Temporary Powers
Contents
- 1 Overview
- 2 City of Heroes Powers
- 3 City of Villains Powers
- 4 Going Rogue Powers
- 5 Invention Powers
- 6 Arena Powers
- 7 Special Event Powers
- 8 Player vs. Player Zone Powers
- 9 Co-operation Zone Powers
- 10 Mayhem and Safeguard Missions Powers
- 11 Market Teleport Powers
- 12 Fortunes
- 13 Items of Power
- 14 Other 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.
- Temporary powers denoted by this icon can be obtained an unlimited number of times via Ouroboros flashbacks, and remain for some time after the flashback is over.
- Temporary powers denoted by this icon can also be obtained via Ouroboros flashbacks. If the power has already been obtained once, however, a more limited version (an "echo") of the power is awarded instead.
- Be careful, these powers can be lost when you speak to the contact from which you received them again. Even though they appear to have a certain number of uses remaining, the power will be lost and you cannot regain them.
City of Heroes Powers
Amy's Ward (TF 30-34)
Antigravity Matrix (Contact 20-24)
Arachnos Disguise (Faultline Contact 20-24)
Bow and Arrow (Croatoa Contact 25-29)
Clockwork Connection (Faultline Contact 15-19)
Clockwork Immobilizer MkI
Clockwork Immobilizer MkII
Clockwork Immobilizer MkIII
Clockwork Immobilizer MkIV
Confiscated Beanbag (Contact 20-24)
Crey Narcotic (Contact 40-44)
Cryonite Armor (Contact 20-24)
Cryoprojection Bracers (Contact 10-14)
Dimensional Grounding Ray (TF 45-50)
Divining Rod (Croatoa Contact 25-29)
Electromagnetic Grenades (Striga Isle Contact 25-29)
EMP Glove (Contact 10-14)
Empowered Center of the Wheel (Contact 20-24)
Empowered Linchpin of the Wheel (Contact 20-24)
Empowered Piece of the Wheel (Contact 20-24)
Empowered Shard of the Wheel (Contact 20-24)
Extinguisher (Steel Canyon zone event)
Fettering Nimbus (Contact 45-50)
Flashbang Grenades (Contact 5-9)
Freakshow Disguise (Contact 20-24)
Geometric Gauntlets (Contact 20-24)
Genetic Restabilizer (Contact 20-24)
Hamidon Essence (TF 45-50)
Holy Shotgun Shells (Striga Isle Contact 25-29)
Idol of Lughebu (Contact 20-24)
Iron Blade (Croatoa Contact 30-34)
Large Extinguisher (Steel Canyon zone event)
Lethargy Inducer (Contact 15-19)
Manifold Resonator (Contact 25-29)
Med Kit (Contact 15-19)
Nemesis Staff (Contact 30-34)
Nictus Fragment (TF 23-28)
Particle Cannon (Contact 38-40)
Plasmatic Taser (Contact 15-19)
Power of the Thorn (TF 45-50)
Psychic Cleaver (Contact 40-44)
Radiation Shield (Respec Trial)
Resonance Disrupter (Contact 25-29)
Ring of Pain (Contact 15-19)
Rune of Warding (Croatoa Contact 25-29)
Sands of Mu (Contact 25-29)
Scroll of Ruin (Contact 15-19)
Thermite Cannon (Contact 38-40)
Undead Slaying Axe (Contact 25-29)
Vahzilok Wasting Disease (Contact 15-19)
Warwolf Whistle (Striga Isle Contact 25-29)
Wave Scrambler (Contact 15-19)
Wedding Band (Striga Isle Contact 20-24)
City of Villains Powers
Ace of Spades (Contact 30-35)
Arachnos Combat Radio (Contact 40-50)
Arachnoid Gas (Contact 40-44)
Arachnos Power Shield (Contact 40-44)
Arachnos Shotgun (Contact 40-44)
Blackwand (Contact 25-29)
Blood Coral Empowerment (Contact 25-29)
Coral Amulet (TF 25-30)
Coral Hammer (TF 25-30)
Coral Shards (TF 25-30)
Creeper Seed (Contact 45-50)
Demon Box (Contact 30-34)
Enchantment of Serafina (TF 35-40)
Flames of Prometheus (TF 20-40)
Force of the Earth (Contact 45-50)
Frenzy Mutagen (Contact 40-44)
Ghostslayer Bomb (Contacts 10-14 and 40-44)
Ghostslayer Rifle (Contacts 10-14 and 40-44)
Goldbricker Rocket Pack (Contact 15-19)
Hamidon Essence (SF 45-50)
Infected Anti-Serum (Contact 5-9)
Holographic Projector (Contact 20-24)
Loa Bone (Contact 5-9)
Midnight Visage (Contact 20-24)
Nictus Absorption (Contact 10-14)
Nictus Gravitic Emanation (Contact 10-14)
Nictus Shadow Step (Contact 10-14)
Nullifier Gun Prototype (Contact 25-29)
Nullifier Gun Mk I (Contact 25-29)
Orestes Rifle (SF 45-50)
Psionic Activator (Contact 30-34)
Rikti Drone (Contact 40-44)
Rikti Rifle (Contact 40-44)
Sky Raider Flight Pack (Contact 20-24)
SNAKE-B-GONE (Grandville Contact 45-50)
Soul Essence (Contact 25-29)
Soul Trap (Contact 35-40)
Spirit Potion (Contact 25-29)
Stolen SMG (Contacts 20-24, TF 25-29)
Summoning Amulet (Contact 5-9)
Tranquilizer Darts (Contact 45-50)
Vial of Bees (Contact 45-50)
Void Hunter Rifle (Contact 30-34)
Going Rogue Powers
Chain Gun (Contact 8-15)
Heavy Pistol (Contact 8-15)
Resistance HE Grenade (Contact 8-15)
Molotov Cocktail
Invention Powers
Certain temporary powers can be created using the invention system.
St. Louis Slammer
Gabriel's Hammer
Revolver
Ethereal Shift
Power Analyzer Mk I
Power Analyzer Mk II
Power Analyzer Mk III
Several new craftable Temporary Powers have been added with Issue 17.
- Temporary Power: Backup Radio
- Temporary Power: Envenomed Dagger
- Temporary Power: Hand Grenades
- Temporary Power: Jet Pack
- Temporary Power: Kinetic Dampener
- Temporary Power: Med Pack
- Temporary Power: Plasmatic Taser
- Temporary Power: Recovery Serum
- Temporary Power: Resuscitator
- Temporary Power: Smoke Flash
- Temporary Power: Stun Grenades
Mission Related
The Lost Cure (Heroes only)
The Lost Cure is also awarded to anyone who is teamed up with the Craft Lost Cure mission owner at the time said mission owner crafts the cure. Those who get the wand this way do not lose it as long as they don't use it up.
Additionally, villains can also get the wand this way. Be teamed up in Cimerora, the Rikti War Zone, or in a co-op mission with a hero who has the mission. Summon a portable workbench, then the hero crafts the wand and the villain gets one as well. This will not work in Pocket D, however (inside a DJ Zero mission will work, and possibly in the Winter Event Ski Chalet; but in the D itself, crafting from a portable workbench does not work).
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
Low-G Pack
Raptor Pack
Stealth Suit
Stun Grenade
Web Grenade
Special Event Powers
Temporary powers found during Special Events
Halloween Events
Rock
Banished Pantheon Shaman Costume
Carnival Harlequin Costume
Carnival Strongman Costume
Consortium Guard Costume
Coralax Minion Costume
Council Galaxy Costume
Council Penumbra Costume
Crey Agent Costume
Crey Powersuit Costume
Crey Security Costume
Freakshow Boss Costume
Freakshow Stunner Costume
Goldbricker Costume
Hellion Thug Costume
Knives of Artemis Costume
Legacy Chain Costume
Lost Costume
Malta Gunslinger Costume
Malta Operative Costume
Nemesis Soldier Costume
Outcast Thug Costume
Paragon Protector Costume
Pirate Costume
PPD Cop Costume
PPD Hardsuit Costume
PPD SWAT Officer Costume
Scrapyarder Costume
Skulls Thug Costume
Skyraiders Costume
Troll Costume
Tsoo Inkman Costume
Vahzilok Eidolon Costume
Warriors Thug Costume
Valentine's Day Events
Botched Ritual!
Drop of Power
Drop of Resistance
Drop of Vitality
Nectar
Winter Events
Holiday Rocket Pack
Build Snow Beast
Snowball
Golden Rings
Renewal of Light
Rikti Invasion Event
Developer Powers
Power Suppression
The I Win Button
Player vs. Player Zone Powers
Bloody Bay
Hyper Stealth
Ore Extractor
Shivan Shard
Siren's Call
Heroes and Villains may buy a selection of temporary powers for 10,000 influence/infamy each if their side is in control of the zone.
These powers may be purchased by both Heroes and Villains:
EMP Glove
Jaunt Initializer
Low-G Pack
Raptor Pack
Web Grenade
These powers are only available to Heroes, and only when they have won zone control twice in a row:
Cryonite Armor
IR Goggles
Stealth Suit
Stun Grenade
These powers are only available to Villains, and only when they have won zone control twice in a row:
Arachnos Mace
Kinetic Shield
Smoke Bomb
Venom Grenades
Warburg
Biological Mutagens
Chemical Burn
Hyper Phase
Nuclear Blast
Recluse's Victory
Longbow Mech
Arachnos Mini Blaster
Co-operation Zone Powers
Rikti War Zone
The Rikti War Zone grants 50% debt protection.
Debt Prot 50
These temporary powers can be purchased at a Vanguard Crafting Table in the Rikti War Zone for Vanguard Merits.
Nectanebo's Curse Breaker
Vanguard Heavy Power Core
Vanguard Psionic Shield
Vanguard Psi-Bomb
Vanguard Storage Sack
Mayhem and Safeguard Missions Powers
Temporary powers granted during Mayhem and Safeguard missions
Completion Rewards
Levels 5-10 Raptor Pack (instanced Atlas Park map)
Level 10-15 Zero-G Pack (instanced Kings Row map)
Level 15-20 Resuscitation (instanced Skyway City map)
Level 20-25 Summon Teammates (instanced Steel Canyon map)
Level 25-30 Movement Increase (instanced Independence Port map)
Level 30-35 Endurance Increase (instanced Talos Island map)
Level 35-40 Health Increase (instanced Brickstown map)
Level 40-45 Life Insurance (instanced Founder's Falls map)
Level 45-50 Regeneration Increase (instanced Peregrine Island map)
Weapon Raid Side Mission Rewards
These Temporary Powers are awarded for foiling the arms dealers during Weapon Raid Missions within Safeguard and Mayhem zones.
Claymore
Cryonite Armor
Cryoprojection Bracers
Electromagnetic Grenades
EMP Glove
Flamethrower
Heavy Rock
IR Goggles
Kinetic Shield
Long Bow
Med Kit
Plasmatic Taser
Shotgun
Smoke Bomb
Stealth Suit
Stun Grenade
Tear Gas
Wave Scrambler
Web Grenade
Market Teleport Powers
These powers may be purchased from any given Auction House for a fixed price of 10,000 Inf. Using one disables all similar powers for 30 minutes and consumes the power. You can purchase another immediately, but can only carry one at any given time.
Consignment House Transporter
Black Market Transporter
Trading House Transporter
Underground Transporter
It's also worth noting that attempting to use a Transporter for the opposing faction will result in an "Invalid Target" error. For example, using the Black Market Transporter as a Hero or using the Trading House Transporter as a member of The Resistance won't work. Using a Trading House/Underground Transporter as a non-Praetorian also results in an error.
Fortunes
Fortunes are granted by Mystic Fortune. Fortunes cannot stack from multiple casters, or with each other.
Death
The Fool
The Hermit
The Lovers
The Magician
The Moon
The Sun
The Tower
Wheel of Fortune
Items of Power
These powers are awarded for selecting the Item of Power reward choice at the completion of a Cathedral of Pain Trial. They persist for 7 days after completion of the trial.
Anger Monument
Heart of a Storm Elemental
Monument of Iron
The Perfect Eye
The True Furnace
Other Powers
Buoyant Membrane
Challenge Debuff
Dampening Field
Devourer
Molecular Acid
NoPhase
Pacification Grenade
Phase Flight
Spectral Chill