Difference between revisions of "Temporary Powers"
m (→Rock: tested rock damage out on Test Server) |
(Removed Brawl index number, see Talk Page) |
||
Line 28: | Line 28: | ||
{{PowerBlock_Start}} | {{PowerBlock_Start}} | ||
{{PowerBlock_Duration|Ten uses}} | {{PowerBlock_Duration|Ten uses}} | ||
− | {{PowerBlock_Damage| | + | {{PowerBlock_Damage| Negative}} |
{{PowerBlock_Effects|Ranged}} | {{PowerBlock_Effects|Ranged}} | ||
{{PowerBlock_Blank|High Damage (Negative)}} | {{PowerBlock_Blank|High Damage (Negative)}} | ||
Line 39: | Line 39: | ||
{{PowerBlock_Start}} | {{PowerBlock_Start}} | ||
{{PowerBlock_Duration|75 uses}} | {{PowerBlock_Duration|75 uses}} | ||
− | {{PowerBlock_Damage| | + | {{PowerBlock_Damage| Lethal}} |
{{PowerBlock_Effects|Ranged}} | {{PowerBlock_Effects|Ranged}} | ||
{{PowerBlock_Blank|Moderate Damage (Lethal)}} | {{PowerBlock_Blank|Moderate Damage (Lethal)}} | ||
Line 88: | Line 88: | ||
{{PowerBlock_Start}} | {{PowerBlock_Start}} | ||
{{PowerBlock_Duration|Three days from time of attainment}} | {{PowerBlock_Duration|Three days from time of attainment}} | ||
− | {{PowerBlock_Damage| | + | {{PowerBlock_Damage| Smashing}} |
− | {{PowerBlock_Blank| | + | {{PowerBlock_Blank| Lethal}} |
{{PowerBlock_Effects|Melee Smash}} | {{PowerBlock_Effects|Melee Smash}} | ||
{{PowerBlock_Blank|Medium Damage}} | {{PowerBlock_Blank|Medium Damage}} | ||
Line 480: | Line 480: | ||
{{PowerBlock_Start}} | {{PowerBlock_Start}} | ||
{{PowerBlock_Duration|One use}} | {{PowerBlock_Duration|One use}} | ||
− | {{PowerBlock_Damage| | + | {{PowerBlock_Damage| Smashing}} |
{{PowerBlock_Effects|Ranged Smashing Damage}} | {{PowerBlock_Effects|Ranged Smashing Damage}} | ||
{{PowerBlock_End}} | {{PowerBlock_End}} | ||
Line 605: | Line 605: | ||
{{PowerBlock_Start}} | {{PowerBlock_Start}} | ||
{{PowerBlock_Duration|Ten uses}} | {{PowerBlock_Duration|Ten uses}} | ||
− | {{PowerBlock_Damage| | + | {{PowerBlock_Damage| Negative}} |
{{PowerBlock_Effects|Ranged}} | {{PowerBlock_Effects|Ranged}} | ||
{{PowerBlock_Blank|Foe -Recharge, -Speed}} | {{PowerBlock_Blank|Foe -Recharge, -Speed}} | ||
Line 829: | Line 829: | ||
{{PowerBlock_Start}} | {{PowerBlock_Start}} | ||
{{PowerBlock_Duration|Ten uses}} | {{PowerBlock_Duration|Ten uses}} | ||
− | {{PowerBlock_Damage| | + | {{PowerBlock_Damage| Energy}} |
{{PowerBlock_Effects|Ranged Energy Damage}} | {{PowerBlock_Effects|Ranged Energy Damage}} | ||
{{PowerBlock_Blank|Foe -Endurance}} | {{PowerBlock_Blank|Foe -Endurance}} |
Revision as of 23:39, 9 May 2006
Contents
- 1 Overview
- 2 Powers
- 2.1 Biological Mutagens
- 2.2 Blackwand
- 2.3 Bow and Arrow
- 2.4 Build Snow Beast
- 2.5 Chemical Burn
- 2.6 Confiscated Beanbag
- 2.7 Coral Hammer
- 2.8 Crey Narcotic
- 2.9 Divining Rod
- 2.10 Electromagnetic Grenades
- 2.11 EMP Glove
- 2.12 Empowered Center of the Wheel
- 2.13 Empowered Linchpin of the Wheel
- 2.14 Empowered Piece of the Wheel
- 2.15 Empowered Shard of the Wheel
- 2.16 Extinguisher
- 2.17 Flashbang Grenades
- 2.18 Freakshow Disguise
- 2.19 Genetic Restabilizer
- 2.20 Ghostslayer Bomb
- 2.21 Ghostslayer Rifle
- 2.22 Holiday Rocket Pack
- 2.23 Holy Shotgun Shells
- 2.24 Hyper Stealth
- 2.25 Large Extinguisher
- 2.26 Loa Bone
- 2.27 Nectar
- 2.28 Nictus Absorption
- 2.29 Nictus Fragment
- 2.30 Nictus Gravitic Emanation
- 2.31 Nictus Shadow Step
- 2.32 Nuclear Blast
- 2.33 Ore Extractor
- 2.34 Particle Cannon
- 2.35 Plasmatic Taser
- 2.36 Psionic Activator
- 2.37 Psychic Cleaver
- 2.38 Resonance Disrupter
- 2.39 Ring of Pain
- 2.40 Rock
- 2.41 Rune of Warding
- 2.42 Scroll of Ruin
- 2.43 Shivan Shard
- 2.44 Snowball
- 2.45 Soul Essence
- 2.46 Spirit Potion
- 2.47 Summoning Amulet
- 2.48 Thermite Cannon
- 2.49 Vahzilok Wasting Disease
- 2.50 Undead Slaying Axe
- 2.51 Void Hunter Rifle
- 2.52 Warwolf Whistle
- 2.53 Wave Scrambler
- 2.54 Wedding Band
- 3 Arena Powers
- 4 Dimension Drop Powers
- 5 Origin Temporary Powers
- 6 Player vs. Player Zone Powers
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.
Powers
The following are temporary powers obtainable in City of Heroes and City of Villains.
Biological Mutagens
This strike widely disperses beneficial mutagens. Friendly characters in the area of effect gain an increase in regeneration and damage abilities. You may only use this ability once.
To obtain this temporary power, complete the Missile Launch Mission in Warburg.
Duration | One use |
Effects | Point Blank Area of Effect |
Ally +Regeneration, +Damage |
Blackwand
This is the Blackwand, a foul magical artifact created by the Archmage Tarixus. This black metal wand feels cold in your hand, and glows with dark arcane energies. The Blackwand may be used 10 times before it is exhausted.
To obtain this temporary power, complete Forge the Blackwand mission assigned by Archmage Tarixus.
Duration | Ten uses |
Damage | Negative |
Effects | Ranged |
High Damage (Negative) |
Bow and Arrow
Given to you by Waylon McCrane, this bow is crafted of a fine metal alloy. You have 75 arrows.
Duration | 75 uses |
Damage | Lethal |
Effects | Ranged |
Moderate Damage (Lethal) |
Build Snow Beast
Creates one Snow Beast to do your bidding. Snow Beasts desire nothing more than to freeze everything they come into contact with. You only have 1 Snow Beast and he will last for 5 minutes before melting. You cannot bring your snow beast across zones.
This temporary power is a rare prize gained by opening presents during the Winter Event 2005.
Duration | One use |
Effects | Summon Snow Beast |
Chemical Burn
The toxins released in this strike lower the accuracy and damage resistance of all hostile targets over a considerable area of effect. You may only use this ability once.
To obtain this temporary power, complete the Missile Launch Mission in Warburg.
Duration | One use |
Effects | Ranged Area of Effect |
Foe -Resistance (All), -Defense |
Confiscated Beanbag
You confiscated this weapon from a Freakshow base. It fires a single, non-lethal beanbag that can seriously disorient a target. You have 50 beanbags.
To obtain this temporary power, complete the Retrieve weapons from Freakshow mission assigned by Wilma Peterson.
Duration | Fifty uses |
Effects | Ranged |
Minor Damage (Smashing) | |
Foe Disorient |
Coral Hammer
This hammer of living coral is formed from a piece of the Eye of the Leviathan, a gargantuan creature in the Temple of the Waters. This coral hammer can be used to smite your enemies with devastating effect. You can use the Coral Hammer for three days.
To obtain this temporary power, complete the Strike Force Operative Renault Strike force.
Duration | Three days from time of attainment |
Damage | Smashing |
Lethal | |
Effects | Melee Smash |
Medium Damage |
Crey Narcotic
The Crey scientists have injected you with a narcotic that slows your movement speed, attack speed, and endurance recovery! After completing your mission, you should seek help from your contact. If you cannot reach your contact, the effect should wear off.
To obtain this temporary power, obtain the Defeat all forces in lab mission assigned by Janet Kellum in the Revanant Hero Project story arc.
Duration | Until mission completed |
Effects | Self -Regeneration, -Recovery, -Health, -Endurance |
Divining Rod
It's hard to believe this flimsy device can be as powerful as Skipper LeGrange claims. According to him, it measures the paranormal qualities of it's subjects, often with dramatic results. The Divining Rod has 20 charges.
Duration | Twenty uses |
Effects | Ranged |
Minor Damage (Energy) | |
Special vs. Ghosts |
Electromagnetic Grenades
These Electromagnetic Grenades, found in a Council base, generate a massive pulse of electromagnetic energy that is especially effective against robots. You have 30 grenades.
Duration | Thirty uses |
Effects | Ranged (Targeted Area of Effect) |
Minor Damage (Energy) | |
Special Damage vs. Robots |
EMP Glove
This glove can deliver a high power, focused Electromagnetic Pulse to a target. Deals good damage and can drain Endurance from the target. Very effective against machines of all types. The EMP Glove has 30 charges.
Duration | Thirty uses or upon return to contact after mission |
Effects | Ranged Energy Damage |
Foe -Endurance |
Empowered Center of the Wheel
This metal rod has been empowered by the Banished Pantheon. While carrying it, you can summon a Sword of Flame.
This temporary power is obtained by opening one of the chests in the Prevent the Banished Pantheon from completing the ritual mission assigned by Piper Irving.
Duration | 90 Minutes |
Effects | Melee |
Moderate Damage (Fire/Lethal) |
Empowered Linchpin of the Wheel
The linchpin of the Wheel of Destruction has been empowered by the Banished Pantheon. While carrying it, you can summon a cloak of flames to protect you from harm. While active, you take less damage from Smashing, Lethal, Energy, and Negative Energy attacks.
This temporary power is obtained by opening one of the chests in the Prevent the Banished Pantheon from completing the ritual mission assigned by Piper Irving.
Duration | 90 Minutes* |
Effects | Toggle: Self +Resistance (Smash, Lethal, Energy, Negative) |
*Needs to be verified
Empowered Piece of the Wheel
This broken piece of an ancient artifact has been empowered by the Banished Pantheon. While carrying it, you hvae the power to launch a torrent of flames at your opponents.
This temporary power is obtained by opening one of the chests in the Prevent the Banished Pantheon from completing the ritual mission assigned by Piper Irving.
Duration | 90 Minutes |
Effects | Ranged |
Moderate Damage (Fire) |
Empowered Shard of the Wheel
This broken piece of an ancient artifact has been empowered by the Banished Pantheon. While carrying it, you can scorch your enemies with your hands.
This temporary power is obtained by opening one of the chests in the Prevent the Banished Pantheon from completing the ritual mission assigned by Piper Irving.
Duration | 90 Minutes |
Effects | Melee |
Minor Damage (Fire) |
Extinguisher
The Fire Fighter 3000, developed by Positron, uses a potassium bicarbonate powder to smother flames. It has 15 charges.
To obtain this temporary power, visit the fire chief standing next to a burning building in Steel Canyon.
Duration | Fifteen uses |
Effects | Fire Extinguisher (Special) |
Flashbang Grenades
These military issue non-lethal grenades explode with a concussive force that leaves all affected targets very vulnerable. Their Accuracy and Defense will be severely reduced. You have 6 grenades.
Duration | Six uses |
Effects | Ranged (Targeted Area of Effect) |
Foe -Accuracy, -Defense |
Freakshow Disguise
This suit can cause you to look like a member of the Freakshow without actually undergoing the hazardous cybernetic surgery. You can pass completely unnoticed by the Freakshow. However, if you take any aggressive actions, your cover will be blown, and the diguise will no longer be effective. Disables the use of Stealth related powers while worn. This disguise will last one hour of real time.
To obtain this temporary power, complete the Recover Stolen Chameleon Suit mission assigned by Wilma Peterson. Note that the mission description incorrectly states that the temporary power lasts only 15 minutes, but that the power description contains the correct time of one hour or until you talk to your contact after completing the mission. Also note that the stealth is effective against all enemies, not just Freakshow.
Duration | One hour |
Effects | Auto: Self Stealth |
Genetic Restabilizer
This device can stop mutations and even begin a reversal of the process in certain cases. The effect, however, can temporarily render a victim helpless and unable to defend himself. The Genetic Restabiliser has 12 charges.
To obtain this power, accept the Test the Genetic Restabilizer on the Lost mission from Kirsten Woods or Polly Cooper.
Duration | Twelve uses or upon return to contact after mission |
Effects | Ranged |
Foe Hold |
Ghostslayer Bomb
This is a special anti-spirit bomb used to destroy ethereal entities like ghosts and spirits. You have enough for 6 charges.
This temporary power is obtained by accepting the Defeat Rauscher and his men mission from Veluta Lunata.
Duration | Six uses |
Effects | Targeted Area of Effect Lethal/Smash |
Special vs. Ghosts |
Ghostslayer Rifle
This is an assault rifle with special ammo. The bullets are specially made to affect ethereal entities like ghosts and spirits. 50 bursts can be fired before the ammo is exhausted.
This temporary power is obtained by accepting the Defeat Rauscher and his men mission from Veluta Lunata.
Duration | Fifty uses |
Effects | Ranged |
Effects | Moderate (Lethal) |
Special vs. Ghosts |
Holiday Rocket Pack
This jet pack allows you to fly for a short period. If you attack a target while this pack is on, your flight speed will be temporarily reduced to Hover speed. This Rocket Pack will last for 30 days.
This power is awarded with the Longbow Reservist Badge for the Winter Event 2005.
Duration | Thirty days from time of issue |
Effects | Self Fly |
Holy Shotgun Shells
Tobias Hansen gave you these holy shotgun shells to aid you in your efforts against the Banished Pantheon. These blessed shotgun shells do extra damage to Undead villains. Use them wisely, for you have only 75 shells.
To obtain this power, you must accept the Defeat all zombies in mausoleum mission from Tobias Hansen. The additional damage against Banished Pantheon does not apply to the Shamens or Totums.
Duration | Seventy-five uses |
Effects | Ranged (Cone) |
Moderate Damage (Lethal) | |
Special Damage vs. Banished Pantheon | |
Foe Knockback |
Hyper Stealth
You blend into your environment and can only be seen at very close range. Even if discovered, you are hard to see and have a bonus to Defense to melee and ranged attacks. If, however, you attack while using this power, you will be discovered and will lose your Stealth and some of your Defense bonus. While Stealthy, your movement is Slowed. Hyper Stealth has a total of 30 minutes usage time.
To obtain this temporary power, complete the Patrol Bloody Bay mission.
Duration | 30 minutes |
Effects | Toggle: Self Stealth |
Self +Defense, -Speed |
Large Extinguisher
The Fire Fighter 4000 has a longer range than the 3000, Positron's earlier model. It also puts out flames faster. Unfortunately, it only has 9 charges.
To obtain this temporary power, visit the fire chief standing next to a burning building in Steel Canyon.
Duration | Nine uses |
Effects | Fire Extinguisher (Special) |
Loa Bone
You have received this magic wand as a reward from Mr. Bocor for your assistance. It has the power to summon undead minions to serve you. It may be used 5 times before its magical energies are exhausted.
To obtain this temporary power, complete Retrieve Loa Bone mission assigned by Mr. Bocor.
Duration | Five uses |
Effects | Summon Zombie |
Nectar
Eros has fashioned a version of Ambrosia from the waters of the Well of the Furies, which he has dubbed 'Nectar'. Eros' Nectar can be used up to 20 times on opponents to beguile them, effectively placating and confusing them
To obtain this temporary power, complete the Snaptooth mission assigned by DJ Zero five times.
Duration | Twenty uses |
Effects | Ranged (Targeted Area of Effect |
Foe Confuse, Placate |
Nictus Absorption
This is a power granted by the Nictus inhabiting your body, giving you a certain degree of damage resistance. This power lasts 2 hours.
To obtain this temporary power, complete Retrieve Nictus from Council mission assigned by Dr. Shelly Percey.
Duration | Two hours |
Effects | Auto: Self +Resistance (Energy, Negative) |
Nictus Fragment
This Nictus Fragment allows you to tap the primal forces of your Nictus power to create an essence draining conduit between a foe and yourself. This will transfer hit points from your enemy to yourself. Foes drained in this manner have their attack and movement speed reduced. The fragment will allow you to perform this attack about 50 times before becoming useless.
This temporary power is given to the person who delivers the Nictus fragment flask obtained in the Moonfire task force to Stephanie Peebles in the mission to Confirm Moonfire's suspicions.
Duration | Fifty uses |
Damage | Moderate |
Recharge | Slow |
Effects | Melee |
Moderate Damage (Negative) | |
Foe -Recharge, -Speed | |
Self +Hit Points |
Nictus Gravitic Emanation
This is a power granted by the Nictus inhabiting your body, allowing you to emit a cone attack on your enemies. This power lasts two hours.
To obtain this temporary power, complete Retrieve Nictus from Council mission assigned by Dr. Shelly Percey.
Duration | Two hours |
Damage | Minor |
Effects | Ranged (Cone) |
Minor Damage (Negative) | |
Foe Disorient, Knockback, -Recharge, -Speed |
Nictus Shadow Step
This is a power granted by the Nictus inhabiting your body, allowing you to teleport short distances. This power lasts two hours.
To obtain this temporary power, complete Retrieve Nictus from Council mission assigned by Dr. Shelly Percey.
Duration | Two hours |
Effects | Ranged (Location) |
Self Teleport |
Nuclear Blast
This unleashes a devastating EMP strike over a wide area of effect, draining endurance from foes. Robotic units are especially vulnerable to this effect. You may only use this ability once.
To obtain this temporary power, complete the Missile Launch Mission in Warburg.
Duration | One use |
Effects | Ranged Area of Effect |
Extreme Damage over Time (Energy) | |
Foe -Endurance, -Recovery |
Ore Extractor
This stainless steel tool allows you to safely collect and store fragments of the Shiva meteors. Once collected, you'll need to take the shards to a processing station and transform them into Shiva samples. These are then taken to the contact who gave you the extractor. You must be in close proximity to the meteorite to extract the ore. Extracting the ore is interruptible, so if you are hit, you will need to try again.
To obtain this temporary power, talk to the Shiva Strike Mission Shiva Strike contact in Bloody Bay. For heroes, that contact is the Scientist close to the helicopter. For villains, it is the Evil Scientist near the hovercraft.
Duration | Until samples collected or player zones |
Effects | Extrace Ore |
Particle Cannon
The Particle Cannon is a heavy Rikti weapon that can reverse the polarity of of an entity brought through a dimensional rift, sending it back to its own universe. Against other targets, it has no effect. the particle cannon can send the Hydra Head back to its dimension. The particle beam is slow, and must be held on the target for a long time. The Particle Cannon has limited charges, so use it wisely.
This temporary power can be found in the The Abandoned Sewers Trial assigned by Maren MacGregor.
Duration | unknown |
Effects | Ranged Special vs. Hydra Head |
Plasmatic Taser
This non-lethal plasma device is more effective than a normal stun blaster. It unleashes a cone of energy that knocks foes back. The Plasmatic Taser has 45 charges.
To obtain this temporary power, accept the Find out the Plans of the Lost mission assigned by Fareed Abdullah.
Duration | Forty-five uses |
Effects | Cone Energy/Smashing Damage |
Foe Knockback |
Psionic Activator
This high-tech device was given to you by Psimon Omega. When used on victims of Rikti experimentation it activates their latent psychic powers but causing them to fly into a blind rage and attack your nearest enemy. This device has 20 charges.
To obtain this temporary power, accept the Defeat Aurora Borealis and allies mission from Psymon Omega.
Duration | Twenty uses |
Effects | Foe Stun |
Psychic Cleaver
After drinking Cadao Kestrel's magic draught, you have the ability to destroy the Madame of Mystery, the psychic projection of Madeleine Casey. This is the only way to free Madeleine's soul from the carnival's hold.
To obtain this temporary power, complete the Take tomes to Cadao Kestrel mission from Madeleine Casey.
Duration | 500 charges |
Recharge | Fast |
Effects | Ranged moderate damage (psychic) special |
Only does damage vs. Madame of Mystery |
Resonance Disrupter
The Resonance Disrupter bends light around you to make you completely Invisible. While this power is active, you are all but impossible to detect. If you attack while Invisible, you will be detected, although you will still have a huge bonus to defense. This technology is unstable, and you will take damage over time as long as it is active. Will not work with other self-targeted concealment related powers such as Stealth or Invisibility.
Duration | unknown |
Effects | Toggle: Self Stealth, +Defense, -Hit Points |
Ring of Pain
The Ring of Pain is a dark device. It can severely reduce a target's defense at the cost of the owner's health. As the target's defense is lowered, you will continue to lose hit points until you deactivate the ring. The Ring of Pain can remain active for about 10 minutes before it is exhausted of its negative energy.
This temporary is acquired as an artifact in the Recover Outcast Artifacts mission assigned by Olivia Chung.
Duration | Ten minutes |
Effects | Ranged |
Foe -Defense | |
Self Damage over Time |
Rock
You got a rock.
The rock was a treat that was given out 2004 Halloween special event. It is a ranged attack that does a small amount of smashing damage.
Duration | One use |
Damage | Smashing |
Effects | Ranged Smashing Damage |
Rune of Warding
After you rescued the village's Book of Runes from the Fir Bolg, Mayor Gordon Bower asked you to study the Rune of Warding. It should help you battle the strange creatures of Croatoa, but knowledge of the rune will fade after 3 days.
Duration | Three days |
Effects | Ranged |
Minor Damage (Energy) | |
Special Damage vs. Fey |
Scroll of Ruin
This incantation will drastically reduce the defense of all foes in the affected area. The affected foes become vulnerable and incredibly easy to hit. This scross possesses powerful dark magics, and its effects are almost impossible to resist or avoid. The Scroll of Ruin can only be used once.
This temporary is acquired as an artifact in the Recover Outcast Artifacts mission assigned by Olivia Chung.
Duration | One use |
Effects | Ranged (Targeted Area of Effect) |
Foe -Defense |
Shivan Shard
Using this weird 'Shiva Shard' while near the ground allows you to summon forth a powerful Shivan Decimator to fight at your side. The Shivan can be buffed and healed, but is an unwilling companion and will not follow you through doors or into new zones. The shard can summon 5 Shivans before it is drained.
To obtain this temporary power, complete Shiva Strike Mission in Bloody Bay.
Duration | Five uses |
Effects | Summon Shivan Decimator |
Snowball
Can be used on friend and foe alike. Although there are no lasting effects when these frozen missiles are hurled, who doesn't love throwing a snowball? Snowballs should last 12 days. Happy Holidays!
This temporary power was granted by defeating members of the Winter Horde during the Winter Event 2004 and when opening a few rare gifts spread around Paragon City and the Rogue Isles during the Winter Event 2005.
Duration | Twelve days |
Effects | Ranged Special |
Soul Essence
This essence was taken from a Circle of Thorns altar, revitalizing you. This power lasts for 15 minutes.
To obtain this temporary power, complete Offer Akarist's Soul mission assigned by Archmage Tarixus.
Duration | Fifteen minutes |
Effects | Self +Recovery |
Foe Hold |
Spirit Potion
Within this gourd carved with various runes is an acrid-smelling concoction which allows an imbiber to become a spirit for a short period of time. The imbiber cannot attack or be attacked while in spirit form. There are 3 doses in the flask, lasting 60 seconds each.
To obtain this temporary power, complete Deliver Puzzle Box mission assigned by Archmage Tarixus.
Duration | Three uses, sixty seconds per use |
Effects | Toggle: Self Intangible |
Summoning Amulet
This is a gold amulet with various mystic symbols etched in silver. After saving his life from his former Hellion allies, Billie gives you this amulet that was the source of all the contention. It allows you to summon a Fire Imp for a short duration. This may be done 5 times before it is exhausted.
To obtain this temporary power, complete Defeat 3K Kelvin and guards mission assigned by Billie Heck.
Duration | Five uses |
Effects | Summon Fire Imp |
Thermite Cannon
The Thermite Plasma Cannon is a Rikti weapon. The Plasma is relatively cool, and only moderately dangerous. However, it has be discovered that Thermite Plasma is deadly to the Hydra. It is best to save the weapon's limited charges for defeating the Hydra.
This temporary power can be found in the The Abandoned Sewers Trial assigned by Maren MacGregor.
Duration | unknown |
Effects | Ranged Cone |
Moderate Damage over Time (Plasma) | |
Special Damage vs. Hydra |
Vahzilok Wasting Disease
You have been infected with the Vahzilok Wasting Disease. This disease, introduced by the Vahzilok, is slowly wasting you away. Find a cure, quick! Your Max Hit Poits, Endurance, Regeneration, and Recovery have all been reduced.
This temporary power is imposed on you when you accept the Get Disease Antidote mission from Olivia Chung.
Duration | Until mission completed |
Effects | Self -Regeneration, -Recovery, -Hit Points, -Endurance |
Undead Slaying Axe
This massive weapon was specifically crafted by MAGI to slay the undead. The Undead Slaying Axe can be used 75 times before MAGI will recall it magically.
Duration | 75 uses or until return to contact |
Effects | Moderate Damage (Lethal) |
Special Damage vs. True Undead |
Void Hunter Rifle
This sleek rifle was taken from a Void Hunter, those mysterious beings that hunt the Kheldians and Nictus. The rifle has 10 shots before it runs out of ammo.
Obtain this power by completing the Interrogate troops, steal weapon mission assigned by Psymon Omega.
Duration | Ten uses |
Damage | Negative |
Effects | Ranged |
Foe -Recharge, -Speed |
Warwolf Whistle
Stephanie Peebles has granted you the ability to call forth a might Warwolf to fight at your side. The Warwolf can be buffed and healed, but is an unwilling companion and will not follow you through doors or into new zones. You may summon five wolves, one at a time.
To obtain this power, complete the first part of the mission to Retrieve Tobias' heirloom from Vampyr Mountain.
Duration | Five uses |
Effects | Summon Warwolf |
Wave Scrambler
This device was built to interfere with Clockwork's energy signals within it's conical area of effect. The Wave Scrambler has 30 charges.
The wave scrambler emits a Psychic Scream, causing psychic damage. Against Clockworks it causes addition damage.
Duration | Thirty uses or upon return to contact |
Effects | Cone Special Damage |
Foe -Recharge |
Wedding Band
This ring contains the power of Stephanie Peebles' lvoe for her late husband, Stephen. When invoked, this power will partially protect you from all damage types, including Psionics. After about two hours of on time, Stephanie will recall the ring magically.
To obtain this temporary power, complete the Recover wedding band mission assigned by Stephanie Peebles.
Duration | Two hours of use |
Effects | Toggle: Self +Resistance (All) |
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.
Jaunt Initializer
You can teleport long distances. Jaunt Initializer has no recharge time, and can be reactivated without pause. The Jaunt Initializer has 5 charges. You can only carry 1 Jaunt Initializer at a time.
Duration | Five uses |
Effects | Self Teleport |
Low-G Pack
The Low-G Pack allows you to leap great distances and heights, easily jumping over buildings and from rooftop to rooftop! The Low-G Pack will burn out after 2 minutes of use. You can only carry 1 Low-G Pack at a time.
Duration | Two minutes of use |
Effects | Self Long Jump |
Raptor Pack
This backpack grants any person the ability to fly for a short period. If you attack a target while this pack is on, your flight speed will be temporarily reduced to hover speed. The Raptor Pack will burn out after 2 minutes of use. You can only carry 1 Raptor Pack at a time.
Duration | Two minutes of use |
Effects | Self Fly |
Stealth Suit
Stealth Suit blends into your environment and can only be seen at very close range. If you attack while using this power, you will be discovered and lose your defense bonus. While invisible, your movement is slowed. The Stealth Suit will burn out after 2 minutes of use. The Stealth Suit will not work with any other form of self-targetted concealment power. You can only carry 1 Stealth Suit at a time.
Duration | Two minutes of use |
Effects | Self Stealth, +Defense |
Stun Grenade
This Stun Grenade can disorient all foes around the target. You can only carry a max of 6 Stun Grenades at a time.
Duration | Six uses |
Effects | Ranged Targeted Area of Effect |
Foe Disorient |
Web Grenade
Upon impact, the Web Grenade expels a strong, tenuous, and very sticky substance that can immobilize most targets. This non-lethal device deals no damage and does not prevent targets from attacking, although their attack rate is slowed. The web can bring down flying entities and holts jumping. You can only carry a max of 6 Web Grenades at a time.
Duration | Six uses |
Effects | Ranged |
Foe Immobilize, -Recharge, -Fly |
Dimension Drop Powers
With the Valentine's Day special event of 2006, two vendors, Chilly and Dram were added to Pocket D and then removed when the event ended. They sold the following temporary powers.
Drop of Power
Dimension Drop of Power is a special conconction created by DJ Zero to celebrate the opening of the new Pocket D. This dimensional energy can increase one's potential. In keeping with his club's theme it must be given to someone else to be effective and giving it to a hero/villain increases their potential to near god-like proportions! This version of Dimension Drop buffs damage and accuracy. Dimension Drop can only be used on teammates.
Heroes can purchased this power from Chilly and villains can purchase it from Dram for 1,000 influence/infamy.
Duration | Four uses |
Effects | Teammate +Damage, +Accuracy (Special) |
Drop of Resistance
Dimension Drop of Vitality is a special conconction created by DJ Zero to celebrate the opening of the new Pocket D. This dimensional energy can increase one's potential. In keeping with his club's theme it must be given to someone else to be effective and giving it to a hero/villain increases their potential to near god-like proportions! This version of Dimension Drop buffs damage resistance to all damage. Dimension Drop can only be used on teammates.
Heroes can purchased this power from Chilly and villains can purchase it from Dram for 1,000 influence/infamy.
Duration | Four uses |
Effects | Teammate +Resistance (All) (Special) |
Drop of Vitality
Dimension Drop of Vitality is a special conconction created by DJ Zero to celebrate the opening of the new Pocket D. This dimensional energy can increase one's potential. In keeping with his club's theme it must be given to someone else to be effective and giving it to a hero/villain increases their potential to near god-like proportions! This version of Dimension Drop heals the target and recovers their endurance. Dimension Drop can only be used on teammates.
Heroes can purchased this power from Chilly and villains can purchase it from Dram for 1,000 influence/infamy.
Duration | Four uses |
Effects | Teammate Heal, +Endurance (Special) |
Origin Temporary Powers
New temporary powers were added on January 17th, 2006. These powers are given to any character under level 10 and disappear upon reaching level 10. There is a different power for each origin.
Apprentice Charm
Characters with a Magic origin start out with an Apprentice Charm.
This power will no longer be available after you are level 10. You're magical origin has unlocked many secrets, the first of which is the ability to use this simple Apprentice Charm. This cantrip has a very short range, and deals minor Energy damage to your target, as well as lowering their resistance to further damage. Damage: Minor, Recharge: Fast
Duration | Until level 10 |
Effects | Ranged |
Minor Damage (Energy) | |
Foe -Resistance |
Mutagen
Characters with a Mutation origin start out with a Mutagen.
This power will no longer be available after you are level 10. Being a mutant has opened the doors to many opportunities. You have recently come into possession of these capsules of genetic Mutagen. You can hurl these capsules at your enemies at very short range, where they explode on impact. They deal only minor Energy damage but the mutagen's secondary effect will lower the damage the affected target deals out. Damage: Minor, Recharge: Fast
Duration | Until level 10 |
Effects | Ranged |
Minor Damage (Toxic) | |
Foe -Damage (approximately 3.5%) |
Taser Dart
Characters with a Technology origin start out with a Taser Dart.
This power will no longer be available after you are level 10. Being of technological origin, you have access to many little devices, one of which is a Taser Dart of your own design. This attack has a very short range and does minor Energy damage to your target. In addition it has a chance to Hold your opponent for a brief moment. Damage: Minor, Recharge: Fast
Duration | Until level 10 |
Effects | Ranged |
Minor Damage (Energy) | |
Foe Hold |
Throwing Knives
Characters with a Natural origin start out with Throwing Knives.
This power will no longer be available after you are level 10. With your natural origin you have to rely on your cunning and skill. You've acquired these throwing knives as part of your personal arsenal. You can throw these knives at a very short range, and deal minor Lethal damage to your target, but a nasty wound will do additional Damage over Time. Damage: Minor (DoT), Recharge: Fast
Duration | Until Level 10 |
Effects | Ranged |
Minor Damage over Time (Lethal) |
Tranq Dart
Characters with a Science origin start out with a Tranq Dart.
This power will no longer be available to you after you are level 10. As a person of scientific origin you have access to many chemicals and agents. This Tranq Dart is the result of experiments you have conducted and can be used at short range to deal minor Lethal and Toxic damage to a target. In addition there is a small chance you can put the target to Sleep with this dart, but they will wake up the next time they are damaged or heald.
Duration | Until level 10 |
Effects | Ranged |
Foe Sleep |
Player vs. Player Zone Powers
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
As a thank you, the company has given you the opportunity to be the first to test this technology in the field. You have this power for 30 minutes after purchase.
Duration | Thirty minutes |
Effects | Self +Defense (Smashing, Lethal) |
Self +Resistance (Cold) |
EMP Glove
This glove can deliver a high power, focused electromagnetic pulse to a target. Deals good damage and can drain endurance from the target. Very effective against machines of all types. The EMP Glove has 10 charages.
Duration | Ten uses |
Damage | Energy |
Effects | Ranged Energy Damage |
Foe -Endurance |
IR Goggles
IR Goggles greatly improve your chances to spot stealthed or invisible players. You have this power for 30 minutes after purchase.
Duration | Thirty minutes |
Effects | Self +Perception |
Jaunt Initializer
You can teleport long distances. Jaunt Initializer has no recharge time, and can be reactivated without pause. You have this power for 30 minutes after purchase. You can only carry 1 Low-G Pack at a time.
Duration | Thirty minutes |
Effects | Self Teleport |
Low-G Pack
The Low-G Pack allows you to leap great distances and heights, easily jumping over buildings and from rooftop to rooftop! You have this power for 30 minutes after purchase. You can only carry 1 Low-G Pack at a time.
Duration | Thirty minutes |
Effects | Self Long Jump |
Raptor Pack
This backpack grants any person the ability to fly for a short period. If you attack a target while this pack is on, your flight speed will be temporarily reduced to hover speed. You have this power for 30 minutes after purchase. You can only carry 1 Raptor Pack at a time.
Duration | Thirty minutes |
Effects | Self Fly, -Accuracy |
Stealth Suit
Stealth Suit blends into your environment and can only be seen at very close range. If you attack while using this power, you will be discovered and lose your defense bonus. While invisible, your movement is slowed. You have this power for 30 minutes after purchase. The Stealth Suit will not work with any other form of self-targetted concealment power. You can only carry 1 Stealth Suit at a time.
Duration | Thirty minutes |
Effects | Self Stealth, +Defense |
Stun Grenade
This Stun Grenade can disorient all foes around the target. YOu can only carry a max of 6 Stun Grenades at a time.
Duration | One use |
Effects | Ranged Targeted Area of Effect |
Foe Disorient |
Web Grenade
Upon impact, the Web Grenade expels a strong, tenuous, and very sticky substance that can immobilize most targets. This non-lethal device deals no damage and does not prevent targets from attacking, although their attack rate is slowed. The web can bring down flying entities and holts jumping. You can only carry a max of 6 Web Grenades at a time.
Duration | One use |
Effects | Ranged |
Foe Immobilize, -Recharge, -Fly |