{IOSpecial}}Dam/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Rech/+50% Critical Hit Chance Proc {{IOUnique}} {{IOGlobal}}<br />
|}<br />
<br />
:Set Bonuses<br />
<br />
{{IOBonusHeader}}<br />
| [[Scrapper's Strike]] <br />
| {{IOlevel3}} | 1.5% Health <br />
| {{IOlevel3}} | 2.5% Smash/Lethal Def<br/>1.25% Melee Def<br />
| {{IOlevel4}} | 2.5% Damage <br />
| {{IOlevel6}} | 8.75% Recharge Time <br />
| {{IOlevel6}} | 5.25% Smash/Lethal Res<br/>8.75% Mez Res<br />
|-<br />
| [[Superior Scrapper's Strike]] <br />
| {{IOlevel7}} | 3% Health <br />
| {{IOlevel7}} | 5% Smash/Lethal Def<br/>2.5% Melee Def<br />
| {{IOlevel7}} | 4% Damage <br />
| {{IOlevel7}} | 10% Recharge Time <br />
| {{IOlevel7}} | 6% Smash/Lethal Res<br/>10% Mez Res<br />
|-<br />
| [[Critical Strikes]] <br />
| {{IOlevel3}} | 2% Recovery<br />
| {{IOlevel4}} | 9% Accuracy<br />
| {{IOlevel5}} | 3.75% AoE Def<br/>1.875% Fire/Cold Def<br />
| {{IOlevel6}} | 3.5% Damage<br />
| {{IOlevel6}} | 8.75% Recharge Time<br />
|-<br />
| [[Superior Critical Strikes]] <br />
| {{IOlevel7}} | 4% Recovery<br />
| {{IOlevel7}} | 15% Accuracy<br />
| {{IOlevel7}} | 5% AoE Def<br/>2.5% Fire/Cold Def<br />
| {{IOlevel7}} | 4% Damage<br />
| {{IOlevel7}} | 10% Recharge Time<br />
|}<br />
<br />
=== Soldiers of Arachnos ===<br />
<br />
{| class="wikitable" style="text-align:left"<br />
! !! Set name !! Levels !! Option 1 !! Option 2 !! Option 3 !! Option 4 !! Option 5 !! Option 6 <br />
|-<br />
| [[File:AO_Dominion_of_Arachnos.png|20px]]<br />
| [[Dominion of Arachnos]] <br />
| 10-50 <br />
| {{IOSpecial}}Acc/Dam {{IOUnique}}<br />
| {{IOSpecial}}Dam/Rech {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/Rech {{IOUnique}}<br />
| {{IOSpecial}}Dam/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Rech/Chance for -Dmg and Terrorize {{IOUnique}} {{IOProc}}<br />
|-<br />
| [[File:Superior_Dominion_of_Arachnos.png|20px]]<br />
| [[Superior Dominion of Arachnos]] <br />
| 50 <br />
| {{IOSpecial}}Acc/Dam {{IOUnique}}<br />
| {{IOSpecial}}Dam/Rech {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/Rech {{IOUnique}}<br />
| {{IOSpecial}}Dam/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Rech/Chance for -Dmg and Terrorize {{IOUnique}} {{IOProc}}<br />
|-<br />
| [[File:AO_Dominion_of_Arachnos.png|20px]]<br />
| [[Spider's Bite]] <br />
| 10-50 <br />
| {{IOSpecial}}Acc/Dam {{IOUnique}}<br />
| {{IOSpecial}}Dam/Rech {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/Rech {{IOUnique}}<br />
| {{IOSpecial}}Dam/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Rech/Global Chance for Toxic DMG {{IOUnique}} {{IOProc}}<br />
|-<br />
| [[File:Superior_Dominion_of_Arachnos.png|20px]]<br />
| [[Superior Spider's Bite]] <br />
| 50 <br />
| {{IOSpecial}}Acc/Dam {{IOUnique}}<br />
| {{IOSpecial}}Dam/Rech {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/Rech {{IOUnique}}<br />
| {{IOSpecial}}Dam/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Rech/Global Chance for Toxic DMG {{IOUnique}} {{IOProc}}<br />
|}<br />
<br />
:Set Bonuses<br />
<br />
{{IOBonusHeader}}<br />
| [[Dominion of Arachnos]] <br />
| {{IOlevel3}} | 7% Accuracy <br />
| {{IOlevel4}} | 1.875% Health <br />
| {{IOlevel5}} | 3% Damage <br />
| {{IOlevel6}} | 8.75% Recharge Time <br />
| {{IOlevel6}} | 5.25% Toxic/Psionic Res<br/>8.75% Mez Res<br />
|-<br />
| [[Superior Dominion of Arachnos]] <br />
| {{IOlevel7}} | 15% Accuracy <br />
| {{IOlevel7}} | 3% Health <br />
| {{IOlevel7}} | 4% Damage <br />
| {{IOlevel7}} | 10% Recharge Time <br />
| {{IOlevel7}} | 6% Toxic/Psionic Res<br/>10% Mez Res<br />
|-<br />
| [[Spider's Bite]] <br />
| {{IOlevel4}} | 2.5% Damage<br />
| {{IOlevel5}} | 2.25% Health<br />
| {{IOlevel4}} | 3.125% Melee Def<br/>1.5625% Smash/Lethal Def<br />
| {{IOlevel6}} | 14% Regeneration<br />
| {{IOlevel6}} | 3.15% Endurance<br />
|-<br />
| [[Superior Spider's Bite]] <br />
| {{IOlevel7}} | 4% Damage<br />
| {{IOlevel7}} | 3% Health<br />
| {{IOlevel7}} | 5% Melee Def<br/>2.5% Smash/Lethal Def<br />
| {{IOlevel7}} | 16% Regeneration<br />
| {{IOlevel7}} | 3.6% Endurance<br />
|}<br />
<br />
=== Stalker ===<br />
<br />
{| class="wikitable" style="text-align:left"<br />
! !! Set name !! Levels !! Option 1 !! Option 2 !! Option 3 !! Option 4 !! Option 5 !! Option 6 <br />
|-<br />
| [[File:AO_Stalker's_Guile.png|20px]]<br />
| [[Stalker's Guile]] <br />
| 10-50 <br />
| {{IOSpecial}}Acc/Dam {{IOUnique}}<br />
| {{IOSpecial}}Dam/Rech {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/Rech {{IOUnique}}<br />
| {{IOSpecial}}Dam/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Rech/Chance to Hide {{IOUnique}} {{IOProc}}<br />
|-<br />
| [[File:Superior_Stalker's_Guile.png|20px]]<br />
| [[Superior Stalker's Guile]] <br />
| 50 <br />
| {{IOSpecial}}Acc/Dam {{IOUnique}}<br />
| {{IOSpecial}}Dam/Rech {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/Rech {{IOUnique}}<br />
| {{IOSpecial}}Dam/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Rech/Chance to Hide {{IOUnique}} {{IOProc}}<br />
|-<br />
| [[File:AO_Stalker's_Guile.png|20px]]<br />
| [[Assassin's Mark]] <br />
| 10-50 <br />
| {{IOSpecial}}Acc/Dam {{IOUnique}}<br />
| {{IOSpecial}}Dam/Rech {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/Rech {{IOUnique}}<br />
| {{IOSpecial}}Dam/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Rech/Chance to Recharge Build Up{{IOUnique}} {{IOProc}}<br />
|-<br />
| [[File:Superior_Stalker's_Guile.png|20px]]<br />
| [[Superior Assassin's Mark]] <br />
| 50 <br />
| {{IOSpecial}}Acc/Dam {{IOUnique}}<br />
| {{IOSpecial}}Dam/Rech {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/Rech {{IOUnique}}<br />
| {{IOSpecial}}Dam/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Rech/Chance to Recharge Build Up{{IOUnique}} {{IOProc}}<br />
|}<br />
<br />
:Set Bonuses<br />
<br />
{{IOBonusHeader}}<br />
| [[Stalker's Guile]] <br />
| {{IOlevel3}} | 7% Accuracy <br />
| {{IOlevel3}} | 2.5% Smash/Lethal Def<br/>1.25% Melee Def<br />
| {{IOlevel4}} | 2.5% Damage <br />
| {{IOlevel6}} | 8.75% Recharge Time <br />
| {{IOlevel6}} | 5.25% Smash/Lethal Res<br/>8.75% Mez Res<br />
|-<br />
| [[Superior Stalker's Guile]] <br />
| {{IOlevel7}} | 15% Accuracy <br />
| {{IOlevel7}} | 5% Smash/Lethal Def<br/>2.5% Melee Def<br />
| {{IOlevel7}} | 4% Damage <br />
| {{IOlevel7}} | 10% Recharge Time <br />
| {{IOlevel7}} | 6% Smash/Lethal Res<br/>10% Mez Res<br />
|-<br />
| [[Assassin's Mark]] <br />
| {{IOlevel3}} | 2% Recovery<br />
| {{IOlevel4}} | 9% Accuracy<br />
| {{IOlevel5}} | 3.75% AoE Def<br/>1.875% Fire/Cold Def<br />
| {{IOlevel6}} | 3.5% Damage<br />
| {{IOlevel6}} | 8.75% Recharge Time<br />
|-<br />
| [[Superior Assassin's Mark]] <br />
| {{IOlevel7}} | 4% Recovery<br />
| {{IOlevel7}} | 15% Accuracy<br />
| {{IOlevel7}} | 5% AoE Def<br/>2.5% Fire/Cold Def<br />
| {{IOlevel7}} | 4% Damage<br />
| {{IOlevel7}} | 10% Recharge Time<br />
|}<br />
<br />
=== Tanker ===<br />
<br />
{| class="wikitable" style="text-align:left"<br />
! !! Set name !! Levels !! Option 1 !! Option 2 !! Option 3 !! Option 4 !! Option 5 !! Option 6 <br />
|-<br />
| [[File:AO_Might_of_the_Tanker.png|20px]]<br />
| [[Might of the Tanker]] <br />
| 10-50 <br />
| {{IOSpecial}}Acc/Dam {{IOUnique}}<br />
| {{IOSpecial}}Dam/Rech {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/Rech {{IOUnique}}<br />
| {{IOSpecial}}Dam/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Rech/Chance for +Res(All) {{IOUnique}} {{IOProc}}<br />
|-<br />
| [[File:Superior_Might_of_the_Tanker.png|20px]]<br />
| [[Superior Might of the Tanker]] <br />
| 50 <br />
| {{IOSpecial}}Acc/Dam {{IOUnique}}<br />
| {{IOSpecial}}Dam/Rech {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/Rech {{IOUnique}}<br />
| {{IOSpecial}}Dam/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Rech/Chance for +Res(All) {{IOUnique}} {{IOProc}}<br />
|-<br />
| [[File:AO_Might_of_the_Tanker.png|20px]]<br />
| [[Gauntleted Fist]] <br />
| 10-50 <br />
| {{IOSpecial}}Acc/Dam {{IOUnique}}<br />
| {{IOSpecial}}Dam/Rech {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/Rech {{IOUnique}}<br />
| {{IOSpecial}}Dam/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Rech/Chance for +Absorb {{IOUnique}} {{IOProc}}<br />
|-<br />
| [[File:Superior_Might_of_the_Tanker.png|20px]]<br />
| [[Superior Gauntleted Fist]] <br />
| 50 <br />
| {{IOSpecial}}Acc/Dam {{IOUnique}}<br />
| {{IOSpecial}}Dam/Rech {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/Rech {{IOUnique}}<br />
| {{IOSpecial}}Dam/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Acc/Dam/End/Rech {{IOUnique}}<br />
| {{IOSpecial}}Rech/Chance for +Absorb {{IOUnique}} {{IOProc}}<br />
|}<br />
<br />
:Set Bonuses<br />
<br />
{{IOBonusHeader}}<br />
| [[Might of the Tanker]] <br />
| {{IOlevel3}} | 2% Damage <br />
| {{IOlevel4}} | 1.875% Health <br />
| {{IOlevel5}} | 7.5% Recharge Time <br />
| {{IOlevel5}} | 4.5% Toxic/Psionic Res<br/>7.5% Mez Res <br />
| {{IOlevel6}} | 5.25% Smash/Lethal Res<br/>8.75% Mez Res<br />
|-<br />
| [[Superior Might of the Tanker]] <br />
| {{IOlevel7}} | 4% Damage <br />
| {{IOlevel7}} | 3% Health <br />
| {{IOlevel7}} | 10% Recharge Time <br />
| {{IOlevel7}} | 6% Toxic/Psionic Res<br/>10% Mez Res <br />
| {{IOlevel7}} | 6% Smash/Lethal Res<br/>10% Mez Res<br />
|-<br />
| [[Gauntleted Fist]] <br />
| {{IOlevel3}} | 1.8% Endurance<br />
| {{IOlevel4}} | 3.75% Energy/Negative Res<br/>6.25% Mez Res<br />
| {{IOlevel4}} | 10% Regeneration<br />
| {{IOlevel4}} | 3.125% Melee Def<br/>1.5625% Smash/Lethal Def<br />
| {{IOlevel6}} | 5.25% Smash/Lethal/Fire/Cold Res<br/>17.5% Mez Res<br />
|-<br />
| [[Superior Gauntleted Fist]] <br />
| {{IOlevel7}} | 3.6% Endurance<br />
| {{IOlevel7}} | 6% Energy/Negative Res<br/>10% Mez Res<br />
| {{IOlevel7}} | 16% Regeneration<br />
| {{IOlevel7}} | 5% Melee Def<br/>2.5% Smash/Lethal Def<br />
| {{IOlevel7}} | 6% Smash/Lethal/Fire/Cold Res<br/>20% Mez Res<br />
|}<br />
<br />
== Defensive Sets ==<br />
=== Accurate Healing ===<br />
{| class="wikitable" style="text-align:left"<br />
! !! Set name !! Levels !! Option 1 !! Option 2 !! Option 3 !! Option 4 !! Option 5 !! Option 6 <br />
|-<br />
| [[File:IO_Theft_of_Essence.png|20px]]<br />
| [[Theft of Essence]] <br />
| 10-30 <br />
| {{IOPoolA}}Heal<br />
| {{IOPoolA}}Heal/Rech<br />
| {{IOPoolB}}Acc/Heal<br />
| {{IOPoolB}}Acc/End/Heal<br />
| {{IOPoolC}}Acc/End/Rech<br />
| {{IOPoolC}}Chance for +End {{IOProc}}<br />
|-<br />
| [[File:IO_Touch_of_the_Nictus.png|20px]]<br />
| [[Touch of the Nictus]] <br />
| 30-50<br />
| {{IOPoolA}}Heal<br />
| {{IOPoolA}}Heal/Rech<br />
| {{IOPoolB}}Acc/Heal<br />
| {{IOPoolB}}Acc/End/Heal<br />
| {{IOPoolC}}Acc/End/Rech<br />
| {{IOPoolC}}Chance for NE damage {{IOProc}}<br />
|-<br />
|}<br />
<br />
:Set Bonuses<br />
<br />
{{IOBonusHeader}}<br />
| [[Theft of Essence]] <br />
| {{IOlevel4}} | 10% Regeneration <br />
| {{IOlevel3}} | 1.8% Endurance <br />
| {{IOlevel4}} | 5% Heal <br />
| {{IOlevel5}} | 3% Damage <br />
| {{IOlevel5}} | 4.5% Energy/Negative Res<br/>7.5% Mez Res<br />
|-<br />
| [[Touch of the Nictus]] <br />
| {{IOlevel4}} | 1.875% Health<br />
| {{IOlevel4}} | 9% Accuracy<br />
| {{IOlevel4}} | 5% Heal<br />
| {{IOlevel4}} | 2.25% Endurance <br />
| {{IOlevel5}} | 4.5% Energy/Negative Res<br/>7.5% Mez Res<br />
|-<br />
|}<br />
<br />
=== Healing ===<br />
{| class="wikitable" style="text-align:left"<br />
! !! Set name !! Levels !! Option 1 !! Option 2 !! Option 3 !! Option 4 !! Option 5 !! Option 6 <br />
|-<br />
| [[File:IO_Triage.png|20px]]<br />
| [[Triage]] <br />
| 10-30 <br />
| {{IOUncommon}}End/Heal <br />
| {{IOUncommon}}End/Rech <br />
| {{IOUncommon}}Heal/Rech <br />
| {{IOUncommon}}End/Heal/Rech || || <br />
|-<br />
| [[File:IO_Regenerative_Tissue.png|20px]]<br />
| [[Regenerative Tissue]] <br />
| 10-30 <br />
| {{IOUncommon}}End/Heal <br />
| {{IOPoolA}}End/Rech <br />
| {{IOPoolB}}Heal/Rech <br />
| {{IOPoolC}}End/Heal/Rech <br />
| {{IOPoolA}}25% Regeneration {{IOUnique}} ||<br />
|-<br />
| [[File:IO_Harmonized_Healing.png|20px]]<br />
| [[Harmonized Healing]] <br />
| 20-40 <br />
| {{IOUncommon}}End/Heal <br />
| {{IOUncommon}}End/Rech <br />
| {{IOUncommon}}Heal/Rech <br />
| {{IOUncommon}}End/Heal/Rech <br />
| {{IOUncommon}}Heal <br />
| {{IOUncommon}}End <br />
|-<br />
| [[File:IO_Miracle.png|20px]]<br />
| [[Miracle]] <br />
| 20-40 <br />
| {{IOUncommon}}End/Heal <br />
| {{IOPoolA}}End/Rech <br />
| {{IOPoolA}}Heal/Rech <br />
| {{IOPoolB}}End/Heal/Rech <br />
| {{IOPoolB}}Heal <br />
| {{IOPoolC}}15% Recovery {{IOUnique}}<br />
|-<br />
| [[File:IO_Doctored_Wounds.png|20px]]<br />
| [[Doctored Wounds]] <br />
| 30-50 <br />
| {{IOUncommon}}End/Heal <br />
| {{IOUncommon}}End/Rech <br />
| {{IOUncommon}}Heal/Rech <br />
| {{IOUncommon}}End/Heal/Rech <br />
| {{IOUncommon}}Heal <br />
| {{IOUncommon}}Rech <br />
|-<br />
| [[File:IO_Numina's_Convalescence.png|20px]]<br />
| [[Numina's Convalescence]] <br />
| 30-50 <br />
| {{IOPoolA}}End/Heal <br />
| {{IOPoolB}}End/Rech <br />
| {{IOPoolC}}Heal/Rech <br />
| {{IOPoolC}}End/Heal/Rech <br />
| {{IOPoolA}}Heal <br />
| {{IOPoolC}}10% Recovery and 10% Regeneration {{IOUnique}}<br />
|-<br />
| [[File:IO_Preventive_Medicine.png|20px]]<br />
| [[Preventive Medicine]] <br />
| 20-50<br />
| {{IOPoolA}}Heal <br />
| {{IOPoolB}}Heal/End<br />
| {{IOPoolC}}Rech/End<br />
| {{IOPoolC}}Heal/Rech<br />
| {{IOPoolA}}Heal/End/Rech<br />
| {{IOPoolC}}Chance for +Absorb {{IOUnique}}<br />
|-<br />
| [[File:IO_Panacea.png|20px]]<br />
| [[Panacea]] <br />
| 10-50 <br />
| {{IOPVP}}Heal/End <br />
| {{IOPVP}}End/Rech<br />
| {{IOPVP}}Heal/Rech <br />
| {{IOPVP}}Heal/End/Rech <br />
| {{IOPVP}}Heal <br />
| {{IOPVP}}Chance for +HP and + End {{IOUnique}}{{IOProc}}<br />
|-<br />
|}<br />
<br />
:Set Bonuses<br />
<br />
{{IOBonusHeader}}<br />
| [[Triage]] <br />
| {{IOlevel1}} | 4% Regeneration <br />
| {{IOlevel1}} | 0.75% Health <br />
| {{IOlevel1}} | 2% Improved Heal || || <br />
|-<br />
| [[Regenerative Tissue]] <br />
| {{IOlevel3}} | 3% Movement<br />
| {{IOlevel3}} | 1.5% Health <br />
| {{IOlevel3}} | 4% Improved Heal <br />
| {{IOlevel3}} | 5% Recharge Time || <br />
|-<br />
| [[Harmonized Healing]] <br />
| {{IOlevel2}} | 1.5% Recovery <br />
| {{IOlevel2}} | 1.5% Fire/Cold Res<br/>2.5% Mez Res<br />
| {{IOlevel2}} | 3% Improved Heal <br />
| {{IOlevel2}} | 1.875% AoE Def<br/>0.9375% Fire/Cold Def<br />
| {{IOlevel4}} | 3.75% Toxic/Psionic Res<br/>6.25% Mez Res<br />
|-<br />
| [[Miracle]] <br />
| {{IOlevel4}} | 2.5% Recovery <br />
| {{IOlevel4}} | 1.875% Health <br />
| {{IOlevel4}} | 5% Improved Heal <br />
| {{IOlevel2}} | 1.875% AoE Def<br/>0.9375% Fire/Cold Def<br />
| {{IOlevel2}} | 1.875% Psionic Def<br />
|-<br />
| [[Doctored Wounds]] <br />
| {{IOlevel1}} | 1.5% Smash/Lethal Res<br/>2.5% Mez Res<br />
| {{IOlevel1}} | 1.5% Fire/Cold Res<br/>2.5% Mez Res<br />
| {{IOlevel3}} | 4% Improved Heal <br />
| {{IOlevel3}} | 5% Recharge Time <br />
| {{IOlevel4}} | 3.75% Toxic/Psionic Res<br/>6.25% Mez Res<br />
|-<br />
| [[Numina's Convalescence]]<br />
| {{IOlevel5}} | 12% Regeneration <br />
| {{IOlevel4}} | 1.875% Health <br />
| {{IOlevel5}} | 6% Improved Heal <br />
| {{IOlevel4}} | 3.75% Smash/Lethal Res<br/>6.25% Mez Res<br />
| {{IOlevel5}} | 3.75% Ranged Def<br/>1.875% Energy/Negative Def<br />
|-<br />
| [[Preventive Medicine]]<br />
| {{IOlevel2}} | 2.25% Smash/Lethal Res<br/>3.75 Mez Res<br />
| {{IOlevel4}} | 1.875% Health<br />
| {{IOlevel3}} | 3% Fire/Cold Res<br/>5% Mez Res<br />
| {{IOlevel5}} | 3.75% Endurance<br />
| {{IOlevel6}} | 8.75% Recharge Time<br />
|-<br />
| [[Panacea]] <br /> PVE + PVP<br />
| {{IOlevel4}} | 2.5% Recovery<br />
| {{IOlevel4}} | 10% Regeneration <br />
| {{IOlevel3}} | 1.5% Health <br />
| {{IOlevel5}} | 7.5% Recharge Time<br />
| {{IOlevel5}} | 6% Healing <br />
|-<br />
| [[Panacea]] <br /> PVP only<br />
| {{IOlevel4}} | 2.25% Smash/Lethal Res<br/>3.75% Mez Res<br />
| | 10% Chance for Repel Protection <br />
| {{IOlevel2}} | 3% Fire/Cold Res<br/>5% Mez Res<br />
| {{IOlevel2}} | 7.5% Range<br />
| {{IOlevel4}} | 3.125% Melee Def<br/>1.5625% Smash/Lethal Def<br />
|-<br />
|}<br />
<br />
=== Defense ===<br />
{| class="wikitable" style="text-align:left"<br />
! !! Set name !! Levels !! Option 1 !! Option 2 !! Option 3 !! Option 4 !! Option 5 !! Option 6 <br />
|-<br />
| [[File:IO_Karma.png|20px]]<br />
| [[Karma]] <br />
| 10-30 <br />
| {{IOUncommon}}Def/End <br />
| {{IOUncommon}}Def/Rech <br />
| {{IOUncommon}}Mag 4 Knockback Protection {{IOGlobal}} || || ||<br />
|-<br />
| [[File:IO_Kismet.png|20px]]<br />
| [[Kismet]] <br />
| 10-30 <br />
| {{IOUncommon}}Def/End <br />
| {{IOPoolA}}Def/Rech <br />
| {{IOPoolA}}End/Rech <br />
| {{IOPoolC}}Def/End/Rech <br />
| {{IOPoolA}}Increased ToHit (6%) {{IOUnique}} ||<br />
|-<br />
| [[File:IO_Serendipity.png|20px]]<br />
| [[Serendipity]] <br />
| 15-40 <br />
| {{IOUncommon}}Def/End <br />
| {{IOUncommon}}Def/Rech <br />
| {{IOUncommon}}End/Rech <br />
| {{IOUncommon}}Def/End/Rech <br />
| {{IOUncommon}}Def <br />
| {{IOUncommon}}End<br />
|-<br />
| [[File:IO_Gift_of_the_Ancients.png|20px]]<br />
| [[Gift of the Ancients]] <br />
| 15-40 <br />
| {{IOUncommon}}Def/End <br />
| {{IOPoolA}}Def/Rech <br />
| {{IOPoolA}}End/Rech <br />
| {{IOPoolB}}Def/End/Rech <br />
| {{IOPoolC}}Def <br />
| {{IOPoolC}}Def/7.5% Increased Run Speed {{IOGlobal}} <br />
|-<br />
| [[File:IO_Red_Fortune.png|20px]]<br />
| [[Red Fortune]] <br />
| 25-50 <br />
| {{IOUncommon}}Def/End <br />
| {{IOUncommon}}Def/Rech <br />
| {{IOUncommon}}End/Rech <br />
| {{IOUncommon}}Def/End/Rech <br />
| {{IOUncommon}}Def <br />
| {{IOUncommon}}End<br />
|-<br />
| [[File:IO_Luck_of_the_Gambler.png|20px]]<br />
| [[Luck of the Gambler]] <br />
| 25-50 <br />
| {{IOPoolA}}Def/End <br />
| {{IOPoolB}}Def/Rech <br />
| {{IOPoolC}}End/Rech <br />
| {{IOPoolC}}Def/End/Rech <br />
| {{IOPoolA}}Def <br />
| {{IOPoolC}}Def/ 7.5% Recharge Time {{IOGlobal}}<br />
|-<br />
| [[File:IO_Reactive_Defenses.png|20px]]<br />
| [[Reactive Defenses]] <br />
| 25-50 <br />
| {{IOPoolC}} Def<br />
| {{IOPoolC}} Def/End<br />
| {{IOPoolC}} End/Rech<br />
| {{IOPoolC}} Def/Rech<br />
| {{IOPoolC}} Def/End/Rech<br />
| {{IOPoolC}} Scaling Damage Resistance (3% - 13%) {{IOGlobal}}<br />
|-<br />
| [[File:IO_Shield Wall.png|20px]]<br />
| [[Shield Wall]] <br />
| 10-50 <br />
| {{IOPVP}}Def/End <br />
| {{IOPVP}}Def/Rech<br />
| {{IOPVP}}End/Rech <br />
| {{IOPVP}}Def/End/Rech <br />
| {{IOPVP}}Defense<br />
| {{IOPVP}}Mag 1 TP Protection, +5% Res(all) {{IOGlobal}} {{IOUnique}}<br />
|-<br />
|}<br />
<br />
:Set Bonuses<br />
<br />
{{IOBonusHeader}}<br />
| [[Karma]] <br />
| {{IOlevel2}} | 1.35% Endurance<br />
| {{IOlevel3}} | 1.5% Health || || || <br />
|-<br />
| [[Kismet]] <br />
| {{IOlevel2}} | 1.5% Recovery <br />
| {{IOlevel2}} | 2.25% Smash/Lethal Res<br/>3.75 Mez Res<br />
| {{IOlevel2}} | 6% Regeneration<br />
| {{IOlevel2}} | 3.75% Recharge Time || <br />
|-<br />
| [[Serendipity]] <br />
| {{IOlevel1}} | 4% Regeneration <br />
| {{IOlevel1}} | 0.75% Health <br />
| {{IOlevel1}} | 3% Accuracy <br />
| {{IOlevel1}} | 1.25% AoE Def<br/>6.25% Fire/Cold Def<br />
| {{IOlevel4}} | 3.75% Toxic/Psionic Res<br/>6.25% Mez Res<br />
|-<br />
| [[Gift of the Ancients]] <br />
| {{IOlevel3}} | 2% Recovery <br />
| {{IOlevel2}} | 2.25% Fire/Cold Res<br/>3.75% Mez Res<br />
| {{IOlevel3}} | 1.8% Endurance <br />
| {{IOlevel4}} | 3.75% Energy/Negative Res<br/>6.25% Mez Res<br />
| {{IOlevel5}} | 4.5% Toxic/Psionic Res<br/>7.5% Mez Res<br />
|-<br />
| [[Red Fortune]] <br />
| {{IOlevel1}} | 1.5% Smash/Lethal Res<br/>2.5% Mez Res<br />
| {{IOlevel1}} | 1.5% Fire/Cold Res<br/>2.5% Mez Res<br />
| {{IOlevel3}} | 2% Damage <br />
| {{IOlevel3}} | 5% Recharge Time <br />
| {{IOlevel3}} | 2.5% Ranged Def<br/>1.25% Pos/Neg Energy Def<br />
|-<br />
| [[Luck of the Gambler]] <br />
| {{IOlevel4}} | 10% Regeneration <br />
| {{IOlevel2}} | 1.125% Health <br />
| {{IOlevel4}} | 9% Accuracy <br />
| {{IOlevel4}} | 3.75% Smash/Lethal Rez<br/>6.25% Mez Res<br />
| {{IOlevel5}} | 4.5% Toxic/Psionic Res<br/>7.5% Mez Res<br />
|-<br />
| [[Reactive Defenses]] <br />
| {{IOlevel1}} | 1.5% Smash/Lethal Res<br/>2.5% Mez Res<br />
| {{IOlevel4}} | 1.875% Health<br />
| {{IOlevel3}} | 3% Fire/Cold Res<br/>5% Mez Res<br />
| {{IOlevel5}} | 3.75% Endurance<br />
| {{IOlevel6}} | 8.75% Recharge Time<br />
|-<br />
| [[Shield Wall]] <br /> PvE and PVP<br />
| {{IOlevel4}} | 10% Regeneration <br />
| {{IOlevel5}} | 2.25% Health <br />
| {{IOlevel5}} | 4.5% Energy/Negative Res<br/>7.5% Mez Res<br />
| {{IOlevel4}} | 2.5% Damage<br />
| {{IOlevel4}} | 3.75% Toxic/Psionic Res<br/>6.25% Mez Res<br />
|-<br />
| [[Shield Wall]] <br /> PvP Only<br />
| {{IOlevel4}} | 2.5% Recovery <br />
| | 7.5% Chance for Repel Protection<br />
| {{IOlevel2}} | 3.75% Smash/Lethal Res<br/>6.25% Mez Res<br />
| | 10% Slow Resistance<br />
| {{IOlevel5}} | 7.5% Recharge Time<br />
|-<br />
|}<br />
<br />
=== Resist Damage ===<br />
{| class="wikitable" style="text-align:left"<br />
! !! Set name !! Levels !! Option 1 !! Option 2 !! Option 3 !! Option 4 !! Option 5 !! Option 6 <br />
|-<br />
| [[File:IO_Steadfast_Protection.png|20px]]<br />
| [[Steadfast Protection]] <br />
| 10-30 <br />
| {{IOUncommon}}End/Res <br />
| {{IOUncommon}}Res/+3% Def(All) {{IOUnique}} {{IOGlobal}} <br />
| {{IOUncommon}}Mag 4 Knockback Protection {{IOGlobal}} || || ||<br />
|-<br />
| [[File:IO_Impervious_Skin.png|20px]]<br />
| [[Impervious Skin]] <br />
| 10-30 <br />
| {{IOUncommon}}End/Res <br />
| {{IOPoolA}}Rech/Res <br />
| {{IOPoolA}}End/Rech <br />
| {{IOPoolC}}End/Rech/Res <br />
| {{IOPoolA}}7.5% Mez Resist {{IOGlobal}} ||<br />
|-<br />
| [[File:IO_Reactive_Armor.png|20px]]<br />
| [[Reactive Armor]] <br />
| 15-40 <br />
| {{IOUncommon}}End/Res <br />
| {{IOUncommon}}Rech/Res <br />
| {{IOUncommon}}End/Rech <br />
| {{IOUncommon}}End/Rech/Res <br />
| {{IOUncommon}}Res <br />
| {{IOUncommon}}End <br />
|-<br />
| [[File:IO_Impervium_Armor.png|20px]]<br />
| [[Impervium Armor]] <br />
| 15-40 <br />
| {{IOUncommon}}End/Res <br />
| {{IOPoolA}}Rech/Res <br />
| {{IOPoolA}}End/Rech <br />
| {{IOPoolB}}End/Rech/Res <br />
| {{IOPoolC}}Res <br />
| {{IOPoolC}}+6% Psionic Resist {{IOGlobal}} <br />
|-<br />
| [[File:IO_Titanium_Coating.png|20px]]<br />
| [[Titanium Coating]] <br />
| 25-50 <br />
| {{IOUncommon}}End/Res <br />
| {{IOUncommon}}Rech/Res <br />
| {{IOUncommon}}End/Rech <br />
| {{IOUncommon}}End/Rech/Res <br />
| {{IOUncommon}}Res <br />
| {{IOUncommon}}End<br />
|-<br />
| [[File:IO_Aegis.png|20px]]<br />
| [[Aegis]] <br />
| 25-50 <br />
| {{IOPoolA}}End/Res <br />
| {{IOPoolB}}Rech/Res <br />
| {{IOPoolC}}End/Rech <br />
| {{IOPoolC}}End/Rech/Res <br />
| {{IOPoolA}}Res <br />
| {{IOPoolC}}+5% Psionic +20% Res Mez {{IOUnique}} {{IOGlobal}} <br />
|-<br />
| [[File:IO_Unbreakable_Guard.png|20px]]<br />
| [[Unbreakable Guard]] <br />
| 25-50 <br />
| {{IOPoolC}}Res<br />
| {{IOPoolC}}Res/End<br />
| {{IOPoolC}}End/Rech<br />
| {{IOPoolC}}Res/Rech<br />
| {{IOPoolC}}Res/End/Rech<br />
| {{IOPoolC}}+7.5% Health {{IOUnique}} {{IOGlobal}} <br />
|-<br />
| [[File:IO_Gladiator's Armor.png|20px]]<br />
| [[Gladiator's Armor]] <br />
| 10-50 <br />
| {{IOPVP}}Res/End <br />
| {{IOPVP}}Res/Rech<br />
| {{IOPVP}}End/Rech <br />
| {{IOPVP}}Res/End/Rech <br />
| {{IOPVP}}Resistance <br />
| {{IOPVP}}TP Protection, +3% Def(all) {{IOGlobal}} {{IOUnique}}<br />
|-<br />
|}<br />
<br />
:Set Bonuses<br />
<br />
{{IOBonusHeader}}<br />
| [[Steadfast Protection]] <br />
| {{IOlevel2}} | 1.5% Recovery <br />
| {{IOlevel3}} | 1.5% Health || || || <br />
|-<br />
| [[Impervious Skin]] <br />
| {{IOlevel1}} | 1.5% Smash/Lethal Res<br/>2.5% Mez Res<br />
| {{IOlevel3}} | 1.5% Health <br />
| {{IOlevel3}} | 2% Recovery<br />
| {{IOlevel3}} | 5% Recharge Time || <br />
|-<br />
| [[Reactive Armor]] <br />
| {{IOlevel1}} | 1.5% Smash/Lethal Res<br/>2.5% Mez Res<br />
| {{IOlevel1}} | 1.25% Energy/Negative Def<br/>0.625% Ranged Def<br />
| {{IOlevel1}} | 1.25% Smash/Lethal Def<br/>0.625% Melee Def<br />
| {{IOlevel1}} | 1.25% AoE Def<br/>0.625% Fire/Cold Def<br />
| {{IOlevel4}} | 3.75% Toxic/Psionic Res<br/>6.25% Mez Res<br />
|-<br />
| [[Impervium Armor]] <br />
| {{IOlevel4}} | 2.5% Recovery <br />
| {{IOlevel2}} | 1.875% Psionic Def <br />
| {{IOlevel4}} | 2.25% Endurance <br />
| {{IOlevel4}} | 3.75% Fire/Cold Res<br/>6.25% Mez Res<br />
| {{IOlevel5}} | 4.5% Toxic/Psionic Res<br/>7.5% Mez Res<br />
|-<br />
| [[Titanium Coating]] <br />
| {{IOlevel1}} | 1.5% Energy/Negative Res<br/>2.5% Mez Res<br />
| {{IOlevel3}} | 1.5% Health <br />
| {{IOlevel3}} | 3% Smash/Lethal Res<br/>5% Mez Res<br />
| {{IOlevel4}} | 10% Regeneration<br />
| {{IOlevel3}} | 2.5% Melee Def<br/>1.25% Smash/Lethal Def<br />
|-<br />
| [[Aegis]] <br />
| {{IOlevel4}} | 7.5% Movement Speed<br />
| {{IOlevel4}} | 3.125% Fire/Cold Def<br/>1.5625% AoE Def<br />
| {{IOlevel3}} | 3% Smash/Lethal Res<br/>5% Mez Res<br />
| {{IOlevel4}} | 3.125% AoE Def<br/>1.5625% Fire/Cold Def<br />
| {{IOlevel5}} | 4.5% Toxic/Psionic Res<br/>7.5% Mez Res <br />
|-<br />
| [[Unbreakable Guard]]<br />
| {{IOlevel3}} | 2.5% Endurance Discount<br />
| {{IOlevel2}} | 2.25% Energy/Negative Res<br/>3.75% Mez Res<br />
| {{IOlevel4}} | 3.125% Melee Def<br/>1.5625% Smash/Lethal Res<br />
| {{IOlevel4}} | 3.75% Toxic/Psionic Res<br/>6.25% Mez Res<br />
| {{IOlevel6}} | 5.25% Fire/Cold Res<br/>8.75% Mez Res<br />
|-<br />
| [[Gladiator's Armor]] <br /> PVE + PVP<br />
| {{IOlevel4}} | 2.5% Recovery<br />
| {{IOlevel2}} | Mag 3 Knockback Protection<br />
| {{IOlevel4}} | 3.75% Toxic/Psionic Res<br/>6.25% Mez Res<br />
| {{IOlevel5}} | 2.25% Health<br />
| {{IOlevel3}} | 2.5% Ranged Def<br/>1.25% Energy/Negative Def<br />
|-<br />
| [[Gladiator's Armor]] <br /> PVP only<br />
| {{IOlevel4}} | 2.25% Endurance<br />
| {{IOlevel4}} | 10% Chance for Repel Protection <br />
| {{IOlevel3}} | 3% Smash/Lethal Res<br>5% Mez Res<br />
| {{IOlevel3}} | 10% Slow Resistance <br />
| {{IOlevel5}} | 7.5% Recharge Time<br />
|-<br />
|}<br />
<br />
== Mez Sets ==<br />
=== Confuse ===<br />
{| class="wikitable" style="text-align:left"<br />
! !! Set name !! Levels !! Option 1 !! Option 2 !! Option 3 !! Option 4 !! Option 5 !! Option 6<br />
|-<br />
| [[File:IO_Befuddling_Aura.png|20px]]<br />
| [[Befuddling Aura]] <br />
| 10-30 <br />
| {{IOUncommon}}Acc/Rech <br />
| {{IOUncommon}}End/Conf <br />
| {{IOUncommon}}Acc/End <br />
| {{IOUncommon}}Conf/Range<br />
| {{IOUncommon}}Acc/Conf/Rech || <br />
|-<br />
| [[File:IO_Cacophony.png|20px]]<br />
| [[Cacophony]] <br />
| 10-30 <br />
| {{IOUncommon}}Acc/Rech <br />
| {{IOPoolA}}End/Conf <br />
| {{IOPoolA}}Acc/End <br />
| {{IOPoolB}}Conf/Range <br />
| {{IOPoolC}}Acc/Conf/Rech <br />
| {{IOPoolC}}Chance for Energy Damage {{IOProc}}<br />
|-<br />
| [[File:IO_Perplex.png|20px]]<br />
| [[Perplex]] <br />
| 20-50 <br />
| {{IOUncommon}}Acc/Rech <br />
| {{IOUncommon}}End/Conf <br />
| {{IOUncommon}}Acc/End <br />
| {{IOUncommon}}Conf/Range <br />
| {{IOUncommon}}Acc/Conf/Rech <br />
| {{IOUncommon}}Conf/Rech <br />
|-<br />
| [[File:IO_Malaise's_Illusions.png|20px]]<br />
| [[Malaise's Illusions]] <br />
| 20-50 <br />
| {{IOPoolA}}Acc/Rech <br />
| {{IOPoolA}}End/Conf <br />
| {{IOPoolB}}Acc/End <br />
| {{IOPoolB}}Conf/Range <br />
| {{IOPoolC}}Acc/Conf/Rech <br />
| {{IOPoolC}}Chance for Psionic Damage {{IOProc}}<br />
|-<br />
| [[File:IO_Coercive_Persuasion.png|20px]]<br />
| [[Coercive Persuasion]] <br />
| 50 <br />
| {{IOVeryRare}}Conf (Superior) {{IOUnique}} <br />
| {{IOVeryRare}}Conf/Rech (Superior) {{IOUnique}} <br />
| {{IOVeryRare}}Conf/Rech/Acc (Superior) {{IOUnique}} <br />
| {{IOVeryRare}}Rech/Acc (Superior) {{IOUnique}} <br />
| {{IOVeryRare}}Conf/End (Superior) {{IOUnique}} <br />
| {{IOVeryRare}}Contagious Confusion {{IOUnique}} {{IOProc}}<br />
|-<br />
|}<br />
<br />
:Set Bonuses<br />
<br />
{{IOBonusHeader}}<br />
| [[Befuddling Aura]] <br />
| {{IOlevel1}} | 1% Recovery <br />
| {{IOlevel1}} | 1% Confuse Dur <br />
| {{IOlevel2}} | 2.25% Toxic/Psionic Res<br/>3.75% Mez Res<br />
| {{IOlevel1}} | 2.5% Recharge Time || <br />
|-<br />
| [[Cacophony]] <br />
| {{IOlevel1}} | 1% Recovery <br />
| {{IOlevel2}} | 1.5% Confuse Dur <br />
| {{IOlevel3}} | 3% Toxic/Psionic Res<br/>5% Mez Res<br />
| {{IOlevel3}} | 2.5% AoE Def<br/>1.25% Fire/Cold Def<br />
| {{IOlevel3}} | 2.5% Ranged Def<br/>1.25% Pos/Neg Energy Def<br />
|-<br />
| [[Perplex]] <br />
| {{IOlevel2}} | 6% Regeneration <br />
| {{IOlevel2}} | 1.5% Confuse Dur <br />
| {{IOlevel2}} | 5% Accuracy <br />
| {{IOlevel2}} | 1.875% AoE Def<br/>0.9375% Fire/Cold Def<br />
| {{IOlevel2}} | 3.75% Toxic/Psionic Res<br/>6.25% Mez Res<br />
|-<br />
| [[Malaise's Illusions]] <br />
| {{IOlevel4}} | 2.5% Recovery <br />
| {{IOlevel4}} | 2.5% Confuse Dur <br />
| {{IOlevel4}} | 2.4% Damage <br />
| {{IOlevel4}} | 6.25% Recharge Time <br />
| {{IOlevel4}} | 3.125% Ranged Def<br/>1.5625% Pos/Neg Energy Def<br />
|-<br />
| [[Coercive Persuasion]] <br />
| {{IOlevel7}} | 7% Recovery <br />
| {{IOlevel7}} | 4% Confuse Dur <br />
| {{IOlevel7}} | 4% Damage <br />
| {{IOlevel7}} | 10% Recharge Time <br />
| {{IOlevel7}} | 5% Ranged Def<br/>2.5% Pos/Neg Energy Def<br />
|-<br />
|}<br />
<br />
=== Fear ===<br />
{| class="wikitable" style="text-align:left"<br />
! !! Set name !! Levels !! Option 1 !! Option 2 !! Option 3 !! Option 4 !! Option 5 !! Option 6 <br />
|-<br />
| [[File:IO_Horror.png|20px]]<br />
| [[Horror]] <br />
| 10-30 <br />
| {{IOUncommon}}Acc/Rech <br />
| {{IOUncommon}}End/Fear <br />
| {{IOUncommon}}Acc/End <br />
| {{IOUncommon}}Fear/Range <br />
| {{IOUncommon}}Acc/Fear/Rech ||<br />
|-<br />
| [[File:IO_Unspeakable_Terror.png|20px]]<br />
| [[Unspeakable Terror]] <br />
| 10-30 <br />
| {{IOUncommon}}Acc/Rech <br />
| {{IOPoolA}}End/Fear <br />
| {{IOPoolA}}Acc/End <br />
| {{IOPoolB}}Fear/Range <br />
| {{IOPoolC}}Acc/Fear/Rech <br />
| {{IOPoolC}}Chance for Disorient {{IOProc}}<br />
|-<br />
| [[File:IO_Nightmare.png|20px]]<br />
| [[Nightmare]] <br />
| 20-50 <br />
| {{IOUncommon}}Acc/Rech <br />
| {{IOUncommon}}End/Fear <br />
| {{IOUncommon}}Acc/End <br />
| {{IOUncommon}}Fear/Range <br />
| {{IOUncommon}}Acc/Fear/Rech <br />
| {{IOUncommon}}Acc/Fear<br />
|-<br />
| [[File:IO_Glimpse_of_the_Abyss.png|20px]]<br />
| [[Glimpse of the Abyss]] <br />
| 20-50 <br />
| {{IOPoolA}}Acc/Rech <br />
| {{IOPoolA}}End/Fear <br />
| {{IOPoolB}}Acc/End <br />
| {{IOPoolB}}Fear/Range <br />
| {{IOPoolC}}Acc/Fear/Rech <br />
| {{IOPoolC}}Chance for Psionic Damage {{IOProc}}<br />
|-<br />
|}<br />
<br />
:Set Bonuses<br />
<br />
{{IOBonusHeader}}<br />
| [[Horror]] <br />
| {{IOlevel1}} | 1.1% Fear Dur <br />
| {{IOlevel1}} | 0.75% Health <br />
| {{IOlevel2}} | 2.25% Smash/Lethal Res<br/>3.75% Mez Res<br />
| {{IOlevel1}} | 2.4% Recharge Time || <br />
|-<br />
| [[Unspeakable Terror]] <br />
| {{IOlevel3}} | 2.2% Fear Dur <br />
| {{IOlevel3}} | 3% Energy/Negative Res<br/>5% Mez Res<br />
| {{IOlevel3}} | 2% Recovery<br />
| {{IOlevel3}} | 5% Recharge Time <br />
| {{IOlevel5}} | 4.5% Toxic/Psionic Res<br/>7.5% Mez Res <br />
|-<br />
| [[Nightmare]] <br />
| {{IOlevel2}} | 1.65% Fear Dur <br />
| {{IOlevel2}} | 1.875% Pos/Neg Energy Def<br/>0.9375% Ranged Def<br />
| {{IOlevel2}} | 5% Accuracy <br />
| {{IOlevel3}} | 3% Fire/Cold Res<br/>5% Mez Res<br />
| {{IOlevel4}} | 3.75% Toxic/Psionic Res<br/>6.25% Mez Res<br />
|-<br />
| [[Glimpse of the Abyss]] <br />
| {{IOlevel4}} | 2.75% Fear Dur <br />
| {{IOlevel4}} | 1.875% Health <br />
| {{IOlevel4}} | 9% Accuracy <br />
| {{IOlevel4}} | 6.25% Recharge Time <br />
| {{IOlevel5}} | 4.5% Toxic/Psionic Res<br/>7.5% Mez Res<br />
|-<br />
|}<br />
<br />
=== Holds ===<br />
{| class="wikitable" style="text-align:left"<br />
! !! Set name !! Levels !! Option 1 !! Option 2 !! Option 3 !! Option 4 !! Option 5 !! Option 6 <br />
|-<br />
| [[File:IO_Paralytic.png|20px]]<br />
| [[Paralytic]] <br />
| 10-30 <br />
| {{IOUncommon}}Acc/Rech <br />
| {{IOUncommon}}End/Hold <br />
| {{IOUncommon}}Acc/End <br />
| {{IOUncommon}}Hold/Range <br />
| {{IOUncommon}}Acc/Hold/Rech || <br />
|-<br />
| [[File:IO_Neuronic_Shutdown.png|20px]]<br />
| [[Neuronic Shutdown]] <br />
| 10-30 <br />
| {{IOUncommon}}Acc/Rech <br />
| {{IOPoolA}}End/Hold <br />
| {{IOPoolA}}Acc/End <br />
| {{IOPoolB}}Hold/Range <br />
| {{IOPoolC}}Acc/Hold/Rech <br />
| {{IOPoolC}}Chance for Psionic DoT {{IOProc}}<br />
|-<br />
| [[File:IO_Basilisk's_Gaze.png|20px]]<br />
| [[Basilisk's Gaze]] <br />
| 10-30<br />
| {{IOPoolA}}Acc/Hold <br />
| {{IOPoolA}}Acc/Rech<br />
| {{IOPoolB}}Rech/Hold<br />
| {{IOPoolB}}End/Rech/Hold<br />
| {{IOPoolC}}Acc/End/Rech/Hold<br />
| {{IOPoolC}}Chance for -Recharge{{IOProc}}<br />
|-<br />
| [[File:IO_Essence_of_Curare.png|20px]]<br />
| [[Essence of Curare]] <br />
| 20-50 <br />
| {{IOUncommon}}Acc/Rech <br />
| {{IOUncommon}}End/Hold <br />
| {{IOUncommon}}Acc/End <br />
| {{IOUncommon}}Hold/Range <br />
| {{IOUncommon}}Acc/Hold <br />
| {{IOUncommon}}Acc/Hold/Rech <br />
|-<br />
| [[File:IO_Ghost_Widow's_Embrace.png|20px]]<br />
| [[Ghost Widow's Embrace]] <br />
| 20-50 <br />
| {{IOPoolA}}Acc/Rech <br />
| {{IOPoolA}}End/Hold <br />
| {{IOPoolB}}Acc/End <br />
| {{IOPoolB}}Hold/Range <br />
| {{IOPoolC}}Acc/Hold/Rech <br />
| {{IOPoolC}}Chance for Psionic Damage {{IOProc}}<br />
|-<br />
| [[File:IO_Lockdown.png|20px]]<br />
| [[Lockdown]] <br />
| 30-50<br />
| {{IOPoolA}}Acc/Hold <br />
| {{IOPoolA}}Acc/Rech<br />
| {{IOPoolB}}Rech/Hold<br />
| {{IOPoolB}}End/Rech/Hold<br />
| {{IOPoolC}}Acc/End/Rech/Hold<br />
| {{IOPoolC}}Chance for Mag 2 Hold {{IOProc}}<br />
|-<br />
| [[File:IO_Unbreakable_Constraint.png|20px]]<br />
| [[Unbreakable Constraint]] <br />
| 50 <br />
| {{IOVeryRare}}Hold (Superior) {{IOUnique}} <br />
| {{IOVeryRare}}Hold/Rech (Superior) {{IOUnique}} <br />
| {{IOVeryRare}}Hold/Rech/Acc (Superior) {{IOUnique}} <br />
| {{IOVeryRare}}Rech/Acc (Superior) {{IOUnique}} <br />
| {{IOVeryRare}}Hold/End (Superior) {{IOUnique}} <br />
| {{IOVeryRare}}Chance for Smashing Dam {{IOUnique}} {{IOProc}}<br />
|-<br />
| [[File:IO_Gladiator's Net.png|20px]]<br />
| [[Gladiator's Net]] <br />
| 10-50 <br />
| {{IOPVP}}Acc/Hold<br />
| {{IOPVP}}Acc/Rech<br />
| {{IOPVP}}Rech/Hold<br />
| {{IOPVP}}End/Rech/Hold<br />
| {{IOPVP}}Acc/End/Rech/Hold<br />
| {{IOPVP}}Chance for Lethal Damage {{IOProc}}<br />
|-<br />
| [[File:IO_Unbreakable_Constraint.png|20px]]<br />
| [[Entomb]] <br />
| 10-50 <br />
| {{IOSpecial}} Acc/Hold{{IOUnique}} <br />
| {{IOSpecial}} Hold/Rech {{IOUnique}} <br />
| {{IOSpecial}} End/Rech {{IOUnique}} <br />
| {{IOSpecial}} Acc/Hold/End {{IOUnique}} <br />
| {{IOSpecial}} Acc/Hold/End/Rech {{IOUnique}} <br />
| {{IOSpecial}} Rech/Chance for +Absorb {{IOUnique}} {{IOProc}}<br />
|-<br />
| [[File:IO_Unbreakable_Constraint.png|20px]]<br />
| [[Superior Entomb]] <br />
| 50 <br />
| {{IOSpecial}} Acc/Hold{{IOUnique}} <br />
| {{IOSpecial}} Hold/Rech {{IOUnique}} <br />
| {{IOSpecial}} End/Rech {{IOUnique}} <br />
| {{IOSpecial}} Acc/Hold/End {{IOUnique}} <br />
| {{IOSpecial}} Acc/Hold/End/Rech {{IOUnique}} <br />
| {{IOSpecial}} Rech/Chance for +Absorb {{IOUnique}} {{IOProc}}<br />
|-<br />
|}<br />
<br />
:Set Bonuses<br />
<br />
{{IOBonusHeader}}<br />
| [[Paralytic]] <br />
| {{IOlevel1}} | 1% Recovery <br />
| {{IOlevel1}} | 1.5% Positive/Negative Energy Res<br/>2.5% Mez Res<br />
| {{IOlevel1}} | 0.9% Endurance<br />
| {{IOlevel1}} | 1% Hold Dur || <br />
|-<br />
| [[Neuronic Shutdown]] <br />
| {{IOlevel2}} | 2.25% Smash/Lethal Res<br/>3.75% Mez Res<br />
| {{IOlevel3}} | 1.5% Health <br />
| {{IOlevel3}} | 7% Accuracy <br />
| {{IOlevel3}} | 2% Hold Dur <br />
| {{IOlevel3}} | 2.5% Melee Def<br/>1.25% Smash/Lethal Def<br />
|-<br />
| [[Basilisk's Gaze]] <br />
| {{IOlevel3}} | 2.5% Pos/Neg Energy Def<br/>1.25% Ranged Def<br />
| {{IOlevel3}} | 2% Recovery<br />
| {{IOlevel5}} | 7.5% Recharge Time<br />
| {{IOlevel4}} | 3.75% Energy/Negative Res<br/>6.25% Mez Res<br />
| {{IOlevel4}} | 10% Regeneration<br />
|-<br />
| [[Essence of Curare]] <br />
| {{IOlevel1}} | 1.5% Toxic/Psionic Res<br/>2.5% Mez Res<br />
| {{IOlevel1}} | 1.5% Fire/Cold Res<br/>2.5% Mez REs<br />
| {{IOlevel2}} | 2.25% Smash/Lethal Res<br/>3.75% Mez Res<br />
| {{IOlevel2}} | 1.5% Hold Dur <br />
| {{IOlevel2}} | 1.875% Ranged Def<br/>0.9375% Pos/Neg Energy Def<br />
|-<br />
| [[Ghost Widow's Embrace]] <br />
| {{IOlevel4}} | 0.75% Movement Speed<br />
| {{IOlevel4}} | 1.875 Health <br />
| {{IOlevel4}} | 2.25% Endurance <br />
| {{IOlevel4}} | 2.5% Hold Dur <br />
| {{IOlevel5}} | 4.5% Toxic/Psionic Res<br/>7.5% Mez Res<br />
|-<br />
| [[Lockdown]] <br />
| {{IOlevel5}} | 3% Damage<br />
| {{IOlevel4}} | 2.5% Hold Dur<br />
| {{IOlevel4}} | 3.75% Fire/Cold Rez<br/>6.25% Mez Res<br />
| {{IOlevel3}} | 2.5% AoE Def<br/>1.25% Fire/Cold Def<br />
| {{IOlevel5}} | 3.75% Ranged Def<br/>1.875% Pos/Neg Energy Def<br />
|-<br />
| [[Unbreakable Constraint]] <br />
| {{IOlevel7}} | 4% Recovery <br />
| {{IOlevel7}} | 6% Fire/Cold Res<br/>10% Mez Res<br />
| {{IOlevel7}} | 15% Accuracy <br />
| {{IOlevel7}} | 10% Recharge Time <br />
| {{IOlevel7}} | 6% Toxic/Psionic Res<br/>10% Res<br />
|-<br />
| [[Gladiator's Net]] <br /> PvE and PvP<br />
| {{IOlevel4}} | 2.5% Hold<br />
| {{IOlevel4}} | 2.25% Endurance <br />
| {{IOlevel4}} | 2.5% Damage <br />
| {{IOlevel5}} | 7.5% Recharge Time <br />
| {{IOlevel4}} | 3.125% AoE Def<br/>1.5625% Fire/Cold Def<br />
|-<br />
| [[Gladiator's Net]] <br /> PvP Only<br />
| {{IOlevel2}} | 2.25% Fire/Cold Res<br/>3.75% Mez Res<br />
| {{IOlevel3}} | 10% Range<br />
| {{IOlevel3}} | 10% Slow Resistance <br />
| {{IOlevel5}} | 2.25% Health <br />
| {{IOlevel5}} | 3% Recovery <br />
|-<br />
|-<br />
| [[Entomb]] <br />
| {{IOlevel2}} | 2.25% Fire/Cold Res<br/>3.75% Mez Res<br />
| {{IOlevel3}} | 10% Slow Res<br />
| {{IOlevel3}} | 2% Recovery<br />
| {{IOlevel2}} | 1.875% Energy/Negative Def<br/>0.9375% Ranged Def<br />
| {{IOlevel5}} | 3.75% Fire/Cold Def<br/>1.875% AoE Def<br />
|-<br />
| [[Superior Entomb]] <br />
| {{IOlevel7}} | 5% Fire/Cold Res<br/>2.5% Mez Res<br />
| {{IOlevel5}} | 15% Slow Res<br />
| {{IOlevel7}} | 4% Recovery<br />
| {{IOlevel7}} | 5% Energy/Negative Def<br/>2.5% Ranged Def<br />
| {{IOlevel7}} | 5% Fire/Cold Def<br/>2.5% AoE Def<br />
|}<br />
<br />
=== Immobilize ===<br />
{| class="wikitable" style="text-align:left"<br />
! !! Set name !! Levels !! Option 1 !! Option 2 !! Option 3 !! Option 4 !! Option 5 !! Option 6 <br />
|-<br />
| [[File:IO_Rooting_Grasp.png|20px]]<br />
| [[Rooting Grasp]] <br />
| 10-30 <br />
| {{IOUncommon}}Acc/Rech <br />
| {{IOUncommon}}End/Immob <br />
| {{IOUncommon}}Acc/End <br />
| {{IOUncommon}}Immob/Range <br />
| {{IOUncommon}}Acc/Immob/Rech || <br />
|-<br />
| [[File:IO_Debilitative_Action.png|20px]]<br />
| [[Debilitative Action]] <br />
| 10-30 <br />
| {{IOUncommon}}Acc/Rech <br />
| {{IOPoolA}}End/Immob <br />
| {{IOPoolA}}Acc/End <br />
| {{IOPoolB}}Immob/Range<br />
| {{IOPoolC}}Acc/Immob/Rech <br />
| {{IOPoolC}}Chance for Stun {{IOProc}} <br />
|-<br />
| [[File:IO_Enfeebled_Operation.png|20px]]<br />
| [[Enfeebled Operation]] <br />
| 20-50 <br />
| {{IOUncommon}}Acc/Rech <br />
| {{IOUncommon}}End/Immob <br />
| {{IOUncommon}}Acc/End <br />
| {{IOUncommon}}Immob/Range <br />
| {{IOUncommon}}Acc/Immob/Rech <br />
| {{IOUncommon}}Acc/Immob <br />
|-<br />
| [[File:IO_Trap_of_the_Hunter.png|20px]]<br />
| [[Trap of the Hunter]] <br />
| 20-50 <br />
| {{IOPoolA}}Acc/Rech <br />
| {{IOPoolA}}End/Immob <br />
| {{IOPoolB}}Acc/End <br />
| {{IOPoolB}}Immob/Acc <br />
| {{IOPoolC}}Acc/Immob/Rech <br />
| {{IOPoolC}}Chance for Lethal Damage {{IOProc}} <br />
|-<br />
| [[File:IO_Gravitational_Anchor.png|20px]]<br />
| [[Gravitational Anchor]] <br />
| 50 <br />
| {{IOVeryRare}}Immob (Superior) {{IOUnique}} <br />
| {{IOVeryRare}}Immob/Rech (Superior) {{IOUnique}} <br />
| {{IOVeryRare}}Immob/Rech/Acc (Superior) {{IOUnique}} <br />
| {{IOVeryRare}}Rech/Acc (Superior) {{IOUnique}} <br />
| {{IOVeryRare}}Immob/End (Superior) {{IOUnique}} <br />
| {{IOVeryRare}}Chance for Hold {{IOUnique}} {{IOProc}}<br />
|-<br />
|}<br />
<br />
:Set Bonuses<br />
<br />
{{IOBonusHeader}}<br />
| [[Rooting Grasp]] <br />
| {{IOlevel1}} | 2% Immob Dur <br />
| {{IOlevel1}} | 0.75% Health <br />
| {{IOlevel1}} | 1% Damage <br />
| {{IOlevel1}} | 2.5% Recharge Time || <br />
|-<br />
| [[Debilitative Action]] <br />
| {{IOlevel3}} | 4% Immob Dur <br />
| {{IOlevel3}} | 2.25% Fire/Cold Res<br/>3.75% Mez Res<br />
| {{IOlevel3}} | 8% Regeneration<br />
| {{IOlevel3}} | 2.5% AoE Def<br/>1.25% Fire/Cold Def<br />
| {{IOlevel5}} | 4.5% Toxic/Psionic Res<br/>7.5% Mez Res<br />
|-<br />
| [[Enfeebled Operation]] <br />
| {{IOlevel2}} | 3% Immob Dur <br />
| {{IOlevel2}} | 2.25% Energy/Negative Res<br/>3.75% Mez Res<br />
| {{IOlevel3}} | 2.5% Smash/Lethal Def<br/>1.25% Melee Def<br />
| {{IOlevel2}} | 3.75% Recharge Time <br />
| {{IOlevel4}} | 3.125% Melee Def<br/>1.5625% Smash/Lethal Def<br />
|-<br />
| [[Trap of the Hunter]] <br />
| {{IOlevel4}} | 5% Immob Dur <br />
| {{IOlevel4}} | 1.875% Health <br />
| {{IOlevel4}} | 9% Accuracy <br />
| {{IOlevel4}} | 3.75% Smash/Lethal Res<br/> 6.25% Mez Res<br />
| {{IOlevel4}} | 3.125% Ranged Def<br/>1.5625% Pos/Neg Energy Def<br />
|-<br />
| [[Gravitational Anchor]] <br />
| {{IOlevel7}} | 4% Recovery <br />
| {{IOlevel7}} | 6% Fire/Cold Res<br/>10% Mez Res<br />
| {{IOlevel7}} | 15% Accuracy <br />
| {{IOlevel7}} | 10% Recharge Time <br />
| {{IOlevel7}} | 6% Toxic/Psionic Res<br/>10% Mez Res<br />
|-<br />
|}<br />
<br />
=== Knockback ===<br />
{| class="wikitable" style="text-align:left"<br />
! !! Set name !! Levels !! Option 1 !! Option 2 !! Option 3 !! Option 4 !! Option 5 !! Option 6<br />
|-<br />
| [[File:IO_Volley_of_Velocity.png|20px]] <br />
| [[Volley of Velocity]] <br />
| 10-20 <br />
| {{IOUncommon}}Knock/Acc <br />
| {{IOUncommon}}Knock/Dam <br />
| {{IOUncommon}}Knock/Rech || || ||<br />
|-<br />
| [[File:IO_Explosive_Strike.png|20px]] <br />
| [[Explosive Strike]] <br />
| 10-20 <br />
| {{IOUncommon}}Knock/Dam <br />
| {{IOPoolA}}Knock/Acc <br />
| {{IOPoolB}}Chance for Smashing Dam {{IOProc}} || || ||<br />
|-<br />
| [[File:IO_Kinetic_Crash.png|20px]] <br />
| [[Kinetic Crash]] <br />
| 21-50 <br />
| {{IOUncommon}}Knock/Dam <br />
| {{IOUncommon}}Knock/Acc <br />
| {{IOUncommon}}Knock/Rech <br />
| {{IOUncommon}}Rech/End <br />
| {{IOUncommon}}Knock/Dam/End <br />
| {{IOPoolA}}Knock/Dam/Acc<br />
|-<br />
| [[File:IO_Force_Feedback.png|20px]] <br />
| [[Force Feedback]] <br />
| 21-50 <br />
| {{IOUncommon}}Knock/Dam <br />
| {{IOPoolA}}Knock/Acc <br />
| {{IOPoolB}} Knock/Rech <br />
| {{IOPoolC}}Rech/End<br />
| {{IOPoolB}}Knock/Dam/End <br />
| {{IOPoolA}}Chance for +Rech {{IOProc}}<br />
|-<br />
|}<br />
<br />
:Set Bonuses<br />
<br />
{{IOBonusHeader}}<br />
| [[Volley of Velocity]]<br />
| {{IOlevel1}} | 6% Regeneration<br />
| {{IOlevel2}} | 1.125% Health || || || <br />
|-<br />
| [[Explosive Strike]]<br />
| {{IOlevel2}} | 1.5% Damage <br />
| {{IOlevel2}} | 1.875% Ranged Def<br/>0.9375% Pos/Neg Energy Def|| || || <br />
|-<br />
| [[Kinetic Crash]]<br />
| {{IOlevel2}} | 4.5% Movement Speed<br />
| {{IOlevel3}} | 2.25% Smash/Lethal Res<br/>3.75% Mez Res<br />
| {{IOlevel2}} | Mag 3 Knockback Protection <br />
| {{IOlevel2}} | 6% Regeneration <br />
| {{IOlevel5}} | 7.5% Recharge Time <br />
|-<br />
| [[Force Feedback]]<br />
| {{IOlevel4}} | 7.5% Movement Speed <br />
| {{IOlevel3}} | 3% Energy/Negative Res<br/>5% Mez Res<br />
| {{IOlevel4}} | 10% Regeneration <br />
| {{IOlevel4}} | 2.5% Damage <br />
| {{IOlevel4}} | 3.125% AoE Def<br/>1.5625% Fire/Cold Def<br />
|-<br />
|}<br />
<br />
=== Sleep ===<br />
{| class="wikitable" style="text-align:left"<br />
! !! Set name !! Levels !! Option 1 !! Option 2 !! Option 3 !! Option 4 !! Option 5 !! Option 6 <br />
|-<br />
| [[File:IO_Hibernation.png|20px]]<br />
| [[Hibernation]] <br />
| 10-30 <br />
| {{IOUncommon}}Acc/Rech <br />
| {{IOUncommon}}End/Sleep <br />
| {{IOUncommon}}Acc/End <br />
| {{IOUncommon}}Sleep/Range <br />
| {{IOUncommon}}Acc/Rech/Sleep ||<br />
|-<br />
| [[File:IO_Induced_Coma.png|20px]]<br />
| [[Induced Coma]] <br />
| 10-30 <br />
| {{IOUncommon}}Acc/Rech <br />
| {{IOPoolA}}End/Sleep <br />
| {{IOPoolA}}Acc/End <br />
| {{IOPoolB}}Sleep/Range <br />
| {{IOPoolC}}Acc/Sleep/Rech<br />
| {{IOPoolC}}Chance for Recharge Slow {{IOProc}} <br />
|-<br />
| [[File:IO_Lethargic_Repose.png|20px]]<br />
| [[Lethargic Repose]] <br />
| 20-50 <br />
| {{IOUncommon}}Acc/Rech <br />
| {{IOUncommon}}End/Sleep <br />
| {{IOUncommon}}Acc/End <br />
| {{IOUncommon}}Sleep/Range <br />
| {{IOUncommon}}Acc/Rech/Sleep <br />
| {{IOUncommon}}Acc/Sleep<br />
|-<br />
| [[File:IO_Call_of_the_Sandman.png|20px]]<br />
| [[Call of the Sandman]] <br />
| 20-50 <br />
| {{IOPoolA}}Acc/Rech <br />
| {{IOPoolA}}End/Sleep <br />
| {{IOPoolB}}Acc/End <br />
| {{IOPoolB}}Sleep/Range <br />
| {{IOPoolC}}Acc/Rech/Sleep <br />
| {{IOPoolC}}Chance for Self Heal {{IOProc}} <br />
|-<br />
| [[File:IO_Fortunata_Hypnosis.png|20px]]<br />
| [[Fortunata Hypnosis]] <br />
| 50 <br />
| {{IOVeryRare}}Sleep (Superior) {{IOUnique}} <br />
| {{IOVeryRare}}Sleep/Rech (Superior) {{IOUnique}} <br />
| {{IOVeryRare}}Sleep/Rech/Acc (Superior) {{IOUnique}} <br />
| {{IOVeryRare}}Rech/Acc (Superior) {{IOUnique}} <br />
| {{IOVeryRare}}Sleep/End (Superior) {{IOUnique}} <br />
| {{IOVeryRare}}Chance for Placate {{IOUnique}} {{IOProc}}<br />
|-<br />
|}<br />
<br />
:Set Bonuses<br />
<br />
{{IOBonusHeader}}<br />
| [[Hibernation]] <br />
| {{IOlevel3}} | Sleep Dur <br />
| {{IOlevel1}} | + Health <br />
| {{IOlevel1}} | + Smashing Res <br />
| {{IOlevel1}} | - Recharge Time || <br />
|-<br />
| [[Induced Coma]] <br />
| {{IOlevel5}} | Sleep Dur <br />
| {{IOlevel1}} | + Health <br />
| {{IOlevel3}} | Debt Prot <br />
| {{IOlevel2}} | + Move <br />
| {{IOlevel3}} | + Melee Def<br/>+ Smash/Lethal Def (Half)<br />
|-<br />
| [[Lethargic Repose]] <br />
| {{IOlevel3}} | Sleep Dur <br />
| {{IOlevel2}} | + Pos/Neg Energy Def<br/>+ Ranged Def (Half) <br />
| {{IOlevel2}} | + Smash/Lethal Def<br/>+ Melee Def (Half) <br />
| {{IOlevel2}} | + AoE Def<br/>+ Fire/Cold Def (Half) <br />
| {{IOlevel2}} | + Toxic Res <br />
|-<br />
| [[Call of the Sandman]] <br />
| {{IOlevel4}} | Sleep Dur <br />
| {{IOlevel4}} | + Health <br />
| {{IOlevel4}} | + Endurance <br />
| {{IOlevel4}} | - Recharge Time <br />
| {{IOlevel4}} | + Toxic/Psionic Res <br />
|-<br />
| [[Fortunata Hypnosis]] <br />
| {{IOlevel7}} | + Recovery <br />
| {{IOlevel7}} | + Fire/Cold Res <br />
| {{IOlevel7}} | Accuracy <br />
| {{IOlevel7}} | - Recharge Time <br />
| {{IOlevel7}} | + Toxic Res <br />
|-<br />
|}<br />
<br />
=== Stuns ===<br />
{| class="wikitable" style="text-align:left"<br />
! !! Set name !! Levels !! Option 1 !! Option 2 !! Option 3 !! Option 4 !! Option 5 !! Option 6 <br />
|-<br />
| [[File:IO_Stagger.png|20px]]<br />
| [[Stagger]] <br />
| 10-30 <br />
| {{IOUncommon}}Acc/Rech <br />
| {{IOUncommon}}End/Stun <br />
| {{IOUncommon}}Acc/End <br />
| {{IOUncommon}}Stun/Range<br />
| {{IOUncommon}}Acc/Stun/Rech <br />
|-<br />
| [[File:IO_Razzle_Dazzle.png|20px]]<br />
| [[Razzle Dazzle]] <br />
| 10-30 <br />
| {{IOUncommon}}Acc/Rech <br />
| {{IOPoolA}}End/Stun <br />
| {{IOPoolA}}Acc/End <br />
| {{IOPoolB}}Stun/Range <br />
| {{IOPoolC}}Acc/Stun/Rech <br />
| {{IOPoolC}}Chance for Immobilize {{IOProc}} <br />
|-<br />
| [[File:IO_Rope_A_Dope.png|20px]]<br />
| [[Rope A Dope]] <br />
| 20-50 <br />
| {{IOUncommon}}Acc/Rech <br />
| {{IOUncommon}}End/Stun <br />
| {{IOUncommon}}Acc/End <br />
| {{IOUncommon}}Stun/Range <br />
| {{IOUncommon}}Acc/Stun/Rech <br />
| {{IOUncommon}}Acc/Stun<br />
|-<br />
| [[File:IO_Stupefy.png|20px]]<br />
| [[Stupefy]] <br />
| 20-50 <br />
| {{IOPoolA}}Acc/Rech <br />
| {{IOPoolA}}End/Stun <br />
| {{IOPoolB}}Acc/End <br />
| {{IOPoolB}}Stun/Range <br />
| {{IOPoolC}}Acc/Stun/Rech <br />
| {{IOPoolC}}Chance for Knockback {{IOProc}}<br />
|-<br />
| [[File:IO_Absolute_Amazement.png|20px]]<br />
| [[Absolute Amazement]] <br />
| 50 <br />
| {{IOVeryRare}}Stun (Superior) {{IOUnique}} <br />
| {{IOVeryRare}}Stun/Rech (Superior) {{IOUnique}} <br />
| {{IOVeryRare}}Stun/Rech/Acc (Superior) {{IOUnique}} <br />
| {{IOVeryRare}}Rech/Acc (Superior) {{IOUnique}} <br />
| {{IOVeryRare}}Stun/End (Superior) {{IOUnique}} <br />
| {{IOVeryRare}}Chance for ToHit Debuff {{IOUnique}} {{IOProc}}<br />
|-<br />
|}<br />
<br />
:Set Bonuses<br />
<br />
{{IOBonusHeader}}<br />
| [[Stagger]] <br />
| {{IOlevel1}} | + RunSpeed <br />
| {{IOlevel1}} | + Fire/Cold Def<br/>+ AoE Def (Half) <br />
| {{IOlevel1}} | Stun Dur <br />
| {{IOlevel1}} | - Recharge Time || <br />
|-<br />
| [[Razzle Dazzle]] <br />
| {{IOlevel3}} | + Recovery <br />
| {{IOlevel3}} | + Health <br />
| {{IOlevel3}} | Stun Dur <br />
| {{IOlevel3}} | + Melee Def<br/>+ Smash/Lethal Def (Half) <br />
| {{IOlevel3}} | + AoE Def<br/>+ Fire/Cold Def (Half) <br />
|-<br />
| [[Rope A Dope]] <br />
| {{IOlevel2}} | + Regeneration <br />
| {{IOlevel2}} | + Fire/Cold Res <br />
| {{IOlevel3}} | Stun Dur <br />
| {{IOlevel2}} | Hold Res <br />
| {{IOlevel2}} | + Psionic Def <br />
|-<br />
| [[Stupefy]] <br />
| {{IOlevel4}} | + Recovery <br />
| {{IOlevel4}} | + Health <br />
| {{IOlevel5}} | Stun Dur <br />
| {{IOlevel4}} | - Recharge Time <br />
| {{IOlevel4}} | + Ranged Def<br/>+ Pos/Neg Energy Def (Half) <br />
|-<br />
| [[Absolute Amazement]] <br />
| {{IOlevel7}} | + Recovery <br />
| {{IOlevel7}} | + Fire/Cold Res <br />
| {{IOlevel7}} | Accuracy <br />
| {{IOlevel7}} | - Recharge Time <br />
| {{IOlevel7}} | + Toxic Res <br />
|-<br />
|}<br />
<br />
=== Taunt ===<br />
{| class="wikitable" style="text-align:left"<br />
! !! Set name !! Levels !! Option 1 !! Option 2 !! Option 3 !! Option 4 !! Option 5 !! Option 6<br />
|-<br />
| [[File:IO_Annoyance.png|20px]] <br />
| [[Annoyance]] <br />
| 10-20 <br />
| {{IOUncommon}}Taunt <br />
| {{IOUncommon}}Taunt/Rech <br />
| {{IOUncommon}}Taunt/Rech/Range || || ||<br />
|-<br />
| [[File:IO_Triumphant_Insult.png|20px]] <br />
| [[Triumphant Insult]] <br />
| 10-20 <br />
| {{IOUncommon}}Taunt <br />
| {{IOPoolA}}Taunt/Rech <br />
| {{IOPoolB}}Chance to Disorient {{IOProc}} || || ||<br />
|-<br />
| [[File:IO_Mocking_Beratement.png|20px]] <br />
| [[Mocking Beratement]] <br />
| 21-50 <br />
| {{IOUncommon}}Taunt <br />
| {{IOUncommon}}Taunt/Rech <br />
| {{IOUncommon}}Taunt/Rech/Range <br />
| {{IOUncommon}}Rech/Acc <br />
| {{IOUncommon}}Taunt/Range <br />
| {{IOPoolA}}Rech<br />
|-<br />
| [[File:IO_Perfect_Zinger.png|20px]] <br />
| [[Perfect Zinger]] <br />
| 21-50 <br />
| {{IOUncommon}}Taunt <br />
| {{IOPoolA}}Taunt/Rech <br />
| {{IOPoolB}}Taunt/Rech/Range <br />
| {{IOPoolC}}Rech/Acc <br />
| {{IOPoolA}}Rech <br />
| {{IOPoolA}}Chance for Psi Dam {{IOProc}}<br />
|-<br />
|}<br />
<br />
:Set Bonuses<br />
<br />
{{IOBonusHeader}}<br />
| [[Annoyance]]<br />
| {{IOlevel1}} | 4% Regeneration <br />
| {{IOlevel1}} | 1.25% Smash/Lethal Def<br/>0.625% Melee Def|| || || <br />
|-<br />
| [[Triumphant Insult]]<br />
| {{IOlevel1}} | 1% Recovery <br />
| {{IOlevel2}} | 1.875% Smash/Lethal Def<br/>0.9375% Melee Def|| || || <br />
|-<br />
| [[Mocking Beratement]]<br />
| {{IOlevel3}} | 1.8% Endurance <br />
| {{IOlevel2}} | 2.25% Smash/Lethal Res<br/>3.75% Mez Res<br />
| {{IOlevel3}} | 2.5% Smash/Lethal Def<br/>1.25% Melee Def<br />
| {{IOlevel4}} | 3.125% Fire/Cold Def<br/>1.5625% AoE Def<br />
| {{IOlevel5}} | 7.5% Recharge Time <br />
|-<br />
| [[Perfect Zinger]]<br />
| {{IOlevel2}} | 2.25% Toxic/Psionic Res<br/>3.75 Mez Res<br />
| {{IOlevel4}} | 10% Regeneration <br />
| {{IOlevel3}} | 5% Recharge Time <br />
| {{IOlevel4}} | 2.5% Damage <br />
| {{IOlevel4}} | 3.125% Smash/Lethal Def<br/>1.5625% Melee Def<br />
|-<br />
|}<br />
<br />
== Travel Sets ==<br />
=== Flight ===<br />
{| class="wikitable" style="text-align:left"<br />
! !! Set name !! Levels !! Option 1 !! Option 2 !! Option 3<br />
|-<br />
| [[File:IO_Soaring.png|20px]]<br />
| [[Soaring]]<br />
| 15-50<br />
| {{IOUncommon}}Fly<br />
| {{IOUncommon}}End<br />
| {{IOUncommon}}Fly/End<br />
|-<br />
| [[File:IO_Freebird.png|20px]]<br />
| [[Freebird]]<br />
| 15-50<br />
| {{IOPoolA}}End<br />
| {{IOPoolB}}Fly<br />
| {{IOPoolC}}+Stealth {{IOUnique}}<br />
|-<br />
|}<br />
<br />
:Set Bonuses<br />
<br />
{| class="wikitable" style="text-align:center; background:SeaShell"<br />
! Set name !! With 2 slotted !! With 3 slotted<br />
|-<br />
| [[Soaring]]<br />
| {{IOlevel1}} | + Recovery<br />
| {{IOlevel1}} | + Health<br />
|-<br />
| [[Freebird]]<br />
| {{IOlevel3}} | + Regeneration<br />
| {{IOlevel3}} | + Health<br />
|-<br />
|}<br />
<br />
=== Leaping ===<br />
{| class="wikitable" style="text-align:left"<br />
! !! Set name !! Levels !! Option 1 !! Option 2 !! Option 3<br />
|-<br />
| [[File:IO_Springfoot.png|20px]]<br />
| [[Springfoot]]<br />
| 15-50<br />
| {{IOUncommon}}Jump<br />
| {{IOUncommon}}End<br />
| {{IOUncommon}}Jump/End<br />
|-<br />
| [[File:IO_Unbounded_Leap.png|20px]]<br />
| [[Unbounded Leap]]<br />
| 15-50<br />
| {{IOPoolA}}End<br />
| {{IOPoolB}}Jump<br />
| {{IOPoolC}}+Stealth {{IOUnique}}<br />
|-<br />
|}<br />
<br />
:Set Bonuses<br />
<br />
{| class="wikitable" style="text-align:center; background:SeaShell"<br />
! Set name !! With 2 slotted !! With 3 slotted<br />
|-<br />
| [[Springfoot]]<br />
| {{IOlevel1}} | + SpeedJumping<br />
| {{IOlevel1}} | + Health<br />
|-<br />
| [[Unbounded Leap]]<br />
| {{IOlevel3}} | + SpeedJumping<br />
| {{IOlevel3}} | + Health<br />
|-<br />
|}<br />
<br />
=== Running ===<br />
{| class="wikitable" style="text-align:left"<br />
! !! Set name !! Levels !! Option 1 !! Option 2 !! Option 3<br />
|-<br />
| [[File:IO_Quickfoot.png|20px]]<br />
| [[Quickfoot]]<br />
| 15-50<br />
| {{IOUncommon}}Run Speed<br />
| {{IOUncommon}}End<br />
| {{IOUncommon}}Run/End<br />
|-<br />
| [[File:IO_Celerity.png|20px]]<br />
| [[Celerity]]<br />
| 15-50<br />
| {{IOPoolA}}End<br />
| {{IOPoolB}}Run Speed<br />
| {{IOPoolC}}+Stealth {{IOUnique}}<br />
|-<br />
|}<br />
<br />
:Set Bonuses<br />
<br />
{| class="wikitable" style="text-align:center; background:SeaShell"<br />
! Set name !! With 2 slotted !! With 3 slotted<br />
|-<br />
| [[Quickfoot]]<br />
| {{IOlevel1}} | Immob Res<br />
| {{IOlevel1}} | + Health<br />
|-<br />
| [[Celerity]]<br />
| {{IOlevel3}} | Immob Res<br />
| {{IOlevel3}} | + Health<br />
|-<br />
|}<br />
<br />
=== Teleport ===<br />
{| class="wikitable" style="text-align:left"<br />
! !! Set name !! Levels !! Option 1 !! Option 2 !! Option 3<br />
|-<br />
| [[File:IO_Jaunt.png|20px]]<br />
| [[Jaunt]]<br />
| 15-50<br />
| {{IOUncommon}}Range<br />
| {{IOUncommon}}End<br />
| {{IOUncommon}}Range/End<br />
|-<br />
| [[File:IO_Time_and_Space_Manipulation.png|20px]]<br />
| [[Time and Space Manipulation|Time & Space Manipulation]]<br />
| 15-50<br />
| {{IOPoolA}}End<br />
| {{IOPoolB}}Range<br />
| {{IOPoolC}}+Stealth {{IOUnique}}<br />
|-<br />
|}<br />
<br />
:Set Bonuses<br />
<br />
{| class="wikitable" style="text-align:center; background:SeaShell"<br />
! Set name !! With 2 slotted !! With 3 slotted<br />
|-<br />
| [[Jaunt]]<br />
| {{IOlevel1}} | + Regeneration<br />
| {{IOlevel1}} | + Health<br />
|-<br />
| [[Time and Space Manipulation|Time & Space Manipulation]]<br />
| {{IOlevel3}} | + Regeneration<br />
| {{IOlevel3}} | + Health<br />
|-<br />
|}<br />
<br />
=== Universal Travel ===<br />
<br />
{| class="wikitable" style="text-align:left"<br />
! !! Set name !! Levels !! Option 1 !! Option 2 !! Option 3<br />
|-<br />
| [[File:IO_Blessing_of_the_Zephyr.png|20px]]<br />
| [[Blessing of the Zephyr]] <br />
| 10-50<br />
| {{IOPoolA}}Run, Jump, Fly, Range<br />
| {{IOPoolB}}Run, Jump, Fly, Range/Endurance<br />
| {{IOPoolC}}Knockback Protection (4 points) {{IOGlobal}}<br />
|-<br />
| [[File:IO_Winter's_Gift.png|20px]]<br />
| [[Winter's Gift]] <br />
| 10-50<br />
| {{IOSpecial}}Run, Jump, Fly, Range {{IOUnique}}<br />
| {{IOSpecial}}Run, Jump, Fly, Range/Endurance {{IOUnique}}<br />
| {{IOSpecial}}Slow Resistance (20%) {{IOUnique}} {{IOGlobal}}<br />
|}<br />
<br />
:Set Bonuses<br />
<br />
{| class="wikitable" style="text-align:center; background:SeaShell"<br />
! Set name !! With 2 slotted !! With 3 slotted<br />
|-<br />
| [[Blessing of the Zephyr]] <br />
| {{IOlevel1}} | + Ranged Def<br/>+ Pos/Neg Energy Def (Half)<br />
| {{IOlevel2}} | + AoE Def<br/>+ Fire/Cold Def (Half)<br />
|-<br />
| [[Winter's Gift]] <br />
| {{IOlevel7}} | + Cold Res<br />
| {{IOlevel5}} | + Movement Speed<br />
|}<br />
<br />
== Other Sets ==<br />
=== Accurate Defense Debuff ===<br />
{| class="wikitable" style="text-align:left"<br />
! !! Set name !! Levels !! Option 1 !! Option 2 !! Option 3 !! Option 4 !! Option 5 !! Option 6 <br />
|-<br />
| [[File:IO_Shield_Breaker.png|20px]]<br />
| [[Shield Breaker]] <br />
| 10-30<br />
| {{IOPoolA}}Def<br />
| {{IOPoolA}}Acc/Def<br />
| {{IOPoolB}}Acc/Rech<br />
| {{IOPoolB}}Def/End/Rech<br />
| {{IOPoolC}}Acc/End/Rech<br />
| {{IOPoolC}}Chance for Lethal Damage {{IOProc}}<br />
|-<br />
| [[File:IO_Analyze_Weakness.png|20px]]<br />
| [[Analyze Weakness]] <br />
| 30-50<br />
| {{IOPoolA}}Def<br />
| {{IOPoolA}}Acc/Def<br />
| {{IOPoolB}}Acc/Rech<br />
| {{IOPoolB}}Def/End/Rech<br />
| {{IOPoolC}}Acc/End/Rech<br />
| {{IOPoolC}} Chance for +ToHit {{IOProc}}<br />
|-<br />
|}<br />
<br />
:Set Bonuses<br />
<br />
{{IOBonusHeader}}<br />
| [[Shield Breaker]] <br />
| {{IOlevel4}} | + Recovery<br />
| {{IOlevel1}} | Status Resistance<br />
| {{IOlevel3}} | + AoE Def<br/>+ Fire/Cold Def (Half)<br />
| {{IOlevel5}} | Accuracy<br />
| {{IOlevel4}} | + Melee Def<br/>+ Smash/Lethal Def (Half) <br />
|-<br />
| [[Analyze Weakness]] <br />
| {{IOlevel4}} | + Regeneration<br />
| {{IOlevel3}} | Stun Res<br />
| {{IOlevel3}} | + Damage<br />
| {{IOlevel5}} | Accuracy<br />
| {{IOlevel4}} | + Smashing/Lethal Res<br />
|-<br />
|}<br />
<br />
=== Accurate To Hit Debuff ===<br />
{| class="wikitable" style="text-align:left"<br />
! !! Set name !! Levels !! Option 1 !! Option 2 !! Option 3 !! Option 4 !! Option 5 !! Option 6 <br />
|-<br />
| [[File:IO_Cloud_Senses.png|20px]]<br />
| [[Cloud Senses]] <br />
| 10-30 <br />
| {{IOPoolA}}ToHit<br />
| {{IOPoolA}}Acc/ToHit<br />
| {{IOPoolB}}Acc/Rech<br />
| {{IOPoolB}}ToHit/End/Rech<br />
| {{IOPoolC}}Acc/End/Rech<br />
| {{IOPoolC}}Chance for Negative Energy Dam {{IOProc}}<br />
|-<br />
| [[File:IO_Siphon_Insight.png|20px]]<br />
| [[Siphon Insight]] <br />
| 30-50<br />
| {{IOPoolA}}ToHit<br />
| {{IOPoolA}}Acc/ToHit<br />
| {{IOPoolB}}Acc/Rech<br />
| {{IOPoolB}}ToHit/End/Rech<br />
| {{IOPoolC}}Acc/End/Rech<br />
| {{IOPoolC}}Chance for +ToHit {{IOProc}}<br />
|-<br />
|}<br />
<br />
:Set Bonuses<br />
<br />
{{IOBonusHeader}}<br />
| [[Cloud Senses]] <br />
| {{IOlevel1}} | Status Resistance<br />
| {{IOlevel4}} | + Endurance<br />
| {{IOlevel4}} | - Recharge Time<br />
| {{IOlevel4}} | + Movement Speed<br />
| {{IOlevel5}} | + Ranged Def<br/>+ Pos/Neg Energy Def (Half)<br />
|-<br />
| [[Siphon Insight]] <br />
| {{IOlevel3}} | + Movement Speed<br />
| {{IOlevel3}} | Debt Prot<br />
| {{IOlevel4}} | Accuracy<br />
| {{IOlevel5}} | + Smash/Lethal Def<br/>+ Melee Def (Half)<br />
| {{IOlevel5}} | + AoE Def<br/>+ Fire/Cold Def (Half)<br />
|-<br />
|}<br />
<br />
=== Defense Debuff ===<br />
{| class="wikitable" style="text-align:left"<br />
! !! Set name !! Levels !! Option 1 !! Option 2 !! Option 3 !! Option 4 !! Option 5 !! Option 6<br />
|-<br />
| [[File:IO Exploited Vulnerability.png|20px]] <br />
| [[Exploited Vulnerability]] <br />
| 10-20 <br />
| {{IOUncommon}}Def <br />
| {{IOUncommon}}Def/Rech <br />
| {{IOUncommon}}Def/Rech/End || || ||<br />
|-<br />
| [[File:IO Achilles' Heel.png|20px]] <br />
| [[Achilles' Heel]] <br />
| 10-20 <br />
| {{IOUncommon}}Def <br />
| {{IOPoolA}}Def/Rech <br />
| {{IOPoolB}}Chance for Resistance Debuff {{IOProc}} || || ||<br />
|-<br />
| [[File:IO Undermined Defenses.png|20px]] <br />
| [[Undermined Defenses]] <br />
| 21-50 <br />
| {{IOUncommon}}Def <br />
| {{IOUncommon}}Def/Rech <br />
| {{IOUncommon}}Def/Rech/End <br />
| {{IOUncommon}}Rech/End <br />
| {{IOUncommon}}Def/End <br />
| {{IOPoolA}}Rech<br />
|-<br />
| [[File:IO Touch of Lady Grey.png|20px]] <br />
| [[Touch of Lady Grey]] <br />
| 21-50 <br />
| {{IOUncommon}}Def <br />
| {{IOPoolA}}Def/Rech <br />
| {{IOPoolB}}Def/Rech/End <br />
| {{IOPoolC}}Rech/End <br />
| {{IOPoolA}}Def/End <br />
| {{IOPoolA}}Chance for Negative Energy Dam {{IOProc}}<br />
|-<br />
|}<br />
<br />
:Set Bonuses<br />
<br />
{{IOBonusHeader}}<br />
| [[Exploited Vulnerability]] <br />
| {{IOlevel1}} | Accuracy <br />
| {{IOlevel1}} | + Melee Def<br/>+ Smash/Lethal Def (Half) || || || <br />
|-<br />
| [[Achilles' Heel]] <br />
| {{IOlevel2}} | + Damage <br />
| {{IOlevel2}} | + AoE Def<br/>+ Fire/Cold Def (Half) || || || <br />
|-<br />
| [[Undermined Defenses]]<br />
| {{IOlevel3}} | + Damage <br />
| {{IOlevel3}} | + Endurance <br />
| {{IOlevel3}} | Accuracy <br />
| {{IOlevel3}} | + Health <br />
| {{IOlevel3}} | + AoE Def<br/>+ Fire/Cold Def (Half) <br />
|-<br />
| [[Touch of Lady Grey]]<br />
| {{IOlevel3}} | + Health <br />
| {{IOlevel4}} | + Recovery <br />
| {{IOlevel3}} | + Regeneration <br />
| {{IOlevel3}} | + Damage <br />
| {{IOlevel5}} | Accuracy <br />
|-<br />
|}<br />
<br />
=== Endurance Modification ===<br />
{| class="wikitable" style="text-align:left"<br />
! !! Set name !! Levels !! Option 1 !! Option 2 !! Option 3 !! Option 4 !! Option 5 !! Option 6<br />
|-<br />
| [[File:IO Adrenal Adjustment.png|20px]] <br />
| [[Adrenal Adjustment]] <br />
| 10-20 <br />
| {{IOUncommon}}EndMod <br />
| {{IOUncommon}}EndMod/Rech <br />
| {{IOUncommon}}EndMod/Rech/Acc || || ||<br />
|-<br />
| [[File:IO Energy Manipulator.png|20px]] <br />
| [[Energy Manipulator]] <br />
| 10-20 <br />
| {{IOUncommon}}EndMod <br />
| {{IOPoolA}}EndMod/Rech <br />
| {{IOPoolB}}Chance to Disorient {{IOProc}} || || ||<br />
|-<br />
| [[File:IO Efficacy Adaptor.png|20px]] <br />
| [[Efficacy Adaptor]] <br />
| 21-50 <br />
| {{IOUncommon}}EndMod <br />
| {{IOUncommon}}EndMod/Rech <br />
| {{IOUncommon}}EndMod/Rech/Acc <br />
| {{IOUncommon}}Rech/Acc <br />
| {{IOUncommon}}EndMod/Acc <br />
| {{IOPoolA}}EndMod/End<br />
|-<br />
| [[File:IO Performance Shifter.png|20px]] <br />
| [[Performance Shifter]] <br />
| 21-50 <br />
| {{IOUncommon}}EndMod <br />
| {{IOPoolA}}EndMod/Rech <br />
| {{IOPoolB}}EndMod/Rech/Acc <br />
| {{IOPoolC}}Rech/Acc <br />
| {{IOPoolA}}EndMod/Acc <br />
| {{IOPoolA}}Chance for +Endurance {{IOProc}}<br />
|-<br />
|}<br />
<br />
:Set Bonuses<br />
<br />
{{IOBonusHeader}}<br />
| [[Adrenal Adjustment]] <br />
| {{IOlevel1}} | 1% Recovery <br />
| {{IOlevel2}} | 1.13% Health || || || <br />
|-<br />
| [[Energy Manipulator]] <br />
| {{IOlevel2}} | 1.5% Recovery <br />
| {{IOlevel2}} | 6% Regeneration || || || <br />
|-<br />
| [[Efficacy Adaptor]]<br />
| {{IOlevel2}} | 1.13% Health <br />
| {{IOlevel2}} | 1.5% Recovery <br />
| {{IOlevel4}} | 10% Regeneration <br />
| {{IOlevel4}} | 2.5% Damage <br />
| {{IOlevel3}} | 5% Recharge Time <br />
|-<br />
| [[Performance Shifter]]<br />
| {{IOlevel4}} | 5% Movement Speed <br />
| {{IOlevel4}} | 1.88% Health <br />
| {{IOlevel4}} | 2.5% Recovery <br />
| {{IOlevel4}} | 2.5% Damage <br />
| {{IOlevel4}} | 3.13% AoE Def<br/> 1.565% Fire/Cold Def<br />
|-<br />
|}<br />
<br />
=== Slow Movement ===<br />
{| class="wikitable" style="text-align:left"<br />
! !! Set name !! Levels !! Option 1 !! Option 2 !! Option 3 !! Option 4 !! Option 5 !! Option 6 <br />
|-<br />
| [[File:IO_Curtail_Speed.png|20px]]<br />
| [[Curtail Speed]] <br />
| 10-30 <br />
| {{IOUncommon}}Acc/Slow <br />
| {{IOUncommon}}Dam/Slow <br />
| {{IOUncommon}}Acc/End <br />
| {{IOUncommon}}Slow/Range <br />
| {{IOUncommon}}End/Rech/Slow || <br />
|-<br />
| [[File:IO_Impeded_Swiftness.png|20px]]<br />
| [[Impeded Swiftness]] <br />
| 10-30 <br />
| {{IOUncommon}}Acc/Slow <br />
| {{IOPoolA}}Dam/Slow <br />
| {{IOPoolA}}Acc/End <br />
| {{IOPoolB}}Slow/Range <br />
| {{IOPoolC}}End/Rech/Slow <br />
| {{IOPoolC}}Chance for Smashing Damage {{IOProc}} <br />
|-<br />
| [[File:IO_Tempered_Readiness.png|20px]]<br />
|nowrap|[[Tempered Readiness]] <br />
| 20-50 <br />
| {{IOUncommon}}Acc/Slow <br />
| {{IOUncommon}}Dam/Slow <br />
| {{IOUncommon}}Acc/End <br />
| {{IOUncommon}}Slow/Range <br />
| {{IOUncommon}}End/Rech/Slow <br />
| {{IOUncommon}}Acc/Dam/Slow <br />
|-<br />
| [[File:IO_Pacing_of_the_Turtle.png|20px]]<br />
| [[Pacing of the Turtle]] <br />
| 20-50 <br />
| {{IOPoolA}}Acc/Slow <br />
| {{IOPoolA}}Dam/Slow <br />
| {{IOPoolB}}Acc/End <br />
| {{IOPoolB}}Slow/Range <br />
| {{IOPoolC}}End/Rech/Slow <br />
| {{IOPoolC}}Chance for Recharge Slow {{IOProc}} <br />
|-<br />
|}<br />
<br />
:Set Bonuses<br />
<br />
{{IOBonusHeader}}<br />
| [[Curtail Speed]] <br />
| {{IOlevel1}} | Immob Res <br />
| {{IOlevel3}} | Improved Slow <br />
| {{IOlevel1}} | + Smash/Lethal Def<br/>+ Melee Def (Half) <br />
| {{IOlevel1}} | - Recharge Time || <br />
|-<br />
| [[Impeded Swiftness]] <br />
| {{IOlevel3}} | Immob Res <br />
| {{IOlevel5}} | Improved Slow <br />
| {{IOlevel3}} | Stun Res <br />
| {{IOlevel3}} | Hold Res <br />
| {{IOlevel3}} | + Melee Def<br/>+ Smash/Lethal Def (Half) <br />
|-<br />
| [[Tempered Readiness]] <br />
| {{IOlevel2}} | + Recovery <br />
| {{IOlevel2}} | Improved Slow <br />
| {{IOlevel1}} | + Endurance <br />
| {{IOlevel2}} | - Recharge Time <br />
| {{IOlevel2}} | + Ranged Def<br/>+ Pos/Neg Energy Def (Half) <br />
|-<br />
| [[Pacing of the Turtle]] <br />
| {{IOlevel4}} | Sleep Res <br />
| {{IOlevel4}} | Improved Slow <br />
| {{IOlevel4}} | Accuracy <br />
| {{IOlevel4}} | Hold Res <br />
| {{IOlevel4}} | + Ranged Def<br/>+ Pos/Neg Energy Def (Half) <br />
|-<br />
|}<br />
<br />
=== To Hit Buff ===<br />
{| class="wikitable" style="text-align:left"<br />
! !! Set name !! Levels !! Option 1 !! Option 2 !! Option 3 !! Option 4 !! Option 5 !! Option 6<br />
|-<br />
| [[File:IO Encouraged Accuracy.png|20px]] <br />
| [[Encouraged Accuracy]] <br />
| 10-20 <br />
| {{IOUncommon}}ToHit <br />
| {{IOUncommon}}ToHit/Rech <br />
| {{IOUncommon}}ToHit/Rech/End || || ||<br />
|-<br />
| [[File:IO Rectified Reticle.png|20px]] <br />
| [[Rectified Reticle]] <br />
| 10-20 <br />
| {{IOUncommon}}ToHit <br />
| {{IOPoolA}}ToHit/Rech <br />
| {{IOPoolB}}Increased Perception {{IOUnique}} {{IOGlobal}} || || ||<br />
|-<br />
| [[File:IO Adjusted Targeting.png|20px]] <br />
| [[Adjusted Targeting]] <br />
| 21-50 <br />
| {{IOUncommon}}ToHit <br />
| {{IOUncommon}}ToHit/Rech <br />
| {{IOUncommon}}ToHit/Rech/End <br />
| {{IOUncommon}}Rech/End <br />
| {{IOUncommon}}ToHit/End <br />
| {{IOPoolA}}Rech<br />
|-<br />
| [[File:IO Gaussian's Synchronized Fire-Control.png|20px]] <br />
| [[Gaussian's Synchronized Fire-Control]] <br />
| 21-50 <br />
| {{IOUncommon}}ToHit <br />
| {{IOPoolA}}ToHit/Rech <br />
| {{IOPoolB}}ToHit/Rech/End <br />
| {{IOPoolC}}Rech/End <br />
| {{IOPoolA}}ToHit/End <br />
| {{IOPoolA}}Chance for Build Up {{IOUnique}} {{IOProc}}<br />
|-<br />
|}<br />
<br />
:Set Bonuses<br />
<br />
{{IOBonusHeader}}<br />
| [[Encouraged Accuracy]] <br />
| {{IOlevel2}} | Debt Prot <br />
| {{IOlevel2}} | + Damage || || || <br />
|-<br />
| [[Rectified Reticle]] <br />
| {{IOlevel2}} | + Smash/Lethal Def<br/>+ Melee Def (Half) <br />
| {{IOlevel2}} | + Regeneration || || || <br />
|-<br />
| [[Adjusted Targeting]]<br />
| {{IOlevel3}} | + Damage <br />
| {{IOlevel3}} | + Positive/Negative Energy Res <br />
| {{IOlevel4}} | Accuracy <br />
| {{IOlevel3}} | - Recharge Time <br />
| {{IOlevel3}} | Status Resistance <br />
|-<br />
| [[Gaussian's Synchronized Fire-Control]]<br />
| {{IOlevel4}} | + Movement Speed <br />
| {{IOlevel4}} | +Health <br />
| {{IOlevel4}} | + Recovery <br />
| {{IOlevel4}} | + Damage <br />
| {{IOlevel3}} | + Melee Def<br/>+ Smash/Lethal Def (Half)<br />+ Ranged Def<br/>+ Pos/Neg Energy Def (Half)<br />+ AoE Def<br/>+ Fire/Cold Def (Half) <br />
|-<br />
|}<br />
<br />
=== To Hit Debuff ===<br />
{| class="wikitable" style="text-align:left"<br />
! !! Set name !! Levels !! Option 1 !! Option 2 !! Option 3 !! Option 4 !! Option 5 !! Option 6<br />
|-<br />
| [[File:IO Discouraging Words.png|20px]] <br />
| [[Discouraging Words]] <br />
| 10-20 <br />
| {{IOUncommon}}ToHit <br />
| {{IOUncommon}}ToHit/Rech <br />
| {{IOUncommon}}ToHit/Rech/Acc || || ||<br />
|-<br />
| [[File:IO Deflated Ego.png|20px]] <br />
| [[Deflated Ego]] <br />
| 10-20 <br />
| {{IOUncommon}}ToHit <br />
| {{IOPoolA}}ToHit/Rech <br />
| {{IOPoolB}}Chance for Recovery Debuff {{IOProc}} || || ||<br />
|-<br />
| [[File:IO Dampened Spirits.png|20px]] <br />
| [[Dampened Spirits]] <br />
| 21-50 <br />
| {{IOUncommon}}ToHit <br />
| {{IOUncommon}}ToHit/Rech <br />
| {{IOUncommon}}ToHit/Rech/End <br />
| {{IOUncommon}}Rech/End <br />
| {{IOUncommon}}ToHit/End <br />
| {{IOPoolA}}Rech<br />
|-<br />
| [[File:IO Dark Watcher's Despair.png|20px]] <br />
| [[Dark Watcher's Despair]] <br />
| 21-50 <br />
| {{IOUncommon}}ToHit <br />
| {{IOPoolA}}ToHit/Rech <br />
| {{IOPoolB}}ToHit/Rech/End <br />
| {{IOPoolC}}Rech/End <br />
| {{IOPoolA}}ToHit/End <br />
| {{IOPoolA}}Chance for Recharge Slow {{IOProc}}<br />
|-<br />
|}<br />
<br />
:Set Bonuses<br />
<br />
{{IOBonusHeader}}<br />
| [[Discouraging Words]] <br />
| {{IOlevel2}} | + Confuse Res <br />
| {{IOlevel1}} | + Smash/Lethal Def<br/>+ Melee Def (Half) || || || <br />
|-<br />
| [[Deflated Ego]] <br />
| {{IOlevel1}} | Accuracy <br />
| {{IOlevel2}} | + Damage || || || <br />
|-<br />
| [[Dampened Spirits]]<br />
| {{IOlevel3}} | + Damage <br />
| {{IOlevel3}} | + Endurance <br />
| {{IOlevel3}} | + Negative Energy Res <br />
| {{IOlevel3}} | - Recharge Time <br />
| {{IOlevel3}} | Status Resistance <br />
|-<br />
| [[Dark Watcher's Despair]]<br />
| {{IOlevel3}} | + Health <br />
| {{IOlevel4}} | + Recovery <br />
| {{IOlevel3}} | - Recharge Time <br />
| {{IOlevel3}} | + Damage <br />
| {{IOlevel5}} | + Psionic Res <br />
|-<br />
|}<br />
<br />
== See Also ==<br />
* [[Archetype Enhancements]]<br />
* [[Enhancement Booster Salvage]]<br />
* [[Enhancement Converter Salvage]]<br />
* [[Store-Bought Enhancements]]<br />
<br />
[[Category:Invention System]]<br />
[[Category:Invention Sets|*1]]<br />
[[Category:Enhancements]]</div>Zombie Manhttps://archive.paragonwiki.com/w/index.php?title=Titan_Icon&diff=251099Titan Icon2013-08-11T08:06:22Z<p>Zombie Man: /* Pick Animation */ update link to more comprehensive menu</p>
<hr />
<div>{{otheruses4|1=the program that enables solo character creation and access to maps|2=other uses of Icon|3=Icon}}<br />
{{TOCright}}<br />
==Overview==<br />
<br />
'''Titan Icon''' is a freestanding executable file created by Codewalker which allows players of City of Heroes to access the character creation module of City of Heroes and to be able to enter and view the maps of City of Heroes. The program files and maps of City of Heroes were distributed for free to anyone who wished to play for free by [[NCsoft]] while the game was in operation.<br />
<br />
==Installation==<br />
<br />
===Current Version===<br />
<br />
The current version is 1.7 released on June 11, 2013. [http://www.cohtitan.com/forum/index.php/topic,7288.0.html Version notes are located here.]<br />
<br />
=== Download===<br />
[http://repo.cohtitan.com/icon/icon.exe Program Download Link]<br />
<br />
[http://repo.cohtitan.com/icon/icon-src-16.zip Source Code Download Link]<br />
:Source code is provided solely for programmers to add their own stuff.<br />
<br />
'''Requirements''': You must have either the latest [[Issue 23]] (version 2320.201207182341.1) or [[Issue 24]] (Beta) (version 2400.201208211101.1) game client installed. The NCSoft launcher is not required. The Issue 24 client has more costume parts available and is recommended if you have it. If you need to refresh your I24/Beta client, [http://www.savecoh.com/p/download-issue-24-beta.html see here].<br />
<br />
===Instructions for PC===<br />
<br />
*Save icon.exe into your City of Heroes program folder. On a default install, this may be in C:\Program Files\City of Heroes, or C:\Program Files (x86)\City of Heroes on 64-bit systems. It should have a cityofheroes.exe file in it as well.<br />
<br />
*Use Explorer to browse to that folder, and double click icon.exe. You can create a shortcut to it if desired.<br />
<br />
===Instructions for Mac===<br />
<br />
*IMPORTANT: MAKE A COPY OF YOUR CITY OF HEROES FOLDER. Since we'll be modifying it irrecoverably, it's best to work with a copy.<br />
<br />
*Download icon.exe from the link above.<br />
<br />
*Toss the NCSoft Launcher in the trash. Not really necessary, but it's fun. Laugh while the trash empties.<br />
<br />
*Use the finder's Go To Folder command and select ~/Library/Preferences.<br />
<br />
*Delete com.ncsoft.* (anything beginning with that) and City of Heroes preferences.<br />
<br />
*Right click on the City of Heroes application and select Show Package Contents.<br />
<br />
*Go to Contents > Resources > transgaming > c_drive > coh .... or that last part might be Program Files > City of Heroes.<br />
<br />
*Drag the icon.exe into the path above.<br />
<br />
*Back up to Contents and select MacOS. Click slowly twice in the name "cider" to rename it. Change the name to "cider_die".<br />
<br />
*Right-click on cider_noui and choose "Duplicate". Click slowly on the name "cider_noui copy" to rename it. Change that name to just "cider".<br />
<br />
*Backup to Contents again.<br />
<br />
*Download this Icon.plist file: http://repo.cohtitan.com/icon/Info.plist<br />
<br />
*Go to Contents again, and drop the Info.plist there, replacing the existing one.<br />
<br />
*Close everything up and launch the City of Heroes application. It will go directly into the costume creator!<br />
<br />
*(OPTIONAL) Change the name of the City of Heroes application to something like "CoH Costume Creator" to differentiate it.<br />
<br />
==Start-up Parameters==<br />
*'''NPC (Developer) Edit Mode''': To launch the game in NPC Edit mode, you need to run Icon with a -n switch. <br />
** '''On Windows''', the easiest way to do that is to create a shortcut to icon.exe (right click on icon.exe and use "Create Shortcut"). Once its created, right click on the shortcut and go to properties. In the first box, "Target", go to the VERY end of the line, after everything else. Add a space, then type '''-n''', Hit OK. You can then rename the shortcut so that you know it's for the NPC editing version, or move it to your desktop if you want. OR... download this file [https://dl.dropbox.com/u/37952257/icon-npc.bat Icon-npc.bat] to your CoH file directory. It is a simple .bat file that will execute '''''icon.exe -n'''''<br />
** '''On Macintosh''', you will need to edit the Info.plist file within the City of Heroes application folder. Right click your icon-fied City of Heroes application to "Show Package Contents". Open the Contents folder, then edit the Icon.plist file with a text editor or the Property List Editor if you have it installed. At the entry "CiderGameOptions", change the string to "-- icon.exe -n", and then save the changed file.<br />
<br />
*'''Bypass Character Creator''': {{red|Issue 24 Client Only!}}{{dot}}Icon now supports a -r command line option to create a random character and jump straight into Atlas Park. Random is random, you have been warned. <br />
<br />
==How to Operate==<br />
<br />
You can now enter Paragon City, Praetoria, and the Rogue Isles with your NPC-mode costume creations.<br />
<br />
===Loading Maps===<br />
:'''/loadmap_prompt''' {{dot}} Default keybind: F1 {{dot}} Maps can be loaded! You can either use the F1 key for the dialogue box or the /loadmap slash command. The map name should be specified in the same format as it is found in demorecords. The game doesn't care if the name ends in .txt or .bin, so you can use geobin/ paths too (just cut out the geobin and start the path with maps/). When changing maps, Icon parses the newly loaded map and attempts to find a suitable spawn point to move your character to. It picks one completely at random; the intent is to simply get you somewhere "inside" the map. This might mean in an interior area like a shop or hospital. It also means that on maps with an [[Arena]], you have a chance of spawning inside the infamous Matrix Room. <br />
<br />
::* [https://docs.google.com/spreadsheet/ccc?key=0Asgb7CIX1MhodGZyYmZCaks2b2N4bDF6dXdHblpTcFE#gid=0 List of all internal Map Names found here]<br />
::* [http://home.roadrunner.com/~scuzzbopper/maps.html Another list of Map Names]<br />
::* [[Demo Editing/Scenic Maps|Select group of notable Scenic Maps found here]]<br />
<br />
:'''/loadmap [mapname]''' {{dot}} Default keybind: None {{dot}} Loads the map specified in the parameter bypassing the dialogue box. <br />
<br />
:'''/time [num]''' {{dot}} Default keybind: None {{dot}} Changes the time of day. Should be specified as a number between 0 and 24 -- fractional values are allowed. The default time is 12 (Noon).<br />
<br />
:See PopMenu section below for menus for choosing a map or a time of day.<br />
<br />
===Movement, Positioning, and Viewing===<br />
:'''/prev_spawn, /next_spawn, /random_spawn''' {{dot}} These are by default bound to the bracket keys: {{red|[}} and {{red|]}}, and {{red|F12}}. They allow you to jump between player spawn points on the current map. If you don't like where you spawned, you can press F12 to go to a (probably) different random place within the map, or use the square brackets to step through the spawn points in order. Especially useful if you don't see a map or don't see the other sections of a map that you would normally 'warp' to by clicking a door or elevator while on a map.<br />
<br />
:'''/fly''' {{dot}} Default keybind: 1 {{dot}} Take to the skies! <br />
<br />
:'''/edit_pos''' {{dot}} Default keybind: F3 {{dot}} Allows instant jumping to a new map position. The command toggles a panel in which you can edit your X/Y/Z coordinates in order to instantly teleport to any desired position. The button switches between accepting absolute coordinates, and relative coordinates for moving just a "little to the right". Affects self if nothing is targeted, otherwise, it affects targeted NPC.<br />
<br />
:'''/detach_camera''' {{dot}} {{red|Issue 24 Client Only!}} {{dot}} Default keybind: F2 {{dot}} Detaches the camera from the player; excellent for precision placement for screenshots. While the camera is detached, W/A/S/D move the camera, Q/E rotate it, Space raises it, Z lowers it, PgUp/PgDown tilt the view, N/M roll, and B resets the roll to zero.<br />
<br />
===Developer Commands===<br />
:'''/map_dev''' {{dot}} Default keybind: F4 {{dot}} Show normally hidden developer markers most likely used as part of the map editing process. Neighborhood volumes, spawn points, etc. More importantly, it also makes indoor sections (which are normally invisible when you're not inside them) show up, so they're easier to find in no-clip mode. Pressing F4 again turns it off. You can see but not really edit markers.<br />
<br />
:'''/no_clip''' {{dot}} Default keybind: F5 {{dot}} Toggles no-clipping mode on and off. Basically the same as using /nocoll 1, but is a toggle so it can be easily bound, and also displays an on-screen message to notify you if it's on or off.<br />
<br />
:'''/access_level Number''' {{dot}} This command changes your client access level. Cheater. The default access level is 0. Higher access levels unlock many, many developer and debugging commands, which are outside the scope of this page. There are no commands that require higher than access level 9.<br />
<br />
:'''Console''': Hit the backtick (`) key, may also be tilde (unshifted ~) on your keyboard to bring up the console. cmdlist will show you most of them, though there may be too many to scroll through the whole list. cmds [name] will search. That's all built into the client (if you have AL>1) and not new commands added by Icon.<br />
<br />
:'''Note''': One thing that definitely won't work is the map editor, since Icon overwrites part of its UI code in order to steal the coordinate editor for F3. However the map editor doesn't work without a server to handle the commands that it sends anyway.<br />
<br />
:{{red|Caution!}} These commands are intended for developer use, and many are not user-friendly. Several of them will crash your game client. Use this command at your own risk.<br />
<br />
===Spawning, Moving, Deleting NPCs===<br />
<br />
:'''/spawn_npc [internal_designation] [given_name]''' {{dot}} You can use this slash command to create an NPC at your current position. It takes two parameters, the model to use (this is the same as shows up in demorecords), and the name for your NPC. You can put the name in quotes for readability if you wish. Some examples:<br />
:*/spawnnpc Model_Statesman Statesman<br />
:: Creates a Statesman NPC with the name 'Statesman'<br />
:*/spawnnpc 5th_Mek_Man Mr. Roboto<br />
:: Creates a 5th Column Mek Man with the name 'Mr. Roboto'<br />
:*/spawnnpc Nemesis "A Plot?"<br />
:: Creates a Nemesis NPC with the name 'A Plot?'<br />
<br />
::* [https://docs.google.com/spreadsheet/ccc?key=0AhIRRsGz_pIedEpKNktybkN4MFlLSGlpNUdmWFcxa3c#gid=0 See here for a list of NPC models]<br />
<br />
:See PopMenu section below for a menus for choosing an NPC or item.<br />
<br />
:'''/rename''' {{dot}} Changes the name of the targeted entity to what you specify after the command. May optionally be enclosed in quotes, but not required. If you don't have an NPC targeted, changes your own name. It's a Known Issue that Some NPCs display a P-string for a name instead of their actual name. Unfortunately, the localized names for some of the NPCs are not present in the client files, as this is information that is normally sent by the server. If your favorite NPC is affected by this, feel free to '''/rename''' to rename them.<br />
<br />
:'''/load_costume [Filename]''' By popular demand, this command loads a player costume from a .costume file. The file should be located in the "costumes" subfolder of your COH install -- this is the same one that is used for loading or saving costumes from the character creator. You should not include the .costume extension in the name, just use the name of the character that the costume was saved for. If you are targeting an NPC when you use this command, it will load the costume onto that target instead of yourself.<br />
<br />
:'''/be_npc [NPC_Name]''' {{dot}} Ever wanted to know what it was like to be the Avatar of Hamidon? Type "/benpc Avatar_Hamidon" and find out! This takes the same type of NPC costume specification as the /spawn_npc command -- see link above for a full list.<br />
<br />
:'''/move_npc''' {{dot}} Default keybind: G {{dot}} Useful for fine-tuning NPC positioning for screenshots, using this command or pressing 'G' will teleport the targeted NPC to your position. Note that this will bump you out of the way unless you have noclip mode on, because: ''Citizens > All''. The F3 Coordinate Editor works on targeted NPCs.<br />
<br />
:'''/delete_npc''' {{dot}} Default keybind: Shift+Delete {{dot}} Sends your poor targeted NPC to the great bit-bucket in the sky. Why would you want to be so heartless?<br />
<br />
:'''/clear_npc''' {{dot}} Wipes all NPCs off the face of the map, creating a "Ghost Town". Some of the residents of Paragon City thought that empty zones were boring, and decided to come hang out. This includes contacts, trainers, and any NPCs that are "Persistent" NPCs, that is, they are hardcoded in the map data to always be present and not be spawned conditionally by the server.<br />
<br />
===Animations (Emotes)===<br />
:'''/mov [MOV_name]''' {{dot}} Default keybind: None {{dot}} Makes your character, or the NPC you have targeted, play an animation (what players know as 'emotes'). The animation should be specified in the same format as MOV commands from demorecords. Note that the normal /emote (/e, /em) commands do not work, nor do the normal naming conventions ('dance,' 'newspaper'). You can only use '/mov' as a command and the internal names of the animations. <br />
<br />
::* [[Demo_Editing/List_of_MOVs|Full list of internal MOV names found here]].<br />
::* [http://www.leandro.cox-supergroups.com/movs.torrent Short MP4 demos of all the MOVs (torrent link)]<br />
<br />
:'''/rememberap33''' {{dot}} Default keybind: 2 {{dot}} Raise a torch in remembrance of all the heroes who have walked the streets of Paragon City. (And the Villains because... FIRE!)<br />
<br />
:See PopMenu section below for menus for choosing a map or a time of day.<br />
<br />
== Available PopMenus ==<br />
<br />
The following are player-created [[popmenu]]s to be used for Titan Icon. They are text files that you download and then place them in the game sudbdirectory at: \data\texts\English\menus<br />
<br />
They are called with the command: /popmenu <name of file><br />
<br />
They can be bound to a key: /bind <key> popmenu <name of file><br />
<br />
=== Pick Map ===<br />
:[https://app.box.com/s/v0bko53w2d8cbrucdiv2 Chose a map from a select list]<br />
<br />
:/popmenu maps<br />
:/bind <key> popmenu maps<br />
:From Tacitala and Phaetan and wyldhunt on the Titan forum.<br />
<br />
=== Set Time of Day ===<br />
<br />
:[https://www.box.com/s/elv02dlcx0i63ftd9cr9 Set the time of day]<br />
<br />
:/popmenu time<br />
:/bind <key> popmenu time<br />
:From batqueen on the Titan forum.<br />
<br />
=== Pick NPC/Item Spawn ===<br />
<br />
:[https://app.box.com/s/jnowldlhmzz77sqh9lqn Choose an NPC or an Item to spawn from a deep menu list]<br />
<br />
:/popmenu npc<br />
:/bind <key> popmenu npc<br />
:From [http://www.cohtitan.com/forum/index.php/topic,8861.0.html batqueen on the Titan forum.]<br />
<br />
=== Pick Animation ===<br />
<br />
:[https://app.box.com/s/exr9ikirat0naty09iql Chose the animation (MOV) of the target (self is none selected)]<br />
<br />
:/popmenu <br />
:/bind <key> popmenu <br />
:From Phaetan and Tacitala [http://www.cohtitan.com/forum/index.php/topic,8913.0.html on the Titan forum].<br />
<br />
==Notes==<br />
* Loading a map is an experimental feature, so many things won't work. Notably, doors are not usable and will freeze the client momentarily as it waits for a reply from a nonexistent server.<br />
*Certain weapon unlocks (Rularuu weapons, Romulus weapons, etc) still don't work in I23 version. You can still use NPC mode to access them in I24/Beta version.<br />
*Icon now displays a message with its version number when first entering a map, to help you be sure that you're running the version you intend to.<br />
*Along with persistent NPCs, Icon now spawns all the doors that are referenced by zone maps. They are non-functional, but look better than empty spaces where they should be.<br />
*Fixed the /spawn_npc command to prevent a buffer overflow that could possibly crash the client if very long names are used.<br />
*Icon now includes the patch that allows the game client to load any files as overrides from data/. This should make loading custom maps, geobins, and other mods easier in the future.<br />
::* [http://www.cohtitan.com/forum/index.php/topic,7288.msg120734.html#msg120734 If you wish to see this in action, look here for the original Atlas Park.]</div>Zombie Manhttps://archive.paragonwiki.com/w/index.php?title=Titan_Icon&diff=251097Titan Icon2013-08-07T22:27:03Z<p>Zombie Man: /* Pick Map */ updated link for fuller map listing</p>
<hr />
<div>{{otheruses4|1=the program that enables solo character creation and access to maps|2=other uses of Icon|3=Icon}}<br />
{{TOCright}}<br />
==Overview==<br />
<br />
'''Titan Icon''' is a freestanding executable file created by Codewalker which allows players of City of Heroes to access the character creation module of City of Heroes and to be able to enter and view the maps of City of Heroes. The program files and maps of City of Heroes were distributed for free to anyone who wished to play for free by [[NCsoft]] while the game was in operation.<br />
<br />
==Installation==<br />
<br />
===Current Version===<br />
<br />
The current version is 1.7 released on June 11, 2013. [http://www.cohtitan.com/forum/index.php/topic,7288.0.html Version notes are located here.]<br />
<br />
=== Download===<br />
[http://repo.cohtitan.com/icon/icon.exe Program Download Link]<br />
<br />
[http://repo.cohtitan.com/icon/icon-src-16.zip Source Code Download Link]<br />
:Source code is provided solely for programmers to add their own stuff.<br />
<br />
'''Requirements''': You must have either the latest [[Issue 23]] (version 2320.201207182341.1) or [[Issue 24]] (Beta) (version 2400.201208211101.1) game client installed. The NCSoft launcher is not required. The Issue 24 client has more costume parts available and is recommended if you have it. If you need to refresh your I24/Beta client, [http://www.savecoh.com/p/download-issue-24-beta.html see here].<br />
<br />
===Instructions for PC===<br />
<br />
*Save icon.exe into your City of Heroes program folder. On a default install, this may be in C:\Program Files\City of Heroes, or C:\Program Files (x86)\City of Heroes on 64-bit systems. It should have a cityofheroes.exe file in it as well.<br />
<br />
*Use Explorer to browse to that folder, and double click icon.exe. You can create a shortcut to it if desired.<br />
<br />
===Instructions for Mac===<br />
<br />
*IMPORTANT: MAKE A COPY OF YOUR CITY OF HEROES FOLDER. Since we'll be modifying it irrecoverably, it's best to work with a copy.<br />
<br />
*Download icon.exe from the link above.<br />
<br />
*Toss the NCSoft Launcher in the trash. Not really necessary, but it's fun. Laugh while the trash empties.<br />
<br />
*Use the finder's Go To Folder command and select ~/Library/Preferences.<br />
<br />
*Delete com.ncsoft.* (anything beginning with that) and City of Heroes preferences.<br />
<br />
*Right click on the City of Heroes application and select Show Package Contents.<br />
<br />
*Go to Contents > Resources > transgaming > c_drive > coh .... or that last part might be Program Files > City of Heroes.<br />
<br />
*Drag the icon.exe into the path above.<br />
<br />
*Back up to Contents and select MacOS. Click slowly twice in the name "cider" to rename it. Change the name to "cider_die".<br />
<br />
*Right-click on cider_noui and choose "Duplicate". Click slowly on the name "cider_noui copy" to rename it. Change that name to just "cider".<br />
<br />
*Backup to Contents again.<br />
<br />
*Download this Icon.plist file: http://repo.cohtitan.com/icon/Info.plist<br />
<br />
*Go to Contents again, and drop the Info.plist there, replacing the existing one.<br />
<br />
*Close everything up and launch the City of Heroes application. It will go directly into the costume creator!<br />
<br />
*(OPTIONAL) Change the name of the City of Heroes application to something like "CoH Costume Creator" to differentiate it.<br />
<br />
==Start-up Parameters==<br />
*'''NPC (Developer) Edit Mode''': To launch the game in NPC Edit mode, you need to run Icon with a -n switch. <br />
** '''On Windows''', the easiest way to do that is to create a shortcut to icon.exe (right click on icon.exe and use "Create Shortcut"). Once its created, right click on the shortcut and go to properties. In the first box, "Target", go to the VERY end of the line, after everything else. Add a space, then type '''-n''', Hit OK. You can then rename the shortcut so that you know it's for the NPC editing version, or move it to your desktop if you want. OR... download this file [https://dl.dropbox.com/u/37952257/icon-npc.bat Icon-npc.bat] to your CoH file directory. It is a simple .bat file that will execute '''''icon.exe -n'''''<br />
** '''On Macintosh''', you will need to edit the Info.plist file within the City of Heroes application folder. Right click your icon-fied City of Heroes application to "Show Package Contents". Open the Contents folder, then edit the Icon.plist file with a text editor or the Property List Editor if you have it installed. At the entry "CiderGameOptions", change the string to "-- icon.exe -n", and then save the changed file.<br />
<br />
*'''Bypass Character Creator''': {{red|Issue 24 Client Only!}}{{dot}}Icon now supports a -r command line option to create a random character and jump straight into Atlas Park. Random is random, you have been warned. <br />
<br />
==How to Operate==<br />
<br />
You can now enter Paragon City, Praetoria, and the Rogue Isles with your NPC-mode costume creations.<br />
<br />
===Loading Maps===<br />
:'''/loadmap_prompt''' {{dot}} Default keybind: F1 {{dot}} Maps can be loaded! You can either use the F1 key for the dialogue box or the /loadmap slash command. The map name should be specified in the same format as it is found in demorecords. The game doesn't care if the name ends in .txt or .bin, so you can use geobin/ paths too (just cut out the geobin and start the path with maps/). When changing maps, Icon parses the newly loaded map and attempts to find a suitable spawn point to move your character to. It picks one completely at random; the intent is to simply get you somewhere "inside" the map. This might mean in an interior area like a shop or hospital. It also means that on maps with an [[Arena]], you have a chance of spawning inside the infamous Matrix Room. <br />
<br />
::* [https://docs.google.com/spreadsheet/ccc?key=0Asgb7CIX1MhodGZyYmZCaks2b2N4bDF6dXdHblpTcFE#gid=0 List of all internal Map Names found here]<br />
::* [http://home.roadrunner.com/~scuzzbopper/maps.html Another list of Map Names]<br />
::* [[Demo Editing/Scenic Maps|Select group of notable Scenic Maps found here]]<br />
<br />
:'''/loadmap [mapname]''' {{dot}} Default keybind: None {{dot}} Loads the map specified in the parameter bypassing the dialogue box. <br />
<br />
:'''/time [num]''' {{dot}} Default keybind: None {{dot}} Changes the time of day. Should be specified as a number between 0 and 24 -- fractional values are allowed. The default time is 12 (Noon).<br />
<br />
:See PopMenu section below for menus for choosing a map or a time of day.<br />
<br />
===Movement, Positioning, and Viewing===<br />
:'''/prev_spawn, /next_spawn, /random_spawn''' {{dot}} These are by default bound to the bracket keys: {{red|[}} and {{red|]}}, and {{red|F12}}. They allow you to jump between player spawn points on the current map. If you don't like where you spawned, you can press F12 to go to a (probably) different random place within the map, or use the square brackets to step through the spawn points in order. Especially useful if you don't see a map or don't see the other sections of a map that you would normally 'warp' to by clicking a door or elevator while on a map.<br />
<br />
:'''/fly''' {{dot}} Default keybind: 1 {{dot}} Take to the skies! <br />
<br />
:'''/edit_pos''' {{dot}} Default keybind: F3 {{dot}} Allows instant jumping to a new map position. The command toggles a panel in which you can edit your X/Y/Z coordinates in order to instantly teleport to any desired position. The button switches between accepting absolute coordinates, and relative coordinates for moving just a "little to the right". Affects self if nothing is targeted, otherwise, it affects targeted NPC.<br />
<br />
:'''/detach_camera''' {{dot}} {{red|Issue 24 Client Only!}} {{dot}} Default keybind: F2 {{dot}} Detaches the camera from the player; excellent for precision placement for screenshots. While the camera is detached, W/A/S/D move the camera, Q/E rotate it, Space raises it, Z lowers it, PgUp/PgDown tilt the view, N/M roll, and B resets the roll to zero.<br />
<br />
===Developer Commands===<br />
:'''/map_dev''' {{dot}} Default keybind: F4 {{dot}} Show normally hidden developer markers most likely used as part of the map editing process. Neighborhood volumes, spawn points, etc. More importantly, it also makes indoor sections (which are normally invisible when you're not inside them) show up, so they're easier to find in no-clip mode. Pressing F4 again turns it off. You can see but not really edit markers.<br />
<br />
:'''/no_clip''' {{dot}} Default keybind: F5 {{dot}} Toggles no-clipping mode on and off. Basically the same as using /nocoll 1, but is a toggle so it can be easily bound, and also displays an on-screen message to notify you if it's on or off.<br />
<br />
:'''/access_level Number''' {{dot}} This command changes your client access level. Cheater. The default access level is 0. Higher access levels unlock many, many developer and debugging commands, which are outside the scope of this page. There are no commands that require higher than access level 9.<br />
<br />
:'''Console''': Hit the backtick (`) key, may also be tilde (unshifted ~) on your keyboard to bring up the console. cmdlist will show you most of them, though there may be too many to scroll through the whole list. cmds [name] will search. That's all built into the client (if you have AL>1) and not new commands added by Icon.<br />
<br />
:'''Note''': One thing that definitely won't work is the map editor, since Icon overwrites part of its UI code in order to steal the coordinate editor for F3. However the map editor doesn't work without a server to handle the commands that it sends anyway.<br />
<br />
:{{red|Caution!}} These commands are intended for developer use, and many are not user-friendly. Several of them will crash your game client. Use this command at your own risk.<br />
<br />
===Spawning, Moving, Deleting NPCs===<br />
<br />
:'''/spawn_npc [internal_designation] [given_name]''' {{dot}} You can use this slash command to create an NPC at your current position. It takes two parameters, the model to use (this is the same as shows up in demorecords), and the name for your NPC. You can put the name in quotes for readability if you wish. Some examples:<br />
:*/spawnnpc Model_Statesman Statesman<br />
:: Creates a Statesman NPC with the name 'Statesman'<br />
:*/spawnnpc 5th_Mek_Man Mr. Roboto<br />
:: Creates a 5th Column Mek Man with the name 'Mr. Roboto'<br />
:*/spawnnpc Nemesis "A Plot?"<br />
:: Creates a Nemesis NPC with the name 'A Plot?'<br />
<br />
::* [https://docs.google.com/spreadsheet/ccc?key=0AhIRRsGz_pIedEpKNktybkN4MFlLSGlpNUdmWFcxa3c#gid=0 See here for a list of NPC models]<br />
<br />
:See PopMenu section below for a menus for choosing an NPC or item.<br />
<br />
:'''/rename''' {{dot}} Changes the name of the targeted entity to what you specify after the command. May optionally be enclosed in quotes, but not required. If you don't have an NPC targeted, changes your own name. It's a Known Issue that Some NPCs display a P-string for a name instead of their actual name. Unfortunately, the localized names for some of the NPCs are not present in the client files, as this is information that is normally sent by the server. If your favorite NPC is affected by this, feel free to '''/rename''' to rename them.<br />
<br />
:'''/load_costume [Filename]''' By popular demand, this command loads a player costume from a .costume file. The file should be located in the "costumes" subfolder of your COH install -- this is the same one that is used for loading or saving costumes from the character creator. You should not include the .costume extension in the name, just use the name of the character that the costume was saved for. If you are targeting an NPC when you use this command, it will load the costume onto that target instead of yourself.<br />
<br />
:'''/be_npc [NPC_Name]''' {{dot}} Ever wanted to know what it was like to be the Avatar of Hamidon? Type "/benpc Avatar_Hamidon" and find out! This takes the same type of NPC costume specification as the /spawn_npc command -- see link above for a full list.<br />
<br />
:'''/move_npc''' {{dot}} Default keybind: G {{dot}} Useful for fine-tuning NPC positioning for screenshots, using this command or pressing 'G' will teleport the targeted NPC to your position. Note that this will bump you out of the way unless you have noclip mode on, because: ''Citizens > All''. The F3 Coordinate Editor works on targeted NPCs.<br />
<br />
:'''/delete_npc''' {{dot}} Default keybind: Shift+Delete {{dot}} Sends your poor targeted NPC to the great bit-bucket in the sky. Why would you want to be so heartless?<br />
<br />
:'''/clear_npc''' {{dot}} Wipes all NPCs off the face of the map, creating a "Ghost Town". Some of the residents of Paragon City thought that empty zones were boring, and decided to come hang out. This includes contacts, trainers, and any NPCs that are "Persistent" NPCs, that is, they are hardcoded in the map data to always be present and not be spawned conditionally by the server.<br />
<br />
===Animations (Emotes)===<br />
:'''/mov [MOV_name]''' {{dot}} Default keybind: None {{dot}} Makes your character, or the NPC you have targeted, play an animation (what players know as 'emotes'). The animation should be specified in the same format as MOV commands from demorecords. Note that the normal /emote (/e, /em) commands do not work, nor do the normal naming conventions ('dance,' 'newspaper'). You can only use '/mov' as a command and the internal names of the animations. <br />
<br />
::* [[Demo_Editing/List_of_MOVs|Full list of internal MOV names found here]].<br />
::* [http://www.leandro.cox-supergroups.com/movs.torrent Short MP4 demos of all the MOVs (torrent link)]<br />
<br />
:'''/rememberap33''' {{dot}} Default keybind: 2 {{dot}} Raise a torch in remembrance of all the heroes who have walked the streets of Paragon City. (And the Villains because... FIRE!)<br />
<br />
:See PopMenu section below for menus for choosing a map or a time of day.<br />
<br />
== Available PopMenus ==<br />
<br />
The following are player-created [[popmenu]]s to be used for Titan Icon. They are text files that you download and then place them in the game sudbdirectory at: \data\texts\English\menus<br />
<br />
They are called with the command: /popmenu <name of file><br />
<br />
They can be bound to a key: /bind <key> popmenu <name of file><br />
<br />
=== Pick Map ===<br />
:[https://app.box.com/s/v0bko53w2d8cbrucdiv2 Chose a map from a select list]<br />
<br />
:/popmenu maps<br />
:/bind <key> popmenu maps<br />
:From Tacitala and Phaetan and wyldhunt on the Titan forum.<br />
<br />
=== Set Time of Day ===<br />
<br />
:[https://www.box.com/s/elv02dlcx0i63ftd9cr9 Set the time of day]<br />
<br />
:/popmenu time<br />
:/bind <key> popmenu time<br />
:From batqueen on the Titan forum.<br />
<br />
=== Pick NPC/Item Spawn ===<br />
<br />
:[https://app.box.com/s/jnowldlhmzz77sqh9lqn Choose an NPC or an Item to spawn from a deep menu list]<br />
<br />
:/popmenu npc<br />
:/bind <key> popmenu npc<br />
:From [http://www.cohtitan.com/forum/index.php/topic,8861.0.html batqueen on the Titan forum.]<br />
<br />
=== Pick Animation ===<br />
<br />
:[https://docs.google.com/file/d/0B5FhLhcBjWhvNzNOT0NWVk1sd1E/edit?usp=sharing Chose the animation (MOV) of the target (self is none selected)]<br />
<br />
:/popmenu <br />
:/bind <key> popmenu <br />
:From wyldhunt on the Titan forum.<br />
<br />
==Notes==<br />
* Loading a map is an experimental feature, so many things won't work. Notably, doors are not usable and will freeze the client momentarily as it waits for a reply from a nonexistent server.<br />
*Certain weapon unlocks (Rularuu weapons, Romulus weapons, etc) still don't work in I23 version. You can still use NPC mode to access them in I24/Beta version.<br />
*Icon now displays a message with its version number when first entering a map, to help you be sure that you're running the version you intend to.<br />
*Along with persistent NPCs, Icon now spawns all the doors that are referenced by zone maps. They are non-functional, but look better than empty spaces where they should be.<br />
*Fixed the /spawn_npc command to prevent a buffer overflow that could possibly crash the client if very long names are used.<br />
*Icon now includes the patch that allows the game client to load any files as overrides from data/. This should make loading custom maps, geobins, and other mods easier in the future.<br />
::* [http://www.cohtitan.com/forum/index.php/topic,7288.msg120734.html#msg120734 If you wish to see this in action, look here for the original Atlas Park.]</div>Zombie Manhttps://archive.paragonwiki.com/w/index.php?title=Titan_Icon&diff=251095Titan Icon2013-08-07T20:28:34Z<p>Zombie Man: +available popmenus</p>
<hr />
<div>{{otheruses4|1=the program that enables solo character creation and access to maps|2=other uses of Icon|3=Icon}}<br />
{{TOCright}}<br />
==Overview==<br />
<br />
'''Titan Icon''' is a freestanding executable file created by Codewalker which allows players of City of Heroes to access the character creation module of City of Heroes and to be able to enter and view the maps of City of Heroes. The program files and maps of City of Heroes were distributed for free to anyone who wished to play for free by [[NCsoft]] while the game was in operation.<br />
<br />
==Installation==<br />
<br />
===Current Version===<br />
<br />
The current version is 1.7 released on June 11, 2013. [http://www.cohtitan.com/forum/index.php/topic,7288.0.html Version notes are located here.]<br />
<br />
=== Download===<br />
[http://repo.cohtitan.com/icon/icon.exe Program Download Link]<br />
<br />
[http://repo.cohtitan.com/icon/icon-src-16.zip Source Code Download Link]<br />
:Source code is provided solely for programmers to add their own stuff.<br />
<br />
'''Requirements''': You must have either the latest [[Issue 23]] (version 2320.201207182341.1) or [[Issue 24]] (Beta) (version 2400.201208211101.1) game client installed. The NCSoft launcher is not required. The Issue 24 client has more costume parts available and is recommended if you have it. If you need to refresh your I24/Beta client, [http://www.savecoh.com/p/download-issue-24-beta.html see here].<br />
<br />
===Instructions for PC===<br />
<br />
*Save icon.exe into your City of Heroes program folder. On a default install, this may be in C:\Program Files\City of Heroes, or C:\Program Files (x86)\City of Heroes on 64-bit systems. It should have a cityofheroes.exe file in it as well.<br />
<br />
*Use Explorer to browse to that folder, and double click icon.exe. You can create a shortcut to it if desired.<br />
<br />
===Instructions for Mac===<br />
<br />
*IMPORTANT: MAKE A COPY OF YOUR CITY OF HEROES FOLDER. Since we'll be modifying it irrecoverably, it's best to work with a copy.<br />
<br />
*Download icon.exe from the link above.<br />
<br />
*Toss the NCSoft Launcher in the trash. Not really necessary, but it's fun. Laugh while the trash empties.<br />
<br />
*Use the finder's Go To Folder command and select ~/Library/Preferences.<br />
<br />
*Delete com.ncsoft.* (anything beginning with that) and City of Heroes preferences.<br />
<br />
*Right click on the City of Heroes application and select Show Package Contents.<br />
<br />
*Go to Contents > Resources > transgaming > c_drive > coh .... or that last part might be Program Files > City of Heroes.<br />
<br />
*Drag the icon.exe into the path above.<br />
<br />
*Back up to Contents and select MacOS. Click slowly twice in the name "cider" to rename it. Change the name to "cider_die".<br />
<br />
*Right-click on cider_noui and choose "Duplicate". Click slowly on the name "cider_noui copy" to rename it. Change that name to just "cider".<br />
<br />
*Backup to Contents again.<br />
<br />
*Download this Icon.plist file: http://repo.cohtitan.com/icon/Info.plist<br />
<br />
*Go to Contents again, and drop the Info.plist there, replacing the existing one.<br />
<br />
*Close everything up and launch the City of Heroes application. It will go directly into the costume creator!<br />
<br />
*(OPTIONAL) Change the name of the City of Heroes application to something like "CoH Costume Creator" to differentiate it.<br />
<br />
==Start-up Parameters==<br />
*'''NPC (Developer) Edit Mode''': To launch the game in NPC Edit mode, you need to run Icon with a -n switch. <br />
** '''On Windows''', the easiest way to do that is to create a shortcut to icon.exe (right click on icon.exe and use "Create Shortcut"). Once its created, right click on the shortcut and go to properties. In the first box, "Target", go to the VERY end of the line, after everything else. Add a space, then type '''-n''', Hit OK. You can then rename the shortcut so that you know it's for the NPC editing version, or move it to your desktop if you want. OR... download this file [https://dl.dropbox.com/u/37952257/icon-npc.bat Icon-npc.bat] to your CoH file directory. It is a simple .bat file that will execute '''''icon.exe -n'''''<br />
** '''On Macintosh''', you will need to edit the Info.plist file within the City of Heroes application folder. Right click your icon-fied City of Heroes application to "Show Package Contents". Open the Contents folder, then edit the Icon.plist file with a text editor or the Property List Editor if you have it installed. At the entry "CiderGameOptions", change the string to "-- icon.exe -n", and then save the changed file.<br />
<br />
*'''Bypass Character Creator''': {{red|Issue 24 Client Only!}}{{dot}}Icon now supports a -r command line option to create a random character and jump straight into Atlas Park. Random is random, you have been warned. <br />
<br />
==How to Operate==<br />
<br />
You can now enter Paragon City, Praetoria, and the Rogue Isles with your NPC-mode costume creations.<br />
<br />
===Loading Maps===<br />
:'''/loadmap_prompt''' {{dot}} Default keybind: F1 {{dot}} Maps can be loaded! You can either use the F1 key for the dialogue box or the /loadmap slash command. The map name should be specified in the same format as it is found in demorecords. The game doesn't care if the name ends in .txt or .bin, so you can use geobin/ paths too (just cut out the geobin and start the path with maps/). When changing maps, Icon parses the newly loaded map and attempts to find a suitable spawn point to move your character to. It picks one completely at random; the intent is to simply get you somewhere "inside" the map. This might mean in an interior area like a shop or hospital. It also means that on maps with an [[Arena]], you have a chance of spawning inside the infamous Matrix Room. <br />
<br />
::* [https://docs.google.com/spreadsheet/ccc?key=0Asgb7CIX1MhodGZyYmZCaks2b2N4bDF6dXdHblpTcFE#gid=0 List of all internal Map Names found here]<br />
::* [http://home.roadrunner.com/~scuzzbopper/maps.html Another list of Map Names]<br />
::* [[Demo Editing/Scenic Maps|Select group of notable Scenic Maps found here]]<br />
<br />
:'''/loadmap [mapname]''' {{dot}} Default keybind: None {{dot}} Loads the map specified in the parameter bypassing the dialogue box. <br />
<br />
:'''/time [num]''' {{dot}} Default keybind: None {{dot}} Changes the time of day. Should be specified as a number between 0 and 24 -- fractional values are allowed. The default time is 12 (Noon).<br />
<br />
:See PopMenu section below for menus for choosing a map or a time of day.<br />
<br />
===Movement, Positioning, and Viewing===<br />
:'''/prev_spawn, /next_spawn, /random_spawn''' {{dot}} These are by default bound to the bracket keys: {{red|[}} and {{red|]}}, and {{red|F12}}. They allow you to jump between player spawn points on the current map. If you don't like where you spawned, you can press F12 to go to a (probably) different random place within the map, or use the square brackets to step through the spawn points in order. Especially useful if you don't see a map or don't see the other sections of a map that you would normally 'warp' to by clicking a door or elevator while on a map.<br />
<br />
:'''/fly''' {{dot}} Default keybind: 1 {{dot}} Take to the skies! <br />
<br />
:'''/edit_pos''' {{dot}} Default keybind: F3 {{dot}} Allows instant jumping to a new map position. The command toggles a panel in which you can edit your X/Y/Z coordinates in order to instantly teleport to any desired position. The button switches between accepting absolute coordinates, and relative coordinates for moving just a "little to the right". Affects self if nothing is targeted, otherwise, it affects targeted NPC.<br />
<br />
:'''/detach_camera''' {{dot}} {{red|Issue 24 Client Only!}} {{dot}} Default keybind: F2 {{dot}} Detaches the camera from the player; excellent for precision placement for screenshots. While the camera is detached, W/A/S/D move the camera, Q/E rotate it, Space raises it, Z lowers it, PgUp/PgDown tilt the view, N/M roll, and B resets the roll to zero.<br />
<br />
===Developer Commands===<br />
:'''/map_dev''' {{dot}} Default keybind: F4 {{dot}} Show normally hidden developer markers most likely used as part of the map editing process. Neighborhood volumes, spawn points, etc. More importantly, it also makes indoor sections (which are normally invisible when you're not inside them) show up, so they're easier to find in no-clip mode. Pressing F4 again turns it off. You can see but not really edit markers.<br />
<br />
:'''/no_clip''' {{dot}} Default keybind: F5 {{dot}} Toggles no-clipping mode on and off. Basically the same as using /nocoll 1, but is a toggle so it can be easily bound, and also displays an on-screen message to notify you if it's on or off.<br />
<br />
:'''/access_level Number''' {{dot}} This command changes your client access level. Cheater. The default access level is 0. Higher access levels unlock many, many developer and debugging commands, which are outside the scope of this page. There are no commands that require higher than access level 9.<br />
<br />
:'''Console''': Hit the backtick (`) key, may also be tilde (unshifted ~) on your keyboard to bring up the console. cmdlist will show you most of them, though there may be too many to scroll through the whole list. cmds [name] will search. That's all built into the client (if you have AL>1) and not new commands added by Icon.<br />
<br />
:'''Note''': One thing that definitely won't work is the map editor, since Icon overwrites part of its UI code in order to steal the coordinate editor for F3. However the map editor doesn't work without a server to handle the commands that it sends anyway.<br />
<br />
:{{red|Caution!}} These commands are intended for developer use, and many are not user-friendly. Several of them will crash your game client. Use this command at your own risk.<br />
<br />
===Spawning, Moving, Deleting NPCs===<br />
<br />
:'''/spawn_npc [internal_designation] [given_name]''' {{dot}} You can use this slash command to create an NPC at your current position. It takes two parameters, the model to use (this is the same as shows up in demorecords), and the name for your NPC. You can put the name in quotes for readability if you wish. Some examples:<br />
:*/spawnnpc Model_Statesman Statesman<br />
:: Creates a Statesman NPC with the name 'Statesman'<br />
:*/spawnnpc 5th_Mek_Man Mr. Roboto<br />
:: Creates a 5th Column Mek Man with the name 'Mr. Roboto'<br />
:*/spawnnpc Nemesis "A Plot?"<br />
:: Creates a Nemesis NPC with the name 'A Plot?'<br />
<br />
::* [https://docs.google.com/spreadsheet/ccc?key=0AhIRRsGz_pIedEpKNktybkN4MFlLSGlpNUdmWFcxa3c#gid=0 See here for a list of NPC models]<br />
<br />
:See PopMenu section below for a menus for choosing an NPC or item.<br />
<br />
:'''/rename''' {{dot}} Changes the name of the targeted entity to what you specify after the command. May optionally be enclosed in quotes, but not required. If you don't have an NPC targeted, changes your own name. It's a Known Issue that Some NPCs display a P-string for a name instead of their actual name. Unfortunately, the localized names for some of the NPCs are not present in the client files, as this is information that is normally sent by the server. If your favorite NPC is affected by this, feel free to '''/rename''' to rename them.<br />
<br />
:'''/load_costume [Filename]''' By popular demand, this command loads a player costume from a .costume file. The file should be located in the "costumes" subfolder of your COH install -- this is the same one that is used for loading or saving costumes from the character creator. You should not include the .costume extension in the name, just use the name of the character that the costume was saved for. If you are targeting an NPC when you use this command, it will load the costume onto that target instead of yourself.<br />
<br />
:'''/be_npc [NPC_Name]''' {{dot}} Ever wanted to know what it was like to be the Avatar of Hamidon? Type "/benpc Avatar_Hamidon" and find out! This takes the same type of NPC costume specification as the /spawn_npc command -- see link above for a full list.<br />
<br />
:'''/move_npc''' {{dot}} Default keybind: G {{dot}} Useful for fine-tuning NPC positioning for screenshots, using this command or pressing 'G' will teleport the targeted NPC to your position. Note that this will bump you out of the way unless you have noclip mode on, because: ''Citizens > All''. The F3 Coordinate Editor works on targeted NPCs.<br />
<br />
:'''/delete_npc''' {{dot}} Default keybind: Shift+Delete {{dot}} Sends your poor targeted NPC to the great bit-bucket in the sky. Why would you want to be so heartless?<br />
<br />
:'''/clear_npc''' {{dot}} Wipes all NPCs off the face of the map, creating a "Ghost Town". Some of the residents of Paragon City thought that empty zones were boring, and decided to come hang out. This includes contacts, trainers, and any NPCs that are "Persistent" NPCs, that is, they are hardcoded in the map data to always be present and not be spawned conditionally by the server.<br />
<br />
===Animations (Emotes)===<br />
:'''/mov [MOV_name]''' {{dot}} Default keybind: None {{dot}} Makes your character, or the NPC you have targeted, play an animation (what players know as 'emotes'). The animation should be specified in the same format as MOV commands from demorecords. Note that the normal /emote (/e, /em) commands do not work, nor do the normal naming conventions ('dance,' 'newspaper'). You can only use '/mov' as a command and the internal names of the animations. <br />
<br />
::* [[Demo_Editing/List_of_MOVs|Full list of internal MOV names found here]].<br />
::* [http://www.leandro.cox-supergroups.com/movs.torrent Short MP4 demos of all the MOVs (torrent link)]<br />
<br />
:'''/rememberap33''' {{dot}} Default keybind: 2 {{dot}} Raise a torch in remembrance of all the heroes who have walked the streets of Paragon City. (And the Villains because... FIRE!)<br />
<br />
:See PopMenu section below for menus for choosing a map or a time of day.<br />
<br />
== Available PopMenus ==<br />
<br />
The following are player-created [[popmenu]]s to be used for Titan Icoan. They are text files that you download and then place them in the game sudbdirectory at: \data\texts\English\menus<br />
<br />
They are called with the command: /popmenu <name of file><br />
<br />
They can be bound to a key: /bind <key> popmenu <name of file><br />
<br />
=== Pick Map ===<br />
:[https://docs.google.com/file/d/0B5FhLhcBjWhvQ2g0bW5LLU9jTFE/edit?usp=sharing Chose a map from a select list]<br />
<br />
:/popmenu maps<br />
:/bind <key> popmenu maps<br />
:From wyldhunt on the Titan forum.<br />
<br />
=== Set Time of Day ===<br />
<br />
:[https://www.box.com/s/elv02dlcx0i63ftd9cr9 Set the time of day]<br />
<br />
:/popmenu time<br />
:/bind <key> popmenu time<br />
:From batqueen on the Titan forum.<br />
<br />
=== Pick NPC/Item Spawn ===<br />
<br />
:[https://app.box.com/s/jnowldlhmzz77sqh9lqn Choose an NPC or an Item to spawn from a deep menu list]<br />
<br />
:/popmenu npc<br />
:/bind <key> popmenu npc<br />
:From [http://www.cohtitan.com/forum/index.php/topic,8861.0.html batqueen on the Titan forum.]<br />
<br />
=== Pick Animation ===<br />
<br />
:[https://docs.google.com/file/d/0B5FhLhcBjWhvNzNOT0NWVk1sd1E/edit?usp=sharing Chose the animation (MOV) of the target (self is none selected)]<br />
<br />
:/popmenu <br />
:/bind <key> popmenu <br />
:From wyldhunt on the Titan forum.<br />
<br />
==Notes==<br />
* Loading a map is an experimental feature, so many things won't work. Notably, doors are not usable and will freeze the client momentarily as it waits for a reply from a nonexistent server.<br />
*Certain weapon unlocks (Rularuu weapons, Romulus weapons, etc) still don't work in I23 version. You can still use NPC mode to access them in I24/Beta version.<br />
*Icon now displays a message with its version number when first entering a map, to help you be sure that you're running the version you intend to.<br />
*Along with persistent NPCs, Icon now spawns all the doors that are referenced by zone maps. They are non-functional, but look better than empty spaces where they should be.<br />
*Fixed the /spawn_npc command to prevent a buffer overflow that could possibly crash the client if very long names are used.<br />
*Icon now includes the patch that allows the game client to load any files as overrides from data/. This should make loading custom maps, geobins, and other mods easier in the future.<br />
::* [http://www.cohtitan.com/forum/index.php/topic,7288.msg120734.html#msg120734 If you wish to see this in action, look here for the original Atlas Park.]</div>Zombie Manhttps://archive.paragonwiki.com/w/index.php?title=Titan_Icon&diff=249048Titan Icon2013-06-11T19:18:50Z<p>Zombie Man: +All the 1.7 info is in the page.</p>
<hr />
<div>{{otheruses4|1=the program that enables solo character creation and access to maps|2=other uses of Icon|3=Icon}}<br />
{{TOCright}}<br />
==Overview==<br />
<br />
'''Titan Icon''' is a freestanding executable file created by Codewalker which allows players of City of Heroes to access the character creation module of City of Heroes and to be able to enter and view the maps of City of Heroes. The program files and maps of City of Heroes were distributed for free to anyone who wished to play for free by [[NCsoft]] while the game was in operation.<br />
<br />
==Installation==<br />
<br />
===Current Version===<br />
<br />
The current version is 1.7 released on June 11, 2013. [http://www.cohtitan.com/forum/index.php/topic,7288.0.html Version notes are located here.]<br />
<br />
=== Download===<br />
[http://repo.cohtitan.com/icon/icon.exe Program Download Link]<br />
<br />
[http://repo.cohtitan.com/icon/icon-src-16.zip Source Code Download Link]<br />
:Source code is provided solely for programmers to add their own stuff.<br />
<br />
'''Requirements''': You must have either the latest [[Issue 23]] (version 2320.201207182341.1) or [[Issue 24]] (Beta) (version 2400.201208211101.1) game client installed. The NCSoft launcher is not required. The Issue 24 client has more costume parts available and is recommended if you have it. If you need to refresh your I24/Beta client, [http://www.savecoh.com/p/download-issue-24-beta.html see here].<br />
<br />
===Instructions for PC===<br />
<br />
*Save icon.exe into your City of Heroes program folder. On a default install, this may be in C:\Program Files\City of Heroes, or C:\Program Files (x86)\City of Heroes on 64-bit systems. It should have a cityofheroes.exe file in it as well.<br />
<br />
*Use Explorer to browse to that folder, and double click icon.exe. You can create a shortcut to it if desired.<br />
<br />
===Instructions for Mac===<br />
<br />
*IMPORTANT: MAKE A COPY OF YOUR CITY OF HEROES FOLDER. Since we'll be modifying it irrecoverably, it's best to work with a copy.<br />
<br />
*Download icon.exe from the link above.<br />
<br />
*Toss the NCSoft Launcher in the trash. Not really necessary, but it's fun. Laugh while the trash empties.<br />
<br />
*Use the finder's Go To Folder command and select ~/Library/Preferences.<br />
<br />
*Delete com.ncsoft.* (anything beginning with that) and City of Heroes preferences.<br />
<br />
*Right click on the City of Heroes application and select Show Package Contents.<br />
<br />
*Go to Contents > Resources > transgaming > c_drive > coh .... or that last part might be Program Files > City of Heroes.<br />
<br />
*Drag the icon.exe into the path above.<br />
<br />
*Back up to Contents and select MacOS. Click slowly twice in the name "cider" to rename it. Change the name to "cider_die".<br />
<br />
*Right-click on cider_noui and choose "Duplicate". Click slowly on the name "cider_noui copy" to rename it. Change that name to just "cider".<br />
<br />
*Backup to Contents again.<br />
<br />
*Download this Icon.plist file: http://repo.cohtitan.com/icon/Info.plist<br />
<br />
*Go to Contents again, and drop the Info.plist there, replacing the existing one.<br />
<br />
*Close everything up and launch the City of Heroes application. It will go directly into the costume creator!<br />
<br />
*(OPTIONAL) Change the name of the City of Heroes application to something like "CoH Costume Creator" to differentiate it.<br />
<br />
===Parameters===<br />
*'''NPC (Developer) Edit Mode''': To launch the game in NPC Edit mode, you need to run Icon with a -n switch. <br />
** '''On Windows''', the easiest way to do that is to create a shortcut to icon.exe (right click on icon.exe and use "Create Shortcut"). Once its created, right click on the shortcut and go to properties. In the first box, "Target", go to the VERY end of the line, after everything else. Add a space, then type '''-n''', Hit OK. You can then rename the shortcut so that you know it's for the NPC editing version, or move it to your desktop if you want. OR... download this file [https://dl.dropbox.com/u/37952257/icon-npc.bat Icon-npc.bat] to your CoH file directory. It is a simple .bat file that will execute '''''icon.exe -n'''''<br />
** '''On Macintosh''', you will need to edit the Info.plist file within the City of Heroes application folder. Right click your icon-fied City of Heroes application to "Show Package Contents". Open the Contents folder, then edit the Icon.plist file with a text editor or the Property List Editor if you have it installed. At the entry "CiderGameOptions", change the string to "-- icon.exe -n", and then save the changed file.<br />
<br />
*'''Bypass Character Creator''': {{red|Issue 24 Client Only!}}{{dot}}Icon now supports a -r command line option to create a random character and jump straight into Atlas Park. Random is random, you have been warned. <br />
<br />
==How to Operate==<br />
<br />
You can now enter Paragon City, Praetoria, and the Rogue Isles with your NPC-mode costume creations.<br />
<br />
===Valid Commands===<br />
<br />
====Load a Map====<br />
:'''/loadmap_prompt''' {{dot}} Default keybind: F1 {{dot}} Maps can be loaded! You can either use the F1 key for the dialogue box or the /loadmap slash command. The map name should be specified in the same format as it is found in demorecords. The game doesn't care if the name ends in .txt or .bin, so you can use geobin/ paths too (just cut out the geobin and start the path with maps/). When changing maps, Icon parses the newly loaded map and attempts to find a suitable spawn point to move your character to. It picks one completely at random; the intent is to simply get you somewhere "inside" the map. This might mean in an interior area like a shop or hospital. It also means that on maps with an [[Arena]], you have a chance of spawning inside the infamous Matrix Room. <br />
<br />
::* [https://docs.google.com/spreadsheet/ccc?key=0Asgb7CIX1MhodGZyYmZCaks2b2N4bDF6dXdHblpTcFE#gid=0 List of all internal Map Names found here]<br />
::* [http://home.roadrunner.com/~scuzzbopper/maps.html Another list of Map Names]<br />
::* [[Demo Editing/Scenic Maps|Select group of notable Scenic Maps found here]]<br />
<br />
:'''/loadmap [mapname]''' {{dot}} Default keybind: None {{dot}} Loads the map specified in the parameter bypassing the dialogue box. <br />
<br />
:'''/time [num]''' {{dot}} Default keybind: None {{dot}} Changes the time of day. Should be specified as a number between 0 and 24 -- fractional values are allowed. The default time is 12 (Noon).<br />
<br />
====Jump to New Spawn Point====<br />
:'''/prev_spawn, /next_spawn, /random_spawn''' {{dot}} These are by default bound to the bracket keys: {{red|[}} and {{red|]}}, and {{red|F12}}. They allow you to jump between player spawn points on the current map. If you don't like where you spawned, you can press F12 to go to a (probably) different random place within the map, or use the square brackets to step through the spawn points in order. Especially useful if you don't see a map or don't see the other sections of a map that you would normally 'warp' to by clicking a door or elevator while on a map.<br />
<br />
====Fly====<br />
:'''/fly''' {{dot}} Default keybind: 1 {{dot}} Take to the skies! <br />
<br />
====Edit Position (Jump to Coordinate)====<br />
:'''/edit_pos''' {{dot}} Default keybind: F3 {{dot}} Toggles a panel in which you can edit your X/Y/Z coordinates in order to instantly teleport to any desired position. The button switches between accepting absolute coordinates, and relative coordinates for moving just a "little to the right". Affects self if nothing is targeted, otherwise, it affects targeted NPC.<br />
<br />
====Detach Camera====<br />
:'''/detach_camera''' {{dot}} {{red|Issue 24 Client Only!}} {{dot}} Default keybind: F2 {{dot}} Detaches the camera from the player; excellent for precision placement for screenshots. While the camera is detached, W/A/S/D move the camera, Q/E rotate it, Space raises it, Z lowers it, PgUp/PgDown tilt the view, N/M roll, and B resets the roll to zero.<br />
<br />
====Developer Map Editing Mode====<br />
:'''/map_dev''' {{dot}} Default keybind: F4 {{dot}} Show normally hidden developer markers most likely used as part of the map editing process. Neighborhood volumes, spawn points, etc. More importantly, it also makes indoor sections (which are normally invisible when you're not inside them) show up, so they're easier to find in no-clip mode. Pressing F4 again turns it off. You can see but not really edit markers.<br />
<br />
====Developer Commands====<br />
:'''/no_clip''' {{dot}} Default keybind: F5 {{dot}} Toggles no-clipping mode on and off. Basically the same as using /nocoll 1, but is a toggle so it can be easily bound, and also displays an on-screen message to notify you if it's on or off.<br />
<br />
:'''/access_level Number''' {{dot}} This command changes your client access level. Cheater. The default access level is 0. Higher access levels unlock many, many developer and debugging commands, which are outside the scope of this post. There are no commands that require higher than access level 9.<br />
<br />
:{{red|Caution!}} These commands are intended for developer use, and many are not user-friendly. Several of them will crash your game client. Use this command at your own risk.<br />
<br />
====Spawning, Moving, Deleting NPCs====<br />
<br />
:'''/spawn_npc [internal_designation] [given_name]''' {{dot}} You can use this slash command to create an NPC at your current position. It takes two parameters, the model to use (this is the same as shows up in demorecords), and the name for your NPC. You can put the name in quotes for readability if you wish. Some examples:<br />
:*/spawnnpc Model_Statesman Statesman<br />
:: Creates a Statesman NPC with the name 'Statesman'<br />
:*/spawnnpc 5th_Mek_Man Mr. Roboto<br />
:: Creates a 5th Column Mek Man with the name 'Mr. Roboto'<br />
:*/spawnnpc Nemesis "A Plot?"<br />
:: Creates a Nemesis NPC with the name 'A Plot?'<br />
<br />
::* [https://docs.google.com/spreadsheet/ccc?key=0AhIRRsGz_pIedEpKNktybkN4MFlLSGlpNUdmWFcxa3c#gid=0 See here for a list of NPC models]<br />
<br />
:'''/rename_npc''' {{dot}} Changes the name of the targeted entity to what you specify after the command. May optionally be enclosed in quotes, but not required. If you don't have an NPC targeted, changes your own name. It's a Known Issue that Some NPCs display a P-string for a name instead of their actual name. Unfortunately, the localized names for some of the NPCs are not present in the client files, as this is information that is normally sent by the server. If your favorite NPC is affected by this, feel free to '''/rename_npc''' to rename them.<br />
<br />
:'''/load_costume [Filename]''' By popular demand, this command loads a costume from a .costume file. The file should be located in the "costumes" subfolder of your COH install -- this is the same one that is used for loading or saving costumes from the character creator. You should not include the .costume extension in the name, just use the name of the character that the costume was saved for. If you are targeting an NPC when you use this command, it will load the costume onto that target instead of yourself.<br />
<br />
:'''/be_npc [NPC_Name]''' {{dot}} Ever wanted to know what it was like to be the Avatar of Hamidon? Type "/benpc Avatar_Hamidon" and find out! This takes the same type of NPC costume specification as the /spawn_npc command -- see link above for a full list.<br />
<br />
:'''/move_npc''' {{dot}} Default keybind: G {{dot}} Useful for fine-tuning NPC positioning for screenshots, using this command or pressing 'G' will teleport the targeted NPC to your position. Note that this will bump you out of the way unless you have noclip mode on, because: ''Citizens > All''. The F3 Coordinate Editor works on targeted NPCs.<br />
<br />
:'''/delete_npc''' {{dot}} Default keybind: Shift+Delete {{dot}} Sends your poor targeted NPC to the great bit-bucket in the sky. Why would you want to be so heartless?<br />
<br />
:'''/clear_npc''' {{dot}} Wipes all NPCs off the face of the map. Some of the residents of Paragon City thought that empty zones were boring, and decided to come hang out. This includes contacts, trainers, and any NPCs that are "Persistent" NPCs, that is, they are hardcoded in the map data to always be present and not be spawned conditionally by the server. If you want to return to the ghost town, you can use '''/clear_npc''' to get rid of them.<br />
<br />
====Animations (Emotes)====<br />
:'''/mov [MOV_name]''' {{dot}} Default keybind: None {{dot}} Makes your character, or the NPC you have targeted, play an animation (what players know as 'emotes'). The animation should be specified in the same format as MOV commands from demorecords. Note that the normal /emote (/e, /em) commands do not work, nor do the normal naming conventions ('dance,' 'newspaper'). You can only use '/mov' as a command and the internal names of the animations. <br />
<br />
::* [[Demo_Editing/List_of_MOVs|Full list of internal MOV names found here]].<br />
::* [http://www.leandro.cox-supergroups.com/movs.torrent Short MP4 demos of all the MOVs (torrent link)]<br />
<br />
:'''/rememberap33''' {{dot}} Default keybind: 2 {{dot}} Raise a torch in remembrance of all the heroes who have walked the streets of Paragon City. (And the Villains because... FIRE!)<br />
<br />
====Loading Player Costumes====<br />
:'''/load_costume Filename''' {{dot}} Default keybind: None {{dot}} By popular demand, this command loads a costume from a .costume file. The file should be located in the "costumes" subfolder of your COH install -- this is the same one that is used for loading or saving costumes from the character creator. You should not include the .costume extension in the name, just use the name of the character that the costume was saved for.<br />
<br />
:If you are targeting an NPC when you use this command, it will load the costume onto that target instead of yourself.<br />
<br />
====Become an NPC====<br />
:'''/be_npc NPC_Name''' {{dot}} Default keybind: None {{dot}} Ever wanted to know what it was like to be the Avatar of Hamidon? Type "/benpc Avatar_Hamidon" and find out! This takes the same type of NPC costume specification as the /spawn_npc command -- see the Spawning, Moving, Deleting NPCs section of this page for an NPC list.<br />
<br />
:You can also use this command while targeting an NPC to turn it into a different NPC.<br />
<br />
==Notes==<br />
* Loading a map is an experimental feature, so many things won't work. Notably, doors are not usable and will freeze the client momentarily as it waits for a reply from a nonexistent server.<br />
*Certain weapon unlocks (Rularuu weapons, Romulus weapons, etc) still don't work in I23 version. You can still use NPC mode to access them in I24/Beta version.<br />
*Icon now displays a message with its version number when first entering a map, to help you be sure that you're running the version you intend to.<br />
*Along with persistent NPCs, Icon now spawns all the doors that are referenced by zone maps. They are non-functional, but look better than empty spaces where they should be.<br />
*Fixed the /spawn_npc command to prevent a buffer overflow that could possibly crash the client if very long names are used.<br />
*Icon now includes the patch that allows the game client to load any files as overrides from data/. This should make loading custom maps, geobins, and other mods easier in the future.</div>Zombie Manhttps://archive.paragonwiki.com/w/index.php?title=Titan_Icon&diff=249034Titan Icon2013-06-07T18:09:19Z<p>Zombie Man: /* Animations (Emotes) */ +torrent link for MOV mp4 demos</p>
<hr />
<div>{{otheruses4|1=the program that enables solo character creation and access to maps|2=other uses of Icon|3=Icon}}<br />
{{TOCright}}<br />
==Overview==<br />
<br />
'''Titan Icon''' is a freestanding executable file created by Codewalker which allows players of City of Heroes to access the character creation module of City of Heroes and to be able to enter and view the maps of City of Heroes. The program files and maps of City of Heroes were distributed for free to anyone who wished to play for free by [[NCsoft]] while the game was in operation.<br />
<br />
==Installation==<br />
<br />
===Current Version===<br />
<br />
The current version is 1.6 released on May 31, 2013. [http://www.cohtitan.com/forum/index.php/topic,7288.0.html Version notes are located here.]<br />
<br />
=== Download===<br />
[http://repo.cohtitan.com/icon/icon.exe Program Download Link]<br />
<br />
[http://repo.cohtitan.com/icon/icon-src-16.zip Source Code Download Link]<br />
:Source code is provided solely for programmers to add their own stuff.<br />
<br />
'''Requirements''': You must have either the latest [[Issue 23]] (version 2320.201207182341.1) or [[Issue 24]] (Beta) (version 2400.201208211101.1) game client installed. The NCSoft launcher is not required. The Issue 24 client has more costume parts available and is recommended if you have it. If you need to refresh your I24/Beta client, [http://www.savecoh.com/p/download-issue-24-beta.html see here].<br />
<br />
===Instructions for PC===<br />
<br />
*Save icon.exe into your City of Heroes program folder. On a default install, this may be in C:\Program Files\City of Heroes, or C:\Program Files (x86)\City of Heroes on 64-bit systems. It should have a cityofheroes.exe file in it as well.<br />
<br />
*Use Explorer to browse to that folder, and double click icon.exe. You can create a shortcut to it if desired.<br />
<br />
===Instructions for Mac===<br />
<br />
*IMPORTANT: MAKE A COPY OF YOUR CITY OF HEROES FOLDER. Since we'll be modifying it irrecoverably, it's best to work with a copy.<br />
<br />
*Download icon.exe from the link above.<br />
<br />
*Toss the NCSoft Launcher in the trash. Not really necessary, but it's fun. Laugh while the trash empties.<br />
<br />
*Use the finder's Go To Folder command and select ~/Library/Preferences.<br />
<br />
*Delete com.ncsoft.* (anything beginning with that) and City of Heroes preferences.<br />
<br />
*Right click on the City of Heroes application and select Show Package Contents.<br />
<br />
*Go to Contents > Resources > transgaming > c_drive > coh .... or that last part might be Program Files > City of Heroes.<br />
<br />
*Drag the icon.exe into the path above.<br />
<br />
*Back up to Contents and select MacOS. Click slowly twice in the name "cider" to rename it. Change the name to "cider_die".<br />
<br />
*Right-click on cider_noui and choose "Duplicate". Click slowly on the name "cider_noui copy" to rename it. Change that name to just "cider".<br />
<br />
*Backup to Contents again.<br />
<br />
*Download this Icon.plist file: http://repo.cohtitan.com/icon/Info.plist<br />
<br />
*Go to Contents again, and drop the Info.plist there, replacing the existing one.<br />
<br />
*Close everything up and launch the City of Heroes application. It will go directly into the costume creator!<br />
<br />
*(OPTIONAL) Change the name of the City of Heroes application to something like "CoH Costume Creator" to differentiate it.<br />
<br />
===Parameters===<br />
*'''NPC (Developer) Edit Mode''': To launch the game in NPC Edit mode, you need to run Icon with a -n switch. <br />
** '''On Windows''', the easiest way to do that is to create a shortcut to icon.exe (right click on icon.exe and use "Create Shortcut"). Once its created, right click on the shortcut and go to properties. In the first box, "Target", go to the VERY end of the line, after everything else. Add a space, then type '''-n''', Hit OK. You can then rename the shortcut so that you know it's for the NPC editing version, or move it to your desktop if you want. OR... download this file [https://dl.dropbox.com/u/37952257/icon-npc.bat Icon-npc.bat] to your CoH file directory. It is a simple .bat file that will execute '''''icon.exe -n'''''<br />
** '''On Macintosh''', you will need to edit the Info.plist file within the City of Heroes application folder. Right click your icon-fied City of Heroes application to "Show Package Contents". Open the Contents folder, then edit the Icon.plist file with a text editor or the Property List Editor if you have it installed. At the entry "CiderGameOptions", change the string to "-- icon.exe -n", and then save the changed file.<br />
<br />
*'''Bypass Character Creator''': {{red|Issue 24 Client Only!}}{{dot}}Icon now supports a -r command line option to create a random character and jump straight into Atlas Park. Random is random, you have been warned. <br />
<br />
==How to Operate==<br />
<br />
You can now enter Paragon City, Praetoria, and the Rogue Isles with your NPC-mode costume creations.<br />
<br />
===Valid Commands===<br />
<br />
====Load a Map====<br />
:'''/loadmap_prompt''' {{dot}} Default keybind: F1 {{dot}} Maps can be loaded! You can either use the F1 key for the dialogue box or the /loadmap slash command. The map name should be specified in the same format as it is found in demorecords. The game doesn't care if the name ends in .txt or .bin, so you can use geobin/ paths too (just cut out the geobin and start the path with maps/). When changing maps, Icon parses the newly loaded map and attempts to find a suitable spawn point to move your character to. It picks one completely at random; the intent is to simply get you somewhere "inside" the map. This might mean in an interior area like a shop or hospital. It also means that on maps with an [[Arena]], you have a chance of spawning inside the infamous Matrix Room. <br />
<br />
[https://docs.google.com/spreadsheet/ccc?key=0Asgb7CIX1MhodGZyYmZCaks2b2N4bDF6dXdHblpTcFE#gid=0 List of all internal Map Names found here]<br />
[[Demo Editing/Scenic Maps|Select group of notable Scenic Maps found here]]<br />
<br />
:'''/loadmap [mapname]''' {{dot}} Default keybind: None {{dot}} Loads the map specified in the parameter bypassing the dialogue box.<br />
<br />
:'''/time [num]''' {{dot}} Default keybind: None {{dot}} Changes the time of day. Should be specified as a number between 0 and 24 -- fractional values are allowed. The default time is 12 (Noon).<br />
<br />
====Jump to New Spawn Point====<br />
:'''/prev_spawn, /next_spawn, /random_spawn''' {{dot}} These are by default bound to the bracket keys: {{red|[}} and {{red|]}}, and {{red|F12}}. They allow you to jump between player spawn points on the current map. If you don't like where you spawned, you can press F12 to go to a (probably) different random place within the map, or use the square brackets to step through the spawn points in order. Especially useful if you don't see a map or don't see the other sections of a map that you would normally 'warp' to by clicking a door or elevator while on a map.<br />
<br />
====Fly====<br />
:'''/fly''' {{dot}} Default keybind: 1 {{dot}} Take to the skies! <br />
<br />
====Edit Position (Jump to Coordinate)====<br />
:'''/edit_pos''' {{dot}} Default keybind: F3 {{dot}} Toggles a panel in which you can edit your X/Y/Z coordinates in order to instantly teleport to any desired position. The button switches between accepting absolute coordinates, and relative coordinates for moving just a "little to the right". Affects self if nothing is targeted, otherwise, it affects targeted NPC.<br />
<br />
====Detach Camera====<br />
:'''/detach_camera''' {{dot}} {{red|Issue 24 Client Only!}} {{dot}} Default keybind: F2 {{dot}} Detaches the camera from the player; excellent for precision placement for screenshots. While the camera is detached, W/A/S/D move the camera, Q/E rotate it, Space raises it, Z lowers it, PgUp/PgDown tilt the view, N/M roll, and B resets the roll to zero.<br />
<br />
====Developer Map Editing Mode====<br />
:'''/map_dev''' {{dot}} Default keybind: F4 {{dot}} Show normally hidden developer markers most likely used as part of the map editing process. Neighborhood volumes, spawn points, etc. More importantly, it also makes indoor sections (which are normally invisible when you're not inside them) show up, so they're easier to find in no-clip mode. Pressing F4 again turns it off. You can see but not really edit markers.<br />
<br />
====Developer No-Clip Mode====<br />
:'''/no_clip''' {{dot}} Default keybind: F5 {{dot}} Toggles no-clipping mode on and off. Basically the same as using /nocoll 1, but is a toggle so it can be easily bound, and also displays an on-screen message to notify you if it's on or off.<br />
<br />
====Spawning, Moving, Deleting NPCs====<br />
<br />
:'''/spawn_npc [internal_designation] [given_name]''' {{dot}} You can use this slash command to create an NPC at your current position. It takes two parameters, the model to use (this is the same as shows up in demorecords), and the name for your NPC. You can put the name in quotes for readability if you wish. Some examples:<br />
:*/spawnnpc Model_Statesman Statesman<br />
:: Creates a Statesman NPC with the name 'Statesman'<br />
:*/spawnnpc 5th_Mek_Man Mr. Roboto<br />
:: Creates a 5th Column Mek Man with the name 'Mr. Roboto'<br />
:*/spawnnpc Nemesis "A Plot?"<br />
:: Creates a Nemesis NPC with the name 'A Plot?'<br />
<br />
[https://docs.google.com/spreadsheet/ccc?key=0AhIRRsGz_pIedEpKNktybkN4MFlLSGlpNUdmWFcxa3c#gid=0 See here for a list of NPC models]<br />
<br />
:'''/move_npc''' {{dot}} Default keybind: G {{dot}} Useful for fine-tuning NPC positioning for screenshots, using this command or pressing 'G' will teleport the targeted NPC to your position. Note that this will bump you out of the way unless you have noclip mode on, because: ''Citizens > All''. The F3 Coordinate Editor works on targeted NPCs.<br />
<br />
:'''/delete_npc''' {{dot}} Default keybind: Shift+Delete {{dot}} Sends your poor targeted NPC to the great bit-bucket in the sky. Why would you want to be so heartless?<br />
<br />
====Animations (Emotes)====<br />
:'''/mov [MOV_name]''' {{dot}} Default keybind: None {{dot}} Makes your character, or the NPC you have targeted, play an animation (what players know as 'emotes'). The animation should be specified in the same format as MOV commands from demorecords. Note that the normal /emote (/e, /em) commands do not work, nor do the normal naming conventions ('dance,' 'newspaper'). You can only use '/mov' as a command and the internal names of the animations. <br />
<br />
[[Demo_Editing/List_of_MOVs|Full list of internal MOV names found here]].<br />
[http://www.leandro.cox-supergroups.com/movs.torrent Short MP4 demos of all the MOVs (torrent link)]<br />
<br />
<br />
:'''/rememberap33''' {{dot}} Default keybind: 2 {{dot}} Raise a torch in remembrance of all the heroes who have walked the streets of Paragon City. (And the Villains because... FIRE!)<br />
<br />
==Notes==<br />
* This is an experimental feature, so many things won't work. Notably, doors are not usable and will freeze the client momentarily as it waits for a reply from a nonexistent server.<br />
*Certain weapon unlocks (Rularuu weapons, Romulus weapons, etc) still don't work in I23 version. You can still use NPC mode to access them in I24/Beta version.</div>Zombie Manhttps://archive.paragonwiki.com/w/index.php?title=Titan_Icon&diff=249027Titan Icon2013-06-04T11:55:45Z<p>Zombie Man: /* Spawning, Moving, Deleting NPCs */ grammar</p>
<hr />
<div>{{otheruses4|1=the program that enables solo character creation and access to maps|2=other uses of Icon|3=Icon}}<br />
{{TOCright}}<br />
==Overview==<br />
<br />
'''Titan Icon''' is a freestanding executable file created by Codewalker which allows players of City of Heroes to access the character creation module of City of Heroes and to be able to enter and view the maps of City of Heroes. The program files and maps of City of Heroes were distributed for free to anyone who wished to play for free by [[NCsoft]] while the game was in operation.<br />
<br />
==Installation==<br />
<br />
===Current Version===<br />
<br />
The current version is 1.6 released on May 31, 2013. [http://www.cohtitan.com/forum/index.php/topic,7288.0.html Version notes are located here.]<br />
<br />
=== Download===<br />
[http://repo.cohtitan.com/icon/icon.exe Program Download Link]<br />
<br />
[http://repo.cohtitan.com/icon/icon-src-16.zip Source Code Download Link]<br />
:Source code is provided solely for programmers to add their own stuff.<br />
<br />
'''Requirements''': You must have either the latest [[Issue 23]] (version 2320.201207182341.1) or [[Issue 24]] (Beta) (version 2400.201208211101.1) game client installed. The NCSoft launcher is not required. The Issue 24 client has more costume parts available and is recommended if you have it. If you need to refresh your I24/Beta client, [http://www.savecoh.com/p/download-issue-24-beta.html see here].<br />
<br />
===Instructions for PC===<br />
<br />
*Save icon.exe into your City of Heroes program folder. On a default install, this may be in C:\Program Files\City of Heroes, or C:\Program Files (x86)\City of Heroes on 64-bit systems. It should have a cityofheroes.exe file in it as well.<br />
<br />
*Use Explorer to browse to that folder, and double click icon.exe. You can create a shortcut to it if desired.<br />
<br />
===Instructions for Mac===<br />
<br />
*IMPORTANT: MAKE A COPY OF YOUR CITY OF HEROES FOLDER. Since we'll be modifying it irrecoverably, it's best to work with a copy.<br />
<br />
*Download icon.exe from the link above.<br />
<br />
*Toss the NCSoft Launcher in the trash. Not really necessary, but it's fun. Laugh while the trash empties.<br />
<br />
*Use the finder's Go To Folder command and select ~/Library/Preferences.<br />
<br />
*Delete com.ncsoft.* (anything beginning with that) and City of Heroes preferences.<br />
<br />
*Right click on the City of Heroes application and select Show Package Contents.<br />
<br />
*Go to Contents > Resources > transgaming > c_drive > coh .... or that last part might be Program Files > City of Heroes.<br />
<br />
*Drag the icon.exe into the path above.<br />
<br />
*Back up to Contents and select MacOS. Click slowly twice in the name "cider" to rename it. Change the name to "cider_die".<br />
<br />
*Right-click on cider_noui and choose "Duplicate". Click slowly on the name "cider_noui copy" to rename it. Change that name to just "cider".<br />
<br />
*Backup to Contents again.<br />
<br />
*Download this Icon.plist file: http://repo.cohtitan.com/icon/Info.plist<br />
<br />
*Go to Contents again, and drop the Info.plist there, replacing the existing one.<br />
<br />
*Close everything up and launch the City of Heroes application. It will go directly into the costume creator!<br />
<br />
*(OPTIONAL) Change the name of the City of Heroes application to something like "CoH Costume Creator" to differentiate it.<br />
<br />
===Parameters===<br />
*'''NPC (Developer) Edit Mode''': To launch the game in NPC Edit mode, you need to run Icon with a -n switch. <br />
** '''On Windows''', the easiest way to do that is to create a shortcut to icon.exe (right click on icon.exe and use "Create Shortcut"). Once its created, right click on the shortcut and go to properties. In the first box, "Target", go to the VERY end of the line, after everything else. Add a space, then type '''-n''', Hit OK. You can then rename the shortcut so that you know it's for the NPC editing version, or move it to your desktop if you want. OR... download this file [https://dl.dropbox.com/u/37952257/icon-npc.bat Icon-npc.bat] to your CoH file directory. It is a simple .bat file that will execute '''''icon.exe -n'''''<br />
** '''On Macintosh''', you will need to edit the Info.plist file within the City of Heroes application folder. Right click your icon-fied City of Heroes application to "Show Package Contents". Open the Contents folder, then edit the Icon.plist file with a text editor or the Property List Editor if you have it installed. At the entry "CiderGameOptions", change the string to "-- icon.exe -n", and then save the changed file.<br />
<br />
*'''Bypass Character Creator''': {{red|Issue 24 Client Only!}}{{dot}}Icon now supports a -r command line option to create a random character and jump straight into Atlas Park. Random is random, you have been warned. <br />
<br />
==How to Operate==<br />
<br />
You can now enter Paragon City, Praetoria, and the Rogue Isles with your NPC-mode costume creations.<br />
<br />
===Valid Commands===<br />
<br />
====Load a Map====<br />
:'''/loadmap_prompt''' {{dot}} Default keybind: F1 {{dot}} Maps can be loaded! You can either use the F1 key for the dialogue box or the /loadmap slash command. The map name should be specified in the same format as it is found in demorecords. The game doesn't care if the name ends in .txt or .bin, so you can use geobin/ paths too (just cut out the geobin and start the path with maps/). When changing maps, Icon parses the newly loaded map and attempts to find a suitable spawn point to move your character to. It picks one completely at random; the intent is to simply get you somewhere "inside" the map. This might mean in an interior area like a shop or hospital. It also means that on maps with an [[Arena]], you have a chance of spawning inside the infamous Matrix Room. <br />
<br />
[https://docs.google.com/spreadsheet/ccc?key=0Asgb7CIX1MhodGZyYmZCaks2b2N4bDF6dXdHblpTcFE#gid=0 List of all internal Map Names found here]<br />
[[Demo Editing/Scenic Maps|Select group of notable Scenic Maps found here]]<br />
<br />
:'''/loadmap [mapname]''' {{dot}} Default keybind: None {{dot}} Loads the map specified in the parameter bypassing the dialogue box.<br />
<br />
:'''/time [num]''' {{dot}} Default keybind: None {{dot}} Changes the time of day. Should be specified as a number between 0 and 24 -- fractional values are allowed. The default time is 12 (Noon).<br />
<br />
====Jump to New Spawn Point====<br />
:'''/prev_spawn, /next_spawn, /random_spawn''' {{dot}} These are by default bound to the bracket keys: {{red|[}} and {{red|]}}, and {{red|F12}}. They allow you to jump between player spawn points on the current map. If you don't like where you spawned, you can press F12 to go to a (probably) different random place within the map, or use the square brackets to step through the spawn points in order. Especially useful if you don't see a map or don't see the other sections of a map that you would normally 'warp' to by clicking a door or elevator while on a map.<br />
<br />
====Fly====<br />
:'''/fly''' {{dot}} Default keybind: 1 {{dot}} Take to the skies! <br />
<br />
====Edit Position (Jump to Coordinate)====<br />
:'''/edit_pos''' {{dot}} Default keybind: F3 {{dot}} Toggles a panel in which you can edit your X/Y/Z coordinates in order to instantly teleport to any desired position. The button switches between accepting absolute coordinates, and relative coordinates for moving just a "little to the right". Affects self if nothing is targeted, otherwise, it affects targeted NPC.<br />
<br />
====Detach Camera====<br />
:'''/detach_camera''' {{dot}} {{red|Issue 24 Client Only!}} {{dot}} Default keybind: F2 {{dot}} Detaches the camera from the player; excellent for precision placement for screenshots. While the camera is detached, W/A/S/D move the camera, Q/E rotate it, Space raises it, Z lowers it, PgUp/PgDown tilt the view, N/M roll, and B resets the roll to zero.<br />
<br />
====Developer Map Editing Mode====<br />
:'''/map_dev''' {{dot}} Default keybind: F4 {{dot}} Show normally hidden developer markers most likely used as part of the map editing process. Neighborhood volumes, spawn points, etc. More importantly, it also makes indoor sections (which are normally invisible when you're not inside them) show up, so they're easier to find in no-clip mode. Pressing F4 again turns it off. You can see but not really edit markers.<br />
<br />
====Developer No-Clip Mode====<br />
:'''/no_clip''' {{dot}} Default keybind: F5 {{dot}} Toggles no-clipping mode on and off. Basically the same as using /nocoll 1, but is a toggle so it can be easily bound, and also displays an on-screen message to notify you if it's on or off.<br />
<br />
====Spawning, Moving, Deleting NPCs====<br />
<br />
:'''/spawn_npc [internal_designation] [given_name]''' {{dot}} You can use this slash command to create an NPC at your current position. It takes two parameters, the model to use (this is the same as shows up in demorecords), and the name for your NPC. You can put the name in quotes for readability if you wish. Some examples:<br />
:*/spawnnpc Model_Statesman Statesman<br />
:: Creates a Statesman NPC with the name 'Statesman'<br />
:*/spawnnpc 5th_Mek_Man Mr. Roboto<br />
:: Creates a 5th Column Mek Man with the name 'Mr. Roboto'<br />
:*/spawnnpc Nemesis "A Plot?"<br />
:: Creates a Nemesis NPC with the name 'A Plot?'<br />
<br />
[https://docs.google.com/spreadsheet/ccc?key=0AhIRRsGz_pIedEpKNktybkN4MFlLSGlpNUdmWFcxa3c#gid=0 See here for a list of NPC models]<br />
<br />
:'''/move_npc''' {{dot}} Default keybind: G {{dot}} Useful for fine-tuning NPC positioning for screenshots, using this command or pressing 'G' will teleport the targeted NPC to your position. Note that this will bump you out of the way unless you have noclip mode on, because: ''Citizens > All''. The F3 Coordinate Editor works on targeted NPCs.<br />
<br />
:'''/delete_npc''' {{dot}} Default keybind: Shift+Delete {{dot}} Sends your poor targeted NPC to the great bit-bucket in the sky. Why would you want to be so heartless?<br />
<br />
====Animations (Emotes)====<br />
:'''/mov [MOV_name]''' {{dot}} Default keybind: None {{dot}} Makes your character, or the NPC you have targeted, play an animation (what players know as 'emotes'). The animation should be specified in the same format as MOV commands from demorecords. Note that the normal /emote (/e, /em) commands do not work, nor do the normal naming conventions ('dance,' 'newspaper'). You can only use '/mov' as a command and the internal names of the animations. <br />
<br />
[[Demo_Editing/List_of_MOVs| Full list of internal MOV names found here]].<br />
<br />
:'''/rememberap33''' {{dot}} Default keybind: 2 {{dot}} Raise a torch in remembrance of all the heroes who have walked the streets of Paragon City. (And the Villains because... FIRE!)<br />
<br />
==Notes==<br />
* This is an experimental feature, so many things won't work. Notably, doors are not usable and will freeze the client momentarily as it waits for a reply from a nonexistent server.<br />
*Certain weapon unlocks (Rularuu weapons, Romulus weapons, etc) still don't work in I23 version. You can still use NPC mode to access them in I24/Beta version.</div>Zombie Manhttps://archive.paragonwiki.com/w/index.php?title=Titan_Icon&diff=249026Titan Icon2013-06-04T11:55:13Z<p>Zombie Man: /* Spawning, Moving, Deleting NPCs */ +use quotes if you want</p>
<hr />
<div>{{otheruses4|1=the program that enables solo character creation and access to maps|2=other uses of Icon|3=Icon}}<br />
{{TOCright}}<br />
==Overview==<br />
<br />
'''Titan Icon''' is a freestanding executable file created by Codewalker which allows players of City of Heroes to access the character creation module of City of Heroes and to be able to enter and view the maps of City of Heroes. The program files and maps of City of Heroes were distributed for free to anyone who wished to play for free by [[NCsoft]] while the game was in operation.<br />
<br />
==Installation==<br />
<br />
===Current Version===<br />
<br />
The current version is 1.6 released on May 31, 2013. [http://www.cohtitan.com/forum/index.php/topic,7288.0.html Version notes are located here.]<br />
<br />
=== Download===<br />
[http://repo.cohtitan.com/icon/icon.exe Program Download Link]<br />
<br />
[http://repo.cohtitan.com/icon/icon-src-16.zip Source Code Download Link]<br />
:Source code is provided solely for programmers to add their own stuff.<br />
<br />
'''Requirements''': You must have either the latest [[Issue 23]] (version 2320.201207182341.1) or [[Issue 24]] (Beta) (version 2400.201208211101.1) game client installed. The NCSoft launcher is not required. The Issue 24 client has more costume parts available and is recommended if you have it. If you need to refresh your I24/Beta client, [http://www.savecoh.com/p/download-issue-24-beta.html see here].<br />
<br />
===Instructions for PC===<br />
<br />
*Save icon.exe into your City of Heroes program folder. On a default install, this may be in C:\Program Files\City of Heroes, or C:\Program Files (x86)\City of Heroes on 64-bit systems. It should have a cityofheroes.exe file in it as well.<br />
<br />
*Use Explorer to browse to that folder, and double click icon.exe. You can create a shortcut to it if desired.<br />
<br />
===Instructions for Mac===<br />
<br />
*IMPORTANT: MAKE A COPY OF YOUR CITY OF HEROES FOLDER. Since we'll be modifying it irrecoverably, it's best to work with a copy.<br />
<br />
*Download icon.exe from the link above.<br />
<br />
*Toss the NCSoft Launcher in the trash. Not really necessary, but it's fun. Laugh while the trash empties.<br />
<br />
*Use the finder's Go To Folder command and select ~/Library/Preferences.<br />
<br />
*Delete com.ncsoft.* (anything beginning with that) and City of Heroes preferences.<br />
<br />
*Right click on the City of Heroes application and select Show Package Contents.<br />
<br />
*Go to Contents > Resources > transgaming > c_drive > coh .... or that last part might be Program Files > City of Heroes.<br />
<br />
*Drag the icon.exe into the path above.<br />
<br />
*Back up to Contents and select MacOS. Click slowly twice in the name "cider" to rename it. Change the name to "cider_die".<br />
<br />
*Right-click on cider_noui and choose "Duplicate". Click slowly on the name "cider_noui copy" to rename it. Change that name to just "cider".<br />
<br />
*Backup to Contents again.<br />
<br />
*Download this Icon.plist file: http://repo.cohtitan.com/icon/Info.plist<br />
<br />
*Go to Contents again, and drop the Info.plist there, replacing the existing one.<br />
<br />
*Close everything up and launch the City of Heroes application. It will go directly into the costume creator!<br />
<br />
*(OPTIONAL) Change the name of the City of Heroes application to something like "CoH Costume Creator" to differentiate it.<br />
<br />
===Parameters===<br />
*'''NPC (Developer) Edit Mode''': To launch the game in NPC Edit mode, you need to run Icon with a -n switch. <br />
** '''On Windows''', the easiest way to do that is to create a shortcut to icon.exe (right click on icon.exe and use "Create Shortcut"). Once its created, right click on the shortcut and go to properties. In the first box, "Target", go to the VERY end of the line, after everything else. Add a space, then type '''-n''', Hit OK. You can then rename the shortcut so that you know it's for the NPC editing version, or move it to your desktop if you want. OR... download this file [https://dl.dropbox.com/u/37952257/icon-npc.bat Icon-npc.bat] to your CoH file directory. It is a simple .bat file that will execute '''''icon.exe -n'''''<br />
** '''On Macintosh''', you will need to edit the Info.plist file within the City of Heroes application folder. Right click your icon-fied City of Heroes application to "Show Package Contents". Open the Contents folder, then edit the Icon.plist file with a text editor or the Property List Editor if you have it installed. At the entry "CiderGameOptions", change the string to "-- icon.exe -n", and then save the changed file.<br />
<br />
*'''Bypass Character Creator''': {{red|Issue 24 Client Only!}}{{dot}}Icon now supports a -r command line option to create a random character and jump straight into Atlas Park. Random is random, you have been warned. <br />
<br />
==How to Operate==<br />
<br />
You can now enter Paragon City, Praetoria, and the Rogue Isles with your NPC-mode costume creations.<br />
<br />
===Valid Commands===<br />
<br />
====Load a Map====<br />
:'''/loadmap_prompt''' {{dot}} Default keybind: F1 {{dot}} Maps can be loaded! You can either use the F1 key for the dialogue box or the /loadmap slash command. The map name should be specified in the same format as it is found in demorecords. The game doesn't care if the name ends in .txt or .bin, so you can use geobin/ paths too (just cut out the geobin and start the path with maps/). When changing maps, Icon parses the newly loaded map and attempts to find a suitable spawn point to move your character to. It picks one completely at random; the intent is to simply get you somewhere "inside" the map. This might mean in an interior area like a shop or hospital. It also means that on maps with an [[Arena]], you have a chance of spawning inside the infamous Matrix Room. <br />
<br />
[https://docs.google.com/spreadsheet/ccc?key=0Asgb7CIX1MhodGZyYmZCaks2b2N4bDF6dXdHblpTcFE#gid=0 List of all internal Map Names found here]<br />
[[Demo Editing/Scenic Maps|Select group of notable Scenic Maps found here]]<br />
<br />
:'''/loadmap [mapname]''' {{dot}} Default keybind: None {{dot}} Loads the map specified in the parameter bypassing the dialogue box.<br />
<br />
:'''/time [num]''' {{dot}} Default keybind: None {{dot}} Changes the time of day. Should be specified as a number between 0 and 24 -- fractional values are allowed. The default time is 12 (Noon).<br />
<br />
====Jump to New Spawn Point====<br />
:'''/prev_spawn, /next_spawn, /random_spawn''' {{dot}} These are by default bound to the bracket keys: {{red|[}} and {{red|]}}, and {{red|F12}}. They allow you to jump between player spawn points on the current map. If you don't like where you spawned, you can press F12 to go to a (probably) different random place within the map, or use the square brackets to step through the spawn points in order. Especially useful if you don't see a map or don't see the other sections of a map that you would normally 'warp' to by clicking a door or elevator while on a map.<br />
<br />
====Fly====<br />
:'''/fly''' {{dot}} Default keybind: 1 {{dot}} Take to the skies! <br />
<br />
====Edit Position (Jump to Coordinate)====<br />
:'''/edit_pos''' {{dot}} Default keybind: F3 {{dot}} Toggles a panel in which you can edit your X/Y/Z coordinates in order to instantly teleport to any desired position. The button switches between accepting absolute coordinates, and relative coordinates for moving just a "little to the right". Affects self if nothing is targeted, otherwise, it affects targeted NPC.<br />
<br />
====Detach Camera====<br />
:'''/detach_camera''' {{dot}} {{red|Issue 24 Client Only!}} {{dot}} Default keybind: F2 {{dot}} Detaches the camera from the player; excellent for precision placement for screenshots. While the camera is detached, W/A/S/D move the camera, Q/E rotate it, Space raises it, Z lowers it, PgUp/PgDown tilt the view, N/M roll, and B resets the roll to zero.<br />
<br />
====Developer Map Editing Mode====<br />
:'''/map_dev''' {{dot}} Default keybind: F4 {{dot}} Show normally hidden developer markers most likely used as part of the map editing process. Neighborhood volumes, spawn points, etc. More importantly, it also makes indoor sections (which are normally invisible when you're not inside them) show up, so they're easier to find in no-clip mode. Pressing F4 again turns it off. You can see but not really edit markers.<br />
<br />
====Developer No-Clip Mode====<br />
:'''/no_clip''' {{dot}} Default keybind: F5 {{dot}} Toggles no-clipping mode on and off. Basically the same as using /nocoll 1, but is a toggle so it can be easily bound, and also displays an on-screen message to notify you if it's on or off.<br />
<br />
====Spawning, Moving, Deleting NPCs====<br />
<br />
:'''/spawn_npc [internal_designation] [given_name]''' {{dot}} You can use this slash command to create an NPC at your current position. It takes two parameters, the model to use (this is the same as shows up in demorecords), and the name for your NPC. You can put the name in quotes for readability if you wish. Some examples:<br />
:*/spawnnpc Model_Statesman Statesman<br />
:: Creates a Statesman NPC with the name 'Statesman'<br />
:*/spawnnpc 5th_Mek_Man Mr. Roboto<br />
:: Creates a 5th Column Mek Man with the name 'Mr. Roboto'<br />
:*/spawnnpc Nemesis "A Plot?"<br />
:: Creates a Nemesis NPC with the name "A Plot?"<br />
<br />
[https://docs.google.com/spreadsheet/ccc?key=0AhIRRsGz_pIedEpKNktybkN4MFlLSGlpNUdmWFcxa3c#gid=0 See here for a list of NPC models]<br />
<br />
:'''/move_npc''' {{dot}} Default keybind: G {{dot}} Useful for fine-tuning NPC positioning for screenshots, using this command or pressing 'G' will teleport the targeted NPC to your position. Note that this will bump you out of the way unless you have noclip mode on, because: ''Citizens > All''. The F3 Coordinate Editor works on targeted NPCs.<br />
<br />
:'''/delete_npc''' {{dot}} Default keybind: Shift+Delete {{dot}} Sends your poor targeted NPC to the great bit-bucket in the sky. Why would you want to be so heartless?<br />
<br />
====Animations (Emotes)====<br />
:'''/mov [MOV_name]''' {{dot}} Default keybind: None {{dot}} Makes your character, or the NPC you have targeted, play an animation (what players know as 'emotes'). The animation should be specified in the same format as MOV commands from demorecords. Note that the normal /emote (/e, /em) commands do not work, nor do the normal naming conventions ('dance,' 'newspaper'). You can only use '/mov' as a command and the internal names of the animations. <br />
<br />
[[Demo_Editing/List_of_MOVs| Full list of internal MOV names found here]].<br />
<br />
:'''/rememberap33''' {{dot}} Default keybind: 2 {{dot}} Raise a torch in remembrance of all the heroes who have walked the streets of Paragon City. (And the Villains because... FIRE!)<br />
<br />
==Notes==<br />
* This is an experimental feature, so many things won't work. Notably, doors are not usable and will freeze the client momentarily as it waits for a reply from a nonexistent server.<br />
*Certain weapon unlocks (Rularuu weapons, Romulus weapons, etc) still don't work in I23 version. You can still use NPC mode to access them in I24/Beta version.</div>Zombie Manhttps://archive.paragonwiki.com/w/index.php?title=Titan_Icon&diff=249024Titan Icon2013-06-04T01:52:16Z<p>Zombie Man: clarifying</p>
<hr />
<div>{{otheruses4|1=the program that enables solo character creation and access to maps|2=other uses of Icon|3=Icon}}<br />
{{TOCright}}<br />
==Overview==<br />
<br />
'''Titan Icon''' is a freestanding executable file created by Codewalker which allows players of City of Heroes to access the character creation module of City of Heroes and to be able to enter and view the maps of City of Heroes. The program files and maps of City of Heroes were distributed for free to anyone who wished to play for free by [[NCsoft]] while the game was in operation.<br />
<br />
==Installation==<br />
<br />
===Current Version===<br />
<br />
The current version is 1.6 released on May 31, 2013. [http://www.cohtitan.com/forum/index.php/topic,7288.0.html Version notes are located here.]<br />
<br />
=== Download===<br />
[http://repo.cohtitan.com/icon/icon.exe Program Download Link]<br />
<br />
[http://repo.cohtitan.com/icon/icon-src-16.zip Source Code Download Link]<br />
:Source code is provided solely for programmers to add their own stuff.<br />
<br />
'''Requirements''': You must have either the latest [[Issue 23]] (version 2320.201207182341.1) or [[Issue 24]] (Beta) (version 2400.201208211101.1) game client installed. The NCSoft launcher is not required. The Issue 24 client has more costume parts available and is recommended if you have it. If you need to refresh your I24/Beta client, [http://www.savecoh.com/p/download-issue-24-beta.html see here].<br />
<br />
===Instructions for PC===<br />
<br />
*Save icon.exe into your City of Heroes program folder. On a default install, this may be in C:\Program Files\City of Heroes, or C:\Program Files (x86)\City of Heroes on 64-bit systems. It should have a cityofheroes.exe file in it as well.<br />
<br />
*Use Explorer to browse to that folder, and double click icon.exe. You can create a shortcut to it if desired.<br />
<br />
===Instructions for Mac===<br />
<br />
*IMPORTANT: MAKE A COPY OF YOUR CITY OF HEROES FOLDER. Since we'll be modifying it irrecoverably, it's best to work with a copy.<br />
<br />
*Download icon.exe from the link above.<br />
<br />
*Toss the NCSoft Launcher in the trash. Not really necessary, but it's fun. Laugh while the trash empties.<br />
<br />
*Use the finder's Go To Folder command and select ~/Library/Preferences.<br />
<br />
*Delete com.ncsoft.* (anything beginning with that) and City of Heroes preferences.<br />
<br />
*Right click on the City of Heroes application and select Show Package Contents.<br />
<br />
*Go to Contents > Resources > transgaming > c_drive > coh .... or that last part might be Program Files > City of Heroes.<br />
<br />
*Drag the icon.exe into the path above.<br />
<br />
*Back up to Contents and select MacOS. Click slowly twice in the name "cider" to rename it. Change the name to "cider_die".<br />
<br />
*Right-click on cider_noui and choose "Duplicate". Click slowly on the name "cider_noui copy" to rename it. Change that name to just "cider".<br />
<br />
*Backup to Contents again.<br />
<br />
*Download this Icon.plist file: http://repo.cohtitan.com/icon/Info.plist<br />
<br />
*Go to Contents again, and drop the Info.plist there, replacing the existing one.<br />
<br />
*Close everything up and launch the City of Heroes application. It will go directly into the costume creator!<br />
<br />
*(OPTIONAL) Change the name of the City of Heroes application to something like "CoH Costume Creator" to differentiate it.<br />
<br />
===Parameters===<br />
*'''NPC (Developer) Edit Mode''': To launch the game in NPC Edit mode, you need to run Icon with a -n switch. <br />
** '''On Windows''', the easiest way to do that is to create a shortcut to icon.exe (right click on icon.exe and use "Create Shortcut"). Once its created, right click on the shortcut and go to properties. In the first box, "Target", go to the VERY end of the line, after everything else. Add a space, then type '''-n''', Hit OK. You can then rename the shortcut so that you know it's for the NPC editing version, or move it to your desktop if you want. OR... download this file [https://dl.dropbox.com/u/37952257/icon-npc.bat Icon-npc.bat] to your CoH file directory. It is a simple .bat file that will execute '''''icon.exe -n'''''<br />
** '''On Macintosh''', you will need to edit the Info.plist file within the City of Heroes application folder. Right click your icon-fied City of Heroes application to "Show Package Contents". Open the Contents folder, then edit the Icon.plist file with a text editor or the Property List Editor if you have it installed. At the entry "CiderGameOptions", change the string to "-- icon.exe -n", and then save the changed file.<br />
<br />
*'''Bypass Character Creator''': {{red|Issue 24 Client Only!}}{{dot}}Icon now supports a -r command line option to create a random character and jump straight into Atlas Park. Random is random, you have been warned. <br />
<br />
==How to Operate==<br />
<br />
You can now enter Paragon City, Praetoria, and the Rogue Isles with your NPC-mode costume creations.<br />
<br />
===Valid Commands===<br />
<br />
====Load a Map====<br />
:'''/loadmap_prompt''' {{dot}} Default keybind: F1 {{dot}} Maps can be loaded! You can either use the F1 key for the dialogue box or the /loadmap slash command. The map name should be specified in the same format as it is found in demorecords. The game doesn't care if the name ends in .txt or .bin, so you can use geobin/ paths too (just cut out the geobin and start the path with maps/). When changing maps, Icon parses the newly loaded map and attempts to find a suitable spawn point to move your character to. It picks one completely at random; the intent is to simply get you somewhere "inside" the map. This might mean in an interior area like a shop or hospital. It also means that on maps with an [[Arena]], you have a chance of spawning inside the infamous Matrix Room. <br />
<br />
[https://docs.google.com/spreadsheet/ccc?key=0Asgb7CIX1MhodGZyYmZCaks2b2N4bDF6dXdHblpTcFE#gid=0 List of all internal Map Names found here]<br />
[[Demo Editing/Scenic Maps|Select group of notable Scenic Maps found here]]<br />
<br />
:'''/loadmap [mapname]''' {{dot}} Default keybind: None {{dot}} Loads the map specified in the parameter bypassing the dialogue box.<br />
<br />
:'''/time [num]''' {{dot}} Default keybind: None {{dot}} Changes the time of day. Should be specified as a number between 0 and 24 -- fractional values are allowed. The default time is 12 (Noon).<br />
<br />
====Jump to New Spawn Point====<br />
:'''/prev_spawn, /next_spawn, /random_spawn''' {{dot}} These are by default bound to the bracket keys: {{red|[}} and {{red|]}}, and {{red|F12}}. They allow you to jump between player spawn points on the current map. If you don't like where you spawned, you can press F12 to go to a (probably) different random place within the map, or use the square brackets to step through the spawn points in order. Especially useful if you don't see a map or don't see the other sections of a map that you would normally 'warp' to by clicking a door or elevator while on a map.<br />
<br />
====Fly====<br />
:'''/fly''' {{dot}} Default keybind: 1 {{dot}} Take to the skies! <br />
<br />
====Edit Position (Jump to Coordinate)====<br />
:'''/edit_pos''' {{dot}} Default keybind: F3 {{dot}} Toggles a panel in which you can edit your X/Y/Z coordinates in order to instantly teleport to any desired position. The button switches between accepting absolute coordinates, and relative coordinates for moving just a "little to the right". Affects self if nothing is targeted, otherwise, it affects targeted NPC.<br />
<br />
====Detach Camera====<br />
:'''/detach_camera''' {{dot}} {{red|Issue 24 Client Only!}} {{dot}} Default keybind: F2 {{dot}} Detaches the camera from the player; excellent for precision placement for screenshots. While the camera is detached, W/A/S/D move the camera, Q/E rotate it, Space raises it, Z lowers it, PgUp/PgDown tilt the view, N/M roll, and B resets the roll to zero.<br />
<br />
====Developer Map Editing Mode====<br />
:'''/map_dev''' {{dot}} Default keybind: F4 {{dot}} Show normally hidden developer markers most likely used as part of the map editing process. Neighborhood volumes, spawn points, etc. More importantly, it also makes indoor sections (which are normally invisible when you're not inside them) show up, so they're easier to find in no-clip mode. Pressing F4 again turns it off. You can see but not really edit markers.<br />
<br />
====Developer No-Clip Mode====<br />
:'''/no_clip''' {{dot}} Default keybind: F5 {{dot}} Toggles no-clipping mode on and off. Basically the same as using /nocoll 1, but is a toggle so it can be easily bound, and also displays an on-screen message to notify you if it's on or off.<br />
<br />
====Spawning, Moving, Deleting NPCs====<br />
<br />
:'''/spawn_npc [internal_designation] [given_name]''' {{dot}} You can use this slash command to create an NPC at your current position. It takes two parameters, the model to use (this is the same as shows up in demorecords), and the name for your NPC. Some examples:<br />
:*/spawnnpc Model_Statesman Statesman<br />
:: Creates a Statesman NPC with the name 'Statesman'<br />
:*/spawnnpc 5th_Mek_Man Mr. Roboto<br />
:: Creates a 5th Column Mek Man with the name 'Mr. Roboto'<br />
:*/spawnnpc Nemesis A Plot?<br />
:: Creates a Nemesis NPC with the name "A Plot?"<br />
<br />
[https://docs.google.com/spreadsheet/ccc?key=0AhIRRsGz_pIedEpKNktybkN4MFlLSGlpNUdmWFcxa3c#gid=0 See here for a list of NPC models]<br />
<br />
:'''/move_npc''' {{dot}} Default keybind: G {{dot}} Useful for fine-tuning NPC positioning for screenshots, using this command or pressing 'G' will teleport the targeted NPC to your position. Note that this will bump you out of the way unless you have noclip mode on, because: ''Citizens > All''. The F3 Coordinate Editor works on targeted NPCs.<br />
<br />
:'''/delete_npc''' {{dot}} Default keybind: Shift+Delete {{dot}} Sends your poor targeted NPC to the great bit-bucket in the sky. Why would you want to be so heartless?<br />
<br />
<br />
====Animations (Emotes)====<br />
:'''/mov [MOV_name]''' {{dot}} Default keybind: None {{dot}} Makes your character, or the NPC you have targeted, play an animation (what players know as 'emotes'). The animation should be specified in the same format as MOV commands from demorecords. Note that the normal /emote (/e, /em) commands do not work, nor do the normal naming conventions ('dance,' 'newspaper'). You can only use '/mov' as a command and the internal names of the animations. <br />
<br />
[[Demo_Editing/List_of_MOVs| Full list of internal MOV names found here]].<br />
<br />
:'''/rememberap33''' {{dot}} Default keybind: 2 {{dot}} Raise a torch in remembrance of all the heroes who have walked the streets of Paragon City. (And the Villains because... FIRE!)<br />
<br />
==Notes==<br />
* This is an experimental feature, so many things won't work. Notably, doors are not usable and will freeze the client momentarily as it waits for a reply from a nonexistent server.<br />
*Certain weapon unlocks (Rularuu weapons, Romulus weapons, etc) still don't work in I23 version. You can still use NPC mode to access them in I24/Beta version.</div>Zombie Manhttps://archive.paragonwiki.com/w/index.php?title=Titan_Icon&diff=249023Titan Icon2013-06-03T02:09:35Z<p>Zombie Man: more fussing</p>
<hr />
<div>{{otheruses4|1=the program that enables solo character creation and access to maps|2=other uses of Icon|3=Icon}}<br />
{{TOCright}}<br />
==Overview==<br />
<br />
'''Titan Icon''' is a freestanding executable file created by Codewalker which allows players of City of Heroes to access the character creation module of City of Heroes and to be able to enter and view the maps of City of Heroes. The program files and maps of City of Heroes were distributed for free to anyone who wished to play for free by [[NCsoft]] while the game was in operation.<br />
<br />
==Installation==<br />
<br />
===Current Version===<br />
<br />
The current version is 1.6 released on May 31, 2013. [http://www.cohtitan.com/forum/index.php/topic,7288.0.html Version notes are located here.]<br />
<br />
=== Download===<br />
[http://repo.cohtitan.com/icon/icon.exe Program Download Link]<br />
<br />
[http://repo.cohtitan.com/icon/icon-src-16.zip Source Code Download Link]<br />
:Source code is provided solely for programmers to add their own stuff.<br />
<br />
'''Requirements''': You must have either the latest [[Issue 23]] (version 2320.201207182341.1) or [[Issue 24]] (Beta) (version 2400.201208211101.1) game client installed. The NCSoft launcher is not required. The Issue 24 client has more costume parts available and is recommended if you have it. If you need to refresh your I24/Beta client, [http://www.savecoh.com/p/download-issue-24-beta.html see here].<br />
<br />
===Instructions for PC===<br />
<br />
*Save icon.exe into your City of Heroes program folder. On a default install, this may be in C:\Program Files\City of Heroes, or C:\Program Files (x86)\City of Heroes on 64-bit systems. It should have a cityofheroes.exe file in it as well.<br />
<br />
*Use Explorer to browse to that folder, and double click icon.exe. You can create a shortcut to it if desired.<br />
<br />
===Instructions for Mac===<br />
<br />
*IMPORTANT: MAKE A COPY OF YOUR CITY OF HEROES FOLDER. Since we'll be modifying it irrecoverably, it's best to work with a copy.<br />
<br />
*Download icon.exe from the link above.<br />
<br />
*Toss the NCSoft Launcher in the trash. Not really necessary, but it's fun. Laugh while the trash empties.<br />
<br />
*Use the finder's Go To Folder command and select ~/Library/Preferences.<br />
<br />
*Delete com.ncsoft.* (anything beginning with that) and City of Heroes preferences.<br />
<br />
*Right click on the City of Heroes application and select Show Package Contents.<br />
<br />
*Go to Contents > Resources > transgaming > c_drive > coh .... or that last part might be Program Files > City of Heroes.<br />
<br />
*Drag the icon.exe into the path above.<br />
<br />
*Back up to Contents and select MacOS. Click slowly twice in the name "cider" to rename it. Change the name to "cider_die".<br />
<br />
*Right-click on cider_noui and choose "Duplicate". Click slowly on the name "cider_noui copy" to rename it. Change that name to just "cider".<br />
<br />
*Backup to Contents again.<br />
<br />
*Download this Icon.plist file: http://repo.cohtitan.com/icon/Info.plist<br />
<br />
*Go to Contents again, and drop the Info.plist there, replacing the existing one.<br />
<br />
*Close everything up and launch the City of Heroes application. It will go directly into the costume creator!<br />
<br />
*(OPTIONAL) Change the name of the City of Heroes application to something like "CoH Costume Creator" to differentiate it.<br />
<br />
===Parameters===<br />
*'''NPC (Developer) Edit Mode''': To launch the game in NPC Edit mode, you need to run Icon with a -n switch. <br />
** '''On Windows''', the easiest way to do that is to create a shortcut to icon.exe (right click on icon.exe and use "Create Shortcut"). Once its created, right click on the shortcut and go to properties. In the first box, "Target", go to the VERY end of the line, after everything else. Add a space, then type '''-n''', Hit OK. You can then rename the shortcut so that you know it's for the NPC editing version, or move it to your desktop if you want. OR... download this file [https://dl.dropbox.com/u/37952257/icon-npc.bat Icon-npc.bat] to your CoH file directory. It is a simple .bat file that will execute '''''icon.exe -n'''''<br />
** '''On Macintosh''', you will need to edit the Info.plist file within the City of Heroes application folder. Right click your icon-fied City of Heroes application to "Show Package Contents". Open the Contents folder, then edit the Icon.plist file with a text editor or the Property List Editor if you have it installed. At the entry "CiderGameOptions", change the string to "-- icon.exe -n", and then save the changed file.<br />
<br />
*'''Bypass Character Creator''': {{red|Issue 24 Client Only!}}{{dot}}Icon now supports a -r command line option to create a random character and jump straight into Atlas Park. Random is random, you have been warned. <br />
<br />
==How to Operate==<br />
<br />
You can now enter Paragon City, Praetoria, and the Rogue Isles with your NPC-mode costume creations.<br />
<br />
===Valid Commands===<br />
<br />
====Load a Map====<br />
:'''/loadmap_prompt''' {{dot}} Default keybind: F1 {{dot}} Maps can be loaded! You can either use the F1 key for the dialogue box or the /loadmap slash command. The map name should be specified in the same format as it is found in demorecords. The game doesn't care if the name ends in .txt or .bin, so you can use geobin/ paths too (just cut out the geobin and start the path with maps/). When changing maps, Icon parses the newly loaded map and attempts to find a suitable spawn point to move your character to. It picks one completely at random; the intent is to simply get you somewhere "inside" the map. This might mean in an interior area like a shop or hospital. It also means that on maps with an [[Arena]], you have a chance of spawning inside the infamous Matrix Room. <br />
<br />
::[https://docs.google.com/spreadsheet/ccc?key=0Asgb7CIX1MhodGZyYmZCaks2b2N4bDF6dXdHblpTcFE#gid=0 List of all internal Map Names found here]<br />
::[[Demo Editing/Scenic Maps|Select group of notable Scenic Maps found here]]<br />
<br />
:'''/loadmap [mapname]''' {{dot}} Default keybind: None {{dot}} Loads the map specified in the parameter bypassing the dialogue box.<br />
<br />
:'''/time [num]''' {{dot}} Default keybind: None {{dot}} Changes the time of day. Should be specified as a number between 0 and 24 -- fractional values are allowed. The default time is 12 (Noon).<br />
<br />
====Jump to New Spawn Point====<br />
:'''/prev_spawn, /next_spawn, /random_spawn''' {{dot}} These are by default bound to the bracket keys: {{red|[}} and {{red|]}}, and {{red|F12}}. They allow you to jump between player spawn points on the current map. If you don't like where you spawned, you can press F12 to go to a (probably) different random place within the map, or use the square brackets to step through the spawn points in order. Especially useful if you don't see a map or don't see the other sections of a map that you would normally 'warp' to by clicking a door or elevator while on a map.<br />
<br />
====Fly====<br />
:'''/fly''' {{dot}} Default keybind: 1 {{dot}} Take to the skies! <br />
<br />
====Edit Position (Jump to Coordinate)====<br />
:'''/edit_pos''' {{dot}} Default keybind: F3 {{dot}} Toggles a panel in which you can edit your X/Y/Z coordinates in order to instantly teleport to any desired position. The button switches between accepting absolute coordinates, and relative coordinates for moving just a "little to the right". Affects self if nothing is targeted, otherwise, it affects targeted NPC.<br />
<br />
====Detach Camera====<br />
:'''/detach_camera''' {{dot}} {{red|Issue 24 Client Only!}} {{dot}} Default keybind: F2 {{dot}} Detaches the camera from the player; excellent for precision placement for screenshots. While the camera is detached, W/A/S/D move the camera, Q/E rotate it, Space raises it, Z lowers it, PgUp/PgDown tilt the view, N/M roll, and B resets the roll to zero.<br />
<br />
====Developer Map Editing Mode====<br />
:'''/map_dev''' {{dot}} Default keybind: F4 {{dot}} Show normally hidden developer markers most likely used as part of the map editing process. Neighborhood volumes, spawn points, etc. More importantly, it also makes indoor sections (which are normally invisible when you're not inside them) show up, so they're easier to find in no-clip mode. Pressing F4 again turns it off. You can see but not really edit markers.<br />
<br />
====Developer No-Clip Mode====<br />
:'''/no_clip''' {{dot}} Default keybind: F5 {{dot}} Toggles no-clipping mode on and off. Basically the same as using /nocoll 1, but is a toggle so it can be easily bound, and also displays an on-screen message to notify you if it's on or off.<br />
<br />
====Spawning, Moving, Deleting NPCs====<br />
<br />
:'''/spawn_npc''' {{dot}} You can use this slash command to create an NPC at your current position. It takes two parameters, the costume to use (this is the same as shows up in demorecords), and the name for your NPC. Some examples:<br />
:*/spawnnpc Model_Statesman Statesman<br />
:*/spawnnpc 5th_Mek_Man Mr. Roboto<br />
:*/spawnnpc Nemesis A Plot?<br />
<br />
::[https://docs.google.com/spreadsheet/ccc?key=0AhIRRsGz_pIedEpKNktybkN4MFlLSGlpNUdmWFcxa3c#gid=0 See here for a list of NPC models]<br />
<br />
:'''/move_npc''' {{dot}} Default keybind: G {{dot}} Useful for fine-tuning NPC positioning for screenshots, using this command or pressing 'G' will teleport the targeted NPC to your position. Note that this will bump you out of the way unless you have noclip mode on, because: ''Citizens > All''. The F3 Coordinate Editor works on targeted NPCs.<br />
<br />
:'''/delete_npc''' {{dot}} Default keybind: Shift+Delete {{dot}} Sends your poor targeted NPC to the great bit-bucket in the sky. Why would you want to be so heartless?<br />
<br />
====Animations (Emotes)====<br />
:'''/mov [MOV_name]''' {{dot}} Default keybind: None {{dot}} Makes your character, or the NPC you have targeted, play an animation (what players know as 'emotes'). The animation should be specified in the same format as MOV commands from demorecords. Note that the normal /emote (/e, /em) commands do not work, nor do the normal naming conventions ('dance,' 'newspaper'). You can only use '/mov' as a command and the internal names of the animations. <br />
<br />
::[[Demo_Editing/List_of_MOVs| Full list of internal MOV names found here]].<br />
<br />
:'''/rememberap33''' {{dot}} Default keybind: 2 {{dot}} Raise a torch in remembrance of all the heroes who have walked the streets of Paragon City. (And the Villains because... FIRE!)<br />
<br />
==Notes==<br />
* This is an experimental feature, so many things won't work. Notably, doors are not usable and will freeze the client momentarily as it waits for a reply from a nonexistent server.<br />
*Certain weapon unlocks (Rularuu weapons, Romulus weapons, etc) still don't work in I23 version. You can still use NPC mode to access them in I24/Beta version.</div>Zombie Manhttps://archive.paragonwiki.com/w/index.php?title=Titan_Icon&diff=249022Titan Icon2013-06-03T00:48:55Z<p>Zombie Man: more fussing</p>
<hr />
<div>{{otheruses4|1=the program that enables solo character creation and access to maps|2=other uses of Icon|3=Icon}}<br />
{{TOCright}}<br />
==Overview==<br />
<br />
'''Titan Icon''' is a freestanding executable file created by Codewalker which allows players of City of Heroes to access the character creation module of City of Heroes and to be able to enter and view the maps of City of Heroes. The program files and maps of City of Heroes were distributed for free to anyone who wished to play for free by [[NCsoft]] while the game was in operation.<br />
<br />
==Installation==<br />
<br />
===Current Version===<br />
<br />
The current version is 1.6 released on May 31, 2013. [http://www.cohtitan.com/forum/index.php/topic,7288.0.html Version notes are located here.]<br />
<br />
=== Download===<br />
[http://repo.cohtitan.com/icon/icon.exe Program Download Link]<br />
<br />
[http://repo.cohtitan.com/icon/icon-src-16.zip Source Code Download Link]<br />
:Source code is provided solely for programmers to add their own stuff.<br />
<br />
'''Requirements''': You must have either the latest [[Issue 23]] (version 2320.201207182341.1) or [[Issue 24]] (Beta) (version 2400.201208211101.1) game client installed. The NCSoft launcher is not required. The Issue 24 client has more costume parts available and is recommended if you have it. If you need to refresh your I24/Beta client, [http://www.savecoh.com/p/download-issue-24-beta.html see here].<br />
<br />
===Instructions for PC===<br />
<br />
*Save icon.exe into your City of Heroes program folder. On a default install, this may be in C:\Program Files\City of Heroes, or C:\Program Files (x86)\City of Heroes on 64-bit systems. It should have a cityofheroes.exe file in it as well.<br />
<br />
*Use Explorer to browse to that folder, and double click icon.exe. You can create a shortcut to it if desired.<br />
<br />
===Instructions for Mac===<br />
<br />
*IMPORTANT: MAKE A COPY OF YOUR CITY OF HEROES FOLDER. Since we'll be modifying it irrecoverably, it's best to work with a copy.<br />
<br />
*Download icon.exe from the link above.<br />
<br />
*Toss the NCSoft Launcher in the trash. Not really necessary, but it's fun. Laugh while the trash empties.<br />
<br />
*Use the finder's Go To Folder command and select ~/Library/Preferences.<br />
<br />
*Delete com.ncsoft.* (anything beginning with that) and City of Heroes preferences.<br />
<br />
*Right click on the City of Heroes application and select Show Package Contents.<br />
<br />
*Go to Contents > Resources > transgaming > c_drive > coh .... or that last part might be Program Files > City of Heroes.<br />
<br />
*Drag the icon.exe into the path above.<br />
<br />
*Back up to Contents and select MacOS. Click slowly twice in the name "cider" to rename it. Change the name to "cider_die".<br />
<br />
*Right-click on cider_noui and choose "Duplicate". Click slowly on the name "cider_noui copy" to rename it. Change that name to just "cider".<br />
<br />
*Backup to Contents again.<br />
<br />
*Download this Icon.plist file: http://repo.cohtitan.com/icon/Info.plist<br />
<br />
*Go to Contents again, and drop the Info.plist there, replacing the existing one.<br />
<br />
*Close everything up and launch the City of Heroes application. It will go directly into the costume creator!<br />
<br />
*(OPTIONAL) Change the name of the City of Heroes application to something like "CoH Costume Creator" to differentiate it.<br />
<br />
===Parameters===<br />
*'''NPC (Developer) Edit Mode''': To launch the game in NPC Edit mode, you need to run Icon with a -n switch. <br />
** '''On Windows''', the easiest way to do that is to create a shortcut to icon.exe (right click on icon.exe and use "Create Shortcut"). Once its created, right click on the shortcut and go to properties. In the first box, "Target", go to the VERY end of the line, after everything else. Add a space, then type '''-n''', Hit OK. You can then rename the shortcut so that you know it's for the NPC editing version, or move it to your desktop if you want. OR... download this file [https://dl.dropbox.com/u/37952257/icon-npc.bat Icon-npc.bat] to your CoH file directory. It is a simple .bat file that will execute '''''icon.exe -n'''''<br />
** '''On Macintosh''', you will need to edit the Info.plist file within the City of Heroes application folder. Right click your icon-fied City of Heroes application to "Show Package Contents". Open the Contents folder, then edit the Icon.plist file with a text editor or the Property List Editor if you have it installed. At the entry "CiderGameOptions", change the string to "-- icon.exe -n", and then save the changed file.<br />
<br />
*'''Bypass Character Creator''':Icon now supports a -r command line option to create a random character and jump straight into Atlas Park. Random is random, you have been warned. {{red|Issue 24 Client Only!}}<br />
<br />
==How to Operate Program==<br />
<br />
You can now enter Paragon City, Praetoria, and the Rogue Isles with your NPC-mode costume creations.<br />
<br />
===Valid Commands===<br />
<br />
====Load a Map====<br />
:'''/loadmap_prompt''' {{dot}} Default keybind: F1 {{dot}} Maps can be loaded! You can either use the F1 key for the dialogue box or the /loadmap slash command. The map name should be specified in the same format as it is found in demorecords. The game doesn't care if the name ends in .txt or .bin, so you can use geobin/ paths too (just cut out the geobin and start the path with maps/). When changing maps, Icon parses the newly loaded map and attempts to find a suitable spawn point to move your character to. It picks one completely at random; the intent is to simply get you somewhere "inside" the map. This might mean in an interior area like a shop or hospital. It also means that on maps with an [[Arena]], you have a chance of spawning inside the infamous Matrix Room. <br />
<br />
::[https://docs.google.com/spreadsheet/ccc?key=0Asgb7CIX1MhodGZyYmZCaks2b2N4bDF6dXdHblpTcFE#gid=0 List of all internal Map Names found here].<br />
::[[Demo Editing/Scenic Maps|Select group of notable Scenic Maps found here]]<br />
<br />
:'''/loadmap [mapname]''' {{dot}} Default keybind: None {{dot}} Loads the map specified in the parameter bypassing the dialogue box.<br />
<br />
:'''/time [num]''' {{dot}} Default keybind: None {{dot}} Changes the time of day. Should be specified as a number between 0 and 24 -- fractional values are allowed. The default time is 12 (Noon).<br />
<br />
====Jump to New Spawn Point====<br />
:'''/prev_spawn, /next_spawn, /random_spawn''' {{dot}} These are by default bound to the bracket keys: {{red|[}} and {{red|]}}, and {{red|F12}}. They allow you to jump between player spawn points on the current map. If you don't like where you spawned, you can press F12 to go to a (probably) different random place within the map, or use the square brackets to step through the spawn points in order. Especially useful if you don't see a map or don't see the other sections of a map that you would normally 'warp' to by clicking a door or elevator while on a map.<br />
<br />
====Fly====<br />
:'''/fly''' {{dot}} Default keybind: 1 {{dot}} Take to the skies! <br />
<br />
====Edit Position (Jump to Coordinate)====<br />
:'''/edit_pos''' {{dot}} Default keybind: F3 {{dot}} Toggles a panel in which you can edit your X/Y/Z coordinates in order to instantly teleport to any desired position. The button switches between accepting absolute coordinates, and relative coordinates for moving just a "little to the right". Affects self if nothing is targeted, otherwise, it affects targeted NPC.<br />
<br />
====Detach Camera====<br />
:'''/detach_camera''' {{dot}} {{red|Issue 24 Client Only!}} {{dot}} Default keybind: F2 {{dot}} Detaches the camera from the player; excellent for precision placement for screenshots. While the camera is detached, W/A/S/D move the camera, Q/E rotate it, Space raises it, Z lowers it, PgUp/PgDown tilt the view, N/M roll, and B resets the roll to zero.<br />
<br />
====Developer Map Editing Mode====<br />
:'''/map_dev''' {{dot}} Default keybind: F4 {{dot}} Show normally hidden developer markers most likely used as part of the map editing process. Neighborhood volumes, spawn points, etc. More importantly, it also makes indoor sections (which are normally invisible when you're not inside them) show up, so they're easier to find in no-clip mode. Pressing F4 again turns it off. You can see but not really edit markers.<br />
<br />
====Developer No-Clip Mode====<br />
:'''/no_clip''' {{dot}} Default keybind: F5 {{dot}} Toggles no-clipping mode on and off. Basically the same as using /nocoll 1, but is a toggle so it can be easily bound, and also displays an on-screen message to notify you if it's on or off.<br />
<br />
====Spawning, Moving, Deleting NPCs====<br />
<br />
:'''/spawn_npc''' {{dot}} You can use this slash command to create an NPC at your current position. It takes two parameters, the costume to use (this is the same as shows up in demorecords), and the name for your NPC. Some examples:<br />
:*/spawnnpc Model_Statesman Statesman<br />
:*/spawnnpc 5th_Mek_Man Mr. Roboto<br />
:*/spawnnpc Nemesis A Plot?<br />
<br />
::[https://docs.google.com/spreadsheet/ccc?key=0AhIRRsGz_pIedEpKNktybkN4MFlLSGlpNUdmWFcxa3c#gid=0 See here for a list of NPC models]<br />
<br />
:'''/move_npc''' {{dot}} Default keybind: G {{dot}} Useful for fine-tuning NPC positioning for screenshots, using this command or pressing 'G' will teleport the targeted NPC to your position. Note that this will bump you out of the way unless you have noclip mode on, because: ''Citizens > All''. The F3 Coordinate Editor works on targeted NPCs.<br />
<br />
:'''/delete_npc''' {{dot}} Default keybind: Shift+Delete {{dot}} Sends your poor targeted NPC to the great bit-bucket in the sky. Why would you want to be so heartless?<br />
<br />
====Animations (Emotes)====<br />
:'''/mov [MOV_name]''' {{dot}} Default keybind: None {{dot}} Makes your character, or the NPC you have targeted, play an animation (what players know as 'emotes'). The animation should be specified in the same format as MOV commands from demorecords. Note that the normal /emote (/e, /em) commands do not work, nor do the normal naming conventions ('dance,' 'newspaper'). You can only use '/mov' as a command and the internal names of the animations. <br />
<br />
::[[Demo_Editing/List_of_MOVs| Full list of internal MOV names found here]].<br />
<br />
:'''/rememberap33''' {{dot}} Default keybind: 2 {{dot}} Raise a torch in remembrance of all the heroes who have walked the streets of Paragon City. (And the Villains because... FIRE!)<br />
<br />
==Notes==<br />
* This is an experimental feature, so many things won't work. Notably, doors are not usable and will freeze the client momentarily as it waits for a reply from a nonexistent server.<br />
*Certain weapon unlocks (Rularuu weapons, Romulus weapons, etc) still don't work in I23 version. You can still use NPC mode to access them in I24/Beta version.</div>Zombie Manhttps://archive.paragonwiki.com/w/index.php?title=Titan_Icon&diff=249021Titan Icon2013-06-03T00:35:37Z<p>Zombie Man: prettifying</p>
<hr />
<div>{{otheruses4|1=the program that enables solo character creation and access to maps|2=other uses of Icon|3=Icon}}<br />
{{TOCright}}<br />
==Overview==<br />
<br />
Icon is a freestanding executable file created by Codewalker which allows players of City of Heroes to access the character creation module of City of Heroes and to be able to enter and view the maps of City of Heroes. The program files and maps of City of Heroes were distributed for free to anyone who wished to play for free by NCSoft while the game was in operation.<br />
<br />
==Installation==<br />
<br />
===Current Version===<br />
<br />
The current version is 1.6 released on May 31, 2013. [http://www.cohtitan.com/forum/index.php/topic,7288.0.html Version notes are located here.]<br />
<br />
=== Download===<br />
[http://repo.cohtitan.com/icon/icon.exe Program Download Link]<br />
<br />
[http://repo.cohtitan.com/icon/icon-src-16.zip Source Code Download Link]<br />
:Source code is provided solely for programmers to add their own stuff.<br />
<br />
'''Requirements''': You must have either the latest Issue 23 (version 2320.201207182341.1) or Issue 24 (version 2400.201208211101.1) game client installed. The NCSoft launcher is not required. The Issue 24 client has more costume parts available and is recommended if you have it. If you need to refresh your I24/Beta client, [http://www.savecoh.com/p/download-issue-24-beta.html see here].<br />
<br />
===Instructions for PC===<br />
<br />
*Save icon.exe into your City of Heroes program folder. On a default install, this may be in C:\Program Files\City of Heroes, or C:\Program Files (x86)\City of Heroes on 64-bit systems. It should have a cityofheroes.exe file in it as well.<br />
<br />
*Use Explorer to browse to that folder, and double click icon.exe. You can create a shortcut to it if desired.<br />
<br />
===Instructions for Mac===<br />
<br />
*IMPORTANT: MAKE A COPY OF YOUR CITY OF HEROES FOLDER. Since we'll be modifying it irrecoverably, it's best to work with a copy.<br />
<br />
*Download icon.exe from the link above.<br />
<br />
*Toss the NCSoft Launcher in the trash. Not really necessary, but it's fun. Laugh while the trash empties.<br />
<br />
*Use the finder's Go To Folder command and select ~/Library/Preferences.<br />
<br />
*Delete com.ncsoft.* (anything beginning with that) and City of Heroes preferences.<br />
<br />
*Right click on the City of Heroes application and select Show Package Contents.<br />
<br />
*Go to Contents > Resources > transgaming > c_drive > coh .... or that last part might be Program Files > City of Heroes.<br />
<br />
*Drag the icon.exe into the path above.<br />
<br />
*Back up to Contents and select MacOS. Click slowly twice in the name "cider" to rename it. Change the name to "cider_die".<br />
<br />
*Right-click on cider_noui and choose "Duplicate". Click slowly on the name "cider_noui copy" to rename it. Change that name to just "cider".<br />
<br />
*Backup to Contents again.<br />
<br />
*Download this Icon.plist file: http://repo.cohtitan.com/icon/Info.plist<br />
<br />
*Go to Contents again, and drop the Info.plist there, replacing the existing one.<br />
<br />
*Close everything up and launch the City of Heroes application. It will go directly into the costume creator!<br />
<br />
*(OPTIONAL) Change the name of the City of Heroes application to something like "CoH Costume Creator" to differentiate it.<br />
<br />
===Parameters===<br />
*'''NPC (Developer) Edit Mode''': To launch the game in NPC Edit mode, you need to run Icon with a -n switch. <br />
** '''On Windows''', the easiest way to do that is to create a shortcut to icon.exe (right click on icon.exe and use "Create Shortcut"). Once its created, right click on the shortcut and go to properties. In the first box, "Target", go to the VERY end of the line, after everything else. Add a space, then type '''-n''', Hit OK. You can then rename the shortcut so that you know it's for the NPC editing version, or move it to your desktop if you want. OR.. download this file [https://dl.dropbox.com/u/37952257/icon-npc.bat Icon-npc.bat] to your CoH file directory. It is a simple .bat file that will execute '''''icon.exe. -n'''''<br />
** '''On Macintosh''', you will need to edit the Info.plist file within the City of Heroes application folder. Right click your icon-fied City of Heroes application to "Show Package Contents". Open the Contents folder, then edit the Icon.plist file with a text editor or the Property List Editor if you have it installed. At the entry "CiderGameOptions", change the string to "-- icon.exe -n", and then save the changed file.<br />
<br />
*'''Bypass Character Creator''':Icon now supports a -r command line option to create a random character and jump straight into Atlas Park. Random is random, you have been warned. {{red|Issue 24 Client Only!}}<br />
<br />
==How to Operate Program==<br />
<br />
You can now enter Paragon City, Praetoria, and the Rogue Isles with your NPC-mode costume creations.<br />
<br />
===Valid Commands===<br />
<br />
====Load a Map====<br />
:'''/loadmap_prompt''' {{dot}} Default keybind: F1 {{dot}} Maps can be loaded! You can either use the F1 key for the dialogue box or the /loadmap slash command. The map name should be specified in the same format as it is found in demorecords. The game doesn't care if the name ends in .txt or .bin, so you can use geobin/ paths too (just cut out the geobin and start the path with maps/). When changing maps, Icon parses the newly loaded map and attempts to find a suitable spawn point to move your character to. It picks one completely at random; the intent is to simply get you somewhere "inside" the map. This might mean in an interior area like a shop or hospital. It also means that on maps with an Arena, you have a chance of spawning inside the infamous Matrix Room. <br />
<br />
:[https://docs.google.com/spreadsheet/ccc?key=0Asgb7CIX1MhodGZyYmZCaks2b2N4bDF6dXdHblpTcFE#gid=0 List of internal Map Names found here].<br />
<br />
:'''/loadmap [mapname]''' {{dot}} Default keybind: None {{dot}} Loads the map specified in the parameter bypassing the dialogue box.<br />
<br />
:'''/time [num]''' {{dot}} Default keybind: None {{dot}} Changes the time of day. Should be specified as a number between 0 and 24 -- fractional values are allowed. The default time is 12 (Noon).<br />
<br />
====Jump to New Spawn Point====<br />
:'''/prev_spawn, /next_spawn, /random_spawn''' {{dot}} These are by default bound to the bracket keys: {{red|[}} and {{red|]}}, and {{red|F12}}. They allow you to jump between player spawn points on the current map. If you don't like where you spawned, you can press F12 to go to a (probably) different random place within the map, or use the square brackets to step through the spawn points in order. Especially useful if you don't see a map or don't see the other sections of a map that you would normally 'warp' to by clicking a door or elevator while on a map.<br />
<br />
====Fly====<br />
:'''/fly''' {{dot}} Default keybind: 1 {{dot}} Take to the skies! <br />
<br />
====Edit Position (Jump to Coordinate)====<br />
:'''/edit_pos''' {{dot}} Default keybind: F3 {{dot}} Toggles a panel in which you can edit your X/Y/Z coordinates in order to instantly teleport to any desired position. The button switches between accepting absolute coordinates, and relative coordinates for moving just a "little to the right". Affects self if nothing is targeted, otherwise, it affects targeted NPC.<br />
<br />
====Detach Camera====<br />
:'''/detach_camera''' {{dot}} {{red|Issue 24 Client Only!}} {{dot}} Default keybind: F2 {{dot}} Detaches the camera from the player; excellent for precision placement for screenshots. While the camera is detached, W/A/S/D move the camera, Q/E rotate it, Space raises it, Z lowers it, PgUp/PgDown tilt the view, N/M roll, and B resets the roll to zero.<br />
<br />
====Developer Map Editing Mode====<br />
:'''/map_dev''' {{dot}} Default keybind: F4 {{dot}} Show normally hidden developer markers most likely used as part of the map editing process. Neighborhood volumes, spawn points, etc. More importantly, it also makes indoor sections (which are normally invisible when you're not inside them) show up, so they're easier to find in no-clip mode. Pressing F4 again turns it off. You can see but not really edit markers.<br />
<br />
====Developer No-Clip Mode====<br />
:'''/no_clip''' {{dot}} Default keybind: F5 {{dot}} Toggles no-clipping mode on and off. Basically the same as using /nocoll 1, but is a toggle so it can be easily bound, and also displays an on-screen message to notify you if it's on or off.<br />
<br />
====Spawning, Moving, Deleting NPCs====<br />
<br />
:'''/spawn_npc''' {{dot}} You can use this slash command to create an NPC at your current position. It takes two parameters, the costume to use (this is the same as shows up in demorecords), and the name for your NPC. Some examples:<br />
:*/spawnnpc Model_Statesman Statesman<br />
:*/spawnnpc 5th_Mek_Man Mr. Roboto<br />
:*/spawnnpc Nemesis A Plot?<br />
<br />
:[https://docs.google.com/spreadsheet/ccc?key=0AhIRRsGz_pIedEpKNktybkN4MFlLSGlpNUdmWFcxa3c#gid=0 See here for a list of NPC models]<br />
<br />
:'''/move_npc''' {{dot}} Default keybind: G {{dot}} Useful for fine-tuning NPC positioning for screenshots, using this command or pressing 'G' will teleport the targeted NPC to your position. Note that this will bump you out of the way unless you have noclip mode on, because: ''Citizens > All''. The F3 Coordinate Editor works on targeted NPCs.<br />
<br />
:'''/delete_npc''' {{dot}} Default keybind: Shift+Delete {{dot}} Sends your poor targeted NPC to the great bit-bucket in the sky. Why would you want to be so heartless?<br />
<br />
====Animations (Emotes)====<br />
:'''/mov [MOV_name]''' {{dot}} Default keybind: None {{dot}} Makes your character, or the NPC you have targeted, play an animation (what players know as 'emotes'). The animation should be specified in the same format as MOV commands from demorecords. Note that the normal /emote (/e, /em) commands do not work, nor do the normal naming conventions ('dance,' 'newspaper'). You can only use '/mov' as a command and the internal names of the animations. <br />
<br />
:[[Demo_Editing/List_of_MOVs| Full list of internal MOV names found here]].<br />
<br />
:'''/rememberap33''' {{dot}} Default keybind: 2 {{dot}} Raise a torch in remembrance of all the heroes who have walked the streets of Paragon City. (And the Villains because... FIRE!)<br />
<br />
==Notes==<br />
* This is an experimental feature, so many things won't work. Notably, doors are not usable and will freeze the client momentarily as it waits for a reply from a nonexistent server.<br />
*Certain weapon unlocks (Rularuu weapons, Romulus weapons, etc) still don't work in I23 version. You can still use NPC mode to access them in I24/Beta version.</div>Zombie Manhttps://archive.paragonwiki.com/w/index.php?title=Titan_Icon&diff=249018Titan Icon2013-06-02T20:52:50Z<p>Zombie Man: /* Parameters */ clarification</p>
<hr />
<div>{{otheruses4|1=the program that enables solo character creation and access to maps|2=other uses of Icon|3=Icon}}<br />
{{TOCright}}<br />
==Overview==<br />
<br />
Icon is a freestanding executable file created by Codewalker which allows players of City of Heroes to access the character creation module of City of Heroes and to be able to enter and view the maps of City of Heroes. The program files and maps of City of Heroes were distributed for free to anyone who wished to play for free by NCSoft while the game was in operation.<br />
<br />
==Installation==<br />
<br />
===Current Version===<br />
<br />
The current version is 1.6 released on May 31, 2013. [http://www.cohtitan.com/forum/index.php/topic,7288.0.html Version notes are located here.]<br />
<br />
=== Download===<br />
[http://repo.cohtitan.com/icon/icon.exe Program Download Link]<br />
<br />
[http://repo.cohtitan.com/icon/icon-src-16.zip Source Code Download Link]<br />
:Source code is provided solely for programmers to add their own stuff.<br />
<br />
'''Requirements''': You must have either the latest Issue 23 (version 2320.201207182341.1) or Issue 24 (version 2400.201208211101.1) game client installed. The NCSoft launcher is not required. The Issue 24 client has more costume parts available and is recommended if you have it. If you need to refresh your I24/Beta client, [http://www.savecoh.com/p/download-issue-24-beta.html see here].<br />
<br />
===Instructions for PC===<br />
<br />
*Save icon.exe into your City of Heroes program folder. On a default install, this may be in C:\Program Files\City of Heroes, or C:\Program Files (x86)\City of Heroes on 64-bit systems. It should have a cityofheroes.exe file in it as well.<br />
<br />
*Use Explorer to browse to that folder, and double click icon.exe. You can create a shortcut to it if desired.<br />
<br />
===Instructions for Mac===<br />
<br />
*IMPORTANT: MAKE A COPY OF YOUR CITY OF HEROES FOLDER. Since we'll be modifying it irrecoverably, it's best to work with a copy.<br />
<br />
*Download icon.exe from the link above.<br />
<br />
*Toss the NCSoft Launcher in the trash. Not really necessary, but it's fun. Laugh while the trash empties.<br />
<br />
*Use the finder's Go To Folder command and select ~/Library/Preferences.<br />
<br />
*Delete com.ncsoft.* (anything beginning with that) and City of Heroes preferences.<br />
<br />
*Right click on the City of Heroes application and select Show Package Contents.<br />
<br />
*Go to Contents > Resources > transgaming > c_drive > coh .... or that last part might be Program Files > City of Heroes.<br />
<br />
*Drag the icon.exe into the path above.<br />
<br />
*Back up to Contents and select MacOS. Click slowly twice in the name "cider" to rename it. Change the name to "cider_die".<br />
<br />
*Right-click on cider_noui and choose "Duplicate". Click slowly on the name "cider_noui copy" to rename it. Change that name to just "cider".<br />
<br />
*Backup to Contents again.<br />
<br />
*Download this Icon.plist file: http://repo.cohtitan.com/icon/Info.plist<br />
<br />
*Go to Contents again, and drop the Info.plist there, replacing the existing one.<br />
<br />
*Close everything up and launch the City of Heroes application. It will go directly into the costume creator!<br />
<br />
*(OPTIONAL) Change the name of the City of Heroes application to something like "CoH Costume Creator" to differentiate it.<br />
<br />
===Parameters===<br />
*'''NPC (Developer) Edit Mode''': To launch the game in NPC Edit mode, you need to run Icon with a -n switch. On Windows, the easiest way to do that is to create a shortcut to icon.exe (right click on icon.exe and use "Create Shortcut"). Once its created, right click on the shortcut and go to properties. In the first box, "Target", go to the VERY end of the line, after everything else. Add a space, then type '''-n''', Hit OK. You can then rename the shortcut so that you know it's for the NPC editing version, or move it to your desktop if you want. OR.. download this file [https://dl.dropbox.com/u/37952257/icon-npc.bat Icon-npc.bat] to your CoH file directory. It is a simple .bat file that will execute '''''icon.exe. -n'''''<br />
<br />
*'''Bypass Character Creator''':Icon now supports a -r command line option to create a random character and jump straight into Atlas Park. Random is random, you have been warned. {{red|Issue 24 Client Only!}}<br />
<br />
==How to Operate Program==<br />
<br />
You can now enter Paragon City, Praetoria, and the Rogue Isles with your NPC-mode costume creations.<br />
<br />
===Valid Commands===<br />
<br />
====Load a Map====<br />
:'''/loadmap_prompt''' {{dot}} Default keybind: F1 {{dot}} Maps can be loaded! You can either use the F1 key for the dialogue box or the /loadmap slash command. The map name should be specified in the same format as it is found in demorecords. The game doesn't care if the name ends in .txt or .bin, so you can use geobin/ paths too (just cut out the geobin and start the path with maps/). When changing maps, Icon parses the newly loaded map and attempts to find a suitable spawn point to move your character to. It picks one completely at random; the intent is to simply get you somewhere "inside" the map. This might mean in an interior area like a shop or hospital. It also means that on maps with an Arena, you have a chance of spawning inside the infamous Matrix Room. [https://docs.google.com/spreadsheet/ccc?key=0Asgb7CIX1MhodGZyYmZCaks2b2N4bDF6dXdHblpTcFE#gid=0 List of internal Map Names found here].<br />
<br />
:'''/loadmap [mapname]''' {{dot}} Default keybind: None {{dot}} Loads the map specified in the parameter bypassing the dialogue box.<br />
<br />
:'''/time [num]''' {{dot}} Default keybind: None {{dot}} Changes the time of day. Should be specified as a number between 0 and 24 -- fractional values are allowed. The default time is 12 (Noon).<br />
<br />
====Jump to New Spawn Point====<br />
:'''/prev_spawn, /next_spawn, /random_spawn''' {{dot}} These are by default bound to [ ] and F12. They allow you to jump between player spawn points on the current map. If you don't like where you spawned, you can press F12 to go to a (probably) different random place within the map, or use the square brackets to step through the spawn points in order. Especially useful if you don't see a map or don't see the other sections of a map that you would normally 'warp' to by clicking a door or elevator while on a map.<br />
<br />
====Fly====<br />
:'''/fly''' {{dot}} Default keybind: 1 {{dot}} Take to the skies! <br />
<br />
====Edit Position (Jump to Coordinate)====<br />
:'''/edit_pos''' {{dot}} Default keybind: F3 {{dot}} Toggles a panel in which you can edit your X/Y/Z coordinates in order to instantly teleport to any desired position. The button switches between accepting absolute coordinates, and relative coordinates for moving just a "little to the right". Affects self if nothing is targeted, otherwise, it affects targeted NPC.<br />
<br />
====Detach Camera====<br />
:'''/detach_camera''' {{dot}} {{red|Issue 24 Client Only!}} {{dot}} Default keybind: F2 {{dot}} Detaches the camera from the player; excellent for precision placement for screenshots. While the camera is detached, W/A/S/D move the camera, Q/E rotate it, Space raises it, Z lowers it, PgUp/PgDown tilt the view, N/M roll, and B resets the roll to zero.<br />
<br />
====Developer Map Editing Mode====<br />
:'''/map_dev''' {{dot}} Default keybind: F4 {{dot}} Show normally hidden developer markers most likely used as part of the map editing process. Neighborhood volumes, spawn points, etc. More importantly, it also makes indoor sections (which are normally invisible when you're not inside them) show up, so they're easier to find in no-clip mode. Pressing F4 again turns it off. You can see but not really edit markers.<br />
<br />
====Developer No-Clip Mode====<br />
:'''/no_clip''' {{dot}} Default keybind: F5 {{dot}} Toggles no-clipping mode on and off. Basically the same as using /nocoll 1, but is a toggle so it can be easily bound, and also displays an on-screen message to notify you if it's on or off.<br />
<br />
====Spawning, Moving, Deleting NPCs====<br />
<br />
:'''/spawn_npc''' {{dot}} You can use this slash command to create an NPC at your current position. It takes two parameters, the costume to use (this is the same as shows up in demorecords), and the name for your NPC. Some examples:<br />
:*/spawnnpc Model_Statesman Statesman<br />
:*/spawnnpc 5th_Mek_Man Mr. Roboto<br />
:*/spawnnpc Nemesis A Plot?<br />
<br />
:[https://docs.google.com/spreadsheet/ccc?key=0AhIRRsGz_pIedEpKNktybkN4MFlLSGlpNUdmWFcxa3c#gid=0 See here for a list of NPC models]<br />
<br />
:'''/move_npc''' {{dot}} Default keybind: G {{dot}} Useful for fine-tuning NPC positioning for screenshots, using this command or pressing 'G' will teleport the targeted NPC to your position. Note that this will bump you out of the way unless you have noclip mode on, because: ''Citizens > All''. The F3 Coordinate Editor works on targeted NPCs.<br />
<br />
:'''/delete_npc''' {{dot}} Default keybind: Shift+Delete {{dot}} Sends your poor targeted NPC to the great bit-bucket in the sky. Why would you want to be so heartless?<br />
<br />
====Animations (Emotes)====<br />
:'''/mov [name]''' {{dot}} Default keybind: None {{dot}} Makes your character, or the NPC you have targeted, play an animation (what players know as 'emotes'). The animation should be specified in the same format as MOV commands from demorecords. Note that the normal /emote (/e, /em) commands do not work, nor do the normal naming conventions ('dance,' 'newspaper'). You can only use '/mov' as a command and the internal names of the animations. You can find a full list of the [[Demo_Editing/List_of_MOVs| internal MOV names here]].<br />
<br />
:'''/rememberap33''' {{dot}} Default keybind: 2 {{dot}} Raise a torch in remembrance of all the heroes who have walked the streets of Paragon City. (And the Villains because... FIRE!)<br />
<br />
==Notes==<br />
* This is an experimental feature, so many things won't work. Notably, doors are not usable and will freeze the client momentarily as it waits for a reply from a nonexistent server.<br />
*Certain weapon unlocks (Rularuu weapons, Romulus weapons, etc) still don't work in I23 version. You can still use NPC mode to access them in I24/Beta version.</div>Zombie Manhttps://archive.paragonwiki.com/w/index.php?title=Titan_Icon&diff=249017Titan Icon2013-06-02T20:42:43Z<p>Zombie Man: /* Parameters */ +icon-npc.bat</p>
<hr />
<div>{{otheruses4|1=the program that enables solo character creation and access to maps|2=other uses of Icon|3=Icon}}<br />
{{TOCright}}<br />
==Overview==<br />
<br />
Icon is a freestanding executable file created by Codewalker which allows players of City of Heroes to access the character creation module of City of Heroes and to be able to enter and view the maps of City of Heroes. The program files and maps of City of Heroes were distributed for free to anyone who wished to play for free by NCSoft while the game was in operation.<br />
<br />
==Installation==<br />
<br />
===Current Version===<br />
<br />
The current version is 1.6 released on May 31, 2013. [http://www.cohtitan.com/forum/index.php/topic,7288.0.html Version notes are located here.]<br />
<br />
=== Download===<br />
[http://repo.cohtitan.com/icon/icon.exe Program Download Link]<br />
<br />
[http://repo.cohtitan.com/icon/icon-src-16.zip Source Code Download Link]<br />
:Source code is provided solely for programmers to add their own stuff.<br />
<br />
'''Requirements''': You must have either the latest Issue 23 (version 2320.201207182341.1) or Issue 24 (version 2400.201208211101.1) game client installed. The NCSoft launcher is not required. The Issue 24 client has more costume parts available and is recommended if you have it. If you need to refresh your I24/Beta client, [http://www.savecoh.com/p/download-issue-24-beta.html see here].<br />
<br />
===Instructions for PC===<br />
<br />
*Save icon.exe into your City of Heroes program folder. On a default install, this may be in C:\Program Files\City of Heroes, or C:\Program Files (x86)\City of Heroes on 64-bit systems. It should have a cityofheroes.exe file in it as well.<br />
<br />
*Use Explorer to browse to that folder, and double click icon.exe. You can create a shortcut to it if desired.<br />
<br />
===Instructions for Mac===<br />
<br />
*IMPORTANT: MAKE A COPY OF YOUR CITY OF HEROES FOLDER. Since we'll be modifying it irrecoverably, it's best to work with a copy.<br />
<br />
*Download icon.exe from the link above.<br />
<br />
*Toss the NCSoft Launcher in the trash. Not really necessary, but it's fun. Laugh while the trash empties.<br />
<br />
*Use the finder's Go To Folder command and select ~/Library/Preferences.<br />
<br />
*Delete com.ncsoft.* (anything beginning with that) and City of Heroes preferences.<br />
<br />
*Right click on the City of Heroes application and select Show Package Contents.<br />
<br />
*Go to Contents > Resources > transgaming > c_drive > coh .... or that last part might be Program Files > City of Heroes.<br />
<br />
*Drag the icon.exe into the path above.<br />
<br />
*Back up to Contents and select MacOS. Click slowly twice in the name "cider" to rename it. Change the name to "cider_die".<br />
<br />
*Right-click on cider_noui and choose "Duplicate". Click slowly on the name "cider_noui copy" to rename it. Change that name to just "cider".<br />
<br />
*Backup to Contents again.<br />
<br />
*Download this Icon.plist file: http://repo.cohtitan.com/icon/Info.plist<br />
<br />
*Go to Contents again, and drop the Info.plist there, replacing the existing one.<br />
<br />
*Close everything up and launch the City of Heroes application. It will go directly into the costume creator!<br />
<br />
*(OPTIONAL) Change the name of the City of Heroes application to something like "CoH Costume Creator" to differentiate it.<br />
<br />
===Parameters===<br />
*To launch the game in NPC Edit mode, you need to run Icon with a -n switch. On Windows, the easiest way to do that is to create a shortcut to icon.exe (right click on icon.exe and use "Create Shortcut"). Once its created, right click on the shortcut and go to properties. In the first box, "Target", go to the VERY end of the line, after everything else. Add a space, then type '''-n''', Hit OK. You can then rename the shortcut so that you know it's for the NPC editing version, or move it to your desktop if you want. OR.. download this file [https://dl.dropbox.com/u/37952257/icon-npc.bat Icon-npc.bat] to your CoH file directory. It is a simple .bat file that will execute '''''icon.exe. -n'''''<br />
<br />
*Icon now supports a -r command line option to create a random character and jump straight into Atlas Park. Random is random, you have been warned. {{red|Issue 24 Client Only!}}<br />
<br />
==How to Operate Program==<br />
<br />
You can now enter Paragon City, Praetoria, and the Rogue Isles with your NPC-mode costume creations.<br />
<br />
===Valid Commands===<br />
<br />
====Load a Map====<br />
:'''/loadmap_prompt''' {{dot}} Default keybind: F1 {{dot}} Maps can be loaded! You can either use the F1 key for the dialogue box or the /loadmap slash command. The map name should be specified in the same format as it is found in demorecords. The game doesn't care if the name ends in .txt or .bin, so you can use geobin/ paths too (just cut out the geobin and start the path with maps/). When changing maps, Icon parses the newly loaded map and attempts to find a suitable spawn point to move your character to. It picks one completely at random; the intent is to simply get you somewhere "inside" the map. This might mean in an interior area like a shop or hospital. It also means that on maps with an Arena, you have a chance of spawning inside the infamous Matrix Room. [https://docs.google.com/spreadsheet/ccc?key=0Asgb7CIX1MhodGZyYmZCaks2b2N4bDF6dXdHblpTcFE#gid=0 List of internal Map Names found here].<br />
<br />
:'''/loadmap [mapname]''' {{dot}} Default keybind: None {{dot}} Loads the map specified in the parameter bypassing the dialogue box.<br />
<br />
:'''/time [num]''' {{dot}} Default keybind: None {{dot}} Changes the time of day. Should be specified as a number between 0 and 24 -- fractional values are allowed. The default time is 12 (Noon).<br />
<br />
====Jump to New Spawn Point====<br />
:'''/prev_spawn, /next_spawn, /random_spawn''' {{dot}} These are by default bound to [ ] and F12. They allow you to jump between player spawn points on the current map. If you don't like where you spawned, you can press F12 to go to a (probably) different random place within the map, or use the square brackets to step through the spawn points in order. Especially useful if you don't see a map or don't see the other sections of a map that you would normally 'warp' to by clicking a door or elevator while on a map.<br />
<br />
====Fly====<br />
:'''/fly''' {{dot}} Default keybind: 1 {{dot}} Take to the skies! <br />
<br />
====Edit Position (Jump to Coordinate)====<br />
:'''/edit_pos''' {{dot}} Default keybind: F3 {{dot}} Toggles a panel in which you can edit your X/Y/Z coordinates in order to instantly teleport to any desired position. The button switches between accepting absolute coordinates, and relative coordinates for moving just a "little to the right". Affects self if nothing is targeted, otherwise, it affects targeted NPC.<br />
<br />
====Detach Camera====<br />
:'''/detach_camera''' {{dot}} {{red|Issue 24 Client Only!}} {{dot}} Default keybind: F2 {{dot}} Detaches the camera from the player; excellent for precision placement for screenshots. While the camera is detached, W/A/S/D move the camera, Q/E rotate it, Space raises it, Z lowers it, PgUp/PgDown tilt the view, N/M roll, and B resets the roll to zero.<br />
<br />
====Developer Map Editing Mode====<br />
:'''/map_dev''' {{dot}} Default keybind: F4 {{dot}} Show normally hidden developer markers most likely used as part of the map editing process. Neighborhood volumes, spawn points, etc. More importantly, it also makes indoor sections (which are normally invisible when you're not inside them) show up, so they're easier to find in no-clip mode. Pressing F4 again turns it off. You can see but not really edit markers.<br />
<br />
====Developer No-Clip Mode====<br />
:'''/no_clip''' {{dot}} Default keybind: F5 {{dot}} Toggles no-clipping mode on and off. Basically the same as using /nocoll 1, but is a toggle so it can be easily bound, and also displays an on-screen message to notify you if it's on or off.<br />
<br />
====Spawning, Moving, Deleting NPCs====<br />
<br />
:'''/spawn_npc''' {{dot}} You can use this slash command to create an NPC at your current position. It takes two parameters, the costume to use (this is the same as shows up in demorecords), and the name for your NPC. Some examples:<br />
:*/spawnnpc Model_Statesman Statesman<br />
:*/spawnnpc 5th_Mek_Man Mr. Roboto<br />
:*/spawnnpc Nemesis A Plot?<br />
<br />
:[https://docs.google.com/spreadsheet/ccc?key=0AhIRRsGz_pIedEpKNktybkN4MFlLSGlpNUdmWFcxa3c#gid=0 See here for a list of NPC models]<br />
<br />
:'''/move_npc''' {{dot}} Default keybind: G {{dot}} Useful for fine-tuning NPC positioning for screenshots, using this command or pressing 'G' will teleport the targeted NPC to your position. Note that this will bump you out of the way unless you have noclip mode on, because: ''Citizens > All''. The F3 Coordinate Editor works on targeted NPCs.<br />
<br />
:'''/delete_npc''' {{dot}} Default keybind: Shift+Delete {{dot}} Sends your poor targeted NPC to the great bit-bucket in the sky. Why would you want to be so heartless?<br />
<br />
====Animations (Emotes)====<br />
:'''/mov [name]''' {{dot}} Default keybind: None {{dot}} Makes your character, or the NPC you have targeted, play an animation (what players know as 'emotes'). The animation should be specified in the same format as MOV commands from demorecords. Note that the normal /emote (/e, /em) commands do not work, nor do the normal naming conventions ('dance,' 'newspaper'). You can only use '/mov' as a command and the internal names of the animations. You can find a full list of the [[Demo_Editing/List_of_MOVs| internal MOV names here]].<br />
<br />
:'''/rememberap33''' {{dot}} Default keybind: 2 {{dot}} Raise a torch in remembrance of all the heroes who have walked the streets of Paragon City. (And the Villains because... FIRE!)<br />
<br />
==Notes==<br />
* This is an experimental feature, so many things won't work. Notably, doors are not usable and will freeze the client momentarily as it waits for a reply from a nonexistent server.<br />
*Certain weapon unlocks (Rularuu weapons, Romulus weapons, etc) still don't work in I23 version. You can still use NPC mode to access them in I24/Beta version.</div>Zombie Manhttps://archive.paragonwiki.com/w/index.php?title=Titan_Icon&diff=249016Titan Icon2013-06-02T20:12:20Z<p>Zombie Man: </p>
<hr />
<div>{{otheruses4|1=the program that enables solo character creation and access to maps|2=other uses of Icon|3=Icon}}<br />
{{TOCright}}<br />
==Overview==<br />
<br />
Icon is a freestanding executable file created by Codewalker which allows players of City of Heroes to access the character creation module of City of Heroes and to be able to enter and view the maps of City of Heroes. The program files and maps of City of Heroes were distributed for free to anyone who wished to play for free by NCSoft while the game was in operation.<br />
<br />
==Installation==<br />
<br />
===Current Version===<br />
<br />
The current version is 1.6 released on May 31, 2013. [http://www.cohtitan.com/forum/index.php/topic,7288.0.html Version notes are located here.]<br />
<br />
=== Download===<br />
[http://repo.cohtitan.com/icon/icon.exe Program Download Link]<br />
<br />
[http://repo.cohtitan.com/icon/icon-src-16.zip Source Code Download Link]<br />
:Source code is provided solely for programmers to add their own stuff.<br />
<br />
'''Requirements''': You must have either the latest Issue 23 (version 2320.201207182341.1) or Issue 24 (version 2400.201208211101.1) game client installed. The NCSoft launcher is not required. The Issue 24 client has more costume parts available and is recommended if you have it. If you need to refresh your I24/Beta client, [http://www.savecoh.com/p/download-issue-24-beta.html see here].<br />
<br />
===Instructions for PC===<br />
<br />
*Save icon.exe into your City of Heroes program folder. On a default install, this may be in C:\Program Files\City of Heroes, or C:\Program Files (x86)\City of Heroes on 64-bit systems. It should have a cityofheroes.exe file in it as well.<br />
<br />
*Use Explorer to browse to that folder, and double click icon.exe. You can create a shortcut to it if desired.<br />
<br />
===Instructions for Mac===<br />
<br />
*IMPORTANT: MAKE A COPY OF YOUR CITY OF HEROES FOLDER. Since we'll be modifying it irrecoverably, it's best to work with a copy.<br />
<br />
*Download icon.exe from the link above.<br />
<br />
*Toss the NCSoft Launcher in the trash. Not really necessary, but it's fun. Laugh while the trash empties.<br />
<br />
*Use the finder's Go To Folder command and select ~/Library/Preferences.<br />
<br />
*Delete com.ncsoft.* (anything beginning with that) and City of Heroes preferences.<br />
<br />
*Right click on the City of Heroes application and select Show Package Contents.<br />
<br />
*Go to Contents > Resources > transgaming > c_drive > coh .... or that last part might be Program Files > City of Heroes.<br />
<br />
*Drag the icon.exe into the path above.<br />
<br />
*Back up to Contents and select MacOS. Click slowly twice in the name "cider" to rename it. Change the name to "cider_die".<br />
<br />
*Right-click on cider_noui and choose "Duplicate". Click slowly on the name "cider_noui copy" to rename it. Change that name to just "cider".<br />
<br />
*Backup to Contents again.<br />
<br />
*Download this Icon.plist file: http://repo.cohtitan.com/icon/Info.plist<br />
<br />
*Go to Contents again, and drop the Info.plist there, replacing the existing one.<br />
<br />
*Close everything up and launch the City of Heroes application. It will go directly into the costume creator!<br />
<br />
*(OPTIONAL) Change the name of the City of Heroes application to something like "CoH Costume Creator" to differentiate it.<br />
<br />
===Parameters===<br />
*To launch the game in NPC Edit mode, you need to run Icon with a -n switch. On Windows, the easiest way to do that is to create a shortcut to icon.exe (right click on icon.exe and use "Create Shortcut"). Once its created, right click on the shortcut and go to properties. In the first box, "Target", go to the VERY end of the line, after everything else. Add a space, then type '''-n''', Hit OK. You can then rename the shortcut so that you know it's for the NPC editing version, or move it to your desktop if you want.<br />
<br />
*Icon now supports a -r command line option to create a random character and jump straight into Atlas Park. Random is random, you have been warned. {{red|Issue 24 Client Only!}} <br />
<br />
==How to Operate Program==<br />
<br />
You can now enter Paragon City, Praetoria, and the Rogue Isles with your NPC-mode costume creations.<br />
<br />
===Valid Commands===<br />
<br />
====Load a Map====<br />
:'''/loadmap_prompt''' {{dot}} Default keybind: F1 {{dot}} Maps can be loaded! You can either use the F1 key for the dialogue box or the /loadmap slash command. The map name should be specified in the same format as it is found in demorecords. The game doesn't care if the name ends in .txt or .bin, so you can use geobin/ paths too (just cut out the geobin and start the path with maps/). When changing maps, Icon parses the newly loaded map and attempts to find a suitable spawn point to move your character to. It picks one completely at random; the intent is to simply get you somewhere "inside" the map. This might mean in an interior area like a shop or hospital. It also means that on maps with an Arena, you have a chance of spawning inside the infamous Matrix Room. [https://docs.google.com/spreadsheet/ccc?key=0Asgb7CIX1MhodGZyYmZCaks2b2N4bDF6dXdHblpTcFE#gid=0 List of internal Map Names found here].<br />
<br />
:'''/loadmap [mapname]''' {{dot}} Default keybind: None {{dot}} Loads the map specified in the parameter bypassing the dialogue box.<br />
<br />
:'''/time [num]''' {{dot}} Default keybind: None {{dot}} Changes the time of day. Should be specified as a number between 0 and 24 -- fractional values are allowed. The default time is 12 (Noon).<br />
<br />
====Jump to New Spawn Point====<br />
:'''/prev_spawn, /next_spawn, /random_spawn''' {{dot}} These are by default bound to [ ] and F12. They allow you to jump between player spawn points on the current map. If you don't like where you spawned, you can press F12 to go to a (probably) different random place within the map, or use the square brackets to step through the spawn points in order. Especially useful if you don't see a map or don't see the other sections of a map that you would normally 'warp' to by clicking a door or elevator while on a map.<br />
<br />
====Fly====<br />
:'''/fly''' {{dot}} Default keybind: 1 {{dot}} Take to the skies! <br />
<br />
====Edit Position (Jump to Coordinate)====<br />
:'''/edit_pos''' {{dot}} Default keybind: F3 {{dot}} Toggles a panel in which you can edit your X/Y/Z coordinates in order to instantly teleport to any desired position. The button switches between accepting absolute coordinates, and relative coordinates for moving just a "little to the right". Affects self if nothing is targeted, otherwise, it affects targeted NPC.<br />
<br />
====Detach Camera====<br />
:'''/detach_camera''' {{dot}} {{red|Issue 24 Client Only!}} {{dot}} Default keybind: F2 {{dot}} Detaches the camera from the player; excellent for precision placement for screenshots. While the camera is detached, W/A/S/D move the camera, Q/E rotate it, Space raises it, Z lowers it, PgUp/PgDown tilt the view, N/M roll, and B resets the roll to zero.<br />
<br />
====Developer Map Editing Mode====<br />
:'''/map_dev''' {{dot}} Default keybind: F4 {{dot}} Show normally hidden developer markers most likely used as part of the map editing process. Neighborhood volumes, spawn points, etc. More importantly, it also makes indoor sections (which are normally invisible when you're not inside them) show up, so they're easier to find in no-clip mode. Pressing F4 again turns it off. You can see but not really edit markers.<br />
<br />
====Developer No-Clip Mode====<br />
:'''/no_clip''' {{dot}} Default keybind: F5 {{dot}} Toggles no-clipping mode on and off. Basically the same as using /nocoll 1, but is a toggle so it can be easily bound, and also displays an on-screen message to notify you if it's on or off.<br />
<br />
====Spawning, Moving, Deleting NPCs====<br />
<br />
:'''/spawn_npc''' {{dot}} You can use this slash command to create an NPC at your current position. It takes two parameters, the costume to use (this is the same as shows up in demorecords), and the name for your NPC. Some examples:<br />
:*/spawnnpc Model_Statesman Statesman<br />
:*/spawnnpc 5th_Mek_Man Mr. Roboto<br />
:*/spawnnpc Nemesis A Plot?<br />
<br />
:[https://docs.google.com/spreadsheet/ccc?key=0AhIRRsGz_pIedEpKNktybkN4MFlLSGlpNUdmWFcxa3c#gid=0 See here for a list of NPC models]<br />
<br />
:'''/move_npc''' {{dot}} Default keybind: G {{dot}} Useful for fine-tuning NPC positioning for screenshots, using this command or pressing 'G' will teleport the targeted NPC to your position. Note that this will bump you out of the way unless you have noclip mode on, because: ''Citizens > All''. The F3 Coordinate Editor works on targeted NPCs.<br />
<br />
:'''/delete_npc''' {{dot}} Default keybind: Shift+Delete {{dot}} Sends your poor targeted NPC to the great bit-bucket in the sky. Why would you want to be so heartless?<br />
<br />
====Animations (Emotes)====<br />
:'''/mov [name]''' {{dot}} Default keybind: None {{dot}} Makes your character, or the NPC you have targeted, play an animation (what players know as 'emotes'). The animation should be specified in the same format as MOV commands from demorecords. Note that the normal /emote (/e, /em) commands do not work, nor do the normal naming conventions ('dance,' 'newspaper'). You can only use '/mov' as a command and the internal names of the animations. You can find a full list of the [[Demo_Editing/List_of_MOVs| internal MOV names here]].<br />
<br />
:'''/rememberap33''' {{dot}} Default keybind: 2 {{dot}} Raise a torch in remembrance of all the heroes who have walked the streets of Paragon City. (And the Villains because... FIRE!)<br />
<br />
==Notes==<br />
* This is an experimental feature, so many things won't work. Notably, doors are not usable and will freeze the client momentarily as it waits for a reply from a nonexistent server.<br />
*Certain weapon unlocks (Rularuu weapons, Romulus weapons, etc) still don't work in I23 version. You can still use NPC mode to access them in I24/Beta version.</div>Zombie Manhttps://archive.paragonwiki.com/w/index.php?title=Titan_Icon&diff=249015Titan Icon2013-06-02T19:29:15Z<p>Zombie Man: /* Spawn, Moving, Deleting NPCs */ grammerz</p>
<hr />
<div>{{otheruses4|1=the program that enables solo character creation and access to maps|2=other uses of Icon|3=Icon)}}<br />
{{TOCright}}<br />
==Overview==<br />
<br />
Icon is a freestanding executable file created by Codewalker which allows players of City of Heroes to access the character creation module of City of Heroes and to be able to enter and view the maps of City of Heroes. The program files and maps of City of Heroes were distributed for free to anyone who wished to play for free by NCSoft while the game was in operation.<br />
<br />
==Installation==<br />
<br />
===Current Version===<br />
<br />
The current version is 1.6 released on May 31, 2013. [http://www.cohtitan.com/forum/index.php/topic,7288.0.html Version notes are located here.]<br />
<br />
=== Download Location===<br />
<br />
====Download====<br />
[http://repo.cohtitan.com/icon/icon.exe Program Download Link]<br />
<br />
====Source Code====<br />
[http://repo.cohtitan.com/icon/icon-src-16.zip Source Code Download Link]<br />
Source code is provided solely for programmers to add their own stuff.<br />
<br />
====Requirements====<br />
You must have either the latest Issue 23 (version 2320.201207182341.1) or Issue 24 (version 2400.201208211101.1) game client installed. The NCSoft launcher is not required. The Issue 24 client has more costume parts available and is recommended if you have it. If you need to refresh your I24/Beta client, [http://www.savecoh.com/p/download-issue-24-beta.html see here].<br />
<br />
===Instructions for PC===<br />
<br />
*Save icon.exe into your City of Heroes program folder. On a default install, this may be in C:\Program Files\City of Heroes, or C:\Program Files (x86)\City of Heroes on 64-bit systems. It should have a cityofheroes.exe file in it as well.<br />
<br />
*Use Explorer to browse to that folder, and double click icon.exe. You can create a shortcut to it if desired.<br />
<br />
===Instructions for Mac===<br />
<br />
*IMPORTANT: MAKE A COPY OF YOUR CITY OF HEROES FOLDER. Since we'll be modifying it irrecoverably, it's best to work with a copy.<br />
<br />
*Download icon.exe from the link above.<br />
<br />
*Toss the NCSoft Launcher in the trash. Not really necessary, but it's fun. Laugh while the trash empties.<br />
<br />
*Use the finder's Go To Folder command and select ~/Library/Preferences.<br />
<br />
*Delete com.ncsoft.* (anything beginning with that) and City of Heroes preferences.<br />
<br />
*Right click on the City of Heroes application and select Show Package Contents.<br />
<br />
*Go to Contents > Resources > transgaming > c_drive > coh .... or that last part might be Program Files > City of Heroes.<br />
<br />
*Drag the icon.exe into the path above.<br />
<br />
*Back up to Contents and select MacOS. Click slowly twice in the name "cider" to rename it. Change the name to "cider_die".<br />
<br />
*Right-click on cider_noui and choose "Duplicate". Click slowly on the name "cider_noui copy" to rename it. Change that name to just "cider".<br />
<br />
*Backup to Contents again.<br />
<br />
*Download this Icon.plist file: http://repo.cohtitan.com/icon/Info.plist<br />
<br />
*Go to Contents again, and drop the Info.plist there, replacing the existing one.<br />
<br />
*Close everything up and launch the City of Heroes application. It will go directly into the costume creator!<br />
<br />
*(OPTIONAL) Change the name of the City of Heroes application to something like "CoH Costume Creator" to differentiate it.<br />
<br />
===Parameters===<br />
*To launch the game in NPC Edit mode, you need to run Icon with a -n switch. On Windows, the easiest way to do that is to create a shortcut to icon.exe (right click on icon.exe and use "Create Shortcut"). Once its created, right click on the shortcut and go to properties. In the first box, "Target", go to the VERY end of the line, after everything else. Add a space, then type '''-n''', Hit OK. You can then rename the shortcut so that you know it's for the NPC editing version, or move it to your desktop if you want.<br />
<br />
*Icon now supports a -r command line option to create a random character and jump straight into Atlas Park. Random is random, you have been warned. {{red|Issue 24 Client Only!}} <br />
<br />
==How to Operate Program==<br />
<br />
You can now enter Paragon City, Praetoria, and the Rogue Isles with your NPC-mode costume creations.<br />
<br />
===Valid Commands===<br />
<br />
====Load a Map====<br />
:'''/loadmap_prompt''' {{dot}} Default keybind: F1 {{dot}} Maps can be loaded! You can either use the F1 key for the dialogue box or the /loadmap slash command. The map name should be specified in the same format as it is found in demorecords. The game doesn't care if the name ends in .txt or .bin, so you can use geobin/ paths too (just cut out the geobin and start the path with maps/). When changing maps, Icon parses the newly loaded map and attempts to find a suitable spawn point to move your character to. It picks one completely at random; the intent is to simply get you somewhere "inside" the map. This might mean in an interior area like a shop or hospital. It also means that on maps with an Arena, you have a chance of spawning inside the infamous Matrix Room. [https://docs.google.com/spreadsheet/ccc?key=0Asgb7CIX1MhodGZyYmZCaks2b2N4bDF6dXdHblpTcFE#gid=0 List of internal Map Names found here].<br />
<br />
:'''/loadmap [mapname]''' {{dot}} Default keybind: None {{dot}} Loads the map specified in the parameter bypassing the dialogue box.<br />
<br />
:'''/time [num]''' {{dot}} Default keybind: None {{dot}} Changes the time of day. Should be specified as a number between 0 and 24 -- fractional values are allowed. The default time is 12 (Noon).<br />
<br />
====Jump to New Spawn Point====<br />
:'''/prev_spawn, /next_spawn, /random_spawn''' {{dot}} These are by default bound to [ ] and F12. They allow you to jump between player spawn points on the current map. If you don't like where you spawned, you can press F12 to go to a (probably) different random place within the map, or use the square brackets to step through the spawn points in order. Especially useful if you don't see a map or don't see the other sections of a map that you would normally 'warp' to by clicking a door or elevator while on a map.<br />
<br />
====Fly====<br />
:'''/fly''' {{dot}} Default keybind: 1 {{dot}} Take to the skies! <br />
<br />
====Edit Position (Jump to Coordinate)====<br />
:'''/edit_pos''' {{dot}} Default keybind: F3 {{dot}} Toggles a panel in which you can edit your X/Y/Z coordinates in order to instantly teleport to any desired position. The button switches between accepting absolute coordinates, and relative coordinates for moving just a "little to the right". Affects self if nothing is targeted, otherwise, it affects targeted NPC.<br />
<br />
====Detach Camera====<br />
:'''/detach_camera''' {{dot}} {{red|Issue 24 Client Only!}} {{dot}} Default keybind: F2 {{dot}} Detaches the camera from the player; excellent for precision placement for screenshots. While the camera is detached, W/A/S/D move the camera, Q/E rotate it, Space raises it, Z lowers it, PgUp/PgDown tilt the view, N/M roll, and B resets the roll to zero.<br />
<br />
====Developer Map Editing Mode====<br />
:'''/map_dev''' {{dot}} Default keybind: F4 {{dot}} Show normally hidden developer markers most likely used as part of the map editing process. Neighborhood volumes, spawn points, etc. More importantly, it also makes indoor sections (which are normally invisible when you're not inside them) show up, so they're easier to find in no-clip mode. Pressing F4 again turns it off. You can see but not really edit markers.<br />
<br />
====Developer No-Clip Mode====<br />
:'''/no_clip''' {{dot}} Default keybind: F5 {{dot}} Toggles no-clipping mode on and off. Basically the same as using /nocoll 1, but is a toggle so it can be easily bound, and also displays an on-screen message to notify you if it's on or off.<br />
<br />
====Spawning, Moving, Deleting NPCs====<br />
<br />
:'''/spawn_npc''' {{dot}} You can use this slash command to create an NPC at your current position. It takes two parameters, the costume to use (this is the same as shows up in demorecords), and the name for your NPC. Some examples:<br />
:*/spawnnpc Model_Statesman Statesman<br />
:*/spawnnpc 5th_Mek_Man Mr. Roboto<br />
:*/spawnnpc Nemesis A Plot?<br />
<br />
:[https://docs.google.com/spreadsheet/ccc?key=0AhIRRsGz_pIedEpKNktybkN4MFlLSGlpNUdmWFcxa3c#gid=0 See here for a list of NPC models]<br />
<br />
:'''/move_npc''' {{dot}} Default keybind: G {{dot}} Useful for fine-tuning NPC positioning for screenshots, using this command or pressing 'G' will teleport the targeted NPC to your position. Note that this will bump you out of the way unless you have noclip mode on, because: ''Citizens > All''. The F3 Coordinate Editor works on targeted NPCs.<br />
<br />
:'''/delete_npc''' {{dot}} Default keybind: Shift+Delete {{dot}} Sends your poor targeted NPC to the great bit-bucket in the sky. Why would you want to be so heartless?<br />
<br />
====Animations (Emotes)====<br />
:'''/mov [name]''' {{dot}} Default keybind: None {{dot}} Makes your character, or the NPC you have targeted, play an animation (what players know as 'emotes'). The animation should be specified in the same format as MOV commands from demorecords. Note that the normal /emote (/e, /em) commands do not work, nor do the normal naming conventions ('dance,' 'newspaper'). You can only use '/mov' as a command and the internal names of the animations. You can find a full list of the [[Demo_Editing/List_of_MOVs| internal MOV names here]].<br />
<br />
:'''/rememberap33''' {{dot}} Default keybind: 2 {{dot}} Raise a torch in remembrance of all the heroes who have walked the streets of Paragon City. (And the Villains because... FIRE!)<br />
<br />
==Notes==<br />
* This is an experimental feature, so many things won't work. Notably, doors are not usable and will freeze the client momentarily as it waits for a reply from a nonexistent server.<br />
*Certain weapon unlocks (Rularuu weapons, Romulus weapons, etc) still don't work in I23 version. You can still use NPC mode to access them in I24/Beta version.</div>Zombie Manhttps://archive.paragonwiki.com/w/index.php?title=Titan_Icon&diff=249014Titan Icon2013-06-02T19:27:13Z<p>Zombie Man: /* Spawn, Moving, Deleting NPCs */ added link to NPC models.</p>
<hr />
<div>{{otheruses4|1=the program that enables solo character creation and access to maps|2=other uses of Icon|3=Icon)}}<br />
{{TOCright}}<br />
==Overview==<br />
<br />
Icon is a freestanding executable file created by Codewalker which allows players of City of Heroes to access the character creation module of City of Heroes and to be able to enter and view the maps of City of Heroes. The program files and maps of City of Heroes were distributed for free to anyone who wished to play for free by NCSoft while the game was in operation.<br />
<br />
==Installation==<br />
<br />
===Current Version===<br />
<br />
The current version is 1.6 released on May 31, 2013. [http://www.cohtitan.com/forum/index.php/topic,7288.0.html Version notes are located here.]<br />
<br />
=== Download Location===<br />
<br />
====Download====<br />
[http://repo.cohtitan.com/icon/icon.exe Program Download Link]<br />
<br />
====Source Code====<br />
[http://repo.cohtitan.com/icon/icon-src-16.zip Source Code Download Link]<br />
Source code is provided solely for programmers to add their own stuff.<br />
<br />
====Requirements====<br />
You must have either the latest Issue 23 (version 2320.201207182341.1) or Issue 24 (version 2400.201208211101.1) game client installed. The NCSoft launcher is not required. The Issue 24 client has more costume parts available and is recommended if you have it. If you need to refresh your I24/Beta client, [http://www.savecoh.com/p/download-issue-24-beta.html see here].<br />
<br />
===Instructions for PC===<br />
<br />
*Save icon.exe into your City of Heroes program folder. On a default install, this may be in C:\Program Files\City of Heroes, or C:\Program Files (x86)\City of Heroes on 64-bit systems. It should have a cityofheroes.exe file in it as well.<br />
<br />
*Use Explorer to browse to that folder, and double click icon.exe. You can create a shortcut to it if desired.<br />
<br />
===Instructions for Mac===<br />
<br />
*IMPORTANT: MAKE A COPY OF YOUR CITY OF HEROES FOLDER. Since we'll be modifying it irrecoverably, it's best to work with a copy.<br />
<br />
*Download icon.exe from the link above.<br />
<br />
*Toss the NCSoft Launcher in the trash. Not really necessary, but it's fun. Laugh while the trash empties.<br />
<br />
*Use the finder's Go To Folder command and select ~/Library/Preferences.<br />
<br />
*Delete com.ncsoft.* (anything beginning with that) and City of Heroes preferences.<br />
<br />
*Right click on the City of Heroes application and select Show Package Contents.<br />
<br />
*Go to Contents > Resources > transgaming > c_drive > coh .... or that last part might be Program Files > City of Heroes.<br />
<br />
*Drag the icon.exe into the path above.<br />
<br />
*Back up to Contents and select MacOS. Click slowly twice in the name "cider" to rename it. Change the name to "cider_die".<br />
<br />
*Right-click on cider_noui and choose "Duplicate". Click slowly on the name "cider_noui copy" to rename it. Change that name to just "cider".<br />
<br />
*Backup to Contents again.<br />
<br />
*Download this Icon.plist file: http://repo.cohtitan.com/icon/Info.plist<br />
<br />
*Go to Contents again, and drop the Info.plist there, replacing the existing one.<br />
<br />
*Close everything up and launch the City of Heroes application. It will go directly into the costume creator!<br />
<br />
*(OPTIONAL) Change the name of the City of Heroes application to something like "CoH Costume Creator" to differentiate it.<br />
<br />
===Parameters===<br />
*To launch the game in NPC Edit mode, you need to run Icon with a -n switch. On Windows, the easiest way to do that is to create a shortcut to icon.exe (right click on icon.exe and use "Create Shortcut"). Once its created, right click on the shortcut and go to properties. In the first box, "Target", go to the VERY end of the line, after everything else. Add a space, then type '''-n''', Hit OK. You can then rename the shortcut so that you know it's for the NPC editing version, or move it to your desktop if you want.<br />
<br />
*Icon now supports a -r command line option to create a random character and jump straight into Atlas Park. Random is random, you have been warned. {{red|Issue 24 Client Only!}} <br />
<br />
==How to Operate Program==<br />
<br />
You can now enter Paragon City, Praetoria, and the Rogue Isles with your NPC-mode costume creations.<br />
<br />
===Valid Commands===<br />
<br />
====Load a Map====<br />
:'''/loadmap_prompt''' {{dot}} Default keybind: F1 {{dot}} Maps can be loaded! You can either use the F1 key for the dialogue box or the /loadmap slash command. The map name should be specified in the same format as it is found in demorecords. The game doesn't care if the name ends in .txt or .bin, so you can use geobin/ paths too (just cut out the geobin and start the path with maps/). When changing maps, Icon parses the newly loaded map and attempts to find a suitable spawn point to move your character to. It picks one completely at random; the intent is to simply get you somewhere "inside" the map. This might mean in an interior area like a shop or hospital. It also means that on maps with an Arena, you have a chance of spawning inside the infamous Matrix Room. [https://docs.google.com/spreadsheet/ccc?key=0Asgb7CIX1MhodGZyYmZCaks2b2N4bDF6dXdHblpTcFE#gid=0 List of internal Map Names found here].<br />
<br />
:'''/loadmap [mapname]''' {{dot}} Default keybind: None {{dot}} Loads the map specified in the parameter bypassing the dialogue box.<br />
<br />
:'''/time [num]''' {{dot}} Default keybind: None {{dot}} Changes the time of day. Should be specified as a number between 0 and 24 -- fractional values are allowed. The default time is 12 (Noon).<br />
<br />
====Jump to New Spawn Point====<br />
:'''/prev_spawn, /next_spawn, /random_spawn''' {{dot}} These are by default bound to [ ] and F12. They allow you to jump between player spawn points on the current map. If you don't like where you spawned, you can press F12 to go to a (probably) different random place within the map, or use the square brackets to step through the spawn points in order. Especially useful if you don't see a map or don't see the other sections of a map that you would normally 'warp' to by clicking a door or elevator while on a map.<br />
<br />
====Fly====<br />
:'''/fly''' {{dot}} Default keybind: 1 {{dot}} Take to the skies! <br />
<br />
====Edit Position (Jump to Coordinate)====<br />
:'''/edit_pos''' {{dot}} Default keybind: F3 {{dot}} Toggles a panel in which you can edit your X/Y/Z coordinates in order to instantly teleport to any desired position. The button switches between accepting absolute coordinates, and relative coordinates for moving just a "little to the right". Affects self if nothing is targeted, otherwise, it affects targeted NPC.<br />
<br />
====Detach Camera====<br />
:'''/detach_camera''' {{dot}} {{red|Issue 24 Client Only!}} {{dot}} Default keybind: F2 {{dot}} Detaches the camera from the player; excellent for precision placement for screenshots. While the camera is detached, W/A/S/D move the camera, Q/E rotate it, Space raises it, Z lowers it, PgUp/PgDown tilt the view, N/M roll, and B resets the roll to zero.<br />
<br />
====Developer Map Editing Mode====<br />
:'''/map_dev''' {{dot}} Default keybind: F4 {{dot}} Show normally hidden developer markers most likely used as part of the map editing process. Neighborhood volumes, spawn points, etc. More importantly, it also makes indoor sections (which are normally invisible when you're not inside them) show up, so they're easier to find in no-clip mode. Pressing F4 again turns it off. You can see but not really edit markers.<br />
<br />
====Developer No-Clip Mode====<br />
:'''/no_clip''' {{dot}} Default keybind: F5 {{dot}} Toggles no-clipping mode on and off. Basically the same as using /nocoll 1, but is a toggle so it can be easily bound, and also displays an on-screen message to notify you if it's on or off.<br />
<br />
====Spawn, Moving, Deleting NPCs====<br />
<br />
:'''/spawn_npc''' {{dot}} You can use this slash command to create an NPC at your current position. It takes two parameters, the costume to use (this is the same as shows up in demorecords), and the name for your NPC. Some examples:<br />
:*/spawnnpc Model_Statesman Statesman<br />
:*/spawnnpc 5th_Mek_Man Mr. Roboto<br />
:*/spawnnpc Nemesis A Plot?<br />
<br />
:[https://docs.google.com/spreadsheet/ccc?key=0AhIRRsGz_pIedEpKNktybkN4MFlLSGlpNUdmWFcxa3c#gid=0 See here for a list of NPC models].<br />
<br />
:'''/move_npc''' {{dot}} Default keybind: G {{dot}} Useful for fine-tuning NPC positioning for screenshots, using this command or pressing 'G' will teleport the targeted NPC to your position. Note that this will bump you out of the way unless you have noclip mode on, because: ''Citizens > All''. The F3 Coordinate Editor works on targeted NPCs.<br />
<br />
:'''/delete_npc''' {{dot}} Default keybind: Shift+Delete {{dot}} Sends your poor targeted NPC to the great bit-bucket in the sky. Why would you want to be so heartless?<br />
<br />
====Animations (Emotes)====<br />
:'''/mov [name]''' {{dot}} Default keybind: None {{dot}} Makes your character, or the NPC you have targeted, play an animation (what players know as 'emotes'). The animation should be specified in the same format as MOV commands from demorecords. Note that the normal /emote (/e, /em) commands do not work, nor do the normal naming conventions ('dance,' 'newspaper'). You can only use '/mov' as a command and the internal names of the animations. You can find a full list of the [[Demo_Editing/List_of_MOVs| internal MOV names here]].<br />
<br />
:'''/rememberap33''' {{dot}} Default keybind: 2 {{dot}} Raise a torch in remembrance of all the heroes who have walked the streets of Paragon City. (And the Villains because... FIRE!)<br />
<br />
==Notes==<br />
* This is an experimental feature, so many things won't work. Notably, doors are not usable and will freeze the client momentarily as it waits for a reply from a nonexistent server.<br />
*Certain weapon unlocks (Rularuu weapons, Romulus weapons, etc) still don't work in I23 version. You can still use NPC mode to access them in I24/Beta version.</div>Zombie Manhttps://archive.paragonwiki.com/w/index.php?title=Titan_Icon&diff=249013Titan Icon2013-06-02T19:22:04Z<p>Zombie Man: Created page with "{{otheruses4|1=the program that enables solo character creation and access to maps|2=other uses of Icon|3=Icon)}} {{TOCright}} ==Overview== Icon is a freestanding executable fil..."</p>
<hr />
<div>{{otheruses4|1=the program that enables solo character creation and access to maps|2=other uses of Icon|3=Icon)}}<br />
{{TOCright}}<br />
==Overview==<br />
<br />
Icon is a freestanding executable file created by Codewalker which allows players of City of Heroes to access the character creation module of City of Heroes and to be able to enter and view the maps of City of Heroes. The program files and maps of City of Heroes were distributed for free to anyone who wished to play for free by NCSoft while the game was in operation.<br />
<br />
==Installation==<br />
<br />
===Current Version===<br />
<br />
The current version is 1.6 released on May 31, 2013. [http://www.cohtitan.com/forum/index.php/topic,7288.0.html Version notes are located here.]<br />
<br />
=== Download Location===<br />
<br />
====Download====<br />
[http://repo.cohtitan.com/icon/icon.exe Program Download Link]<br />
<br />
====Source Code====<br />
[http://repo.cohtitan.com/icon/icon-src-16.zip Source Code Download Link]<br />
Source code is provided solely for programmers to add their own stuff.<br />
<br />
====Requirements====<br />
You must have either the latest Issue 23 (version 2320.201207182341.1) or Issue 24 (version 2400.201208211101.1) game client installed. The NCSoft launcher is not required. The Issue 24 client has more costume parts available and is recommended if you have it. If you need to refresh your I24/Beta client, [http://www.savecoh.com/p/download-issue-24-beta.html see here].<br />
<br />
===Instructions for PC===<br />
<br />
*Save icon.exe into your City of Heroes program folder. On a default install, this may be in C:\Program Files\City of Heroes, or C:\Program Files (x86)\City of Heroes on 64-bit systems. It should have a cityofheroes.exe file in it as well.<br />
<br />
*Use Explorer to browse to that folder, and double click icon.exe. You can create a shortcut to it if desired.<br />
<br />
===Instructions for Mac===<br />
<br />
*IMPORTANT: MAKE A COPY OF YOUR CITY OF HEROES FOLDER. Since we'll be modifying it irrecoverably, it's best to work with a copy.<br />
<br />
*Download icon.exe from the link above.<br />
<br />
*Toss the NCSoft Launcher in the trash. Not really necessary, but it's fun. Laugh while the trash empties.<br />
<br />
*Use the finder's Go To Folder command and select ~/Library/Preferences.<br />
<br />
*Delete com.ncsoft.* (anything beginning with that) and City of Heroes preferences.<br />
<br />
*Right click on the City of Heroes application and select Show Package Contents.<br />
<br />
*Go to Contents > Resources > transgaming > c_drive > coh .... or that last part might be Program Files > City of Heroes.<br />
<br />
*Drag the icon.exe into the path above.<br />
<br />
*Back up to Contents and select MacOS. Click slowly twice in the name "cider" to rename it. Change the name to "cider_die".<br />
<br />
*Right-click on cider_noui and choose "Duplicate". Click slowly on the name "cider_noui copy" to rename it. Change that name to just "cider".<br />
<br />
*Backup to Contents again.<br />
<br />
*Download this Icon.plist file: http://repo.cohtitan.com/icon/Info.plist<br />
<br />
*Go to Contents again, and drop the Info.plist there, replacing the existing one.<br />
<br />
*Close everything up and launch the City of Heroes application. It will go directly into the costume creator!<br />
<br />
*(OPTIONAL) Change the name of the City of Heroes application to something like "CoH Costume Creator" to differentiate it.<br />
<br />
===Parameters===<br />
*To launch the game in NPC Edit mode, you need to run Icon with a -n switch. On Windows, the easiest way to do that is to create a shortcut to icon.exe (right click on icon.exe and use "Create Shortcut"). Once its created, right click on the shortcut and go to properties. In the first box, "Target", go to the VERY end of the line, after everything else. Add a space, then type '''-n''', Hit OK. You can then rename the shortcut so that you know it's for the NPC editing version, or move it to your desktop if you want.<br />
<br />
*Icon now supports a -r command line option to create a random character and jump straight into Atlas Park. Random is random, you have been warned. {{red|Issue 24 Client Only!}} <br />
<br />
==How to Operate Program==<br />
<br />
You can now enter Paragon City, Praetoria, and the Rogue Isles with your NPC-mode costume creations.<br />
<br />
===Valid Commands===<br />
<br />
====Load a Map====<br />
:'''/loadmap_prompt''' {{dot}} Default keybind: F1 {{dot}} Maps can be loaded! You can either use the F1 key for the dialogue box or the /loadmap slash command. The map name should be specified in the same format as it is found in demorecords. The game doesn't care if the name ends in .txt or .bin, so you can use geobin/ paths too (just cut out the geobin and start the path with maps/). When changing maps, Icon parses the newly loaded map and attempts to find a suitable spawn point to move your character to. It picks one completely at random; the intent is to simply get you somewhere "inside" the map. This might mean in an interior area like a shop or hospital. It also means that on maps with an Arena, you have a chance of spawning inside the infamous Matrix Room. [https://docs.google.com/spreadsheet/ccc?key=0Asgb7CIX1MhodGZyYmZCaks2b2N4bDF6dXdHblpTcFE#gid=0 List of internal Map Names found here].<br />
<br />
:'''/loadmap [mapname]''' {{dot}} Default keybind: None {{dot}} Loads the map specified in the parameter bypassing the dialogue box.<br />
<br />
:'''/time [num]''' {{dot}} Default keybind: None {{dot}} Changes the time of day. Should be specified as a number between 0 and 24 -- fractional values are allowed. The default time is 12 (Noon).<br />
<br />
====Jump to New Spawn Point====<br />
:'''/prev_spawn, /next_spawn, /random_spawn''' {{dot}} These are by default bound to [ ] and F12. They allow you to jump between player spawn points on the current map. If you don't like where you spawned, you can press F12 to go to a (probably) different random place within the map, or use the square brackets to step through the spawn points in order. Especially useful if you don't see a map or don't see the other sections of a map that you would normally 'warp' to by clicking a door or elevator while on a map.<br />
<br />
====Fly====<br />
:'''/fly''' {{dot}} Default keybind: 1 {{dot}} Take to the skies! <br />
<br />
====Edit Position (Jump to Coordinate)====<br />
:'''/edit_pos''' {{dot}} Default keybind: F3 {{dot}} Toggles a panel in which you can edit your X/Y/Z coordinates in order to instantly teleport to any desired position. The button switches between accepting absolute coordinates, and relative coordinates for moving just a "little to the right". Affects self if nothing is targeted, otherwise, it affects targeted NPC.<br />
<br />
====Detach Camera====<br />
:'''/detach_camera''' {{dot}} {{red|Issue 24 Client Only!}} {{dot}} Default keybind: F2 {{dot}} Detaches the camera from the player; excellent for precision placement for screenshots. While the camera is detached, W/A/S/D move the camera, Q/E rotate it, Space raises it, Z lowers it, PgUp/PgDown tilt the view, N/M roll, and B resets the roll to zero.<br />
<br />
====Developer Map Editing Mode====<br />
:'''/map_dev''' {{dot}} Default keybind: F4 {{dot}} Show normally hidden developer markers most likely used as part of the map editing process. Neighborhood volumes, spawn points, etc. More importantly, it also makes indoor sections (which are normally invisible when you're not inside them) show up, so they're easier to find in no-clip mode. Pressing F4 again turns it off. You can see but not really edit markers.<br />
<br />
====Developer No-Clip Mode====<br />
:'''/no_clip''' {{dot}} Default keybind: F5 {{dot}} Toggles no-clipping mode on and off. Basically the same as using /nocoll 1, but is a toggle so it can be easily bound, and also displays an on-screen message to notify you if it's on or off.<br />
<br />
====Spawn, Moving, Deleting NPCs====<br />
<br />
:'''/spawn_npc''' {{dot}} You can use this slash command to create an NPC at your current position. It takes two parameters, the costume to use (this is the same as shows up in demorecords), and the name for your NPC. Some examples:<br />
:*/spawnnpc Model_Statesman Statesman<br />
:*/spawnnpc 5th_Mek_Man Mr. Roboto<br />
:*/spawnnpc Nemesis A Plot?<br />
<br />
:'''/move_npc''' {{dot}} Default keybind: G {{dot}} Useful for fine-tuning NPC positioning for screenshots, using this command or pressing 'G' will teleport the targeted NPC to your position. Note that this will bump you out of the way unless you have noclip mode on, because: ''Citizens > All''. The F3 Coordinate Editor works on targeted NPCs.<br />
<br />
:'''/delete_npc''' {{dot}} Default keybind: Shift+Delete {{dot}} Sends your poor targeted NPC to the great bit-bucket in the sky. Why would you want to be so heartless?<br />
<br />
====Animations (Emotes)====<br />
:'''/mov [name]''' {{dot}} Default keybind: None {{dot}} Makes your character, or the NPC you have targeted, play an animation (what players know as 'emotes'). The animation should be specified in the same format as MOV commands from demorecords. Note that the normal /emote (/e, /em) commands do not work, nor do the normal naming conventions ('dance,' 'newspaper'). You can only use '/mov' as a command and the internal names of the animations. You can find a full list of the [[Demo_Editing/List_of_MOVs| internal MOV names here]].<br />
<br />
:'''/rememberap33''' {{dot}} Default keybind: 2 {{dot}} Raise a torch in remembrance of all the heroes who have walked the streets of Paragon City. (And the Villains because... FIRE!)<br />
<br />
==Notes==<br />
* This is an experimental feature, so many things won't work. Notably, doors are not usable and will freeze the client momentarily as it waits for a reply from a nonexistent server.<br />
*Certain weapon unlocks (Rularuu weapons, Romulus weapons, etc) still don't work in I23 version. You can still use NPC mode to access them in I24/Beta version.</div>Zombie Manhttps://archive.paragonwiki.com/w/index.php?title=User:Zombie_Man/Reference&diff=249000User:Zombie Man/Reference2013-05-27T20:02:34Z<p>Zombie Man: </p>
<hr />
<div>=Level 1=<br />
<br />
==Level 2==<br />
<br />
===Level 3===<br />
<br />
====Level 4====<br />
<br />
=Tools=<br />
<br />
[http://excel2wiki.net/index.php Spreadsheet to Wikitable converter]<br />
<br />
=Interesting Maps=<br />
<br />
{|class="wikitable sortable" {{table}}<br />
| align="center" style="background:#f0f0f0;"|'''Map'''<br />
| align="center" style="background:#f0f0f0;"|'''Description'''<br />
| align="center" style="background:#f0f0f0;"|'''Spawnable Points'''<br />
|-<br />
| maps/City_Zones/Events/SE2012_Colosseum/SE2012_Colosseum.txt||Colosseum||-208 -1717 890<br />
|-<br />
| maps/City_Zones/Events_HeroCon/Events_HeroCon.txt||Map used to show off UltraMode in Nova||<br />
|-<br />
| maps/City_Zones/P_City_00_04/P_City_00_04.txt||First Ward||<br />
|-<br />
| maps/City_Zones/P_City_00_05/P_City_00_05.txt||Precinct 5 (Praetorian Tutorial)||<br />
|-<br />
| maps/City_Zones/P_City_00_06/P_City_00_06.txt||Underground Nova||<br />
|-<br />
| maps/City_Zones/P_City_00_07/P_City_00_07.txt||Underground Imperial||<br />
|-<br />
| maps/City_Zones/P_City_00_08/P_City_00_08.txt||Underground Neutropolis||<br />
|-<br />
| maps/City_Zones/P_City_00_09/P_City_00_09.txt||Night Ward||<br />
|-<br />
| maps/City_Zones/V_Trial_04_02/V_Trial_04_02.txt||The Abyss||<br />
|-<br />
| maps/City_Zones/V_Trial_04_03/V_Trial_04_03.txt||Monster Island ||<br />
|-<br />
| maps/City_Zones/War_05_01/War_05_01.txt||Rikti War Zone||<br />
|-<br />
| maps/maps_TESTING/maps_TESTING.txt||Unused Dev test map||184 512 2522<br />
|-<br />
| maps/Missions/Croatoa/WitchLair.txt||With Lair||<br />
|-<br />
| maps/Missions/EndGame/DilemmaDiabolique/DilemmaDiabolique.txt||Dilemma Diabolique Trial||1972 45 2929 / 2862 -565 2625<br />
|-<br />
| maps/Missions/Mansion/Mansion_Lobby_01.txt||Mansion Lobby only||<br />
|-<br />
| maps/Missions/outdoor_missions/Outdoor_Atlas/Return_of_Reichsman.txt||Reichsmann Trial, Atlas||other missions at -700 below<br />
|-<br />
| maps/Missions/outdoor_missions/Outdoor_Kallisti_Wharf/IOM_Statesman_One/IOM_Statesman_One.txt||Kallisti Wharf||<br />
|-<br />
| maps/Missions/Unique/Halloween2010/Halloween_2010.txt||Halloween Tip Cavern mission||<br />
|-<br />
| maps/Missions/Unique/Halloween2011/Halloween_2011_Blockin.txt||Halloween Haunted House||4408 -1243 244 / 2744 -12901 176 / 296 -3 363<br />
|-<br />
| maps/Missions/Unique/jumppuzzles/Jumppuzzles_Layout_01.txt||Platform game (not used)||<br />
|-<br />
| maps/Missions/Unique/jumppuzzles/Jumppuzzles_Layout_01_ungrouped.txt||Platform game (not used)||<br />
|-<br />
| maps/Missions/Unique/Ongoing_Training/Manticore_Mansion/Manticore_Mansion_Generic.txt||Manticore Mansion and Lab||<br />
|-<br />
| maps/Missions/Unique/Office/Midnighter_Office.txt||Midnighter Office||<br />
|-<br />
| maps/Missions/Unique/Praetoria/EndGame/BAF/IOM_BAF.txt||BAF TF||<br />
|-<br />
| maps/Missions/Unique/Praetoria/EndGame/Lambda_Sector/IOM_LambdaSector.txt||Lambda TF||<br />
|-<br />
| maps/Missions/Unique/SignatureStoryArcs/OneWillDie_Story_1/Issue5/ModernSybilTemple.txt||Statesman's Rainy Finale||1070. 385 4937<br />
|-<br />
| maps/Missions/Unique/SignatureStoryArcs/OneWillDie_Story_1/Issue7/IOM_Pacific_Ocean_Island.txt||Floating ships||-403 13 -895<br />
|-<br />
| maps/Missions/Unique/SignatureStoryArcs/OneWillDie_Story_1/Issue7/SS_Space.txt||Space Rock platform||<br />
|-<br />
| maps/Missions/Unique/Summer_Event_2011/Casino_Heist.txt||Hallway||<br />
|-<br />
| maps/Missions/Unique/Summer_Event_2012/Summer_Event_2012.txt||||8 -32 924 / 15 -32 2441 / 1730 0 -865 / -1246 358 -1318<br />
|-<br />
| <br />
|}<br />
<br />
= City of Data Categories =<br />
<br />
sample direct link: http://tomax.titan.com/data/powers/category.php?cat=nemesis<br />
<br />
{{columns|5|<br />
{{UL|'''ArcheTypes'''}}<br /><br />
{{RedTomaxCategory|cat=Blaster_Ranged}}<br /><br />
{{RedTomaxCategory|cat=Blaster_Support}}<br /><br />
{{RedTomaxCategory|cat=Brute_Defense}}<br /><br />
{{RedTomaxCategory|cat=Brute_Melee}}<br /><br />
{{RedTomaxCategory|cat=Controller_Buff}}<br /><br />
{{RedTomaxCategory|cat=Controller_Control}}<br /><br />
{{RedTomaxCategory|cat=Corruptor_Buff}}<br /><br />
{{RedTomaxCategory|cat=Corruptor_Ranged}}<br /><br />
{{RedTomaxCategory|cat=Defender_Buff}}<br /><br />
{{RedTomaxCategory|cat=Defender_Ranged}}<br /><br />
{{RedTomaxCategory|cat=Dominator_Assault}}<br /><br />
{{RedTomaxCategory|cat=Dominator_Control}}<br /><br />
{{RedTomaxCategory|cat=Mastermind_Buff}}<br /><br />
{{RedTomaxCategory|cat=Mastermind_Pets}}<br /><br />
{{RedTomaxCategory|cat=Mastermind_Summon}}<br /><br />
{{RedTomaxCategory|cat=Scrapper_Defense}}<br /><br />
{{RedTomaxCategory|cat=Scrapper_Melee}}<br /><br />
{{RedTomaxCategory|cat=Stalker_Defense}}<br /><br />
{{RedTomaxCategory|cat=Stalker_Melee}}<br /><br />
{{RedTomaxCategory|cat=Tanker_Defense}}<br /><br />
{{RedTomaxCategory|cat=Tanker_Melee}}<br /><br />
<br /><br />
{{UL|'''Epic ArcheTypes'''}}<br /><br />
{{RedTomaxCategory|cat=Peacebringer_Defensive}}<br /><br />
{{RedTomaxCategory|cat=Peacebringer_Offensive}}<br /><br />
{{RedTomaxCategory|cat=Warshade_Defensive}}<br /><br />
{{RedTomaxCategory|cat=Warshade_Offensive}}<br /><br />
{{RedTomaxCategory|cat=Kheldian_Pets}}<br /><br />
{{RedTomaxCategory|cat=Arachnos_Soldiers}}<br /><br />
Soldier {{RedTomaxCategory|cat=Training_Gadgets}}<br /><br />
{{RedTomaxCategory|cat=Widow_Training}}<br /><br />
Widow {{RedTomaxCategory|cat=Teamwork}}<br /><br />
<br /><br />
{{UL|'''ArcheType Auxiliary'''}}<br /><br />
{{RedTomaxCategory|cat=Inherent}}<br /><br />
{{RedTomaxCategory|cat=Epic}}<br /><br />
{{RedTomaxCategory|cat=Pets}}<br /><br />
{{RedTomaxCategory|cat=Pool}}<br /><br />
{{RedTomaxCategory|cat=Villain_Pets}}<br /><br />
<br /><br />
{{UL|'''Powers'''}}<br /><br />
{{RedTomaxCategory|cat=Base_Aux}}<br /><br />
{{RedTomaxCategory|cat=Base_Defenses}}<br /><br />
{{RedTomaxCategory|cat=Base_Fields}}<br /><br />
{{RedTomaxCategory|cat=Base_Traps}}<br /><br />
{{RedTomaxCategory|cat=Boosts}} (enhancements)<br /><br />
{{RedTomaxCategory|cat=Incarnate}} {{red|GR}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=Inspirations}}<br /><br />
{{RedTomaxCategory|cat=Mission_Maker_Attacks}}<br /><br />
{{RedTomaxCategory|cat=Mission_Maker_Movement}}<br /><br />
{{RedTomaxCategory|cat=Mission_Maker_Pets}}<br /><br />
{{RedTomaxCategory|cat=Mission_Maker_Secondary}}<br /><br />
{{RedTomaxCategory|cat=Mission_Maker_Special}}<br /><br />
{{RedTomaxCategory|cat=Set_Bonus}}<br /><br />
{{RedTomaxCategory|cat=Temporary_Powers}}<br /><br />
{{dot}}{{RedTomaxCategory|cat=Signature_Summon}} {{green|[21]}}<br /><br />
<br /><br />
{{UL|'''Factions'''}}<br /><br />
{{RedTomaxCategory|cat=5thColumn}}<br /><br />
{{RedTomaxCategory|cat=AnimusArcana}} {{orange|[23]]}}<br /><br />
{{RedTomaxCategory|cat=Apparitions}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=Awakened}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=BanishedPantheon}} {{purple|[22]}}<br /><br />
{{RedTomaxCategory|cat=BlackKnights}} {{orange|[23]}}<br /><br />
{{RedTomaxCategory|cat=Cabal}}<br /><br />
{{RedTomaxCategory|cat=Carnival}}<br /><br />
{{RedTomaxCategory|cat=CarnivalOfLight}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=CircleOfThorns}}<br /><br />
{{RedTomaxCategory|cat=Clockwork}}<br /><br />
{{RedTomaxCategory|cat=Council}}<br /><br />
{{RedTomaxCategory|cat=Crey}}<br /><br />
{{RedTomaxCategory|cat=CroatoaGhosts}}<br /><br />
{{RedTomaxCategory|cat=CroatoaMissions}} (Sally)<br /><br />
{{RedTomaxCategory|cat=Destroyers}} {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=DevouringEarth}} {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=DevouringEarthSeed}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=Dregs}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=Drudges}} {{orange|[23]}}<br /><br />
{{RedTomaxCategory|cat=Event}}<br /><br />
{{RedTomaxCategory|cat=Family}}<br /><br />
{{RedTomaxCategory|cat=FirBolg}}<br /><br />
{{RedTomaxCategory|cat=Forlorn}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=Freakshow}}<br /><br />
{{RedTomaxCategory|cat=Generic}}<br /><br />
{{RedTomaxCategory|cat=GenericVillains}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=Guns}}<br /><br />
{{RedTomaxCategory|cat=Hellions}}<br /><br />
{{RedTomaxCategory|cat=Hydra}}<br /><br />
{{RedTomaxCategory|cat=Igneous}}<br /><br />
{{RedTomaxCategory|cat=KnivesOfVengeance}} {{purple|[22]}}<br /><br />
{{RedTomaxCategory|cat=Malta}}<br /><br />
{{RedTomaxCategory|cat=MidnightMasters}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=Midnight_Squad}}<br /><br />
{{RedTomaxCategory|cat=Mission_Pets}}<br /><br />
{{RedTomaxCategory|cat=Nemesis}}<br /><br />
{{RedTomaxCategory|cat=Nictus}}<br /><br />
{{RedTomaxCategory|cat=Nightstalkers}} {{orange|[23]}}<br /><br />
{{RedTomaxCategory|cat=NPC_Pets}}<br /><br />
{{RedTomaxCategory|cat=Objects}}<br /><br />
{{RedTomaxCategory|cat=Outcasts}}<br /><br />
{{RedTomaxCategory|cat=Portal}}<br /><br />
{{RedTomaxCategory|cat=PracticeRobots}}<br /><br />
{{RedTomaxCategory|cat=PraetorianClockwork}} {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=PraetorianIDF}} {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=PraetorianPolice}} {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=PraetorianResistance}} {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=Praetorians}}<br /><br />
{{RedTomaxCategory|cat=PraetorianShepherds}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=Prisoners}}<br /><br />
{{RedTomaxCategory|cat=P_Citizens}} {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=P_Ghouls}} {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=P_Seers}} {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=RedCaps}}<br /><br />
{{RedTomaxCategory|cat=Rikti}}<br /><br />
{{RedTomaxCategory|cat=RoguesGallery}}<br /><br />
{{RedTomaxCategory|cat=Romans}}<br /><br />
{{RedTomaxCategory|cat=Rularuu}}<br /><br />
{{RedTomaxCategory|cat=RuluShinPowers}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=Skulls}}<br /><br />
{{RedTomaxCategory|cat=SkyRaiders}}<br /><br />
{{RedTomaxCategory|cat=Syndicate}} {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=TalonsOfVengeance}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=Trolls}}<br /><br />
{{RedTomaxCategory|cat=Tsoo}}<br /><br />
{{RedTomaxCategory|cat=Tuatha}}<br /><br />
{{RedTomaxCategory|cat=Turrets}}<br /><br />
{{RedTomaxCategory|cat=Unseelie_Court}}<br /><br />
{{RedTomaxCategory|cat=Vahzilok}}<br /><br />
{{RedTomaxCategory|cat=Vanguard}}<br /><br />
{{RedTomaxCategory|cat=V_Arachnos}}<br /><br />
{{RedTomaxCategory|cat=V_Arachnos_Proxy}}<br /><br />
{{RedTomaxCategory|cat=V_Batzul}}<br /><br />
{{RedTomaxCategory|cat=V_CapauDiableDemons}}<br /><br />
{{RedTomaxCategory|cat=V_Coralax}}<br /><br />
{{RedTomaxCategory|cat=V_FreedomCorps}}<br /><br />
{{RedTomaxCategory|cat=V_FreedomPhalanx}}<br /><br />
{{RedTomaxCategory|cat=V_GenericHeroes}}<br /><br />
{{RedTomaxCategory|cat=V_GenericVillains}}<br /><br />
{{RedTomaxCategory|cat=V_GoldBrickers}}<br /><br />
{{RedTomaxCategory|cat=V_Infected}}<br /><br />
{{RedTomaxCategory|cat=V_LegacyChain}}<br /><br />
{{RedTomaxCategory|cat=V_Luddites}}<br /><br />
{{RedTomaxCategory|cat=V_Meteor}}<br /><br />
{{RedTomaxCategory|cat=V_Miscellaneous}}<br /><br />
{{RedTomaxCategory|cat=V_Mooks}}<br /><br />
{{RedTomaxCategory|cat=V_ParagonPolice}}<br /><br />
{{RedTomaxCategory|cat=V_Rularuu}}<br /><br />
{{RedTomaxCategory|cat=V_Scrapyarders}}<br /><br />
{{RedTomaxCategory|cat=V_Security_Guards}}<br /><br />
{{RedTomaxCategory|cat=V_Shivan}}<br /><br />
{{RedTomaxCategory|cat=V_SirensCallPhantom}}<br /><br />
{{RedTomaxCategory|cat=V_SlagGolems}}<br /><br />
{{RedTomaxCategory|cat=V_Snakes}}<br /><br />
{{RedTomaxCategory|cat=V_SpectralPirates}}<br /><br />
{{RedTomaxCategory|cat=V_SpetsnazCommandos}}<br /><br />
{{RedTomaxCategory|cat=V_Vindicators}}<br /><br />
{{RedTomaxCategory|cat=V_Wailers}}<br /><br />
{{RedTomaxCategory|cat=V_Wyvern}}<br /><br />
{{RedTomaxCategory|cat=Warriors}}<br /><br />
{{RedTomaxCategory|cat=WISDOM}}<br /><br />
{{RedTomaxCategory|cat=Wisps}}<br /><br />
{{RedTomaxCategory|cat=Zombies}}<br /><br />
<br /><br />
{{UL|'''Mission Specific'''}}<br /><br />
{{RedTomaxCategory|cat=TerraVolta}}<br /><br />
{{RedTomaxCategory|cat=CouncilEmpire}}<br /><br />
{{RedTomaxCategory|cat=Incarnate_AlphaStrike}} iTFs {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=Incarnate_Debuff}} iTF/iTrial {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=Incarnate_I20}} Sutter/Kal {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=Items_Of_Power}} CoP Trial<br /><br />
{{RedTomaxCategory|cat=Halloween}} Trial {{green|[21]}}<br /><br />
Death From Below<br /><br />
{{dot}}{{RedTomaxCategory|cat=HellionSewerTrial}} {{green|[21]}}<br /><br />
{{dot}}{{RedTomaxCategory|cat=HydraSewerTrial}} {{green|[21]}}<br /><br />
{{dot}}{{RedTomaxCategory|cat=LostSewerTrial}} {{green|[21]}}<br /><br />
{{dot}}{{RedTomaxCategory|cat=VahzSewerTrial}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=MindsOfMayhem}} iTrial {{green|[21]}}<br /><br />
New Tutorial<br /><br />
{{dot}}{{RedTomaxCategory|cat=N_Tutorial_Jet_Powers}} {{green|[21]}}<br /><br />
{{dot}}{{RedTomaxCategory|cat=N_Tutorial_Powers}} {{green|[21]}}<br /><br />
{{dot}}{{RedTomaxCategory|cat=N_Tutorial_Shivan}} {{green|[21]}}<br /><br />
Training Arcs<br /><br />
{{dot}}{{RedTomaxCategory|cat=OnGoingTrainingCharacters}} {{green|[21]}}<br /><br />
{{dot}}{{RedTomaxCategory|cat=Phasing_Powers}}<br /><br />
{{RedTomaxCategory|cat=TPNCampus}} iTrial {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=DilemmaDiabolique}} iTrial {{purple|[22]}}<br /><br />
Who Will Die?<br /><br />
{{dot}}{{RedTomaxCategory|cat=OneWillDie_Issue1Powers}} {{purple|[22]}}<br /><br />
{{dot}}{{RedTomaxCategory|cat=OneWillDie_Issue2Powers}} {{purple|[22]}}<br /><br />
{{dot}}{{RedTomaxCategory|cat=OneWillDie_Issue3Powers}} {{purple|[22]}}<br /><br />
Pandora's Box<br /><br />
{{dot}}{{RedTomaxCategory|cat=PandorasBox_Issue1Powers}} {{orange|[23]}}<br /><br />
{{dot}}{{RedTomaxCategory|cat=PandorasBox_Issue3Powers}} {{orange|[23]}}<br /><br />
{{RedTomaxCategory|cat=Magisterium}} {{orange|[23]}}<br /><br />
{{RedTomaxCategory|cat=SummerEvent}} {{orange|[23]}}<br /><br />
<br /><br />
<br /><br />
<br /><br />
<br />
}}<br />
<br />
sample old link: http://coh.redtomax.com/data/powers/category.php?cat=nemesis<br />
<br />
<!-- <br />
magic list of categories generator thanks to Codewalker...<br />
http://tomax.cohtitan.com/data/powers/zombie_list.php<br />
<br />
--><br />
<br />
= Scratch Pad For How To for MA =<br />
<br />
== Hall of Fame ==<br />
<br />
An arc gets hall of fame when it's been rated more than 100 times and the ratings average is greater than 4. At least, that's the way it was in Test. Those numbers could change on Live.<br />
<br />
Once an arc achieves Hall of Fame, the player receives the badge and a new publishing slot and both are permanent. However, the Hall of Fame status isn't. If further ratings make the average score drop below the appointed threshold, then the arc loses the Hall of Fame tag and icon. Also, being chosen as a Dev's Choice also takes away the Hall of Fame tag and icon.<br />
<br />
== How do I force a specific level for my missions? ==<br />
<br />
<br />
You just have to know how to 'play the system' a bit, in this case if you want everything a certain level, you put in an npc(whether it be ally, boss, escort, w/e) that is by default that level, in this case, I added an ally Lord recluse (54-54 Arch-Villain), which forces all entities on the map to increase to 54<br />
<br />
if I wanted all 53, I'd put in Statesman(53-53 Hero)<br />
<br />
52 Silver mantis....51 Ms liberty...etc<br />
<br />
Edit: Just a side note that 54 is still the max, while heroic/villainous with LR will be all 54...increasing difficulty wont add level 55-57 enemies <br />
<br />
<br />
== How do I check the spelling of my missions? ==<br />
<br />
1. Type up all your text with a word processor that has spelling and grammar checking capabilities. Then, copy and paste the text into the MA.<br />
<br />
2. After you're done creating your mission, load up the mission found in your /mission subdirectory off of your CoH directory into a word processor with spelling and grammar checking capabilities. Be careful about saving that file, the file requires plain text coding and a word processor can mess that up. You'll be better off using your word processor to see where the errors are and then change them by hand in the MA interface.<br />
<br />
== How do I have two or more custom critters with the same name? ==<br />
<br />
Create one with the name you want and save to a filename (e.g., you save "Gravestone Pounder" to "gravepound1").<br />
<br />
Then create a second custom critter with the same name to a different filename (e.g., "gravepound2").<br />
<br />
== Empty Maps == <br />
<br />
Can I make a mission that doesn't spawn anything until you trigger some kind of event, like the trap for Nocturne in the Faultline Dam, and if so, how do I achieve that? I don't seem to have any control over regular spawns, other than saying what enemy group they are.<br />
<br />
pohsyb:<br />
There are two main spawn types in most missions. One is used for ambush, boss, patrol or destroy object details, the other is used for battle, rescue, escort, ally, or defend object details. (Some maps have additional spawntypes that are not overrideable by the MA).<br />
<br />
Lets pretend you picked a map with 15 of the first type and 15 of the second type. If you wanted it to be empty until your trap is hatched, you could add a patrol detail with quantity 15 and and a battle detail with quantity 15. Next, add a collection detail and have both the patrol and battle trigger on completion of the collection.<br />
<br />
<br />
<br />
== Allies and Rewards ==<br />
<br />
Allies in a mission can 'kill-steal' from you. The amount of damage they do to foes is proportionally reducing the amount of xp, inf, or ticket rewards you would have gotten from defeating that foe by yourself.<br />
<br />
Allies that are set on non-attack modes and only buff you can give you an edge... but just one at a time. Only one ally will buff you so that a large amount of non-attacking buffing allies won't be able to make you invincible. (At least, that's what's supposed to happen according to pohsyb in an in-game chat conversation.)<br />
<br />
== AVs ==<br />
<br />
Ok, here is a list of AVs that I have come across, that do not scale to EB, they will always be an AV/Hero.<br />
<br />
Arachnos:<br />
<br />
Barracuda (52-52)<br />
Dr. Aeon (52-52)<br />
Ice Mistral (52-52)<br />
Magus Mu Drakhan (52-52)<br />
Regent Korol (52-52)<br />
Shadow Spider (52-52)<br />
Silver Mantis (52-52)<br />
Viridian (52-52)<br />
Wretch (52-52)<br />
<br />
Freedom Phalanx:<br />
<br />
Back Alley Brawler (53-53)<br />
Citadel (53-53)<br />
Manticore (53-53)<br />
Numina (53-53)<br />
Positron (53-53)<br />
Sister Psyche (53-53)<br />
Statesman (53-53)<br />
Synapse (53-53)<br />
<br />
Vindicators:<br />
<br />
Luminary (51-51)<br />
Malaise (51-51)<br />
Ms. Liberty (51-51)<br />
Mynx (51-51)<br />
Swan (51-51)<br />
Valkyrie (51-51)<br />
<br />
<br />
Now, the problem with these AVs/Heroes, as I said, is they don't scale to EB on lower difficulties/smaller teams. There could be more in other factions, but I didn't really check.<br />
<br />
These need to either be changed so they DO scale (maybe increasing the level range of them aswell to say 40-54) from EB to AV, -OR- when they are used in missions, the description of that mission MUST have 'Contains AV' instead of Contains Boss.<br />
<br />
If you happen to run across any AV that doesn't scale, put the Faction/Name (level range) <br />
<br />
<br />
== Mission Compass ==<br />
<br />
Tip: you can even combine compass text for non-related details. For exampler, you could make the compass plural "rescue the lost researchers" on a clicky pile of bones, ally rescue, and a boss.<br />
<br />
<br />
Compass objectives with the exact same text will be combined, but that doesn't mean the required flag has changed.<br />
<br />
Example: I make 4 non-required crates with text "Crates Left" and 1 required create with text "Crates Left". When I enter the mission I'll see "5 Crates Left" in the compass, but if I find the random required one first the mission will complete. -pohsyb<br />
<br />
<br />
<br />
<br />
== Deleting Custom Critters ==<br />
<br />
This is maybe a bug? I'll add it to bug forum too... If I delete a custom critter group and then go to edit a mission that had that group in it, the group is still there. Perhaps have it clear the group automatically if they no longer exist? -player<br />
<br />
<br />
<br />
It works the opposite way. The .storyarc file is self-contained, so it has the .critter and .villaingroup info baked in. If you edit a storyarc it will ensure those .critter and .villaingroup files exist.<br />
<br />
If you want to remove a villaingroup file you should remove all references to it first or never edit a storyarc that contains that villain group. I think its better err on the side of NOT auto-deleting player created content. -pohsyb<br />
<br />
== ratings ==<br />
Quote: Quote: Ah, so if I rated a mission from Zombie Man yesterday, I can't rate a totally different mission from Zombie Man today?<br />
<br />
Thats not correct. The system (when its actually working right) is thus:<br />
<br />
For Rating: Account A can rate any arc by Account B once. All subsequent rates on the same arc simply update the original vote.<br />
<br />
<br />
Is that contradicting what you said earlier:<br />
<br />
Quote: Internally one Account can only rate another Account X times every Y days. I think right now X=1 and Y=7. However you can re-rate as many times as you like.<br />
<br />
<br />
<br />
Ok, I get how we can re-rate and 'update' the rating we gave and it won't register as a new rating.<br />
<br />
But I was referring to your earlier statement about one account only allowed to give a rating to another account once per week. And then the poster you were responding to gave a concrete example of that, and you now say, no, that's not how it works.<br />
<br />
<br />
Norman, coordinate!<br />
<br />
<br />
<br />
re-rate = update. An update will do two things, change the rating average without changing the rating count and award any difference in rewards.<br />
<br />
Lets run some examples:<br />
<br />
1). I rate one of Zloths missions 2 stars. His rating is now 2 stars with a rate count of 1. There is no reward for a 2 star rating for Zloth.<br />
<br />
2). I play a different Zloth arc and rate it 3 stars. He gets some tickets as a reward for 3 star rating.<br />
<br />
3). I play the first arc again and decide its actually super awesome, I rate it 5. no one else has rated it yet so now the rating on that mission is 5 stars, still with one vote count. Also, he will get the reward ticket bonus for having a 5 star rate minus the 3 star rating bonus (since he already got that)<br />
<br />
4). Wow I am super wishy-washy, I played again and hated it, one star rating. Someone else voted 5 star in mean time, so now rating will show 3 stars (1+5/2) with a vote count of two. No rewards are subtacted, we go with the highest reward rating.<br />
<br />
5). A week later I play it again and rate it 5 stars. There is still only one other 5 star vote so now rating says 5 stars with a vote count of two. The time period on Zloth getting a reward from me rating him has expired so he will get a new 5 star rating reward.<br />
<br />
This is what I want to be happening. It may be broken. <br />
<br />
<br />
== Text Formatting ==<br />
<br />
=== Color and Size ===<br />
<br />
Can also be accessed through the right-click menu on most text fields.<br />
<br />
The general syntax is:<br />
<br />
<color #000000>This text will be black</color><br />
<br />
<br />
where "#000000" is a [http://en.wikipedia.org/wiki/Web_colors#X11_color_names html/hex code representation of a 24 bit colour]. <br />
<br />
You also have access to some other formatting tags through the menu, such as <pre><br />
<br />
italics (<i>)<br />
bold (<b>) <br />
and text size (<scale X> where X is between 0.8 and 1.2).</pre><br />
<br />
<br />
=== Substitutions ===<br />
<br />
OK, tested it. These are the substitutions:<br />
<br />
$name or $target - the name of the target of your villain/npc/whatever.<br />
<br />
$supergroup - that person's supergroup, if none, returns "No Supergroup"<br />
<br />
$class or $archetype - their Archetype<br />
<br />
$level - their Level<br />
<br />
$origin - their Origin<br />
<br />
$heshe or $Heshe - substitutes "he" or "she" depending on gender (capitalized will cap the substitution)<br />
<br />
$himher $Himher - same as above, using "him" or "her"<br />
<br />
$hisher $Hisher - same as above, using "his" or "her"<br />
<br />
$sirmam $Sirmam - same as above, using "sir" or "mam"<br />
<br />
<br />
<br />
What does *not* work is $type or $AT for Archetype.<br />
<br />
<br />
These work in chat:<br />
<br />
$name - self name<br />
$archetype - self Archetype<br />
$level - self Level<br />
$origin - self Origin<br />
$target -target's name</div>Zombie Manhttps://archive.paragonwiki.com/w/index.php?title=User:Zombie_Man/Reference&diff=239813User:Zombie Man/Reference2012-08-29T12:46:10Z<p>Zombie Man: /* City of Data Categories */ +Pandoras Box Issue 3</p>
<hr />
<div>=Level 1=<br />
<br />
==Level 2==<br />
<br />
===Level 3===<br />
<br />
====Level 4====<br />
<br />
=Tools=<br />
<br />
[http://excel2wiki.net/index.php Spreadsheet to Wikitable converter]<br />
<br />
<br />
= City of Data Categories =<br />
<br />
sample direct link: http://tomax.titan.com/data/powers/category.php?cat=nemesis<br />
<br />
{{columns|5|<br />
{{UL|'''ArcheTypes'''}}<br /><br />
{{RedTomaxCategory|cat=Blaster_Ranged}}<br /><br />
{{RedTomaxCategory|cat=Blaster_Support}}<br /><br />
{{RedTomaxCategory|cat=Brute_Defense}}<br /><br />
{{RedTomaxCategory|cat=Brute_Melee}}<br /><br />
{{RedTomaxCategory|cat=Controller_Buff}}<br /><br />
{{RedTomaxCategory|cat=Controller_Control}}<br /><br />
{{RedTomaxCategory|cat=Corruptor_Buff}}<br /><br />
{{RedTomaxCategory|cat=Corruptor_Ranged}}<br /><br />
{{RedTomaxCategory|cat=Defender_Buff}}<br /><br />
{{RedTomaxCategory|cat=Defender_Ranged}}<br /><br />
{{RedTomaxCategory|cat=Dominator_Assault}}<br /><br />
{{RedTomaxCategory|cat=Dominator_Control}}<br /><br />
{{RedTomaxCategory|cat=Mastermind_Buff}}<br /><br />
{{RedTomaxCategory|cat=Mastermind_Pets}}<br /><br />
{{RedTomaxCategory|cat=Mastermind_Summon}}<br /><br />
{{RedTomaxCategory|cat=Scrapper_Defense}}<br /><br />
{{RedTomaxCategory|cat=Scrapper_Melee}}<br /><br />
{{RedTomaxCategory|cat=Stalker_Defense}}<br /><br />
{{RedTomaxCategory|cat=Stalker_Melee}}<br /><br />
{{RedTomaxCategory|cat=Tanker_Defense}}<br /><br />
{{RedTomaxCategory|cat=Tanker_Melee}}<br /><br />
<br /><br />
{{UL|'''Epic ArcheTypes'''}}<br /><br />
{{RedTomaxCategory|cat=Peacebringer_Defensive}}<br /><br />
{{RedTomaxCategory|cat=Peacebringer_Offensive}}<br /><br />
{{RedTomaxCategory|cat=Warshade_Defensive}}<br /><br />
{{RedTomaxCategory|cat=Warshade_Offensive}}<br /><br />
{{RedTomaxCategory|cat=Kheldian_Pets}}<br /><br />
{{RedTomaxCategory|cat=Arachnos_Soldiers}}<br /><br />
Soldier {{RedTomaxCategory|cat=Training_Gadgets}}<br /><br />
{{RedTomaxCategory|cat=Widow_Training}}<br /><br />
Widow {{RedTomaxCategory|cat=Teamwork}}<br /><br />
<br /><br />
{{UL|'''ArcheType Auxiliary'''}}<br /><br />
{{RedTomaxCategory|cat=Inherent}}<br /><br />
{{RedTomaxCategory|cat=Epic}}<br /><br />
{{RedTomaxCategory|cat=Pets}}<br /><br />
{{RedTomaxCategory|cat=Pool}}<br /><br />
{{RedTomaxCategory|cat=Villain_Pets}}<br /><br />
<br /><br />
{{UL|'''Powers'''}}<br /><br />
{{RedTomaxCategory|cat=Base_Aux}}<br /><br />
{{RedTomaxCategory|cat=Base_Defenses}}<br /><br />
{{RedTomaxCategory|cat=Base_Fields}}<br /><br />
{{RedTomaxCategory|cat=Base_Traps}}<br /><br />
{{RedTomaxCategory|cat=Boosts}} (enhancements)<br /><br />
{{RedTomaxCategory|cat=Incarnate}} {{red|GR}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=Inspirations}}<br /><br />
{{RedTomaxCategory|cat=Mission_Maker_Attacks}}<br /><br />
{{RedTomaxCategory|cat=Mission_Maker_Movement}}<br /><br />
{{RedTomaxCategory|cat=Mission_Maker_Pets}}<br /><br />
{{RedTomaxCategory|cat=Mission_Maker_Secondary}}<br /><br />
{{RedTomaxCategory|cat=Mission_Maker_Special}}<br /><br />
{{RedTomaxCategory|cat=Set_Bonus}}<br /><br />
{{RedTomaxCategory|cat=Temporary_Powers}}<br /><br />
{{dot}}{{RedTomaxCategory|cat=Signature_Summon}} {{green|[21]}}<br /><br />
<br /><br />
{{UL|'''Factions'''}}<br /><br />
{{RedTomaxCategory|cat=5thColumn}}<br /><br />
{{RedTomaxCategory|cat=AnimusArcana}} {{orange|[23]]}}<br /><br />
{{RedTomaxCategory|cat=Apparitions}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=Awakened}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=BanishedPantheon}} {{purple|[22]}}<br /><br />
{{RedTomaxCategory|cat=BlackKnights}} {{orange|[23]}}<br /><br />
{{RedTomaxCategory|cat=Cabal}}<br /><br />
{{RedTomaxCategory|cat=Carnival}}<br /><br />
{{RedTomaxCategory|cat=CarnivalOfLight}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=CircleOfThorns}}<br /><br />
{{RedTomaxCategory|cat=Clockwork}}<br /><br />
{{RedTomaxCategory|cat=Council}}<br /><br />
{{RedTomaxCategory|cat=Crey}}<br /><br />
{{RedTomaxCategory|cat=CroatoaGhosts}}<br /><br />
{{RedTomaxCategory|cat=CroatoaMissions}} (Sally)<br /><br />
{{RedTomaxCategory|cat=Destroyers}} {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=DevouringEarth}} {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=DevouringEarthSeed}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=Dregs}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=Drudges}} {{orange|[23]}}<br /><br />
{{RedTomaxCategory|cat=Event}}<br /><br />
{{RedTomaxCategory|cat=Family}}<br /><br />
{{RedTomaxCategory|cat=FirBolg}}<br /><br />
{{RedTomaxCategory|cat=Forlorn}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=Freakshow}}<br /><br />
{{RedTomaxCategory|cat=Generic}}<br /><br />
{{RedTomaxCategory|cat=GenericVillains}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=Guns}}<br /><br />
{{RedTomaxCategory|cat=Hellions}}<br /><br />
{{RedTomaxCategory|cat=Hydra}}<br /><br />
{{RedTomaxCategory|cat=Igneous}}<br /><br />
{{RedTomaxCategory|cat=KnivesOfVengeance}} {{purple|[22]}}<br /><br />
{{RedTomaxCategory|cat=Malta}}<br /><br />
{{RedTomaxCategory|cat=MidnightMasters}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=Midnight_Squad}}<br /><br />
{{RedTomaxCategory|cat=Mission_Pets}}<br /><br />
{{RedTomaxCategory|cat=Nemesis}}<br /><br />
{{RedTomaxCategory|cat=Nictus}}<br /><br />
{{RedTomaxCategory|cat=Nightstalkers}} {{orange|[23]}}<br /><br />
{{RedTomaxCategory|cat=NPC_Pets}}<br /><br />
{{RedTomaxCategory|cat=Objects}}<br /><br />
{{RedTomaxCategory|cat=Outcasts}}<br /><br />
{{RedTomaxCategory|cat=Portal}}<br /><br />
{{RedTomaxCategory|cat=PracticeRobots}}<br /><br />
{{RedTomaxCategory|cat=PraetorianClockwork}} {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=PraetorianIDF}} {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=PraetorianPolice}} {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=PraetorianResistance}} {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=Praetorians}}<br /><br />
{{RedTomaxCategory|cat=PraetorianShepherds}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=Prisoners}}<br /><br />
{{RedTomaxCategory|cat=P_Citizens}} {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=P_Ghouls}} {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=P_Seers}} {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=RedCaps}}<br /><br />
{{RedTomaxCategory|cat=Rikti}}<br /><br />
{{RedTomaxCategory|cat=RoguesGallery}}<br /><br />
{{RedTomaxCategory|cat=Romans}}<br /><br />
{{RedTomaxCategory|cat=Rularuu}}<br /><br />
{{RedTomaxCategory|cat=RuluShinPowers}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=Skulls}}<br /><br />
{{RedTomaxCategory|cat=SkyRaiders}}<br /><br />
{{RedTomaxCategory|cat=Syndicate}} {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=TalonsOfVengeance}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=Trolls}}<br /><br />
{{RedTomaxCategory|cat=Tsoo}}<br /><br />
{{RedTomaxCategory|cat=Tuatha}}<br /><br />
{{RedTomaxCategory|cat=Turrets}}<br /><br />
{{RedTomaxCategory|cat=Unseelie_Court}}<br /><br />
{{RedTomaxCategory|cat=Vahzilok}}<br /><br />
{{RedTomaxCategory|cat=Vanguard}}<br /><br />
{{RedTomaxCategory|cat=V_Arachnos}}<br /><br />
{{RedTomaxCategory|cat=V_Arachnos_Proxy}}<br /><br />
{{RedTomaxCategory|cat=V_Batzul}}<br /><br />
{{RedTomaxCategory|cat=V_CapauDiableDemons}}<br /><br />
{{RedTomaxCategory|cat=V_Coralax}}<br /><br />
{{RedTomaxCategory|cat=V_FreedomCorps}}<br /><br />
{{RedTomaxCategory|cat=V_FreedomPhalanx}}<br /><br />
{{RedTomaxCategory|cat=V_GenericHeroes}}<br /><br />
{{RedTomaxCategory|cat=V_GenericVillains}}<br /><br />
{{RedTomaxCategory|cat=V_GoldBrickers}}<br /><br />
{{RedTomaxCategory|cat=V_Infected}}<br /><br />
{{RedTomaxCategory|cat=V_LegacyChain}}<br /><br />
{{RedTomaxCategory|cat=V_Luddites}}<br /><br />
{{RedTomaxCategory|cat=V_Meteor}}<br /><br />
{{RedTomaxCategory|cat=V_Miscellaneous}}<br /><br />
{{RedTomaxCategory|cat=V_Mooks}}<br /><br />
{{RedTomaxCategory|cat=V_ParagonPolice}}<br /><br />
{{RedTomaxCategory|cat=V_Rularuu}}<br /><br />
{{RedTomaxCategory|cat=V_Scrapyarders}}<br /><br />
{{RedTomaxCategory|cat=V_Security_Guards}}<br /><br />
{{RedTomaxCategory|cat=V_Shivan}}<br /><br />
{{RedTomaxCategory|cat=V_SirensCallPhantom}}<br /><br />
{{RedTomaxCategory|cat=V_SlagGolems}}<br /><br />
{{RedTomaxCategory|cat=V_Snakes}}<br /><br />
{{RedTomaxCategory|cat=V_SpectralPirates}}<br /><br />
{{RedTomaxCategory|cat=V_SpetsnazCommandos}}<br /><br />
{{RedTomaxCategory|cat=V_Vindicators}}<br /><br />
{{RedTomaxCategory|cat=V_Wailers}}<br /><br />
{{RedTomaxCategory|cat=V_Wyvern}}<br /><br />
{{RedTomaxCategory|cat=Warriors}}<br /><br />
{{RedTomaxCategory|cat=WISDOM}}<br /><br />
{{RedTomaxCategory|cat=Wisps}}<br /><br />
{{RedTomaxCategory|cat=Zombies}}<br /><br />
<br /><br />
{{UL|'''Mission Specific'''}}<br /><br />
{{RedTomaxCategory|cat=TerraVolta}}<br /><br />
{{RedTomaxCategory|cat=CouncilEmpire}}<br /><br />
{{RedTomaxCategory|cat=Incarnate_AlphaStrike}} iTFs {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=Incarnate_Debuff}} iTF/iTrial {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=Incarnate_I20}} Sutter/Kal {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=Items_Of_Power}} CoP Trial<br /><br />
{{RedTomaxCategory|cat=Halloween}} Trial {{green|[21]}}<br /><br />
Death From Below<br /><br />
{{dot}}{{RedTomaxCategory|cat=HellionSewerTrial}} {{green|[21]}}<br /><br />
{{dot}}{{RedTomaxCategory|cat=HydraSewerTrial}} {{green|[21]}}<br /><br />
{{dot}}{{RedTomaxCategory|cat=LostSewerTrial}} {{green|[21]}}<br /><br />
{{dot}}{{RedTomaxCategory|cat=VahzSewerTrial}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=MindsOfMayhem}} iTrial {{green|[21]}}<br /><br />
New Tutorial<br /><br />
{{dot}}{{RedTomaxCategory|cat=N_Tutorial_Jet_Powers}} {{green|[21]}}<br /><br />
{{dot}}{{RedTomaxCategory|cat=N_Tutorial_Powers}} {{green|[21]}}<br /><br />
{{dot}}{{RedTomaxCategory|cat=N_Tutorial_Shivan}} {{green|[21]}}<br /><br />
Training Arcs<br /><br />
{{dot}}{{RedTomaxCategory|cat=OnGoingTrainingCharacters}} {{green|[21]}}<br /><br />
{{dot}}{{RedTomaxCategory|cat=Phasing_Powers}}<br /><br />
{{RedTomaxCategory|cat=TPNCampus}} iTrial {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=DilemmaDiabolique}} iTrial {{purple|[22]}}<br /><br />
Who Will Die?<br /><br />
{{dot}}{{RedTomaxCategory|cat=OneWillDie_Issue1Powers}} {{purple|[22]}}<br /><br />
{{dot}}{{RedTomaxCategory|cat=OneWillDie_Issue2Powers}} {{purple|[22]}}<br /><br />
{{dot}}{{RedTomaxCategory|cat=OneWillDie_Issue3Powers}} {{purple|[22]}}<br /><br />
Pandora's Box<br /><br />
{{dot}}{{RedTomaxCategory|cat=PandorasBox_Issue1Powers}} {{orange|[23]}}<br /><br />
{{dot}}{{RedTomaxCategory|cat=PandorasBox_Issue3Powers}} {{orange|[23]}}<br /><br />
{{RedTomaxCategory|cat=Magisterium}} {{orange|[23]}}<br /><br />
{{RedTomaxCategory|cat=SummerEvent}} {{orange|[23]}}<br /><br />
<br /><br />
<br /><br />
<br /><br />
<br />
}}<br />
<br />
sample old link: http://coh.redtomax.com/data/powers/category.php?cat=nemesis<br />
<br />
<!-- <br />
magic list of categories generator thanks to Codewalker...<br />
http://tomax.cohtitan.com/data/powers/zombie_list.php<br />
<br />
--><br />
<br />
= Scratch Pad For How To for MA =<br />
<br />
== Hall of Fame ==<br />
<br />
An arc gets hall of fame when it's been rated more than 100 times and the ratings average is greater than 4. At least, that's the way it was in Test. Those numbers could change on Live.<br />
<br />
Once an arc achieves Hall of Fame, the player receives the badge and a new publishing slot and both are permanent. However, the Hall of Fame status isn't. If further ratings make the average score drop below the appointed threshold, then the arc loses the Hall of Fame tag and icon. Also, being chosen as a Dev's Choice also takes away the Hall of Fame tag and icon.<br />
<br />
== How do I force a specific level for my missions? ==<br />
<br />
<br />
You just have to know how to 'play the system' a bit, in this case if you want everything a certain level, you put in an npc(whether it be ally, boss, escort, w/e) that is by default that level, in this case, I added an ally Lord recluse (54-54 Arch-Villain), which forces all entities on the map to increase to 54<br />
<br />
if I wanted all 53, I'd put in Statesman(53-53 Hero)<br />
<br />
52 Silver mantis....51 Ms liberty...etc<br />
<br />
Edit: Just a side note that 54 is still the max, while heroic/villainous with LR will be all 54...increasing difficulty wont add level 55-57 enemies <br />
<br />
<br />
== How do I check the spelling of my missions? ==<br />
<br />
1. Type up all your text with a word processor that has spelling and grammar checking capabilities. Then, copy and paste the text into the MA.<br />
<br />
2. After you're done creating your mission, load up the mission found in your /mission subdirectory off of your CoH directory into a word processor with spelling and grammar checking capabilities. Be careful about saving that file, the file requires plain text coding and a word processor can mess that up. You'll be better off using your word processor to see where the errors are and then change them by hand in the MA interface.<br />
<br />
== How do I have two or more custom critters with the same name? ==<br />
<br />
Create one with the name you want and save to a filename (e.g., you save "Gravestone Pounder" to "gravepound1").<br />
<br />
Then create a second custom critter with the same name to a different filename (e.g., "gravepound2").<br />
<br />
== Empty Maps == <br />
<br />
Can I make a mission that doesn't spawn anything until you trigger some kind of event, like the trap for Nocturne in the Faultline Dam, and if so, how do I achieve that? I don't seem to have any control over regular spawns, other than saying what enemy group they are.<br />
<br />
pohsyb:<br />
There are two main spawn types in most missions. One is used for ambush, boss, patrol or destroy object details, the other is used for battle, rescue, escort, ally, or defend object details. (Some maps have additional spawntypes that are not overrideable by the MA).<br />
<br />
Lets pretend you picked a map with 15 of the first type and 15 of the second type. If you wanted it to be empty until your trap is hatched, you could add a patrol detail with quantity 15 and and a battle detail with quantity 15. Next, add a collection detail and have both the patrol and battle trigger on completion of the collection.<br />
<br />
<br />
<br />
== Allies and Rewards ==<br />
<br />
Allies in a mission can 'kill-steal' from you. The amount of damage they do to foes is proportionally reducing the amount of xp, inf, or ticket rewards you would have gotten from defeating that foe by yourself.<br />
<br />
Allies that are set on non-attack modes and only buff you can give you an edge... but just one at a time. Only one ally will buff you so that a large amount of non-attacking buffing allies won't be able to make you invincible. (At least, that's what's supposed to happen according to pohsyb in an in-game chat conversation.)<br />
<br />
== AVs ==<br />
<br />
Ok, here is a list of AVs that I have come across, that do not scale to EB, they will always be an AV/Hero.<br />
<br />
Arachnos:<br />
<br />
Barracuda (52-52)<br />
Dr. Aeon (52-52)<br />
Ice Mistral (52-52)<br />
Magus Mu Drakhan (52-52)<br />
Regent Korol (52-52)<br />
Shadow Spider (52-52)<br />
Silver Mantis (52-52)<br />
Viridian (52-52)<br />
Wretch (52-52)<br />
<br />
Freedom Phalanx:<br />
<br />
Back Alley Brawler (53-53)<br />
Citadel (53-53)<br />
Manticore (53-53)<br />
Numina (53-53)<br />
Positron (53-53)<br />
Sister Psyche (53-53)<br />
Statesman (53-53)<br />
Synapse (53-53)<br />
<br />
Vindicators:<br />
<br />
Luminary (51-51)<br />
Malaise (51-51)<br />
Ms. Liberty (51-51)<br />
Mynx (51-51)<br />
Swan (51-51)<br />
Valkyrie (51-51)<br />
<br />
<br />
Now, the problem with these AVs/Heroes, as I said, is they don't scale to EB on lower difficulties/smaller teams. There could be more in other factions, but I didn't really check.<br />
<br />
These need to either be changed so they DO scale (maybe increasing the level range of them aswell to say 40-54) from EB to AV, -OR- when they are used in missions, the description of that mission MUST have 'Contains AV' instead of Contains Boss.<br />
<br />
If you happen to run across any AV that doesn't scale, put the Faction/Name (level range) <br />
<br />
<br />
== Mission Compass ==<br />
<br />
Tip: you can even combine compass text for non-related details. For exampler, you could make the compass plural "rescue the lost researchers" on a clicky pile of bones, ally rescue, and a boss.<br />
<br />
<br />
Compass objectives with the exact same text will be combined, but that doesn't mean the required flag has changed.<br />
<br />
Example: I make 4 non-required crates with text "Crates Left" and 1 required create with text "Crates Left". When I enter the mission I'll see "5 Crates Left" in the compass, but if I find the random required one first the mission will complete. -pohsyb<br />
<br />
<br />
<br />
<br />
== Deleting Custom Critters ==<br />
<br />
This is maybe a bug? I'll add it to bug forum too... If I delete a custom critter group and then go to edit a mission that had that group in it, the group is still there. Perhaps have it clear the group automatically if they no longer exist? -player<br />
<br />
<br />
<br />
It works the opposite way. The .storyarc file is self-contained, so it has the .critter and .villaingroup info baked in. If you edit a storyarc it will ensure those .critter and .villaingroup files exist.<br />
<br />
If you want to remove a villaingroup file you should remove all references to it first or never edit a storyarc that contains that villain group. I think its better err on the side of NOT auto-deleting player created content. -pohsyb<br />
<br />
== ratings ==<br />
Quote: Quote: Ah, so if I rated a mission from Zombie Man yesterday, I can't rate a totally different mission from Zombie Man today?<br />
<br />
Thats not correct. The system (when its actually working right) is thus:<br />
<br />
For Rating: Account A can rate any arc by Account B once. All subsequent rates on the same arc simply update the original vote.<br />
<br />
<br />
Is that contradicting what you said earlier:<br />
<br />
Quote: Internally one Account can only rate another Account X times every Y days. I think right now X=1 and Y=7. However you can re-rate as many times as you like.<br />
<br />
<br />
<br />
Ok, I get how we can re-rate and 'update' the rating we gave and it won't register as a new rating.<br />
<br />
But I was referring to your earlier statement about one account only allowed to give a rating to another account once per week. And then the poster you were responding to gave a concrete example of that, and you now say, no, that's not how it works.<br />
<br />
<br />
Norman, coordinate!<br />
<br />
<br />
<br />
re-rate = update. An update will do two things, change the rating average without changing the rating count and award any difference in rewards.<br />
<br />
Lets run some examples:<br />
<br />
1). I rate one of Zloths missions 2 stars. His rating is now 2 stars with a rate count of 1. There is no reward for a 2 star rating for Zloth.<br />
<br />
2). I play a different Zloth arc and rate it 3 stars. He gets some tickets as a reward for 3 star rating.<br />
<br />
3). I play the first arc again and decide its actually super awesome, I rate it 5. no one else has rated it yet so now the rating on that mission is 5 stars, still with one vote count. Also, he will get the reward ticket bonus for having a 5 star rate minus the 3 star rating bonus (since he already got that)<br />
<br />
4). Wow I am super wishy-washy, I played again and hated it, one star rating. Someone else voted 5 star in mean time, so now rating will show 3 stars (1+5/2) with a vote count of two. No rewards are subtacted, we go with the highest reward rating.<br />
<br />
5). A week later I play it again and rate it 5 stars. There is still only one other 5 star vote so now rating says 5 stars with a vote count of two. The time period on Zloth getting a reward from me rating him has expired so he will get a new 5 star rating reward.<br />
<br />
This is what I want to be happening. It may be broken. <br />
<br />
<br />
== Text Formatting ==<br />
<br />
=== Color and Size ===<br />
<br />
Can also be accessed through the right-click menu on most text fields.<br />
<br />
The general syntax is:<br />
<br />
<color #000000>This text will be black</color><br />
<br />
<br />
where "#000000" is a [http://en.wikipedia.org/wiki/Web_colors#X11_color_names html/hex code representation of a 24 bit colour]. <br />
<br />
You also have access to some other formatting tags through the menu, such as <pre><br />
<br />
italics (<i>)<br />
bold (<b>) <br />
and text size (<scale X> where X is between 0.8 and 1.2).</pre><br />
<br />
<br />
=== Substitutions ===<br />
<br />
OK, tested it. These are the substitutions:<br />
<br />
$name or $target - the name of the target of your villain/npc/whatever.<br />
<br />
$supergroup - that person's supergroup, if none, returns "No Supergroup"<br />
<br />
$class or $archetype - their Archetype<br />
<br />
$level - their Level<br />
<br />
$origin - their Origin<br />
<br />
$heshe or $Heshe - substitutes "he" or "she" depending on gender (capitalized will cap the substitution)<br />
<br />
$himher $Himher - same as above, using "him" or "her"<br />
<br />
$hisher $Hisher - same as above, using "his" or "her"<br />
<br />
$sirmam $Sirmam - same as above, using "sir" or "mam"<br />
<br />
<br />
<br />
What does *not* work is $type or $AT for Archetype.<br />
<br />
<br />
These work in chat:<br />
<br />
$name - self name<br />
$archetype - self Archetype<br />
$level - self Level<br />
$origin - self Origin<br />
$target -target's name</div>Zombie Manhttps://archive.paragonwiki.com/w/index.php?title=User:Zombie_Man/Reference&diff=228233User:Zombie Man/Reference2012-06-04T07:21:32Z<p>Zombie Man: /* City of Data Categories */ fix typo</p>
<hr />
<div>=Level 1=<br />
<br />
==Level 2==<br />
<br />
===Level 3===<br />
<br />
====Level 4====<br />
<br />
=Tools=<br />
<br />
[http://excel2wiki.net/index.php Spreadsheet to Wikitable converter]<br />
<br />
<br />
= City of Data Categories =<br />
<br />
sample direct link: http://tomax.titan.com/data/powers/category.php?cat=nemesis<br />
<br />
{{columns|5|<br />
{{UL|'''ArcheTypes'''}}<br /><br />
{{RedTomaxCategory|cat=Blaster_Ranged}}<br /><br />
{{RedTomaxCategory|cat=Blaster_Support}}<br /><br />
{{RedTomaxCategory|cat=Brute_Defense}}<br /><br />
{{RedTomaxCategory|cat=Brute_Melee}}<br /><br />
{{RedTomaxCategory|cat=Controller_Buff}}<br /><br />
{{RedTomaxCategory|cat=Controller_Control}}<br /><br />
{{RedTomaxCategory|cat=Corruptor_Buff}}<br /><br />
{{RedTomaxCategory|cat=Corruptor_Ranged}}<br /><br />
{{RedTomaxCategory|cat=Defender_Buff}}<br /><br />
{{RedTomaxCategory|cat=Defender_Ranged}}<br /><br />
{{RedTomaxCategory|cat=Dominator_Assault}}<br /><br />
{{RedTomaxCategory|cat=Dominator_Control}}<br /><br />
{{RedTomaxCategory|cat=Mastermind_Buff}}<br /><br />
{{RedTomaxCategory|cat=Mastermind_Pets}}<br /><br />
{{RedTomaxCategory|cat=Mastermind_Summon}}<br /><br />
{{RedTomaxCategory|cat=Scrapper_Defense}}<br /><br />
{{RedTomaxCategory|cat=Scrapper_Melee}}<br /><br />
{{RedTomaxCategory|cat=Stalker_Defense}}<br /><br />
{{RedTomaxCategory|cat=Stalker_Melee}}<br /><br />
{{RedTomaxCategory|cat=Tanker_Defense}}<br /><br />
{{RedTomaxCategory|cat=Tanker_Melee}}<br /><br />
<br /><br />
{{UL|'''Epic ArcheTypes'''}}<br /><br />
{{RedTomaxCategory|cat=Peacebringer_Defensive}}<br /><br />
{{RedTomaxCategory|cat=Peacebringer_Offensive}}<br /><br />
{{RedTomaxCategory|cat=Warshade_Defensive}}<br /><br />
{{RedTomaxCategory|cat=Warshade_Offensive}}<br /><br />
{{RedTomaxCategory|cat=Kheldian_Pets}}<br /><br />
{{RedTomaxCategory|cat=Arachnos_Soldiers}}<br /><br />
Soldier {{RedTomaxCategory|cat=Training_Gadgets}}<br /><br />
{{RedTomaxCategory|cat=Widow_Training}}<br /><br />
Widow {{RedTomaxCategory|cat=Teamwork}}<br /><br />
<br /><br />
{{UL|'''ArcheType Auxiliary'''}}<br /><br />
{{RedTomaxCategory|cat=Inherent}}<br /><br />
{{RedTomaxCategory|cat=Epic}}<br /><br />
{{RedTomaxCategory|cat=Pets}}<br /><br />
{{RedTomaxCategory|cat=Pool}}<br /><br />
{{RedTomaxCategory|cat=Villain_Pets}}<br /><br />
<br /><br />
{{UL|'''Powers'''}}<br /><br />
{{RedTomaxCategory|cat=Base_Aux}}<br /><br />
{{RedTomaxCategory|cat=Base_Defenses}}<br /><br />
{{RedTomaxCategory|cat=Base_Fields}}<br /><br />
{{RedTomaxCategory|cat=Base_Traps}}<br /><br />
{{RedTomaxCategory|cat=Boosts}} (enhancements)<br /><br />
{{RedTomaxCategory|cat=Incarnate}} {{red|GR}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=Inspirations}}<br /><br />
{{RedTomaxCategory|cat=Mission_Maker_Attacks}}<br /><br />
{{RedTomaxCategory|cat=Mission_Maker_Movement}}<br /><br />
{{RedTomaxCategory|cat=Mission_Maker_Pets}}<br /><br />
{{RedTomaxCategory|cat=Mission_Maker_Secondary}}<br /><br />
{{RedTomaxCategory|cat=Mission_Maker_Special}}<br /><br />
{{RedTomaxCategory|cat=Set_Bonus}}<br /><br />
{{RedTomaxCategory|cat=Temporary_Powers}}<br /><br />
{{dot}}{{RedTomaxCategory|cat=Signature_Summon}} {{green|[21]}}<br /><br />
<br /><br />
{{UL|'''Factions'''}}<br /><br />
{{RedTomaxCategory|cat=5thColumn}}<br /><br />
{{RedTomaxCategory|cat=AnimusArcana}} {{orange|[23]]}}<br /><br />
{{RedTomaxCategory|cat=Apparitions}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=Awakened}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=BanishedPantheon}} {{purple|[22]}}<br /><br />
{{RedTomaxCategory|cat=BlackKnights}} {{orange|[23]}}<br /><br />
{{RedTomaxCategory|cat=Cabal}}<br /><br />
{{RedTomaxCategory|cat=Carnival}}<br /><br />
{{RedTomaxCategory|cat=CarnivalOfLight}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=CircleOfThorns}}<br /><br />
{{RedTomaxCategory|cat=Clockwork}}<br /><br />
{{RedTomaxCategory|cat=Council}}<br /><br />
{{RedTomaxCategory|cat=Crey}}<br /><br />
{{RedTomaxCategory|cat=CroatoaGhosts}}<br /><br />
{{RedTomaxCategory|cat=CroatoaMissions}} (Sally)<br /><br />
{{RedTomaxCategory|cat=Destroyers}} {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=DevouringEarth}} {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=DevouringEarthSeed}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=Dregs}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=Drudges}} {{orange|[23]}}<br /><br />
{{RedTomaxCategory|cat=Event}}<br /><br />
{{RedTomaxCategory|cat=Family}}<br /><br />
{{RedTomaxCategory|cat=FirBolg}}<br /><br />
{{RedTomaxCategory|cat=Forlorn}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=Freakshow}}<br /><br />
{{RedTomaxCategory|cat=Generic}}<br /><br />
{{RedTomaxCategory|cat=GenericVillains}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=Guns}}<br /><br />
{{RedTomaxCategory|cat=Hellions}}<br /><br />
{{RedTomaxCategory|cat=Hydra}}<br /><br />
{{RedTomaxCategory|cat=Igneous}}<br /><br />
{{RedTomaxCategory|cat=KnivesOfVengeance}} {{purple|[22]}}<br /><br />
{{RedTomaxCategory|cat=Malta}}<br /><br />
{{RedTomaxCategory|cat=MidnightMasters}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=Midnight_Squad}}<br /><br />
{{RedTomaxCategory|cat=Mission_Pets}}<br /><br />
{{RedTomaxCategory|cat=Nemesis}}<br /><br />
{{RedTomaxCategory|cat=Nictus}}<br /><br />
{{RedTomaxCategory|cat=Nightstalkers}} {{orange|[23]}}<br /><br />
{{RedTomaxCategory|cat=NPC_Pets}}<br /><br />
{{RedTomaxCategory|cat=Objects}}<br /><br />
{{RedTomaxCategory|cat=Outcasts}}<br /><br />
{{RedTomaxCategory|cat=Portal}}<br /><br />
{{RedTomaxCategory|cat=PracticeRobots}}<br /><br />
{{RedTomaxCategory|cat=PraetorianClockwork}} {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=PraetorianIDF}} {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=PraetorianPolice}} {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=PraetorianResistance}} {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=Praetorians}}<br /><br />
{{RedTomaxCategory|cat=PraetorianShepherds}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=Prisoners}}<br /><br />
{{RedTomaxCategory|cat=P_Citizens}} {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=P_Ghouls}} {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=P_Seers}} {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=RedCaps}}<br /><br />
{{RedTomaxCategory|cat=Rikti}}<br /><br />
{{RedTomaxCategory|cat=RoguesGallery}}<br /><br />
{{RedTomaxCategory|cat=Romans}}<br /><br />
{{RedTomaxCategory|cat=Rularuu}}<br /><br />
{{RedTomaxCategory|cat=RuluShinPowers}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=Skulls}}<br /><br />
{{RedTomaxCategory|cat=SkyRaiders}}<br /><br />
{{RedTomaxCategory|cat=Syndicate}} {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=TalonsOfVengeance}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=TerraVolta}}<br /><br />
{{RedTomaxCategory|cat=Trolls}}<br /><br />
{{RedTomaxCategory|cat=Tsoo}}<br /><br />
{{RedTomaxCategory|cat=Tuatha}}<br /><br />
{{RedTomaxCategory|cat=Turrets}}<br /><br />
{{RedTomaxCategory|cat=Unseelie_Court}}<br /><br />
{{RedTomaxCategory|cat=Vahzilok}}<br /><br />
{{RedTomaxCategory|cat=Vanguard}}<br /><br />
{{RedTomaxCategory|cat=V_Arachnos}}<br /><br />
{{RedTomaxCategory|cat=V_Arachnos_Proxy}}<br /><br />
{{RedTomaxCategory|cat=V_Batzul}}<br /><br />
{{RedTomaxCategory|cat=V_CapauDiableDemons}}<br /><br />
{{RedTomaxCategory|cat=V_Coralax}}<br /><br />
{{RedTomaxCategory|cat=V_FreedomCorps}}<br /><br />
{{RedTomaxCategory|cat=V_FreedomPhalanx}}<br /><br />
{{RedTomaxCategory|cat=V_GenericHeroes}}<br /><br />
{{RedTomaxCategory|cat=V_GenericVillains}}<br /><br />
{{RedTomaxCategory|cat=V_GoldBrickers}}<br /><br />
{{RedTomaxCategory|cat=V_Infected}}<br /><br />
{{RedTomaxCategory|cat=V_LegacyChain}}<br /><br />
{{RedTomaxCategory|cat=V_Luddites}}<br /><br />
{{RedTomaxCategory|cat=V_Meteor}}<br /><br />
{{RedTomaxCategory|cat=V_Miscellaneous}}<br /><br />
{{RedTomaxCategory|cat=V_Mooks}}<br /><br />
{{RedTomaxCategory|cat=V_ParagonPolice}}<br /><br />
{{RedTomaxCategory|cat=V_Rularuu}}<br /><br />
{{RedTomaxCategory|cat=V_Scrapyarders}}<br /><br />
{{RedTomaxCategory|cat=V_Security_Guards}}<br /><br />
{{RedTomaxCategory|cat=V_Shivan}}<br /><br />
{{RedTomaxCategory|cat=V_SirensCallPhantom}}<br /><br />
{{RedTomaxCategory|cat=V_SlagGolems}}<br /><br />
{{RedTomaxCategory|cat=V_Snakes}}<br /><br />
{{RedTomaxCategory|cat=V_SpectralPirates}}<br /><br />
{{RedTomaxCategory|cat=V_SpetsnazCommandos}}<br /><br />
{{RedTomaxCategory|cat=V_Vindicators}}<br /><br />
{{RedTomaxCategory|cat=V_Wailers}}<br /><br />
{{RedTomaxCategory|cat=V_Wyvern}}<br /><br />
{{RedTomaxCategory|cat=Warriors}}<br /><br />
{{RedTomaxCategory|cat=WISDOM}}<br /><br />
{{RedTomaxCategory|cat=Wisps}}<br /><br />
{{RedTomaxCategory|cat=Zombies}}<br /><br />
<br /><br />
{{UL|'''Mission Specific'''}}<br /><br />
{{RedTomaxCategory|cat=CouncilEmpire}}<br /><br />
{{RedTomaxCategory|cat=Incarnate_AlphaStrike}} iTFs {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=Incarnate_Debuff}} iTF/iTrial {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=Incarnate_I20}} Sutter/Kal {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=Items_Of_Power}} CoP Trial<br /><br />
{{RedTomaxCategory|cat=Halloween}} Trial {{green|[21]}}<br /><br />
Death From Below<br /><br />
{{dot}}{{RedTomaxCategory|cat=HellionSewerTrial}} {{green|[21]}}<br /><br />
{{dot}}{{RedTomaxCategory|cat=HydraSewerTrial}} {{green|[21]}}<br /><br />
{{dot}}{{RedTomaxCategory|cat=LostSewerTrial}} {{green|[21]}}<br /><br />
{{dot}}{{RedTomaxCategory|cat=VahzSewerTrial}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=MindsOfMayhem}} iTrial {{green|[21]}}<br /><br />
New Tutorial<br /><br />
{{dot}}{{RedTomaxCategory|cat=N_Tutorial_Jet_Powers}} {{green|[21]}}<br /><br />
{{dot}}{{RedTomaxCategory|cat=N_Tutorial_Powers}} {{green|[21]}}<br /><br />
{{dot}}{{RedTomaxCategory|cat=N_Tutorial_Shivan}} {{green|[21]}}<br /><br />
Training Arcs<br /><br />
{{dot}}{{RedTomaxCategory|cat=OnGoingTrainingCharacters}} {{green|[21]}}<br /><br />
{{dot}}{{RedTomaxCategory|cat=Phasing_Powers}}<br /><br />
{{RedTomaxCategory|cat=TPNCampus}} iTrial {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=DilemmaDiabolique}} iTrial {{purple|[22]}}<br /><br />
Who Will Die?<br /><br />
{{dot}}{{RedTomaxCategory|cat=OneWillDie_Issue1Powers}} {{purple|[22]}}<br /><br />
{{dot}}{{RedTomaxCategory|cat=OneWillDie_Issue2Powers}} {{purple|[22]}}<br /><br />
{{dot}}{{RedTomaxCategory|cat=OneWillDie_Issue3Powers}} {{purple|[22]}}<br /><br />
Pandora's Box<br /><br />
{{dot}}{{RedTomaxCategory|cat=PandorasBox_Issue1Powers}} {{orange|[23]}}<br /><br />
{{RedTomaxCategory|cat=Magisterium}} {{orange|[23]}}<br /><br />
{{RedTomaxCategory|cat=SummerEvent}} {{orange|[23]}}<br /><br />
<br /><br />
<br /><br />
<br /><br />
<br />
}}<br />
<br />
sample old link: http://coh.redtomax.com/data/powers/category.php?cat=nemesis<br />
<br />
<!-- <br />
magic list of categories generator thanks to Codewalker...<br />
http://tomax.cohtitan.com/data/powers/zombie_list.php<br />
<br />
--><br />
<br />
= Scratch Pad For How To for MA =<br />
<br />
== Hall of Fame ==<br />
<br />
An arc gets hall of fame when it's been rated more than 100 times and the ratings average is greater than 4. At least, that's the way it was in Test. Those numbers could change on Live.<br />
<br />
Once an arc achieves Hall of Fame, the player receives the badge and a new publishing slot and both are permanent. However, the Hall of Fame status isn't. If further ratings make the average score drop below the appointed threshold, then the arc loses the Hall of Fame tag and icon. Also, being chosen as a Dev's Choice also takes away the Hall of Fame tag and icon.<br />
<br />
== How do I force a specific level for my missions? ==<br />
<br />
<br />
You just have to know how to 'play the system' a bit, in this case if you want everything a certain level, you put in an npc(whether it be ally, boss, escort, w/e) that is by default that level, in this case, I added an ally Lord recluse (54-54 Arch-Villain), which forces all entities on the map to increase to 54<br />
<br />
if I wanted all 53, I'd put in Statesman(53-53 Hero)<br />
<br />
52 Silver mantis....51 Ms liberty...etc<br />
<br />
Edit: Just a side note that 54 is still the max, while heroic/villainous with LR will be all 54...increasing difficulty wont add level 55-57 enemies <br />
<br />
<br />
== How do I check the spelling of my missions? ==<br />
<br />
1. Type up all your text with a word processor that has spelling and grammar checking capabilities. Then, copy and paste the text into the MA.<br />
<br />
2. After you're done creating your mission, load up the mission found in your /mission subdirectory off of your CoH directory into a word processor with spelling and grammar checking capabilities. Be careful about saving that file, the file requires plain text coding and a word processor can mess that up. You'll be better off using your word processor to see where the errors are and then change them by hand in the MA interface.<br />
<br />
== How do I have two or more custom critters with the same name? ==<br />
<br />
Create one with the name you want and save to a filename (e.g., you save "Gravestone Pounder" to "gravepound1").<br />
<br />
Then create a second custom critter with the same name to a different filename (e.g., "gravepound2").<br />
<br />
== Empty Maps == <br />
<br />
Can I make a mission that doesn't spawn anything until you trigger some kind of event, like the trap for Nocturne in the Faultline Dam, and if so, how do I achieve that? I don't seem to have any control over regular spawns, other than saying what enemy group they are.<br />
<br />
pohsyb:<br />
There are two main spawn types in most missions. One is used for ambush, boss, patrol or destroy object details, the other is used for battle, rescue, escort, ally, or defend object details. (Some maps have additional spawntypes that are not overrideable by the MA).<br />
<br />
Lets pretend you picked a map with 15 of the first type and 15 of the second type. If you wanted it to be empty until your trap is hatched, you could add a patrol detail with quantity 15 and and a battle detail with quantity 15. Next, add a collection detail and have both the patrol and battle trigger on completion of the collection.<br />
<br />
<br />
<br />
== Allies and Rewards ==<br />
<br />
Allies in a mission can 'kill-steal' from you. The amount of damage they do to foes is proportionally reducing the amount of xp, inf, or ticket rewards you would have gotten from defeating that foe by yourself.<br />
<br />
Allies that are set on non-attack modes and only buff you can give you an edge... but just one at a time. Only one ally will buff you so that a large amount of non-attacking buffing allies won't be able to make you invincible. (At least, that's what's supposed to happen according to pohsyb in an in-game chat conversation.)<br />
<br />
== AVs ==<br />
<br />
Ok, here is a list of AVs that I have come across, that do not scale to EB, they will always be an AV/Hero.<br />
<br />
Arachnos:<br />
<br />
Barracuda (52-52)<br />
Dr. Aeon (52-52)<br />
Ice Mistral (52-52)<br />
Magus Mu Drakhan (52-52)<br />
Regent Korol (52-52)<br />
Shadow Spider (52-52)<br />
Silver Mantis (52-52)<br />
Viridian (52-52)<br />
Wretch (52-52)<br />
<br />
Freedom Phalanx:<br />
<br />
Back Alley Brawler (53-53)<br />
Citadel (53-53)<br />
Manticore (53-53)<br />
Numina (53-53)<br />
Positron (53-53)<br />
Sister Psyche (53-53)<br />
Statesman (53-53)<br />
Synapse (53-53)<br />
<br />
Vindicators:<br />
<br />
Luminary (51-51)<br />
Malaise (51-51)<br />
Ms. Liberty (51-51)<br />
Mynx (51-51)<br />
Swan (51-51)<br />
Valkyrie (51-51)<br />
<br />
<br />
Now, the problem with these AVs/Heroes, as I said, is they don't scale to EB on lower difficulties/smaller teams. There could be more in other factions, but I didn't really check.<br />
<br />
These need to either be changed so they DO scale (maybe increasing the level range of them aswell to say 40-54) from EB to AV, -OR- when they are used in missions, the description of that mission MUST have 'Contains AV' instead of Contains Boss.<br />
<br />
If you happen to run across any AV that doesn't scale, put the Faction/Name (level range) <br />
<br />
<br />
== Mission Compass ==<br />
<br />
Tip: you can even combine compass text for non-related details. For exampler, you could make the compass plural "rescue the lost researchers" on a clicky pile of bones, ally rescue, and a boss.<br />
<br />
<br />
Compass objectives with the exact same text will be combined, but that doesn't mean the required flag has changed.<br />
<br />
Example: I make 4 non-required crates with text "Crates Left" and 1 required create with text "Crates Left". When I enter the mission I'll see "5 Crates Left" in the compass, but if I find the random required one first the mission will complete. -pohsyb<br />
<br />
<br />
<br />
<br />
== Deleting Custom Critters ==<br />
<br />
This is maybe a bug? I'll add it to bug forum too... If I delete a custom critter group and then go to edit a mission that had that group in it, the group is still there. Perhaps have it clear the group automatically if they no longer exist? -player<br />
<br />
<br />
<br />
It works the opposite way. The .storyarc file is self-contained, so it has the .critter and .villaingroup info baked in. If you edit a storyarc it will ensure those .critter and .villaingroup files exist.<br />
<br />
If you want to remove a villaingroup file you should remove all references to it first or never edit a storyarc that contains that villain group. I think its better err on the side of NOT auto-deleting player created content. -pohsyb<br />
<br />
== ratings ==<br />
Quote: Quote: Ah, so if I rated a mission from Zombie Man yesterday, I can't rate a totally different mission from Zombie Man today?<br />
<br />
Thats not correct. The system (when its actually working right) is thus:<br />
<br />
For Rating: Account A can rate any arc by Account B once. All subsequent rates on the same arc simply update the original vote.<br />
<br />
<br />
Is that contradicting what you said earlier:<br />
<br />
Quote: Internally one Account can only rate another Account X times every Y days. I think right now X=1 and Y=7. However you can re-rate as many times as you like.<br />
<br />
<br />
<br />
Ok, I get how we can re-rate and 'update' the rating we gave and it won't register as a new rating.<br />
<br />
But I was referring to your earlier statement about one account only allowed to give a rating to another account once per week. And then the poster you were responding to gave a concrete example of that, and you now say, no, that's not how it works.<br />
<br />
<br />
Norman, coordinate!<br />
<br />
<br />
<br />
re-rate = update. An update will do two things, change the rating average without changing the rating count and award any difference in rewards.<br />
<br />
Lets run some examples:<br />
<br />
1). I rate one of Zloths missions 2 stars. His rating is now 2 stars with a rate count of 1. There is no reward for a 2 star rating for Zloth.<br />
<br />
2). I play a different Zloth arc and rate it 3 stars. He gets some tickets as a reward for 3 star rating.<br />
<br />
3). I play the first arc again and decide its actually super awesome, I rate it 5. no one else has rated it yet so now the rating on that mission is 5 stars, still with one vote count. Also, he will get the reward ticket bonus for having a 5 star rate minus the 3 star rating bonus (since he already got that)<br />
<br />
4). Wow I am super wishy-washy, I played again and hated it, one star rating. Someone else voted 5 star in mean time, so now rating will show 3 stars (1+5/2) with a vote count of two. No rewards are subtacted, we go with the highest reward rating.<br />
<br />
5). A week later I play it again and rate it 5 stars. There is still only one other 5 star vote so now rating says 5 stars with a vote count of two. The time period on Zloth getting a reward from me rating him has expired so he will get a new 5 star rating reward.<br />
<br />
This is what I want to be happening. It may be broken. <br />
<br />
<br />
== Text Formatting ==<br />
<br />
=== Color and Size ===<br />
<br />
Can also be accessed through the right-click menu on most text fields.<br />
<br />
The general syntax is:<br />
<br />
<color #000000>This text will be black</color><br />
<br />
<br />
where "#000000" is a [http://en.wikipedia.org/wiki/Web_colors#X11_color_names html/hex code representation of a 24 bit colour]. <br />
<br />
You also have access to some other formatting tags through the menu, such as <pre><br />
<br />
italics (<i>)<br />
bold (<b>) <br />
and text size (<scale X> where X is between 0.8 and 1.2).</pre><br />
<br />
<br />
=== Substitutions ===<br />
<br />
OK, tested it. These are the substitutions:<br />
<br />
$name or $target - the name of the target of your villain/npc/whatever.<br />
<br />
$supergroup - that person's supergroup, if none, returns "No Supergroup"<br />
<br />
$class or $archetype - their Archetype<br />
<br />
$level - their Level<br />
<br />
$origin - their Origin<br />
<br />
$heshe or $Heshe - substitutes "he" or "she" depending on gender (capitalized will cap the substitution)<br />
<br />
$himher $Himher - same as above, using "him" or "her"<br />
<br />
$hisher $Hisher - same as above, using "his" or "her"<br />
<br />
$sirmam $Sirmam - same as above, using "sir" or "mam"<br />
<br />
<br />
<br />
What does *not* work is $type or $AT for Archetype.<br />
<br />
<br />
These work in chat:<br />
<br />
$name - self name<br />
$archetype - self Archetype<br />
$level - self Level<br />
$origin - self Origin<br />
$target -target's name</div>Zombie Manhttps://archive.paragonwiki.com/w/index.php?title=User:Zombie_Man/Reference&diff=228232User:Zombie Man/Reference2012-06-04T07:19:32Z<p>Zombie Man: /* City of Data Categories */ Added Issue 23 City of Data info</p>
<hr />
<div>=Level 1=<br />
<br />
==Level 2==<br />
<br />
===Level 3===<br />
<br />
====Level 4====<br />
<br />
=Tools=<br />
<br />
[http://excel2wiki.net/index.php Spreadsheet to Wikitable converter]<br />
<br />
<br />
= City of Data Categories =<br />
<br />
sample direct link: http://tomax.titan.com/data/powers/category.php?cat=nemesis<br />
<br />
{{columns|5|<br />
{{UL|'''ArcheTypes'''}}<br /><br />
{{RedTomaxCategory|cat=Blaster_Ranged}}<br /><br />
{{RedTomaxCategory|cat=Blaster_Support}}<br /><br />
{{RedTomaxCategory|cat=Brute_Defense}}<br /><br />
{{RedTomaxCategory|cat=Brute_Melee}}<br /><br />
{{RedTomaxCategory|cat=Controller_Buff}}<br /><br />
{{RedTomaxCategory|cat=Controller_Control}}<br /><br />
{{RedTomaxCategory|cat=Corruptor_Buff}}<br /><br />
{{RedTomaxCategory|cat=Corruptor_Ranged}}<br /><br />
{{RedTomaxCategory|cat=Defender_Buff}}<br /><br />
{{RedTomaxCategory|cat=Defender_Ranged}}<br /><br />
{{RedTomaxCategory|cat=Dominator_Assault}}<br /><br />
{{RedTomaxCategory|cat=Dominator_Control}}<br /><br />
{{RedTomaxCategory|cat=Mastermind_Buff}}<br /><br />
{{RedTomaxCategory|cat=Mastermind_Pets}}<br /><br />
{{RedTomaxCategory|cat=Mastermind_Summon}}<br /><br />
{{RedTomaxCategory|cat=Scrapper_Defense}}<br /><br />
{{RedTomaxCategory|cat=Scrapper_Melee}}<br /><br />
{{RedTomaxCategory|cat=Stalker_Defense}}<br /><br />
{{RedTomaxCategory|cat=Stalker_Melee}}<br /><br />
{{RedTomaxCategory|cat=Tanker_Defense}}<br /><br />
{{RedTomaxCategory|cat=Tanker_Melee}}<br /><br />
<br /><br />
{{UL|'''Epic ArcheTypes'''}}<br /><br />
{{RedTomaxCategory|cat=Peacebringer_Defensive}}<br /><br />
{{RedTomaxCategory|cat=Peacebringer_Offensive}}<br /><br />
{{RedTomaxCategory|cat=Warshade_Defensive}}<br /><br />
{{RedTomaxCategory|cat=Warshade_Offensive}}<br /><br />
{{RedTomaxCategory|cat=Kheldian_Pets}}<br /><br />
{{RedTomaxCategory|cat=Arachnos_Soldiers}}<br /><br />
Soldier {{RedTomaxCategory|cat=Training_Gadgets}}<br /><br />
{{RedTomaxCategory|cat=Widow_Training}}<br /><br />
Widow {{RedTomaxCategory|cat=Teamwork}}<br /><br />
<br /><br />
{{UL|'''ArcheType Auxiliary'''}}<br /><br />
{{RedTomaxCategory|cat=Inherent}}<br /><br />
{{RedTomaxCategory|cat=Epic}}<br /><br />
{{RedTomaxCategory|cat=Pets}}<br /><br />
{{RedTomaxCategory|cat=Pool}}<br /><br />
{{RedTomaxCategory|cat=Villain_Pets}}<br /><br />
<br /><br />
{{UL|'''Powers'''}}<br /><br />
{{RedTomaxCategory|cat=Base_Aux}}<br /><br />
{{RedTomaxCategory|cat=Base_Defenses}}<br /><br />
{{RedTomaxCategory|cat=Base_Fields}}<br /><br />
{{RedTomaxCategory|cat=Base_Traps}}<br /><br />
{{RedTomaxCategory|cat=Boosts}} (enhancements)<br /><br />
{{RedTomaxCategory|cat=Incarnate}} {{red|GR}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=Inspirations}}<br /><br />
{{RedTomaxCategory|cat=Mission_Maker_Attacks}}<br /><br />
{{RedTomaxCategory|cat=Mission_Maker_Movement}}<br /><br />
{{RedTomaxCategory|cat=Mission_Maker_Pets}}<br /><br />
{{RedTomaxCategory|cat=Mission_Maker_Secondary}}<br /><br />
{{RedTomaxCategory|cat=Mission_Maker_Special}}<br /><br />
{{RedTomaxCategory|cat=Set_Bonus}}<br /><br />
{{RedTomaxCategory|cat=Temporary_Powers}}<br /><br />
{{dot}}{{RedTomaxCategory|cat=Signature_Summon}} {{green|[21]}}<br /><br />
<br /><br />
{{UL|'''Factions'''}}<br /><br />
{{RedTomaxCategory|cat=5thColumn}}<br /><br />
{{RedTomaxCategory|cat=AnimusArcan}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=Apparitions}} {{orange|[23]}}<br /><br />
{{RedTomaxCategory|cat=Awakened}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=BanishedPantheon}} {{purple|[22]}}<br /><br />
{{RedTomaxCategory|cat=BlackKnights}} {{orange|[23]}}<br /><br />
{{RedTomaxCategory|cat=Cabal}}<br /><br />
{{RedTomaxCategory|cat=Carnival}}<br /><br />
{{RedTomaxCategory|cat=CarnivalOfLight}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=CircleOfThorns}}<br /><br />
{{RedTomaxCategory|cat=Clockwork}}<br /><br />
{{RedTomaxCategory|cat=Council}}<br /><br />
{{RedTomaxCategory|cat=Crey}}<br /><br />
{{RedTomaxCategory|cat=CroatoaGhosts}}<br /><br />
{{RedTomaxCategory|cat=CroatoaMissions}} (Sally)<br /><br />
{{RedTomaxCategory|cat=Destroyers}} {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=DevouringEarth}} {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=DevouringEarthSeed}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=Dregs}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=Drudges}} {{orange|[23]}}<br /><br />
{{RedTomaxCategory|cat=Event}}<br /><br />
{{RedTomaxCategory|cat=Family}}<br /><br />
{{RedTomaxCategory|cat=FirBolg}}<br /><br />
{{RedTomaxCategory|cat=Forlorn}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=Freakshow}}<br /><br />
{{RedTomaxCategory|cat=Generic}}<br /><br />
{{RedTomaxCategory|cat=GenericVillains}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=Guns}}<br /><br />
{{RedTomaxCategory|cat=Hellions}}<br /><br />
{{RedTomaxCategory|cat=Hydra}}<br /><br />
{{RedTomaxCategory|cat=Igneous}}<br /><br />
{{RedTomaxCategory|cat=KnivesOfVengeance}} {{purple|[22]}}<br /><br />
{{RedTomaxCategory|cat=Malta}}<br /><br />
{{RedTomaxCategory|cat=MidnightMasters}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=Midnight_Squad}}<br /><br />
{{RedTomaxCategory|cat=Mission_Pets}}<br /><br />
{{RedTomaxCategory|cat=Nemesis}}<br /><br />
{{RedTomaxCategory|cat=Nictus}}<br /><br />
{{RedTomaxCategory|cat=Nightstalkers}} {{orange|[23]}}<br /><br />
{{RedTomaxCategory|cat=NPC_Pets}}<br /><br />
{{RedTomaxCategory|cat=Objects}}<br /><br />
{{RedTomaxCategory|cat=Outcasts}}<br /><br />
{{RedTomaxCategory|cat=Portal}}<br /><br />
{{RedTomaxCategory|cat=PracticeRobots}}<br /><br />
{{RedTomaxCategory|cat=PraetorianClockwork}} {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=PraetorianIDF}} {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=PraetorianPolice}} {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=PraetorianResistance}} {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=Praetorians}}<br /><br />
{{RedTomaxCategory|cat=PraetorianShepherds}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=Prisoners}}<br /><br />
{{RedTomaxCategory|cat=P_Citizens}} {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=P_Ghouls}} {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=P_Seers}} {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=RedCaps}}<br /><br />
{{RedTomaxCategory|cat=Rikti}}<br /><br />
{{RedTomaxCategory|cat=RoguesGallery}}<br /><br />
{{RedTomaxCategory|cat=Romans}}<br /><br />
{{RedTomaxCategory|cat=Rularuu}}<br /><br />
{{RedTomaxCategory|cat=RuluShinPowers}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=Skulls}}<br /><br />
{{RedTomaxCategory|cat=SkyRaiders}}<br /><br />
{{RedTomaxCategory|cat=Syndicate}} {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=TalonsOfVengeance}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=TerraVolta}}<br /><br />
{{RedTomaxCategory|cat=Trolls}}<br /><br />
{{RedTomaxCategory|cat=Tsoo}}<br /><br />
{{RedTomaxCategory|cat=Tuatha}}<br /><br />
{{RedTomaxCategory|cat=Turrets}}<br /><br />
{{RedTomaxCategory|cat=Unseelie_Court}}<br /><br />
{{RedTomaxCategory|cat=Vahzilok}}<br /><br />
{{RedTomaxCategory|cat=Vanguard}}<br /><br />
{{RedTomaxCategory|cat=V_Arachnos}}<br /><br />
{{RedTomaxCategory|cat=V_Arachnos_Proxy}}<br /><br />
{{RedTomaxCategory|cat=V_Batzul}}<br /><br />
{{RedTomaxCategory|cat=V_CapauDiableDemons}}<br /><br />
{{RedTomaxCategory|cat=V_Coralax}}<br /><br />
{{RedTomaxCategory|cat=V_FreedomCorps}}<br /><br />
{{RedTomaxCategory|cat=V_FreedomPhalanx}}<br /><br />
{{RedTomaxCategory|cat=V_GenericHeroes}}<br /><br />
{{RedTomaxCategory|cat=V_GenericVillains}}<br /><br />
{{RedTomaxCategory|cat=V_GoldBrickers}}<br /><br />
{{RedTomaxCategory|cat=V_Infected}}<br /><br />
{{RedTomaxCategory|cat=V_LegacyChain}}<br /><br />
{{RedTomaxCategory|cat=V_Luddites}}<br /><br />
{{RedTomaxCategory|cat=V_Meteor}}<br /><br />
{{RedTomaxCategory|cat=V_Miscellaneous}}<br /><br />
{{RedTomaxCategory|cat=V_Mooks}}<br /><br />
{{RedTomaxCategory|cat=V_ParagonPolice}}<br /><br />
{{RedTomaxCategory|cat=V_Rularuu}}<br /><br />
{{RedTomaxCategory|cat=V_Scrapyarders}}<br /><br />
{{RedTomaxCategory|cat=V_Security_Guards}}<br /><br />
{{RedTomaxCategory|cat=V_Shivan}}<br /><br />
{{RedTomaxCategory|cat=V_SirensCallPhantom}}<br /><br />
{{RedTomaxCategory|cat=V_SlagGolems}}<br /><br />
{{RedTomaxCategory|cat=V_Snakes}}<br /><br />
{{RedTomaxCategory|cat=V_SpectralPirates}}<br /><br />
{{RedTomaxCategory|cat=V_SpetsnazCommandos}}<br /><br />
{{RedTomaxCategory|cat=V_Vindicators}}<br /><br />
{{RedTomaxCategory|cat=V_Wailers}}<br /><br />
{{RedTomaxCategory|cat=V_Wyvern}}<br /><br />
{{RedTomaxCategory|cat=Warriors}}<br /><br />
{{RedTomaxCategory|cat=WISDOM}}<br /><br />
{{RedTomaxCategory|cat=Wisps}}<br /><br />
{{RedTomaxCategory|cat=Zombies}}<br /><br />
<br /><br />
{{UL|'''Mission Specific'''}}<br /><br />
{{RedTomaxCategory|cat=CouncilEmpire}}<br /><br />
{{RedTomaxCategory|cat=Incarnate_AlphaStrike}} iTFs {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=Incarnate_Debuff}} iTF/iTrial {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=Incarnate_I20}} Sutter/Kal {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=Items_Of_Power}} CoP Trial<br /><br />
{{RedTomaxCategory|cat=Halloween}} Trial {{green|[21]}}<br /><br />
Death From Below<br /><br />
{{dot}}{{RedTomaxCategory|cat=HellionSewerTrial}} {{green|[21]}}<br /><br />
{{dot}}{{RedTomaxCategory|cat=HydraSewerTrial}} {{green|[21]}}<br /><br />
{{dot}}{{RedTomaxCategory|cat=LostSewerTrial}} {{green|[21]}}<br /><br />
{{dot}}{{RedTomaxCategory|cat=VahzSewerTrial}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=MindsOfMayhem}} iTrial {{green|[21]}}<br /><br />
New Tutorial<br /><br />
{{dot}}{{RedTomaxCategory|cat=N_Tutorial_Jet_Powers}} {{green|[21]}}<br /><br />
{{dot}}{{RedTomaxCategory|cat=N_Tutorial_Powers}} {{green|[21]}}<br /><br />
{{dot}}{{RedTomaxCategory|cat=N_Tutorial_Shivan}} {{green|[21]}}<br /><br />
Training Arcs<br /><br />
{{dot}}{{RedTomaxCategory|cat=OnGoingTrainingCharacters}} {{green|[21]}}<br /><br />
{{dot}}{{RedTomaxCategory|cat=Phasing_Powers}}<br /><br />
{{RedTomaxCategory|cat=TPNCampus}} iTrial {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=DilemmaDiabolique}} iTrial {{purple|[22]}}<br /><br />
Who Will Die?<br /><br />
{{dot}}{{RedTomaxCategory|cat=OneWillDie_Issue1Powers}} {{purple|[22]}}<br /><br />
{{dot}}{{RedTomaxCategory|cat=OneWillDie_Issue2Powers}} {{purple|[22]}}<br /><br />
{{dot}}{{RedTomaxCategory|cat=OneWillDie_Issue3Powers}} {{purple|[22]}}<br /><br />
Pandora's Box<br /><br />
{{dot}}{{RedTomaxCategory|cat=PandorasBox_Issue1Powers}} {{orange|[23]}}<br /><br />
{{RedTomaxCategory|cat=Magisterium}} {{orange|[23]}}<br /><br />
{{RedTomaxCategory|cat=SummerEvent}} {{orange|[23]}}<br /><br />
<br /><br />
<br /><br />
<br /><br />
<br />
}}<br />
<br />
sample old link: http://coh.redtomax.com/data/powers/category.php?cat=nemesis<br />
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magic list of categories generator thanks to Codewalker...<br />
http://tomax.cohtitan.com/data/powers/zombie_list.php<br />
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--><br />
<br />
= Scratch Pad For How To for MA =<br />
<br />
== Hall of Fame ==<br />
<br />
An arc gets hall of fame when it's been rated more than 100 times and the ratings average is greater than 4. At least, that's the way it was in Test. Those numbers could change on Live.<br />
<br />
Once an arc achieves Hall of Fame, the player receives the badge and a new publishing slot and both are permanent. However, the Hall of Fame status isn't. If further ratings make the average score drop below the appointed threshold, then the arc loses the Hall of Fame tag and icon. Also, being chosen as a Dev's Choice also takes away the Hall of Fame tag and icon.<br />
<br />
== How do I force a specific level for my missions? ==<br />
<br />
<br />
You just have to know how to 'play the system' a bit, in this case if you want everything a certain level, you put in an npc(whether it be ally, boss, escort, w/e) that is by default that level, in this case, I added an ally Lord recluse (54-54 Arch-Villain), which forces all entities on the map to increase to 54<br />
<br />
if I wanted all 53, I'd put in Statesman(53-53 Hero)<br />
<br />
52 Silver mantis....51 Ms liberty...etc<br />
<br />
Edit: Just a side note that 54 is still the max, while heroic/villainous with LR will be all 54...increasing difficulty wont add level 55-57 enemies <br />
<br />
<br />
== How do I check the spelling of my missions? ==<br />
<br />
1. Type up all your text with a word processor that has spelling and grammar checking capabilities. Then, copy and paste the text into the MA.<br />
<br />
2. After you're done creating your mission, load up the mission found in your /mission subdirectory off of your CoH directory into a word processor with spelling and grammar checking capabilities. Be careful about saving that file, the file requires plain text coding and a word processor can mess that up. You'll be better off using your word processor to see where the errors are and then change them by hand in the MA interface.<br />
<br />
== How do I have two or more custom critters with the same name? ==<br />
<br />
Create one with the name you want and save to a filename (e.g., you save "Gravestone Pounder" to "gravepound1").<br />
<br />
Then create a second custom critter with the same name to a different filename (e.g., "gravepound2").<br />
<br />
== Empty Maps == <br />
<br />
Can I make a mission that doesn't spawn anything until you trigger some kind of event, like the trap for Nocturne in the Faultline Dam, and if so, how do I achieve that? I don't seem to have any control over regular spawns, other than saying what enemy group they are.<br />
<br />
pohsyb:<br />
There are two main spawn types in most missions. One is used for ambush, boss, patrol or destroy object details, the other is used for battle, rescue, escort, ally, or defend object details. (Some maps have additional spawntypes that are not overrideable by the MA).<br />
<br />
Lets pretend you picked a map with 15 of the first type and 15 of the second type. If you wanted it to be empty until your trap is hatched, you could add a patrol detail with quantity 15 and and a battle detail with quantity 15. Next, add a collection detail and have both the patrol and battle trigger on completion of the collection.<br />
<br />
<br />
<br />
== Allies and Rewards ==<br />
<br />
Allies in a mission can 'kill-steal' from you. The amount of damage they do to foes is proportionally reducing the amount of xp, inf, or ticket rewards you would have gotten from defeating that foe by yourself.<br />
<br />
Allies that are set on non-attack modes and only buff you can give you an edge... but just one at a time. Only one ally will buff you so that a large amount of non-attacking buffing allies won't be able to make you invincible. (At least, that's what's supposed to happen according to pohsyb in an in-game chat conversation.)<br />
<br />
== AVs ==<br />
<br />
Ok, here is a list of AVs that I have come across, that do not scale to EB, they will always be an AV/Hero.<br />
<br />
Arachnos:<br />
<br />
Barracuda (52-52)<br />
Dr. Aeon (52-52)<br />
Ice Mistral (52-52)<br />
Magus Mu Drakhan (52-52)<br />
Regent Korol (52-52)<br />
Shadow Spider (52-52)<br />
Silver Mantis (52-52)<br />
Viridian (52-52)<br />
Wretch (52-52)<br />
<br />
Freedom Phalanx:<br />
<br />
Back Alley Brawler (53-53)<br />
Citadel (53-53)<br />
Manticore (53-53)<br />
Numina (53-53)<br />
Positron (53-53)<br />
Sister Psyche (53-53)<br />
Statesman (53-53)<br />
Synapse (53-53)<br />
<br />
Vindicators:<br />
<br />
Luminary (51-51)<br />
Malaise (51-51)<br />
Ms. Liberty (51-51)<br />
Mynx (51-51)<br />
Swan (51-51)<br />
Valkyrie (51-51)<br />
<br />
<br />
Now, the problem with these AVs/Heroes, as I said, is they don't scale to EB on lower difficulties/smaller teams. There could be more in other factions, but I didn't really check.<br />
<br />
These need to either be changed so they DO scale (maybe increasing the level range of them aswell to say 40-54) from EB to AV, -OR- when they are used in missions, the description of that mission MUST have 'Contains AV' instead of Contains Boss.<br />
<br />
If you happen to run across any AV that doesn't scale, put the Faction/Name (level range) <br />
<br />
<br />
== Mission Compass ==<br />
<br />
Tip: you can even combine compass text for non-related details. For exampler, you could make the compass plural "rescue the lost researchers" on a clicky pile of bones, ally rescue, and a boss.<br />
<br />
<br />
Compass objectives with the exact same text will be combined, but that doesn't mean the required flag has changed.<br />
<br />
Example: I make 4 non-required crates with text "Crates Left" and 1 required create with text "Crates Left". When I enter the mission I'll see "5 Crates Left" in the compass, but if I find the random required one first the mission will complete. -pohsyb<br />
<br />
<br />
<br />
<br />
== Deleting Custom Critters ==<br />
<br />
This is maybe a bug? I'll add it to bug forum too... If I delete a custom critter group and then go to edit a mission that had that group in it, the group is still there. Perhaps have it clear the group automatically if they no longer exist? -player<br />
<br />
<br />
<br />
It works the opposite way. The .storyarc file is self-contained, so it has the .critter and .villaingroup info baked in. If you edit a storyarc it will ensure those .critter and .villaingroup files exist.<br />
<br />
If you want to remove a villaingroup file you should remove all references to it first or never edit a storyarc that contains that villain group. I think its better err on the side of NOT auto-deleting player created content. -pohsyb<br />
<br />
== ratings ==<br />
Quote: Quote: Ah, so if I rated a mission from Zombie Man yesterday, I can't rate a totally different mission from Zombie Man today?<br />
<br />
Thats not correct. The system (when its actually working right) is thus:<br />
<br />
For Rating: Account A can rate any arc by Account B once. All subsequent rates on the same arc simply update the original vote.<br />
<br />
<br />
Is that contradicting what you said earlier:<br />
<br />
Quote: Internally one Account can only rate another Account X times every Y days. I think right now X=1 and Y=7. However you can re-rate as many times as you like.<br />
<br />
<br />
<br />
Ok, I get how we can re-rate and 'update' the rating we gave and it won't register as a new rating.<br />
<br />
But I was referring to your earlier statement about one account only allowed to give a rating to another account once per week. And then the poster you were responding to gave a concrete example of that, and you now say, no, that's not how it works.<br />
<br />
<br />
Norman, coordinate!<br />
<br />
<br />
<br />
re-rate = update. An update will do two things, change the rating average without changing the rating count and award any difference in rewards.<br />
<br />
Lets run some examples:<br />
<br />
1). I rate one of Zloths missions 2 stars. His rating is now 2 stars with a rate count of 1. There is no reward for a 2 star rating for Zloth.<br />
<br />
2). I play a different Zloth arc and rate it 3 stars. He gets some tickets as a reward for 3 star rating.<br />
<br />
3). I play the first arc again and decide its actually super awesome, I rate it 5. no one else has rated it yet so now the rating on that mission is 5 stars, still with one vote count. Also, he will get the reward ticket bonus for having a 5 star rate minus the 3 star rating bonus (since he already got that)<br />
<br />
4). Wow I am super wishy-washy, I played again and hated it, one star rating. Someone else voted 5 star in mean time, so now rating will show 3 stars (1+5/2) with a vote count of two. No rewards are subtacted, we go with the highest reward rating.<br />
<br />
5). A week later I play it again and rate it 5 stars. There is still only one other 5 star vote so now rating says 5 stars with a vote count of two. The time period on Zloth getting a reward from me rating him has expired so he will get a new 5 star rating reward.<br />
<br />
This is what I want to be happening. It may be broken. <br />
<br />
<br />
== Text Formatting ==<br />
<br />
=== Color and Size ===<br />
<br />
Can also be accessed through the right-click menu on most text fields.<br />
<br />
The general syntax is:<br />
<br />
<color #000000>This text will be black</color><br />
<br />
<br />
where "#000000" is a [http://en.wikipedia.org/wiki/Web_colors#X11_color_names html/hex code representation of a 24 bit colour]. <br />
<br />
You also have access to some other formatting tags through the menu, such as <pre><br />
<br />
italics (<i>)<br />
bold (<b>) <br />
and text size (<scale X> where X is between 0.8 and 1.2).</pre><br />
<br />
<br />
=== Substitutions ===<br />
<br />
OK, tested it. These are the substitutions:<br />
<br />
$name or $target - the name of the target of your villain/npc/whatever.<br />
<br />
$supergroup - that person's supergroup, if none, returns "No Supergroup"<br />
<br />
$class or $archetype - their Archetype<br />
<br />
$level - their Level<br />
<br />
$origin - their Origin<br />
<br />
$heshe or $Heshe - substitutes "he" or "she" depending on gender (capitalized will cap the substitution)<br />
<br />
$himher $Himher - same as above, using "him" or "her"<br />
<br />
$hisher $Hisher - same as above, using "his" or "her"<br />
<br />
$sirmam $Sirmam - same as above, using "sir" or "mam"<br />
<br />
<br />
<br />
What does *not* work is $type or $AT for Archetype.<br />
<br />
<br />
These work in chat:<br />
<br />
$name - self name<br />
$archetype - self Archetype<br />
$level - self Level<br />
$origin - self Origin<br />
$target -target's name</div>Zombie Manhttps://archive.paragonwiki.com/w/index.php?title=Loyalty_Program&diff=224960Loyalty Program2012-04-19T05:49:21Z<p>Zombie Man: /* Rewards for Continuous VIP Subscription */ more on loyalty rewards</p>
<hr />
<div>{{TOCright}}<br />
== Overview ==<br />
A '''Loyalty Program''' awards players for keeping their accounts active over a certain time frame. These typically include a [[Badges|badge]], plus various other goodies.<br />
<br />
The first Loyalty Program, ''Loyal Through Thick and Thin'', was announced on July 29, 2009. A reminder about the program was announced on November 5, 2009. The loyalty badges were awarded on November 19, 2009.<br />
<br />
A second Loyalty Program was announced on January 17, 2011, called ''Seven Years of Super''.<br />
<br />
The third Loyalty Program was announced on November 21, 2011, called ''Salute to Statesman''.<br />
<br />
== Loyal Through Thick and Thin ==<br />
:'''August 2009 - November 2009'''<br />
<br />
Heroes strive to achieve the best within themselves through loyalty and determination. Villains use fear to instill it in their comrades. Wherever your allegiance lies, we want to reward you and thank you for your devotion. To that end, we are pleased to introduce the following program.<br />
<br />
=== Rewards for Active Accounts ===<br />
All City of Heroes and City of Villains players who maintain an active account for the time period beginning August 15, 2009 and ending November 15, 2009, received a set of special rewards for their loyalty to Paragon City and The Rogue Isles:<br />
<br />
* [[Closed Beta]] access* for City of Heroes [[Going Rogue]]<br />
* Exclusive loyalty [[badges]]: "[[Vigilant Badge|Vigilant]]" for Heroes and "[[Determined Badge|Determined]]" for Villains<br />
<br />
''<nowiki>*</nowiki> Going Rogue Closed Beta Access will be granted using a three-tier system:''<br />
* ''Tier One: City of Heroes Veterans with 60+ months of paid time.''<br />
* ''Tier Two: Loyalty Program players''<br />
* ''Tier Three: Players who Pre-Order Going Rogue (Preorder details to be announced at a later date)''<br />
<br />
=== Bonus Subscription Time ===<br />
Additionally, we are pleased to introduce a limited time Loyalty Plan Subscription Offer. Back by popular demand, this is the same plan that we introduced last year with our Holiday promotion. When you purchase game account time between now and November 15, 2009, you will receive additional rewards:<br />
<br />
* Sign up for 6 months, get a 7th month free.<br />
* Sign up for 12 months, get a 13th and 14th month free.<br />
<br />
Either one of these can be "stacked" (added) one time on top of your current subscription plan. To take advantage of this offer log in to your NCsoft Account and you will see the special offer from your City of Heroes game account page.<br />
<br />
== Seven Years of Super ==<br />
:'''February 2011 - April 2011'''<br />
<br />
City of Heroes is about to celebrate its 7th year of super-powered adventures, and it wouldn’t have been possible without the support and loyalty of our players. So this year we’re offering a special bonus to our current customers. All City of Heroes players who maintain an active, uninterrupted account for the time period beginning February 1st, 2011 ([http://www.timeanddate.com/worldclock/fixedtime.html?month=1&day=31&year=2011&hour=21&min=01&sec=0&p1=224 12:01 a.m. EST / 5:01 a.m. GMT]) and ending April 18th, 2011 ([http://www.timeanddate.com/worldclock/fixedtime.html?month=4&day=18&year=2011&hour=20&min=59&sec=0&p1=224 11:59 p.m. EST / 4:59 a.m. GMT]) will receive a set of special rewards for their loyalty to [[Paragon City]], the [[Rogue Isles]], or [[Praetoria]].<br />
<br />
=== Rewards for Active Accounts ===<br />
[[File:Badge Loyalty2010.png|left|125px]]<br />
{{BadgeLink|The Constant}}, a new badge and title that highlights your dedications and unswerving determination.<br />
{{clr}}<br />
[[File:Emblem V Seven Year.png|left|125px]]<br />
Seven Stars, a new chest emblem that will remind everyone of your experience as a Hero or Villain.<br />
{{clr}}<br />
[[File:Loyalty emotes sm3.jpg|left|125px]]<br />
Four new [[Emotes]] that you can use to brag about your [[Alignment]] in style: [[Emote_HeroLoyal|HeroLoyal]], [[Emote_VillainLoyal|VillainLoyal]], [[Emote_VigilanteLoyal|VigilanteLoyal]] and [[Emote_RogueLoyal|RogueLoyal]]. All four emotes are available to all characters regardless of Alignment.<br />
{{clr}}<br />
[[File:VANGUARD PACK.jpg|left|125px]]<br />
The [[Vanguard Pack]], a new [[Super Booster|Booster Pack]] that unlocks many [[Vanguard Costume Pieces|Vanguard costume pieces]] and [[Weapon Customization|features]] for all of your characters.<br />
{{clr}}<br />
<br />
== Salute to Statesman ==<br />
:'''December 2011 - March 2012'''<br />
<br />
If a VIP subscription in maintained continuously from December 1, 2011, to March 31, 2012, that account will receive the following items as a reward.<br />
<br />
=== Rewards for Continuous VIP Subscription ===<br />
The following items was awarded on 18 April 2012. They will apply to all existing and newly created characters on that account.<br />
* [[Tempered Through Fire Badge]], a new account-wide accolade badge.<br />
* The Helm of Zeus and the Helm of Tartarus. Two new helmets, inspired by [[Statesman]] and [[Lord Recluse]].<br />
* '''Statesman''', a Chest Emblem found under: Chest Detail > Symbols > Statesman (found alphabetically). Note that the marketing material had the name of this emblem incorrect when it said: ''Paragon, a new Chest Emblem that all Heroes or Villains can wear proudly.''<br />
* The Inner Will [[cce (Slash Command)|costume change emote]]. Tap into primal forces to change into a new costume. Slash command is: '''''/cce # CCInnerWill'''''<br />
* A non-combat companion pet: [[Image of the Well Pet]]<br />
* The Battle Fury [[Aura]]. Your character will appear to be channeling awesome cosmic powers.<br />
{{clr}}<br />
<br />
== Notes ==<br />
Loyalty Programs have typically been introduced around the release of other major [[MMORPG]]s. No official confirmation has ever been given for this reason, but common wisdom holds that their purpose is to give current subscribers an incentive to stay subscribed to City of Heroes rather than switch to another game. Competing games that were released around the same time as these loyalty programs are:<br />
* Champions Online - September 1, 2009 (Loyal Through Thick and Thin)<br />
* DC Universe Online - January 11, 2011 (Seven Years of Super)<br />
* Star Wars: The Old Republic - December 20, 2011 (Salute to Statesman)<br />
<br />
== See Also ==<br />
* [[Vigilant Badge]]<br />
* [[Determined Badge]]<br />
* [[True to the Last Badge]]<br />
<br />
== External Links ==<br />
*[http://www.cityofheroes.com/news/news_archive/loyal_through_thick_and_thin.html Loyal Through Thick and Thin] on [http://www.cityofheroes.com cityofheroes.com]<br />
*[http://www.cityofheroes.com/news/news_archive/seven_years_of_super_rewards.html Seven Years of Super] on [http://www.cityofheroes.com cityofheroes.com]<br />
*[http://na.cityofheroes.com/en/news/news_archive/the_2012_salute_to_statesman_loyalty_program.php Salute to Statesman] on [http://www.cityofheroes.com cityofheroes.com]<br />
[[Category:Rewards]]</div>Zombie Manhttps://archive.paragonwiki.com/w/index.php?title=Loyalty_Program&diff=224959Loyalty Program2012-04-19T05:27:47Z<p>Zombie Man: /* Rewards for Continuous VIP Subscription */ +note about the correct name for the Chest Emblem.</p>
<hr />
<div>{{TOCright}}<br />
== Overview ==<br />
A '''Loyalty Program''' awards players for keeping their accounts active over a certain time frame. These typically include a [[Badges|badge]], plus various other goodies.<br />
<br />
The first Loyalty Program, ''Loyal Through Thick and Thin'', was announced on July 29, 2009. A reminder about the program was announced on November 5, 2009. The loyalty badges were awarded on November 19, 2009.<br />
<br />
A second Loyalty Program was announced on January 17, 2011, called ''Seven Years of Super''.<br />
<br />
The third Loyalty Program was announced on November 21, 2011, called ''Salute to Statesman''.<br />
<br />
== Loyal Through Thick and Thin ==<br />
:'''August 2009 - November 2009'''<br />
<br />
Heroes strive to achieve the best within themselves through loyalty and determination. Villains use fear to instill it in their comrades. Wherever your allegiance lies, we want to reward you and thank you for your devotion. To that end, we are pleased to introduce the following program.<br />
<br />
=== Rewards for Active Accounts ===<br />
All City of Heroes and City of Villains players who maintain an active account for the time period beginning August 15, 2009 and ending November 15, 2009, received a set of special rewards for their loyalty to Paragon City and The Rogue Isles:<br />
<br />
* [[Closed Beta]] access* for City of Heroes [[Going Rogue]]<br />
* Exclusive loyalty [[badges]]: "[[Vigilant Badge|Vigilant]]" for Heroes and "[[Determined Badge|Determined]]" for Villains<br />
<br />
''<nowiki>*</nowiki> Going Rogue Closed Beta Access will be granted using a three-tier system:''<br />
* ''Tier One: City of Heroes Veterans with 60+ months of paid time.''<br />
* ''Tier Two: Loyalty Program players''<br />
* ''Tier Three: Players who Pre-Order Going Rogue (Preorder details to be announced at a later date)''<br />
<br />
=== Bonus Subscription Time ===<br />
Additionally, we are pleased to introduce a limited time Loyalty Plan Subscription Offer. Back by popular demand, this is the same plan that we introduced last year with our Holiday promotion. When you purchase game account time between now and November 15, 2009, you will receive additional rewards:<br />
<br />
* Sign up for 6 months, get a 7th month free.<br />
* Sign up for 12 months, get a 13th and 14th month free.<br />
<br />
Either one of these can be "stacked" (added) one time on top of your current subscription plan. To take advantage of this offer log in to your NCsoft Account and you will see the special offer from your City of Heroes game account page.<br />
<br />
== Seven Years of Super ==<br />
:'''February 2011 - April 2011'''<br />
<br />
City of Heroes is about to celebrate its 7th year of super-powered adventures, and it wouldn’t have been possible without the support and loyalty of our players. So this year we’re offering a special bonus to our current customers. All City of Heroes players who maintain an active, uninterrupted account for the time period beginning February 1st, 2011 ([http://www.timeanddate.com/worldclock/fixedtime.html?month=1&day=31&year=2011&hour=21&min=01&sec=0&p1=224 12:01 a.m. EST / 5:01 a.m. GMT]) and ending April 18th, 2011 ([http://www.timeanddate.com/worldclock/fixedtime.html?month=4&day=18&year=2011&hour=20&min=59&sec=0&p1=224 11:59 p.m. EST / 4:59 a.m. GMT]) will receive a set of special rewards for their loyalty to [[Paragon City]], the [[Rogue Isles]], or [[Praetoria]].<br />
<br />
=== Rewards for Active Accounts ===<br />
[[File:Badge Loyalty2010.png|left|125px]]<br />
{{BadgeLink|The Constant}}, a new badge and title that highlights your dedications and unswerving determination.<br />
{{clr}}<br />
[[File:Emblem V Seven Year.png|left|125px]]<br />
Seven Stars, a new chest emblem that will remind everyone of your experience as a Hero or Villain.<br />
{{clr}}<br />
[[File:Loyalty emotes sm3.jpg|left|125px]]<br />
Four new [[Emotes]] that you can use to brag about your [[Alignment]] in style: [[Emote_HeroLoyal|HeroLoyal]], [[Emote_VillainLoyal|VillainLoyal]], [[Emote_VigilanteLoyal|VigilanteLoyal]] and [[Emote_RogueLoyal|RogueLoyal]]. All four emotes are available to all characters regardless of Alignment.<br />
{{clr}}<br />
[[File:VANGUARD PACK.jpg|left|125px]]<br />
The [[Vanguard Pack]], a new [[Super Booster|Booster Pack]] that unlocks many [[Vanguard Costume Pieces|Vanguard costume pieces]] and [[Weapon Customization|features]] for all of your characters.<br />
{{clr}}<br />
<br />
== Salute to Statesman ==<br />
:'''December 2011 - March 2012'''<br />
<br />
If a VIP subscription in maintained continuously from December 1, 2011, to March 31, 2012, that account will receive the following items as a reward.<br />
<br />
=== Rewards for Continuous VIP Subscription ===<br />
The following items will be awarded on 18 April 2012. They will apply to all existing and newly created characters on that account.<br />
* [[Tempered Through Fire Badge]], a new account-wide badge.<br />
* The Helm of Zeus and the Helm of Tartarus. Two new helmets, inspired by [[Statesman]] and [[Lord Recluse]].<br />
* '''Statesman''', a Chest Emblem found under: Chest Detail > Symbols > Statesman (found alphabetically). Note that the marketing material had the name of this emblem incorrect when it said: ''Paragon, a new Chest Emblem that all Heroes or Villains can wear proudly.''<br />
* The Inner Will [[cce (Slash Command)|costume change emote]]. Tap into primal forces to change into a new costume.<br />
* A non-combat companion pet.<br />
* The Battle Fury [[Aura]]. Your character will appear to be channeling awesome cosmic powers.<br />
{{clr}}<br />
<br />
== Notes ==<br />
Loyalty Programs have typically been introduced around the release of other major [[MMORPG]]s. No official confirmation has ever been given for this reason, but common wisdom holds that their purpose is to give current subscribers an incentive to stay subscribed to City of Heroes rather than switch to another game. Competing games that were released around the same time as these loyalty programs are:<br />
* Champions Online - September 1, 2009 (Loyal Through Thick and Thin)<br />
* DC Universe Online - January 11, 2011 (Seven Years of Super)<br />
* Star Wars: The Old Republic - December 20, 2011 (Salute to Statesman)<br />
<br />
== See Also ==<br />
* [[Vigilant Badge]]<br />
* [[Determined Badge]]<br />
* [[True to the Last Badge]]<br />
<br />
== External Links ==<br />
*[http://www.cityofheroes.com/news/news_archive/loyal_through_thick_and_thin.html Loyal Through Thick and Thin] on [http://www.cityofheroes.com cityofheroes.com]<br />
*[http://www.cityofheroes.com/news/news_archive/seven_years_of_super_rewards.html Seven Years of Super] on [http://www.cityofheroes.com cityofheroes.com]<br />
*[http://na.cityofheroes.com/en/news/news_archive/the_2012_salute_to_statesman_loyalty_program.php Salute to Statesman] on [http://www.cityofheroes.com cityofheroes.com]<br />
[[Category:Rewards]]</div>Zombie Manhttps://archive.paragonwiki.com/w/index.php?title=User:Zombie_Man/Reference&diff=224135User:Zombie Man/Reference2012-04-11T18:49:42Z<p>Zombie Man: /* City of Data Categories */</p>
<hr />
<div>=Level 1=<br />
<br />
==Level 2==<br />
<br />
===Level 3===<br />
<br />
====Level 4====<br />
<br />
=Tools=<br />
<br />
[http://excel2wiki.net/index.php Spreadsheet to Wikitable converter]<br />
<br />
<br />
= City of Data Categories =<br />
<br />
sample direct link: http://tomax.titan.com/data/powers/category.php?cat=nemesis<br />
<br />
{{columns|5|<br />
{{UL|'''ArcheTypes'''}}<br /><br />
{{RedTomaxCategory|cat=Blaster_Ranged}}<br /><br />
{{RedTomaxCategory|cat=Blaster_Support}}<br /><br />
{{RedTomaxCategory|cat=Brute_Defense}}<br /><br />
{{RedTomaxCategory|cat=Brute_Melee}}<br /><br />
{{RedTomaxCategory|cat=Controller_Buff}}<br /><br />
{{RedTomaxCategory|cat=Controller_Control}}<br /><br />
{{RedTomaxCategory|cat=Corruptor_Buff}}<br /><br />
{{RedTomaxCategory|cat=Corruptor_Ranged}}<br /><br />
{{RedTomaxCategory|cat=Defender_Buff}}<br /><br />
{{RedTomaxCategory|cat=Defender_Ranged}}<br /><br />
{{RedTomaxCategory|cat=Dominator_Assault}}<br /><br />
{{RedTomaxCategory|cat=Dominator_Control}}<br /><br />
{{RedTomaxCategory|cat=Mastermind_Buff}}<br /><br />
{{RedTomaxCategory|cat=Mastermind_Pets}}<br /><br />
{{RedTomaxCategory|cat=Mastermind_Summon}}<br /><br />
{{RedTomaxCategory|cat=Scrapper_Defense}}<br /><br />
{{RedTomaxCategory|cat=Scrapper_Melee}}<br /><br />
{{RedTomaxCategory|cat=Stalker_Defense}}<br /><br />
{{RedTomaxCategory|cat=Stalker_Melee}}<br /><br />
{{RedTomaxCategory|cat=Tanker_Defense}}<br /><br />
{{RedTomaxCategory|cat=Tanker_Melee}}<br /><br />
<br /><br />
<br /><br />
{{UL|'''Epic ArcheTypes'''}}<br /><br />
{{RedTomaxCategory|cat=Peacebringer_Defensive}}<br /><br />
{{RedTomaxCategory|cat=Peacebringer_Offensive}}<br /><br />
{{RedTomaxCategory|cat=Warshade_Defensive}}<br /><br />
{{RedTomaxCategory|cat=Warshade_Offensive}}<br /><br />
{{RedTomaxCategory|cat=Kheldian_Pets}}<br /><br />
{{RedTomaxCategory|cat=Arachnos_Soldiers}}<br /><br />
Soldier {{RedTomaxCategory|cat=Training_Gadgets}}<br /><br />
{{RedTomaxCategory|cat=Widow_Training}}<br /><br />
Widow {{RedTomaxCategory|cat=Teamwork}}<br /><br />
<br /><br />
<br /><br />
<br /><br />
<br /><br />
<br /><br />
{{UL|'''ArcheType Auxiliary'''}}<br /><br />
{{RedTomaxCategory|cat=Inherent}}<br /><br />
{{RedTomaxCategory|cat=Epic}}<br /><br />
{{RedTomaxCategory|cat=Pets}}<br /><br />
{{RedTomaxCategory|cat=Pool}}<br /><br />
{{RedTomaxCategory|cat=Villain_Pets}}<br /><br />
<br /><br />
{{UL|'''Powers'''}}<br /><br />
{{RedTomaxCategory|cat=Base_Aux}}<br /><br />
{{RedTomaxCategory|cat=Base_Defenses}}<br /><br />
{{RedTomaxCategory|cat=Base_Fields}}<br /><br />
{{RedTomaxCategory|cat=Base_Traps}}<br /><br />
{{RedTomaxCategory|cat=Boosts}} (enhancements)<br /><br />
{{RedTomaxCategory|cat=Incarnate}} {{red|GR}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=Inspirations}}<br /><br />
{{RedTomaxCategory|cat=Mission_Maker_Attacks}}<br /><br />
{{RedTomaxCategory|cat=Mission_Maker_Movement}}<br /><br />
{{RedTomaxCategory|cat=Mission_Maker_Pets}}<br /><br />
{{RedTomaxCategory|cat=Mission_Maker_Secondary}}<br /><br />
{{RedTomaxCategory|cat=Mission_Maker_Special}}<br /><br />
{{RedTomaxCategory|cat=Set_Bonus}}<br /><br />
{{RedTomaxCategory|cat=Temporary_Powers}}<br /><br />
<br /><br />
{{UL|'''Factions'''}}<br /><br />
{{RedTomaxCategory|cat=5thColumn}}<br /><br />
{{RedTomaxCategory|cat=Apparitions}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=Awakened}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=BanishedPantheon}} {{purple|[22]}}<br /><br />
{{RedTomaxCategory|cat=Cabal}}<br /><br />
{{RedTomaxCategory|cat=Carnival}}<br /><br />
{{RedTomaxCategory|cat=CarnivalOfLight}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=CircleOfThorns}}<br /><br />
{{RedTomaxCategory|cat=Clockwork}}<br /><br />
{{RedTomaxCategory|cat=Council}}<br /><br />
{{RedTomaxCategory|cat=Crey}}<br /><br />
{{RedTomaxCategory|cat=CroatoaGhosts}}<br /><br />
{{RedTomaxCategory|cat=CroatoaMissions}} (Sally)<br /><br />
{{RedTomaxCategory|cat=Destroyers}} {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=DevouringEarth}} {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=DevouringEarthSeed}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=Dregs}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=Event}}<br /><br />
{{RedTomaxCategory|cat=Family}}<br /><br />
{{RedTomaxCategory|cat=FirBolg}}<br /><br />
{{RedTomaxCategory|cat=Forlorn}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=Freakshow}}<br /><br />
{{RedTomaxCategory|cat=Generic}}<br /><br />
{{RedTomaxCategory|cat=GenericVillains}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=Guns}}<br /><br />
{{RedTomaxCategory|cat=Hellions}}<br /><br />
{{RedTomaxCategory|cat=Hydra}}<br /><br />
{{RedTomaxCategory|cat=Igneous}}<br /><br />
{{RedTomaxCategory|cat=KnivesOfVengeance}} {{purple|[22]}}<br /><br />
{{RedTomaxCategory|cat=Malta}}<br /><br />
{{RedTomaxCategory|cat=MidnightMasters}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=Midnight_Squad}}<br /><br />
{{RedTomaxCategory|cat=Mission_Pets}}<br /><br />
{{RedTomaxCategory|cat=Nemesis}}<br /><br />
{{RedTomaxCategory|cat=Nictus}}<br /><br />
{{RedTomaxCategory|cat=NPC_Pets}}<br /><br />
{{RedTomaxCategory|cat=Objects}}<br /><br />
{{RedTomaxCategory|cat=Outcasts}}<br /><br />
{{RedTomaxCategory|cat=Portal}}<br /><br />
{{RedTomaxCategory|cat=PracticeRobots}}<br /><br />
{{RedTomaxCategory|cat=PraetorianClockwork}} {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=PraetorianIDF}} {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=PraetorianPolice}} {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=PraetorianResistance}} {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=Praetorians}}<br /><br />
{{RedTomaxCategory|cat=PraetorianShepherds}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=Prisoners}}<br /><br />
{{RedTomaxCategory|cat=P_Citizens}} {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=P_Ghouls}} {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=P_Seers}} {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=RedCaps}}<br /><br />
{{RedTomaxCategory|cat=Rikti}}<br /><br />
{{RedTomaxCategory|cat=RoguesGallery}}<br /><br />
{{RedTomaxCategory|cat=Romans}}<br /><br />
{{RedTomaxCategory|cat=Rularuu}}<br /><br />
{{RedTomaxCategory|cat=RuluShinPowers}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=Signature_Summon}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=Skulls}}<br /><br />
{{RedTomaxCategory|cat=SkyRaiders}}<br /><br />
{{RedTomaxCategory|cat=Syndicate}} {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=TalonsOfVengeance}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=TerraVolta}}<br /><br />
{{RedTomaxCategory|cat=Trolls}}<br /><br />
{{RedTomaxCategory|cat=Tsoo}}<br /><br />
{{RedTomaxCategory|cat=Tuatha}}<br /><br />
{{RedTomaxCategory|cat=Turrets}}<br /><br />
{{RedTomaxCategory|cat=Unseelie_Court}}<br /><br />
{{RedTomaxCategory|cat=Vahzilok}}<br /><br />
{{RedTomaxCategory|cat=Vanguard}}<br /><br />
{{RedTomaxCategory|cat=V_Arachnos}}<br /><br />
{{RedTomaxCategory|cat=V_Arachnos_Proxy}}<br /><br />
{{RedTomaxCategory|cat=V_Batzul}}<br /><br />
{{RedTomaxCategory|cat=V_CapauDiableDemons}}<br /><br />
{{RedTomaxCategory|cat=V_Coralax}}<br /><br />
{{RedTomaxCategory|cat=V_FreedomCorps}}<br /><br />
{{RedTomaxCategory|cat=V_FreedomPhalanx}}<br /><br />
{{RedTomaxCategory|cat=V_GenericHeroes}}<br /><br />
{{RedTomaxCategory|cat=V_GenericVillains}}<br /><br />
{{RedTomaxCategory|cat=V_GoldBrickers}}<br /><br />
{{RedTomaxCategory|cat=V_Infected}}<br /><br />
{{RedTomaxCategory|cat=V_LegacyChain}}<br /><br />
{{RedTomaxCategory|cat=V_Luddites}}<br /><br />
{{RedTomaxCategory|cat=V_Meteor}}<br /><br />
{{RedTomaxCategory|cat=V_Miscellaneous}}<br /><br />
{{RedTomaxCategory|cat=V_Mooks}}<br /><br />
{{RedTomaxCategory|cat=V_ParagonPolice}}<br /><br />
{{RedTomaxCategory|cat=V_Rularuu}}<br /><br />
{{RedTomaxCategory|cat=V_Scrapyarders}}<br /><br />
{{RedTomaxCategory|cat=V_Security_Guards}}<br /><br />
{{RedTomaxCategory|cat=V_Shivan}}<br /><br />
{{RedTomaxCategory|cat=V_SirensCallPhantom}}<br /><br />
{{RedTomaxCategory|cat=V_SlagGolems}}<br /><br />
{{RedTomaxCategory|cat=V_Snakes}}<br /><br />
{{RedTomaxCategory|cat=V_SpectralPirates}}<br /><br />
{{RedTomaxCategory|cat=V_SpetsnazCommandos}}<br /><br />
{{RedTomaxCategory|cat=V_Vindicators}}<br /><br />
{{RedTomaxCategory|cat=V_Wailers}}<br /><br />
{{RedTomaxCategory|cat=V_Wyvern}}<br /><br />
{{RedTomaxCategory|cat=Warriors}}<br /><br />
{{RedTomaxCategory|cat=WISDOM}}<br /><br />
{{RedTomaxCategory|cat=Wisps}}<br /><br />
{{RedTomaxCategory|cat=Zombies}}<br /><br />
<br /><br />
{{UL|'''Mission Specific'''}}<br /><br />
{{RedTomaxCategory|cat=CouncilEmpire}}<br /><br />
{{RedTomaxCategory|cat=Incarnate_AlphaStrike}} iTFs {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=Incarnate_Debuff}} iTF/iTrial {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=Incarnate_I20}} Sutter/Kal {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=Items_Of_Power}} CoP Trial<br /><br />
{{RedTomaxCategory|cat=Halloween}} Trial {{green|[21]}}<br /><br />
Death From Below<br /><br />
{{dot}}{{RedTomaxCategory|cat=HellionSewerTrial}} {{green|[21]}}<br /><br />
{{dot}}{{RedTomaxCategory|cat=HydraSewerTrial}} {{green|[21]}}<br /><br />
{{dot}}{{RedTomaxCategory|cat=LostSewerTrial}} {{green|[21]}}<br /><br />
{{dot}}{{RedTomaxCategory|cat=VahzSewerTrial}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=DilemmaDiabolique}} iTrial {{purple|[22]}}<br /><br />
{{RedTomaxCategory|cat=MindsOfMayhem}} iTrial {{green|[21]}}<br /><br />
New Tutorial<br /><br />
{{dot}}{{RedTomaxCategory|cat=N_Tutorial_Jet_Powers}} {{green|[21]}}<br /><br />
{{dot}}{{RedTomaxCategory|cat=N_Tutorial_Powers}} {{green|[21]}}<br /><br />
{{dot}}{{RedTomaxCategory|cat=N_Tutorial_Shivan}} {{green|[21]}}<br /><br />
Training Arcs<br /><br />
{{dot}}{{RedTomaxCategory|cat=OnGoingTrainingCharacters}} {{green|[21]}}<br /><br />
{{dot}}{{RedTomaxCategory|cat=Phasing_Powers}}<br /><br />
{{RedTomaxCategory|cat=TPNCampus}} iTrial {{green|[21]}}<br /><br />
Who Will Die?<br /><br />
{{dot}}{{RedTomaxCategory|cat=OneWillDie_Issue1Powers}} {{purple|[22]}}<br /><br />
{{dot}}{{RedTomaxCategory|cat=OneWillDie_Issue2Powers}} {{purple|[22]}}<br /><br />
{{dot}}{{RedTomaxCategory|cat=OneWillDie_Issue3Powers}} {{purple|[22]}}<br /><br />
<br />
}}<br />
<br />
sample old link: http://coh.redtomax.com/data/powers/category.php?cat=nemesis<br />
<br />
<!-- <br />
{{dot}}{{RedTomaxCategory|cat=SummerEvent}} {{purple|[22]}}<br /><br />
magic list of categories generator thanks to Codewalker...<br />
http://tomax.cohtitan.com/data/powers/zombie_list.php<br />
<br />
--><br />
<br />
= Scratch Pad For How To for MA =<br />
<br />
== Hall of Fame ==<br />
<br />
An arc gets hall of fame when it's been rated more than 100 times and the ratings average is greater than 4. At least, that's the way it was in Test. Those numbers could change on Live.<br />
<br />
Once an arc achieves Hall of Fame, the player receives the badge and a new publishing slot and both are permanent. However, the Hall of Fame status isn't. If further ratings make the average score drop below the appointed threshold, then the arc loses the Hall of Fame tag and icon. Also, being chosen as a Dev's Choice also takes away the Hall of Fame tag and icon.<br />
<br />
== How do I force a specific level for my missions? ==<br />
<br />
<br />
You just have to know how to 'play the system' a bit, in this case if you want everything a certain level, you put in an npc(whether it be ally, boss, escort, w/e) that is by default that level, in this case, I added an ally Lord recluse (54-54 Arch-Villain), which forces all entities on the map to increase to 54<br />
<br />
if I wanted all 53, I'd put in Statesman(53-53 Hero)<br />
<br />
52 Silver mantis....51 Ms liberty...etc<br />
<br />
Edit: Just a side note that 54 is still the max, while heroic/villainous with LR will be all 54...increasing difficulty wont add level 55-57 enemies <br />
<br />
<br />
== How do I check the spelling of my missions? ==<br />
<br />
1. Type up all your text with a word processor that has spelling and grammar checking capabilities. Then, copy and paste the text into the MA.<br />
<br />
2. After you're done creating your mission, load up the mission found in your /mission subdirectory off of your CoH directory into a word processor with spelling and grammar checking capabilities. Be careful about saving that file, the file requires plain text coding and a word processor can mess that up. You'll be better off using your word processor to see where the errors are and then change them by hand in the MA interface.<br />
<br />
== How do I have two or more custom critters with the same name? ==<br />
<br />
Create one with the name you want and save to a filename (e.g., you save "Gravestone Pounder" to "gravepound1").<br />
<br />
Then create a second custom critter with the same name to a different filename (e.g., "gravepound2").<br />
<br />
== Empty Maps == <br />
<br />
Can I make a mission that doesn't spawn anything until you trigger some kind of event, like the trap for Nocturne in the Faultline Dam, and if so, how do I achieve that? I don't seem to have any control over regular spawns, other than saying what enemy group they are.<br />
<br />
pohsyb:<br />
There are two main spawn types in most missions. One is used for ambush, boss, patrol or destroy object details, the other is used for battle, rescue, escort, ally, or defend object details. (Some maps have additional spawntypes that are not overrideable by the MA).<br />
<br />
Lets pretend you picked a map with 15 of the first type and 15 of the second type. If you wanted it to be empty until your trap is hatched, you could add a patrol detail with quantity 15 and and a battle detail with quantity 15. Next, add a collection detail and have both the patrol and battle trigger on completion of the collection.<br />
<br />
<br />
<br />
== Allies and Rewards ==<br />
<br />
Allies in a mission can 'kill-steal' from you. The amount of damage they do to foes is proportionally reducing the amount of xp, inf, or ticket rewards you would have gotten from defeating that foe by yourself.<br />
<br />
Allies that are set on non-attack modes and only buff you can give you an edge... but just one at a time. Only one ally will buff you so that a large amount of non-attacking buffing allies won't be able to make you invincible. (At least, that's what's supposed to happen according to pohsyb in an in-game chat conversation.)<br />
<br />
== AVs ==<br />
<br />
Ok, here is a list of AVs that I have come across, that do not scale to EB, they will always be an AV/Hero.<br />
<br />
Arachnos:<br />
<br />
Barracuda (52-52)<br />
Dr. Aeon (52-52)<br />
Ice Mistral (52-52)<br />
Magus Mu Drakhan (52-52)<br />
Regent Korol (52-52)<br />
Shadow Spider (52-52)<br />
Silver Mantis (52-52)<br />
Viridian (52-52)<br />
Wretch (52-52)<br />
<br />
Freedom Phalanx:<br />
<br />
Back Alley Brawler (53-53)<br />
Citadel (53-53)<br />
Manticore (53-53)<br />
Numina (53-53)<br />
Positron (53-53)<br />
Sister Psyche (53-53)<br />
Statesman (53-53)<br />
Synapse (53-53)<br />
<br />
Vindicators:<br />
<br />
Luminary (51-51)<br />
Malaise (51-51)<br />
Ms. Liberty (51-51)<br />
Mynx (51-51)<br />
Swan (51-51)<br />
Valkyrie (51-51)<br />
<br />
<br />
Now, the problem with these AVs/Heroes, as I said, is they don't scale to EB on lower difficulties/smaller teams. There could be more in other factions, but I didn't really check.<br />
<br />
These need to either be changed so they DO scale (maybe increasing the level range of them aswell to say 40-54) from EB to AV, -OR- when they are used in missions, the description of that mission MUST have 'Contains AV' instead of Contains Boss.<br />
<br />
If you happen to run across any AV that doesn't scale, put the Faction/Name (level range) <br />
<br />
<br />
== Mission Compass ==<br />
<br />
Tip: you can even combine compass text for non-related details. For exampler, you could make the compass plural "rescue the lost researchers" on a clicky pile of bones, ally rescue, and a boss.<br />
<br />
<br />
Compass objectives with the exact same text will be combined, but that doesn't mean the required flag has changed.<br />
<br />
Example: I make 4 non-required crates with text "Crates Left" and 1 required create with text "Crates Left". When I enter the mission I'll see "5 Crates Left" in the compass, but if I find the random required one first the mission will complete. -pohsyb<br />
<br />
<br />
<br />
<br />
== Deleting Custom Critters ==<br />
<br />
This is maybe a bug? I'll add it to bug forum too... If I delete a custom critter group and then go to edit a mission that had that group in it, the group is still there. Perhaps have it clear the group automatically if they no longer exist? -player<br />
<br />
<br />
<br />
It works the opposite way. The .storyarc file is self-contained, so it has the .critter and .villaingroup info baked in. If you edit a storyarc it will ensure those .critter and .villaingroup files exist.<br />
<br />
If you want to remove a villaingroup file you should remove all references to it first or never edit a storyarc that contains that villain group. I think its better err on the side of NOT auto-deleting player created content. -pohsyb<br />
<br />
== ratings ==<br />
Quote: Quote: Ah, so if I rated a mission from Zombie Man yesterday, I can't rate a totally different mission from Zombie Man today?<br />
<br />
Thats not correct. The system (when its actually working right) is thus:<br />
<br />
For Rating: Account A can rate any arc by Account B once. All subsequent rates on the same arc simply update the original vote.<br />
<br />
<br />
Is that contradicting what you said earlier:<br />
<br />
Quote: Internally one Account can only rate another Account X times every Y days. I think right now X=1 and Y=7. However you can re-rate as many times as you like.<br />
<br />
<br />
<br />
Ok, I get how we can re-rate and 'update' the rating we gave and it won't register as a new rating.<br />
<br />
But I was referring to your earlier statement about one account only allowed to give a rating to another account once per week. And then the poster you were responding to gave a concrete example of that, and you now say, no, that's not how it works.<br />
<br />
<br />
Norman, coordinate!<br />
<br />
<br />
<br />
re-rate = update. An update will do two things, change the rating average without changing the rating count and award any difference in rewards.<br />
<br />
Lets run some examples:<br />
<br />
1). I rate one of Zloths missions 2 stars. His rating is now 2 stars with a rate count of 1. There is no reward for a 2 star rating for Zloth.<br />
<br />
2). I play a different Zloth arc and rate it 3 stars. He gets some tickets as a reward for 3 star rating.<br />
<br />
3). I play the first arc again and decide its actually super awesome, I rate it 5. no one else has rated it yet so now the rating on that mission is 5 stars, still with one vote count. Also, he will get the reward ticket bonus for having a 5 star rate minus the 3 star rating bonus (since he already got that)<br />
<br />
4). Wow I am super wishy-washy, I played again and hated it, one star rating. Someone else voted 5 star in mean time, so now rating will show 3 stars (1+5/2) with a vote count of two. No rewards are subtacted, we go with the highest reward rating.<br />
<br />
5). A week later I play it again and rate it 5 stars. There is still only one other 5 star vote so now rating says 5 stars with a vote count of two. The time period on Zloth getting a reward from me rating him has expired so he will get a new 5 star rating reward.<br />
<br />
This is what I want to be happening. It may be broken. <br />
<br />
<br />
== Text Formatting ==<br />
<br />
=== Color and Size ===<br />
<br />
Can also be accessed through the right-click menu on most text fields.<br />
<br />
The general syntax is:<br />
<br />
<color #000000>This text will be black</color><br />
<br />
<br />
where "#000000" is a [http://en.wikipedia.org/wiki/Web_colors#X11_color_names html/hex code representation of a 24 bit colour]. <br />
<br />
You also have access to some other formatting tags through the menu, such as <pre><br />
<br />
italics (<i>)<br />
bold (<b>) <br />
and text size (<scale X> where X is between 0.8 and 1.2).</pre><br />
<br />
<br />
=== Substitutions ===<br />
<br />
OK, tested it. These are the substitutions:<br />
<br />
$name or $target - the name of the target of your villain/npc/whatever.<br />
<br />
$supergroup - that person's supergroup, if none, returns "No Supergroup"<br />
<br />
$class or $archetype - their Archetype<br />
<br />
$level - their Level<br />
<br />
$origin - their Origin<br />
<br />
$heshe or $Heshe - substitutes "he" or "she" depending on gender (capitalized will cap the substitution)<br />
<br />
$himher $Himher - same as above, using "him" or "her"<br />
<br />
$hisher $Hisher - same as above, using "his" or "her"<br />
<br />
$sirmam $Sirmam - same as above, using "sir" or "mam"<br />
<br />
<br />
<br />
What does *not* work is $type or $AT for Archetype.<br />
<br />
<br />
These work in chat:<br />
<br />
$name - self name<br />
$archetype - self Archetype<br />
$level - self Level<br />
$origin - self Origin<br />
$target -target's name</div>Zombie Manhttps://archive.paragonwiki.com/w/index.php?title=User:Zombie_Man/Reference&diff=222505User:Zombie Man/Reference2012-03-27T09:03:59Z<p>Zombie Man: /* City of Data Categories */ +Who Will Die powers now that they won't be spoilers</p>
<hr />
<div>=Level 1=<br />
<br />
==Level 2==<br />
<br />
===Level 3===<br />
<br />
====Level 4====<br />
<br />
=Tools=<br />
<br />
[http://excel2wiki.net/index.php Spreadsheet to Wikitable converter]<br />
<br />
<br />
= City of Data Categories =<br />
<br />
sample direct link: http://tomax.titan.com/data/powers/category.php?cat=nemesis<br />
<br />
{{columns|5|<br />
{{UL|'''ArcheTypes'''}}<br /><br />
{{RedTomaxCategory|cat=Blaster_Ranged}}<br /><br />
{{RedTomaxCategory|cat=Blaster_Support}}<br /><br />
{{RedTomaxCategory|cat=Brute_Defense}}<br /><br />
{{RedTomaxCategory|cat=Brute_Melee}}<br /><br />
{{RedTomaxCategory|cat=Controller_Buff}}<br /><br />
{{RedTomaxCategory|cat=Controller_Control}}<br /><br />
{{RedTomaxCategory|cat=Corruptor_Buff}}<br /><br />
{{RedTomaxCategory|cat=Corruptor_Ranged}}<br /><br />
{{RedTomaxCategory|cat=Defender_Buff}}<br /><br />
{{RedTomaxCategory|cat=Defender_Ranged}}<br /><br />
{{RedTomaxCategory|cat=Dominator_Assault}}<br /><br />
{{RedTomaxCategory|cat=Dominator_Control}}<br /><br />
{{RedTomaxCategory|cat=Mastermind_Buff}}<br /><br />
{{RedTomaxCategory|cat=Mastermind_Pets}}<br /><br />
{{RedTomaxCategory|cat=Mastermind_Summon}}<br /><br />
{{RedTomaxCategory|cat=Scrapper_Defense}}<br /><br />
{{RedTomaxCategory|cat=Scrapper_Melee}}<br /><br />
{{RedTomaxCategory|cat=Stalker_Defense}}<br /><br />
{{RedTomaxCategory|cat=Stalker_Melee}}<br /><br />
{{RedTomaxCategory|cat=Tanker_Defense}}<br /><br />
{{RedTomaxCategory|cat=Tanker_Melee}}<br /><br />
<br /><br />
<br /><br />
{{UL|'''Epic ArcheTypes'''}}<br /><br />
{{RedTomaxCategory|cat=Peacebringer_Defensive}}<br /><br />
{{RedTomaxCategory|cat=Peacebringer_Offensive}}<br /><br />
{{RedTomaxCategory|cat=Warshade_Defensive}}<br /><br />
{{RedTomaxCategory|cat=Warshade_Offensive}}<br /><br />
{{RedTomaxCategory|cat=Kheldian_Pets}}<br /><br />
{{RedTomaxCategory|cat=Arachnos_Soldiers}}<br /><br />
Soldier {{RedTomaxCategory|cat=Training_Gadgets}}<br /><br />
{{RedTomaxCategory|cat=Widow_Training}}<br /><br />
Widow {{RedTomaxCategory|cat=Teamwork}}<br /><br />
<br /><br />
<br /><br />
<br /><br />
<br /><br />
<br /><br />
{{UL|'''ArcheType Auxiliary'''}}<br /><br />
{{RedTomaxCategory|cat=Inherent}}<br /><br />
{{RedTomaxCategory|cat=Epic}}<br /><br />
{{RedTomaxCategory|cat=Pets}}<br /><br />
{{RedTomaxCategory|cat=Pool}}<br /><br />
{{RedTomaxCategory|cat=Villain_Pets}}<br /><br />
<br /><br />
{{UL|'''Powers'''}}<br /><br />
{{RedTomaxCategory|cat=Base_Aux}}<br /><br />
{{RedTomaxCategory|cat=Base_Defenses}}<br /><br />
{{RedTomaxCategory|cat=Base_Fields}}<br /><br />
{{RedTomaxCategory|cat=Base_Traps}}<br /><br />
{{RedTomaxCategory|cat=Boosts}} (enhancements)<br /><br />
{{RedTomaxCategory|cat=Incarnate}} {{red|GR}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=Inspirations}}<br /><br />
{{RedTomaxCategory|cat=Mission_Maker_Attacks}}<br /><br />
{{RedTomaxCategory|cat=Mission_Maker_Movement}}<br /><br />
{{RedTomaxCategory|cat=Mission_Maker_Pets}}<br /><br />
{{RedTomaxCategory|cat=Mission_Maker_Secondary}}<br /><br />
{{RedTomaxCategory|cat=Mission_Maker_Special}}<br /><br />
{{RedTomaxCategory|cat=Set_Bonus}}<br /><br />
{{RedTomaxCategory|cat=Temporary_Powers}}<br /><br />
<br /><br />
{{UL|'''Factions'''}}<br /><br />
{{RedTomaxCategory|cat=5thColumn}}<br /><br />
{{RedTomaxCategory|cat=Apparitions}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=Awakened}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=BanishedPantheon}} {{purple|[22]}}<br /><br />
{{RedTomaxCategory|cat=Cabal}}<br /><br />
{{RedTomaxCategory|cat=Carnival}}<br /><br />
{{RedTomaxCategory|cat=CarnivalOfLight}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=CircleOfThorns}}<br /><br />
{{RedTomaxCategory|cat=Clockwork}}<br /><br />
{{RedTomaxCategory|cat=Council}}<br /><br />
{{RedTomaxCategory|cat=Crey}}<br /><br />
{{RedTomaxCategory|cat=CroatoaGhosts}}<br /><br />
{{RedTomaxCategory|cat=CroatoaMissions}} (Sally)<br /><br />
{{RedTomaxCategory|cat=Destroyers}} {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=DevouringEarth}} {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=DevouringEarthSeed}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=Dregs}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=Event}}<br /><br />
{{RedTomaxCategory|cat=Family}}<br /><br />
{{RedTomaxCategory|cat=FirBolg}}<br /><br />
{{RedTomaxCategory|cat=Forlorn}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=Freakshow}}<br /><br />
{{RedTomaxCategory|cat=Generic}}<br /><br />
{{RedTomaxCategory|cat=GenericVillains}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=Guns}}<br /><br />
{{RedTomaxCategory|cat=Hellions}}<br /><br />
{{RedTomaxCategory|cat=Hydra}}<br /><br />
{{RedTomaxCategory|cat=Igneous}}<br /><br />
{{RedTomaxCategory|cat=KnivesOfVengeance}} {{purple|[22]}}<br /><br />
{{RedTomaxCategory|cat=Malta}}<br /><br />
{{RedTomaxCategory|cat=MidnightMasters}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=Midnight_Squad}}<br /><br />
{{RedTomaxCategory|cat=Mission_Pets}}<br /><br />
{{RedTomaxCategory|cat=Nemesis}}<br /><br />
{{RedTomaxCategory|cat=Nictus}}<br /><br />
{{RedTomaxCategory|cat=NPC_Pets}}<br /><br />
{{RedTomaxCategory|cat=Objects}}<br /><br />
{{RedTomaxCategory|cat=Outcasts}}<br /><br />
{{RedTomaxCategory|cat=Portal}}<br /><br />
{{RedTomaxCategory|cat=PracticeRobots}}<br /><br />
{{RedTomaxCategory|cat=PraetorianClockwork}} {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=PraetorianIDF}} {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=PraetorianPolice}} {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=PraetorianResistance}} {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=Praetorians}}<br /><br />
{{RedTomaxCategory|cat=PraetorianShepherds}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=Prisoners}}<br /><br />
{{RedTomaxCategory|cat=P_Citizens}} {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=P_Ghouls}} {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=P_Seers}} {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=RedCaps}}<br /><br />
{{RedTomaxCategory|cat=Rikti}}<br /><br />
{{RedTomaxCategory|cat=RoguesGallery}}<br /><br />
{{RedTomaxCategory|cat=Romans}}<br /><br />
{{RedTomaxCategory|cat=Rularuu}}<br /><br />
{{RedTomaxCategory|cat=RuluShinPowers}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=Signature_Summon}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=Skulls}}<br /><br />
{{RedTomaxCategory|cat=SkyRaiders}}<br /><br />
{{RedTomaxCategory|cat=Syndicate}} {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=TalonsOfVengeance}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=TerraVolta}}<br /><br />
{{RedTomaxCategory|cat=Trolls}}<br /><br />
{{RedTomaxCategory|cat=Tsoo}}<br /><br />
{{RedTomaxCategory|cat=Tuatha}}<br /><br />
{{RedTomaxCategory|cat=Turrets}}<br /><br />
{{RedTomaxCategory|cat=Unseelie_Court}}<br /><br />
{{RedTomaxCategory|cat=Vahzilok}}<br /><br />
{{RedTomaxCategory|cat=Vanguard}}<br /><br />
{{RedTomaxCategory|cat=V_Arachnos}}<br /><br />
{{RedTomaxCategory|cat=V_Arachnos_Proxy}}<br /><br />
{{RedTomaxCategory|cat=V_Batzul}}<br /><br />
{{RedTomaxCategory|cat=V_CapauDiableDemons}}<br /><br />
{{RedTomaxCategory|cat=V_Coralax}}<br /><br />
{{RedTomaxCategory|cat=V_FreedomCorps}}<br /><br />
{{RedTomaxCategory|cat=V_FreedomPhalanx}}<br /><br />
{{RedTomaxCategory|cat=V_GenericHeroes}}<br /><br />
{{RedTomaxCategory|cat=V_GenericVillains}}<br /><br />
{{RedTomaxCategory|cat=V_GoldBrickers}}<br /><br />
{{RedTomaxCategory|cat=V_Infected}}<br /><br />
{{RedTomaxCategory|cat=V_LegacyChain}}<br /><br />
{{RedTomaxCategory|cat=V_Luddites}}<br /><br />
{{RedTomaxCategory|cat=V_Meteor}}<br /><br />
{{RedTomaxCategory|cat=V_Miscellaneous}}<br /><br />
{{RedTomaxCategory|cat=V_Mooks}}<br /><br />
{{RedTomaxCategory|cat=V_ParagonPolice}}<br /><br />
{{RedTomaxCategory|cat=V_Rularuu}}<br /><br />
{{RedTomaxCategory|cat=V_Scrapyarders}}<br /><br />
{{RedTomaxCategory|cat=V_Security_Guards}}<br /><br />
{{RedTomaxCategory|cat=V_Shivan}}<br /><br />
{{RedTomaxCategory|cat=V_SirensCallPhantom}}<br /><br />
{{RedTomaxCategory|cat=V_SlagGolems}}<br /><br />
{{RedTomaxCategory|cat=V_Snakes}}<br /><br />
{{RedTomaxCategory|cat=V_SpectralPirates}}<br /><br />
{{RedTomaxCategory|cat=V_SpetsnazCommandos}}<br /><br />
{{RedTomaxCategory|cat=V_Vindicators}}<br /><br />
{{RedTomaxCategory|cat=V_Wailers}}<br /><br />
{{RedTomaxCategory|cat=V_Wyvern}}<br /><br />
{{RedTomaxCategory|cat=Warriors}}<br /><br />
{{RedTomaxCategory|cat=WISDOM}}<br /><br />
{{RedTomaxCategory|cat=Wisps}}<br /><br />
{{RedTomaxCategory|cat=Zombies}}<br /><br />
<br /><br />
{{UL|'''Mission Specific'''}}<br /><br />
{{RedTomaxCategory|cat=CouncilEmpire}}<br /><br />
{{RedTomaxCategory|cat=Incarnate_AlphaStrike}} iTFs {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=Incarnate_Debuff}} iTF/iTrial {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=Incarnate_I20}} Sutter/Kal {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=Items_Of_Power}} CoP Trial<br /><br />
{{RedTomaxCategory|cat=Halloween}} Trial {{green|[21]}}<br /><br />
Death From Below<br /><br />
{{dot}}{{RedTomaxCategory|cat=HellionSewerTrial}} {{green|[21]}}<br /><br />
{{dot}}{{RedTomaxCategory|cat=HydraSewerTrial}} {{green|[21]}}<br /><br />
{{dot}}{{RedTomaxCategory|cat=LostSewerTrial}} {{green|[21]}}<br /><br />
{{dot}}{{RedTomaxCategory|cat=VahzSewerTrial}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=DilemmaDiabolique}} iTrial {{purple|[22]}}<br /><br />
{{RedTomaxCategory|cat=MindsOfMayhem}} iTrial {{green|[21]}}<br /><br />
New Tutorial<br /><br />
{{dot}}{{RedTomaxCategory|cat=N_Tutorial_Jet_Powers}} {{green|[21]}}<br /><br />
{{dot}}{{RedTomaxCategory|cat=N_Tutorial_Powers}} {{green|[21]}}<br /><br />
{{dot}}{{RedTomaxCategory|cat=N_Tutorial_Shivan}} {{green|[21]}}<br /><br />
Training Arcs<br /><br />
{{dot}}{{RedTomaxCategory|cat=OnGoingTrainingCharacters}} {{green|[21]}}<br /><br />
{{dot}}{{RedTomaxCategory|cat=Phasing_Powers}}<br /><br />
{{RedTomaxCategory|cat=TPNCampus}} iTrial {{green|[21]}}<br /><br />
Who Will Die?<br /><br />
{{dot}}{{RedTomaxCategory|cat=OneWillDie_Issue1Powers}} {{purple|[22]}}<br /><br />
{{dot}}{{RedTomaxCategory|cat=OneWillDie_Issue2Powers}} {{purple|[22]}}<br /><br />
{{dot}}{{RedTomaxCategory|cat=OneWillDie_Issue3Powers}} {{purple|[22]}}<br /><br />
<br />
}}<br />
<br />
sample old link: http://coh.redtomax.com/data/powers/category.php?cat=nemesis<br />
<br />
<!-- <br />
<br />
magic list of categories generator thanks to Codewalker...<br />
http://tomax.cohtitan.com/data/powers/zombie_list.php<br />
<br />
--><br />
<br />
= Scratch Pad For How To for MA =<br />
<br />
== Hall of Fame ==<br />
<br />
An arc gets hall of fame when it's been rated more than 100 times and the ratings average is greater than 4. At least, that's the way it was in Test. Those numbers could change on Live.<br />
<br />
Once an arc achieves Hall of Fame, the player receives the badge and a new publishing slot and both are permanent. However, the Hall of Fame status isn't. If further ratings make the average score drop below the appointed threshold, then the arc loses the Hall of Fame tag and icon. Also, being chosen as a Dev's Choice also takes away the Hall of Fame tag and icon.<br />
<br />
== How do I force a specific level for my missions? ==<br />
<br />
<br />
You just have to know how to 'play the system' a bit, in this case if you want everything a certain level, you put in an npc(whether it be ally, boss, escort, w/e) that is by default that level, in this case, I added an ally Lord recluse (54-54 Arch-Villain), which forces all entities on the map to increase to 54<br />
<br />
if I wanted all 53, I'd put in Statesman(53-53 Hero)<br />
<br />
52 Silver mantis....51 Ms liberty...etc<br />
<br />
Edit: Just a side note that 54 is still the max, while heroic/villainous with LR will be all 54...increasing difficulty wont add level 55-57 enemies <br />
<br />
<br />
== How do I check the spelling of my missions? ==<br />
<br />
1. Type up all your text with a word processor that has spelling and grammar checking capabilities. Then, copy and paste the text into the MA.<br />
<br />
2. After you're done creating your mission, load up the mission found in your /mission subdirectory off of your CoH directory into a word processor with spelling and grammar checking capabilities. Be careful about saving that file, the file requires plain text coding and a word processor can mess that up. You'll be better off using your word processor to see where the errors are and then change them by hand in the MA interface.<br />
<br />
== How do I have two or more custom critters with the same name? ==<br />
<br />
Create one with the name you want and save to a filename (e.g., you save "Gravestone Pounder" to "gravepound1").<br />
<br />
Then create a second custom critter with the same name to a different filename (e.g., "gravepound2").<br />
<br />
== Empty Maps == <br />
<br />
Can I make a mission that doesn't spawn anything until you trigger some kind of event, like the trap for Nocturne in the Faultline Dam, and if so, how do I achieve that? I don't seem to have any control over regular spawns, other than saying what enemy group they are.<br />
<br />
pohsyb:<br />
There are two main spawn types in most missions. One is used for ambush, boss, patrol or destroy object details, the other is used for battle, rescue, escort, ally, or defend object details. (Some maps have additional spawntypes that are not overrideable by the MA).<br />
<br />
Lets pretend you picked a map with 15 of the first type and 15 of the second type. If you wanted it to be empty until your trap is hatched, you could add a patrol detail with quantity 15 and and a battle detail with quantity 15. Next, add a collection detail and have both the patrol and battle trigger on completion of the collection.<br />
<br />
<br />
<br />
== Allies and Rewards ==<br />
<br />
Allies in a mission can 'kill-steal' from you. The amount of damage they do to foes is proportionally reducing the amount of xp, inf, or ticket rewards you would have gotten from defeating that foe by yourself.<br />
<br />
Allies that are set on non-attack modes and only buff you can give you an edge... but just one at a time. Only one ally will buff you so that a large amount of non-attacking buffing allies won't be able to make you invincible. (At least, that's what's supposed to happen according to pohsyb in an in-game chat conversation.)<br />
<br />
== AVs ==<br />
<br />
Ok, here is a list of AVs that I have come across, that do not scale to EB, they will always be an AV/Hero.<br />
<br />
Arachnos:<br />
<br />
Barracuda (52-52)<br />
Dr. Aeon (52-52)<br />
Ice Mistral (52-52)<br />
Magus Mu Drakhan (52-52)<br />
Regent Korol (52-52)<br />
Shadow Spider (52-52)<br />
Silver Mantis (52-52)<br />
Viridian (52-52)<br />
Wretch (52-52)<br />
<br />
Freedom Phalanx:<br />
<br />
Back Alley Brawler (53-53)<br />
Citadel (53-53)<br />
Manticore (53-53)<br />
Numina (53-53)<br />
Positron (53-53)<br />
Sister Psyche (53-53)<br />
Statesman (53-53)<br />
Synapse (53-53)<br />
<br />
Vindicators:<br />
<br />
Luminary (51-51)<br />
Malaise (51-51)<br />
Ms. Liberty (51-51)<br />
Mynx (51-51)<br />
Swan (51-51)<br />
Valkyrie (51-51)<br />
<br />
<br />
Now, the problem with these AVs/Heroes, as I said, is they don't scale to EB on lower difficulties/smaller teams. There could be more in other factions, but I didn't really check.<br />
<br />
These need to either be changed so they DO scale (maybe increasing the level range of them aswell to say 40-54) from EB to AV, -OR- when they are used in missions, the description of that mission MUST have 'Contains AV' instead of Contains Boss.<br />
<br />
If you happen to run across any AV that doesn't scale, put the Faction/Name (level range) <br />
<br />
<br />
== Mission Compass ==<br />
<br />
Tip: you can even combine compass text for non-related details. For exampler, you could make the compass plural "rescue the lost researchers" on a clicky pile of bones, ally rescue, and a boss.<br />
<br />
<br />
Compass objectives with the exact same text will be combined, but that doesn't mean the required flag has changed.<br />
<br />
Example: I make 4 non-required crates with text "Crates Left" and 1 required create with text "Crates Left". When I enter the mission I'll see "5 Crates Left" in the compass, but if I find the random required one first the mission will complete. -pohsyb<br />
<br />
<br />
<br />
<br />
== Deleting Custom Critters ==<br />
<br />
This is maybe a bug? I'll add it to bug forum too... If I delete a custom critter group and then go to edit a mission that had that group in it, the group is still there. Perhaps have it clear the group automatically if they no longer exist? -player<br />
<br />
<br />
<br />
It works the opposite way. The .storyarc file is self-contained, so it has the .critter and .villaingroup info baked in. If you edit a storyarc it will ensure those .critter and .villaingroup files exist.<br />
<br />
If you want to remove a villaingroup file you should remove all references to it first or never edit a storyarc that contains that villain group. I think its better err on the side of NOT auto-deleting player created content. -pohsyb<br />
<br />
== ratings ==<br />
Quote: Quote: Ah, so if I rated a mission from Zombie Man yesterday, I can't rate a totally different mission from Zombie Man today?<br />
<br />
Thats not correct. The system (when its actually working right) is thus:<br />
<br />
For Rating: Account A can rate any arc by Account B once. All subsequent rates on the same arc simply update the original vote.<br />
<br />
<br />
Is that contradicting what you said earlier:<br />
<br />
Quote: Internally one Account can only rate another Account X times every Y days. I think right now X=1 and Y=7. However you can re-rate as many times as you like.<br />
<br />
<br />
<br />
Ok, I get how we can re-rate and 'update' the rating we gave and it won't register as a new rating.<br />
<br />
But I was referring to your earlier statement about one account only allowed to give a rating to another account once per week. And then the poster you were responding to gave a concrete example of that, and you now say, no, that's not how it works.<br />
<br />
<br />
Norman, coordinate!<br />
<br />
<br />
<br />
re-rate = update. An update will do two things, change the rating average without changing the rating count and award any difference in rewards.<br />
<br />
Lets run some examples:<br />
<br />
1). I rate one of Zloths missions 2 stars. His rating is now 2 stars with a rate count of 1. There is no reward for a 2 star rating for Zloth.<br />
<br />
2). I play a different Zloth arc and rate it 3 stars. He gets some tickets as a reward for 3 star rating.<br />
<br />
3). I play the first arc again and decide its actually super awesome, I rate it 5. no one else has rated it yet so now the rating on that mission is 5 stars, still with one vote count. Also, he will get the reward ticket bonus for having a 5 star rate minus the 3 star rating bonus (since he already got that)<br />
<br />
4). Wow I am super wishy-washy, I played again and hated it, one star rating. Someone else voted 5 star in mean time, so now rating will show 3 stars (1+5/2) with a vote count of two. No rewards are subtacted, we go with the highest reward rating.<br />
<br />
5). A week later I play it again and rate it 5 stars. There is still only one other 5 star vote so now rating says 5 stars with a vote count of two. The time period on Zloth getting a reward from me rating him has expired so he will get a new 5 star rating reward.<br />
<br />
This is what I want to be happening. It may be broken. <br />
<br />
<br />
== Text Formatting ==<br />
<br />
=== Color and Size ===<br />
<br />
Can also be accessed through the right-click menu on most text fields.<br />
<br />
The general syntax is:<br />
<br />
<color #000000>This text will be black</color><br />
<br />
<br />
where "#000000" is a [http://en.wikipedia.org/wiki/Web_colors#X11_color_names html/hex code representation of a 24 bit colour]. <br />
<br />
You also have access to some other formatting tags through the menu, such as <pre><br />
<br />
italics (<i>)<br />
bold (<b>) <br />
and text size (<scale X> where X is between 0.8 and 1.2).</pre><br />
<br />
<br />
=== Substitutions ===<br />
<br />
OK, tested it. These are the substitutions:<br />
<br />
$name or $target - the name of the target of your villain/npc/whatever.<br />
<br />
$supergroup - that person's supergroup, if none, returns "No Supergroup"<br />
<br />
$class or $archetype - their Archetype<br />
<br />
$level - their Level<br />
<br />
$origin - their Origin<br />
<br />
$heshe or $Heshe - substitutes "he" or "she" depending on gender (capitalized will cap the substitution)<br />
<br />
$himher $Himher - same as above, using "him" or "her"<br />
<br />
$hisher $Hisher - same as above, using "his" or "her"<br />
<br />
$sirmam $Sirmam - same as above, using "sir" or "mam"<br />
<br />
<br />
<br />
What does *not* work is $type or $AT for Archetype.<br />
<br />
<br />
These work in chat:<br />
<br />
$name - self name<br />
$archetype - self Archetype<br />
$level - self Level<br />
$origin - self Origin<br />
$target -target's name</div>Zombie Manhttps://archive.paragonwiki.com/w/index.php?title=User:Zombie_Man/Reference&diff=220559User:Zombie Man/Reference2012-03-11T04:47:38Z<p>Zombie Man: +DD +Knives of Vengeance +update BP</p>
<hr />
<div>=Level 1=<br />
<br />
==Level 2==<br />
<br />
===Level 3===<br />
<br />
====Level 4====<br />
<br />
=Tools=<br />
<br />
[http://excel2wiki.net/index.php Spreadsheet to Wikitable converter]<br />
<br />
<br />
= City of Data Categories =<br />
<br />
sample direct link: http://tomax.titan.com/data/powers/category.php?cat=nemesis<br />
<br />
{{columns|5|<br />
{{UL|'''ArcheTypes'''}}<br /><br />
{{RedTomaxCategory|cat=Blaster_Ranged}}<br /><br />
{{RedTomaxCategory|cat=Blaster_Support}}<br /><br />
{{RedTomaxCategory|cat=Brute_Defense}}<br /><br />
{{RedTomaxCategory|cat=Brute_Melee}}<br /><br />
{{RedTomaxCategory|cat=Controller_Buff}}<br /><br />
{{RedTomaxCategory|cat=Controller_Control}}<br /><br />
{{RedTomaxCategory|cat=Corruptor_Buff}}<br /><br />
{{RedTomaxCategory|cat=Corruptor_Ranged}}<br /><br />
{{RedTomaxCategory|cat=Defender_Buff}}<br /><br />
{{RedTomaxCategory|cat=Defender_Ranged}}<br /><br />
{{RedTomaxCategory|cat=Dominator_Assault}}<br /><br />
{{RedTomaxCategory|cat=Dominator_Control}}<br /><br />
{{RedTomaxCategory|cat=Mastermind_Buff}}<br /><br />
{{RedTomaxCategory|cat=Mastermind_Pets}}<br /><br />
{{RedTomaxCategory|cat=Mastermind_Summon}}<br /><br />
{{RedTomaxCategory|cat=Scrapper_Defense}}<br /><br />
{{RedTomaxCategory|cat=Scrapper_Melee}}<br /><br />
{{RedTomaxCategory|cat=Stalker_Defense}}<br /><br />
{{RedTomaxCategory|cat=Stalker_Melee}}<br /><br />
{{RedTomaxCategory|cat=Tanker_Defense}}<br /><br />
{{RedTomaxCategory|cat=Tanker_Melee}}<br /><br />
<br /><br />
<br /><br />
{{UL|'''Epic ArcheTypes'''}}<br /><br />
{{RedTomaxCategory|cat=Peacebringer_Defensive}}<br /><br />
{{RedTomaxCategory|cat=Peacebringer_Offensive}}<br /><br />
{{RedTomaxCategory|cat=Warshade_Defensive}}<br /><br />
{{RedTomaxCategory|cat=Warshade_Offensive}}<br /><br />
{{RedTomaxCategory|cat=Kheldian_Pets}}<br /><br />
{{RedTomaxCategory|cat=Arachnos_Soldiers}}<br /><br />
Soldier {{RedTomaxCategory|cat=Training_Gadgets}}<br /><br />
{{RedTomaxCategory|cat=Widow_Training}}<br /><br />
Widow {{RedTomaxCategory|cat=Teamwork}}<br /><br />
<br /><br />
<br /><br />
<br /><br />
<br /><br />
{{UL|'''ArcheType Auxiliary'''}}<br /><br />
{{RedTomaxCategory|cat=Inherent}}<br /><br />
{{RedTomaxCategory|cat=Epic}}<br /><br />
{{RedTomaxCategory|cat=Pets}}<br /><br />
{{RedTomaxCategory|cat=Pool}}<br /><br />
{{RedTomaxCategory|cat=Villain_Pets}}<br /><br />
<br /><br />
{{UL|'''Powers'''}}<br /><br />
{{RedTomaxCategory|cat=Base_Aux}}<br /><br />
{{RedTomaxCategory|cat=Base_Defenses}}<br /><br />
{{RedTomaxCategory|cat=Base_Fields}}<br /><br />
{{RedTomaxCategory|cat=Base_Traps}}<br /><br />
{{RedTomaxCategory|cat=Boosts}} (enhancements)<br /><br />
{{RedTomaxCategory|cat=Incarnate}} {{red|GR}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=Inspirations}}<br /><br />
{{RedTomaxCategory|cat=Mission_Maker_Attacks}}<br /><br />
{{RedTomaxCategory|cat=Mission_Maker_Movement}}<br /><br />
{{RedTomaxCategory|cat=Mission_Maker_Pets}}<br /><br />
{{RedTomaxCategory|cat=Mission_Maker_Secondary}}<br /><br />
{{RedTomaxCategory|cat=Mission_Maker_Special}}<br /><br />
{{RedTomaxCategory|cat=Set_Bonus}}<br /><br />
{{RedTomaxCategory|cat=Temporary_Powers}}<br /><br />
<br /><br />
{{UL|'''Factions'''}}<br /><br />
{{RedTomaxCategory|cat=5thColumn}}<br /><br />
{{RedTomaxCategory|cat=Apparitions}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=Awakened}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=BanishedPantheon}} {{purple|[22]}}<br /><br />
{{RedTomaxCategory|cat=Cabal}}<br /><br />
{{RedTomaxCategory|cat=Carnival}}<br /><br />
{{RedTomaxCategory|cat=CarnivalOfLight}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=CircleOfThorns}}<br /><br />
{{RedTomaxCategory|cat=Clockwork}}<br /><br />
{{RedTomaxCategory|cat=Council}}<br /><br />
{{RedTomaxCategory|cat=Crey}}<br /><br />
{{RedTomaxCategory|cat=CroatoaGhosts}}<br /><br />
{{RedTomaxCategory|cat=CroatoaMissions}} (Sally)<br /><br />
{{RedTomaxCategory|cat=Destroyers}} {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=DevouringEarth}} {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=DevouringEarthSeed}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=Dregs}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=Event}}<br /><br />
{{RedTomaxCategory|cat=Family}}<br /><br />
{{RedTomaxCategory|cat=FirBolg}}<br /><br />
{{RedTomaxCategory|cat=Forlorn}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=Freakshow}}<br /><br />
{{RedTomaxCategory|cat=Generic}}<br /><br />
{{RedTomaxCategory|cat=GenericVillains}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=Guns}}<br /><br />
{{RedTomaxCategory|cat=Hellions}}<br /><br />
{{RedTomaxCategory|cat=Hydra}}<br /><br />
{{RedTomaxCategory|cat=Igneous}}<br /><br />
{{RedTomaxCategory|cat=KnivesOfVengeance}} {{purple|[22]}}<br /><br />
{{RedTomaxCategory|cat=Malta}}<br /><br />
{{RedTomaxCategory|cat=MidnightMasters}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=Midnight_Squad}}<br /><br />
{{RedTomaxCategory|cat=Mission_Pets}}<br /><br />
{{RedTomaxCategory|cat=Nemesis}}<br /><br />
{{RedTomaxCategory|cat=Nictus}}<br /><br />
{{RedTomaxCategory|cat=NPC_Pets}}<br /><br />
{{RedTomaxCategory|cat=Objects}}<br /><br />
{{RedTomaxCategory|cat=Outcasts}}<br /><br />
{{RedTomaxCategory|cat=Portal}}<br /><br />
{{RedTomaxCategory|cat=PracticeRobots}}<br /><br />
{{RedTomaxCategory|cat=PraetorianClockwork}} {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=PraetorianIDF}} {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=PraetorianPolice}} {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=PraetorianResistance}} {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=Praetorians}}<br /><br />
{{RedTomaxCategory|cat=PraetorianShepherds}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=Prisoners}}<br /><br />
{{RedTomaxCategory|cat=P_Citizens}} {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=P_Ghouls}} {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=P_Seers}} {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=RedCaps}}<br /><br />
{{RedTomaxCategory|cat=Rikti}}<br /><br />
{{RedTomaxCategory|cat=RoguesGallery}}<br /><br />
{{RedTomaxCategory|cat=Romans}}<br /><br />
{{RedTomaxCategory|cat=Rularuu}}<br /><br />
{{RedTomaxCategory|cat=RuluShinPowers}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=Signature_Summon}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=Skulls}}<br /><br />
{{RedTomaxCategory|cat=SkyRaiders}}<br /><br />
{{RedTomaxCategory|cat=Syndicate}} {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=TalonsOfVengeance}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=TerraVolta}}<br /><br />
{{RedTomaxCategory|cat=Trolls}}<br /><br />
{{RedTomaxCategory|cat=Tsoo}}<br /><br />
{{RedTomaxCategory|cat=Tuatha}}<br /><br />
{{RedTomaxCategory|cat=Turrets}}<br /><br />
{{RedTomaxCategory|cat=Unseelie_Court}}<br /><br />
{{RedTomaxCategory|cat=Vahzilok}}<br /><br />
{{RedTomaxCategory|cat=Vanguard}}<br /><br />
{{RedTomaxCategory|cat=V_Arachnos}}<br /><br />
{{RedTomaxCategory|cat=V_Arachnos_Proxy}}<br /><br />
{{RedTomaxCategory|cat=V_Batzul}}<br /><br />
{{RedTomaxCategory|cat=V_CapauDiableDemons}}<br /><br />
{{RedTomaxCategory|cat=V_Coralax}}<br /><br />
{{RedTomaxCategory|cat=V_FreedomCorps}}<br /><br />
{{RedTomaxCategory|cat=V_FreedomPhalanx}}<br /><br />
{{RedTomaxCategory|cat=V_GenericHeroes}}<br /><br />
{{RedTomaxCategory|cat=V_GenericVillains}}<br /><br />
{{RedTomaxCategory|cat=V_GoldBrickers}}<br /><br />
{{RedTomaxCategory|cat=V_Infected}}<br /><br />
{{RedTomaxCategory|cat=V_LegacyChain}}<br /><br />
{{RedTomaxCategory|cat=V_Luddites}}<br /><br />
{{RedTomaxCategory|cat=V_Meteor}}<br /><br />
{{RedTomaxCategory|cat=V_Miscellaneous}}<br /><br />
{{RedTomaxCategory|cat=V_Mooks}}<br /><br />
{{RedTomaxCategory|cat=V_ParagonPolice}}<br /><br />
{{RedTomaxCategory|cat=V_Rularuu}}<br /><br />
{{RedTomaxCategory|cat=V_Scrapyarders}}<br /><br />
{{RedTomaxCategory|cat=V_Security_Guards}}<br /><br />
{{RedTomaxCategory|cat=V_Shivan}}<br /><br />
{{RedTomaxCategory|cat=V_SirensCallPhantom}}<br /><br />
{{RedTomaxCategory|cat=V_SlagGolems}}<br /><br />
{{RedTomaxCategory|cat=V_Snakes}}<br /><br />
{{RedTomaxCategory|cat=V_SpectralPirates}}<br /><br />
{{RedTomaxCategory|cat=V_SpetsnazCommandos}}<br /><br />
{{RedTomaxCategory|cat=V_Vindicators}}<br /><br />
{{RedTomaxCategory|cat=V_Wailers}}<br /><br />
{{RedTomaxCategory|cat=V_Wyvern}}<br /><br />
{{RedTomaxCategory|cat=Warriors}}<br /><br />
{{RedTomaxCategory|cat=WISDOM}}<br /><br />
{{RedTomaxCategory|cat=Wisps}}<br /><br />
{{RedTomaxCategory|cat=Zombies}}<br /><br />
<br /><br />
{{UL|'''Mission Specific'''}}<br /><br />
{{RedTomaxCategory|cat=CouncilEmpire}}<br /><br />
{{RedTomaxCategory|cat=Incarnate_AlphaStrike}} iTFs {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=Incarnate_Debuff}} iTF/iTrial {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=Incarnate_I20}} Sutter/Kal {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=Items_Of_Power}} CoP Trial<br /><br />
{{RedTomaxCategory|cat=Halloween}} Trial {{green|[21]}}<br /><br />
Death From Below<br /><br />
{{dot}}{{RedTomaxCategory|cat=HellionSewerTrial}} {{green|[21]}}<br /><br />
{{dot}}{{RedTomaxCategory|cat=HydraSewerTrial}} {{green|[21]}}<br /><br />
{{dot}}{{RedTomaxCategory|cat=LostSewerTrial}} {{green|[21]}}<br /><br />
{{dot}}{{RedTomaxCategory|cat=VahzSewerTrial}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=DilemmaDiabolique}} iTrial {{purple|[22]}}<br /><br />
{{RedTomaxCategory|cat=MindsOfMayhem}} iTrial {{green|[21]}}<br /><br />
New Tutorial<br /><br />
{{dot}}{{RedTomaxCategory|cat=N_Tutorial_Jet_Powers}} {{green|[21]}}<br /><br />
{{dot}}{{RedTomaxCategory|cat=N_Tutorial_Powers}} {{green|[21]}}<br /><br />
{{dot}}{{RedTomaxCategory|cat=N_Tutorial_Shivan}} {{green|[21]}}<br /><br />
Training Arcs<br /><br />
{{dot}}{{RedTomaxCategory|cat=OnGoingTrainingCharacters}} {{green|[21]}}<br /><br />
{{dot}}{{RedTomaxCategory|cat=Phasing_Powers}}<br /><br />
{{RedTomaxCategory|cat=TPNCampus}} iTrial {{green|[21]}}<br /><br />
}}<br />
<br />
sample old link: http://coh.redtomax.com/data/powers/category.php?cat=nemesis<br />
<br />
<!-- spoilers in #3, so... not showing them.<br />
{{RedTomaxCategory|cat=OneWillDie_Issue1Powers}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=OneWillDie_Issue2Powers}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=OneWillDie_Issue3Powers}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=OneWillDie_Issue4Powers}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=OneWillDie_Issue5Powers}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=OneWillDie_Issue6Powers}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=OneWillDie_Issue7Powers}} {{green|[21]}}<br /><br />
<br />
magic list of categories generator thanks to Codewalker...<br />
http://tomax.cohtitan.com/data/powers/zombie_list.php<br />
<br />
--><br />
<br />
= Scratch Pad For How To for MA =<br />
<br />
== Hall of Fame ==<br />
<br />
An arc gets hall of fame when it's been rated more than 100 times and the ratings average is greater than 4. At least, that's the way it was in Test. Those numbers could change on Live.<br />
<br />
Once an arc achieves Hall of Fame, the player receives the badge and a new publishing slot and both are permanent. However, the Hall of Fame status isn't. If further ratings make the average score drop below the appointed threshold, then the arc loses the Hall of Fame tag and icon. Also, being chosen as a Dev's Choice also takes away the Hall of Fame tag and icon.<br />
<br />
== How do I force a specific level for my missions? ==<br />
<br />
<br />
You just have to know how to 'play the system' a bit, in this case if you want everything a certain level, you put in an npc(whether it be ally, boss, escort, w/e) that is by default that level, in this case, I added an ally Lord recluse (54-54 Arch-Villain), which forces all entities on the map to increase to 54<br />
<br />
if I wanted all 53, I'd put in Statesman(53-53 Hero)<br />
<br />
52 Silver mantis....51 Ms liberty...etc<br />
<br />
Edit: Just a side note that 54 is still the max, while heroic/villainous with LR will be all 54...increasing difficulty wont add level 55-57 enemies <br />
<br />
<br />
== How do I check the spelling of my missions? ==<br />
<br />
1. Type up all your text with a word processor that has spelling and grammar checking capabilities. Then, copy and paste the text into the MA.<br />
<br />
2. After you're done creating your mission, load up the mission found in your /mission subdirectory off of your CoH directory into a word processor with spelling and grammar checking capabilities. Be careful about saving that file, the file requires plain text coding and a word processor can mess that up. You'll be better off using your word processor to see where the errors are and then change them by hand in the MA interface.<br />
<br />
== How do I have two or more custom critters with the same name? ==<br />
<br />
Create one with the name you want and save to a filename (e.g., you save "Gravestone Pounder" to "gravepound1").<br />
<br />
Then create a second custom critter with the same name to a different filename (e.g., "gravepound2").<br />
<br />
== Empty Maps == <br />
<br />
Can I make a mission that doesn't spawn anything until you trigger some kind of event, like the trap for Nocturne in the Faultline Dam, and if so, how do I achieve that? I don't seem to have any control over regular spawns, other than saying what enemy group they are.<br />
<br />
pohsyb:<br />
There are two main spawn types in most missions. One is used for ambush, boss, patrol or destroy object details, the other is used for battle, rescue, escort, ally, or defend object details. (Some maps have additional spawntypes that are not overrideable by the MA).<br />
<br />
Lets pretend you picked a map with 15 of the first type and 15 of the second type. If you wanted it to be empty until your trap is hatched, you could add a patrol detail with quantity 15 and and a battle detail with quantity 15. Next, add a collection detail and have both the patrol and battle trigger on completion of the collection.<br />
<br />
<br />
<br />
== Allies and Rewards ==<br />
<br />
Allies in a mission can 'kill-steal' from you. The amount of damage they do to foes is proportionally reducing the amount of xp, inf, or ticket rewards you would have gotten from defeating that foe by yourself.<br />
<br />
Allies that are set on non-attack modes and only buff you can give you an edge... but just one at a time. Only one ally will buff you so that a large amount of non-attacking buffing allies won't be able to make you invincible. (At least, that's what's supposed to happen according to pohsyb in an in-game chat conversation.)<br />
<br />
== AVs ==<br />
<br />
Ok, here is a list of AVs that I have come across, that do not scale to EB, they will always be an AV/Hero.<br />
<br />
Arachnos:<br />
<br />
Barracuda (52-52)<br />
Dr. Aeon (52-52)<br />
Ice Mistral (52-52)<br />
Magus Mu Drakhan (52-52)<br />
Regent Korol (52-52)<br />
Shadow Spider (52-52)<br />
Silver Mantis (52-52)<br />
Viridian (52-52)<br />
Wretch (52-52)<br />
<br />
Freedom Phalanx:<br />
<br />
Back Alley Brawler (53-53)<br />
Citadel (53-53)<br />
Manticore (53-53)<br />
Numina (53-53)<br />
Positron (53-53)<br />
Sister Psyche (53-53)<br />
Statesman (53-53)<br />
Synapse (53-53)<br />
<br />
Vindicators:<br />
<br />
Luminary (51-51)<br />
Malaise (51-51)<br />
Ms. Liberty (51-51)<br />
Mynx (51-51)<br />
Swan (51-51)<br />
Valkyrie (51-51)<br />
<br />
<br />
Now, the problem with these AVs/Heroes, as I said, is they don't scale to EB on lower difficulties/smaller teams. There could be more in other factions, but I didn't really check.<br />
<br />
These need to either be changed so they DO scale (maybe increasing the level range of them aswell to say 40-54) from EB to AV, -OR- when they are used in missions, the description of that mission MUST have 'Contains AV' instead of Contains Boss.<br />
<br />
If you happen to run across any AV that doesn't scale, put the Faction/Name (level range) <br />
<br />
<br />
== Mission Compass ==<br />
<br />
Tip: you can even combine compass text for non-related details. For exampler, you could make the compass plural "rescue the lost researchers" on a clicky pile of bones, ally rescue, and a boss.<br />
<br />
<br />
Compass objectives with the exact same text will be combined, but that doesn't mean the required flag has changed.<br />
<br />
Example: I make 4 non-required crates with text "Crates Left" and 1 required create with text "Crates Left". When I enter the mission I'll see "5 Crates Left" in the compass, but if I find the random required one first the mission will complete. -pohsyb<br />
<br />
<br />
<br />
<br />
== Deleting Custom Critters ==<br />
<br />
This is maybe a bug? I'll add it to bug forum too... If I delete a custom critter group and then go to edit a mission that had that group in it, the group is still there. Perhaps have it clear the group automatically if they no longer exist? -player<br />
<br />
<br />
<br />
It works the opposite way. The .storyarc file is self-contained, so it has the .critter and .villaingroup info baked in. If you edit a storyarc it will ensure those .critter and .villaingroup files exist.<br />
<br />
If you want to remove a villaingroup file you should remove all references to it first or never edit a storyarc that contains that villain group. I think its better err on the side of NOT auto-deleting player created content. -pohsyb<br />
<br />
== ratings ==<br />
Quote: Quote: Ah, so if I rated a mission from Zombie Man yesterday, I can't rate a totally different mission from Zombie Man today?<br />
<br />
Thats not correct. The system (when its actually working right) is thus:<br />
<br />
For Rating: Account A can rate any arc by Account B once. All subsequent rates on the same arc simply update the original vote.<br />
<br />
<br />
Is that contradicting what you said earlier:<br />
<br />
Quote: Internally one Account can only rate another Account X times every Y days. I think right now X=1 and Y=7. However you can re-rate as many times as you like.<br />
<br />
<br />
<br />
Ok, I get how we can re-rate and 'update' the rating we gave and it won't register as a new rating.<br />
<br />
But I was referring to your earlier statement about one account only allowed to give a rating to another account once per week. And then the poster you were responding to gave a concrete example of that, and you now say, no, that's not how it works.<br />
<br />
<br />
Norman, coordinate!<br />
<br />
<br />
<br />
re-rate = update. An update will do two things, change the rating average without changing the rating count and award any difference in rewards.<br />
<br />
Lets run some examples:<br />
<br />
1). I rate one of Zloths missions 2 stars. His rating is now 2 stars with a rate count of 1. There is no reward for a 2 star rating for Zloth.<br />
<br />
2). I play a different Zloth arc and rate it 3 stars. He gets some tickets as a reward for 3 star rating.<br />
<br />
3). I play the first arc again and decide its actually super awesome, I rate it 5. no one else has rated it yet so now the rating on that mission is 5 stars, still with one vote count. Also, he will get the reward ticket bonus for having a 5 star rate minus the 3 star rating bonus (since he already got that)<br />
<br />
4). Wow I am super wishy-washy, I played again and hated it, one star rating. Someone else voted 5 star in mean time, so now rating will show 3 stars (1+5/2) with a vote count of two. No rewards are subtacted, we go with the highest reward rating.<br />
<br />
5). A week later I play it again and rate it 5 stars. There is still only one other 5 star vote so now rating says 5 stars with a vote count of two. The time period on Zloth getting a reward from me rating him has expired so he will get a new 5 star rating reward.<br />
<br />
This is what I want to be happening. It may be broken. <br />
<br />
<br />
== Text Formatting ==<br />
<br />
=== Color and Size ===<br />
<br />
Can also be accessed through the right-click menu on most text fields.<br />
<br />
The general syntax is:<br />
<br />
<color #000000>This text will be black</color><br />
<br />
<br />
where "#000000" is a [http://en.wikipedia.org/wiki/Web_colors#X11_color_names html/hex code representation of a 24 bit colour]. <br />
<br />
You also have access to some other formatting tags through the menu, such as <pre><br />
<br />
italics (<i>)<br />
bold (<b>) <br />
and text size (<scale X> where X is between 0.8 and 1.2).</pre><br />
<br />
<br />
=== Substitutions ===<br />
<br />
OK, tested it. These are the substitutions:<br />
<br />
$name or $target - the name of the target of your villain/npc/whatever.<br />
<br />
$supergroup - that person's supergroup, if none, returns "No Supergroup"<br />
<br />
$class or $archetype - their Archetype<br />
<br />
$level - their Level<br />
<br />
$origin - their Origin<br />
<br />
$heshe or $Heshe - substitutes "he" or "she" depending on gender (capitalized will cap the substitution)<br />
<br />
$himher $Himher - same as above, using "him" or "her"<br />
<br />
$hisher $Hisher - same as above, using "his" or "her"<br />
<br />
$sirmam $Sirmam - same as above, using "sir" or "mam"<br />
<br />
<br />
<br />
What does *not* work is $type or $AT for Archetype.<br />
<br />
<br />
These work in chat:<br />
<br />
$name - self name<br />
$archetype - self Archetype<br />
$level - self Level<br />
$origin - self Origin<br />
$target -target's name</div>Zombie Manhttps://archive.paragonwiki.com/w/index.php?title=Converter&diff=219802Converter2012-03-06T15:39:53Z<p>Zombie Man: Redirected page to Enhancement Converter Salvage</p>
<hr />
<div>#REDIRECT [[Enhancement Converter Salvage]]</div>Zombie Manhttps://archive.paragonwiki.com/w/index.php?title=Converters&diff=219801Converters2012-03-06T15:39:11Z<p>Zombie Man: Redirected page to Enhancement Converter Salvage</p>
<hr />
<div>#REDIRECT [[Enhancement Converter Salvage]]</div>Zombie Manhttps://archive.paragonwiki.com/w/index.php?title=Enhancement_Converter_Salvage&diff=219800Enhancement Converter Salvage2012-03-06T13:47:13Z<p>Zombie Man: - Paragon Market Category... they're not for sale there.</p>
<hr />
<div>{{TOCright}}<br />
== Overview ==<br />
[[File:Salvage EnhancementConverter.png|left]]<br />
'''Enhancement Converters''' can be used to convert [[Invention Origin Enhancements|IO]], [[Store-Bought Enhancements|SBE]], and [[Archetype Enhancements|ATO]] enhancements that a player may not want to a random enhancement from the same set, the same rarity, or the same "category" that the enhancement came from. They were introduced into the game with the release of [[Issue 22]].<br />
<br />
Enhancement Converters are [[Character Bound]]. Using a converter doesn't force the resulting enhancement to be Character Bound; the resulting enhancement can be traded like any other enhancement of the same type.<br />
<br />
Enhancement Converters cannot be used on [[Common Invention Recipes|Common IOs]], [[Single-Origin Enhancements|SOs]], [[Dual-Origin Enhancements|DOs]], [[Training-Origin Enhancements|TOs]], or any of the [[Special Enhancements]].<br />
{{clr}}<br />
<br />
== Description ==<br />
Enhancement Converters can be used to convert an enhancement to another within the same rarity (Uncommon, Rare, Very Rare, PvP or Archetype Origin Enhancement) or category (Melee Damage, Healing, Resist Damage, etc.). Alternatively, this salvage can be used to convert an enhancement within the same set for three times the cost in Enhancement Converters. You can access your enhancement converter interface by clicking on Enhancement on your power tray and then clicking on Convert.<br />
<br />
== Available Conversions ==<br />
{|class="wikitable" style="text-align: center;"<br />
! width="10%" | !! width="30%" | Convert within Set<br />(3 Converters) !! width="30%" | Convert within Rarity<br />(1 Converter) !! width="30%" | Convert within Category<br />(2 Converters)<br />
|-<br />
| [[Invention Origin Enhancement Sets|Set IO]] || Any IO within its Set other than itself || Any other Set IO of same Rarity other than one from its own Set || Any other IO of the same level from with its Category regardless of Rarity. Choice not given if none exists.<br />
|-<br />
| [[Very Rare IO Sets|Purple IO]] || Any Purple within its Set other than itself || Any other Purple except one from its own Set || N/A<br />
|-<br />
| [[PvP IO Sets|PvP IO]] || Any PvP within its Set other than itself || Any other PvP except one from its own Set || N/A<br />
|-<br />
| [[Store-Bought Enhancements|SBE]] || Any SBE within its Set other than itself || Any other SBE except one from its own Set || N/A<br />
|-<br />
| [[Archetype Enhancements|ATO]] || Any ATO within its Set other than itself || Any other ATO except one from its own Set || N/A<br />
|-<br />
| [[Archetype Enhancements|Superior ATO]] || Any Superior ATO within its Set other than itself || Any other Superior ATO except one from its own Set || N/A<br />
|}<br />
<br />
*Enhancement Converters can turn any Set Enhancement (even [[Enhancement Booster|Boosted]] ones) into a different Enhancement from that same Set for 3 Converters.<br />
*Converters can turn any Set Enhancement into one from a different Set but with the same rarity for 1 Converter. An Uncommon piece could turn into any other Uncommon piece, but wouldn't turn into a Rare piece, nor would it turn into a Purple or PVP IO, or a [[Store-Bought Enhancements|SBE]] or [[Archetype Enhancements|ATO]].<br />
*For [[Invention Origin Enhancement Sets|Uncommon and Rare IOs]], there is a Category conversion where the IO turns into an Enhancement from another Set within its own Slotting Category (e.g., Melee, Healing, Ranged, etc...), as long as it exists at the level of the converted IO. Note that these conversions cannot become Very Rare (Purple) IOs. When converting within a Category, Uncommons may become Rares and vice versa, but they may not become Very Rares.<br />
** E.g., A level 50 [[Doctored Wounds]] (Uncommon) could become a random level 50 [[Numina's Convalescence]] (Rare) and vice versa. But neither would become a [[Panacea]] PvP Healing IO, nor a [[Miracle]] (not available at level 50).<br />
<br />
== Source ==<br />
Enhancement Converters can be purchased in-game from [[Reward Merit Vendor]]s, [[Alignment Merit Vendor]]s, and [[Incarnate Merit Vendor]]s.<br />
<br />
Below is the number of converters you can get for turning in a set amount of Merits and paying a set amount of [[Inf]].<br />
{|class="wikitable" <br />
! Cost in Merits !! Plus INF cost !! Converters<br />
|-<br />
| 10 [[Special Salvage#Reward Merit|Reward Merits]] || align="right" | 250,000 || align="center" | 1<br />
|-<br />
| 1 [[Alignment Merit]]* || align="right" | 2,500,000 || align="center" | 10<br />
|-<br />
| 3 [[Astral Merit Salvage|Astral Merits]] || align="right" | 500,000 || align="center" | 2<br />
|-<br />
| 1 [[Empyrean Merit Salvage|Empyrean Merit]] || align="right" | 1,250,000 || align="center" | 5<br />
|}<br />
<br />
For an easier comparison of costs, this table shows the cost in Merits and Inf for 10 Converters:<br />
{|class="wikitable" style="text-align: center;"<br />
| Reward Merits || 100 Reward Merits || 2.5 Million INF<br />
|-<br />
| Reward Merits turned into<br />Alignment Merits* || 50 Reward Merits || 22.5 Million INF**<br />
|-<br />
| Alignment Merits* || 1 Alignment Merits || 2.5 Million INF<br />
|-<br />
| Astrals || 15 Astrals || 2.5 Million INF<br />
|-<br />
| Empyreans || 2 Empyreans || 2.5 Million INF<br />
|}<br />
&#42; Purchasing with Alignment Merits has a 20 hour cool down.<br /><br />
&#42;&#42; This includes the 20 Million Inf for conversion plus 2.5 Million Inf for purchasing the Converter<br />
<br />
[[Category:Incarnate System]]</div>Zombie Manhttps://archive.paragonwiki.com/w/index.php?title=Enhancement_Converter_Salvage&diff=219780Enhancement Converter Salvage2012-03-05T19:12:48Z<p>Zombie Man: Created page for Converters.</p>
<hr />
<div>{{stub}}<br />
== Overview ==<br />
[[File:Salvage EnhancementConverter.png|left]]<br />
'''''Enhancement Converters''' can be used to convert an enhancement to another within the same rarity (Uncommon, Rare, Very Rare, PvP or Archetype Origin Enhancement) or category (Melee Damage, Healing, Resist Damage, etc.). Alternatively, this salvage can be used to convert an enhancement within the same set for three times the cost in Enhancement Converters. You can access your enhancement converter interface by clicking on Enhancement on your power tray and then clicking on Convert.'' -Info window description in the game.<br />
<br />
Enhancement Converters were introduced into the game with the release of [[Issue 22]].<br />
<br />
Enhancement Converters are [[Character Bound]]. But the converted enhancement may not be character bound and may be moved to an alt or traded.<br />
<br />
{{clr}}<br />
<br />
== Description ==<br />
<br />
Enhancement Converters can turn any Set Enhancement (even [[Enhancement Booster|Boosted]] ones) into a different Enhancement from that same Set for 3 Converters. <br />
<br />
Converters can turn any Set Enhancement into one from a different Set but with the same rarity for 1 Converter. <br />
<br />
For [[Invention Origin Enhancement Sets|Uncommon and Rare IOs]], there is a Category conversion where the IO turns into an Enhancement from another Set within its own Slotting Category (e.g., Melee, Healing, Ranged, etc...). When converting within a Category, Uncommons may become Rares and vice versa, but they may not become Very Rares.<br />
<br />
The chart below shows the possible types of conversions:<br />
{|class="wikitable" style="text-align: center;"<br />
| align="center" style="background:#f0f0f0;"|<br />
| align="center" style="background:#f0f0f0;"|'''Convert within Set'''<br />
| align="center" style="background:#f0f0f0;"|'''Convert within Rarity'''<br />
| align="center" style="background:#f0f0f0;"|'''Convert within Category'''<br />
|-<br />
| ||Costs 3 Converters||Costs 1 Converter||Costs 2 Converters<br />
|-<br />
| Purple IO||Converts to any Purple within its Set other than itself||Converts to any other Purple except one from its own Set||N/A<br />
|-<br />
| PvP IO||Converts to any PvP within its Set other than itself||Converts to any other PvP except one from its own Set||N/A<br />
|-<br />
| SBO||Converts to any SBO within its Set other than itself||Converts to any other SBO except one from its own Set||N/A<br />
|-<br />
| ATO||Converts to any ATO within its Set other than itself||Converts to any other ATO except one from its own Set||N/A<br />
|-<br />
| SATO||Converts to any SATO within its Set other than itself||Converts to any other SATO except one from its own Set||N/A<br />
|-<br />
| Common & Uncommon Set IOs||Converts to any IO within its Set other than itself||Converts to any other Set IO of same Rarity (Uncommon to Uncommon or Rare to Rare; but not into Purples, PvPs, SBOs, nor ATOs) other than one from its own Set||Converts to any other IO of the same level from with its Category regardless of Common or Uncommon Rarity. Choice not given if none exists.<sup>*</sup><br />
|-<br />
|}<br />
<br />
<sup>*</sup> E.g., A level 50 Doctored Wounds (Uncommon) will become a random level 50 Numina's Convalescence (Rare) and vice versa. But neither would become a Panacea PvP Healing IO, nor a level 40 Miracle.<br />
<br />
Note that Converters only work on Enhancements from Sets. They do not work on Common IOs or other types of enhancements.<br />
<br />
== Source ==<br />
<br />
Enhancement Converters can be purchased in-game from [[Reward Merit Vendor]]s, [[Alignment Merit Vendor]]s, [[Astral Christy]], and [[Empyrean Michael]].<br />
<br />
Below is the number of converters you can get for turning in a set amount of Merits and paying a set amount of [[Inf]].<br />
{|class="wikitable" style="text-align: center;"<br />
| align="center" style="background:#f0f0f0;"|'''Number of<br />Converters'''<br />
| align="center" style="background:#f0f0f0;"|'''Cost in Merits'''<br />
| align="center" style="background:#f0f0f0;"|'''Plus INF cost'''<br />
|-<br />
| 1||10 Reward Merits|| align="right" |250,000<br />
|-<br />
| 10||1 Alignment Merit<sup>*</sup>|| align="right" |2,500,000<br />
|-<br />
| 2||3 Astral Merits|| align="right" |500,000<br />
|-<br />
| 5||1 Empyrean Merit|| align="right" |1,250,000<br />
|-<br />
|}<br />
<br />
For an easier comparison of costs, this table shows the cost in Merits and Inf for 10 Converters:<br />
{|class="wikitable" style="text-align: center;"<br />
| Reward Merits||100 Reward Merits||2.5 Million INF<br />
|-<br />
| Reward Merits turned into<br />Alignment Merits<sup>*</sup>||50 Reward Merits||22.5 Million INF<sup>**</sup><br />
|-<br />
| Alignment Merits<sup>*</sup>||1 Alignment Merits||2.5 Million INF<br />
|-<br />
| Astrals||5 Astrals||2.5 Million INF<br />
|-<br />
| Empyreans||2 Empyreans||2.5 Million INF<br />
|-<br />
|}<br />
<sup>*</sup> Purchasing with Alignment Merits has a 20 hour cool down.<br />
<br />
<sup>**</sup> This includes the 20 Million Inf for conversion plus 2.5 Million Inf for purchasing the Converter<br />
<br />
[[Category:Paragon Market]][[Category:Incarnate System]]</div>Zombie Manhttps://archive.paragonwiki.com/w/index.php?title=Enhancement_Catalyst_Salvage&diff=218550Enhancement Catalyst Salvage2012-02-14T19:21:27Z<p>Zombie Man: +catalysts are character bount</p>
<hr />
<div>{{future}}<br />
{{stub}}<br />
== Overview ==<br />
[[File:Salvage_EnhancementCatalyst.png|right]]<br />
'''Enhancement Catalysts''' are special salvage pieces that allow a player to increase the effectiveness of an enhancement. Currently, only [[Archetype Enhancements]] utilize this function. Catalysts are obtained from [[Super Pack]]s, and also as rare drops during [[Incarnate System|Incarnate content]].<br />
<br />
'''Enhancement Catalysts''' are character bound. Once claimed, they can not be given to any other character, even those on the same account by means of trade or email or dropping onto a character. They can not be put into any storage unit.<br />
<br />
{{clr}}<br />
<br />
== Description ==<br />
<br />
This salvage can be combined in the Enhancement management screen, with a slotted Archetype Origin Enhancement if the character is level 50. This will result in a superior version of that Archetype Origin Enhancement that has significantly improved stats and set bonuses.<br />
<br />
To use this salvage, enter your enhancement management screen. Click on the power that contains the slotted Archetype Origin enhancement. Once in the combine screen, click on the enhancement you wish to upgrade. This will cause the enhancement to slide into the left combine slot and will cause the Enhancement Catalyst salvage to appear in this screen. Click the Enhancement Catalyst to cause it to slide into the right combine slot. Click Combine to complete.<br />
<br />
<br />
[[Category:Paragon Market]][[Category:Incarnate System]]</div>Zombie Manhttps://archive.paragonwiki.com/w/index.php?title=Enhancement_Booster_Salvage&diff=207713Enhancement Booster Salvage2011-11-29T04:37:48Z<p>Zombie Man: /* Using Boosters */ +subject to ED</p>
<hr />
<div>__NOTOC__<br />
== Overview ==<br />
[[File:Salvage EnhancementBooster.png|left]]<br />
'''Enhancement Boosters''' are [[Special Salvage]] available on the [[Paragon Market]] and through the [[Paragon Rewards Program]]. When applied to [[Invention Origin Enhancements]] (IOs), whether it is a [[Invention Origin Enhancement Sets|set piece]] or a [[Common Invention Recipes|common piece]], it increases the effectiveness of the enhancement by 5% per application, without changing the base level of the enhancement. IOs can be boosted by a maximum of 25%, or Level X+5.<br />
{{clr}}<br />
== Using Boosters ==<br />
To use this salvage, enter the enhancement management screen. Click on the power that contains the slotted IO. Once in the combine screen, click on the enhancement to boost. This will cause the enhancement to slide into the left combine slot and will cause the Enhancement Booster salvage to appear in this screen. Click the Enhancement Booster to cause it to slide into the right combine slot. Click Combine to complete.<br />
<br />
[[Invention Origin Enhancements#Procs|Procs]] and [[Invention Origin Enhancements#Terminology|Globals]] are unaffected; however if they come with an enhancement portion, the enhancement portion is boosted (for example, with the [[Luck of the Gambler: Defense/Increased Recharge Speed|LotG: Def/+Rech]], the defense is boosted but the recharge bonus is not). [[Attuned]] enhancements cannot be boosted.<br />
<br />
As an example, a level 30 Damage IO buffs damage by 34.8%. Boosting it with one Enhancement Booster brings it to 36.54% enhancement, which is just under a level 35 in enhancement value, while still allowing a level 27 character to slot it. Boosting it with ''five'' Enhancement Boosters brings it up to 43.5%, which is higher than a level 50 Damage IO, and ''still allows a level 27 character to slot it!''<br />
<br />
Due to the percentage multiplier, the higher level an IO is, the bigger the boost becomes; a level 50 [[Enhancements#Schedule A|Schedule A]] IO with five boosts goes from 42.4% to ''53%!''<br />
<br />
Boosted enhancements function at their natural level; [[Sidekick#Exemplar/Malefactor|exemplaring]] does not break [[Invention Origin Enhancement Set Bonuses|bonuses]] until exemplared more than three levels below the natural level of the IO, like normal. This means a build with a lot of Level 30 set enhancements that have been boosted can perform on par with or above Level 50 sets, and set bonuses will still function all the way down to level 27. However, the [[Exemplar Effects on Enhancements|exemplar effect]] on enhancements still applies, if each individual enhancement portion is large enough.<br />
<br />
[[Enhancement Diversification]] affects the total boosted values.<br />
<br />
== Trading Boosted Enhancements ==<br />
<br />
* '''With one's own character''': Yes. Boosted Enhancements can be brought out of one's build and into the Enhancement Tray through an [[Enhancement Unslotter]] or through a [[respec]]. It can then be used elsewhere in one's build, in a respecked build, or in one of a character's [[Multiple Builds]].<br />
<br />
* '''With other characters on one's own account''': No. Boosted Enhancements will not drop into [[Mail System|global email]] attachments or base [[Enhancement Table]]s or at the [[Consignment House]] so as to be picked up or bought by another character on one's account. There is no way to hand off a Boosted Enhancement to any character of another player's account while retaining the boost in order to get it back to a character on one's own account.<br />
<br />
* '''With other characters on others' accounts''': No. Boosted Enhancement will not drop into [[Mail System|global email]] attachments or base [[Enhancement Table]]s or at the [[Consignment House]] so as to be picked up or bought by anyone else. Attempts to trade them through the player to player Trade function or by 'dropping' them on other players will cause the Boost to be stripped from the Enhancement.<br />
<br />
== Boost Values ==<br />
The following table shows the percentage multiple boosters grant, and by what multiplier an IO will be modified by, followed by specific enhancement examples.<br />
{| class=wikitable<br />
|-<br />
! Boost !! Percentage !! Multiplier !! Level&nbsp;30<br />Damage&nbsp;IO !! Level&nbsp;30<br />Defense&nbsp;IO !! Level&nbsp;30<br />End/Def&nbsp;IO !! Level&nbsp;50<br />Damage&nbsp;IO !! Level&nbsp;50<br />Acc/Dam&nbsp;IO !! [[Very Rare IO Sets|Purple]]<br />Damage&nbsp;IO<br />
|-<br />
! X<br />
| align="center" | 0 || align="center" | 1 || align="center" | 34.8% || align="center" | 20.9% || align="center" | 21.75%&nbsp;/&nbsp;13.06% || align="center" | 42.4% || align="center" | 26.5%&nbsp;/&nbsp;26.5% || align="center" | 53%<br />
|-<br />
! X+1<br />
| align="center" | 5% || align="center" | 1.05 || align="center" | 36.54% || align="center" | 21.945% || align="center" | 22.8375%&nbsp;/&nbsp;13.713% || align="center" | 44.52% || align="center" | 27.825%&nbsp;/&nbsp;27.825% || align="center" | 55.65%<br />
|-<br />
! X+2<br />
| align="center" | 10% || align="center" | 1.1 || align="center" | 38.28% || align="center" | 22.99% || align="center" | 23.925%&nbsp;/&nbsp;14.366% || align="center" | 46.64% || align="center" | 29.15%&nbsp;/&nbsp;29.15% || align="center" | 58.3%<br />
|-<br />
! X+3<br />
| align="center" | 15% || align="center" | 1.15 || align="center" | 40.02% || align="center" | 24.035% || align="center" | 25.0125%&nbsp;/&nbsp;15.019% || align="center" | 48.76% || align="center" | 30.475%&nbsp;/&nbsp;30.475% || align="center" | 60.95%<br />
|-<br />
! X+4<br />
| align="center" | 20% || align="center" | 1.2 || align="center" | 41.76% || align="center" | 25.08% || align="center" | 26.1%&nbsp;/&nbsp;15.672% || align="center" | 50.88% || align="center" | 31.8%&nbsp;/&nbsp;31.8% || align="center" | 63.6%<br />
|-<br />
! X+5<br />
| align="center" | 25% || align="center" | 1.25 || align="center" | 43.5% || align="center" | 26.125% || align="center" | 27.1875%&nbsp;/&nbsp;16.325% || align="center" | 53% || align="center" | 33.125%&nbsp;/&nbsp;33.125% || align="center" | 66.25%<br />
|}<br />
[[Category:Paragon Market]]</div>Zombie Manhttps://archive.paragonwiki.com/w/index.php?title=User:Zombie_Man/Reference&diff=207712User:Zombie Man/Reference2011-11-29T04:07:56Z<p>Zombie Man: /* City of Data Categories */ update category list</p>
<hr />
<div>=Level 1=<br />
<br />
==Level 2==<br />
<br />
===Level 3===<br />
<br />
====Level 4====<br />
<br />
=Tools=<br />
<br />
[http://excel2wiki.net/index.php Spreadsheet to Wikitable converter]<br />
<br />
<br />
= City of Data Categories =<br />
<br />
sample direct link: http://tomax.titan.com/data/powers/category.php?cat=nemesis<br />
<br />
{{columns|5|<br />
{{UL|'''ArcheTypes'''}}<br /><br />
{{RedTomaxCategory|cat=Blaster_Ranged}}<br /><br />
{{RedTomaxCategory|cat=Blaster_Support}}<br /><br />
{{RedTomaxCategory|cat=Brute_Defense}}<br /><br />
{{RedTomaxCategory|cat=Brute_Melee}}<br /><br />
{{RedTomaxCategory|cat=Controller_Buff}}<br /><br />
{{RedTomaxCategory|cat=Controller_Control}}<br /><br />
{{RedTomaxCategory|cat=Corruptor_Buff}}<br /><br />
{{RedTomaxCategory|cat=Corruptor_Ranged}}<br /><br />
{{RedTomaxCategory|cat=Defender_Buff}}<br /><br />
{{RedTomaxCategory|cat=Defender_Ranged}}<br /><br />
{{RedTomaxCategory|cat=Dominator_Assault}}<br /><br />
{{RedTomaxCategory|cat=Dominator_Control}}<br /><br />
{{RedTomaxCategory|cat=Mastermind_Buff}}<br /><br />
{{RedTomaxCategory|cat=Mastermind_Pets}}<br /><br />
{{RedTomaxCategory|cat=Mastermind_Summon}}<br /><br />
{{RedTomaxCategory|cat=Scrapper_Defense}}<br /><br />
{{RedTomaxCategory|cat=Scrapper_Melee}}<br /><br />
{{RedTomaxCategory|cat=Stalker_Defense}}<br /><br />
{{RedTomaxCategory|cat=Stalker_Melee}}<br /><br />
{{RedTomaxCategory|cat=Tanker_Defense}}<br /><br />
{{RedTomaxCategory|cat=Tanker_Melee}}<br /><br />
<br /><br />
<br /><br />
{{UL|'''Epic ArcheTypes'''}}<br /><br />
{{RedTomaxCategory|cat=Peacebringer_Defensive}}<br /><br />
{{RedTomaxCategory|cat=Peacebringer_Offensive}}<br /><br />
{{RedTomaxCategory|cat=Warshade_Defensive}}<br /><br />
{{RedTomaxCategory|cat=Warshade_Offensive}}<br /><br />
{{RedTomaxCategory|cat=Kheldian_Pets}}<br /><br />
{{RedTomaxCategory|cat=Arachnos_Soldiers}}<br /><br />
Soldier {{RedTomaxCategory|cat=Training_Gadgets}}<br /><br />
{{RedTomaxCategory|cat=Widow_Training}}<br /><br />
Widow {{RedTomaxCategory|cat=Teamwork}}<br /><br />
<br /><br />
<br /><br />
<br /><br />
{{UL|'''ArcheType Auxiliary'''}}<br /><br />
{{RedTomaxCategory|cat=Inherent}}<br /><br />
{{RedTomaxCategory|cat=Epic}}<br /><br />
{{RedTomaxCategory|cat=Pets}}<br /><br />
{{RedTomaxCategory|cat=Pool}}<br /><br />
{{RedTomaxCategory|cat=Villain_Pets}}<br /><br />
<br /><br />
{{UL|'''Powers'''}}<br /><br />
{{RedTomaxCategory|cat=Base_Aux}}<br /><br />
{{RedTomaxCategory|cat=Base_Defenses}}<br /><br />
{{RedTomaxCategory|cat=Base_Fields}}<br /><br />
{{RedTomaxCategory|cat=Base_Traps}}<br /><br />
{{RedTomaxCategory|cat=Boosts}}<br /><br />
{{RedTomaxCategory|cat=Incarnate}} {{red|GR}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=Inspirations}}<br /><br />
{{RedTomaxCategory|cat=Mission_Maker_Attacks}}<br /><br />
{{RedTomaxCategory|cat=Mission_Maker_Movement}}<br /><br />
{{RedTomaxCategory|cat=Mission_Maker_Pets}}<br /><br />
{{RedTomaxCategory|cat=Mission_Maker_Secondary}}<br /><br />
{{RedTomaxCategory|cat=Mission_Maker_Special}}<br /><br />
{{RedTomaxCategory|cat=Set_Bonus}}<br /><br />
{{RedTomaxCategory|cat=Temporary_Powers}}<br /><br />
<br /><br />
{{UL|'''Factions'''}}<br /><br />
{{RedTomaxCategory|cat=5thColumn}}<br /><br />
{{RedTomaxCategory|cat=Apparitions}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=Awakened}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=BanishedPantheon}}<br /><br />
{{RedTomaxCategory|cat=Cabal}}<br /><br />
{{RedTomaxCategory|cat=Carnival}}<br /><br />
{{RedTomaxCategory|cat=CarnivalOfLight}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=CircleOfThorns}}<br /><br />
{{RedTomaxCategory|cat=Clockwork}}<br /><br />
{{RedTomaxCategory|cat=Council}}<br /><br />
{{RedTomaxCategory|cat=Crey}}<br /><br />
{{RedTomaxCategory|cat=CroatoaGhosts}}<br /><br />
{{RedTomaxCategory|cat=CroatoaMissions}} Sally<br /><br />
{{RedTomaxCategory|cat=Destroyers}} {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=DevouringEarth}} {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=DevouringEarthSeed}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=Dregs}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=Event}}<br /><br />
{{RedTomaxCategory|cat=Family}}<br /><br />
{{RedTomaxCategory|cat=FirBolg}}<br /><br />
{{RedTomaxCategory|cat=Forlorn}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=Freakshow}}<br /><br />
{{RedTomaxCategory|cat=Generic}}<br /><br />
{{RedTomaxCategory|cat=GenericVillains}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=Guns}}<br /><br />
{{RedTomaxCategory|cat=Hellions}}<br /><br />
{{RedTomaxCategory|cat=Hydra}}<br /><br />
{{RedTomaxCategory|cat=Igneous}}<br /><br />
{{RedTomaxCategory|cat=Malta}}<br /><br />
{{RedTomaxCategory|cat=MidnightMasters}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=Midnight_Squad}}<br /><br />
{{RedTomaxCategory|cat=Mission_Pets}}<br /><br />
{{RedTomaxCategory|cat=Nemesis}}<br /><br />
{{RedTomaxCategory|cat=Nictus}}<br /><br />
{{RedTomaxCategory|cat=NPC_Pets}}<br /><br />
{{RedTomaxCategory|cat=Objects}}<br /><br />
{{RedTomaxCategory|cat=Outcasts}}<br /><br />
{{RedTomaxCategory|cat=Portal}}<br /><br />
{{RedTomaxCategory|cat=PracticeRobots}}<br /><br />
{{RedTomaxCategory|cat=PraetorianClockwork}} {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=PraetorianIDF}} {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=PraetorianPolice}} {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=PraetorianResistance}} {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=Praetorians}}<br /><br />
{{RedTomaxCategory|cat=PraetorianShepherds}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=Prisoners}}<br /><br />
{{RedTomaxCategory|cat=P_Citizens}} {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=P_Ghouls}} {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=P_Seers}} {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=RedCaps}}<br /><br />
{{RedTomaxCategory|cat=Rikti}}<br /><br />
{{RedTomaxCategory|cat=RoguesGallery}}<br /><br />
{{RedTomaxCategory|cat=Romans}}<br /><br />
{{RedTomaxCategory|cat=Rularuu}}<br /><br />
{{RedTomaxCategory|cat=RuluShinPowers}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=Signature_Summon}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=Skulls}}<br /><br />
{{RedTomaxCategory|cat=SkyRaiders}}<br /><br />
{{RedTomaxCategory|cat=Syndicate}} {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=TalonsOfVengeance}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=TerraVolta}}<br /><br />
{{RedTomaxCategory|cat=Trolls}}<br /><br />
{{RedTomaxCategory|cat=Tsoo}}<br /><br />
{{RedTomaxCategory|cat=Tuatha}}<br /><br />
{{RedTomaxCategory|cat=Turrets}}<br /><br />
{{RedTomaxCategory|cat=Unseelie_Court}}<br /><br />
{{RedTomaxCategory|cat=Vahzilok}}<br /><br />
{{RedTomaxCategory|cat=Vanguard}}<br /><br />
{{RedTomaxCategory|cat=V_Arachnos}}<br /><br />
{{RedTomaxCategory|cat=V_Arachnos_Proxy}}<br /><br />
{{RedTomaxCategory|cat=V_Batzul}}<br /><br />
{{RedTomaxCategory|cat=V_CapauDiableDemons}}<br /><br />
{{RedTomaxCategory|cat=V_Coralax}}<br /><br />
{{RedTomaxCategory|cat=V_FreedomCorps}}<br /><br />
{{RedTomaxCategory|cat=V_FreedomPhalanx}}<br /><br />
{{RedTomaxCategory|cat=V_GenericHeroes}}<br /><br />
{{RedTomaxCategory|cat=V_GenericVillains}}<br /><br />
{{RedTomaxCategory|cat=V_GoldBrickers}}<br /><br />
{{RedTomaxCategory|cat=V_Infected}}<br /><br />
{{RedTomaxCategory|cat=V_LegacyChain}}<br /><br />
{{RedTomaxCategory|cat=V_Luddites}}<br /><br />
{{RedTomaxCategory|cat=V_Meteor}}<br /><br />
{{RedTomaxCategory|cat=V_Miscellaneous}}<br /><br />
{{RedTomaxCategory|cat=V_Mooks}}<br /><br />
{{RedTomaxCategory|cat=V_ParagonPolice}}<br /><br />
{{RedTomaxCategory|cat=V_Rularuu}}<br /><br />
{{RedTomaxCategory|cat=V_Scrapyarders}}<br /><br />
{{RedTomaxCategory|cat=V_Security_Guards}}<br /><br />
{{RedTomaxCategory|cat=V_Shivan}}<br /><br />
{{RedTomaxCategory|cat=V_SirensCallPhantom}}<br /><br />
{{RedTomaxCategory|cat=V_SlagGolems}}<br /><br />
{{RedTomaxCategory|cat=V_Snakes}}<br /><br />
{{RedTomaxCategory|cat=V_SpectralPirates}}<br /><br />
{{RedTomaxCategory|cat=V_SpetsnazCommandos}}<br /><br />
{{RedTomaxCategory|cat=V_Vindicators}}<br /><br />
{{RedTomaxCategory|cat=V_Wailers}}<br /><br />
{{RedTomaxCategory|cat=V_Wyvern}}<br /><br />
{{RedTomaxCategory|cat=Warriors}}<br /><br />
{{RedTomaxCategory|cat=WISDOM}}<br /><br />
{{RedTomaxCategory|cat=Wisps}}<br /><br />
{{RedTomaxCategory|cat=Zombies}}<br /><br />
<br /><br />
{{UL|'''Mission Specific'''}}<br /><br />
{{RedTomaxCategory|cat=CouncilEmpire}}<br /><br />
{{RedTomaxCategory|cat=Incarnate_AlphaStrike}} iTFs {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=Incarnate_Debuff}} iTF/iTrial {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=Incarnate_I20}} Sutter/Kal {{red|GR}}<br /><br />
{{RedTomaxCategory|cat=Items_Of_Power}} CoP Trial<br /><br />
{{RedTomaxCategory|cat=Halloween}} Trial {{green|[21]}}<br /><br />
Death From Below<br /><br />
{{dot}}{{RedTomaxCategory|cat=HellionSewerTrial}} {{green|[21]}}<br /><br />
{{dot}}{{RedTomaxCategory|cat=HydraSewerTrial}} {{green|[21]}}<br /><br />
{{dot}}{{RedTomaxCategory|cat=LostSewerTrial}} {{green|[21]}}<br /><br />
{{dot}}{{RedTomaxCategory|cat=VahzSewerTrial}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=MindsOfMayhem}} iTrial {{green|[21]}}<br /><br />
New Tutorial<br /><br />
{{dot}}{{RedTomaxCategory|cat=N_Tutorial_Jet_Powers}} {{green|[21]}}<br /><br />
{{dot}}{{RedTomaxCategory|cat=N_Tutorial_Powers}} {{green|[21]}}<br /><br />
{{dot}}{{RedTomaxCategory|cat=N_Tutorial_Shivan}} {{green|[21]}}<br /><br />
Training Arcs<br /><br />
{{dot}}{{RedTomaxCategory|cat=OnGoingTrainingCharacters}} {{green|[21]}}<br /><br />
{{dot}}{{RedTomaxCategory|cat=Phasing_Powers}}<br /><br />
{{RedTomaxCategory|cat=TPNCampus}} iTrial {{green|[21]}}<br /><br />
}}<br />
<br />
sample old link: http://coh.redtomax.com/data/powers/category.php?cat=nemesis<br />
<br />
<!-- spoilers in #3, so... not showing them.<br />
{{RedTomaxCategory|cat=OneWillDie_Issue1Powers}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=OneWillDie_Issue2Powers}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=OneWillDie_Issue3Powers}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=OneWillDie_Issue4Powers}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=OneWillDie_Issue5Powers}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=OneWillDie_Issue6Powers}} {{green|[21]}}<br /><br />
{{RedTomaxCategory|cat=OneWillDie_Issue7Powers}} {{green|[21]}}<br /><br />
<br />
magic list of categories generator thanks to Codewalker...<br />
http://tomax.cohtitan.com/data/powers/zombie_list.php<br />
<br />
--><br />
<br />
= Scratch Pad For How To for MA =<br />
<br />
== Hall of Fame ==<br />
<br />
An arc gets hall of fame when it's been rated more than 100 times and the ratings average is greater than 4. At least, that's the way it was in Test. Those numbers could change on Live.<br />
<br />
Once an arc achieves Hall of Fame, the player receives the badge and a new publishing slot and both are permanent. However, the Hall of Fame status isn't. If further ratings make the average score drop below the appointed threshold, then the arc loses the Hall of Fame tag and icon. Also, being chosen as a Dev's Choice also takes away the Hall of Fame tag and icon.<br />
<br />
== How do I force a specific level for my missions? ==<br />
<br />
<br />
You just have to know how to 'play the system' a bit, in this case if you want everything a certain level, you put in an npc(whether it be ally, boss, escort, w/e) that is by default that level, in this case, I added an ally Lord recluse (54-54 Arch-Villain), which forces all entities on the map to increase to 54<br />
<br />
if I wanted all 53, I'd put in Statesman(53-53 Hero)<br />
<br />
52 Silver mantis....51 Ms liberty...etc<br />
<br />
Edit: Just a side note that 54 is still the max, while heroic/villainous with LR will be all 54...increasing difficulty wont add level 55-57 enemies <br />
<br />
<br />
== How do I check the spelling of my missions? ==<br />
<br />
1. Type up all your text with a word processor that has spelling and grammar checking capabilities. Then, copy and paste the text into the MA.<br />
<br />
2. After you're done creating your mission, load up the mission found in your /mission subdirectory off of your CoH directory into a word processor with spelling and grammar checking capabilities. Be careful about saving that file, the file requires plain text coding and a word processor can mess that up. You'll be better off using your word processor to see where the errors are and then change them by hand in the MA interface.<br />
<br />
== How do I have two or more custom critters with the same name? ==<br />
<br />
Create one with the name you want and save to a filename (e.g., you save "Gravestone Pounder" to "gravepound1").<br />
<br />
Then create a second custom critter with the same name to a different filename (e.g., "gravepound2").<br />
<br />
== Empty Maps == <br />
<br />
Can I make a mission that doesn't spawn anything until you trigger some kind of event, like the trap for Nocturne in the Faultline Dam, and if so, how do I achieve that? I don't seem to have any control over regular spawns, other than saying what enemy group they are.<br />
<br />
pohsyb:<br />
There are two main spawn types in most missions. One is used for ambush, boss, patrol or destroy object details, the other is used for battle, rescue, escort, ally, or defend object details. (Some maps have additional spawntypes that are not overrideable by the MA).<br />
<br />
Lets pretend you picked a map with 15 of the first type and 15 of the second type. If you wanted it to be empty until your trap is hatched, you could add a patrol detail with quantity 15 and and a battle detail with quantity 15. Next, add a collection detail and have both the patrol and battle trigger on completion of the collection.<br />
<br />
<br />
<br />
== Allies and Rewards ==<br />
<br />
Allies in a mission can 'kill-steal' from you. The amount of damage they do to foes is proportionally reducing the amount of xp, inf, or ticket rewards you would have gotten from defeating that foe by yourself.<br />
<br />
Allies that are set on non-attack modes and only buff you can give you an edge... but just one at a time. Only one ally will buff you so that a large amount of non-attacking buffing allies won't be able to make you invincible. (At least, that's what's supposed to happen according to pohsyb in an in-game chat conversation.)<br />
<br />
== AVs ==<br />
<br />
Ok, here is a list of AVs that I have come across, that do not scale to EB, they will always be an AV/Hero.<br />
<br />
Arachnos:<br />
<br />
Barracuda (52-52)<br />
Dr. Aeon (52-52)<br />
Ice Mistral (52-52)<br />
Magus Mu Drakhan (52-52)<br />
Regent Korol (52-52)<br />
Shadow Spider (52-52)<br />
Silver Mantis (52-52)<br />
Viridian (52-52)<br />
Wretch (52-52)<br />
<br />
Freedom Phalanx:<br />
<br />
Back Alley Brawler (53-53)<br />
Citadel (53-53)<br />
Manticore (53-53)<br />
Numina (53-53)<br />
Positron (53-53)<br />
Sister Psyche (53-53)<br />
Statesman (53-53)<br />
Synapse (53-53)<br />
<br />
Vindicators:<br />
<br />
Luminary (51-51)<br />
Malaise (51-51)<br />
Ms. Liberty (51-51)<br />
Mynx (51-51)<br />
Swan (51-51)<br />
Valkyrie (51-51)<br />
<br />
<br />
Now, the problem with these AVs/Heroes, as I said, is they don't scale to EB on lower difficulties/smaller teams. There could be more in other factions, but I didn't really check.<br />
<br />
These need to either be changed so they DO scale (maybe increasing the level range of them aswell to say 40-54) from EB to AV, -OR- when they are used in missions, the description of that mission MUST have 'Contains AV' instead of Contains Boss.<br />
<br />
If you happen to run across any AV that doesn't scale, put the Faction/Name (level range) <br />
<br />
<br />
== Mission Compass ==<br />
<br />
Tip: you can even combine compass text for non-related details. For exampler, you could make the compass plural "rescue the lost researchers" on a clicky pile of bones, ally rescue, and a boss.<br />
<br />
<br />
Compass objectives with the exact same text will be combined, but that doesn't mean the required flag has changed.<br />
<br />
Example: I make 4 non-required crates with text "Crates Left" and 1 required create with text "Crates Left". When I enter the mission I'll see "5 Crates Left" in the compass, but if I find the random required one first the mission will complete. -pohsyb<br />
<br />
<br />
<br />
<br />
== Deleting Custom Critters ==<br />
<br />
This is maybe a bug? I'll add it to bug forum too... If I delete a custom critter group and then go to edit a mission that had that group in it, the group is still there. Perhaps have it clear the group automatically if they no longer exist? -player<br />
<br />
<br />
<br />
It works the opposite way. The .storyarc file is self-contained, so it has the .critter and .villaingroup info baked in. If you edit a storyarc it will ensure those .critter and .villaingroup files exist.<br />
<br />
If you want to remove a villaingroup file you should remove all references to it first or never edit a storyarc that contains that villain group. I think its better err on the side of NOT auto-deleting player created content. -pohsyb<br />
<br />
== ratings ==<br />
Quote: Quote: Ah, so if I rated a mission from Zombie Man yesterday, I can't rate a totally different mission from Zombie Man today?<br />
<br />
Thats not correct. The system (when its actually working right) is thus:<br />
<br />
For Rating: Account A can rate any arc by Account B once. All subsequent rates on the same arc simply update the original vote.<br />
<br />
<br />
Is that contradicting what you said earlier:<br />
<br />
Quote: Internally one Account can only rate another Account X times every Y days. I think right now X=1 and Y=7. However you can re-rate as many times as you like.<br />
<br />
<br />
<br />
Ok, I get how we can re-rate and 'update' the rating we gave and it won't register as a new rating.<br />
<br />
But I was referring to your earlier statement about one account only allowed to give a rating to another account once per week. And then the poster you were responding to gave a concrete example of that, and you now say, no, that's not how it works.<br />
<br />
<br />
Norman, coordinate!<br />
<br />
<br />
<br />
re-rate = update. An update will do two things, change the rating average without changing the rating count and award any difference in rewards.<br />
<br />
Lets run some examples:<br />
<br />
1). I rate one of Zloths missions 2 stars. His rating is now 2 stars with a rate count of 1. There is no reward for a 2 star rating for Zloth.<br />
<br />
2). I play a different Zloth arc and rate it 3 stars. He gets some tickets as a reward for 3 star rating.<br />
<br />
3). I play the first arc again and decide its actually super awesome, I rate it 5. no one else has rated it yet so now the rating on that mission is 5 stars, still with one vote count. Also, he will get the reward ticket bonus for having a 5 star rate minus the 3 star rating bonus (since he already got that)<br />
<br />
4). Wow I am super wishy-washy, I played again and hated it, one star rating. Someone else voted 5 star in mean time, so now rating will show 3 stars (1+5/2) with a vote count of two. No rewards are subtacted, we go with the highest reward rating.<br />
<br />
5). A week later I play it again and rate it 5 stars. There is still only one other 5 star vote so now rating says 5 stars with a vote count of two. The time period on Zloth getting a reward from me rating him has expired so he will get a new 5 star rating reward.<br />
<br />
This is what I want to be happening. It may be broken. <br />
<br />
<br />
== Text Formatting ==<br />
<br />
=== Color and Size ===<br />
<br />
Can also be accessed through the right-click menu on most text fields.<br />
<br />
The general syntax is:<br />
<br />
<color #000000>This text will be black</color><br />
<br />
<br />
where "#000000" is a [http://en.wikipedia.org/wiki/Web_colors#X11_color_names html/hex code representation of a 24 bit colour]. <br />
<br />
You also have access to some other formatting tags through the menu, such as <pre><br />
<br />
italics (<i>)<br />
bold (<b>) <br />
and text size (<scale X> where X is between 0.8 and 1.2).</pre><br />
<br />
<br />
=== Substitutions ===<br />
<br />
OK, tested it. These are the substitutions:<br />
<br />
$name or $target - the name of the target of your villain/npc/whatever.<br />
<br />
$supergroup - that person's supergroup, if none, returns "No Supergroup"<br />
<br />
$class or $archetype - their Archetype<br />
<br />
$level - their Level<br />
<br />
$origin - their Origin<br />
<br />
$heshe or $Heshe - substitutes "he" or "she" depending on gender (capitalized will cap the substitution)<br />
<br />
$himher $Himher - same as above, using "him" or "her"<br />
<br />
$hisher $Hisher - same as above, using "his" or "her"<br />
<br />
$sirmam $Sirmam - same as above, using "sir" or "mam"<br />
<br />
<br />
<br />
What does *not* work is $type or $AT for Archetype.<br />
<br />
<br />
These work in chat:<br />
<br />
$name - self name<br />
$archetype - self Archetype<br />
$level - self Level<br />
$origin - self Origin<br />
$target -target's name</div>Zombie Manhttps://archive.paragonwiki.com/w/index.php?title=Attuned&diff=207711Attuned2011-11-29T02:59:04Z<p>Zombie Man: + can't take Enhancement boosters</p>
<hr />
<div>{{wip|date=2011-09-08}}<br />
__NOTOC____NOEDITSECTION__<br />
== Defintion ==<br />
'''Attuned''' items increase their enhancement effectiveness relative to a character's [[level|Security Level]] up to their maximum level range. <br />
<br />
Attuned IOs can be found as:<br />
* [[Store-Bought Enhancements]] purchased on the [[Paragon Market]]<br />
* [[Pre-Order_(Going_Rogue)|GameStop pre-order IOs]] for [[Going Rogue]] which are now part of the [[Paragon Rewards Program]].<br />
<br />
All attuned items are also [[Account Bound]]. They can not take [[Enhancement Booster]]s.<br />
<br />
== Example While Leveling Up ==<br />
<br />
For instance, the [[Focused Smite]] set range is level 25-40. <br />
*At level 22-25, it functions as a level 25 enhancement for aspect purposes. <br />
*At 26, it functions as if it were level 26<br />
*At 29, if functions as if it were level 29 <br />
*At 31, it function as if it were level 31... and so on up to...<br />
*At level 40 and above, it functions as if it were level 40, its maximum.<br />
<br />
== Effects of Exemplaring ==<br />
<br />
=== Effects of Exemplaring on Aspect Enhancement Values ===<br />
<br />
When exemplaring, the effective aspect enhancement is figured as if it were the current natural level of the character, or, the maximum level of the range of enhancement if the character has outleveled it. Then the normal [[Exemplar Effects on Enhancements]] apply. <br />
<br />
So, e.g., if the Attuned Enhancement had a range of 30-40 and the character was level 45 exemplaring to level 15, then the effective aspect enhancements would be the same as a level 40 IO exemplared to 15.<br />
<br />
=== Effects of Exemplaring on Set Bonuses ===<br />
<br />
For the sake of Bonus Sets, the bonus effects cut out when exemplaring more than three levels below the minimum of the Attuned Enhancement's range. <br />
<br />
So. e.g., a level 20-40 Attuned Enhancement would have its Bonuses cut out at 16 and below but would still be 'on' at level 17 and above.<br />
<br />
<br />
[[Category:Definition]]</div>Zombie Manhttps://archive.paragonwiki.com/w/index.php?title=Attuned&diff=207658Attuned2011-11-27T02:47:12Z<p>Zombie Man: more clarification of how they work</p>
<hr />
<div>{{wip|date=2011-09-08}}<br />
__NOTOC____NOEDITSECTION__<br />
== Defintion ==<br />
'''Attuned''' items increase their enhancement effectiveness relative to a character's [[level|Security Level]] up to their maximum level range. <br />
<br />
Attuned IOs can be found as:<br />
* [[Invention Origin Enhancements|IOs]] purchased on the [[Paragon Market]]<br />
* [[Pre-Order_(Going_Rogue)|GameStop pre-order IOs]] for [[Going Rogue]] which are now part of the [[Paragon Rewards Program]].<br />
<br />
All attuned items are also [[Account Bound]].<br />
<br />
== Example While Leveling Up ==<br />
<br />
For instance, the [[Focused Smite]] set range is level 25-40. <br />
*At level 22-25, it functions as a level 25 enhancement for aspect purposes. <br />
*At 26, it functions as if were level 26<br />
*At 29, if functions as if were level 29 <br />
*At 31, it function as if were level 31... and so on up to...<br />
*At level 40 and above, it functions as if were level 40, its maximum.<br />
<br />
== Effects of Exemplaring ==<br />
<br />
=== Effects of Exemplaring on Aspect Enhancement Values ===<br />
<br />
When exemplaring, the effective aspect enhancement is figured as if it were the current natural level of the character, or, the maximum level of the range of enhancement if the character has outleveled it. Then the normal [[Exemplar Effects on Enhancements]] apply. <br />
<br />
So, e.g., if the Attuned Enhancement had a range of 30-40 and the character was level 45 exemplaring to level 15, then the effective aspect enhancements would be the same as a level 40 IO exemplared to 15.<br />
<br />
=== Effects of Exemplaring on Set Bonuses ===<br />
<br />
For the sake of Bonus Sets, the bonus effects cut out when exemplaring more than three levels below the minimum of the Attuned Enhancement's range. <br />
<br />
So. e.g., a level 20-40 Attuned Enhancement would have its Bonuses cut out at 16 and below but would still be 'on' at level 17 and above.<br />
<br />
<br />
[[Category:Definition]]</div>Zombie Manhttps://archive.paragonwiki.com/w/index.php?title=Attuned&diff=205643Attuned2011-11-08T15:38:02Z<p>Zombie Man: clarifying exemplar effects</p>
<hr />
<div>{{wip|date=2011-09-08}}<br />
__NOTOC____NOEDITSECTION__<br />
== Defintion ==<br />
'''Attuned''' items - most often [[Invention Origin Enhancements|IOs]] purchased on the [[Paragon Market]] - increase their enhancement effectiveness relative to a character's [[level|Security Level]]. For instance, the [[Crushing Impact]] set range is level 30-50. At level 27-30, it functions as a level 30 enhancement for aspect purposes. At 31, it functions at level 31. At level 45, it functions at level 45. At level 50, it functions at level 50.<br />
<br />
When exemplaring, the effective aspect enhancement is figured as if it were the current natural level of the character, or, the maximum level of the range of enhancement if the character has outleveled it. Then the normal [[Exemplar Effects on Enhancements]] apply. So, e.g., if the Attuned Enhancement had a range of 30-40 and the character was level 45 exemplaring to level 15, then the effective aspect enhancements would be the same as a level 40 IO exemplared to 15.<br />
<br />
For the sake of Bonus Sets, the bonus effects cut out when exemplaring more than three levels below the minimum or the Attuned Enhancement's range. So. e.g., a level 20-40 Attuned Enhancement would have its Bonuses cut out at 16 and below but would still be 'on' at level 17 and above.<br />
<br />
All attuned items are also [[Account Bound]].<br />
[[Category:Definition]]</div>Zombie Manhttps://archive.paragonwiki.com/w/index.php?title=Enhancement_Booster_Salvage&diff=205642Enhancement Booster Salvage2011-11-08T14:50:19Z<p>Zombie Man: /* Using Boosters */ Amplify limitations of trading boosted enhancements</p>
<hr />
<div>__NOTOC__<br />
== Overview ==<br />
[[File:Salvage EnhancementBooster.png|left]]<br />
'''Enhancement Boosters''' are [[Special Salvage]] available on the [[Paragon Market]] and through the [[Paragon Rewards Program]]. When applied to [[Invention Origin Enhancements]] (IOs), whether it is a [[Invention Origin Enhancement Sets|set piece]] or a [[Common Invention Recipes|common piece]], it increases the effectiveness of the enhancement by 5% per application, without changing the base level of the enhancement. IOs can be boosted by a maximum of 25%, or Level X+5.<br />
{{clr}}<br />
== Using Boosters ==<br />
To use this salvage, enter the enhancement management screen. Click on the power that contains the slotted IO. Once in the combine screen, click on the enhancement to boost. This will cause the enhancement to slide into the left combine slot and will cause the Enhancement Booster salvage to appear in this screen. Click the Enhancement Booster to cause it to slide into the right combine slot. Click Combine to complete.<br />
<br />
[[Invention Origin Enhancements#Procs|Procs]] and [[Invention Origin Enhancements#Terminology|Globals]] are unaffected; however if they come with an enhancement portion, the enhancement portion is boosted (for example, with the [[Luck of the Gambler: Defense/Increased Recharge Speed|LotG: Def/+Rech]], the defense is boosted but the recharge bonus is not). [[Attuned]] enhancements cannot be boosted.<br />
<br />
As an example, a level 30 Damage IO buffs damage by 34.8%. Boosting it with one Enhancement Booster brings it to 36.54% enhancement, which is just under a level 35 in enhancement value, while still allowing a level 27 character to slot it. Boosting it with ''five'' Enhancement Boosters brings it up to 43.5%, which is higher than a level 50 Damage IO, and ''still allows a level 27 character to slot it!''<br />
<br />
Due to the percentage multiplier, the higher level an IO is, the bigger the boost becomes; a level 50 [[Enhancements#Schedule A|Schedule A]] IO with five boosts goes from 42.4% to ''53%!''<br />
<br />
Boosted enhancements function at their natural level; [[Sidekick#Exemplar/Malefactor|exemplaring]] does not break [[Invention Origin Enhancement Set Bonuses|bonuses]] until exemplared more than three levels below the natural level of the IO, like normal. This means a build with a lot of Level 30 set enhancements that have been boosted can perform on par with or above Level 50 sets, and set bonuses will still function all the way down to level 27. However, the [[Exemplar Effects on Enhancements|exemplar effect]] on enhancements still applies, if each individual enhancement portion is large enough.<br />
<br />
== Trading Boosted Enhancements ==<br />
<br />
* '''With one's own character''': Yes. Boosted Enhancements can be brought out of one's build and into the Enhancement Tray through an [[Enhancement Unslotter]] or through a [[respec]]. It can then be used elsewhere in one's build, in a respecked build, or in one of a character's [[Multiple Builds]].<br />
<br />
* '''With other characters on one's own account''': No. Boosted Enhancements will not drop into [[Mail System|global email]] attachments or base [[Enhancement Table]]s or at the [[Consignment House]] so as to be picked up or bought by another character on one's account. There is no way to hand off a Boosted Enhancement to any character of another player's account while retaining the boost in order to get it back to a character on one's own account.<br />
<br />
* '''With other characters on others' accounts''': No. Boosted Enhancement will not drop into [[Mail System|global email]] attachments or base [[Enhancement Table]]s or at the [[Consignment House]] so as to be picked up or bought by anyone else. Attempts to trade them through the player to player Trade function or by 'dropping' them on other players will cause the Boost to be stripped from the Enhancement.<br />
<br />
== Boost Values ==<br />
The following table shows the percentage multiple boosters grant, and by what multiplier an IO will be modified by, followed by specific enhancement examples.<br />
{| class=wikitable<br />
|-<br />
! Boost !! Percentage !! Multiplier !! Level&nbsp;30<br />Damage&nbsp;IO !! Level&nbsp;30<br />Defense&nbsp;IO !! Level&nbsp;30<br />End/Def&nbsp;IO !! Level&nbsp;50<br />Damage&nbsp;IO !! Level&nbsp;50<br />Acc/Dam&nbsp;IO !! [[Very Rare IO Sets|Purple]]<br />Damage&nbsp;IO<br />
|-<br />
! X<br />
| align="center" | 0 || align="center" | 1 || align="center" | 34.8% || align="center" | 20.9% || align="center" | 21.75%&nbsp;/&nbsp;13.06% || align="center" | 42.4% || align="center" | 26.5%&nbsp;/&nbsp;26.5% || align="center" | 53%<br />
|-<br />
! X+1<br />
| align="center" | 5% || align="center" | 1.05 || align="center" | 36.54% || align="center" | 21.945% || align="center" | 22.8375%&nbsp;/&nbsp;13.713% || align="center" | 44.52% || align="center" | 27.825%&nbsp;/&nbsp;27.825% || align="center" | 55.65%<br />
|-<br />
! X+2<br />
| align="center" | 10% || align="center" | 1.1 || align="center" | 38.28% || align="center" | 22.99% || align="center" | 23.925%&nbsp;/&nbsp;14.366% || align="center" | 46.64% || align="center" | 29.15%&nbsp;/&nbsp;29.15% || align="center" | 58.3%<br />
|-<br />
! X+3<br />
| align="center" | 15% || align="center" | 1.15 || align="center" | 40.02% || align="center" | 24.035% || align="center" | 25.0125%&nbsp;/&nbsp;15.019% || align="center" | 48.76% || align="center" | 30.475%&nbsp;/&nbsp;30.475% || align="center" | 60.95%<br />
|-<br />
! X+4<br />
| align="center" | 20% || align="center" | 1.2 || align="center" | 41.76% || align="center" | 25.08% || align="center" | 26.1%&nbsp;/&nbsp;15.672% || align="center" | 50.88% || align="center" | 31.8%&nbsp;/&nbsp;31.8% || align="center" | 63.6%<br />
|-<br />
! X+5<br />
| align="center" | 25% || align="center" | 1.25 || align="center" | 43.5% || align="center" | 26.125% || align="center" | 27.1875%&nbsp;/&nbsp;16.325% || align="center" | 53% || align="center" | 33.125%&nbsp;/&nbsp;33.125% || align="center" | 66.25%<br />
|}<br />
[[Category:Paragon Market]]</div>Zombie Manhttps://archive.paragonwiki.com/w/index.php?title=Mission_Architect_Tutorial_100_Series&diff=196338Mission Architect Tutorial 100 Series2011-07-20T13:40:49Z<p>Zombie Man: /* Right Click Formatting */ +html tags in text</p>
<hr />
<div>{{PlayerGuide}}<br />
{{clr}}<br />
{{TOCright}}<br />
<br />
{{TOCright}}<br />
<br />
:''Parent Article'': [[Mission Architect Tutorial]]<br />
<br />
= Tutorial 101: Story Settings & a Simple Mission =<br />
<br />
== Story Settings ==<br />
<br />
=== Story Title ===<br />
This is what your story will appear as in the browser. This is a text field. It does get checked by the censor list, as does everything. For our first mission, we'll keep it simple. In programming courses, the first program is often called "Hello world." That's boring. Let's call ours "World Domination 101." (OK, if you're feeling heroic, something like "Saving kittens 101.") <br />
<br />
=== Story Description ===<br />
<br />
"Story Description" gives a small blurb about what the story's about. Type in "Tutorial mission" and leave it at that.<br />
<br />
=== Story Contact ===<br />
<br />
Here, you can put in your contact name, if you want (we'll use "Bob.") <br />
Beneath that is '''Contact Type.''' This is where you pick from a long list of NPCs - including a custom one you can create. We're not creating one now (though it's easy.) Leave it at "Default."<br />
<br />
== Now let's create the mission itself. ==<br />
<br />
On the bottom of the screen, you'll see an arrow pointing right that says "Mission 1 settings." Use ether one. <br />
<br />
You should be on a page starting with "Choose mission settings."<br />
<br />
== The Choose mission settings page ==<br />
<br />
There are two tabs here, '''Standard''' and '''Custom'''. Custom is where you would create your own enemy (or ally) groups. We're ignoring that one for now - play with it later.<br />
<br />
Under '''Standard,''' you'll have a few buttons. The first is "Enemy group." This is a dropdown list. Since I don't know what level anyone reading this would be, we're going to pick a group that anyone can play with.<br />
<br />
If you click on the word "None," you'll see the (long) list. All of them have the name and level ranges of those enemy groups. We'll use the very first one there - 5th Column (1-54.) Click that.<br />
<br />
=== Next section - Map Type. ===<br />
<br />
Click on "None." You'll see a list of map sets. Each of these sets has multiple maps inside of it. We're going to go down a bit and use "Warehouse Abandoned - City of Heroes set." Once this is selected, you'll see a new option, "Map length." You have four options - Tiny, Small, Medium, and Large.<br />
<br />
Since this is supposed to be fast, we'll pick '''Tiny.'''<br />
<br />
A new section will open up that says "Map." You can leave this at random... but what fun is that?<br />
<br />
This selection only has two maps - Map 0 and Map 1 - as well as the Random option. Other map sets can have very lengthy selections. If you scroll through the maps, you'll see a floorplan represented on the right. <br />
<br />
We'll pick the most basic map there is - '''Map 0.''' You should see a hall and a room. This will also give you information, much like the base editor, on how much is allowed (X many ambushes, items, etc.) Make sure it meets your needs - for this tutorial, it does.<br />
<br />
Again, there are many optional settings. We are ignoring them for the purpose of this tutorial.<br />
<br />
=== Next section - Write Text ===<br />
<br />
This is not optional. In fact, if you click on "Show Errors" in the upper left, it's showing you that none of this has been filled in. <br />
<br />
'''Mission Introduction Dialog''' - This is what the contact tells you when you talk to them. Type in "Hi there. I see you're learning to use the mission architect. Glad I could help!" (Yes, it's lame, but you'll see where it goes.) <br />
<br />
'''Mission Send Off Dialog''' is what you see after accepting the mission. For this mission, just type in "Have fun storming the Castle!" <br />
<br />
'''Compass Active Task Text''' - shows up in your nav window. Here, just type "Beat stuff up." <br />
<br />
'''Still Busy Dialog''' - is what you see if you talk to the contact without finishing the mission. Just type in "Shoo." <br />
<br />
'''Return Success Dialog''' - is what the contact tells you when you see them at the end of the mission. Type in "Thanks, you wonderful being you!" <br />
<br />
Click "Mission 1 details" on the bottom right to proceed.<br />
<br />
== Mission Details ==<br />
<br />
There are two sections here - basic and advanced mission goals. Given this is a basic tutorial, we're just going to touch on Basic Mission Goals. <br />
<br />
We want to beat stuff up. Pick '''Defeat All Enemies'''. You'll have two choices - Defeat:<br />
... everything on the map (literally defeat all)<br />
... everything in the last room.<br />
<br />
Either will work for this mission. <br />
<br />
Look to the upper right. If you see "No errors," you should be ready.<br />
<br />
Click on '''Save and Test''' in the lower right. In the dialog that comes up, pick Save and Test again. It will ask for a file name - call it "Tutorial 1" or something. <br />
<br />
Click OK, and select "Accept" in the dialog box.<br />
<br />
=== Now what? ===<br />
<br />
Now, if you're in the main floor of the AE building (with the energy cascade,) you'll see some holograms. By default, they're a generic male form (like in the costume creator.) Had you picked a contact (say, Ms. Liberty,) it would appear like that character. Select "Ask about available missions." <br />
<br />
You'll see some of the dialog you wrote. ("Hi, so you're learning to use the mission architect...") Click accept, and it'll tell you to have fun storming the Castle. Click "Leave," and go to the energy fountain int he middle. Like a portal, it'll take you to the map.<br />
<br />
Now go beat stuff up!<br />
<br />
=== Inside the mission. ===<br />
<br />
You'll note, up top, that you automatically have an "Exit" button as well as "Architect options." Don't get confused - when you actually do finish the mission, you'll get a "Mission Complete" dialog coming up. (If you were playing a published mission, you'd also get a dialog to rate the mission and send a comment.) <br />
<br />
The mission we made should only take a moment to defeat - go finish beating things up, and come back. Hit Exit when finished. <br />
<br />
== Publishing a story ==<br />
<br />
All right, so this is the rockinist mission ever, and you want to share it with the world! How do you do that?<br />
<br />
Go back to the computers that you used to get into the MA to begin with. Along the top, click on "My creations." Look for "World Domination" (or "Saving kittens" or whatever you called it.) Click on it, and you'll see it expand. <br />
<br />
Expanding will give you two things - more information (map size, enemies and the like,) and a series of buttons. <br />
PUBLISH sends it to the Architect servers. It will take a little time to show up, usually a couple of minutes. This is the one we want. <br />
<br />
Note that you can only have three published arcs out there. Yes, this is taking one up. You can have as many unpublished ones as you have space for on your computer. <br />
<br />
== Er, wait, I don't want that taking one up! ==<br />
<br />
No problem. In the same section, you'll see "My published stories," "My unpublishes stories," "My characters" and "My enemy groups." Once it shows up in "My published stories" (again, it takes a bit as the story is reviewed," you'll get another button that says "Unpublish." Select that, and it will free up a slot.<br />
<br />
Now that you've done it once, feel free to go back and explore your options. I hope this little walkthrough has shown you how quick and easy it is to create the basic framework which will let you expand and tell the stories you want.<br />
<br />
= Tutorial 102: Basic Story Setting Options =<br />
<br />
== Overview ==<br />
<br />
If you haven't done the [[basic mission creation tutorial guide]], you may want to, as I will be using that mission as a basis for this, and possibly future, guides.<br />
<br />
All right. We have our basic World Domination (or Saving Kittens) arc. One simple mission. Open this mission up from "My Local Missions."<br />
<br />
We skipped multiple sections when we did the walkthrough. Let's go back and look at the first page, Mission Settings. Specifically, we're going to look at optional sections.<br />
<br />
Start by going up to the second icon at the top and pick "Save as." Give it a name such as "Tutorial 2." This will preserve your original so you can go back. When editing, it's a good idea to save prior versions before doing anything - don't rely on the autosave button. If you save, you know where you're at.<br />
<br />
== Choose Mission Settings options ==<br />
<br />
We're not going into custom groups yet - one step at a time. Under Choose Mission Settings, you will see two optional sections:<br />
<br />
* Mission Parameters<br />
* Mission complete Clue<br />
<br />
We'll look at these individually.<br />
<br />
=== Mission Parameters ===<br />
<br />
Click on Mission Parameters. If you click on the blue square with the quesiton mark, you'll get a simple explanation of the two options in here.<br />
<br />
==== Mission Pacing ====<br />
<br />
Mission pacing refers to how the levels of the enemies change through the map spawns. You have four options.<br />
<br />
* Flat - All enemies stay roughly the same level.<br />
* Back loaded - Enemies will start off lower level in the beginning and jump up higher near the end.<br />
* Staggered - Personal favourite. Enemy levels can vary throughout the mission.<br />
* Ramp up - Similar to back loaded, but with a steady progression up in level or difficulty.<br />
<br />
The default setting is "Flat."<br />
<br />
==== Time to Complete ====<br />
<br />
If you want the mission to have a time limit (the default is no limit,) this is where you select it. You can't just type in a time, however. You must pick from a list, ranging from 5 minutes to 2 hours.<br />
<br />
Your choices are 5, 10, 15, 30, 45, 60, 90 minutes and 2 hours.<br />
<br />
Please, if you use this option, be realistic (unless, like Tina McIntyre's infamous mission, you want the chance of failure to be high.) Also, if you use this option, pay attention to the next section, "Additional Text."<br />
<br />
Since this is a tutorial on a very small map, set your time to complete to 5 minutes.<br />
<br />
=== Mission Complete Clue. ===<br />
<br />
This is very simple - you have two fields, one of which lets you give a title to your clue ("An interesting find") and a description.<br />
<br />
=== Write text ===<br />
<br />
The required fields were covered in the initial walkthrough, tutorial 1, and should still be filled in with that information. This section will deal specifically with the sections marked (Optional) in the editor. <br />
<br />
==== Additional Text ====<br />
<br />
This section has multiple options. We'll be filling in everything here.<br />
<br />
===== Mission Title =====<br />
When you go to talk to your contact, often you'll see a title and subtitle - Levantra, for instance in the Rikti War Zone has an example of this with "Introduction to Vanguard, Part 1." This is similar to the "Introduction to Vanguard" at the top.<br />
<br />
Fill in "Mission Creation Tutorial."<br />
<br />
===== Mission Subtitle =====<br />
<br />
This is where you'd put in Part 1, Mission 1, Beginning, finale - whatever you want to call your chapters.<br />
<br />
Fill in "Misison 1." Yes, it's boring. But you only have one mission.<br />
<br />
===== Mission accept text =====<br />
<br />
This is the "Accept" that you click at the bottom to take the mission. By default, it is filled in with "Accept."<br />
<br />
Fill in "Now see what you've done!"<br />
<br />
===== Mission entry popup =====<br />
<br />
This is the window you see come up in many missions - "This office is nice. It won't be nice when you're through with it, but it's nice now," for instance. It's a little opening flavor bit.<br />
<br />
Type in "Times must be tough. They seem to have gotten a storage unit instead of a warehouse."<br />
<br />
===== Mission Success Popup =====<br />
<br />
This pops up if you've successfully completed a mission. You don't see these very often, actually, but if there's some action you want to imply ("Soldiers come up and whisk your hostage away," for instance,) that's what you put here.<br />
<br />
Type in "Well, that was easy."<br />
<br />
===== Mission Fail Popup =====<br />
<br />
This is the same as the Success popup - but obviously only comes up if you fail. If the mission is able to BE failed (timed, prevent X from being destroyed,) you may consider using this. ("You emerge from the rubble. Time to face the music.")<br />
<br />
Since we have a five minute timed mission, go ahead and put in "You wake up... oops, bad time for a nap."<br />
<br />
===== Return Fail Dialog =====<br />
<br />
This is what the contact tells you if you failed the mission. This is a bit more important, in my opinion, if you have a failable mission. You can use it to segue into the next mission, or give a story ending ("Well, you failed, and it looks like they now have a biological weapon. We'll have to hope they don't use it.")<br />
<br />
Type in "What were you doing, sleeping? It's so hard to get good help these days."<br />
<br />
== Running the mission ==<br />
<br />
Save the mission again. We won't publish, since this is just for your own use.<br />
<br />
When you look in the mission browser, you should have two, possibly three, World Domination 101 missions. If you look closely, you'll see a file name listed under each. One will be "Autosave," possibly. The others will be Tutorial 1 and Tutorial 2. We just finished Tutorial 2, so that's what we want to run.<br />
<br />
Start the mission, talk to your contact, enter the mission...<br />
<br />
Then go get some coffee or something. You should have a 5 minute timer to let run down. This will let you see the "failed" dialogs and contact response. After you do, run it again and play it, beating those wuss 5th Column troops. You should see an end of mission dialog box, and different dialog from your contact. <br />
<br />
= Tutorial 103: Adding a second mission (and beyond) =<br />
<br />
== Overview ==<br />
<br />
The Mission Architect file you've been saving is a .storyarc file. As the name implies, it doesn't have to be a single mission - and I'm willing to bet, more often than not, it won't be. An arc, of course, consists of two or more missions. You've likely run these either as mission arcs or strike forces, task forces, or trials.<br />
<br />
Any arc you create can have from one to five missions in it (at time of I14 Open Beta. The restrictions may be changed later through various awards or at the whim of the developers.) This tutorial will expand the "World Domination 101" mission into a two mission arc.<br />
<br />
As always, open the most recent local copy of the file on your machine (Tutorial 2) in the Mission Architect. Click on Save As... and save it as Tutorial 3. This is the copy we'll work with.<br />
<br />
== Creating a second mission ==<br />
<br />
Adding another mission to your arc is very simple. Select Tutorial 3 and hit "Edit," then look at the editor window. If you look to the right of your mission "books you'll see a button that says "Add mission." Click that.<br />
<br />
You will now have a new, blank mission called "Mission 2 (1-54)" ready for editing. These titles (Mission 1, Mission 2) cannot be changed, but they have no impact on how anyone else sees your missions. The 1-54, as you might have guessed, is the level range. This will be determined by the critters in your mission - it can change from mission to mission. We'll get into that in a later tutorial. <br />
<br />
=== Page 1 of Second Mission ===<br />
<br />
For now, let's make a second, fast mission. Under '''''Choose Mission Settings''''', Type in or select the following:<br />
<br />
*'''Enemy Group''': 5th Column (1-54). Again, we're ignoring custom groups.<br />
*'''Map type''': Again, we want something small, but we'll pick something a bit bigger this time. Pick Office Abandoned - City of Villains Set.<br />
*'''Map Length''': Small<br />
*'''Map: Office Abandoned''': City of Villains - 8. This is a two story map.<br />
<br />
Skip to '''''Write Text''''', for now. If you want to play with the settings dealt with in 102, come back to do it. We want to get you a second, working mission. Under Write Text:<br />
<br />
*'''Mission Introduction Dialog''': We've found more 5th Column for you to clean out. They're in a warehouse down the way. Go get 'em!<br />
*'''Mission Send Off Dialog''': Show those goons who's boss!<br />
*'''Compass Active Text''': Clear out the 5th!<br />
*'''Still Busy Dialog''': Are they gone yet?<br />
*'''Return Success dialog''': Great job, $name, you really showed them!<br />
<br />
=== Page 2 of Second Mission ===<br />
<br />
(We'll get into the dollar strings later.) Now click on either "Mission 2 Details" or the "2" page on Mission 2.<br />
<br />
:''Oh, didn't I mention that? Yes, the "1" and "2" in the mission books actually have a purpose. You don't have to arrow through each mission! If you need to fix an objective in Mission 4 of an arc, you can just click on "Page 2" of your "Mission 4" book, and it'll jump right there!''<br />
<br />
The first mission was a defeat all. Let's pick a different one - '''Fight a Boss'''''Italic text'', under '''Basic Mission Goals'''''Italic text''. We'll go over each basic goal in the next lesson. Right now, just fill in the blanks.<br />
<br />
*'''Boss name''': Put in Bob. Because that smiling guy is just creepy.<br />
*'''Boss Enemy Group''': 5th column (1-54)<br />
<br />
Optional settings will be explained in the next tutorial.<br />
<br />
Click the first check mark to save your mission.<br />
<br />
== Testing your mission ==<br />
<br />
Just click Save and Test, right? Well, hold on a minute.<br />
<br />
Yes, our first mission was short, and wouldn't be hard to play through to get to your second mission. Before finally publishing an arc, you'll probably want to do just that - play the whole thing through. Right now, though, we just want to see mission 2. How do we do that?<br />
<br />
We rearrange the books up top.<br />
<br />
The books aren't just for show and quick navigation. If you've just finished Mission 5 of an arc and JUST want to test that, you don't want to play through the first four missions. So, click on Mission 2, hold down the mouse... and drag it in front of Mission 1. The cursor will indicate it's dragging the mission by turning into a hand clenching a bunch of pieces of paper. Anywhere on the "ribbon" in front of the first mission will do.<br />
<br />
Note that when you drag a mission it switches places with the one you drag it over. It doesn't insert itself in the order an move everything over, it's a swap-places with another mission.<br />
<br />
Now, click Save and Test. Go wipe that smile off Bob's face!<br />
<br />
Remember to drag them back into order when you come back, then re-save the storyarc.<br />
<br />
<br />
== Deleting a mission ==<br />
<br />
All right. So you want to delete a mission. Maybe it's so messed up a little tweak won't help. Maybe you accidentally clicked "Add mission" twice instead of once and now have a blank mission. So how do you do it?<br />
<br />
For the purposes of the tutorial, click "Add Mission" again. You should now have "Mission 3" available.<br />
<br />
Looking at the mission "books" up top, you should see a little red dot next to them. Click that, and it will delete that mission. Take a look at the mission first -- click on the "1" on the book to see the first page, just to make sure you're deleting the right one. In this case, it will still be "Mission 3." It will disappear from your list.<br />
<br />
I personally recommend saving your arc before you delete a mission, JUST in case. (Call it something like "Delete M3") -- we're not going to do this for this tutorial, but when you really get into editing, just assume you WILL make this mistake at some point. This little precaution will save you grief and headaches. (Note that you might want to check into [http://en.wikipedia.org/wiki/Concurrent_Versions_System CVS] systems suggested in open beta for versioning and archiving. Or, you can back up your MA files stored locally on your hard drive in some other manner, such as putting on the list of files to be backed up with your back-up software.)<br />
<br />
<br />
= Tutorial 104: The basic mission objectives =<br />
<br />
This is going to be less a tutorial than an explanation of the Basic Mission Goals. Advance mission goals will each have their own tutorial in the 2-series.<br />
<br />
== Basic mission goals overview ==<br />
<br />
There are four basic mission goals, most of which will seem very familiar from multiple missions in the ''City Of'' franchise. We'll go over each in detail shortly, but they are ''Fight a Boss, Collect an Object, Defeat All Enemies'', and ''Free a Captive''.<br />
<br />
Each mission can have multiple goals, depending on the mission map selected. We will not be using our tutorial mission for this. Go ahead and select "Create a mission," and select an enemy group.<br />
<br />
*'''Map Type''': select the first one, Arachnos Set.<br />
<br />
*'''Map Length''': select Medium.<br />
<br />
*'''Map''': select Arachnos Set - 1<br />
<br />
Look on the right hand side of the mission editor window. You should see a map. (If not, click on the '''+''' next to ''Choose Mission Settings''. Under ''Description'', you should see ''Mission Map Details''. This will tell you how many details, ambushes, bosses, rescues and such are allowed on the map. Some, typically the small or tiny maps, are very limited. Others will allow you to put in quite a lot. If what you want to use (say, two ''Collect an Object'' types, such as crates and body bags) won't fit or isn't listed on the map, you will need to either revise what you want to do, or select another map. Each map is different, even in the same "size" - if one Medium map won't work, look through the others.<br />
<br />
== Adding and Removing objectives ==<br />
<br />
Adding objectives are easy. Pick one of the basic mission goals, and click. The appropriate section will appear and you can fill in the details which we'll go over below.<br />
<br />
Clicking on the title of the section (say, "Boss:Bob" from our last tutorial) will "roll up" that section, hiding the text and other settings to help clean up the window.<br />
<br />
The left hand side of the objective title bar will have an icon (for example, a skull for "Defeat a boss") in a circle. It may also have a star next to it - objectives with stars are ones you have set for "Required for mission completion" in optional settings.<br />
<br />
Last but not least, the right side of the objective "title bar" ("Boss: Bob") will have a small red tab with an X on it -- if you click on this, it will delete the objective.<br />
<br />
<br />
== Fight a Boss ==<br />
<br />
=== Required Settings ===<br />
<br />
* '''Boss Name'''<br />
* '''Boss Enemy Group'''<br />
* '''Character''' (appears after standard enemy group chosen.)<br />
<br />
These are pretty straightforward.<br />
<br />
*'''Boss Name''': This is just that - the name you want for the boss. "Bob" or "The Evil Lord Darkety Dark" will work, as long as it's (a) not copyrighted or offensive (the censor will catch it,) and (b) under 75 characters.<br />
<br />
*'''Boss Enemy Group''' (or '''Custom Group''' under ''Custom''): This again should be self explanatory. For either Standard or Custom groups, you will have a drop down list of available groups to choose from, as well as the level ranges they occupy.<br />
<br />
*'''Character''': This appears after selecting a standard group. It is, again, a drop down list - but here's where you have to start paying attention. The names will be color coded by what is available. If it's orange, it's not available in the level range of the mission. Some are available from 1-54. But if I had an arc which was set in the level 30+ range, for instance, I couldn't use a 5th Column Nebel Oberst - as it only exists in the range of levels 1-4.<br />
<br />
''Custom Character Name'' only appears for ''Custom Groups''. Custom characters can appear from levels 1-54, so there's no level range to worry about with them.<br />
<br />
''Custom Groups'' also give you the Create Character and Edit Character buttons at this point, should you want to edit or create a character and group for your arc. These are, obviously, not available with standard groups.<br />
<br />
=== Optional sections ===<br />
<br />
There are three optional sections with a host of options in them. While you can ignore them, and may want to if just testing, you'll probably want to fill in at least some of them in your own mission. The optional sections are:<br />
<br />
* '''Boss Settings'''<br />
* '''Boss Text'''<br />
* '''Boss Defeated Clue'''<br />
<br />
Each of these, of course, have their own subsections. (Thus the reason this post is so long.)<br />
<br />
==== Boss Settings ====<br />
<br />
These control when the boss is created, some of what's around him and his behavior. There's a long list of items you can select here.<br />
<br />
*'''Required for Mission Completion''': This is important. This radio button shows up immediately below "Boss Settings." If you don't want the boss fight to be a "Must finish" item, uncheck it.<br />
<br />
*'''This mission goal is created when...''': The default is ''None''. This allows you to select an event which will spawn the boss. Set to "None," the boss will spawn normally. But if you have, say, a hostage to rescue or collection to complete, you can set that (once you have it) as the trigger for the boss to spawn.<br />
<br />
* '''Quantity''': The default is 1. So, do I really need to explain "Quantity?" Note that all bosses will be carbon copies of each other, so this is really best for generic bosses. It will copy *everything,* including dialog.<br />
<br />
*'''Alignment''': The default is Enemy. Get used to this setting. You'll see it a lot. You have three choices here, Enemy, Ally, and Rogue. An Enemy is with his own group, and will fight you. An Ally will fight other spawns it runs across. And Rogue will fight everyone.<br />
<br />
*'''Boss placement''': The default is Back. The options are: Any, Front, Middle, Back<br />
<br />
This determines the general location a boss will spawn. Any will spawn it anywhere, No, you cannot select a specific room. Note that on outdoor maps, there's no real "front, middle, or back" even if you select it - the boss, and anything else with a placement, could spawn anywhere.<br />
<br />
*'''Enemy Group difficulty''': The default is Easy. This has no effect on the boss itself, but will affect the enemy group around him. Easy, expect minions. As you go up, it'll select lieutenants or bosses to surround the main boss with. Use with care.<br />
<br />
*'''Enemy Group''': This section deals with what surrounds the boss, and what the boss does to interact.<br />
<br />
*'''Surrounding Enemy Group''': The default is Same as Boss. Selecting "Standard" or "Custom" makes no difference here in anything but the choices you'll have. This selects the group guarding the boss -- if you want, say, a 5th Column boss surrounded by Devouring Earth in a map otherwise filled with Tsoo, this is where you do it.<br />
<br />
*'''Boss Starting Animation''': The default is Default. This is a dropdown list with multiple animations. If you want the boss cowering, captured -- any of the list of emotes, set it here.<br />
<br />
*'''Enemy Group Starting Animation''': The default is Default. This is the same as "Boss starting animation," but for the surrounding mob.<br />
<br />
*'''Make the boss run away when hit points drop below...''': The default is Boss does not run away (for health reasons). The other options are: Full health, 75%, 50%, 25%, 10%, Boss Does not Run Away. Want your boss to chicken out if he gets hurt? Set it here.<br />
<br />
*'''Make the Boss run when Ally count drops to...''': Want him to run if he's down to one guy? Set that here. Pay attention to the help topic -- don't assume there's going to be a big group around him. "Ally count" means the mobs around the boss, not in the entire mission.<br />
<br />
*'''Defeat Condition''': The default is Entire Encounter Needed to Complete. The options are: Entire Encounter, Only Boss Needed to Complete. If you don't want a "Defeat all," just "Kill the boss in the last room," this is where you set it.<br />
<br />
*'''Boss Text''': Lots of options here, but honestly straightforward.<br />
<br />
*'''Boss Description''': The default is imported from mob definition. This is the boss's "bio." You can leave it as is, or type in a new one for either standard or custom characters.<br />
<br />
*'''Navigation Text (Plural) or (Singular)''': This is what shows up in the nav bar as your objective. Choose singular if you only have one boss, multiple if you have more than one. One trick you can use here, by the way -- if you have multiple *single* objectives (Defeat the Consortium, made up of 5 unique bosses,) use the same name in the Navigation Text (Plural) even if they're different types of objectives (defeat a boss and find an object (pile of bones), for example) and they will combine.<br />
<br />
*'''Boss Defeated Text''': This shows up in your chat ox when you defeat a boss. For example, "You have defeated BadDude and retrieved the Doohickey. See what your contact has to say." 300 character limit.<br />
<br />
*'''Boss Unaware Dialog''' When you first see the boss but he hasn't aggroed -_ for example, the popular "Man, I can't wait for my break" from Mayhem missions, before you're seen.<br />
<br />
*'''Boss Attack Dialog''': "Oh, no, it's you!" This is what the boss says when he's aggroed. You can use dollar-sign variables (Oh, no, it's $name! Get $himher!) here, as in many other fields.<br />
<br />
*'''Player deals damage to boss dialog''': What the boss will say when you first hit them. "What was that supposed to be, a punch?"<br />
<br />
*'''Boss at X health''': Levels: 3/4, 1/2. 1/4, Defeated. Bits of dialog to taunt the player ("Ah, it's only a flesh wound!") as you go on ("You're better than I thought!" "I might be in trouble..." "This is going to raise my insurance premium.")<br />
<br />
*'''Boss defeated Player dialog''': What the boss says if you die. "Ha, what a wimp, I hardly broke a sweat!"<br />
<br />
*'''Boss Defeated Clue''': Finally, a nice, short one. If you want your boss to drop or say something as a clue, this will show up in the "Clues" window. Name and Description are the only fields.<br />
<br />
*'''Clue Name''': Think of it as a title. "A strange relic."<br />
<br />
*'''Clue Description''': The body of the clue. "This piece of metal feels hot to the touch, and smells vaguely of cheese."<br />
<br />
<br />
== Collect an Object ==<br />
<br />
This is where you set up a glowie (a clicked object), or group of glowies, to be found. If you want multiple groups of glowies (say, decoys and one real crate,) you will have to set up multiple collections. There's a trick to get around that in the Text section, though.<br />
<br />
=== Required ===<br />
<br />
*'''Collection name''': This is a unique identifier for the collection. It cannot be the same as any other collection. This WILL appear when someone clicks on the collection.<br />
<br />
*'''Collection Type''': Options: Floor, Wall. This simply splits up the long list of possible glowies by if they're attached to a wall or not. Body bags and crates, for instance, would be "Floor" objects, where computers, computer desks and such would be "Wall" objects. Some maps may not have a floor option or a wall option.<br />
<br />
*'''Collection Object''': This is the dropdown list that appears when you select Floor or Wall. If it doesn't appear in one list, check in the other. A picture of the object will show up on the right hand side.<br />
<br />
=== Optional settings ===<br />
<br />
There are three sections to the optional collection settings:<br />
<br />
* '''Settings'''<br />
* '''Text'''<br />
* '''Collection Complete Clue'''<br />
<br />
I won't touch on Collection Complete Clue, as it's the same as the Boss Clue.<br />
<br />
==== Settings ====<br />
<br />
There are five settings here:<br />
<br />
*'''Required for Mission Complete''': The default is On. Just like the boss. If finishing this collection (clicking all glowies) will complete the mission, set this, otherwise turn it off.<br />
<br />
*'''Quantity''': The default is 1. Simple enough - how many glowies?<br />
<br />
*'''Placement''': The default is Any. Choices: Front, Middle, Back, Any. Again - where do you want them showing up? For a larger collection of glowies, "Any" should scatter them around the map. Note again that outdoor maps do not have a front/middle/back.<br />
<br />
*'''Interact Time''': The default is 4 seconds. This controls how long in seconds you must work with the glowie, without being interrupted (moving, being attacked, etc.) If you want a long "search" on a computer, for instance, set this higher. A quick click? 1 second. Don't set it for too long, or it can get annoying.<br />
<br />
*'''Remove object on complete''': The default is Do not Remove On Complete. Options: Remove on Complete, Do not remove on complete. Simple - do you want it to disappear or not? Think about if it makes sense for the object to vanish or not - an urn, perhaps. A desk, probably not.<br />
<br />
==== Text ====<br />
<br />
This is the text related to the collection of items -- the nav bar text and text that shows up in your chat box. It's optional, but typically a good idea to fill in. There are a few sections:<br />
<br />
*'''Navigation Text (Plural)'''<br />
*'''Navigation Text (Singular)'''<br />
<br />
I'm lumping these two together. These are what you see in the navigation bar - "Check the computer," "Find the clue." Plural will automatically add a number in the front - "5 Computers to check," for instance.<br />
<br />
Here's where you can merge multiple collections. Say you want a clue "found" on one of five computers. The collection names must be unique -- but the Navigation Text (plural) can be the same. List both the decoys and the 'real' computer as "Computers to check" under "Plural." <br />
<br />
*'''Begin Interaction Text'''<br />
*'''Interrupt Interaction Text'''<br />
*'''Complete Interaction Text'''<br />
<br />
These show up in your chat box when you start working on the object. For instance:<br />
:"You begin searching the computer for clues."<br />
:"You have been distracted. The computer beeps, resetting your search."<br />
:"You have found the file you're looking for!"<br />
<br />
Don't be too wordy, though you have a limit of 100 characters each. If you want detail, fill it in in the Collection Complete Clue.<br />
<br />
*'''Interact Bar Text''': This shows up over the "countdown bar." It's usually a small phrase, such as "Disarming bomb..." as the time expires. Keep it short. <br />
<br />
<br />
== Defeat All Enemies ==<br />
<br />
OK, this is the simplest of them all.<br />
<br />
Defeat...<br />
<br />
Choices of everything on the map, or everything in the final room. Pretty self explanatory.)<br />
<br />
<br />
== Free a Captive ==<br />
<br />
This can be a long section, but much of it is very similar to the "Fight a boss" section. When expedient (since this is a lot of typing) I'll refer back to the "Fight a boss" section.<br />
<br />
=== Required ===<br />
<br />
*'''Captive name''': Simple enough - the name of the person you're rescuing. It's a good idea to refer to this person elsewhere ("Oh, try to save Jim") but not necessary.<br />
<br />
*'''Captive Type''': As the "Boss type." Select group and type, from either standard or custom groups. Note that custom critters take more space than default ones.<br />
<br />
=== Optional sections ===<br />
<br />
There are four optional sections:<br />
<br />
* '''Settings'''<br />
* '''Release Captive Text and Dialog'''<br />
* '''Animations'''<br />
* '''Captive Rescued Clue'''<br />
<br />
Again, you'll see me refer to the boss section for much of this.<br />
<br />
==== Settings ====<br />
<br />
Most of these sections are similar to the boss section - just replace "Boss" with "Captive." The settings are:<br />
<br />
* '''Required for mission completion'''<br />
* '''This mission goal is created when...'''<br />
* '''Quantity'''<br />
* '''Enemy group'''<br />
* '''Surrounding Enemy Group'''<br />
* '''Captive Placement'''<br />
* '''Enemy Group Difficulty'''<br />
* '''Surrounding Group Alignment'''<br />
<br />
The only thing really different here is "Surrounding Group Alignment." Where with a boss you chose the boss's alignment, here you can select Enemy, Ally, or Rogue for the group with the captive. You cannot set the captive to an enemy or to betray you (that's in Escort, an advanced goal.)<br />
<br />
==== Release Captive Text & Dialog ====<br />
<br />
Again, much of this is similar to the boss settings. I'll only be touching on the differences.<br />
<br />
* '''Captive Description (bio)'''<br />
* '''Navigation Text (Plural)'''<br />
* '''Navigation Text (Singular)'''<br />
* '''Release Captive Completed Text'''<br />
* '''Enemy Unaware Dialog'''<br />
* '''Enemy Attack Dialog'''<br />
* '''Captive Inactive Dialog'''<br />
* '''Captive Active Dialog'''<br />
* '''Person Rescued Dialog'''<br />
<br />
*'''Release Captive Completed Text''': This shows up in your text window when you've rescued the person ("You saved Mr. X from...")<br />
<br />
*'''Enemy Unaware/Attack dialog'''<br />
*'''Captive Inactive/Attack Dialog'''<br />
<br />
Like the boss dialog, only (obviously) one's the captive, one's the captors, both unaggroed and aggroed. They do seem to fire off all at once many times -- but they do that in regular missions at times, too.<br />
<br />
*'''Person Rescued Dialog''': This is what they say in a dialog bubble when you've finished defeating their surrounding group ("Oh, thank you, I was so scared!")<br />
<br />
*'''Animations''': This covers the emotes the captors and captive do. There are three settings, all lists to pick from:<br />
<br />
* '''Enemy group starting animation'''<br />
* '''Captive starting animation'''<br />
* '''Rescue captive animation'''<br />
<br />
Obviously the enemy group won't have an animation when you're done with them. And yes, get it out of your system -- let your first freed captive use "puke" as a rescue animation.<br />
<br />
*'''Captive Rescued Clue''': Same as the "Boss" section - it goes in your "Clues" window. Title and description.<br />
<br />
= Tutorial 105: Tips & Tricks =<br />
<br />
Some of these have been mentioned before. This is purely a reference.<br />
<br />
== Rearranging missions ==<br />
<br />
You can rearrange your missions by dragging the "book" (Mission 1, etc.) up top over to the front. This allows you to test missions out of order.<br />
<br />
This swaps the mission you're dragging with the one you drag to. For example, if you have an arc with missions A-B-C-D-E and drag D to A, the new order is D-B-C-A-E, not D-A-B-C-E.<br />
<br />
<br />
== Errors And Jumping ==<br />
<br />
Ah, so things don't always go as planned. If you look in the upper right hand corner, you'll see a little speech bubble and, hopefully, "No errors" in grey. If there IS an error (forgotten mission objective or other, required piece of text, for instance,) that will turn bright orange and give you "Errors found."<br />
<br />
Well, that's not useful. But wait! Before you go laboriously digging through your missions to try to figure out what's wrong... click on that bubble. You'll see that it expands, listing specifically what's wrong!<br />
<br />
Now, that's useful. But wait, there's more! Yes, for no extra charge, it will actually take you TO the area that's causing problems! Just click on the specific error (say, "Boss Name not provided") and faster than you can say COH/V, it takes you to the page the error is on and highlights the field in red for you to fix!<br />
<br />
Handy little bubble, isn't it. You'll find little tricks like that all over.<br />
<br />
In fact, you'll find it just below, too, in the Mission Description. Don't like some of your dialog? Click on it -- it'll take you to that line so you can edit it. Want fewer (or more) glowies to find? Click it! Nice little time saver, wouldn't you agree?<br />
<br />
But the clicking doesn't stop there. See the '''Pen Icon''' on the top ribbon? Click it! It will take you to the Story Settings page (the page the pertains to the whole arc). Clicking the '''1''' and '''2''' of each mission book will also take you directly to those pages.<br />
<br />
<br />
== Tricks with Text ==<br />
<br />
=== Right Click Formatting ===<br />
<br />
Aside from copying and pasting, you can do several things to bring attention to specific pieces of text -- much like the orange text seen in more recent story arcs. How?<br />
<br />
Click and drag the cursor over a section of text to highlight it, then right click. A menu will appear. From this, you can not only copy and paste, but add things like emboldening, color, text size, or text replacement.<br />
<br />
To input by hand the html-like tags for these font changes (for example, if you're writing or saving the text in a different word processing editor) the codes are:<br />
<br />
* '''Color''' can be set by <color #rrggbb>sample text</color> where rrggbb is the [[Wikipedia:Web safe color|hexadecimal red, green and blue components of the color.]]<br />
* '''Size''' of text can be set by <scale #.#>text to resize</scale> where #.# is the numerical sizing factor, with 1.0 being normal default. Less than 1 is smaller than default, greater than 1 is bigger. So, 1.2 would be 20% larger and 0.8 would be 80% of default size.<br />
* '''Italics''': <nowiki><i>sample text</i> </nowiki><br />
* '''Embolde'''n: <nowiki><b>sample text</b> </nowiki><br />
* '''Line Break''': <nowiki><br></nowiki><br />
<br />
=== Text replacement and variables ===<br />
<br />
Text Replacement is available, for starters, from the menu when right clicking on highlighted text. You have five options from the menu - Hero Name, Class, Origin, Level, and Supergroup. But that's not all. You can manually put in ''other'' variables in some text and dialog fields. For instance, you have a boss you want to notice the player and say "Get him!" or "Get her!" How do you do that?<br />
<br />
* '''$supergroup''': that character's supergroup; if they have none, then "No Supergroup" will appear instead<br />
* '''$class''': their archetype ($archetype also works)<br />
* '''$level''': their level<br />
* '''$origin''': their origin<br />
* '''$name''': their name ($target also works)<br />
* '''$heshe''' or '''$Heshe''': substitutes "he" or "she" depending on gender (capitalized will cap the substitution)<br />
* '''$himher''' or '''$Himher''': same as above, using "him" or "her"<br />
* '''$hisher''' or '''$Hisher''': same as above, using "his" or "her"<br />
* '''$sirmam''' or '''$Sirmam''': same as above, using "sir" or "ma'am"<br />
<br />
And so, "It's ''$name''! Get ''$himher''!" will automatically replace ''$name'' with the character's name, and say "him!" or "her!" where appropriate.<!-- The variables change depending on the gender of the character reading the text. For example, a male/huge character is leading the team, and reads a mission briefing calling him "Sir," while a female teammate reads the same mission briefing (via the info button) calling her "Ma'am." --><br />
<br />
== Mix and match ==<br />
<br />
OK, we're not into "Creating custom critters and groups" yet, but one of the things to be aware of is the size of the mission. To keep it interesting, find critters that "logically" fit with your group and already exist in game. You can fill out a group without filling up your space that way.<br />
<br />
<br />
== The big stuff loads once ==<br />
<br />
Again, not something we're touching on yet, but if you load a custom group and see it's taking half of your space - don't worry. It will not do that for each mission. Instead, it loads *all* the critter descriptions first. Individual missions are small, typically. It will refer to the information throughout the rest of the missions.<br />
<br />
<br />
== Republish! ==<br />
<br />
Need to fix something in a published arc, but don't want to lose ratings? Use the Republish button. It takes a little time to update - but it saves your information. The down side, of course, is that your local files aren't updated. Just the copy on the server... so if you missed something, you do have to edit it all again.<br />
<br />
<br />
== But I only want one! ==<br />
<br />
When the MA says an ally may be placed with group "single" (Page 2 > Advanced Mission Goals > Add an Ally > Settings > Enemy Group Difficulty > Single) then that means that the ally will appear alone (not with a single enemy).<br />
<br />
<br />
== Clue/Goal Order ==<br />
<br />
The creation-order of the mission goals will dictate the order of the clues in the player's clue-list. Make sure to create and link goals according to the proper required order for both your story and the clue-list!<br />
<br />
[[Category:Player Guides]]</div>Zombie Manhttps://archive.paragonwiki.com/w/index.php?title=Keyes_Island_Reactor_Trial&diff=195777Keyes Island Reactor Trial2011-07-10T21:47:55Z<p>Zombie Man: /* Badges */ +note about Bunker Buster rewarded at trial completion</p>
<hr />
<div>{{wip|date=2011-06-27}}<br />
{{otheruses4|the [[Incarnate System]] Trial|the [[Praetoria]]n neighborhood|XXXXX}}<br />
{{TOCleft}}<br />
== Overview ==<br />
{{Infobox Trial<br />
|name= The Keyes Island Reactor Trial<br />
|enemies={{Enemy Imperial Defense Force}}{{Enemy Praetorians}}<br />
|badge=[[Keyes Technician Badge|Keyes Technician]]<br />
|incarnate xp=[[Incarnate Experience|Physical & Psychical]]<br />
}}<br />
<br />
The '''Keyes Island Reactor Trial''' is the third [[Incarnate Trial]], released with [[Incarnates Ascend|Issue 20.5: Incarnates Ascend]], which takes place in [[Praetoria]]. A maximum of 24 players can raid the Keyes Island Reactor.<br />
<br />
During the mission, a voice will "radio in" information about your progress. While there is no specific contact (the trial is entered entirely through the [[LFG]] menu), it is possible that your unseen helper is meant to be [[Prometheus]] as he was added in Issue 20 to recruit Incarnate-capable players to wage a war against Emperor Cole and end his quest to become more in-tune with the [[Well of the Furies]].<br />
<br />
{{red|???TRUE??? All [[Incarnate Component]]s other than [[Alpha Slot]] requirements will drop during this trial, ???TRUE???}} and both types of [[Incarnate Experience|Incarnate Experience]] are gained towards unlocking the Incarnate Slots.<br />
<br />
{{req GR}}<br />
<br />
== In Detail ==<br />
<br />
'''The Keyes Island Reactor Trial''' is an incarnate [[Trial]] that takes place in [[Praetoria]]. There is no contact for this trial, though it could be argued that [[Prometheus]] is your contact. However, rather than going to anyone for a mission, the players use the [[Team-Up Teleporter]] to find other interested players. The trial consists of a single mission that has five stages: defeating WarWork guards, securing Reactor "Hope", securing Reactor "Genesis", securing Reactor "Infinity" and finally defeating Anti-Matter.<br />
<br />
'''Notable NPCs'''<br />
<br />
* [[Anti-Matter]] ([[Archvillain]])<br />
<br />
== Rewards ==<br />
=== Badges ===<br />
{|<br />
|-<br />
| [[File:Badge it keyes complete.png|54px]]<br />
| {{BadgeLink|Keyes Technician}}<br />
| &nbsp; Complete the Keyes Island Reactor Trial<br />
|-<br />
| [[File:Badge it keyes achievement.png|54px]]<br />
| Anti-Anti Matter<br />
| &nbsp; Complete the Keyes Island Reactor Trial after having brought Anti-Matter below 10% of his health while attempting to take control of Reactor Hope<br />
|-<br />
| [[File:Badge it keyes achievement.png|54px]]<br />
| Bunker Buster<br />
| &nbsp; During the Keyes Island Reactor Trial, bust down all three doors on a bunker within three seconds, and then repeat for all bunkers near Reactor Infinity <br />
|-<br />
| [[File:Badge it keyes achievement.png|54px]]<br />
| Loves a Challenge<br />
| &nbsp; Complete the Keyes Island Reactor Trial without anyone dieing or destroying any terminals during the final battle with Anti-Matter<br />
|-<br />
| [[File:Badge it keyes achievement.png|54px]]<br />
| Avoids the Green Stuff<br />
| &nbsp; Don't let anyone be caught by an Obliteration Beam in the final battle with Anti-Matter during the Keyes Island Reactor Trial<br />
|-<br />
| {{center|[[File:Badge it keyes master.png|20px]]}}<br />
| Master of Keyes Island Trial<br />
| &nbsp; Earn the Anti-Anti Matter, Bunker Buster, Loves a Challenge and Avoids the Green Stuff badges.<br />
|}<br />
<br />
Note: Thought it doesn't say so, Bunker Buster requires that the trial be successfully completed to be rewarded. The badge is rewarded at trial completion.<br />
<br />
=== Incarnate System ===<br />
* [[Incarnate Thread Component|Incarnate Threads]] drop instead of [[Incarnate Shard Component|Incarnate Shards]]. <br />
* [[Incarnate Experience|Physical Incarnate & Psychic Incarnate Experience]], which unlock the Alpha, Lore, Destiny, Judgement and Interface Slots if any of those slots are locked.<br />
* Once per 20 hour period, an [[Empyrean Merit]] will be awarded upon successful completion of the Trial.<br />
** Any successive completion of the Trial within that 20 hour window will instead award an [[Astral Merit]]. This functionality is essentially the Incarnate Trial version of [[Merit Reward#Diminishing Returns|Merit Reward Diminishing Returns]].<br />
<br />
* Random Uncommon Components can be awarded for the first time a badge is obtained. A random Rare Component can be awarded for the first time the Master of Keyes Island Reactor badge is obtained. Bonus Astral Merits can be earned multiple times as long as the requirements for the badge are fulfilled, even if you already have the badge.<br />
<br />
* The following actions during the Trial award an Astral Merit:<br />
** {{red|??? SHORT EXPLANATION OF SIDE MISSION OBJECTIVES ???}}<br />
*** {{red|??? LONGER EXPLANATION INCLUDING BADGE ICON/NAME ???}}<br />
<br />
== Strategy ==<br />
<br />
:''Main article'': [[Keyes Island Reactor Trial/Strategy|Keyes Island Reactor Strategy Guide]]<br />
<br />
<br />
[[Category:Trials and Task Forces]]<br />
[[Category:Incarnate System]]</div>Zombie Manhttps://archive.paragonwiki.com/w/index.php?title=Weekly_Strike_Target/Historical&diff=195630Weekly Strike Target/Historical2011-07-05T18:57:07Z<p>Zombie Man: +this past week's WST</p>
<hr />
<div>&nbsp;<br />
==== Task Forces ====<br />
<!-- When recording new activities that haven't been Strike Targets before, put them on a new line at the bottom of the table. When recording activities that have previously been Strike Targets, move the previous line to the bottom and update the date and the number of times it has been WST. The table should be sorted by date (oldest first). --><br />
{| class="wikitable sortable" width="50%" style="text-align:center;"<br />
|-<br />
! Activity<br />Name !! Level<br />Range !! Date !! Times<br />Chosen<br />
|-<br />
! [[Eden Trial]]<br />
| 39-41 || 2011-06-28 || 1<br />
|-<br />
! [[Numina Task Force]]<br />
| 35-40 || 2011-03-08 || 1<br />
|-<br />
! [[Manticore Task Force]]<br />
| 30-35 || 2011-03-29 || 1<br />
|-<br />
! [[Sister Psyche Task Force]]<br />
| 20-25 || 2011-04-13 || 2<br />
|-<br />
! [[Jane Hallaway|Terra Volta Respec Trial]]<br />
| 24-33 || 2011-04-26 || 1<br />
|-<br />
! [[Moonfire Task Force]]<br />
| 23-28 || 2011-05-03 || 1<br />
|-<br />
! [[Positron Task Force Part One]]<br />
| 10-15 || 2011-05-10 || 2<br />
|-<br />
! [[Positron Task Force Part Two]]<br />
| 11-16 || 2011-05-10 || 1<br />
|-<br />
! [[Captain James Harlan|Terra Volta Respec Trial]]<br />
| 34-43 || 2011-05-24 || 1<br />
|-<br />
! [[Admiral Sutter Task Force]]<br />
| 20-40 || 2011-05-31 || 2<br />
|-<br />
! [[Dr. Kahn Task Force]]<br />
| 45-50 || 2011-06-14 || 2<br />
|-<br />
! [[Statesman's Task Force]]<br />
| 45-50 || 2011-06-21 || 2<br />
|}<br />
<br />
==== Strike Forces ====<br />
<!-- When recording new activities that haven't been Strike Targets before, put them on a new line at the bottom of the table. When recording activities that have previously been Strike Targets, move the previous line to the bottom and update the date and the number of times it has been WST. The table should be sorted by date (oldest first). --><br />
{| class="wikitable sortable" width="50%" style="text-align:center;"<br />
|-<br />
! Activity<br />Name !! Level<br />Range !! Date !! Times<br />Chosen<br />
|-<br />
! [[Ice Mistral Strike Force]]<br />
| 35-40 || 2011-06-28 || 2<br />
|-<br />
! [[Silver Mantis Strike Force]]<br />
| 20-25 || 2011-04-13 || 2<br />
|-<br />
! [[Sparcetriel|Tree of Thorns Respec Trial]]<br />
| 24-33 || 2011-04-26 || 1<br />
|-<br />
! [[Operative Renault Strike Force]]<br />
| 25-30 || 2011-05-03 || 2<br />
|-<br />
! [[Virgil Tarikoss Strike Force]]<br />
| 15-20 || 2011-05-10 || 2<br />
|-<br />
! [[Trepsarciel|Tree of Thorns Respec Trial]]<br />
| 34-43 || 2011-05-24 || 1<br />
|-<br />
! [[Mortimer Kal Strike Force]]<br />
| 20-40 || 2011-05-31 || 2<br />
|-<br />
! [[Barracuda Strike Force]]<br />
| 45-50 || 2011-06-14 || 2<br />
|-<br />
! [[Lord Recluse Strike Force]]<br />
| 45-50 || 2011-06-21 || 2<br />
|}<br />
<br />
==== Cooperative ====<br />
<!-- When recording new activities that haven't been Strike Targets before, put them on a new line at the bottom of the table. When recording activities that have previously been Strike Targets, move the previous line to the bottom and update the date and the number of times it has been WST. The table should be sorted by date (oldest first). --><br />
{| class="wikitable sortable" width="50%" style="text-align:center;"<br />
|-<br />
! Activity<br />Name !! Level<br />Range !! Date !! Times<br />Chosen<br />
|-<br />
! [[Tin Mage Mark II Task Force]]<br />
| 50 || 2011-03-22 || 1<br />
|-<br />
! [[Imperious Task Force]]<br />
| 35-50 || 2011-04-05 || 2<br />
|-<br />
! [[The Lady Grey Task Force]]<br />
| 45-50 || 2011-05-17 || 2<br />
|-<br />
! [[Apex Task Force]]<br />
| 50 || 2011-06-07 || 2<br />
|}</div>Zombie Manhttps://archive.paragonwiki.com/w/index.php?title=Weekly_Strike_Target&diff=195629Weekly Strike Target2011-07-05T18:52:13Z<p>Zombie Man: /* Strike Targets */ formatting</p>
<hr />
<div>{{TOCright}}<br />
== Overview ==<br />
The '''Weekly Strike Target''' ('''WST''') - also referred to as the ''Weekly Task Force'' (WTF) or ''Weekly Strike Force'' (WSF) - was introduced in the [[Strike Pack]], a mid-issue update between [[Issue 19]] and [[Issue 20]], referred to as Issue 19.5.<br />
<br />
A new strike target is updated every Tuesday and awards bonuses through the next week. Strike targets will be either two activities (one hero/one villain) or one co-op activity. Strike targets are typically announced several weeks in advance.<br />
<br />
== Rewards ==<br />
Completing the target activity awards an extra amount of [[Special Salvage#Reward Merit|Reward Merits]] equal to the normal amount of merits awarded in addition to the normal rewards.<br />
<br />
Additional rewards may be earned:<br />
*If the character completing the activity is not [[Level]] 50, approximately half a level (could be more or less depending on the average completion time of the activity) of bonus [[experience]] is awarded.<br />
*If the character is level 50 and has unlocked the [[Incarnate System]], they are awarded with a [[Notice of the Well Component|Notice of the Well]], used in Rare and Very Rare [[Alpha Slot]] boosts. {{req GR}}<br />
<br />
For example:<br />
*Completing [[the Lady Grey Task Force]] normally awards 37 merits. The LGTF as a strike target awards 74 merits.<br />
*Completing the [[Lord Recluse Strike Force]] normally awards a choice of a [[Hamidon Origin Enhancements|Synthetic Hamidon Origin Enhancement]] or 25 Reward merits. As a strike target, it awards either a SHO plus 25 merits, or 50 merits.<br />
<br />
Both of the above examples also award the bonus experience or Notice of the Well if it applies to the completing character.<br />
<br />
Note that all of these rewards are only awarded ''once per week''.<br />
<br />
== Badges ==<br />
Completing a strike target ''after'' the first of the week awards progress to a new set of [[Accomplishment Badges]]. Completions are cumulative, so subsequent strike target completions '''''do not''''' need to be completed within the same week.<br />
=== Hero Badges ===<br />
{{BadgeBox|Assistant}}<br />
{{BadgeBox|Backup}}<br />
{{BadgeBox|Partner}}<br />
<br />
=== Villain Badges ===<br />
{{BadgeBox|Accomplice}}<br />
{{BadgeBox|Confederate}}<br />
{{BadgeBox|Conspirator}}<br />
<br />
== Strike Targets ==<br />
<br />
;Current Strike Target: July 5th to July 11th - [[Admiral Sutter Task Force|The Sky is Falling (from Admiral Sutter in Independence Port)]] / [[Mortimer_Kal_Strike_Force|The Fire and the Flames (from Mortimer Kal in Sharkhead Isle)]]<br />
<br />
;Next Strike Target: July 12th to July 18th - [[Terra Volta Respecification Trial|Terra Volta (44-50) (from Major Richard Flagg in Peregrine Island)]] / [[Tree of Thorns Respecification Trial|Tree of Thorns (44-50) (from Ractespriel in the Nerva Archipelago)]]<br />
<br />
=== Scheduled Strike Targets ===<br />
Strike Targets scheduled to start on a particular Tuesday and last through the following week:<br />
*July 5th to July 11th - [[Admiral Sutter Task Force|The Sky is Falling (from Admiral Sutter in Independence Port)]] / [[Mortimer_Kal_Strike_Force|The Fire and the Flames (from Mortimer Kal in Sharkhead Isle)]]<br />
*July 12th to July 18th - [[Terra Volta Respecification Trial|Terra Volta (44-50) (from Major Richard Flagg in Peregrine Island)]] / [[Tree of Thorns Respecification Trial|Tree of Thorns (44-50) (from Ractespriel in the Nerva Archipelago)]]<br />
*July 19th to July 25th - [[Imperious Task Force|Time’s Arrow (from Imperious in Cimerora)]]<br />
*July 26th to August 1st - [[Tin Mage Mark II Task Force|The Praetorian Offensive (from Tin Mage Mark II in the Rikti War Zone)]]<br />
<br />
=== Past Strike Targets ===<br />
This list contains information about the last time a particular activity was scheduled as a Strike Target. Only the ''last time'' is recorded. The final column in these tables is the number of times each activity has been chosen to be a Strike Target.<br />
<!-- In order to edit this section, visit Weekly Strike Target/Historical.<br />
http://paragonwiki.com/wiki/Weekly_Strike_Target/Historical --><br />
{{hidden|bg1=fdfdfd|header=Previously Scheduled Targets|content={{:Weekly Strike Target/Historical}}}}<br />
<br />
== External Links ==<br />
*[http://boards.cityofheroes.com/showthread.php?t=251519 Weekly Strike Targets] on the [[Official Forums]]<br />
<br />
[[Category:Gameplay]]<br />
[[Category:Incarnate System]]</div>Zombie Manhttps://archive.paragonwiki.com/w/index.php?title=Weekly_Strike_Target&diff=195628Weekly Strike Target2011-07-05T18:45:30Z<p>Zombie Man: initial pass... still formatting</p>
<hr />
<div>{{TOCright}}<br />
== Overview ==<br />
The '''Weekly Strike Target''' ('''WST''') - also referred to as the ''Weekly Task Force'' (WTF) or ''Weekly Strike Force'' (WSF) - was introduced in the [[Strike Pack]], a mid-issue update between [[Issue 19]] and [[Issue 20]], referred to as Issue 19.5.<br />
<br />
A new strike target is updated every Tuesday and awards bonuses through the next week. Strike targets will be either two activities (one hero/one villain) or one co-op activity. Strike targets are typically announced several weeks in advance.<br />
<br />
== Rewards ==<br />
Completing the target activity awards an extra amount of [[Special Salvage#Reward Merit|Reward Merits]] equal to the normal amount of merits awarded in addition to the normal rewards.<br />
<br />
Additional rewards may be earned:<br />
*If the character completing the activity is not [[Level]] 50, approximately half a level (could be more or less depending on the average completion time of the activity) of bonus [[experience]] is awarded.<br />
*If the character is level 50 and has unlocked the [[Incarnate System]], they are awarded with a [[Notice of the Well Component|Notice of the Well]], used in Rare and Very Rare [[Alpha Slot]] boosts. {{req GR}}<br />
<br />
For example:<br />
*Completing [[the Lady Grey Task Force]] normally awards 37 merits. The LGTF as a strike target awards 74 merits.<br />
*Completing the [[Lord Recluse Strike Force]] normally awards a choice of a [[Hamidon Origin Enhancements|Synthetic Hamidon Origin Enhancement]] or 25 Reward merits. As a strike target, it awards either a SHO plus 25 merits, or 50 merits.<br />
<br />
Both of the above examples also award the bonus experience or Notice of the Well if it applies to the completing character.<br />
<br />
Note that all of these rewards are only awarded ''once per week''.<br />
<br />
== Badges ==<br />
Completing a strike target ''after'' the first of the week awards progress to a new set of [[Accomplishment Badges]]. Completions are cumulative, so subsequent strike target completions '''''do not''''' need to be completed within the same week.<br />
=== Hero Badges ===<br />
{{BadgeBox|Assistant}}<br />
{{BadgeBox|Backup}}<br />
{{BadgeBox|Partner}}<br />
<br />
=== Villain Badges ===<br />
{{BadgeBox|Accomplice}}<br />
{{BadgeBox|Confederate}}<br />
{{BadgeBox|Conspirator}}<br />
<br />
== Strike Targets ==<br />
<br />
;Current Strike Target: July 5th to July 11th - [[Admiral Sutter Task Force|The Sky is Falling (from Admiral Sutter in Independence Port)]] / [[Mortimer_Kal_Strike_Force|The Fire and the Flames (from Mortimer Kal in Sharkhead Isle)]]<br />
<br />
;Next Strike Target: *July 12th to July 18th - [[Terra Volta]] (44-50) (from Major Richard Flagg in Peregrine Island) / [[Tree of Thorns]] (44-50) (from Ractespriel in the Nerva Archipelago)<br />
<br />
=== Scheduled Strike Targets ===<br />
Strike Targets scheduled to start on a particular Tuesday and last through the following week:<br />
*July 19th to July 25th - [[Time’s Arrow]] (from Imperious in Cimerora)<br />
<br />
*July 26th to August 1st - [[The Praetorian Offensive]] (from Tin Mage Mark II in the Rikti War Zone)<br />
<br />
<br />
<br />
<br />
<br />
<br />
=== Past Strike Targets ===<br />
This list contains information about the last time a particular activity was scheduled as a Strike Target. Only the ''last time'' is recorded. The final column in these tables is the number of times each activity has been chosen to be a Strike Target.<br />
<!-- In order to edit this section, visit Weekly Strike Target/Historical.<br />
http://paragonwiki.com/wiki/Weekly_Strike_Target/Historical --><br />
{{hidden|bg1=fdfdfd|header=Previously Scheduled Targets|content={{:Weekly Strike Target/Historical}}}}<br />
<br />
== External Links ==<br />
*[http://boards.cityofheroes.com/showthread.php?t=251519 Weekly Strike Targets] on the [[Official Forums]]<br />
<br />
[[Category:Gameplay]]<br />
[[Category:Incarnate System]]</div>Zombie Manhttps://archive.paragonwiki.com/w/index.php?title=Talk:Avid_Reader_Badge&diff=195467Talk:Avid Reader Badge2011-07-01T01:05:10Z<p>Zombie Man: /* Edit War Moderation */</p>
<hr />
<div>== Additional Prometheus requirements ==<br />
<br />
My level 33 and 41 characters was unable to get the badge from Prometheus so I'm guessing that the character needs to be level 50. I am unable to test whether the character just needs to be level 50 or needs to also have the alpha slot open. {{User:StarGeek/sig}} 19:32, 28 June 2011 (UTC)<br />
<br />
: from [http://boards.cityofheroes.com/showthread.php?p=3665893#post3665893 this thread], it seems that the dialog doesn't open up until you do (complete? succeed?) one of the incarnate trials. I can't tell from the thread whether it's a specific one or any of them, though the latter seems likely. For now, I'm going to put in "must complete an incarnate trial". {{User:StarGeek/sig}} 20:00, 29 June 2011 (UTC)<br />
<br />
: [[Patch_Notes/2011-06-28#Incarnate_Lore]] - Patch notes which seem to indicate the above. {{User:StarGeek/sig}} 20:05, 29 June 2011 (UTC)<br />
<br />
::Confirming that just being level 50 is not enough. ~ {{:User:Aggelakis/Sig1}} 09:09, 30 June 2011 (UTC)<br />
::And now confirming that unlocking Alpha via Ramiel isn't enough. About to hop on a trial to totally confirm. ~ {{:User:Aggelakis/Sig1}} 09:14, 30 June 2011 (UTC)<br />
::On second thought, apparently it is way too late to hop on a trial. Alternately standing in Pocket D/RWZ, broadcasting and asking in global channels, no bites. Looks like the final part of my confirmation will have to wait until tomorrow. ~ {{:User:Aggelakis/Sig1}} 09:49, 30 June 2011 (UTC)<br />
::Ha-ha. Reading is fundamental. I totally only saw the first line in the patch notes, somehow. I BLAME IT ON IT BEING MIDNIGHT. Oh, god, the unending WAITING... and WAITING... ~ {{:User:Aggelakis/Sig1}} 09:55, 30 June 2011 (UTC)<br />
<br />
:I've updated the article to reflect this requirement, along with some other Spruce Hammery tweaks. I've tentatively removed the section detailing the dialogue options from Promethius you need to select for the badge on the grounds that A) they each lead into each other and are the only option that becomes available after completing an Incarnate Trial and B) Rothstein's dialogue options are not documented in this way. Should we decide both should be there, it's easy enough to add it back. --[[User:GuyPerfect|GuyPerfect]] 16:38, 30 June 2011 (UTC)<br />
<br />
:: Your point A is incorrect -- there's only one dialogue path that leads to the badge. Your point B is a faulty conclusion -- If Rothstein's info is not like Prometheus' and you feel that both have to be exactly alike, then update Rothstein. And what you call "Spruce Hammer" I call "removing information." We've been down this route with you before (the LRSF strategy info). If you don't think information belongs on a page, find a new place for it, but stop deleting information from the wiki. [[User:Zombie Man|Zombie Man]] 19:12, 30 June 2011 (UTC)<br />
<br />
::: I agree with Zombie Man about removing the info. There have been requests for the info on the channels I've been on. Having it available is a good thing, IMO. {{User:StarGeek/sig}} 19:32, 30 June 2011 (UTC)<br />
<br />
::::When I saw the dialogue path added here, my assumption was that it was a temporary addition that would be moved to the [[Prometheus]] page when his full dialogue tree was added. I still think that's the right answer, but was that not the initial intent? --[[User:Eabrace|Eabrace]] [[File:Healthbar notify phone.png|20px|link=User talk:Eabrace]] 19:43, 30 June 2011 (UTC)<br />
<br />
::::: It wasn't my intent in adding it. My intent was to show the way to actually get the badge. As I said, it was an FAQ some of the channels I was on. {{User:StarGeek/sig}} 20:28, 30 June 2011 (UTC)<br />
<br />
::: Don't get careless, Zombie Man. You're making reckless assumptions by this point: namely regarding the other changes I made to the article that were not related to the removal of dialog information (those other changes I referred to as "Spruce Hammer" improvements). Your reversion ignored those in their entirety because you didn't necessarily agree with one of the things I did. My point B above stated that either both Promethius and Rothstein's dialogs should be documented in the article or neither, not that Rothstein's dialog should be treated differently due to being different from Promethius's. I'm not clear on what you thought I said.<br />
::: You've acted without thought or consideration, but apparently in anger. I've reverted ''your'' reversion due to the other changes made to the article, so if you want to see information added back in, do it correctly. Use the discussion page before inciting edit wars (which is the very reason I put my above note here in the first place). There's already suggestion for including the Promethius dialog information on Promethius's page, for instance, which is the kind of activity we ''should'' be taking part in here on the wiki. Should the info be in this article? Should it be moved to another article? Let's have an objective discussion about it. For the time being, I've made the article consistent to a scope regarding what content should be in it. --[[User:GuyPerfect|GuyPerfect]] 20:49, 30 June 2011 (UTC)<br />
<br />
:::: Yes, the info should be in this article. Reverted. Sorry, I also disagree with your "Spruce Hammer". {{User:StarGeek/sig}} 21:01, 30 June 2011 (UTC)<br />
<br />
== Edit War Moderation ==<br />
I don't like having to step in and moderate activity on an article.<br />
<br />
But I like edit wars even less.<br />
<br />
Everyone involved in the activity in this article today is just as guilty as anyone else. While Guy Perfect's modification to remove Prometheus's dialogue path may have been premature without first reaching consensus here, Zombie Man's wholesale reversion of the other changes Guy made to try and clean up the rest of the article was just as bad. The continued back-and-forth reverting that was taking place between Guy and StarGeek was even worse.<br />
<br />
Seriously, you three have earned a lot of respect from me for your contributions to the wiki and the community at large over the years, but you're all pressing my red button today. If you all continue to behave like children here, don't be surprised if you end up serving a time-out.<br />
<br />
Now, to curb the edit war, I've reinstated Guy's edits to the remainder of the article, left Prometheus's dialogue in there for now, and temporarily locked the article for editing. Should the three of you sort out a solution here on the discussion page like a group of mature adults, I will unlock the article and allow everyone to resume editing without having to wait for the temporary lock to expire.<br />
<br />
Now behave.<br />
<br />
--[[User:Eabrace|Eabrace]] [[File:Healthbar notify phone.png|20px|link=User talk:Eabrace]] 21:21, 30 June 2011 (UTC)<br />
<br />
: Behave? I certainly hope you don't mean by the poor example you just gave with your condescending wagging. GuyPerfect made a bunch of edits as well as removing information, which in a similar case was already decided by consensus previously should not be happening. I cited the instance. I reverted it wholesale because it's not my job to take a scalpel to the multiple simultaneous edits he made. I said what I (and others in the past) objected to. He could have re-made the edits which were not objectionable, and appealed to consensus, but, of course, that didn't happen because he knew he wouldn't get it... again. And why didn't I ask GuyPerfect to put the information back? Because last time, he didn't and just ignored the request: http://paragonwiki.com/wiki/Talk:Lord_Recluse_Strike_Force. A problem which you had trouble seeing in the first place.<br />
<br />
: Here's the consensus discussion: http://www.cohtitan.com/forum/index.php/topic,4106.0.html</div>Zombie Manhttps://archive.paragonwiki.com/w/index.php?title=Avid_Reader_Badge&diff=195438Avid Reader Badge2011-06-30T19:14:04Z<p>Zombie Man: Undo revision 195430 by GuyPerfect (talk) See talk page. Move info, don't delete it.</p>
<hr />
<div>__NOEDITSECTION__ __NOTOC__ <br />
{{Image|Badge TourismPraetoria.png}}<br />
<br />
== Description ==<br />
You take the time to listen to what everyone has to say very carefully, and read everything you run across. As a reward for this remarkable trait, you have more than earned this badge.<br />
<br />
== How to Get ==<br />
For Praetorians:<br />
:Read all of Rothstein's dialogue in the Praetorian tutorial.<br />
<br />
For Heroes/Villains:<br />
: Read [[Prometheus]]' dialogue.<br />
<br />
== Location ==<br />
Rothstein is located in the mission room down the ramp where the the ghouls are. You must help clean out the ghouls before Rothstein will talk to you.<br />
<br />
Prometheus can be found in [[Ouroboros]].<br />
<br />
== Notes ==<br />
* This badge was made available to heroes and villains with the June 28, 2011 patch.<br />
* The line of questioning to get the badge from Prometheus does not open up until one of the incarnate trials is completed. <br />
* The badge can be earned from Prometheus by selecting the following:<br />
** "I have earned the right to know more about the Well."<br />
** "What is the Well of the Furies?"<br />
** "What do you mean all power? I know of those who gained their powers Naturally!"<br />
** "Wait, didn't Lord Recluse intercept all powers in the world once? Couldn't the Well stop that?"<br />
** "The Flames ended that? What are they? Using them must have raised your reputation."<br />
<br />
== See Also ==<br />
* [[Badges]]<br />
* [[Issue 18 Badges]]<br />
* [[Issue 20 Badges]]<br />
* [[Hero Accomplishment Badges]]<br />
* [[Villain Accomplishment Badges]]<br />
* [[Praetorian Accomplishment Badges]]<br />
<br />
== External Links ==<br />
{{CIT Badge|ID=1216}}<br />
{{BadgeHunter Badge}}<br />
<br />
[[Category:Praetorian Accomplishment Badges]]<br />
[[Category:Hero Accomplishment Badges]]<br />
[[Category:Villain Accomplishment Badges]]</div>Zombie Manhttps://archive.paragonwiki.com/w/index.php?title=Talk:Avid_Reader_Badge&diff=195437Talk:Avid Reader Badge2011-06-30T19:12:46Z<p>Zombie Man: </p>
<hr />
<div>== Additional Prometheus requirements ==<br />
<br />
My level 33 and 41 characters was unable to get the badge from Prometheus so I'm guessing that the character needs to be level 50. I am unable to test whether the character just needs to be level 50 or needs to also have the alpha slot open. {{User:StarGeek/sig}} 19:32, 28 June 2011 (UTC)<br />
<br />
: from [http://boards.cityofheroes.com/showthread.php?p=3665893#post3665893 this thread], it seems that the dialog doesn't open up until you do (complete? succeed?) one of the incarnate trials. I can't tell from the thread whether it's a specific one or any of them, though the latter seems likely. For now, I'm going to put in "must complete an incarnate trial". {{User:StarGeek/sig}} 20:00, 29 June 2011 (UTC)<br />
<br />
: [[Patch_Notes/2011-06-28#Incarnate_Lore]] - Patch notes which seem to indicate the above. {{User:StarGeek/sig}} 20:05, 29 June 2011 (UTC)<br />
<br />
::Confirming that just being level 50 is not enough. ~ {{:User:Aggelakis/Sig1}} 09:09, 30 June 2011 (UTC)<br />
::And now confirming that unlocking Alpha via Ramiel isn't enough. About to hop on a trial to totally confirm. ~ {{:User:Aggelakis/Sig1}} 09:14, 30 June 2011 (UTC)<br />
::On second thought, apparently it is way too late to hop on a trial. Alternately standing in Pocket D/RWZ, broadcasting and asking in global channels, no bites. Looks like the final part of my confirmation will have to wait until tomorrow. ~ {{:User:Aggelakis/Sig1}} 09:49, 30 June 2011 (UTC)<br />
::Ha-ha. Reading is fundamental. I totally only saw the first line in the patch notes, somehow. I BLAME IT ON IT BEING MIDNIGHT. Oh, god, the unending WAITING... and WAITING... ~ {{:User:Aggelakis/Sig1}} 09:55, 30 June 2011 (UTC)<br />
<br />
:I've updated the article to reflect this requirement, along with some other Spruce Hammery tweaks. I've tentatively removed the section detailing the dialogue options from Promethius you need to select for the badge on the grounds that A) they each lead into each other and are the only option that becomes available after completing an Incarnate Trial and B) Rothstein's dialogue options are not documented in this way. Should we decide both should be there, it's easy enough to add it back. --[[User:GuyPerfect|GuyPerfect]] 16:38, 30 June 2011 (UTC)<br />
<br />
:: Your point A is incorrect -- there's only one dialogue path that leads to the badge. Your point B is a faulty conclusion -- If Rothstein's info is not like Prometheus' and you feel that both have to be exactly alike, then update Rothstein. And what you call "Spruce Hammer" I call "removing information." We've been down this route with you before (the LRSF strategy info). If you don't think information belongs on a page, find a new place for it, but stop deleting information from the wiki. [[User:Zombie Man|Zombie Man]] 19:12, 30 June 2011 (UTC)</div>Zombie Manhttps://archive.paragonwiki.com/w/index.php?title=Incarnate_Merit_Vendor&diff=195395Incarnate Merit Vendor2011-06-29T21:14:17Z<p>Zombie Man: -{20.5}</p>
<hr />
<div>{{stub}}<br />
{{Infobox Contact<br />
|name=Astral Christy<br />
|image=AstralChristy.png<br />
|img_capt=Astral Merit Vendor<br />
|zone=[[Ouroboros]]<br />
|x=510|y=672|z=-898<br />
|levels=50<br />
|introed=<br />
|intros=<br />
|enemies=<br />
|badges=<br />
}}<br />
<br />
{{Infobox Contact<br />
|name=Empyrean Michael<br />
|image=EmpyreanMichael.png<br />
|img_capt=Empyrean Merit Vendor<br />
|zone=[[Ouroboros]]<br />
|x=479|y=672|z=-929<br />
|levels=50<br />
|introed=<br />
|intros=<br />
|enemies=<br />
|badges=<br />
}}<br />
== Overview ==<br />
<br />
In [[Incarnates Ascend|Issue 20.5: Incarnates Ascend]] two Incarnate Merit Vendors were added: Astral Christy who takes [[Astral Merits]] and Empyrean Micheal who takes [[Empyrean Merits]].<br />
<br />
<br />
== Incarnate Merit Store ==<br />
<br />
{|class="wikitable sortable"<br />
| align="center" style="background:#f0f0f0;"|'''Category'''<br/><br />
| align="center" style="background:#f0f0f0;"|'''Subcategory'''<br/><br />
| align="center" style="background:#f0f0f0;"|'''Item'''<br/><br />
| align="center" style="background:#f0f0f0;"|'''Astral'''<br/>'''Merits'''<br/><br />
| align="center" style="background:#f0f0f0;"|'''Empyrean'''<br/>'''Merits'''<br/><br />
|-<br />
| Account Rewards||Incarnate||'''Incarnate Threads: 18'''<br />{{Center|''1 Emp into 18 Threads''}}||||align="right" |1<br />
|-<br />
| Account Rewards||Incarnate||'''Incarnate Threads: 4'''<br />{{Center|''1 Astral into 4 Threads''}}||align="right" |1||<br />
|-<br />
| Account Rewards||Incarnate||'''Incarnate Shard'''<br />{{Center|''1 Astral into 1 Shard''}}||align="right" |1||<br />
|-<br />
| Account Rewards||Incarnate||'''Unlock Alpha Slot'''<br />{{Center|''Voucher for 1 character''}}||align="right" |5||<br />
|-<br />
| Account Rewards||Unlocks||'''Unlock Auras'''<br />{{Center|''Voucher for 1 character''}}||align="right" |5||<br />
|-<br />
| Account Rewards||Unlocks||'''Unlock Capes'''<br />{{Center|''Voucher for 1 character''}}||align="right" |5||<br />
|-<br />
| Conversion||Merit||'''Astral Merit'''<br />{{Center|''1 Emp into 1 Astral''}}||||align="right" |1<br />
|-<br />
| Conversion||Merit||'''Reward Merit'''<br />{{Center|''1 Astral into 1 Reward''}}||align="right" |1||<br />
|-<br />
| Costume Parts||Ascension Radiance Set||Ascension Radiance Belt||||align="right" |6<br />
|-<br />
| Costume Parts||Ascension Radiance Set||Ascension Radiance Boots||||align="right" |6<br />
|-<br />
| Costume Parts||Ascension Radiance Set||Ascension Radiance Cape||||align="right" |6<br />
|-<br />
| Costume Parts||Ascension Radiance Set||Ascension Radiance Emblem||||align="right" |6<br />
|-<br />
| Costume Parts||Ascension Radiance Set||Ascension Radiance Gloves||||align="right" |6<br />
|-<br />
| Costume Parts||Ascension Radiance Set||Ascension Radiance Mask||||align="right" |6<br />
|-<br />
| Costume Parts||Ascension Radiance Set||Ascension Radiance Shoulders||||align="right" |6<br />
|-<br />
| Costume Parts||Ascension Set||Ascension Belt||align="right" |10||align="right" |3<br />
|-<br />
| Costume Parts||Ascension Set||Ascension Boots||align="right" |10||align="right" |3<br />
|-<br />
| Costume Parts||Ascension Set||Ascension Cape||align="right" |10||align="right" |3<br />
|-<br />
| Costume Parts||Ascension Set||Ascension Emblem||align="right" |10||align="right" |3<br />
|-<br />
| Costume Parts||Ascension Set||Ascension Gloves||align="right" |10||align="right" |3<br />
|-<br />
| Costume Parts||Ascension Set||Ascension Mask||align="right" |10||align="right" |3<br />
|-<br />
| Costume Parts||Ascension Set||Ascension Sholders||align="right" |10||align="right" |3<br />
|-<br />
| Costume Parts||Auras||Binary||align="right" |10||align="right" |2<br />
|-<br />
| Costume Parts||Auras||Boils||align="right" |10||align="right" |2<br />
|-<br />
| Costume Parts||Auras||Fairy Dust||align="right" |10||align="right" |2<br />
|-<br />
| Costume Parts||Auras||Feathers||align="right" |10||align="right" |2<br />
|-<br />
| Costume Parts||Auras||Ghosts||align="right" |10||align="right" |2<br />
|-<br />
| Costume Parts||Auras||Magnetic||align="right" |10||align="right" |2<br />
|-<br />
| Costume Parts||Auras||Pixels||align="right" |10||align="right" |2<br />
|-<br />
| Costume Parts||Auras||Slime||align="right" |10||align="right" |2<br />
|-<br />
| Costume Parts||Chest Emblems||Bar Code||align="right" |1||<br />
|-<br />
| Costume Parts||Chest Emblems||DNA||align="right" |1||<br />
|-<br />
| Costume Parts||Chest Emblems||Flame||align="right" |1||<br />
|-<br />
| Costume Parts||Chest Emblems||Guns Crossed||align="right" |1||<br />
|-<br />
| Costume Parts||Chest Emblems||Incarnate Alpha||align="right" |1||<br />
|-<br />
| Costume Parts||Chest Emblems||Incarnate Destiny||align="right" |1||<br />
|-<br />
| Costume Parts||Chest Emblems||Incarnate Interface||align="right" |1||<br />
|-<br />
| Costume Parts||Chest Emblems||Incarnate Judgement||align="right" |1||<br />
|-<br />
| Costume Parts||Chest Emblems||Incarnate Lore||align="right" |1||<br />
|-<br />
| Costume Parts||Chest Emblems||Mushroom Cloud||align="right" |1||<br />
|-<br />
| Costume Parts||Chest Emblems||Music Note 1||align="right" |1||<br />
|-<br />
| Costume Parts||Chest Emblems||Music Note 2||align="right" |1||<br />
|-<br />
| Costume Parts||Chest Emblems||Rune||align="right" |1||<br />
|-<br />
| Costume Parts||Chest Emblems||Sword||align="right" |1||<br />
|-<br />
| Costume Parts||Chest Emblems||Swords Crossed||align="right" |1||<br />
|-<br />
| Costume Parts||Trail Auras||Bubbles||||align="right" |3<br />
|-<br />
| Costume Parts||Trail Auras||Cloud||||align="right" |3<br />
|-<br />
| Costume Parts||Trail Auras||Cloud & Lightning||||align="right" |3<br />
|-<br />
| Costume Parts||Trail Auras||Electric||||align="right" |3<br />
|-<br />
| Costume Parts||Trail Auras||Frost ||||align="right" |3<br />
|-<br />
| Costume Parts||Trail Auras||Rainbow||||align="right" |3<br />
|-<br />
| Emotes||Costume Change Emotes||Fireworks||||align="right" |3<br />
|-<br />
| Emotes||Costume Change Emotes||Ice Block||||align="right" |3<br />
|-<br />
| Emotes||Costume Change Emotes||Nuke||||align="right" |3<br />
|-<br />
| Emotes||Costume Change Emotes||Pure Energy||||align="right" |3<br />
|-<br />
| Emotes||Costume Change Emotes||Stone Block||||align="right" |3<br />
|-<br />
| Emotes||Emotes||Catch Breath||align="right" |10||align="right" |2<br />
|-<br />
| Emotes||Emotes||Collapse||align="right" |10||align="right" |2<br />
|-<br />
| Emotes||Emotes||Swoon||align="right" |10||align="right" |2<br />
|-<br />
| Emotes||Emotes||Ultimate Power||align="right" |10||align="right" |2<br />
|-<br />
| Inspiration||Super||Amazing Luck||align="right" |1||<br />
|-<br />
| Inspiration||Super||Back in the Fight||align="right" |1||<br />
|-<br />
| Inspiration||Super||Furious Rage||align="right" |1||<br />
|-<br />
| Inspiration||Super||Immortal Recovery||align="right" |1||<br />
|-<br />
| Inspiration||Super||Liberate||align="right" |1||<br />
|-<br />
| Inspiration||Super||Resistant||align="right" |1||<br />
|-<br />
| Inspiration||Super||Sight Beyond Sight||align="right" |1||<br />
|-<br />
| Inspiration||Super||Ultimate||align="right" |2||<br />
|-<br />
| Recipe||IO Set||||align="right" |16-32||<br />
|-<br />
| Recipe||PVP IO Set||||||align="right" |50-70<br />
|-<br />
| Recipe||Very Rare IO Set||||||align="right" |40<br />
|-<br />
|}<br />
[[Category:Hero Contacts]]<br />
[[Category:Villain Contacts]]<br />
[[Category:Store Contacts]]</div>Zombie Manhttps://archive.paragonwiki.com/w/index.php?title=Incarnate_Merit_Vendor&diff=194820Incarnate Merit Vendor2011-06-27T01:10:37Z<p>Zombie Man: oops, decimal error in cost of astral emotes.</p>
<hr />
<div>{{stub}}<br />
{{Infobox Contact<br />
|name=Astral Christy<br />
|image=AstralChristy.png<br />
|img_capt=Astral Merit Vendor<br />
|zone=[[Ouroboros]]<br />
|x=|y=|z=<br />
|levels=50<br />
|introed=<br />
|intros=<br />
|enemies=<br />
|badges=<br />
}}<br />
<br />
{{Infobox Contact<br />
|name=Empyrean Michael<br />
|image=EmpyreanMichael.png<br />
|img_capt=Empyrean Merit Vendor<br />
|zone=[[Ouroboros]]<br />
|x=|y=|z=<br />
|levels=50<br />
|introed=<br />
|intros=<br />
|enemies=<br />
|badges=<br />
}}<br />
== Overview ==<br />
<br />
In [[Incarnates Ascend|Issue 20.5: Incarnates Ascend]] two Incarnate Merit Vendors were added: Astral Christy who takes [[Astral Merits]] and Empyrean Micheal who takes [[Empyrean Merits]].<br />
<br />
<br />
== Incarnate Merit Store ==<br />
<br />
{|class="wikitable sortable"<br />
| align="center" style="background:#f0f0f0;"|'''Category'''<br/><br />
| align="center" style="background:#f0f0f0;"|'''Subcategory'''<br/><br />
| align="center" style="background:#f0f0f0;"|'''Item'''<br/><br />
| align="center" style="background:#f0f0f0;"|'''Astral'''<br/>'''Merits'''<br/><br />
| align="center" style="background:#f0f0f0;"|'''Empyrean'''<br/>'''Merits'''<br/><br />
|-<br />
| Account Rewards||Incarnate||'''Incarnate Shard'''<br />{{Center|''1 Astral > 1 Shard''}}||align="right" |1||<br />
|-<br />
| Account Rewards||Incarnate||'''Incarnate Threads: 18'''<br />{{Center|''1 Emp > 18 Threads''}}||||align="right" |1<br />
|-<br />
| Account Rewards||Incarnate||'''Incarnate Threads: 4'''<br />{{Center|''1 Astral > 4 Threads''}}||align="right" |1||<br />
|-<br />
| Account Rewards||Incarnate||'''Unlock Alpha Slot'''<br />{{Center|''Voucher for 1 character''}}||align="right" |5||<br />
|-<br />
| Account Rewards||Unlocks||'''Unlock Auras'''<br />{{Center|''Voucher for 1 character''}}||align="right" |5||<br />
|-<br />
| Account Rewards||Unlocks||'''Unlock Capes'''<br />{{Center|''Voucher for 1 character''}}||align="right" |5||<br />
|-<br />
| Conversion||Merit||'''Astral Merit'''<br />{{Center|''1 Emp > 1 Astral''}}||||align="right" |1<br />
|-<br />
| Conversion||Merit||'''Reward Merit'''<br />{{Center|''1 Astral > 1 Emp''}}||align="right" |1||<br />
|-<br />
| Costume Parts||Ascension Radiance Set||Ascension Radiance Belt||||align="right" |6<br />
|-<br />
| Costume Parts||Ascension Radiance Set||Ascension Radiance Boots||||align="right" |6<br />
|-<br />
| Costume Parts||Ascension Radiance Set||Ascension Radiance Cape||||align="right" |6<br />
|-<br />
| Costume Parts||Ascension Radiance Set||Ascension Radiance Emblem||||align="right" |6<br />
|-<br />
| Costume Parts||Ascension Radiance Set||Ascension Radiance Gloves||||align="right" |6<br />
|-<br />
| Costume Parts||Ascension Radiance Set||Ascension Radiance Mask||||align="right" |6<br />
|-<br />
| Costume Parts||Ascension Radiance Set||Ascension Radiance Shoulders||||align="right" |6<br />
|-<br />
| Costume Parts||Ascension Set||Ascension Belt||align="right" |10||align="right" |3<br />
|-<br />
| Costume Parts||Ascension Set||Ascension Boots||align="right" |10||align="right" |3<br />
|-<br />
| Costume Parts||Ascension Set||Ascension Cape||align="right" |10||align="right" |3<br />
|-<br />
| Costume Parts||Ascension Set||Ascension Emblem||align="right" |10||align="right" |3<br />
|-<br />
| Costume Parts||Ascension Set||Ascension Gloves||align="right" |10||align="right" |3<br />
|-<br />
| Costume Parts||Ascension Set||Ascension Mask||align="right" |10||align="right" |3<br />
|-<br />
| Costume Parts||Ascension Set||Ascension Sholders||align="right" |10||align="right" |3<br />
|-<br />
| Costume Parts||Auras||Binary||align="right" |10||align="right" |2<br />
|-<br />
| Costume Parts||Auras||Boils||align="right" |10||align="right" |2<br />
|-<br />
| Costume Parts||Auras||Fairy Dust||align="right" |10||align="right" |2<br />
|-<br />
| Costume Parts||Auras||Feathers||align="right" |10||align="right" |2<br />
|-<br />
| Costume Parts||Auras||Ghosts||align="right" |10||align="right" |2<br />
|-<br />
| Costume Parts||Auras||Magnetic||align="right" |10||align="right" |2<br />
|-<br />
| Costume Parts||Auras||Pixels||align="right" |10||align="right" |2<br />
|-<br />
| Costume Parts||Auras||Slime||align="right" |10||align="right" |2<br />
|-<br />
| Costume Parts||Chest Emblems||Bar Code||align="right" |1||<br />
|-<br />
| Costume Parts||Chest Emblems||DNA||align="right" |1||<br />
|-<br />
| Costume Parts||Chest Emblems||Flame||align="right" |1||<br />
|-<br />
| Costume Parts||Chest Emblems||Guns Crossed||align="right" |1||<br />
|-<br />
| Costume Parts||Chest Emblems||Incarnate Alpha||align="right" |1||<br />
|-<br />
| Costume Parts||Chest Emblems||Incarnate Destiny||align="right" |1||<br />
|-<br />
| Costume Parts||Chest Emblems||Incarnate Interface||align="right" |1||<br />
|-<br />
| Costume Parts||Chest Emblems||Incarnate Judgement||align="right" |1||<br />
|-<br />
| Costume Parts||Chest Emblems||Incarnate Lore||align="right" |1||<br />
|-<br />
| Costume Parts||Chest Emblems||Mushroom Cloud||align="right" |1||<br />
|-<br />
| Costume Parts||Chest Emblems||Music Note 1||align="right" |1||<br />
|-<br />
| Costume Parts||Chest Emblems||Music Note 2||align="right" |1||<br />
|-<br />
| Costume Parts||Chest Emblems||Rune||align="right" |1||<br />
|-<br />
| Costume Parts||Chest Emblems||Sword||align="right" |1||<br />
|-<br />
| Costume Parts||Chest Emblems||Swords Crossed||align="right" |1||<br />
|-<br />
| Costume Parts||Trail Auras||Bubbles||||align="right" |3<br />
|-<br />
| Costume Parts||Trail Auras||Cloud||||align="right" |3<br />
|-<br />
| Costume Parts||Trail Auras||Cloud & Lightning||||align="right" |3<br />
|-<br />
| Costume Parts||Trail Auras||Electric||||align="right" |3<br />
|-<br />
| Costume Parts||Trail Auras||Frost ||||align="right" |3<br />
|-<br />
| Costume Parts||Trail Auras||Rainbow||||align="right" |3<br />
|-<br />
| Emotes||Costume Change Emotes||Fireworks||||align="right" |3<br />
|-<br />
| Emotes||Costume Change Emotes||Ice Block||||align="right" |3<br />
|-<br />
| Emotes||Costume Change Emotes||Nuke||||align="right" |3<br />
|-<br />
| Emotes||Costume Change Emotes||Pure Energy||||align="right" |3<br />
|-<br />
| Emotes||Costume Change Emotes||Stone Block||||align="right" |3<br />
|-<br />
| Emotes||Emotes||Catch Breath||align="right" |10||align="right" |2<br />
|-<br />
| Emotes||Emotes||Collapse||align="right" |10||align="right" |2<br />
|-<br />
| Emotes||Emotes||Swoon||align="right" |10||align="right" |2<br />
|-<br />
| Emotes||Emotes||Ultimate Power||align="right" |10||align="right" |2<br />
|-<br />
| Inspiration||Super||Amazing Luck||align="right" |1||<br />
|-<br />
| Inspiration||Super||Back in the Fight||align="right" |1||<br />
|-<br />
| Inspiration||Super||Furious Rage||align="right" |1||<br />
|-<br />
| Inspiration||Super||Immortal Recovery||align="right" |1||<br />
|-<br />
| Inspiration||Super||Liberate||align="right" |1||<br />
|-<br />
| Inspiration||Super||Resistant||align="right" |1||<br />
|-<br />
| Inspiration||Super||Sight Beyond Sight||align="right" |1||<br />
|-<br />
| Inspiration||Super||Ultimate||align="right" |2||<br />
|-<br />
| Recipe||IO Set||||align="right" |16-32||<br />
|-<br />
| Recipe||PVP IO Set||||||align="right" |50-70<br />
|-<br />
| Recipe||Very Rare IO Set||||||align="right" |40<br />
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|}</div>Zombie Manhttps://archive.paragonwiki.com/w/index.php?title=Astral_Christy&diff=194815Astral Christy2011-06-27T01:01:56Z<p>Zombie Man: Redirected page to Incarnate Merit Vendor</p>
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<div>#REDIRECT [[Incarnate Merit Vendor]]</div>Zombie Man