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== Overview ==
== Overview ==
{{TOCright}}
{{TOCright}}
'''Inherent powers''' are permanent powers that a hero or villain automatically has without having to select them during training. There are inherent powers that are archetype specific, origin specific, and powers that all heroes have.
'''Inherent powers''' are permanent powers that a Hero or Villain automatically has without having to select them during training. There are Inherent powers that are Archetype-specific, Origin-specific, and open to all characters. Not all Inherent powers are available at level 1.


== Origin Specific Powers ==
== Origin-Specific Powers ==
Every hero receives a minor power that is dependent upon their origin. For more information, see [[Origin Powers]].
Every character receives a minor ranged attack power that depends on his or her origin. For more information, see [[Origin Powers]].


== Archetype-Specific Powers ==
== Archetype-Specific Powers ==


The following are inherent powers are specific to the archetypes available in City of Heroes and City of Villains.
The following inherent powers are specific to the archetypes available in City of Heroes and City of Villains.


=== [[Image:Inherent_BlasterDesperation.png]] Assassination ===
=== [[File:Inherent_BlasterDesperation.png]] Assassination ===


A stalker does his best work whem attacking from ambush. When properly 'Hidden', a Stalker can pull of Critical hits with his attacks, and even land a massive 'Assassins Strike' with an Assassins power. Additionally, the Stalker has a chance to land a Critical hit with most of his attack powers when attacking Held or Slept foes.
A Stalker does their best work when attacking from ambush. When properly 'Hidden", a Stalker can pull off Critical hits with their attacks, and even land a massive '[[Assassin's Strike|Assassins Strike]]' with an Assassins power. Assassin Strikes made from hide will Demoralize the Stalker's foes leaving them with a reduced chance to hit and has a chance to terrorize them. Additionally, a Stalker has a 10 percent base chance to critically hit, which is increased by an additional 3 percent per member in your party, against non-player enemies. Stalkers have a chance to land a critical hit against players if they are Held or Slept. Each of the Stalker's damaging powers within their primary power set, other than Assassin's Strike, have a chance to grant the Stalker a stack of Assassin's Focus. Each stack of this buff boosts Assassin's Strike's chance to critically (hit while the user is not hidden) by 33.3%. Assassin's Focus stacks up to 3 times.


{{PowerBlock Start}}
{{PowerBlock Start}}
{{PowerBlock Other|Header=Type|Text=Archetype-Specific ([[Stalker]])}}
{{PowerBlock Other|Header=Type|Text=Archetype-Specific ([[Stalker]])}}
{{PowerBlock Effects|Always criticals from hide}}
{{PowerBlock Effects|Always criticals from Hide}}
{{PowerBlock Blank|20% critical on held or slept opponents}}
{{PowerBlock Blank|10% chance to critical outside of Hide}}
{{PowerBlock Blank|Chance to critical outside of Hide increases 3% per nearby teammate}}
{{PowerBlock Blank|Primary attacks (except Assassin's Strike) have chance to grant Assassin's Focus}}
{{PowerBlock End}}
{{PowerBlock End}}


=== [[Image:InherentPeacebringer CombatFlight.png]] Combat Flight ===
==== [[File:AssassinsFocus.png]] Assassin's Focus ====
 
Hitting enemies with Stalker primary damaging powers, other than Assassin's Strike, can grant you a stack of Assassin's Focus. Each stack lasts for 10 seconds and will increase Assassin's Strike's critical hit chance by 33.3% when you're not hidden.
 
{{PowerBlock Start}}
{{PowerBlock Other|Header=Type|Text=Archetype-Specific ([[Stalker]])}}
{{PowerBlock Effects|+Assassin Strike Crit Chance}}
{{PowerBlock Blank|1 stack of Assassin's Focus grants 33.3% chance for Assassin's Strike to critical outside of Hide}}
{{PowerBlock Blank|1 stack lasts for 10 seconds}}
{{PowerBlock Blank|Assassin's Focus can stack up to 3 times}}
{{PowerBlock Blank|Use of the Assassin's Strike non-hidden attack will remove any active stacks of Assassin's Focus}}
{{PowerBlock End}}
 
=== [[File:LuminousAura CombatFlight.png]] Combat Flight ===


For hovering and aerial combat. This power is much slower than Energy Flight, but provides some Defense, offers good air control, costs little Endurance, and has none of the penalties associated with Energy Flight. Switch to this mode when fighting other flying foes.
For hovering and aerial combat. This power is much slower than Energy Flight, but provides some Defense, offers good air control, costs little Endurance, and has none of the penalties associated with Energy Flight. Switch to this mode when fighting other flying foes.
''Also See: [[Flight#Hover|Hover]]''
   
   
{{PowerBlock Start}}
{{PowerBlock Start}}
{{PowerBlock Other|Header=Level Gained|Text=Security Level 10}}
{{PowerBlock Other|Header=Type|Text=Archetype-Specific ([[Peacebringer]])}}
{{PowerBlock Other|Header=Type|Text=Archetype-Specific ([[Peacebringer]])}}
{{PowerBlock Effects|Self: Fly, + Defense}}
{{PowerBlock Effects|Self: Fly, +Defense}}
{{PowerBlock_Enhancements|{{Enhance Defense}}}}
{{PowerBlock_Blank|{{Reduce Endurance Cost}}}}
{{PowerBlock_Blank|{{Enhance Flight}}}}
{{PowerBlock_Sets|{{Set Defense}}}}
{{PowerBlock_Blank|{{Set Flight}}}}
{{PowerBlock_Blank|{{Set Universal Travel}}}}
{{PowerBlock End}}
 
=== [[File:Inherent_BlasterDesperation.png]] Conditioning ===
 
Soldiers of Arachnos undergo intense physical training before leaving "boot camp."  Those that survive have greater than average healing rates and tire less quickly than others.
 
The increase in Regeneration and Recovery are not bonuses but are higher base values than other Archetypes.
{{PowerBlock Start}}
{{PowerBlock Other|Header=Level Gained|Text=Threat Level 1}}
{{PowerBlock Other|Header=Type|Text=Archetype-Specific ([[Soldiers of Arachnos]])}}
{{PowerBlock Effects|Self: Increased Regeneration (20%) and Recovery (5%)}}
{{PowerBlock End}}
{{PowerBlock End}}


=== [[Image:Inherent BlasterDesperation.png]] Containment ===
=== [[File:Inherent BlasterDesperation.png]] Containment ===


[[Controller|Controllers]] are the masters at locking down and controlling their opponents.  Few can escape their will.  Controllers do extra damage to any target that is already Held, Immobilized, Slept, or Disoriented.
[[Controller]]s are the masters at locking down and controlling their opponents.  Few can escape their will.  Controllers do extra damage to any target that is already Held, Immobilized, Slept, or Disoriented.
   
   
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{{PowerBlock Effects|Self: Critical Damage (Special)}}
{{PowerBlock Effects|Self: Critical Damage (Special)}}
{{PowerBlock End}}
{{PowerBlock End}}
=== [[Image:InherentPeacebringer_InterSpacialLink.png]] Cosmic Balance ===


Kheldians naturally thrive off the energy and essence of their teammates. [[Peacebringers]]' metamorphic nature allows them to bring balance to their team. Your Damage will increase for each nearby [[Tanker]] or [[Defender]] teammate. Your Damage Resistance will increase for each nearby [[Scrapper]] or [[Blaster]] teammate. Finally each nearby [[Controller]] teammate will grant you limited Protection from Control effects. You cannot put Enhacements in this power.
=== [[File:InherentPeacebringer_InterSpacialLink.png]] Cosmic Balance ===
 
Kheldians naturally thrive off the energy and essence of their teammates. [[Peacebringer]]s' metamorphic nature allows them to bring balance to their team. Your Damage will increase for each nearby [[Tanker]], [[Mastermind]], [[Corruptor]] or [[Defender]] teammate. Your Damage Resistance will increase for each nearby [[Scrapper]], [[Sentinel]], [[Brute]], [[Stalker]] or [[Blaster]] teammate. Each nearby [[Controller]] or [[Dominator]] teammate will grant you limited Protection from Control effects. Finally, each nearby Peacebringer, [[Warshade]], or teamed [[Arachnos Soldier]] or [[Arachnos Widow|Widow]] grants you some resistance to attack time slow effects. You cannot put Enhancements in this power.
 
As of [[Issue 13]], Cosmic Balance is active while in [[Luminous Blast#Bright Nova|Bright Nova]] or [[Luminous Aura#White Dwarf|White Dwarf]] mode.


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{{PowerBlock Effects|Auto: Special}}
{{PowerBlock Effects|Auto: Special}}
{{PowerBlock End}}
{{PowerBlock End}}
=== [[Image:Inherent BlasterDesperation.png]] Critical Hit ===


The [[Scrapper]] is a fierce melee combatant. In hand to hand, no other hero can compare. All Scrapper melee attacks have a chance to land a Critical Hit for up to Double Damage. The higher the rank of the target, the greater the chance for a successful Critical Hit.
=== [[File:Inherent BlasterDesperation.png]] Critical Hit ===
 
The [[Scrapper]] is a fierce melee combatant. In hand to hand, no other hero can compare. All Scrapper melee attacks have a chance to land a Critical Hit for up to double damage. The higher the rank of the target, the greater the chance for a successful Critical Hit.
 
The standard chance of a Critical Hit is 5% against players, pets, and [[critter]]s of Minion rank and below, and 10% against critters above Minion.


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{{PowerBlock End}}
{{PowerBlock End}}


=== [[Image:InherentPeacebringer_InterSpacialLink.png]] Dark Sustenance ===
=== [[File:InherentPeacebringer_InterSpacialLink.png]] Dark Sustenance ===


Kheldians naturally thrive off the energy and essence of their teammates. [[Warshades]]' absorbing nature allows them to draw on the power of their teammates' power to increase their own. Your Damage Resistance will increase for each nearby [[Tanker]] or [[Defender]] teammate. Your Damage will increase for each nearby [[Scrapper]] or [[Blaster]] teammate. Finally each nearby [[Controller]] teammate will grant you limited Protection from Control effects. You cannot put Enhacements in this power.
Kheldians naturally thrive off the energy and essence of their teammates. [[Warshade]]s' absorbing nature allows them to draw on the power of their teammates' power to increase their own. Your Damage Resistance will increase for each nearby [[Tanker]], [[Mastermind]], [[Corruptor]] or [[Defender]] teammate. Your Damage will increase for each nearby [[Scrapper]], [[Sentinel]], [[Stalker]], [[Brute]] or [[Blaster]] teammate. Each nearby [[Controller]] or [[Dominator]] teammate will grant you limited Protection from Control effects. Finally, each nearby [[Peacebringer]], Warshade, or teamed [[Arachnos Soldier]] or [[Arachnos Widow|Widow]] grants you some resistance to attack time slow effects. You cannot put Enhancements in this power.
 
As of [[Issue 13]], Dark Sustenance is active while in [[Umbral Blast#Dark Nova|Dark Nova]] or [[Umbral Aura#Black Dwarf|Black Dwarf]] mode.


{{PowerBlock Start}}
{{PowerBlock Start}}
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{{PowerBlock Effects|Auto: Special}}
{{PowerBlock Effects|Auto: Special}}
{{PowerBlock End}}
{{PowerBlock End}}
=== [[Image:Inherent BlasterDesperation.png]] Defiance ===


As a [[Blaster]] loses health, he begins to unleash his true power in a last ditch display of Defiance. The less health he has, the more damage he deals, and the more accurate his attacks become.
=== [[File:Inherent BlasterDesperation.png]] Defiance ===


Defiance is a feature that was introduced upon the release of Issue 5 and is exclusively for blasters.
:''Main Article:'' [[Defiance]]


When a blaster’s health drops, they will begin to see an increase in his or her damage output. It is a small increase at first, but the lower the blaster's health gets, the bigger the damage increase will become. An icon for defiance will appear under the experience bar once a blaster enters a defiant stance.
[[Blaster]]s’ earliest abilities come so naturally to them, that they are accessible even in states that normally prevent them from using powers, such as being Held, Slept or Stunned. Additionally, each time the Blaster attacks with a primary or secondary power, they gain a stacking damage bonus for the next several seconds. The amount of the damage bonus and its duration is dependent on the exact power used, with single target abilities generally giving the largest bonus.


The chart below demonstrates just how much of a bonus to base damage a player will see when his or her health is low:
The current version of Defiance was released on December 11, 2007. Prior to that, it worked differently. See the [[Defiance|main article]] for more details.
 
Health Percentage Bonus to Base Damage <br>
70% health +4% damage bonus <br>
50% health +18% damage bonus <br>
40% health +35% damage bonus <br>
30% health +70% damage bonus <br>
20% health +140% damage bonus <br>
10% health +280% damage bonus <br>
1% health +500% damage bonus (maximum allowed damage buff for blasters) <br>
 
The lower a blaster's health gets, the more defiant they becomes. The defiance feature allows blasters some rather exciting strategy abilities. If you are teamed with a Empath Defender or Controller and would like to stay in defiance mode, group communication is key.


{{PowerBlock Start}}
{{PowerBlock Start}}
{{PowerBlock Other|Header=Type|Text=Archetype-Specific ([[Blaster]])}}
{{PowerBlock Other|Header=Type|Text=Archetype-Specific ([[Blaster]])}}
{{PowerBlock Effects|Special: Self, +Damage, +Accuracy}}
{{PowerBlock Effects|Self: Special}}
{{PowerBlock End}}
{{PowerBlock End}}
=== [[Image:Inherent BuffEffects.png]] Domination ===


Nothing delights a [[Dominator]] more than inflicting pain. Once a Dominator attacks, his sadistic nature grows. When your Domination bar is over 90% you can activate this power to unleash his true potential. Your control powers will typically last 50% longer and will more easily Dominate stronger opponents. Additionally, you will fully recharge your Endurance and increase the damage to all your attacks. Recharge: very long.
=== [[File:Inherent BuffEffects.png]] Domination ===
 
Nothing delights a [[Dominator]] more than inflicting pain. When a Dominator attacks, their sadistic nature grows. When your Domination bar is over 90% you can activate this power to unleash your true potential. Your control powers will typically last 50% longer and will more easily Dominate stronger opponents. Additionally, you will completely recover your Endurance. Domination lasts for 90 seconds and recharges in 200 seconds. The recharge can be reduced by self and ally buffs, but cannot be slotted with enhancements.
 
Domination protects the villain from Knockback/Knockup, Repel, Disorient, Hold, Sleep, Immobilize, Fear, and Confuse effects, and can be activated even while suffering from them to break the villain free.
 
Domination doubles the [[magnitude]] of the villain's own Disorient, Hold, Sleep, Immobilize, Fear, and Confuse effects for their normal durations, then keeps them going at normal magnitude for half that amount of time longer. Debuffs and other secondary effects are not improved.
 
A Dominator's Domination level is shown by an orange bar between Endurance and Experience Points. It rises each time you attack. It rises faster if the Dominator has more teammates. This is a mild effect with one or two teammates, but on a large team Domination can be brought from 0 to over 90% with fewer than ten attacks. The Domination level falls very slowly when not used. It's automatically reduced to zero 90 seconds after Domination is activated.


{{PowerBlock Start}}
{{PowerBlock Start}}
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{{PowerBlock Effects|Self: Critical Control}}
{{PowerBlock Effects|Self: Critical Control}}
{{PowerBlock End}}
{{PowerBlock End}}
=== [[Image:InherentPeacebringer EnergyFlight.png]] Energy Flight ===


Energy Flight allows you to travel large distancies quickly. If you attack a target while this power is on, your flight speed will be temporarily reduced. Your Energy Flight speed increases with your Level.
=== [[File:LuminousAura EnergyFlight.png]] Energy Flight ===
 
Energy Flight allows you to travel long distances quickly. Energy Flight also increases your maximum flying speed by 50% and gives you access to the Quantum Acceleration power whilst it is active. If you attack a target while this power is on, your Flight speed will be temporarily reduced to Hover speed. ''Also See: [[Flight#Fly|Fly]]''


{{PowerBlock Start}}
{{PowerBlock Start}}
{{PowerBlock Other|Header=Level Gained|Text=Security Level 1}}
{{PowerBlock Other|Header=Type|Text=Archetype-Specific ([[Peacebringer]])}}
{{PowerBlock Other|Header=Type|Text=Archetype-Specific ([[Peacebringer]])}}
{{PowerBlock Effects|Toggle: Self Fly}}
{{PowerBlock Effects|Toggle: Self Fly}}
{{PowerBlock_Enhancements|{{Reduce Endurance Cost}}}}
{{PowerBlock_Blank|{{Enhance Flight}}}}
{{PowerBlock_Sets|{{Set Flight}}}}
{{PowerBlock_Blank|{{Set Universal Travel}}}}
{{PowerBlock End}}
{{PowerBlock End}}
=== [[Image:Inherent BlasterDesperation.png]] Fury ===


As a [[Brute]] engages in combat, it unleashes his Fury. The longer he remains in combat, attacking and being attacked, the more damage he deals.
<blockquote>
 
=== [[File:LuminousAura_QuantumAcceleration.png]] Quantum Acceleration ===
Quantum Acceleration greatly increases your fly speed and maximum fly speed for a short period of time.
 
{{PowerBlock_Start}}
{{PowerBlock_Level|[[File:Archetypeicon peacebringer.png|18px]] 1 (Peacebringer)}}
{{PowerBlock_Effects|Toggle: Self +FlySpeed (Special)}}
{{PowerBlock_Enhancements|None}}
{{PowerBlock_Sets|None}}
{{PowerBlock_End}}
</blockquote>
 
=== [[File:Inherent BlasterDesperation.png]] Fury ===
 
As a [[Brute]] engages in combat, it unleashes their Fury. The longer they remain in combat, attacking and being attacked, the more damage they deal.
 
A Brute's Fury level is shown by an orange bar between Endurance and Experience Points. It rises each time they make an attack or are attacked (regardless of hit or miss). The speed at which it rises is directly proportional to the recklessness of the Brute.
   
   
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{{PowerBlock Effects|Self: +Damage (Special)}}
{{PowerBlock Effects|Self: +Damage (Special)}}
{{PowerBlock End}}
{{PowerBlock End}}
=== [[Image:Inherent BlasterDesperation.png]] Gauntlet ===


Although many try, few can withstand the irresistible force of the [[Tanker]].  Each time a Tanker attacks, he enrages the target, and those around him, enticing them to attack the Tanker.  Each punch continues to provoke your enemies and allows the Tanker to do what he does best.  
=== [[File:Inherent BlasterDesperation.png]] Gauntlet ===
 
Although many try, few can withstand the irresistible force of the [[Tanker]].  Each time a Tanker attacks, they enrage the target, and those around, enticing them to attack the Tanker.  Each punch continues to provoke your enemies and allows you to do what you do best. In addition, the area of your AoE attacks will be buffed. Cones will become wider, spheres larger, and chains reach further away.
 
Gauntlet -- also referred to as "[[PunchVoke]]" -- causes the Tanker's AoE attacks and auras to taunt every PvE enemy they affect.  Their single-target attacks taunt the enemy hit and up to four more around it.  Gauntlet has reduced chances of affecting exceptionally high-rank foes like Giant Monsters, and even worse chances of affecting other players in PvP.


This power is also referred to as "Punch-voke".
Brutes possess a smaller version of this power, occasionally labeled as "[[PokeVoke]]" by the community, as it does not possess an official name.  The Brute's version of Gauntlet does not apply in PvP, and their single-target attacks only taunt the one target hit.
 
As of [[Issue 26 Page 4]], Gauntlet will also increase the range of AoE attacks and the radius of cone attacks by 50%.
   
   
{{PowerBlock Start}}
{{PowerBlock Start}}
{{PowerBlock Other|Header=Type|Text=Archetype-Specific ([[Tanker]])}}
{{PowerBlock Other|Header=Type|Text=Archetype-Specific ([[Tanker]])}}
{{PowerBlock Effects|Taunt}}
{{PowerBlock Effects|Self: +Radius (50%), +Arc (50%), Taunt}}
{{PowerBlock End}}
 
=== [[File:Inherent TargetLock.png]] Opportunity ===
''Main article:'' [[Opportunity]]
 
By carefully striking at their foes, [[Sentinel]]s work towards creating opportunistic attacks that can weaken their foes or grant themselves a chance to recoup. Any enemy that a Sentinel focuses attacks on will be easier to hit and will suffer an additional 5% damage from incoming attacks. Multiple Sentinels can work together to make this effect stronger. Occasionally, the Sentinel may find an extreme vulnerability in a target that can be exploited to deliver up to 25% additional damage against it for a limited time. Only one such extreme vulnerability may be exploited at a time.
 
{{PowerBlock Start}}
{{PowerBlock Other|Header=Type|Text=Archetype-Specific ([[Sentinel]])}}
{{PowerBlock Effects|-Res -Def}}
{{PowerBlock End}}
{{PowerBlock End}}
=== [[Image:Inherent BlasterDesperation.png]] Scourge ===


The [[Corruptor]] is a dastardly villain indeed. As a Corruptor's foe health wanes, the Corruptor can start to land Scourge hits with his attack powers for up to double damage. The weaker the target is, the greater chance the Corruptor has of landing Scourge. Once a foe is weak enough, ther is no escaping the Corruptors wrath. The Corruptor shows no mercy.
=== [[File:Inherent BlasterDesperation.png]] Scourge ===
''Main article:'' [[Scourge]]
 
The [[Corruptor]] is a dastardly villain indeed. As a Corruptor's foe health wanes, the Corruptor can start to land Scourge hits with their attack powers for up to double damage. The weaker the target is, the greater chance the Corruptor has of landing Scourge. Once a foe is weak enough, there is no escaping the Corruptor's wrath. A Corruptor shows no mercy.
 
Scourge offers no chance of critical damage until the target has less than 50% health. The chance then smoothly increases to 100% once the target has only 10% or less of its health remaining. These percentages are based on the target's ''base'' health -- targets with large health boosts from powers can effectively delay the point at which Scourge damage starts being possible.


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{{PowerBlock Effects|Critical Damage}}
{{PowerBlock Effects|Critical Damage}}
{{PowerBlock End}}
{{PowerBlock End}}
=== [[Image:InherentWarshade ShadowRecall.png]] Shadow Recall ===


You can Teleport one of your teammates to yourself. The target must be a teammate and can be selected from the Team Window. You can also rescue a fallen teammate who may be in a hostile location, as long as he is on the same map. Range is not infinite, but extremely long and can be enhaced. This power can be interrupted.
=== [[File:InherentWarshade ShadowRecall.png]] Shadow Recall ===
 
You can Teleport a single foe or ally directly next to yourself. A successful hit must be made in order to Teleport the foes. Some powerful foes cannot be Teleported. Enemy players that are teleported will be temporarily out of phase, and cannot be targeted or damaged. This power can be interrupted while teleporting foes. ''Also See: [[Teleportation#Recall Friend|Recall Friend]]''


{{PowerBlock Start}}
{{PowerBlock Start}}
{{PowerBlock_Recharge|Fast}}
{{PowerBlock Other|Header=Level Gained|Text=Security Level 10}}
{{PowerBlock Other|Header=Type|Text=Archetype-Specific ([[Warshade]])}}
{{PowerBlock Other|Header=Type|Text=Archetype-Specific ([[Warshade]])}}
{{PowerBlock Effects|Zone Range Teleport Teammate}}
{{PowerBlock Effects|Teleport Teammate or Foe}}
{{PowerBlock_Enhancements|{{Enhance Accuracy}}}}
{{PowerBlock_Blank|{{Reduce Endurance Cost}}}}
{{PowerBlock_Blank|{{Reduce Interrupt Time}}}}
{{PowerBlock_Blank|{{Enhance Range}}}}
{{PowerBlock_Blank|{{Enhance Recharge}}}}
{{PowerBlock_Sets|{{Set Teleport}}}}
{{PowerBlock_Blank|{{Set Universal Travel}}}}
{{PowerBlock End}}
{{PowerBlock End}}
=== [[Image:InherentWarshade ShadowStep.png]] Shadow Step ===


You can Teleport long distancies. Shadow Step has no recharge time, and can be reactivated without pause, as long as you have Endurance.
=== [[File:InherentWarshade ShadowStep.png]] Shadow Step ===
 
You can Teleport long distances. Shadow Step has no recharge time, and can be reactivated without pause as long as you have Endurance. ''Also See: [[Teleportation#Teleport|Teleport]]''


{{PowerBlock Start}}
{{PowerBlock Start}}
{{PowerBlock Other|Header=Level Gained|Text=Security Level 1}}
{{PowerBlock Other|Header=Type|Text=Archetype-Specific ([[Warshade]])}}
{{PowerBlock Other|Header=Type|Text=Archetype-Specific ([[Warshade]])}}
{{PowerBlock Effects|Self Teleport}}
{{PowerBlock Effects|Ranged(Location)}}
{{PowerBlock_Blank|Self Teleport}}
{{PowerBlock_Enhancements|{{Reduce Endurance Cost}}}}
{{PowerBlock_Blank|{{Enhance Range}}}}
{{PowerBlock_Sets|{{Set Teleport}}}}
{{PowerBlock_Blank|{{Set Universal Travel}}}}
{{PowerBlock End}}
{{PowerBlock End}}
=== [[Image:InherentPeacebringer_InterSpacialLink.png]] Supremacy ===


A good [[Mastermind]] knows how to manage his [[Henchmen]]. The Mastermind imparts a bonus to his Henchmen's Accuracy and Damage only if he is nearby.
=== [[File:InherentPeacebringer_InterSpacialLink.png]] Supremacy ===
 
A good [[Mastermind]] knows how to manage their [[Henchmen]]. The Mastermind imparts a bonus to their Henchmen's Accuracy and Damage only if they are nearby and not Phased or otherwise can only use Self Only powers. Additionally, your Henchmen within range in Defensive mode will share damage with the Mastermind, with damage being divided evenly between the Mastermind and each one of your Henchmen in range.
 
Supremacy gives +25% Damage and +10% [[ToHit]]. It has a radius of 60'.
 
Placing your Henchmen into the Defensive Stance and giving them a Follow, GoTo, or Passive order will put them in Bodyguard Mode. Bodyguard Mode spreads the damage you take after resistance calculations, among yourself and your Henchmen so that you take 66% of the damage while your Henchmen take 33%. The formula is shown below.
 
{| class="wikitable"
|-
! Henchmen !! Your Damage Taken !! Henchmen Damage Taken
|-
| 1 || 66.66% || 33.33%
|-
| 2 || 50% || 25%
|-
| 3 || 40% || 20%
|-
| 4 || 33.33% || 16.66%
|-
| 5 || 28.57% || 14.28%
|-
| 6 || 25% || 12.5%
|}
 
During [[Incarnate Trial]]s and within [[Dark Astoria]], Supremacy grants +2 [[Incarnate Shift]]s to Minion Henchmen and +1 Incarnate Shift to Lieutenant Henchmen which can be stacked with other [[Incarnate Abilities]] which grant Incarnate Shifts.
 
{{PowerBlock Start}}
{{PowerBlock Start}}
{{PowerBlock Other|Header=Type|Text=Archetype-Specific ([[Mastermind]])}}
{{PowerBlock Other|Header=Type|Text=Archetype-Specific ([[Mastermind]])}}
{{PowerBlock Effects|Point Blank, Henchmen bonus, + Accuracy, + Damage}}
{{PowerBlock Effects|PBAoE, Henchmen bonus, +ToHit, +Damage}}
{{PowerBlock End}}
{{PowerBlock End}}
=== [[Image:InherentPeacebringer_InterSpacialLink.png]] Vigilance ===


The [[Defender]] primary focus is to protect the team. When his allies are in danger, the Defender is able to look deep within him or herself and rise to the occasion. As a Defender's teammates are in danger of being defeated, the Defender gains an endurance discount and can activate their powers at a reduced cost. The more teammates in trouble, the greater the discount.
=== [[File:InherentPeacebringer_InterSpacialLink.png]] Vigilance ===
 
The [[Defender]]'s primary focus is to protect the team. When their allies are in danger, the Defender is able to look deep within themself and rise to the occasion. As a Defender's teammates are in danger of being defeated, the Defender gains an Endurance Discount and can activate their powers at a reduced cost. The more teammates in trouble, the greater the discount.
   
   
Vigilance is a defender archetype feature that was introduced on 09/20/05. As a defender's teammates lose health, the defender gains an endurance discount. This power does not need to be activated: an icon for vigilance is automatically displayed under the hero's health and endurance bars. The percentage of this endurance discount is calculated by the number of teammates and the average percentage of the teammates' health points. To increase this endurance discount, the teammates will need to have a low health percentage average. The larger the team, the larger the endurance discount.  
Vigilance was introduced on September 20, 2005. As a Defender's teammates lose health, the Defender gains an Endurance discount. This power does not need to be activated. The more injured the Defender's teammates are, on average, and the larger the team is, the greater the discount Vigilance provides. The Defender's own health does not affect Vigilance, nor do teammates who are on other maps or who are too far away.
 
In [[Issue 17]], in addition to the endurance discount, Defenders gained a variable damage bonus based on [[level]] and team size, with the largest bonus for being solo and level 20 or higher. A defender on a small team or solo has more freedom to concentrate on enemies, which allows them to increase their damage output by up to 30%. Each additional team member reduces this bonus, to a minimum of no buff at all at three or more teammates.


Any teammates who are too far away from the defender will not have any effect on the defender's vigilance status. Any teammates who are not on the map will not count towards this vigilance scale, as the range for vigilance is quite similar to the range one would use for sidekicks.
Vigilance can be monitored as "Endurance Discount" and "Damage Bonus" in the [[Combat Attributes]] window. The formula for calculating your total endurance discount is Cost/(1 + bonus), so a 100% discount would halve the cost of powers. A simple chart can be found [[:File:Formula0lk-Vigilance.jpg|here]]. The maximum possible discount is not well-known.


{{PowerBlock Start}}
{{PowerBlock Start}}
{{PowerBlock Other|Header=Type|Text=Archetype-Specific ([[Defender]])}}
{{PowerBlock Other|Header=Type|Text=Archetype-Specific ([[Defender]])}}
{{PowerBlock Effects|Endurance Discount}}
{{PowerBlock Effects|Endurance Discount, Damage Buff}}
{{PowerBlock End}}
 
{| class="wikitable" style="text-align:center;"
|-
! rowspan=2 width="10%" | '''Level'''
|colspan="4" style="background:#ffdead;" | '''+%Dam Based On Team Size'''
|-
! width="30%" | '''Solo'''
! width="30%" | '''One Teammate'''
! width="30%" | '''Two Teammates'''
|-
! 1
|6.0%||4.0%||2.0%
|-
! 2
|6.3%||4.2%||2.1%
|-
!3
|6.9%||4.6%||2.3%
|-
!4
|7.5%||5.0%||2.5%
|-
!5
|8.1%||5.4%||2.7%
|-
!6
|9.0%||6.0%||3.0%
|-
!7
|10.5%||7.0%||3.5%
|-
!8
|12.0%||8.0%||4.0%
|-
!9
|13.5%||9.0%||4.5%
|-
!10
|15.0%||10.0%||5.0%
|-
!11
|16.5%||11.0%||5.5%
|-
!12
|18.0%||12.0%||6.0%
|-
!13
|19.5%||13.0%||6.5%
|-
!14
|21.0%||14.0%||7.0%
|-
!15
|22.5%||15.0%||7.5%
|-
!16
|24.0%||16.0%||8.0%
|-
!17
|25.5%||17.0%||8.5%
|-
!18
|27.0%||18.0%||9.0%
|-
!19
|28.5%||19.0%||9.5%
|-
!20+
|30.0%||20.0%||10.0%
|-
|}
 
== [[File:Inherent Sprint.png]] Prestige Power Slide ==
 
Forms a frictionless field of energy beneath the user that allows rapid transit while remaining close to the ground.
This power is mechanically identical to Sprint. All characters have this power.
 
{{PowerBlock_Start}}
{{PowerBlock_Effects|Boost Run Speed }}
{{PowerBlock Enhancements|{{Reduce Endurance Cost}}}}
{{PowerBlock_Blank|{{Enhance Running Speed}}}}
{{PowerBlock_Blank|{{Enhance Jump}}}}
{{PowerBlock Sets|{{Set Leaping & Sprints}}}}
{{PowerBlock Blank|{{Set Running & Sprints}}}}
{{PowerBlock End}}
 
== [[P2W Vendor]] powers ==
=== [[File:Inherent Sprint.png]] Prestige Power Dash ===
 
Prestige Power Dash allows you to travel, or run away, slightly faster than normal, while slightly draining your endurance.
 
This power is mechanically identical to [[Inherent Powers#Sprint|Sprint]] with the addition of silvery ripples around the character while moving.
 
{{PowerBlock_Start}}
{{PowerBlock_Effects|Boost Run Speed }}
{{PowerBlock Enhancements|{{Reduce Endurance Cost}}}}
{{PowerBlock_Blank|{{Enhance Running Speed}}}}
{{PowerBlock_Blank|{{Enhance Jump}}}}
{{PowerBlock Sets|{{Set Leaping & Sprints}}}}
{{PowerBlock Blank|{{Set Running & Sprints}}}}
{{PowerBlock End}}
 
=== [[File:Inherent Sprint.png]] Prestige Power Quick ===
 
Prestige Power Quick allows you to travel, or run away, slightly faster than normal, while slightly draining your endurance.
 
This power is mechanically identical to Sprint with the addition of comet trails behind the character while moving.
 
{{PowerBlock_Start}}
{{PowerBlock_Effects|Boost Run Speed }}
{{PowerBlock Enhancements|{{Reduce Endurance Cost}}}}
{{PowerBlock_Blank|{{Enhance Running Speed}}}}
{{PowerBlock_Blank|{{Enhance Jump}}}}
{{PowerBlock Sets|{{Set Leaping & Sprints}}}}
{{PowerBlock Blank|{{Set Running & Sprints}}}}
{{PowerBlock End}}
 
=== [[File:Inherent Sprint.png]] Prestige Power Rush ===
 
Prestige Power Rush allows you to travel, or run away, slightly faster than normal, while slightly draining your endurance.
 
This power is mechanically identical to Sprint with the addition of luminous vapor trails behind the character while moving.
 
{{PowerBlock_Start}}
{{PowerBlock_Effects|Boost Run Speed }}
{{PowerBlock Enhancements|{{Reduce Endurance Cost}}}}
{{PowerBlock_Blank|{{Enhance Running Speed}}}}
{{PowerBlock_Blank|{{Enhance Jump}}}}
{{PowerBlock Sets|{{Set Leaping & Sprints}}}}
{{PowerBlock Blank|{{Set Running & Sprints}}}}
{{PowerBlock End}}
 
=== [[File:Inherent Sprint.png]] Prestige Power Surge ===
 
Prestige Power Surge allows you to travel, or run away, slightly faster than normal, while slightly draining your endurance.
 
This power is mechanically identical to Sprint with the addition of a luminous aura around the character while moving.
 
{{PowerBlock_Start}}
{{PowerBlock_Effects|Boost Run Speed }}
{{PowerBlock Enhancements|{{Reduce Endurance Cost}}}}
{{PowerBlock_Blank|{{Enhance Running Speed}}}}
{{PowerBlock_Blank|{{Enhance Jump}}}}
{{PowerBlock Sets|{{Set Leaping & Sprints}}}}
{{PowerBlock Blank|{{Set Running & Sprints}}}}
{{PowerBlock End}}
 
=== [[File:Inherent SelfStealth.png]] Shadowy Presence ===
[[File:Shadowy Presence.jpg|thumb|100px|right|Shadowy Presence]]
Activating this power shifts you into a semi-real shadow-state.  So long as you are not attacked and remain motionless, you will have extremely good stealth rating and be nearly invisible.  This power has a long, interruptible cast time and always takes 10 minutes to recharge.
 
{{PowerBlock Start}}
{{PowerBlock Recharge|10 minutes}}
{{PowerBlock Effects|Toggle: Self +Stealth}}
{{PowerBlock End}}
{{clr}}
 
=== [[File:Flight JumpJet.png]] Jump Pack ===
 
This Jump Pack grants you the ability to not only jump great distances, but also jump and gain altitude in mid air!  The Jump Pack will automatically shut down after 30 seconds of continuous use.
 
{{PowerBlock Start}}
{{PowerBlock Effects|Self Toggle}}
{{PowerBlock Blank|+Jump}}
{{PowerBlock Blank| +Fly}}
{{PowerBlock Blank|Special}}
{{PowerBlock End}}
 
=== [[File:Teleportation Pocket D.png]] Pocket D VIP Pass ===
 
You've been given a VIP Pass to Pocket D. It will allow you to access Pocket D from anywhere. It is usable once every 30 minutes.
 
This power has an [[Interrupt Time|interrupt time]] of 15 seconds.
 
{{PowerBlock Start}}
{{PowerBlock Effects|Teleport to Pocket D}}
{{PowerBlock End}}
 
=== [[File:MissionTeleporter.png]] Mission Transporter ===
 
:''Main Article:'' [[Mission Transporter]]
 
You have a Mission Transport beacon. It will allow you to teleport to your active mission's entrance. It is usable once every 2 hours.
 
{{PowerBlock_Start}}
{{PowerBlock_Recharge|120 min}}
{{PowerBlock_Effects|Teleport to Mission Door}}
{{PowerBlock_End}}
 
 
 
 
=== [[File:Inherent_AthleticRun.png]] Athletic Run ===
 
Show off your extensive athletic training by using this power. This power is not as fast as Super Speed, nor will it allow you to jump as well as Super Leap; however, it is considerably better than the Fitness powers Swift and Hurdle.
 
'''NOTES:'''
* This power cannot be used with (and will detoggle) Pool [[Travel Powers]] such as [[Speed#Super Speed|Super Speed]], [[Leaping#Super Jump|Super Jump]], or [[Leaping#Combat_Jumping|Combat Jumping]].  However, it can be combined with [[Inherent Powers#Sprint|Sprint]] (and Sprint variants like [[Inherent Powers#Prestige Power Slide|Prestige Power Slide]]), the [[Inherent_Powers#Jump_Pack|Jump Pack]], passive [[Travel_Powers#Movement|Movement Powers]] such as [[Fitness#Swift|Swift]] and [[Fitness#Hurdle|Hurdle]], and any variation on Flight powers such as [[Flight#Fly|Fly]], [[Flight#Hover|Hover]], or the [[Raptor Pack]].
* Unlike Beast Run and Ninja Run, this power has no special animation effects.
 
{{PowerBlock Start}}
{{PowerBlock Other|Header=Type|Text=Inherent}}
{{PowerBlock Blank|Toggle: Self +Run Speed, +Jump}}
{{PowerBlock Other|Header=Restrictions|Text=Available at Level 4}}
{{PowerBlock Blank|Can not be used in conjunction with [[Travel Powers]]}}
{{PowerBlock Recharge|Instant}}
{{PowerBlock Effects|445 + ( 5 * Level ) % jump height on self}}
{{PowerBlock Blank|109.45 + (0.55 * Level) % jump speed on self}}
{{PowerBlock Blank|99.184 + (0.816 * Level) % run speed on self}}
{{PowerBlock Other|Header=Endurance|Text=0.46/sec}}
{{PowerBlock Enhancements|takes none}}
{{PowerBlock End}}
 
Note that these are the same stats as [[Inherent Powers#Ninja Run|Ninja Run]] and [[Inherent Powers#Beast Run|Beast Run]] (see below). They are effectively the same power but with differing animations.
 
=== [[File:Inherent BeastRun.png]] Beast Run ===
 
Show off your bestial nature by using this power. This power is not as fast as Super Speed, nor will it allow you to jump as well as Super Leap; however, it is considerably better than the Fitness powers Swift and Hurdle.
 
'''NOTES:'''
* This power cannot be used with (and will detoggle) Pool [[Travel Powers]] such as [[Speed#Super Speed|Super Speed]], [[Leaping#Super Jump|Super Jump]], or [[Leaping#Combat_Jumping|Combat Jumping]].  However, it can be combined with [[Inherent Powers#Sprint|Sprint]] (and Sprint variants like [[Inherent Powers#Prestige Power Slide|Prestige Power Slide]]), the [[Inherent_Powers#Jump_Pack|Jump Pack]], passive [[Travel_Powers#Movement|Movement Powers]] such as [[Fitness#Swift|Swift]] and [[Fitness#Hurdle|Hurdle]], and any variation on Flight powers such as [[Flight#Fly|Fly]], [[Flight#Hover|Hover]], or the [[Raptor Pack]].
* While toggled on, Beast Run replaces your normal at-ease posture with a heavy breathing crouch, but does not interfere with emotes.
* To distinguish it visually from other running powers, the forward and backward running animations are on 'all fours' running style, typical of a four-legged animal gait. Additionally, when running backward, the character actually turns to face the camera.
 
{{PowerBlock Start}}
{{PowerBlock Other|Header=Type|Text=Inherent}}
{{PowerBlock Blank|Toggle: Self +Run Speed, +Jump}}
{{PowerBlock Other|Header=Restrictions|Text=Available at Level 4}}
{{PowerBlock Blank|Can not be used in conjunction with [[Travel Powers]]}}
{{PowerBlock Recharge|Instant}}
{{PowerBlock Effects|445 + ( 5 * Level ) % jump height on self}}
{{PowerBlock Blank|109.45 + (0.55 * Level) % jump speed on self}}
{{PowerBlock Blank|99.184 + (0.816 * Level) % run speed on self}}
{{PowerBlock Other|Header=Endurance|Text=0.46/sec}}
{{PowerBlock Enhancements|takes none}}
{{PowerBlock End}}
 
Note that these are the same stats as [[Inherent Powers#Ninja Run|Ninja Run]] and [[Inherent Powers#Athletic Run|Athletic Run]]. They are effectively the same power but with differing animations.
 
=== Inner Inspiration ===
:''Main Article'': [[Inner Inspiration]]
You gain three medium or large [[Inspiration]]s.
 
{{PowerBlock Start}}
{{PowerBlock Recharge|30 minutes}}
{{PowerBlock Effects|Self}}
{{PowerBlock Blank|Gain inspirations}}
{{PowerBlock End}}
 
=== [[File:MysticFortune.png]] Mystic Fortune ===
:''Main Article'': [[Mystic Fortune]]
You can read the fortune of any player. This grants a random permanent buff for 20 minutes, and they may not have their fortune read again during that time.
 
Mystic Fortune grants a random [[Mystic_Fortune#Possible_Fortunes|"Fortune"]] buff to your target. Like [[Leadership#Vengeance|Vengeance]], it cannot be stacked multiple times. The buffs granted by Mystic Fortune are based on the [[wikipedia:Major Arcana|Major Arcana]] of the [[wikipedia:Tarot|Tarot]], though not all of the Major Arcana are represented. When cast, the target is given a confirmation box before the fortune is granted.
 
{{PowerBlock Start}}
{{PowerBlock Recharge|Long (60sec)}}
{{PowerBlock Effects|Ranged (40ft)}}
{{PowerBlock Blank|Special}}
{{PowerBlock End}}
 
=== [[File:Inherent NinjaRun.png]] Ninja Run ===
 
A combination of quickness and acrobatic grace, Ninja Run allows you to move at high speed, whether on the ground or leaping from rooftop to rooftop. This power is not as fast as Super Speed, nor will it allow you to jump as well as Super Leap; however, it is considerably better than the Fitness powers Swift and Hurdle.
 
'''NOTES:'''
* This power cannot be used with (and will detoggle) Pool [[Travel Powers]] such as [[Speed#Super Speed|Super Speed]], [[Leaping#Super Jump|Super Jump]], or [[Leaping#Combat_Jumping|Combat Jumping]].  However, it can be combined with [[Inherent Powers#Sprint|Sprint]] (and Sprint variants like [[Inherent Powers#Prestige Power Slide|Prestige Power Slide]]), the [[Inherent_Powers#Jump_Pack|Jump Pack]], passive [[Travel_Powers#Movement|Movement Powers]] such as [[Fitness#Swift|Swift]] and [[Fitness#Hurdle|Hurdle]], and any variation on Flight powers such as [[Flight#Fly|Fly]], [[Flight#Hover|Hover]], or the [[Raptor Pack]].
* While toggled on, Ninja Run replaces your normal at-ease posture with a crouch, but does not interfere with emotes.
* To distinguish it visually from other leaping powers, you perform a flip at the top of your arc when jumping. There are three different jumping animations: jumping forward, jumping backward, and jumping diagonally.
* To distinguish it visually from other running powers, the forward and backward running animations are an [[wikipedia:anime|anime]] running style, stereotypical for anime ninja type characters. Additionally, when running backward, the character actually turns to face the camera and looks over their shoulder instead of actually running backward.
 
{{PowerBlock Start}}
{{PowerBlock Other|Header=Type|Text=Inherent}}
{{PowerBlock Blank|Toggle: Self +Run Speed, +Jump}}
{{PowerBlock Other|Header=Restrictions|Text=Available at Level 4}}
{{PowerBlock Blank|Can not be used in conjunction with [[Travel Powers]]}}
{{PowerBlock Recharge|Instant}}
{{PowerBlock Effects|445 + ( 5 * Level ) % jump height on self}}
{{PowerBlock Blank|109.45 + (0.55 * Level) % jump speed on self}}
{{PowerBlock Blank|99.184 + (0.816 * Level) % run speed on self}}
{{PowerBlock Other|Header=Endurance|Text=0.46/sec}}
{{PowerBlock Enhancements|takes none}}
{{PowerBlock End}}
 
Note that these are the same stats as [[Inherent Powers#Beast Run|Beast Run]] and [[Inherent Powers#Athletic Run|Athletic Run]] (see above). They are effectively the same power but with differing animations.
 
=== [[File:SecondaryMutation.png]] Secondary Mutation ===
:''Main Article'': [[Secondary Mutation]]
You acquire a secondary mutation. This grants a random permanent buff for up to 20 minutes. No more than one Secondary Mutation can be in place at a time.
 
Like [[Mystic Fortune]], Secondary Mutation gives a random buff that lasts for 20 minutes, with a possibility of a drawback from using the power. Unlike Mystic Fortune, it is a self-buff power, simulating mutations in the caster. The drawback (devolving into a [[Rikti#Underlings|Rikti Monkey]]) has an ''extremely'' low chance of occurrence, only lasts one minute instead of 20, and automatically refreshes Secondary Mutation when it wears off instead of having to wait the full 20 minute recharge.
 
{{PowerBlock Start}}
{{PowerBlock Recharge|Very Long (20 min)}}
{{PowerBlock Effects|Click (Self)}}
{{PowerBlock Blank|Special}}
{{PowerBlock End}}
 
=== [[File:CyborgSelfDestruct.png]] Self Destruction ===
 
Some situations call for the ultimate sacrifice...self-destruction. This causes damage to those around you and sends your character to the hospital.
 
Self Destruction is not affected by enhancements or any buff except [[Knockback]], [[ToHit]], and [[Accuracy]]. It should be noted that its recharge is not affected by buffs. It is permanent, available at character creation, and does not have usage [[charges]]. Debt does not accrue from a Self Destruct.  It should also be noted that the description "sends your character to the hospital" is inaccurate; your character remains immobile and untargetable until you choose to go to the hospital, or use an [[Inspiration]] or [[Rez|Self-Rez]] power, or revived by a resurrection power from another character which does not require a target, such as [[Dark Miasma#Howling Twilight|Howling Twilight]].
 
{{PowerBlock Start}}
{{PowerBlock Recharge|Very Long (60min)}}
{{PowerBlock Effects|PBAoE 40ft}}
{{PowerBlock Blank|Extreme DMG(Smashing/Fire)}}
{{PowerBlock Blank|Knockback}}
{{PowerBlock Blank|Self defeat}}
{{PowerBlock End}}
 
=== [[File:Inherent_SteamJump.png]] Steam Jump ===
 
Your steam powered jump pack grants you the ability to not only jump great distances, but also jump and gain altitude in mid air! The Jump Pack will automatically shut down after 30 seconds of continuous use.
 
{{PowerBlock Start}}
{{PowerBlock Effects|Self Toggle}}
{{PowerBlock Blank|+Jump}}
{{PowerBlock Blank|+Fly}}
{{PowerBlock Blank|Special}}
{{PowerBlock End}}
{{PowerBlock End}}


== Universal Inherent Powers ==
== Universal Inherent Powers ==


=== [[Image:Inherent_Brawl.png]] Brawl ===
=== [[File:Inherent_Brawl.png]] Brawl ===


When all else fails, you have only your two fists to depend on.
When all else fails, you have only your two fists to depend on.
Line 176: Line 621:
{{PowerBlock Recharge|Fast}}
{{PowerBlock Recharge|Fast}}
{{PowerBlock Effects|Foe Minor Smashing Damage}}
{{PowerBlock Effects|Foe Minor Smashing Damage}}
{{PowerBlock Enhancements|Reduce Endurance Cost}}
{{PowerBlock_Enhancements|{{Enhance Recharge Speed}}}}
{{PowerBlock Blank|Enhance Recharge Speed}}
{{PowerBlock_Blank|{{Enhance Damage}}}}
{{PowerBlock Blank|Enhance Damage}}
{{PowerBlock_Blank|{{Enhance Accuracy}}}}
{{PowerBlock Blank|Enhance Accuracy}}
{{PowerBlock Sets|{{Set Melee Damage}}}}
{{PowerBlock End}}
{{PowerBlock_End}}
=== [[Image:Inherent_Rest.png]] Rest ===
 
=== [[File:Inherent_Rest.png]] Rest ===


Activate Rest to heal Hit Points and recover Endurance. While Resting you cannot attack, and you are extremely vulnerable to attack and damage.  Activatation of Rest can be interrupted, and the power
Activate Rest to heal Hit Points and recover Endurance. While Resting you cannot attack, and you are extremely vulnerable to attack and damage.  Activation of Rest can be interrupted, and the power must be active for a few seconds before you start to recuperate.
must be active for a few seconds before you start to recuperate.


Heroes and villains receive this ability on advancing to Level 2.
Heroes and Villains receive this ability on advancing to Security/Threat Level 2.


{{PowerBlock Start}}
{{PowerBlock Start}}
{{PowerBlock Level|2}}
{{PowerBlock Level|2}}
{{PowerBlock Recharge|0 secs}}
{{PowerBlock Effects|Self Heal Recover}}
{{PowerBlock Effects|Self Heal Recover}}
{{PowerBlock Blank|-Defense}}
{{PowerBlock Blank|-Defense}}
{{PowerBlock Enhancements|Enhance Endurance Modification}}
{{PowerBlock_Enhancements|{{Enhance Endurance Modification}}}}
{{PowerBlock Blank|Reduce Interrupt Time}}
{{PowerBlock_Blank|{{Enhance Recharge Speed}}}}
{{PowerBlock Blank|Enhance Recharge Speed}}
{{PowerBlock_Blank|{{Enhance Heal}}}}
{{PowerBlock Blank|Enhance Heal}}
{{PowerBlock_Blank|{{Reduce Interrupt Time}}}}
{{PowerBlock Sets|None}}
{{PowerBlock_End}}
 
=== [[File:Inherent_Sprint.png]] Sprint ===
 
Sprint allows you to run slightly faster than normal, while slightly draining your Endurance. You may have to Toggle this off in combat to conserve Endurance.
 
{{PowerBlock Start}}
{{PowerBlock Effects|Boost Run Speed}}
{{PowerBlock Enhancements|{{Reduce Endurance Cost}}}}
{{PowerBlock_Blank|{{Enhance Running Speed}}}}
{{PowerBlock_Blank|{{Enhance Jump}}}}
{{PowerBlock Sets|{{Set Leaping & Sprints}}}}
{{PowerBlock Blank|{{Set Running & Sprints}}}}
{{PowerBlock End}}
{{PowerBlock End}}
=== [[Image:Inherent_Sprint.png]] Sprint ===


Sprint allows you to travel, or run away, slightly faster than normal, while slightly draining your Endurance.
=== [[File:Inherent_Walk.png]] Walk ===
 
Activating this power enables you to walk at a relaxed pace. You will not be able to activate most powers while walking.  You may not be targeted by [[Mystic Fortune]] while this power is active.
 
Heroes and Villains receive this ability on advancing to Security/Threat Level 2. This power was added in [[Issue 16]].


{{PowerBlock Start}}
{{PowerBlock Start}}
{{PowerBlock Effects|Boost Run Seed}}
{{PowerBlock Level|2}}
{{PowerBlock Enhancements|Reduce Endurance Cost}}
{{PowerBlock Effects|Toggle: Walk}}
{{PowerBlock Blank|Enhance Running Speed}}
{{PowerBlock_Enhancements|None}}
{{PowerBlock Blank|Enhance Jump}}
{{PowerBlock Sets|None}}
{{PowerBlock End}}
{{PowerBlock_End}}
 
 
=== Fitness ===
Beginning in [[Issue 19]], all the powers of the [[Fitness]] [[Power Pools|Power Pool]] have been made inherent. All four powers are granted at [[level]] 2. They can be enhanced like other universal inherent powers such as Rest and Sprint.
 
Characters already using the Fitness pool can continue to do so as normal. Using a respec on these characters will remove the ability to take the Fitness pool.
 
Characters which had never selected the Fitness pool or brand new characters automatically have all the Fitness pool powers added.
 
== Developer-awarded ==
=== Model Replacement Costume Powers{{anchor|Convention Costume Powers}} ===
:''Main Article:'' [[Model Replacement Costume Powers]]
 
Model Replacement Costume Powers are permanent [[toggle]] powers given as rewards for official [[costume contest]]s that replace the entire character model with an NPC from the game, up to and including body/gender and all associated animations/sounds. These replacement models are mutually exclusive with each other and with stealth toggle powers; turning one on will turn the other off. Temporary versions of most of these powers are available during the [[Halloween Event]].


[[Category:Powersets]]
[[Category:Powers]]
[[Category:Patch Watchlist]]
[[Category:Powers by Source]]
[[Category: P2W Vendor]]

Latest revision as of 11:56, 28 April 2023

Overview

Inherent powers are permanent powers that a Hero or Villain automatically has without having to select them during training. There are Inherent powers that are Archetype-specific, Origin-specific, and open to all characters. Not all Inherent powers are available at level 1.

Origin-Specific Powers

Every character receives a minor ranged attack power that depends on his or her origin. For more information, see Origin Powers.

Archetype-Specific Powers

The following inherent powers are specific to the archetypes available in City of Heroes and City of Villains.

Inherent BlasterDesperation.png Assassination

A Stalker does their best work when attacking from ambush. When properly 'Hidden", a Stalker can pull off Critical hits with their attacks, and even land a massive 'Assassins Strike' with an Assassins power. Assassin Strikes made from hide will Demoralize the Stalker's foes leaving them with a reduced chance to hit and has a chance to terrorize them. Additionally, a Stalker has a 10 percent base chance to critically hit, which is increased by an additional 3 percent per member in your party, against non-player enemies. Stalkers have a chance to land a critical hit against players if they are Held or Slept. Each of the Stalker's damaging powers within their primary power set, other than Assassin's Strike, have a chance to grant the Stalker a stack of Assassin's Focus. Each stack of this buff boosts Assassin's Strike's chance to critically (hit while the user is not hidden) by 33.3%. Assassin's Focus stacks up to 3 times.

Type Archetype-Specific (Stalker)
Effects Always criticals from Hide
10% chance to critical outside of Hide
Chance to critical outside of Hide increases 3% per nearby teammate
Primary attacks (except Assassin's Strike) have chance to grant Assassin's Focus

AssassinsFocus.png Assassin's Focus

Hitting enemies with Stalker primary damaging powers, other than Assassin's Strike, can grant you a stack of Assassin's Focus. Each stack lasts for 10 seconds and will increase Assassin's Strike's critical hit chance by 33.3% when you're not hidden.

Type Archetype-Specific (Stalker)
Effects +Assassin Strike Crit Chance
1 stack of Assassin's Focus grants 33.3% chance for Assassin's Strike to critical outside of Hide
1 stack lasts for 10 seconds
Assassin's Focus can stack up to 3 times
Use of the Assassin's Strike non-hidden attack will remove any active stacks of Assassin's Focus

LuminousAura CombatFlight.png Combat Flight

For hovering and aerial combat. This power is much slower than Energy Flight, but provides some Defense, offers good air control, costs little Endurance, and has none of the penalties associated with Energy Flight. Switch to this mode when fighting other flying foes. Also See: Hover

Level Gained Security Level 10
Type Archetype-Specific (Peacebringer)
Effects Self: Fly, +Defense
Enhancements Enhance Defense Buffs
Reduce Endurance Cost
Enhance Flight Speed
Set Categories Defense
Flight
Universal Travel

Inherent BlasterDesperation.png Conditioning

Soldiers of Arachnos undergo intense physical training before leaving "boot camp." Those that survive have greater than average healing rates and tire less quickly than others.

The increase in Regeneration and Recovery are not bonuses but are higher base values than other Archetypes.

Level Gained Threat Level 1
Type Archetype-Specific (Soldiers of Arachnos)
Effects Self: Increased Regeneration (20%) and Recovery (5%)

Inherent BlasterDesperation.png Containment

Controllers are the masters at locking down and controlling their opponents. Few can escape their will. Controllers do extra damage to any target that is already Held, Immobilized, Slept, or Disoriented.

Type Archetype-Specific (Controller)
Effects Self: Critical Damage (Special)

InherentPeacebringer InterSpacialLink.png Cosmic Balance

Kheldians naturally thrive off the energy and essence of their teammates. Peacebringers' metamorphic nature allows them to bring balance to their team. Your Damage will increase for each nearby Tanker, Mastermind, Corruptor or Defender teammate. Your Damage Resistance will increase for each nearby Scrapper, Sentinel, Brute, Stalker or Blaster teammate. Each nearby Controller or Dominator teammate will grant you limited Protection from Control effects. Finally, each nearby Peacebringer, Warshade, or teamed Arachnos Soldier or Widow grants you some resistance to attack time slow effects. You cannot put Enhancements in this power.

As of Issue 13, Cosmic Balance is active while in Bright Nova or White Dwarf mode.

Type Archetype-Specific (Peacebringer)
Effects Auto: Special

Inherent BlasterDesperation.png Critical Hit

The Scrapper is a fierce melee combatant. In hand to hand, no other hero can compare. All Scrapper melee attacks have a chance to land a Critical Hit for up to double damage. The higher the rank of the target, the greater the chance for a successful Critical Hit.

The standard chance of a Critical Hit is 5% against players, pets, and critters of Minion rank and below, and 10% against critters above Minion.

Type Archetype-Specific (Scrapper)
Effects Critical Damage

InherentPeacebringer InterSpacialLink.png Dark Sustenance

Kheldians naturally thrive off the energy and essence of their teammates. Warshades' absorbing nature allows them to draw on the power of their teammates' power to increase their own. Your Damage Resistance will increase for each nearby Tanker, Mastermind, Corruptor or Defender teammate. Your Damage will increase for each nearby Scrapper, Sentinel, Stalker, Brute or Blaster teammate. Each nearby Controller or Dominator teammate will grant you limited Protection from Control effects. Finally, each nearby Peacebringer, Warshade, or teamed Arachnos Soldier or Widow grants you some resistance to attack time slow effects. You cannot put Enhancements in this power.

As of Issue 13, Dark Sustenance is active while in Dark Nova or Black Dwarf mode.

Type Archetype-Specific (Warshade)
Effects Auto: Special

Inherent BlasterDesperation.png Defiance

Main Article: Defiance

Blasters’ earliest abilities come so naturally to them, that they are accessible even in states that normally prevent them from using powers, such as being Held, Slept or Stunned. Additionally, each time the Blaster attacks with a primary or secondary power, they gain a stacking damage bonus for the next several seconds. The amount of the damage bonus and its duration is dependent on the exact power used, with single target abilities generally giving the largest bonus.

The current version of Defiance was released on December 11, 2007. Prior to that, it worked differently. See the main article for more details.

Type Archetype-Specific (Blaster)
Effects Self: Special

Inherent BuffEffects.png Domination

Nothing delights a Dominator more than inflicting pain. When a Dominator attacks, their sadistic nature grows. When your Domination bar is over 90% you can activate this power to unleash your true potential. Your control powers will typically last 50% longer and will more easily Dominate stronger opponents. Additionally, you will completely recover your Endurance. Domination lasts for 90 seconds and recharges in 200 seconds. The recharge can be reduced by self and ally buffs, but cannot be slotted with enhancements.

Domination protects the villain from Knockback/Knockup, Repel, Disorient, Hold, Sleep, Immobilize, Fear, and Confuse effects, and can be activated even while suffering from them to break the villain free.

Domination doubles the magnitude of the villain's own Disorient, Hold, Sleep, Immobilize, Fear, and Confuse effects for their normal durations, then keeps them going at normal magnitude for half that amount of time longer. Debuffs and other secondary effects are not improved.

A Dominator's Domination level is shown by an orange bar between Endurance and Experience Points. It rises each time you attack. It rises faster if the Dominator has more teammates. This is a mild effect with one or two teammates, but on a large team Domination can be brought from 0 to over 90% with fewer than ten attacks. The Domination level falls very slowly when not used. It's automatically reduced to zero 90 seconds after Domination is activated.

Type Archetype-Specific (Dominator)
Effects Self: Critical Control

LuminousAura EnergyFlight.png Energy Flight

Energy Flight allows you to travel long distances quickly. Energy Flight also increases your maximum flying speed by 50% and gives you access to the Quantum Acceleration power whilst it is active. If you attack a target while this power is on, your Flight speed will be temporarily reduced to Hover speed. Also See: Fly

Level Gained Security Level 1
Type Archetype-Specific (Peacebringer)
Effects Toggle: Self Fly
Enhancements Reduce Endurance Cost
Enhance Flight Speed
Set Categories Flight
Universal Travel

LuminousAura QuantumAcceleration.png Quantum Acceleration

Quantum Acceleration greatly increases your fly speed and maximum fly speed for a short period of time.

Minimum Level Archetypeicon peacebringer.png 1 (Peacebringer)
Effects Toggle: Self +FlySpeed (Special)
Enhancements None
Set Categories None

Inherent BlasterDesperation.png Fury

As a Brute engages in combat, it unleashes their Fury. The longer they remain in combat, attacking and being attacked, the more damage they deal.

A Brute's Fury level is shown by an orange bar between Endurance and Experience Points. It rises each time they make an attack or are attacked (regardless of hit or miss). The speed at which it rises is directly proportional to the recklessness of the Brute.

Type Archetype-Specific (Brute)
Effects Self: +Damage (Special)

Inherent BlasterDesperation.png Gauntlet

Although many try, few can withstand the irresistible force of the Tanker. Each time a Tanker attacks, they enrage the target, and those around, enticing them to attack the Tanker. Each punch continues to provoke your enemies and allows you to do what you do best. In addition, the area of your AoE attacks will be buffed. Cones will become wider, spheres larger, and chains reach further away.

Gauntlet -- also referred to as "PunchVoke" -- causes the Tanker's AoE attacks and auras to taunt every PvE enemy they affect. Their single-target attacks taunt the enemy hit and up to four more around it. Gauntlet has reduced chances of affecting exceptionally high-rank foes like Giant Monsters, and even worse chances of affecting other players in PvP.

Brutes possess a smaller version of this power, occasionally labeled as "PokeVoke" by the community, as it does not possess an official name. The Brute's version of Gauntlet does not apply in PvP, and their single-target attacks only taunt the one target hit.

As of Issue 26 Page 4, Gauntlet will also increase the range of AoE attacks and the radius of cone attacks by 50%.

Type Archetype-Specific (Tanker)
Effects Self: +Radius (50%), +Arc (50%), Taunt

Inherent TargetLock.png Opportunity

Main article: Opportunity

By carefully striking at their foes, Sentinels work towards creating opportunistic attacks that can weaken their foes or grant themselves a chance to recoup. Any enemy that a Sentinel focuses attacks on will be easier to hit and will suffer an additional 5% damage from incoming attacks. Multiple Sentinels can work together to make this effect stronger. Occasionally, the Sentinel may find an extreme vulnerability in a target that can be exploited to deliver up to 25% additional damage against it for a limited time. Only one such extreme vulnerability may be exploited at a time.

Type Archetype-Specific (Sentinel)
Effects -Res -Def

Inherent BlasterDesperation.png Scourge

Main article: Scourge

The Corruptor is a dastardly villain indeed. As a Corruptor's foe health wanes, the Corruptor can start to land Scourge hits with their attack powers for up to double damage. The weaker the target is, the greater chance the Corruptor has of landing Scourge. Once a foe is weak enough, there is no escaping the Corruptor's wrath. A Corruptor shows no mercy.

Scourge offers no chance of critical damage until the target has less than 50% health. The chance then smoothly increases to 100% once the target has only 10% or less of its health remaining. These percentages are based on the target's base health -- targets with large health boosts from powers can effectively delay the point at which Scourge damage starts being possible.

Type Archetype-Specific (Corruptor)
Effects Critical Damage

InherentWarshade ShadowRecall.png Shadow Recall

You can Teleport a single foe or ally directly next to yourself. A successful hit must be made in order to Teleport the foes. Some powerful foes cannot be Teleported. Enemy players that are teleported will be temporarily out of phase, and cannot be targeted or damaged. This power can be interrupted while teleporting foes. Also See: Recall Friend

Recharge Fast
Level Gained Security Level 10
Type Archetype-Specific (Warshade)
Effects Teleport Teammate or Foe
Enhancements Enhance Accuracy
Reduce Endurance Cost
Reduce Interrupt Time
Enhance Range
Increase Attack Rate
Set Categories Teleport
Universal Travel

InherentWarshade ShadowStep.png Shadow Step

You can Teleport long distances. Shadow Step has no recharge time, and can be reactivated without pause as long as you have Endurance. Also See: Teleport

Level Gained Security Level 1
Type Archetype-Specific (Warshade)
Effects Ranged(Location)
Self Teleport
Enhancements Reduce Endurance Cost
Enhance Range
Set Categories Teleport
Universal Travel

InherentPeacebringer InterSpacialLink.png Supremacy

A good Mastermind knows how to manage their Henchmen. The Mastermind imparts a bonus to their Henchmen's Accuracy and Damage only if they are nearby and not Phased or otherwise can only use Self Only powers. Additionally, your Henchmen within range in Defensive mode will share damage with the Mastermind, with damage being divided evenly between the Mastermind and each one of your Henchmen in range.

Supremacy gives +25% Damage and +10% ToHit. It has a radius of 60'.

Placing your Henchmen into the Defensive Stance and giving them a Follow, GoTo, or Passive order will put them in Bodyguard Mode. Bodyguard Mode spreads the damage you take after resistance calculations, among yourself and your Henchmen so that you take 66% of the damage while your Henchmen take 33%. The formula is shown below.

Henchmen Your Damage Taken Henchmen Damage Taken
1 66.66% 33.33%
2 50% 25%
3 40% 20%
4 33.33% 16.66%
5 28.57% 14.28%
6 25% 12.5%

During Incarnate Trials and within Dark Astoria, Supremacy grants +2 Incarnate Shifts to Minion Henchmen and +1 Incarnate Shift to Lieutenant Henchmen which can be stacked with other Incarnate Abilities which grant Incarnate Shifts.

Type Archetype-Specific (Mastermind)
Effects PBAoE, Henchmen bonus, +ToHit, +Damage

InherentPeacebringer InterSpacialLink.png Vigilance

The Defender's primary focus is to protect the team. When their allies are in danger, the Defender is able to look deep within themself and rise to the occasion. As a Defender's teammates are in danger of being defeated, the Defender gains an Endurance Discount and can activate their powers at a reduced cost. The more teammates in trouble, the greater the discount.

Vigilance was introduced on September 20, 2005. As a Defender's teammates lose health, the Defender gains an Endurance discount. This power does not need to be activated. The more injured the Defender's teammates are, on average, and the larger the team is, the greater the discount Vigilance provides. The Defender's own health does not affect Vigilance, nor do teammates who are on other maps or who are too far away.

In Issue 17, in addition to the endurance discount, Defenders gained a variable damage bonus based on level and team size, with the largest bonus for being solo and level 20 or higher. A defender on a small team or solo has more freedom to concentrate on enemies, which allows them to increase their damage output by up to 30%. Each additional team member reduces this bonus, to a minimum of no buff at all at three or more teammates.

Vigilance can be monitored as "Endurance Discount" and "Damage Bonus" in the Combat Attributes window. The formula for calculating your total endurance discount is Cost/(1 + bonus), so a 100% discount would halve the cost of powers. A simple chart can be found here. The maximum possible discount is not well-known.

Type Archetype-Specific (Defender)
Effects Endurance Discount, Damage Buff
Level +%Dam Based On Team Size
Solo One Teammate Two Teammates
1 6.0% 4.0% 2.0%
2 6.3% 4.2% 2.1%
3 6.9% 4.6% 2.3%
4 7.5% 5.0% 2.5%
5 8.1% 5.4% 2.7%
6 9.0% 6.0% 3.0%
7 10.5% 7.0% 3.5%
8 12.0% 8.0% 4.0%
9 13.5% 9.0% 4.5%
10 15.0% 10.0% 5.0%
11 16.5% 11.0% 5.5%
12 18.0% 12.0% 6.0%
13 19.5% 13.0% 6.5%
14 21.0% 14.0% 7.0%
15 22.5% 15.0% 7.5%
16 24.0% 16.0% 8.0%
17 25.5% 17.0% 8.5%
18 27.0% 18.0% 9.0%
19 28.5% 19.0% 9.5%
20+ 30.0% 20.0% 10.0%

Inherent Sprint.png Prestige Power Slide

Forms a frictionless field of energy beneath the user that allows rapid transit while remaining close to the ground. This power is mechanically identical to Sprint. All characters have this power.

Effects Boost Run Speed
Enhancements Reduce Endurance Cost
Enhance Running Speed
Enhance Jump
Set Categories Leaping & Sprints
Running & Sprints

P2W Vendor powers

Inherent Sprint.png Prestige Power Dash

Prestige Power Dash allows you to travel, or run away, slightly faster than normal, while slightly draining your endurance.

This power is mechanically identical to Sprint with the addition of silvery ripples around the character while moving.

Effects Boost Run Speed
Enhancements Reduce Endurance Cost
Enhance Running Speed
Enhance Jump
Set Categories Leaping & Sprints
Running & Sprints

Inherent Sprint.png Prestige Power Quick

Prestige Power Quick allows you to travel, or run away, slightly faster than normal, while slightly draining your endurance.

This power is mechanically identical to Sprint with the addition of comet trails behind the character while moving.

Effects Boost Run Speed
Enhancements Reduce Endurance Cost
Enhance Running Speed
Enhance Jump
Set Categories Leaping & Sprints
Running & Sprints

Inherent Sprint.png Prestige Power Rush

Prestige Power Rush allows you to travel, or run away, slightly faster than normal, while slightly draining your endurance.

This power is mechanically identical to Sprint with the addition of luminous vapor trails behind the character while moving.

Effects Boost Run Speed
Enhancements Reduce Endurance Cost
Enhance Running Speed
Enhance Jump
Set Categories Leaping & Sprints
Running & Sprints

Inherent Sprint.png Prestige Power Surge

Prestige Power Surge allows you to travel, or run away, slightly faster than normal, while slightly draining your endurance.

This power is mechanically identical to Sprint with the addition of a luminous aura around the character while moving.

Effects Boost Run Speed
Enhancements Reduce Endurance Cost
Enhance Running Speed
Enhance Jump
Set Categories Leaping & Sprints
Running & Sprints

Inherent SelfStealth.png Shadowy Presence

Shadowy Presence

Activating this power shifts you into a semi-real shadow-state. So long as you are not attacked and remain motionless, you will have extremely good stealth rating and be nearly invisible. This power has a long, interruptible cast time and always takes 10 minutes to recharge.

Recharge 10 minutes
Effects Toggle: Self +Stealth


Flight JumpJet.png Jump Pack

This Jump Pack grants you the ability to not only jump great distances, but also jump and gain altitude in mid air! The Jump Pack will automatically shut down after 30 seconds of continuous use.

Effects Self Toggle
+Jump
+Fly
Special

Teleportation Pocket D.png Pocket D VIP Pass

You've been given a VIP Pass to Pocket D. It will allow you to access Pocket D from anywhere. It is usable once every 30 minutes.

This power has an interrupt time of 15 seconds.

Effects Teleport to Pocket D

MissionTeleporter.png Mission Transporter

Main Article: Mission Transporter

You have a Mission Transport beacon. It will allow you to teleport to your active mission's entrance. It is usable once every 2 hours.

Recharge 120 min
Effects Teleport to Mission Door



Inherent AthleticRun.png Athletic Run

Show off your extensive athletic training by using this power. This power is not as fast as Super Speed, nor will it allow you to jump as well as Super Leap; however, it is considerably better than the Fitness powers Swift and Hurdle.

NOTES:

Type Inherent
Toggle: Self +Run Speed, +Jump
Restrictions Available at Level 4
Can not be used in conjunction with Travel Powers
Recharge Instant
Effects 445 + ( 5 * Level ) % jump height on self
109.45 + (0.55 * Level) % jump speed on self
99.184 + (0.816 * Level) % run speed on self
Endurance 0.46/sec
Enhancements takes none

Note that these are the same stats as Ninja Run and Beast Run (see below). They are effectively the same power but with differing animations.

Inherent BeastRun.png Beast Run

Show off your bestial nature by using this power. This power is not as fast as Super Speed, nor will it allow you to jump as well as Super Leap; however, it is considerably better than the Fitness powers Swift and Hurdle.

NOTES:

  • This power cannot be used with (and will detoggle) Pool Travel Powers such as Super Speed, Super Jump, or Combat Jumping. However, it can be combined with Sprint (and Sprint variants like Prestige Power Slide), the Jump Pack, passive Movement Powers such as Swift and Hurdle, and any variation on Flight powers such as Fly, Hover, or the Raptor Pack.
  • While toggled on, Beast Run replaces your normal at-ease posture with a heavy breathing crouch, but does not interfere with emotes.
  • To distinguish it visually from other running powers, the forward and backward running animations are on 'all fours' running style, typical of a four-legged animal gait. Additionally, when running backward, the character actually turns to face the camera.
Type Inherent
Toggle: Self +Run Speed, +Jump
Restrictions Available at Level 4
Can not be used in conjunction with Travel Powers
Recharge Instant
Effects 445 + ( 5 * Level ) % jump height on self
109.45 + (0.55 * Level) % jump speed on self
99.184 + (0.816 * Level) % run speed on self
Endurance 0.46/sec
Enhancements takes none

Note that these are the same stats as Ninja Run and Athletic Run. They are effectively the same power but with differing animations.

Inner Inspiration

Main Article: Inner Inspiration

You gain three medium or large Inspirations.

Recharge 30 minutes
Effects Self
Gain inspirations

MysticFortune.png Mystic Fortune

Main Article: Mystic Fortune

You can read the fortune of any player. This grants a random permanent buff for 20 minutes, and they may not have their fortune read again during that time.

Mystic Fortune grants a random "Fortune" buff to your target. Like Vengeance, it cannot be stacked multiple times. The buffs granted by Mystic Fortune are based on the Major Arcana of the Tarot, though not all of the Major Arcana are represented. When cast, the target is given a confirmation box before the fortune is granted.

Recharge Long (60sec)
Effects Ranged (40ft)
Special

Inherent NinjaRun.png Ninja Run

A combination of quickness and acrobatic grace, Ninja Run allows you to move at high speed, whether on the ground or leaping from rooftop to rooftop. This power is not as fast as Super Speed, nor will it allow you to jump as well as Super Leap; however, it is considerably better than the Fitness powers Swift and Hurdle.

NOTES:

  • This power cannot be used with (and will detoggle) Pool Travel Powers such as Super Speed, Super Jump, or Combat Jumping. However, it can be combined with Sprint (and Sprint variants like Prestige Power Slide), the Jump Pack, passive Movement Powers such as Swift and Hurdle, and any variation on Flight powers such as Fly, Hover, or the Raptor Pack.
  • While toggled on, Ninja Run replaces your normal at-ease posture with a crouch, but does not interfere with emotes.
  • To distinguish it visually from other leaping powers, you perform a flip at the top of your arc when jumping. There are three different jumping animations: jumping forward, jumping backward, and jumping diagonally.
  • To distinguish it visually from other running powers, the forward and backward running animations are an anime running style, stereotypical for anime ninja type characters. Additionally, when running backward, the character actually turns to face the camera and looks over their shoulder instead of actually running backward.
Type Inherent
Toggle: Self +Run Speed, +Jump
Restrictions Available at Level 4
Can not be used in conjunction with Travel Powers
Recharge Instant
Effects 445 + ( 5 * Level ) % jump height on self
109.45 + (0.55 * Level) % jump speed on self
99.184 + (0.816 * Level) % run speed on self
Endurance 0.46/sec
Enhancements takes none

Note that these are the same stats as Beast Run and Athletic Run (see above). They are effectively the same power but with differing animations.

SecondaryMutation.png Secondary Mutation

Main Article: Secondary Mutation

You acquire a secondary mutation. This grants a random permanent buff for up to 20 minutes. No more than one Secondary Mutation can be in place at a time.

Like Mystic Fortune, Secondary Mutation gives a random buff that lasts for 20 minutes, with a possibility of a drawback from using the power. Unlike Mystic Fortune, it is a self-buff power, simulating mutations in the caster. The drawback (devolving into a Rikti Monkey) has an extremely low chance of occurrence, only lasts one minute instead of 20, and automatically refreshes Secondary Mutation when it wears off instead of having to wait the full 20 minute recharge.

Recharge Very Long (20 min)
Effects Click (Self)
Special

CyborgSelfDestruct.png Self Destruction

Some situations call for the ultimate sacrifice...self-destruction. This causes damage to those around you and sends your character to the hospital.

Self Destruction is not affected by enhancements or any buff except Knockback, ToHit, and Accuracy. It should be noted that its recharge is not affected by buffs. It is permanent, available at character creation, and does not have usage charges. Debt does not accrue from a Self Destruct. It should also be noted that the description "sends your character to the hospital" is inaccurate; your character remains immobile and untargetable until you choose to go to the hospital, or use an Inspiration or Self-Rez power, or revived by a resurrection power from another character which does not require a target, such as Howling Twilight.

Recharge Very Long (60min)
Effects PBAoE 40ft
Extreme DMG(Smashing/Fire)
Knockback
Self defeat

Inherent SteamJump.png Steam Jump

Your steam powered jump pack grants you the ability to not only jump great distances, but also jump and gain altitude in mid air! The Jump Pack will automatically shut down after 30 seconds of continuous use.

Effects Self Toggle
+Jump
+Fly
Special

Universal Inherent Powers

Inherent Brawl.png Brawl

When all else fails, you have only your two fists to depend on.

Damage Minor
Recharge Fast
Effects Foe Minor Smashing Damage
Enhancements Increase Attack Rate
Enhance Damage
Enhance Accuracy
Set Categories Melee Damage

Inherent Rest.png Rest

Activate Rest to heal Hit Points and recover Endurance. While Resting you cannot attack, and you are extremely vulnerable to attack and damage. Activation of Rest can be interrupted, and the power must be active for a few seconds before you start to recuperate.

Heroes and Villains receive this ability on advancing to Security/Threat Level 2.

Minimum Level 2
Recharge 0 secs
Effects Self Heal Recover
-Defense
Enhancements Enhance Endurance Modification
Increase Attack Rate
Enhance Heal
Reduce Interrupt Time
Set Categories None

Inherent Sprint.png Sprint

Sprint allows you to run slightly faster than normal, while slightly draining your Endurance. You may have to Toggle this off in combat to conserve Endurance.

Effects Boost Run Speed
Enhancements Reduce Endurance Cost
Enhance Running Speed
Enhance Jump
Set Categories Leaping & Sprints
Running & Sprints

Inherent Walk.png Walk

Activating this power enables you to walk at a relaxed pace. You will not be able to activate most powers while walking. You may not be targeted by Mystic Fortune while this power is active.

Heroes and Villains receive this ability on advancing to Security/Threat Level 2. This power was added in Issue 16.

Minimum Level 2
Effects Toggle: Walk
Enhancements None
Set Categories None


Fitness

Beginning in Issue 19, all the powers of the Fitness Power Pool have been made inherent. All four powers are granted at level 2. They can be enhanced like other universal inherent powers such as Rest and Sprint.

Characters already using the Fitness pool can continue to do so as normal. Using a respec on these characters will remove the ability to take the Fitness pool.

Characters which had never selected the Fitness pool or brand new characters automatically have all the Fitness pool powers added.

Developer-awarded

Model Replacement Costume Powers

Main Article: Model Replacement Costume Powers

Model Replacement Costume Powers are permanent toggle powers given as rewards for official costume contests that replace the entire character model with an NPC from the game, up to and including body/gender and all associated animations/sounds. These replacement models are mutually exclusive with each other and with stealth toggle powers; turning one on will turn the other off. Temporary versions of most of these powers are available during the Halloween Event.