User:Tidbit Jr./Powers
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This page is designed to show my power and powerset ideas. It is constantly changing, even for seemingly finished tables, so don't be surprised if something you saw last time is different this time around.
Contents
Notes
- Armor-set powers' debuff resistances should be considered there all the time. It'd just take up room to put them there since they would be anyway.
- Knockback and Knockdown are seperated for clarity, but work the same as always where knockdown is just low-magnitude knockback.
- Mez resistance and mez protection are seperated for clarity. Remember: mez resistance lowers duration, protection actually stops the effects from happening.
Random Powers
Power | Level as Primary | Level as Secondary | Effect | |
Absolute Zero | 32 | 38 | (PBAoE) Foe Extreme Damage(Cold), Hold, -Recharge, -Speed; Self -Endurance, -Recovery | |
Seismic Blast | 32 | 38 | (PBAoE) Foe Extreme Damage(Smashing), Knockback, -Damage; Self -Endurance, -Recovery |
Refitted Powersets
Powersets reworked to fit other archetypes.
(Listed alphabetically...)
Regeneration (Tanker / Brute)
Power | Level as Primary | Level as Secondary | Effect | |
Fast Healing | 1 | 1 | (Auto) Self +Regeneration | |
Regenerative Armor | 1 | 2 | (Toggle) Self +Resistance(Smashing, Lethal), +Regeneration | |
Quick Recovery | 2 | 4 | (Auto) Self +Recovery | |
Dull Pain | 6 | 10 | Self Heal, +Max Hit Points | |
Integration | 8 | 16 | (Toggle) Self +Protection(Disorient, Hold, Immobilize, Knockback, Sleep), +Regeneration | |
Resilience | 12 | 20 | (Auto) Self +Resistance(All), +Protection(Disorient) | |
Reconstruction | 18 | 28 | Self Heal, +Resist(Toxic) | |
Revive | 26 | 35 | Self Ressurect, +Protection(XP Debt) | |
Moment of Glory | 32 | 38 | Self +Resistance(All), +Defense(All), +Recovery (Delayed) Self -Endurance |
Super Reflexes (Tanker)
Power | Level | Effect | |
Deflect | 1 | (Auto) Self +Resistance(All), +Resistance(Scales with Hit Points) | |
Focused Fighting | 1 | (Toggle) Self +Defense(Smashing, Lethal, Melee) | |
Focused Senses | 2 | (Toggle) Self +Defense(Ranged, Area of Effect), +Perception | |
Practiced Brawler | 6 | Self +Protection(Disorient, Hold, Immobilize, Knockback, Fear) | |
Infuriating Combat | 8 | (Toggle)(Point Blank Area of Effect) Foe -Accuracy, Taunt; Self +Damage(Per Foe) | |
Quickness | 12 | (Auto) Self +Recharge, +Speed | |
Protection | 18 | (Toggle)(Point Blank Area of Effect) Team +Defense(All) | |
Lucky | 26 | (Auto) Self +Defense(All), +Resistance(Scales with Hit Points) | |
Elude | 32 | Self +Defense(All), +Recovery, +Speed (Delayed) Self -Endurance, -Recovery |
Pool Powers
With the expansion of epic power pools to include a fifth choice, I'd seen a suggestion of expanding the normal power pools by one power at the same tier. Here are my suggested powers.
All Archetypes
Concealment: Stealth Strike
A signature stealth attack, this power does only minor damage normally, but moderately higher damage if performed while you are hidden. This, however, pales in comparison to any stalker assassin strike. Damage: Minor, Recharge: Long
Fighting: Willpower
Through focus and willpower you are able to minorly resist hold, immobilize, sleep, and stun effects. However, this is much weaker than normal mez protection powers, and only protects you from one or two of each type of mez. Recharge: Moderate
Fitness: Metabolism
The natural metabolism of your body grants you some slight resistance to holds and stuns, as well as toxic damage. This power is always on and costs no endurance.
Flight: Gust
You send a gust of wind at a group of foes within a small cone in front of you. Range is very short, damage is negligible, and the foes may be knocked back slightly. Damage: Minor, Recharge: Slow
Medicine: Triage
While active, you organize your team's medical attention, effectively increasing the entire team's regeneration rate as long as they are nearby. Recharge: Moderate
Presence: Distract
You placate a single foe, making you invisible to them if you weren't before. Unlike stalker placates, this requires an accuracy check. Recharge: Slow
Speed: Speed Tackle
You ram a single foe from a distance. The selected foe will take moderate smashing damage and be knocked back. Damage: Moderate, Recharge: Very Long
Teleportation: Teleport Punch
You perform a sturdy punch, but from afar. This will cause your foe some minor smashing damage and possibly knock them down. Damage: Moderate, Recharge: Slow
Veteran Rewards
12 months
33 months
Arachnos Mace
The Arachnos mace can cause heavy damage to targets, in addition to poisoning them.
Origin | Science |
Damage | Energy |
Effects | Moderate Toxic Damage over Time |
Blackwand
This black metal wand feels cold in your hand, and glows with dark arcane energies.
Origin | Magic |
Damage | Negative |
Effects | -Accuracy |
Divining Rod
This seemingly flimsy rod measures the paranormal qualities of it's subjects, then reacts accordingly... often with dramatic results.
Origin | Natural |
(NOTE: Considering things referred to as paranormal, like ghosts, are more often studied by more normal people "as seen on television," hence this power's origin.) | |
Damage | Energy |
Effects | Special Damage (vs Ghosts) |
Lost Curing Wand
Pieces of this wand come from many sources, including Azuria, Argot'BurWot, Hero One, the Midnight Squad and even the Circle of Thorns.
Origin | Technology |
Damage | Energy |
Effects | Special Damage (vs Lost) |
Nemesis Staff
This steam-powered staff can shoot a bolt of energy that deals damage, knocks back foes, and may stun them.
Origin | Technology |
Damage | Smashing |
Effects | Knockback |
36 months
48 months
Blast Sets
- Pulse Rifle
- Water Blast
Dual Pistols
You can dual wield pistols with extreme precision and skill, and are equipped with several different munition types.
Blaster / Corruptor / Defender
Power | Level as Primary | Level as Secondary | Effect | |
Single Shot | 1 | 1 | (Ranged) Foe Minor Damage(Lethal) | |
Dual Wield | 1 | 2 | (Ranged) Foe Moderate Damage(Lethal), Knockdown | |
Empty Clips | 2 | 4 | (Ranged Cone) Foe Moderate Damage(Lethal), Knockdown | |
Narcotic Round | 6 | 10 | (Ranged) Foe Minor Damage(Lethal/Toxic), Sleep, -Damage | |
Aim | 8 | 16 | Self +Accuracy, +Damage | |
Incendiary Round | 12 | 20 | (Ranged) Foe Moderate Damage(Lethal), Moderate Damage over Time(Heat) | |
Liquid Nitrogen Round | 18 | 28 | (Ranged) Foe Minor Damage(Lethal/Cold), Hold, -Damage, -Recharge, -Speed | |
Explosive Round | 26 | 35 | (Ranged Area of Effect) Foe Moderate Damage(Smashing/Lethal), Knockdown | |
Ricochet | 32 | 38 | (Ranged Area of Effect) Foe Superior Damage over Time(Lethal), Knockdown, -Defense |
Aim
Greatly increases the chance to hit of your attacks for a few seconds. Slightly increases damage. Recharge: Slow
Enhancements | Enhance ToHit Buff |
Increase Attack Rate | |
Reduce Endurance Cost | |
Set Categories | To Hit Buff |
Dual Wield
You fire both pistols at once at the same target. This is slower than a single shot, but deals more damage, and the target may be knocked down by the force of the impact. Damage: Moderate, Recharge: Moderate
Damage | Moderate - Lethal |
Enhancements | Enhance Accuracy |
Enhance Damage | |
Enhance Knockback Distance | |
Enhance Range | |
Increase Attack Rate | |
Reduce Endurance Cost | |
Set Categories | Knockback |
Ranged Damage |
Empty Clips
You empty the clips of both your pistols in a wide arc in front of you. This attack can hit multiple foes in the area, and has a small chance of knocking them down. Damage: Moderate, Recharge: Slow
Damage | Moderate - Lethal |
Enhancements | Enhance Accuracy |
Enhance Damage | |
Enhance Knockback Distance | |
Enhance Range | |
Increase Attack Rate | |
Reduce Endurance Cost | |
Set Categories | Knockback |
Targeted AoE Damage |
Explosive Round
Explosive-tip rounds can be fired at a group of foes, damaging them and possibly knocking them down. Damage: Moderate, Recharge: Slow
Damage | Moderate - Smashing |
Moderate - Lethal | |
Enhancements | Enhance Accuracy |
Enhance Damage | |
Enhance Knockback Distance | |
Enhance Range | |
Increase Attack Rate | |
Reduce Endurance Cost | |
Set Categories | Knockback |
Targeted AoE Damage |
Incendiary Rounds
Fires an ignition round that, upon contact, will ignite the targeted foe. Damage: Moderate, Recharge: Moderate
Damage | Moderate - Lethal |
Moderate - Heat (Damage over Time) | |
Enhancements | Enhance Accuracy |
Enhance Damage | |
Enhance Knockback Distance | |
Enhance Range | |
Increase Attack Rate | |
Reduce Endurance Cost | |
Set Categories | Knockback |
Ranged Damage |
Liquid Nitrogen Round
Fires a liquid nitrogen round at a foe. Upon impact, the foe will take minor damage, and then likely be frozen solid. Even if the foe is not frozen, their attack rate, damage, and speed will be moderately reduced. Damage: Minor, Recharge: Slow
Damage | Minor - Lethal |
Minor - Cold | |
Enhancements | Enhance Accuracy |
Enhance Damage | |
Enhance Hold Duration | |
Enhance Range | |
Increase Attack Rate | |
Reduce Endurance Cost | |
Set Categories | Holds |
Ranged Damage |
Narcotic Round
Fires a tranquilizer dart loaded with poison at a targeted foe. The dart will not only cause the foe some minor toxic damage, but put him to sleep as well. Even if the foe resists the sleep, he will have severely debuffed damage. Damage: Minor, Recharge: Slow
Damage | Minor - Lethal |
Minor - Toxic | |
Enhancements | Enhance Accuracy |
Enhance Damage | |
Enhance Sleep Duration | |
Enhance Range | |
Increase Attack Rate | |
Reduce Endurance Cost | |
Set Categories | Sleep |
Ranged Damage |
Ricochet
You fire a specialized round at a targeted foe. Upon impact, the bullet continues to deflect off nearby objects, harming other foes in the area as well. Like other sniper-type powers, this power is interruptable, however can still be used in most combat situations succesfully. Damage: Superior, Recharge: Long
Damage | Superior - Lethal (Damage over Time) |
Enhancements | Enhance Accuracy |
Enhance Damage | |
Enhance Defense Debuff | |
Enhance Knockback Distance | |
Enhance Range | |
Increase Attack Rate | |
Reduce Endurance Cost | |
Set Categories | Defense Debuff |
Knockback | |
Targeted AoE Damage |
Single Shot
You quickly fire a round from one of your pistols. This does minor damage, but can be done very often without exhausting you. Damage: Minor, Recharge: Very Fast
Damage | Minor - Lethal |
Enhancements | Enhance Accuracy |
Enhance Damage | |
Enhance Range | |
Increase Attack Rate | |
Reduce Endurance Cost | |
Set Categories | Ranged Damage |
Standard Weapons:
- Legacy Semi-Auto
- Semi-Auto (Color tintable)
- Revolver
- Magnum Revolver
- Revolver w/Laser Sight (Color tintable laser)
- Match Compensator (Color tintable laser)
- Flintlock
- Mini-Uzi
Unlockable Weapons:
- Arachnos Pistol
- Crey CBX-9 Cryo Pistol
- Malta Tactical Sidearm
- Rikti Pistol
Control Sets
- Electricity Control
- Gadget Control
Dark Control
Focus the dark power of the netherworld to control your foes.
Controller / Dominator
Power | Level | Effect | |
Shackle | 1 | (Ranged) Foe Minor Damage over Time(Smashing), Immobilize, -Jump | |
Petrify | 1 | (Ranged) Foe Moderate Damage(Negative), Hold, -Accuracy | |
Tenebrous Tentacles | 2 | (Targeted Area of Effect) Foe Moderate Damage over Time(Smashing), Immobilize, -Fly, -Jump | |
Dark Possession | 6 | (Ranged) Foe Confuse, +Damage | |
Dark Pit | 8 | (Targeted Area of Effect) Foe Disorient | |
Chilld of the Night | 12 | (Toggle)(Point Blank Area of Effect) Foe -Accuracy | |
Dark Domination | 18 | (Targeted Area of Effect) Foe Hold, -Accuracy | |
Nightmare | 26 | (Ranged Cone) Foe Moderate Damage(Psionic), Fear, -Accuracy | |
Shadow Puppet | 32 | Summon Pet(Shadow Puppet) |
Chill of the Night
While active, chill of the night brings forth a fine mist of negative energy which will seep out and obscure the vision of all nearby foes, reducing their accuracy. Recharge: Moderate
Enhancements | Increase Attack Rate |
Reduce Endurance Cost | |
Enhance ToHit Debuff | |
Set Categories | ToHit Debuff |
Dark Domination
Sends a surge of negative energy at a group of foes, holding them in place. This is a weaker surge than petrify, and thus deals no harm to the foes, however even if a foe resists petrification, their movements will be hindered, reducing their overall accuracy. Recharge: Very Long
Enhancements | Enhance Accuracy |
Enhance Damage | |
Enhance Hold Duration | |
Enhance Range | |
Increase Attack Rate | |
Reduce Endurance Cost | |
Enhance ToHit Debuff | |
Set Categories | Holds |
ToHit Debuff |
Dark Pit
Envelops a group of foes in a pit of negative energy which, while dealing no direct harm, disorients all foes for a good while. Recharge: Slow
Enhancements | Enhance Accuracy |
Enhance Disorient Duration | |
Enhance Range | |
Increase Attack Rate | |
Reduce Endurance Cost | |
Enhance ToHit Debuff | |
Set Categories | Stuns |
Dark Possession
Fills a foe with dark power in an attempt to possess them. Possessed foes will have a reversed perception of ally and enemy, fighting their friends to defend you and your allies. The affected foe will also have a dark empowerment boosting their strength. This is risky because foes that resist the confusion will still gain a boost to their strength, so use with caution. Recharge: Slow
Enhancements | Enhance Accuracy |
Enhance Confusion Duration | |
Enhance Range | |
Increase Attack Rate | |
Reduce Endurance Cost | |
Set Categories | Confuse |
Nightmare
Nightmare sends a powerful other-worldly chill through all foes in front of you, frightening them so much it harms their minds; their trembling will leave them less accurate when attacking, if they can at all. Damage: Moderate, Recharge: Slow
Damage | Moderate - Psionic |
Enhancements | Enhance Accuracy |
Enhance Damage | |
Enhance Fear Duration | |
Enhance Range | |
Increase Attack Rate | |
Reduce Endurance Cost | |
Enhance ToHit Debuff | |
Set Categories | Fear |
Targeted AoE Damage | |
ToHit Debuff |
Petrify
Petrify sends a surge of negative energy at the targeted foe, dealing moderate damage and holding them in place. Even if a foe resists the petrification, their movements will be hindered, reducing their overall accuracy. Damage: Moderate, Recharge: Moderate
Damage | Moderate - Negative |
Enhancements | Enhance Accuracy |
Enhance Damage | |
Enhance Hold Duration | |
Enhance Range | |
Increase Attack Rate | |
Reduce Endurance Cost | |
Enhance ToHit Debuff | |
Set Categories | Holds |
Ranged Damage | |
ToHit Debuff |
Shackle
Creates shackles of negative energy which wrap themselves around a single foe's legs. The shackles will continue to tighten, causing some minor harm to the foe, while also immobilizing them. Those that resist the shackles will still be unable to jump. Damage: Minor (Damage over Time), Recharge: Moderate
Damage | Moderate - Smashing |
Enhancements | Enhance Accuracy |
Enhance Damage | |
Enhance Immobilization Duration | |
Enhance Range | |
Increase Attack Rate | |
Reduce Endurance Cost | |
Enhance ToHit Debuff | |
Set Categories | Immobilize |
Ranged Damage | |
ToHit Debuff |
A shadow puppet can be created from negative energy. The shadow puppet is extremely loyal to its creator, defending it at all costs; unfortunately its primitive mind can only distinguish friend from foe, and it will attack the latter on sight. Recharge: Very Long
Powers | Shadow Dweller |
Enhancements | Enhance Accuracy |
Enhance Damage | |
Enhance Range | |
Increase Attack Rate | |
Reduce Endurance Cost | |
Enhance ToHit Debuff | |
Set Categories | Pet Damage |
ToHit Debuff |
Tenebrous Tentacles
Creates a cone-shaped rift to the netherworld that allows its native creatures to slip their dark tentacles into our world. These creatures will snare all foes directly in front of you, immobilizing them and bringing them down from the air while the tentacles drain their life. Damage: Moderate (Damage over Time), Recharge: Slow
Damage | Moderate - Smashing |
Enhancements | Enhance Accuracy |
Enhance Damage | |
Enhance Immobilization Duration | |
Enhance Range | |
Increase Attack Rate | |
Reduce Endurance Cost | |
Enhance ToHit Debuff | |
Set Categories | Immobilize |
Targeted AoE Damage | |
ToHit Debuff |
Pet Sets
- Demonology - Circle Behemoth as top tier?
- Knights
- Mad Science - Hydra Men for a tier? kidnapped, super-powered, brainwashed people?
- Police (hero only? Thugs antihesis?)
- Pirates
- Samurai
- Wolfpack - 5th/Council Warwolves moreso than animals
Wolfpack
You command a pack of wolves. They may not be the smartest henchmen, but they are loyal to the end.
Mastermind
Power | Level | Effect | |
Shriek | 1 | (Ranged) Foe Minor Damage(Smashing/Energy), -Resistance | |
Call Wolfpack | 1 | Summon Wolf (x3) | |
Scream | 2 | (Ranged) Foe Moderate Damage(Smashing/Energy), -Resistance | |
Organize Hunt | 6 | (Ranged) Henchman Equip | |
Howl | 8 | (Ranged Cone) Foe Moderate Damage(Smashing/Energy), -Resistance | |
Call Werewolves | 12 | Summon Werewolf (x2) | |
Hunting Formation | 18 | (Point Blank) Henchmen/Self +Defense, +ToHit, +Perception | |
Call Warwolf | 26 | Summon Warwolf | |
Lead Hunt | 32 | (Ranged) Henchman Upgrade |
Tier 1 Henchmen
Tier 2 Henchmen
Tier 3 Henchman
Support Sets
- Earth Domination (Earthly Aura wasn't too appealing)
- Electrical Aura (Magnetic Aura?)
- Energy Field (it'll be different from Force Field, I swear! :P )
- Teamwork (requires the Arachnos Widow to rename its set)
Earth Domination
You have the ability to manipulate earthly elements such as stone and minerals.
Controller / Corruptor / Defender / Mastermind
Power | Level as Primary | Level as Secondary | Effect | |
Earth Push | 1 | 1 | (Ranged) Foe Knockdown(Chance), -Defense | |
Rock Shield | 1 | 2 | (Ranged) Ally +Defense(Smashing, Lethal, Melee) | |
Crystal Shield | 2 | 4 | (Ranged) Ally +Defense(Energy, Negative, Ranged, Area of Effect), +Resistance(Endurance Drain) | |
Lead Weights | 6 | 10 | (Ranged Cone) Foe -Fly, -Jump, -Recharge, -Speed | |
Mineral Boost | 8 | 16 | (Ranged) Ally +Max Hit Points, +Resistance(Toxic) | |
Mineral Dispersion | 12 | 20 | (Toggle)(Point Blank Area of Effect) Ally/Self +Defense(All but Psionic), +Protection(Disorient, Hold, Immobilize) | |
Sandstorm | 18 | 28 | (Toggle)(Point Blank Area of Effect) Foe -Accuracy, -Defense | |
Power of the Earth | 26 | 35 | (Ranged) Ally +Damage, +Protection(Disorient, Hold, Immobilize, Knockback, Sleep) | |
Rock Wall | 32 | 38 | Summon Rock Wall |
Crystal Shield You encrust an ally with a layer of crystal. Different types of gemstone will deflect different properties, protecting the ally from energy and negative energy attacks, as well as deflecting endurance-draining effects. This layer of stone is not thick or heavy enough to hinder your allies, either, though it also cannot be improved through multiple castings on the same target. It can, however, be improved by others who shield the same target. Recharge: Very Fast
Enhancements | Enhance Defense Buffs |
Enhance Range | |
Increase Attack Rate | |
Reduce Endurance Cost | |
Set Categories | Defense |
Earth Push
You thrust your fist upon the ground, sending stone erupting from the floor beneath a selected foe. The foe may be knocked down, and the resulting stalagmite will temporarily reduce the foe's defense as he tries to regain his footing. Recharge: Moderate
Enhancements | Enhance Accuracy |
Enhance Defense Debuff | |
Enhance Knockback Distance | |
Enhance Range | |
Increase Attack Rate | |
Reduce Endurance Cost | |
Set Categories | Defense Debuff |
Knockback |
Lead Weights
Creates a layer of lead and granite on the bodies of all foes in a cone range in front of you. This layer will hinder foes' movements and cause them to gain too much weight to fly or jump, and will continue to slow their attack rate for a short while. Recharge: Slow
Enhancements | Enhance Accuracy |
Enhance Slow | |
Enhance Range | |
Increase Attack Rate | |
Reduce Endurance Cost | |
Set Categories | Slow Movement |
Mineral Boost
You can strengthen a single ally's body with tough minerals for a short time. During this period, the ally will gain an increase to their max hit points as well as a resistance to toxins. Recharge: Very Long
Enhancements | Enhance Damage Resistance |
Enhance Heal | |
Enhance Range | |
Increase Attack Rate | |
Reduce Endurance Cost | |
Set Categories | Healing/Absorb |
Resist Damage |
Mineral Dispersion
You can create a large field of floating minerals. These minerals will deflect both physical and non-physical attacks, protecting all allies within from everything but psionic assaults. This field will also disperse disorient, hold, and immobilize effects. Recharge: Slow
Enhancements | Enhance Defense Buffs |
Increase Attack Rate | |
Reduce Endurance Cost | |
Set Categories | Defense |
Power of the Earth
Imbues a single ally with the power of the spirit of earth itself. This power will greatly increase the ally's damage potential and slightly increase their accuracy, as well as protect them from disorient, hold, immobilize, knockback, and sleep effects. When this power wears off, however, the ally will be drained of a small portion of endurance from partial exhaustion. Recharge: Long
Enhancements | Enhance Range |
Enhance ToHit Buff | |
Increase Attack Rate | |
Reduce Endurance Cost | |
Set Categories | To Hit Buff |
Rock Shield
Casts a small rock shield onto a nearby ally which will deflect physical attacks, effectively protecting them from smashing, lethal, and melee attacks as they are deflected by the stone. This layer of rock is not thick or heavy enough to hinder your allies, either, though it also cannot be improved through multiple castings on the same target. It can, however, be improved by others who shield the same target. Recharge: Very Fast
Enhancements | Enhance Defense Buffs |
Enhance Range | |
Increase Attack Rate | |
Reduce Endurance Cost | |
Set Categories | Defense |
Rock Wall
You bring forth a large wall of rock to protect yourself and all allies nearby. This rock wall cannot move, and is inanimate, but foes will need to tear the wall down before they can reach you. Use this power with caution in enclosed spaces. Recharge: Very Long
Powers | Resistance: The rock wall is completely immune to mez effects, including knockback. |
Rock Wall Taunt: Enemies have to tear down the wall to get to you and your allies. If not, they're just as stupid! | |
Enhancements | Enhance Damage |
Enhance Defense Debuff | |
Enhance Disorient Duration | |
Enhance Knockback Distance | |
Enhance Range | |
Increase Attack Rate | |
Reduce Endurance Cost | |
Set Categories | Defense Debuff |
Stuns | |
Targeted AoE Damage |
Sandstorm
While active, you are surrounded by a constant sandstorm. Any foes that stray too close will have severely reduced accuracy and defense as the storm cuts off visibility. Recharge: Slow
Enhancements | Enhance Defense Debuff |
Enhance ToHit Debuff | |
Increase Attack Rate | |
Reduce Endurance Cost | |
Set Categories | Defense Debuff |
ToHit Debuff |
Melee Sets
- Energy Blade
- Gravity Melee
- Illusory Melee
- Poison Melee
- Polearm
- Psionic Melee
- Scythe
- Staff
Radiation Melee
Scrapper
Power | Level | Effect | |
Contaminated Strike | 1 | (Melee) Foe Minor Damage(Smashing/Energy), -Defense | |
[[#|]] | 1 | ||
Radioactive Smash | 2 | (Melee) Foe High Damage(Smashing/Energy), Knockdown, -Defense | |
Build Up | 6 | Self +Damage, +Accuracy | |
Irradiate | 8 | (Point Blank Area of Effect) Foe Moderate Damage over Time(Energy), -Defense | |
Confront | 12 | (Ranged) Foe Taunt | |
[[Image:|22px]] | [[#|]] | 18 | |
[[Image:|22px]] | [[#|]] | 26 | |
[[Image:|22px]] | [[#|]] | 32 |
Build Up
Greatly increases the amount of damage you deal for a few seconds, as well as slightly increasing your chance to hit. Recharge: Long
Enhancements | Enhance ToHit Buff |
Increase Attack Rate | |
Reduce Endurance Cost | |
Set Categories | To Hit Buff |
Confront
Challenges a foe to attack you. Useful to pull a villain off an ally who finds himself in over his head. Recharge: Fast
Enhancements | Enhance Accuracy |
Enhance Range | |
Enhance Taunt Effectiveness | |
Increase Attack Rate | |
Reduce Endurance Cost | |
Set Categories | Taunt |
Contaminated Strike
Damage: Minor, Recharge: Fast
Damage | Minor - Smashing |
Minor - Energy | |
Enhancements | Enhance Accuracy |
Enhance Damage | |
Enhance Defense Debuff | |
Increase Attack Rate | |
Reduce Endurance Cost | |
Set Categories | Defense Debuff |
Melee Damage |
Irradiate
You can emit lethal amounts of radiation in all directions, damaging all nearby foes for a short time. Like other radiation attacks, this power can bypass some of a target's defenses. Irradiate severely reduces the target's defense. Irradiate has an inherent accuracy bonus. Damage: Moderate (Damage over Time), Recharge: Slow
Damage | Moderate - Energy (over Time) |
Enhancements | Enhance Accuracy |
Enhance Damage | |
Enhance Defense Debuff | |
Increase Attack Rate | |
Reduce Endurance Cost | |
Set Categories | Defense Debuff |
PBAoE Damage |
Radioactive Smash
Damage: High, Recharge: Slow
Damage | Moderate - Smashing |
Moderate - Energy | |
Enhancements | Enhance Accuracy |
Enhance Damage | |
Enhance Defense Debuff | |
Enhance Knockback Distance | |
Increase Attack Rate | |
Reduce Endurance Cost | |
Set Categories | Defense Debuff |
Knockback | |
Melee Damage |
Defense Sets
- Energy Aura (see Kinetic Aura for reason for change)
- Force Armor
- Kinetic Aura (Energy Aura change)
- Radiatioactive Aura
- Sonic Armor
- Storm Aura
Psionic Aura
You have a psychic aura. Whether this is because of a third eye, extrasensory, or a connection to the spirit world, you have the ability to protect yourself with your own mind.
Brute / Scrapper / Tanker
Power | Level as Primary | Level as Secondary | Effect | |
Foresight | 1 | 1 | (Auto) Self +Defense(All), +Protection(Confuse, Disorient, Fear, Hold, Immobilize, Sleep), +Resistance(Psionic); (Low HP) Self +Resistance(All) | |
Mind Over Body | 1 | 2 | (Toggle) Self +Resistance(Smashing, Lethal, Psionic) | |
[[Image:|22px]] | [[#|]] | 2 | 4 | |
Indomitable Will | 6 | 10 | (Toggle) Self +Protection(Confuse, Disorient, Fear, Hold, Immobilize, Knockback, Sleep), +Defense(Psionic) | |
[[Image:|22px]] | [[#|]] | 8 | 16 | |
Mind Link | 12 | 20 | (Point Blank Area of Effect) Team +Defense(All) | |
Drain Psyche | 18 | 28 | (Point Blank Area of Effect) Foe -Regeneration, -Recovery; (Per Foe) Self +Regeneration, +Recovery | |
Aura of Confusion | 26 | 35 | (Point Blank Area of Effect) Foe Confuse | |
Force of Nature | 32 | 38 | Self +Resistance(All but Psionic), +Protection(Disorient, Hold, Immobilize, Sleep), +Recovery (Delayed) Self -Health, -Endurance, -Recovery |
Aura of Confusion
You can cause mass confusion within a group of foes, creating chaos. All affected foes within the area will turn and attack each other, ignoring all heroes. If you confuse villains before they noticed you, your presence will continue to go unnoticed. You will not receive any experience points for foes defeated by confused enemies. Recharge: Very Long
Enhancements | Enhance Accuracy |
Enhance Confusion Duration | |
Increase Attack Rate | |
Reduce Endurance Cost | |
Enhance ToHit Buff | |
Set Categories | Confuse |
Drain Psyche
You Drain the Psyche of you nearby foes, thus weakening their hit point regeneration and endurance recovery and boosting your own. Recharge: Long
Enhancements | Enhance Endurance Modification |
Enhance Heal | |
Increase Attack Rate | |
Reduce Endurance Cost | |
Set Categories | Endurance Modification |
Healing/Absorb |
Force of Nature
When you activate this power, you not only become extremely resistant to most damage but also to most disorient, immobilization, hold, knockback and sleep effects. Endurance recovery is also increased. Force of nature costs very little endurance to activate, but when it wears off you are left exhausted, and drained of almost all health and endurance. Recharge: Very Long
Enhancements | Enhance Endurance Modification |
Enhance Damage Resistance | |
Increase Attack Rate | |
Reduce Endurance Cost | |
Set Categories | Endurance Modification |
Resist Damage |
Foresight
Those who possess foresight are resistant to psionic damage, as well as sleep, hold, immobilization, disorient, confuse and fear effects. Their precognition becomes clearer in times of duress, providing resistance to all damage types based on their current health, as well. They also have improved defense, due to being able to see attacks slightly before they actually occur.
Enhancements | Enhance Damage Resistance |
Enhance Defense Buffs | |
Set Categories | Defense |
Resist Damage |
Indomitable Will
When you toggle on this power, it grants protection from sleep, disorient, fear, confusions, repel, knockback and hold effects. Indomitable will also grant a moderate defense to psionic based attacks. Recharge: Moderate
Enhancements | Enhance Defense Buffs |
Increase Attack Rate | |
Reduce Endurance Cost | |
Set Categories | Endurance Modification |
Defense |
Mind Link
Your mind link power will enable you to link the minds of all your teammates who are near you for the next 90 seconds. This shared link improves your teams chances to hit foes, your defensive abilities and dramatically reduces psionic damage. Recharge: Very Long
Enhancements | Enhance Damage Resistance |
Enhance Defense Buffs | |
Increase Attack Rate | |
Reduce Endurance Cost | |
Enhance ToHit Buff | |
Set Categories | Defense |
Resist Damage | |
To Hit Buff |
Mind Over Body
When you toggle on this power, you empower your mind over your body to become highly resistant to smashing, lethal, and psionic damage. Recharge: Fast
Enhancements | Enhance Damage Resistance |
Increase Attack Rate | |
Reduce Endurance Cost | |
Set Categories | Resist Damage |
Radioactive Aura
You can emmit controlled levels of radiation in order to protect yourself in combat.
Brute / Scrapper / Tanker
Power | Level as Primary | Level as Secondary | Effect | |
Radiation Cloud | 1 | 1 | (Toggle)(Point Blank) Foe Damage over Time(Energy), Taunt | |
Radiation Shield | 1 | 2 | (Toggle) Self +Resistance(Smashing, Lethal, Energy, Toxic) | |
Chemoradiation | 2 | 4 | Self Heal, +Resistance(Toxic) | |
Invigorating Radiation | 6 | 10 | (Toggle) Self +Protection(Disorient, Hold, Immobilize, Sleep), +Resistance(Energy, Toxic) | |
Permaradiation | 8 | 16 | (Auto) Self +Resistance(Energy, Toxic) | |
Accelerated Metabolism | 12 | 20 | (Auto) Self +Resistance(Toxic, Sleep), +Recharge, +Speed | |
Fallout Shield | 18 | 28 | (Toggle) Self +Resistance(Heat, Cold, Energy, Negative, Toxic), +Resistance(Endurance Drain) | |
Self Mutation | 26 | 35 | Self Ressurect, +Protection(XP Debt), +Damage, +Accuracy, +Recharge; (Delayed) Self -Damage, -Accuracy, -Recharge | |
Overcharge | 32 | 38 | Self +Defense(All), +Max Hit Points, +Recovery; (Delayed) Self -Health, -Endurance |
Stalker
Power | Level | Effect | |
Hide | 1 | (Toggle) Self +Steath, +Defense(All) | |
Radiation Shield | 2 | (Toggle) Self +Resistance(Smashing, Lethal, Energy, Toxic) | |
Chemoradiation | 4 | Self Heal, +Resistance(Toxic) | |
Invigorating Radiation | 10 | (Toggle) Self +Protection(Disorient, Hold, Immobilize, Sleep), +Resistance(Energy, Toxic) | |
Permaradiation | 16 | (Auto) Self +Resistance(Energy, Toxic) | |
Accelerated Metabolism | 20 | (Auto) Self +Resistance(Toxic, Sleep), +Recharge, +Speed | |
Fallout Shield | 28 | (Toggle) Self +Resistance(Heat, Cold, Energy, Negative, Toxic), +Resistance(Endurance Drain) | |
Self Mutation | 35 | Self Ressurect, +Protection(XP Debt), +Damage, +Accuracy, +Recharge; (Delayed) Self -Damage, -Accuracy, -Recharge | |
Overcharge | 38 | Self +Defense(All), +Max Hit Points, +Recovery; (Delayed) Self -Health, -Endurance |
Accelerated Metabolism
Your radiation has permanently increased your metabolism, giving you a bonus to recharge and movement speed. This power is always on and costs no endurance.
Enhancements | Enhance Flight Speed |
Enhance Running Speed | |
Set Categories | Flight |
Running |
Chemoradiation
You can absorb some of your own radiation directly out of your aura, boosting your body's healing rate for a moment to effectively heal most of your wounds, and granting you a lingering resistance to toxic damage for a short while. Recharge: Long
Enhancements | Enhance Damage Resistance |
Enhance Heal | |
Increase Attack Rate | |
Reduce Endurance Cost | |
Set Categories | Healing/Absorb |
Resist Damage |
Fallout Shield
Concentrating the fallout from your radioactive aura can further protect you from other radiation and toxins, as well as increase your resistance to heat, cold, energy, and negative energy attacks. This fallout also blocks most endurance draining effects. Recharge: Fast
Enhancements | Enhance Damage Resistance |
Increase Attack Rate | |
Set Categories | Resist Damage |
Hide
Hide makes you almost impossible to detect. When properly hidden, a stalker can pull off critical hits with his attacks, and even land a massive assassin's strike with an assassin's power. When you attack or are damaged while using this power, you will be discovered. Even if discovered, you are hard to see and retain some bonus to defense. Unlike most stealth powers, hide can be used at the same time as other concealment powers, giving you even greater stealth capability. No Endurance cost. Recharge: Moderate
Enhancements | Enhance Defense Buffs |
Increase Attack Rate | |
Reduce Endurance Cost | |
Set Categories | Defense |
Invigorating Radiation
As long as this power is active, your radioactive aura will boost your own strength, giving you the power to protect yourself from disorient, hold, immobilize, and sleep effects, as well as further enhancing your resistance to radiation and toxic damage. Recharge: Moderate
Enhancements | Enhance Damage Resistance |
Increase Attack Rate | |
Reduce Endurance Cost | |
Set Categories | Resist Damage |
Overcharge
You can overload your radioactive aura, coating yourslf in a dense cloud of radiation. This cloud will deflect most forms of attack, and effectively boosts your own hit points at the same time, as well as slightly increasing you recovery rate. When this power wears off, you will be drained of most (but not all) health and endurance, yet quickly able to recover if you play your cards right. Recharge: Very Long
Enhancements | Enhance Defense Buffs |
Increase Attack Rate | |
Reduce Endurance Cost | |
Set Categories | Defense |
Permaradiation
You are permanently irradiated, giving you resistance to other forms of radiation as well as toxins. This power is always on and costs no endurance.
Enhancements | Enhance Damage Resistance |
Set Categories | Resist Damage |
Radiation Cloud
You expel a minor dose of radiation constantly, harming all foes nearby. Damage: Minor (DoT), Recharge: Moderate
Damage | Minor - Energy |
Enhancements | Enhance Accuracy |
Enhance Damage | |
Increase Attack Rate | |
Reduce Endurance Cost | |
Set Categories | PBAoE Damage |
Radiation Shield
While active, you protect yourself in a cloud of radiation that buffers your body's resistance to physical, radiation, and poison attacks. Recharge: Fast
Enhancements | Enhance Damage Resistance |
Increase Attack Rate | |
Reduce Endurance Cost | |
Set Categories | Resist Damage |
Self Mutation
By emitting a spark of concentrated radiation, you can restore your own aura enough to continue fighting. This new-found energy will also boost your accuracy, damage, and recovery rate for a short while. However, when this power wears off, your accuracy, damage, and recovery rate will be reduced by the same amount and for the same duration. Recharge: Long
Enhancements | Enhance Endurance Modification |
Enhance Heal | |
Enhance ToHit Buff | |
Increase Attack Rate | |
Reduce Endurance Cost | |
Set Categories | Endurance Modification |
Healing/Absorb | |
To Hit Buff |
Street Defense
You are both tough and self-trained at combat. Though you do not have any real invulnerabilities, armors, or super reflexes, your combination of defenses can be just as good as all of those.
Brute / Scrapper / Tanker
Power | Level as Primary | Level as Secondary | Effect | |
Rugged | 1 | 1 | (Auto) Self +Resistance(All but Psionic) | |
Focused Fighting | 1 | 2 | (Toggle) Self +Defense(Smashing, Lethal, Melee) | |
Dull Pain | 2 | 4 | Self Heal, +Max Hit Points, +Resistance(Toxic) | |
[[#|]] | 6 | 10 | (Toggle) Self +Protection(Disorient, Fear, Hold, Immobilize, Sleep) | |
[[Image:|22px]] | [[#|]] | |||
[[Image:|22px]] | [[#|]] | |||
[[Image:|22px]] | [[#|]] | |||
Stand and Fight | 26 | 35 | Self Ressurect, +Protection(XP Debt) | |
Last Stand | 32 | 38 | Self +Resistance(All), +Protection(Disorient, Hold, Immobilize, Sleep), +Damage; (Delayed) Self -Endurance |
Enhancements | Increase Attack Rate |
Reduce Endurance Cost | |
Set Categories | None |
Dull Pain
By ignoring your wounds you can dull your pain, effectively healing you and allowing you to absorb a greater amount of damage than usual. Recharge: Very Long
Enhancements | Enhance Damage Resistance |
Enhance Heal | |
Increase Attack Rate | |
Reduce Endurance Cost | |
Set Categories | Healing/Absorb |
Resist Damage |
Focused Fighting
While active, you increase your focus in combat. This grants you a defense bonus to physical and melee attacks, as you dodge better during fights, and will also boost your perception, better seeing stealthy foes. Recharge: Fast
Enhancements | Enhance Defense Buffs |
Increase Attack Rate | |
Reduce Endurance Cost | |
Set Categories | Defense |
Last Stand
You take your last stand in a time of desperation. While active, you will have increased resistance to all types of damage, including psionic, as you ignore the pain, and your damage will also be increased as you fight to the end. When this power wears off, you will be drained of a heavy amount of endurance, and your wounds will cause your resistance to all damage types to drop for a short time. Recharge: Very Long
Enhancements | Enhance Damage Resistance |
Increase Attack Rate | |
Reduce Endurance Cost | |
Set Categories | Resist Damage |
Stand and Fight
Even if you've been knocked down, you can stand back up and continue to fight. You will still be weak, but anything is worth a try, and you will be protected from experience debt for a short time. Recharge: Very Long
Enhancements | Enhance Heal |
Enhance Endurance Modification | |
Increase Attack Rate | |
Reduce Endurance Cost | |
Set Categories | Endurance Modification |
Healing/Absorb |
Rugged
You are naturally tough and resistant to most forms of damage. This power is always on and costs no endurance.
Enhancements | Enhance Damage Resistance |
Set Categories | Resist Damage |
Tech Armor
You have a high-tech suit of power armor. This armor can be upgraded with new features and reinforced with better materials as you progress.
Power | Level | Effect | |
Kevlar Body Armor | 1 | (Auto) Self +Resistance(Smashing, Lethal) | |
Power Shield | 2 | (Toggle) Self +Defense(Smashing, Lethal, Energy, Negative), +Resistance(Endurance Drain) | |
Nanites | 4 | Self Heal, +Resistance(Toxic) | |
Environmental Shield | 10 | (Auto) Self +Resistance(Heat, Cold, Energy, Negative), +Resistance(Slow) | |
Delta Wave Scrambler | 16 | (Toggle) Self +Protection(Disorient, Hold, Immobilize, Knockback, Sleep), +Defense(Psionic) | |
Cloaking Device | 20 | (Toggle) Self +Stealth, +Defense(All) | |
Smoke Grenade | 28 | (Ranged Area of Effect) Foe -Accuracy, -Perception | |
Tactical Goggles | 35 | (Toggle) Self +Accuracy, +Damage, +Perception | |
Overload | 38 | Self +Defense(All), +Recovery; (Delayed) Self Moderate Damage(Special), -Endurance, -Recovery |
Power | Level as Primary | Level as Secondary | Effect | |
Kevlar Body Armor | 1 | 1 | (Auto) Self +Resistance(Smashing, Lethal) | |
Power Shield | 1 | 2 | (Toggle) Self +Defense(Smashing, Lethal, Energy, Negative), +Resistance(Endurance Drain) | |
Nanites | 2 | 4 | Self Heal, +Resistance(Toxic) | |
Environmental Shield | 6 | 10 | (Auto) Self +Resistance(Heat, Cold, Energy, Negative), +Resistance(Slow) | |
Delta Wave Scrambler | 8 | 16 | (Toggle) Self +Protection(Disorient, Hold, Immobilize, Knockback, Sleep), +Defense(Psionic) | |
Cloaking Device | 12 | 20 | (Toggle) Self +Stealth, +Defense(All) | |
Smoke Grenade | 18 | 28 | (Ranged Area of Effect) Foe -Accuracy, -Perception | |
Tactical Goggles | 26 | 35 | (Toggle) Self +Accuracy, +Damage, +Perception; (Point Blank Area of Effect) Foe Taunt | |
Heavy Suit | 32 | 38 | (Toggle) Self +Defense(All but Psionic), +Resistance(All but Psionic), -Fly, -Speed |
Power | Level | Effect | |
Hide | 1 | (Toggle) Self +Stealth, +Defense(All) | |
Kevlar Body Armor | 2 | (Auto) Self +Resistance(Smashing, Lethal) | |
Nanites | 4 | Self Heal, +Resistance(Toxic) | |
Power Shield | 10 | (Toggle) Self +Defense(Smashing, Lethal, Energy, Negative), +Resistance(Endurance Drain) | |
Delta Wave Scrambler | 16 | (Toggle) Self +Protection(Disorient, Hold, Immobilize, Knockback, Sleep), +Defense(Psionic) | |
Environmental Shield | 20 | (Auto) Self +Resistance(Heat, Cold, Energy, Negative), +Resistance(Slow) | |
Smoke Grenade | 28 | (Ranged Area of Effect) Foe -Accuracy, -Perception | |
Tactical Goggles | 35 | (Toggle) Self +Accuracy, +Damage, +Perception | |
Overload | 38 | Self +Defense(All), +Recovery; (Delayed) Self Moderate Damage(Special), -Endurance, -Recovery |
Cloaking Device
Encorporating an LCD cloaking device allows you to become partially invisible. While cloaked, you can only be seen at very close range. If you attack while cloaked, you will be discovered; but even when discovered, you are hard to see and will retain some of your defense bonus to all attacks. Recharge: Moderate
Enhancements | Enhance Defense Buffs |
Increase Attack Rate | |
Reduce Endurance Cost | |
Set Categories | Defense |
Delta Wave Scrambler Adding a delta wave scrambler to your tech armor allows for the projection of an entropy field. This field will disrupt mesmerizing effects such as disorientations, holds, immobilizes, and sleeps, and the device itself weighs just enough to protect you from knockback powers. This field also deflects psychic signals. Recharge: Moderate
Enhancements | Enhance Defense Buffs |
Increase Attack Rate | |
Reduce Endurance Cost | |
Set Categories | Defense |
Environmental Shield
A second simple body armor that can be applied is the environmental shield. Made of adaptable and durable material, the armor will moderately protect you from temperature and energy attacks, and makes you more resistant to slow effects. This shield, as with the kevlar body armor, uses no power and is always on.
Enhancements | Enhance Damage Resistance |
Set Categories | Resist Damage |
Heavy Suit
You can upgrade your tech armor to include a heavy suit feature. While active, the armor applies its most powerful and fortified plating, deflecting most attacks and slightly buffering anything that breaks through. This heavy suit program comes with a protection protocol, making it unable to be used at the same time as any of the other armor programs except the delta wave scrambler. The plating itself is also, when in use, too heavy to fly with, and slightly limits your movement. Recharge: Slow
Enhancements | Enhance Damage Resistance |
Enhance Defense Buffs | |
Increase Attack Rate | |
Reduce Endurance Cost | |
Set Categories | Defense |
Resist Damage |
Kevlar Body Armor
The first thing that can be applied to the tech armor is the kevlar body armor. This simplistic, thick shielding can cover your body, effectively increasing your resistance to smashing and lethal attacks without using any power.
Enhancements | Enhance Damage Resistance |
Set Categories | Resist Damage |
Nanites
You can store a swarm of nanites in your armor, which you can activate at any time to perform a quick repair to your armor. The nanites will repair most of the damage the armor has absorbed, and will also heal any harm done to your body, temporarily boosting your resistance to toxic damage. Recharge: Slow
Enhancements | Enhance Heal |
Increase Attack Rate | |
Reduce Endurance Cost | |
Set Categories | Healing/Absorb |
Overdrive
You can upgrade your tech armor to include an overdrive feature. When activated, this overrides the suit's safety protocols and overloads the power shield, creating a strong personal force field. During this time, you will have greatly enhanced defense as the shield deflects most attacks, and the armor will gain a signifigant increase in recovery as the systems are given a surge of power. However, when the effects of the overdrive wear off, the suit will power itself down to prevent overheating. Recharge: Very Long
Enhancements | Enhance Defense Buffs |
Enhance Endurance Modification | |
Increase Attack Rate | |
Reduce Endurance Cost | |
Set Categories | Defense |
Endurance Modification |
Power Shield
Adding a power shield to your armor allows it to project a protective shield of energy. This shield deflects both physical and energy attacks, and will protect you from endurance draining effects. Recharge: Fast
Enhancements | Enhance Defense Buffs |
Increase Attack Rate | |
Reduce Endurance Cost | |
Set Categories | Defense |
Smoke Grenade
Your armor can lob an upgraded smoke grenade at a group of foes. The smoke grenade envelops all those in the affected area in a cloud of smoke. Most foes will not be able to see past normal melee range, and all of them will suffer from severely reduced accuracy. If the foes are attacked, they will be alerted to your presence, but will continue to suffer a penalty to accuracy. Recharge: Slow
Enhancements | Enhance Accuracy |
Enhance ToHit Debuff | |
Increase Attack Rate | |
Reduce Endurance Cost | |
Set Categories | ToHit Debuff |
Tactical Goggles
One of the finest applications to your armor is the advanced cybernetic combat-activated heads-up-display. This device will, while active, increase your accuracy and perception as it scans your field of vision in normal, enhanced, infrared, and night vision modes, and is advanced enough to target enemies' weak spots, effectively increasing your damage potential. Recharge: Slow
Enhancements | Enhance ToHit Buff |
Increase Attack Rate | |
Reduce Endurance Cost | |
Set Categories | To Hit Buff |
Manipulation Sets
- Darkness Manipulation
- Earth Manipulation
- Force Manipulation
- Gravity Manipulation
- Illusion Manipulation (Light Manipulation?)
- Kinetic Manipulation
- Ninjitsu Manipulation (Ninjutsu Manipulation?)
- Plant Manipulation (Thorn Manipulation?)
- Poison Manipulation (Toxin Manipulation?)
- Radiation Manipulation
- Sonic Manipulation (Sound Manipulation?)
- Storm Manipulation
- Traps
- Trick Arrows
Martial Arts
You know a plethera of ancient techniques which can give you the upper-hand in combat.
Power | Level | Effect | |
Crane Kick | 1 | (Melee) Foe Minor Damage(Smashing), Knockback | |
Thunder Kick | 2 | (Melee) Foe Moderate Damage(Smashing), Disorient | |
Crippling Axe Kick | 4 | (Melee) Foe Minor Damage(Smashing), Immobilize, -Speed | |
Storm Kick | 10 | (Melee) Foe High Damage(Smashing) | |
Focus Chi | 16 | Self +Damage, +Accuracy | |
Cobra Strike | 20 | (Melee) Foe Minor Damage(Smashing), Disorient | |
Warrior's Challenge | 28 | (Ranged) Foe Taunt, -Accuracy, -Range | |
Dragon's Tail | 35 | (Point Blank) Foe Moderate Damage(Smashing), Knockdown | |
Eagle's Claw | 38 | (Melee) Foe Superior Damage(Smashing), Disorient |
Strength Manipulation
You have the ability to manipulate your muscles, giving you temporary super-human strength.
Blaster
Power | Level | Effect | |
Power Thrust | 1 | (Melee) Foe Minor Damage(Smashing), Knockback | |
Punch | 2 | (Melee) Foe Moderate Damage(Smashing), Knockdown | |
[[Image:|22px]] | [[#|]] | 4 | |
Haymaker | 10 | (Melee) Foe High Damage(Smashing), Knockdown | |
Concussive Blow | 16 | (Melee) Foe Minor Damage(Smashing), Disorient | |
Threatening Taunt | 20 | (Ranged Area of Effect) Foe -Accuracy, -Damage, Taunt | |
Hand Clap | 28 | (Point Blank Area of Effect) Foe Disorient, Knockback | |
Focused Accuracy | 35 | (Toggle) Self +ToHit, +Perception | |
Knockout Blow | 38 | (Melee) Foe Superior Damage(Smashing), Disorient, Knockup |
Assault Sets
- Archery Assault
- Assault Weapons
- Dark Assault
- Feral Assault (Claws)
- Force Assault (Force Field)
- Gravity Assault
- Kinetic Assault
- Illusory Assault
- Martial Arts (w/ chi blasts?)
- Medieval Assault (Archery + Broad Sword)
- Ninjutsu Assault (Katana + Ninjitsu)
- Radiation Assault (Radiant Assault?)
- Sonic Assault
- Stony Assault
- Storm Assault (Electricity Assault's counterpart?)
- Tech Assault (Pulse Rifle)
- Urban Assault (Dual Pistols)
Ancillary Sets
Dark
You have mastered darkness and the night.
Power | Level | Effect | |
Fearsome Stare | 41 | (Ranged Cone) Foe Fear, -Accuracy | |
Petrifying Gaze | 41 | (Ranged) Foe Hold | |
Dark Embrace | 44 | (Toggle) Self +Resistance(Smashing, Lethal, Negative, Toxic) | |
Dark Regeneration | 44 | (Point Blank) Foe Minor Damage(Negative); Self Heal(Per Foe) | |
Soul Transfer | 47 | (Point Blank) Foe Minor Damage(Negative), Disorient; Self Ressurect, +Protection(XP Debt), Heal(Per Foe), +Endurance(Per Foe) |
You have mastered darkness.
Power | Level | Effect | |
Gloom | 41 | (Ranged) Foe High Damage over Time(Negative), -Accuracy | |
Night Fall | 41 | (Ranged Cone) Foe Moderate Damage over Time(Negative), -Accuracy | |
Dark Embrace | 44 | (Toggle) Self +Resistance(Smashing, Lethal, Negative, Toxic) | |
Smite | 44 | (Melee) Foe High Damage(Smashing/Negative), -Accuracy | |
Shadow Meld | 47 | Self +Defense(All) |
You have mastered darkness and shadow. (Replaces Darkness Mastery.)
Power | Level | Effect | |
Tenebrous Tentacles | 41 | (Ranged Cone) Foe Moderate Damage(Smashing/Negative), Immobilize, -Accuracy | |
Petrifying Gaze | 41 | (Ranged) Foe Hold | |
Dark Blast | 44 | (Ranged) Foe Moderate Damage(Negative), -Accuracy | |
Tar Patch | 44 | (Summoned Area of Effect) Foe -Resistance, -Recharge, -Speed | |
Torrent | 47 | (Ranged Cone) Foe Minor Damage(Negative), Knockback, -Accuracy |
You have mastered darkness and gloom.
Power | Level | Effect | |
Tenebrous Tentacles | 41 | (Ranged Cone) Foe Moderate Damage(Smashing/Negative), Immobilize, -Accuracy | |
Petrifying Gaze | 41 | (Ranged) Foe Hold | |
Gloom | 44 | (Ranged) Foe High Damage over Time(Negative), -Accuracy | |
Darkest Night | 44 | (Toggle)(Ranged Area of Effect) Foe -Accuracy, -Damage | |
Night Fall | 47 | (Ranged Cone) Foe Moderate Damage over Time(Negative), -Accuracy |
Kheldians
You have mastered your Kheldian powers.
Power | Level | Effect | |
Star Punch | 41 | (Melee) Foe Moderate Damage(Smashing/Energy), -Defense | |
Galactic Recall | 41 | (Ranged) Teammate Teleport | |
Light of Reason | 44 | (Toggle) Self +Protection(Confuse, Disorient, Hold, Immobilize, Sleep), +Resistance(Psionic) | |
Galactic Step | 44 | (Ranged) Self Teleport | |
Interspacial Link | 47 | (Point Blank) Team/Self +Defense(All), +Resistance(Psionic), +ToHit |
You have mastered your Nictus powers.
Power | Level | Effect | |
Star Punch | 41 | (Melee) Foe Moderate Damage(Smashing/Negative), -Recharge, -Speed | |
Combat Flight | 41 | (Toggle) Self +Fly, +Defense(All) | |
Veil the Mind | 44 | (Toggle) Self +Protection(Disorient, Fear, Hold, Immobilize, Sleep), +Resistance(Psionic) | |
Negative Energy Flight | 44 | (Toggle) Self +Fly | |
Interspacial Link | 47 | (Point Blank) Team/Self +Defense(All), +Resistance(Psionic), +ToHit |
Archetypes
Rikti
An idea for a Rikti-based epic archetype that would be available to both heroes and villains.
Hit Points: Medium
Damage: Medium
Primary: Offense
Secondary: Defense
(Heroes) The Rikti are traditionally pacifists, calling upon the Lineage of War only in dire times. The Rikti Traditionalists seek an end to the war, to return to their once-peaceful ways and re-open communication and understanding between Earth and the Rikti Homeworld.
(Villains) The Restructurist faction is headed by the Lineage of War, which seeks a higher place of stature within the Rikti society. Using the war with Earth as a tool to this end, they aim to shape Rikti society into a militaristic culture led by the Rikti Lord of War. A diplomatic end to the war would destroy this ambition, however, which make the Traditionalists on Earth a threat to them.
Rikti Style: Soldier Selection / Soldier Specialization
Unlike traditional roles, rikti are first outfitted with standard equipment, then soon after, choose their own career paths.
Rikti Equipment (Primary)
The New Rikti Sword, as some heroes have called it, is the first piece of equipment that Rikti soldiers get their hands on; it can fire small plasma shots, and has an energy-charged blade.
Power | Level | Effect | |
Plasma Shot | 1 | (Ranged) Foe Minor Damage(Energy), Knockdown, Disorient | |
Hack | 1 | (Melee) Foe High Damage(Lethal/Energy), Knockback, Disorient |
Rikti Armor (Secondary)
The standard Rikti armor comes with a minor all-purpose metal outer-layer, and a protective buffer layer.
Power | Level | Effect | |
Rikti Armor | 1 | (Auto) Self +Resistance(Smashing, Lethal), +Protection(Hold, Immobilize) | |
Rikti Training | 2 | (Auto) Self +Defense(Melee), +Resistance(Psionic), +Protection(Disorient, Sleep) | |
Serum | 4 | Self Heal, +Max Hit Points | |
Indomitable Will | 10 | (Toggle) Self +Protection(Confuse, Disorient, Fear, Hold, Immobilize, Knockback, Sleep), +Defense(Psionic) | |
Mind Link | 16 | (Point Blank Area of Effect) Ally/Self +Defense, +ToHit, +Perception |
Rikti Power Pools
Starting at level 6 and up, rikti soldiers can start taking special rikti power pools, designed after the different rikti troop-types. There is a limit of four rikti power pools, like normal power pools (but not counting against?), though there is no need for requisite powers.
Communications Officer
Power | Level | Effect | |
Teleport Foe Device | 8 | (Ranged) Foe Teleport | |
Fold Space | 12 | (Summoned Area of Effect) Team Teleport | |
Transponder | 18 | Summon Rikti Portal | |
Rikti Monkeys | 26 | (Ranged) Summon Rikti Monkey (x10) |
Guardian
Power | Level | Effect | |
Radiation Emission | 8 | (Point Blank Area of Effect) Ally/Self Heal | |
Protection Shield | 12 | (Ranged) Ally +Defense(All) | |
Accelerate Metabolism | 18 | (Point Blank Area of Effect) Ally/Self +Damage, +Recharge, +Recovery, +Speed | |
Leadership | 32 | (Toggle)(Point Blank Area of Effect) Team +Defense, +Damage, +ToHit, +Perception, +Resistance(Placate, Taunt) |
Headman
Power | Level | Effect | |
Plasma Burst | 6 | (Ranged) Foe Moderate Damage(Energy), Disorient | |
Aim | 8 | Self +Accuracy, +Damage | |
Plasma Volley | 18 | (Ranged Cone) Foe Moderate Damage(Energy), Knockback | |
Plasma Snipe | 26 | (Snipe) Foe Superior Damage(Energy), Disorient |
Magus
Power | Level | Effect | |
Fire Ball | 6 | (Ranged Area of Effect) Foe Moderate Damage(Smashing/Heat), Minor Damage over Time(Heat) | |
Block of Ice | 8 | (Ranged) Foe Moderate Damage(Cold), Hold, -Recharge, -Speed | |
Lightning Bolt | 18 | (Ranged) Foe High Damage(Energy), -Endurance, -Recovery; Self +Endurance | |
Stalagmites | 26 | (Ranged Area of Effect) Foe Minor Damage(Smashing), Disorient |
Mentalist
Power | Level | Effect | |
Mental Blast | 6 | (Ranged) Foe Moderate Damage(Psionic), -Recharge | |
Mesmerize | 8 | (Ranged) Foe Moderate Damage(Psionic), Sleep | |
Mass Hypnosis | 12 | (Ranged Area of Effect) Foe Sleep | |
Dominate | 26 | (Ranged) Foe Moderate Damage(Psionic), Hold |
Priest
Power | Level | Effect | |
Transfusion | 6 | (Ranged) Foe -Endurance; (Ranged Area of Effect) Ally/Self Heal | |
Siphon Power | 8 | (Ranged) Foe -Damage; (Point Blank Area of Effect) Ally/Self +Damage | |
Total Domination | 18 | (Ranged Area of Effect) Foe Immobilize, Hold | |
Regeneration Aura | 26 | (Point Blank Area of Effect) Ally/Self +Regeneration |
Soldier
Power | Level | Effect | |
Slice | 12 | (Melee Cone) Foe Moderate Damage(Lethal/Energy), Knockback | |
Eviscerate | 18 | (Melee) Foe High Damage(Lethal/Energy), Knockdown | |
Carve | 26 | (Melee) Foe Superior Damage(Lethal/Energy), Knockup | |
Swing | 32 | (Small Cone) Foe Extreme Damage(Lethal/Energy), Knockdown |
Rikti Uniform
Like the Soldiers of Arachnos, Rikti are required to have a uniform for their first costume slot; however, their next four can be either human or rikti in nature - the human side would probably be a hologram or mind-trick of some sort, instead of a sudden change in species.
Costume Sets
Standard Costume Sets:
- Soldier
- Headman
- Mentalist/Mesmerist
- Chief Soldier
Unlockable Costume Sets:
- Magus (any Rikti badge)
- Priest (any Rikti badge)