Difference between revisions of "Temporary Powers"
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== Mayhem and Safeguard Missions Powers == | == Mayhem and Safeguard Missions Powers == | ||
− | Temporary powers granted during Mayhem and Safeguard missions | + | Temporary powers granted during [[Mayhem Mission|Mayhem]] and [[Safeguard Mission|Safeguard]] missions |
=== Completion Rewards === | === Completion Rewards === |
Revision as of 21:49, 22 January 2007
Overview
Temporary powers are powers that a hero or villain may only use for a short time. The three main types of temporary powers are powers that last for a designated amount of time, a designated amount of uses, or until a specific action is accomplished. Some temporary powers may fall into more than one category; for example, powers that run out when either a specific action is accomplished or a certain amount of time, whichever is sooner.
City of Heroes Powers
City of Villains Powers
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Arena Powers
There are six powers that can be purchased at the arena stores, each costing 10,000 influnce. These powers can only be used within the arena.
Special Event Powers
Temporary powers found during Special Events
Halloween Events
Valentine's Day Events
Winter Events
Developer Powers
Player vs. Player Zone Powers
Bloody Bay
Siren's Call
In Siren's Call, you may buy a selection of temporary powers for 10,000 influence each if your side (heroes/villains) is in control of the zone.
- Cryonite Armor
- EMP Glove
- IR Goggles
- Jaunt Initializer
- Low-G Pack
- Raptor Pack
- Stealth Suit
- Stun Grenade
- Web Grenade
Warburg
Recluse's Victory
Mayhem and Safeguard Missions Powers
Temporary powers granted during Mayhem and Safeguard missions
Completion Rewards
Temporary powers are granted after completing Mayhem and Safeguard Missions.
- Raptor Pack
- Jump Pack
- Resuscitation
- Summon Teammates
- Movement Increase
- Endurance Increase
- Health Increase
- Life Insurance
- Regeneration Increase
Raid Side Mission Rewards
These Temporary Powers are awarded during Raid Side Missions.