Power Icons Legend
Contents
Overview
Many video games which give the player a variety of abilities will use icons or symbols to allow players to identify individual powers at a glance, City of Heroes included. However, unlike many of these games, City of Heroes not only uses these icons to quickly denote individual powers, but also to convey the effects and usage of the powers.
A power icon in City of Heroes has three important components: the inner symbol, the border, and the color. The inner symbol indicates one or more of the powers' effects. The border indicates whether the power requires a target to use and whether it affects an area or a single target. Most powers' borders do not, unfortunately, indicate whether the power affects teammates or enemies; this information must be extrapolated by looking at the inner symbol (i.e. if the inner symbol denotes a positive effect, the power most likely affects allies or the caster) The color of an icon indicates the power set that the power belongs to; every power set has its own unique combination of background and foreground colors, although some colors are shared between primary or secondary power sets and Ancillary Power Pools with similar themes, though never within the same archetype. This is done to reduce the footprint of the City of Heroes installation; by having Frozen Armor use the exact same icon in the Ice Armor, Cold Mastery, and Ice Mastery sets, one icon file provides the art for 3 powers, reducing the size of the City of Heroes install.
Borders
Border | Description | Example |
---|---|---|
An icon without a border indicates that the power only affects the caster. | Reconstruction, Unyielding | |
The power is single target; it will only affect the currently targeted entity. | Deflection Shield, Power Blast | |
The power affects the target, as well as every valid target (up to the target's target limit) within a conical area in front of the caster. The exact dimensions of the cone area depend on the power. | Shadow Maul, Breath of Fire | |
The power does not require a target; it affects every valid target (up to the power's target limit) within a spherical area centered on the caster. The exact radius of the sphere depends on the power. | Inferno, Healing Aura | |
The power affects the current target, as well as every valid target (up to the power's target limit) within a spherical area centered on the target. The exact radius of the sphere depends on the power. | Exploding Arrow, Snow Storm | |
The power does not require a target; it affects every teammate within a spherical area centered on the caster, including the caster itself. | Assault, Group Invisibility | |
The power affects every target (up to the power's target limit) in a spherical area centered around the targeted teammate. The targeted teammate may or may not be affected, depending on whether the power's effect is a positive or negative one. | Disruption Field | |
The power summons a separate entity at a selected location. Some powers allow the caster to choose the location, while others simply summon the new entity at the caster's feet. | Animate Stone, Summon Striker | |
The power affects every valid target (up to the power's target limit) within a spherical area centered around a location. Some powers allow the caster to choose the location, while others automatically set the location to be the same as the caster's at activation. | Spirit Tree, Burn |
Inner Symbols - Buffs
The following inner symbols denote powers that grant the caster or his allies buffs to various attributes.
Symbol | Description | Example | Notes |
---|---|---|---|
Increases accuracy or tohit. | Aim | Most powers that buff tohit also buff damage, so the use of this symbol normally means that the power is either an accuracy buff, or the tohit buff is particularly large. | |
Increases damage. | Build Up | ||
Increases defense. | Dispersion Bubble | ||
Increases defense against powers typed "melee". | Ninja Reflexes | ||
Increases defense against powers typed "ranged". | Combat Training: Defensive | ||
Increases defense to powers typed "area of effect" (AoE). | Evasion | ||
Increases defense and tohit. | Invincibility | ||
Increases maximum hit points | Dull Pain | Would seem to indicate a healing over time effect (HoT), but is normally used to indicate a buff to maximum HP. In Issue 13 a power was finally added that actually was a HoT, but only when used by one archetype, and then only in PvE. | |
Healing power; restores lost hit points | Heal Other | ||
Restores lost endurance. | Transference | Also used in the icon for Conserve Power, which reduces the endurance cost of all powers while active. | |
Large buff to defensive attributes. | Light Form | Typically used for tier 9 powers in defensive power sets. Powers that use this symbol generally grant such a large buff to defenses that the affected character is effectively undefeatable under normal circumstances, hence the colloquial term "god mode power." | |
Increases both offensive and defensive attributes. | Vengeance | ||
Increases the maximum activation range on non-melee powers while active. | Boost Range | Boost Range is the only power that uses this symbol, and indeed that has this effect. | |
Reduces the recharge time of all powers while active. | Hasten | ||
Increases the rate at which lost hit points are naturally recovered over time. | Instant Healing | ||
Increases the rate at which spent endurance is naturally recovered over time. | Stamina | ||
Increases the duration or strength of mez effects and most buff and debuff effects. | Power Boost | ||
Increases the running speed of the target. | Speed Boost | ||
Increases running speed and jump height | Sprint | This is the Sprint symbol; the only powers that use the symbol are Sprint and its Prestige variations. | |
Increase to jump height and speed. | Inertial Reduction | ||
Increase to jump height and speed. | Super Jump | The only power that uses this symbol is Super Jump. | |
Grants the target the power of Flight. | Fly |
Inner Symbols - Control
The following inner symbols denote powers that have control effects.
Symbol | Description | Example | Notes |
---|---|---|---|
Afflicts the target with a Hold control effect. | Dominate | Held targets cannot use powers or move. | |
Afflicts the target with a Disorient control effect. | Screech | Disoriented targets cannot use powers, but can still move, albeit at an extremely reduced rate. Also known as "Stun." | |
Afflicts the target with an Immobilization control effect. | Web Grenade | Immobilized targets cannot move, but can still use powers as normal. | |
Afflicts the target with a Sleep control effect. | Salt Crystals | Sleeping targets cannot use powers or move, but will immediately awake if damaged, healed, or moved. | |
Afflicts the target with a Confuse control effect. | Deceive | ||
Afflicts the target with a Fear control effect. | Feared enemies cannot use powers or move unless they are attacked. | ||
Repels affected targets away from the caster. | Force Bubble | ||
Reduces the movement speed of the target. | Caltrops | ||
Increases the recharge time of all the target's powers. | Poison Trap | ||
Reduces the target's movement speed and increases the recharge time of all its powers. | Shiver | "Slow" can refer to a power that reduces movement speed, increases recharge time, or both. "Snare" is used for powers that only reduce movement speed. There is no generally agreed upon term for powers that only increase recharge time. | |
Afflicts the target with a taunt control effect. | Taunt | Taunted targets can only use powers to attack the entity that taunted them. In the event that more than one entity uses a taunt effect on the same target, the target will only be able to attack the entity with the stronger taunt effect. | |
The power can knock down the target, leaving them unable to act until they regain their footing. Some powers are strong enough to send the target flying away from the caster instead of just knocking them off their feet. | Knockdown is just low-grade knockback. A power that normally does knockdown can cause knockback if used on a sufficiently weak target or if slotted for knockback, and a power that normally does knockback can cause knockdown if used against a sufficiently strong target. | ||
The power can cause the target to fall down where they stand, unable to act until they regain their footing. | Energy Torrent | Same notes from above apply. | |
The power can send the target flying straight up in the air. Stronger enemies may only fall down where they stand. | Lift | Same notes as above two symbols apply, with the exception that the target can be sent flying straight up into the air instead of away from the caster. |
Inner Symbols - Damage
The following symbols denote powers meant primarily for dealing damage.
Symbol | Description | Example | Notes |
---|---|---|---|
Generic damage power | Fire Ball | A generic symbol, can indicate a melee or ranged power. | |
A melee attack that deals minor damage. | Beheader | ||
A melee attack that does damage over time. | Flurry | ||
A melee attack that deals moderate damage. | Punch | ||
A melee attack that deals heavy damage. | Eagle's Claw | ||
An interruptible melee power that does extra damage when hidden. | Assassin's Blade | This symbol is used for Assassin's Strike powers. | |
A ranged attack that deals light damage. | Psionic Dart | ||
A fast ranged attack that deals light damage. | Neutrino Bolt | Apparently used interchangeably with the above symbol. | |
A ranged attack that deals moderate damage. | Slug | ||
A ranged attack that has a shorter-than-normal range, though usually with high damage. | Blaze | ||
A ranged attack that does heavy damage. | Bitter Ice Blast | ||
A "snipe" attack. | Zapp | Snipe attacks are interruptible, very high damage attacks with nearly double the range of normal ranged attacks. | |
A power that does damage to one target and has the chance "jump" to do damage to another target. | Chain Induction | ||
A damage dealing power that deals damage in an area around a defeated target | Fallout | Powers with this symbol are colloquially known as "corpse bomb" powers. | |
Extreme damage. | Nova | Can be used to denote melee or ranged attacks. | |
A power that does damage over time. | Night Fall | ||
A moderate damage melee attack with a (most often elemental) weapon. | Fire Sword | Only used in sets that aren't weapon sets. | |
A high-damage melee attack with a (most often elemental) weapon. | Heavy Mallet | Only used in sets that aren't weapon sets. |
Inner Symbols - Debuffs
The following inner symbols denote powers that debuff enemy targets.
Symbol | Description | Example | Notes |
---|---|---|---|
Debuffs the target's accuracy or tohit. | Hurricane | ||
Debuffs the target's damage. | Darkest Night | ||
Debuffs the target's defense or damage resistance. | Sleet | ||
Drains hit points from the target | Life Drain | Kind of a pointless symbol, since "draining HP" is just a way of saying "dealing damage," and a symbol for drains, etc., also exists. | |
Reduces the target's offensive and defensive attributes. | Noxious Gas | ||
Reduces the target's perception. | Smoke | ||
Reduces the rate at which the target naturally recovers spent endurance. | Short Circuit |
Inner Symbols - Summons
The following inner symbols denote powers which summon an entity to fight alongside the caster.
Symbol | Description | Example | Notes | Exchange | A power that exchanges the same attribute between caster and target.. | |
---|---|---|---|---|---|---|
Intangibility | Intangibility related power. | |||||
Invisibility | Power that causes invisibility. | |||||
Mez | Control related power. | |||||
Placate | Placate related power. | |||||
Resistance | Damage resistance related power. | |||||
Resistance, Cold | Power that provides cold resistance. | |||||
Resistance, Energy | Power that provides energy resistance. | |||||
Resistance, Energy and Negative Energy | Power that provides energy and negative energy resistance. | |||||
Resistance, Fire and Cold | Power that provides fire and cold resistance. | |||||
Resistance, Negative Energy | Power that provides negative energy resistance. | |||||
Resistance, Mez | Power that provides protection from control-type effects. | |||||
Resistance, Psionic | Power that provides psionic resistance. | Obsidian Shield | ||||
Resistance, Smashing and Lethal | Power that provides smashing and lethal resistance. | |||||
Resurrection | Power that revives a fallen character. | |||||
Shapeshift | Power that shifts form. | Granite Armor, Black Dwarf | ||||
Stealth | Power that provides stealth to the target. | |||||
Summon | Power that summons a pet or henchman. | |||||
Summon, Buff, Multiple | Power that provides a buff to multiple attributes of a pet or henchman. | |||||
Summon, Equip | Power that provides a moderate increase to the capabilities of a pet or henchman. | |||||
Summon, Extraction | Summons one pet or henchman from a defeated target. | Dark Extraction, Soul Extraction | ||||
Summon, Fear | Summons or upgrades a pet or henchman with fear abilities. | |||||
Summon, Multiple | Summons a large number of pets. | Gang War | ||||
Summon, One Ally | Summons one pet or henchman. | |||||
Summon, Placate | Summons a pet or henchman with placate abilities. | |||||
Summon, Taunt | Summons a pet or henchman with taunt abilities. | |||||
Summon, Three Allies | Summons three pets or henchmen. | |||||
Summon, Two Allies | Summons two pets or henchmen. | |||||
Summon, Upgrade | Power that provides further increase to the capabilities of a pet or henchman. | |||||
Teleportation | Power that teleports target from one location to another without physically touching the space in-between. | Teleport | ||||
Teleportation, Group | Power that teleports a group from one location to another. | Team Teleport | ||||
Teleportation, Target | Power that teleports a foe from one location to another. | Teleport Foe |
Comments
- There are many internal inconsistencies within the game that makes some of this page guesswork rather than fact. If the power rings and the power symbols were consistent within the game, it would be easy to identify what a power does just by it's icon.