Inherent Powers: Difference between revisions

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imported>Kung-Fu Jesus
(Assassination description added.)
imported>StarGeek
(powerblocks, insrtd text from blaster page, Changed origin power section to link to Origin Powers page, removed H34L3R reference from imported text, some defenders (like me :D) find it offensive)
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== Overview ==
== Overview ==
{{TOCright}}
{{TOCright}}
'''Inherent powers''' are permanent powers that a hero or villain automatically has without having to train to obtainThe two main types of inherent powers are powers that are specific to an archetype and powers that all heroes have.
'''Inherent powers''' are permanent powers that a hero or villain automatically has without having to select them during trainingThere are inherent powers that are archetype specific, origin specific, and powers that all heroes have.
 
== Origin Specific Powers ==
Every hero receives a minor power that is dependent upon their origin.  For more information, see [[Origin Powers]].


== Archetype-Specific Powers ==
== Archetype-Specific Powers ==
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=== [[Image:Inherent_BlasterDesperation.png]] Assassination ===
=== [[Image:Inherent_BlasterDesperation.png]] Assassination ===


A stalker does his best work whem attaclomg 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 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.


'''Type:'''          Archetype-Specific (Stalkers)
{{PowerBlock Start}}
'''Effects:'''        Always criticals from hide
{{PowerBlock Other|Header=Type|Text=Archetype-Specific ([[Stalker]])}}
'''        '''        20% critical on held or slept opponents
{{PowerBlock Effects|Always criticals from hide}}
{{PowerBlock Blank|20% critical on held or slept opponents}}
{{PowerBlock End}}


=== [[Image:InherentPeacebringer CombatFlight.png]] Combat Flight ===
=== [[Image:InherentPeacebringer CombatFlight.png]] Combat Flight ===
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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.
   
   
'''Type:'''          Archetype-Specific (Peacebringers)
{{PowerBlock Start}}
'''Effects:'''        Self: Fly, + Defense
{{PowerBlock Other|Header=Type|Text=Archetype-Specific ([[Peacebringer]])}}
 
{{PowerBlock Effects|Self: Fly, + Defense}}
{{PowerBlock End}}


=== [[Image:Inherent BlasterDesperation.png]] Containment ===
=== [[Image:Inherent BlasterDesperation.png]] Containment ===
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[[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|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 (Controllers)
{{PowerBlock Start}}
'''Effects:'''        Self: Critical Damage (Special)
{{PowerBlock Other|Header=Type|Text= Archetype-Specific ([[Controller]])}}
 
{{PowerBlock Effects|Self: Critical Damage (Special)}}
{{PowerBlock End}}
=== [[Image:InherentPeacebringer_InterSpacialLink.png]] Cosmic Balance ===
=== [[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.
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.


'''Type:'''          Archetype-Specific (Peacebringers)
{{PowerBlock Start}}
'''Effects:'''        Auto: Special
{{PowerBlock Other|Header=Type|Text=Archetype-Specific ([[Peacebringer]])}}
 
{{PowerBlock Effects|Auto: Special}}
{{PowerBlock End}}
=== [[Image:Inherent BlasterDesperation.png]] Critical Hit ===
=== [[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.
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.


'''Type:'''          Archetype-Specific (Scrappers)
{{PowerBlock Start}}
'''Effects:'''        Critical Damage
{{PowerBlock Other|Header=Type|Text=Archetype-Specific ([[Scrapper]])}
 
{{PowerBlock Effects|Critical Damage}}
{{PowerBlock End}}
=== [[Image:InherentPeacebringer_InterSpacialLink.png]] Dark Sustenance ===
=== [[Image: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. [[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.


'''Type:'''          Archetype-Specific (Warshades)
{{PowerBlock Start}}
'''Effects:'''        Auto: Special
{{PowerBlock Other|Header=Type|Text=Archetype-Specific ([[Warshade]])}}
 
{{PowerBlock Effects|Auto: Special}}
{{PowerBlock End}}
=== [[Image:Inherent BlasterDesperation.png]] Defiance ===
=== [[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.
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.


'''Type:'''          Archetype-Specific (Blasters)
Defiance is a feature that was introduced upon the release of Issue 5 and is exclusively for blasters.
'''Effects:'''        Special: Self, +Damage, +Accuracy


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.
The chart below demonstrates just how much of a bonus to base damage a player will see when his or her health is low:
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 Other|Header=Type|Text=Archetype-Specific ([[Blaster]])}}
{{PowerBlock Effects|Special: Self, +Damage, +Accuracy}}
{{PowerBlock End}}
=== [[Image:Inherent BuffEffects.png]] Domination ===
=== [[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.
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.


'''Type:'''          Archetype-Specific (Dominators)
{{PowerBlock Start}}
'''Effects:'''        Self: Critical Control
{{PowerBlock Other|Header=Type|Text=Archetype-Specific ([[Dominator]])}}
 
{{PowerBlock Effects|Self: Critical Control}}
{{PowerBlock End}}
=== [[Image:InherentPeacebringer EnergyFlight.png]] Energy Flight ===
=== [[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.
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.


'''Type:'''          Archetype-Specific (Peacebringers)
{{PowerBlock Start}}
'''Effects:'''        Toggle: Self Fly
{{PowerBlock Other|Header=Type|Text=Archetype-Specific ([[Peacebringer]])}}
 
{{PowerBlock Effects|Toggle: Self Fly}}
{{PowerBlock End}}
=== [[Image:Inherent BlasterDesperation.png]] Fury ===
=== [[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.
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.
   
   
'''Type:'''          Archetype-Specific (Brutes)
{{PowerBlock Start}}
'''Effects:'''        Self: +Damage (Special)
{{PowerBlock Other|Header=Type|Text=Archetype-Specific ([[Brute]])}}
 
{{PowerBlock Effects|Self: +Damage (Special)}}
{{PowerBlock End}}
=== [[Image:Inherent BlasterDesperation.png]] Gauntlet ===
=== [[Image:Inherent BlasterDesperation.png]] Gauntlet ===


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This power is also referred to as "Punch-voke".
This power is also referred to as "Punch-voke".
   
   
'''Type:'''          Archetype-Specific (Tankers)
{{PowerBlock Start}}
'''Effects:'''        Taunt
{{PowerBlock Other|Header=Type|Text=Archetype-Specific ([[Tanker]])}}
 
{{PowerBlock Effects|Taunt}}
{{PowerBlock End}}
=== [[Image:Inherent BlasterDesperation.png]] Scourge ===
=== [[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.
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.


'''Type:'''          Archetype-Specific (Corruptor)
{{PowerBlock Start}}
'''Effects:'''        Critical Damage
{{PowerBlock Other|Header=Type|Text=Archetype-Specific ([[Corruptor]])}}
 
{{PowerBlock Effects|Critical Damage}}
{{PowerBlock End}}
=== [[Image:InherentWarshade ShadowRecall.png]] Shadow Recall ===
=== [[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.
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.


'''Type:'''          Archetype-Specific (Warshades)
{{PowerBlock Start}}
'''Effects:'''        Zone Range Teleport Teammate
{{PowerBlock Other|Header=Type|Text=Archetype-Specific ([[Warshade]])}}
 
{{PowerBlock Effects|Zone Range Teleport Teammate}}
{{PowerBlock End}}
=== [[Image:InherentWarshade ShadowStep.png]] Shadow Step ===
=== [[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.
You can Teleport long distancies. Shadow Step has no recharge time, and can be reactivated without pause, as long as you have Endurance.


'''Type:'''          Archetype-Specific (Warshades)
{{PowerBlock Start}}
'''Effects:'''        Self Teleport
{{PowerBlock Other|Header=Type|Text=Archetype-Specific ([[Warshade]])}}
 
{{PowerBlock Effects|Self Teleport}}
{{PowerBlock End}}
=== [[Image:InherentPeacebringer_InterSpacialLink.png]] Supremacy ===
=== [[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.
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.
   
   
'''Type:'''          Archetype-Specific (Masterminds)
{{PowerBlock Start}}
'''Effects:'''        Point Blank, Henchmen bonus, + Accuracy, + Damage
{{PowerBlock Other|Header=Type|Text=Archetype-Specific ([[Mastermind]])}}
 
{{PowerBlock Effects|Point Blank, Henchmen bonus, + Accuracy, + Damage}}
{{PowerBlock End}}
=== [[Image:InherentPeacebringer_InterSpacialLink.png]] Vigilance ===
=== [[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.
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.
   
   
'''Type:'''          Archetype-Specific (Defenders)
{{PowerBlock Start}}
'''Effects:'''        Endurance Discount
{{PowerBlock Other|Header=Type|Text=Archetype-Specific ([[Defender]])}}
 
{{PowerBlock Effects|Endurance Discount}}
== Origin Specific Powers ==
{{PowerBlock End}}
 
=== [[Image:Temporary RingofPain.png]] Apprentice Charm ===
 
Your Magical origin has unlocked many secrets, the first of which is the ability to use this simple Apprentice Charm. This cantrip has a very short range, and deals minor Energy damage to your target, as well as lowering their resistance to further damage. Damage: Minor. Recharge: Fast.
'''Type:'''          Origin-Specific (Magic)
'''Effects:'''        Ranged, minor damage, Energy, Foe -Resistances
 
=== [[Image:Temporary TargetedDebuffDamage.png]] Mutagen ===
 
Being a Mutant has opened the doors to many opportunities. You have recently come into possession of these capsules of genetic mutagen. You can hurl these capsules at your enemies at very short range, where they explode on impact. They deal only minor Toxic damage but the mutagen's secondary effect will lower the damage the affected target deals out. Damage: Minor. Recharge: Fast.
'''Type:'''          Origin-Specific (Mutant)
'''Effects:'''        Ranged, minor damage, Toxic, Foe -Damage
 
 
=== [[Image:Temporary TargetedHold.png]] Taser Dart ===
 
Being of Technological origin, you have access to many little devices, one of which is a Taser Dart of your own design. This attack has a very short range and does minor Energy damage to your target. In addition it has a chance to Hold your opponent for a brief moment. Damage: Minor. Recharge: Fast
 
'''Type:'''          Origin-Specific (Technology)
'''Effects:'''        Ranged, minor damage, Energy, Foe Hold
 
=== [[Image:Temporary TargetedDoT.png]] Throwing Knives ===
 
With your Natural origin you have to rely on your cunning and skill. You've acquired those throwing knives as part of your personal arsenal. You can throw these knives at a very short range, and deal minor Lethal damage to your target, but a nasty wound will do additional  damage over time. Damage: Minor (Damage over Time). Recharge: Fast.
 
'''Type:'''          Origin-Specific (Natural)
'''Effects:'''        Ranged, minor damage, Lethal, minor Damage over Time, Lethal
 
 
=== [[Image:Temporary TeslaGauntlet.png]] Tranq Dart ===
 
As a person of Scientific origin you have access to many chemicals and agents. This Tranq Dart is the result of experiments you have conducted, and can be used at short range to deal minor Lethal and Toxic damage to a target. In addition there is a small chance you can put the target to Sleep with this dart, but they will wake up the next time they are damaged or healed. Damage: Minor. Recharge: Fast.
 
'''Type:'''          Origin-Specific (Science)
'''Effects:'''        Ranged, minor damage, Lethal/Toxic, Foe Sleep
 
 
== Universal Inherent Powers ==
== Universal Inherent Powers ==


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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.


{{PowerBlock Start}}
'''Damage:'''        Minor
{{PowerBlock Damage|Minor}}
'''Recharge:'''      Fast
{{PowerBlock Recharge|Fast}}
{{PowerBlock Effects|Foe Minor Smashing Damage}}
'''Effects:'''        Foe Minor Smashing Damage
{{PowerBlock Enhancements|Reduce Endurance Cost}}
{{PowerBlock Blank|Enhance Recharge Speed}}
'''Enhancements:'''  Reduce Endurance Cost
{{PowerBlock Blank|Enhance Damage}}
                Enhance Recharge Speed
{{PowerBlock Blank|Enhance Accuracy}}
                Enhance Damage
{{PowerBlock End}}
                Enhance Accuracy
 
=== [[Image:Inherent_Rest.png]] Rest ===
=== [[Image:Inherent_Rest.png]] Rest ===


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Heroes and villains receive this ability on advancing to Level 2.
Heroes and villains receive this ability on advancing to Level 2.


'''Minimum Level:'''  2
{{PowerBlock Start}}
{{PowerBlock Level|2}}
'''Effects:'''        Self Heal Recover
{{PowerBlock Effects|Self Heal Recover}}
                -Defense
{{PowerBlock Blank|-Defense}}
{{PowerBlock Enhancements|Enhance Endurance Modification}}
'''Enhancements:'''  Enhance Endurance Modification
{{PowerBlock Blank|Reduce Interrupt Time}}
                Reduce Interrupt Time
{{PowerBlock Blank|Enhance Recharge Speed}}
                Enhance Recharge Speed
{{PowerBlock Blank|Enhance Heal}}
                Enhance Heal
{{PowerBlock End}}
 
=== [[Image:Inherent_Sprint.png]] Sprint ===
=== [[Image:Inherent_Sprint.png]] Sprint ===


Sprint allows you to travel, or run away, slightly faster than normal, while slightly draining your Endurance.
Sprint allows you to travel, or run away, slightly faster than normal, while slightly draining your Endurance.


'''Effects:'''        Boost Run Seed
{{PowerBlock Start}}
{{PowerBlock Effects|Boost Run Seed}}
'''Enhancements:'''  Reduce Endurance Cost
{{PowerBlock Enhancements|Reduce Endurance Cost}}
                Enhance Running Speed
{{PowerBlock Blank|Enhance Running Speed}}
                Enhance Jump
{{PowerBlock Blank|Enhance Jump}}
 
{{PowerBlock End}}
[[Category:Powersets]]
[[Category:Powersets]]

Revision as of 17:44, 17 September 2006

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 powers that all heroes have.

Origin Specific Powers

Every hero receives a minor power that is dependent upon their origin. For more information, see Origin Powers.

Archetype-Specific Powers

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

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.

Type Archetype-Specific (Stalker)
Effects Always criticals from hide
20% critical on held or slept opponents

InherentPeacebringer 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.

Type Archetype-Specific (Peacebringer)
Effects Self: Fly, + Defense

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 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.

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.

{{PowerBlock Other|Header=Type|Text=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 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.

Type Archetype-Specific (Warshade)
Effects Auto: Special

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.

Defiance is a feature that was introduced upon the release of Issue 5 and is exclusively for blasters.

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.

The chart below demonstrates just how much of a bonus to base damage a player will see when his or her health is low:

Health Percentage Bonus to Base Damage
70% health +4% damage bonus
50% health +18% damage bonus
40% health +35% damage bonus
30% health +70% damage bonus
20% health +140% damage bonus
10% health +280% damage bonus
1% health +500% damage bonus (maximum allowed damage buff for blasters)

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.

Type Archetype-Specific (Blaster)
Effects Special: Self, +Damage, +Accuracy

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.

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

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.

Type Archetype-Specific (Peacebringer)
Effects Toggle: Self Fly

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.

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, 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.

This power is also referred to as "Punch-voke".

Type Archetype-Specific (Tanker)
Effects Taunt

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.

Type Archetype-Specific (Corruptor)
Effects Critical Damage

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.

Type Archetype-Specific (Warshade)
Effects Zone Range Teleport Teammate

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.

Type Archetype-Specific (Warshade)
Effects Self Teleport

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.

Type Archetype-Specific (Mastermind)
Effects Point Blank, Henchmen bonus, + Accuracy, + Damage

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.

Type Archetype-Specific (Defender)
Effects Endurance Discount

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 Reduce Endurance Cost
Enhance Recharge Speed
Enhance Damage
Enhance Accuracy

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 must be active for a few seconds before you start to recuperate.

Heroes and villains receive this ability on advancing to Level 2.

Minimum Level 2
Effects Self Heal Recover
-Defense
Enhancements Enhance Endurance Modification
Reduce Interrupt Time
Enhance Recharge Speed
Enhance Heal

Inherent Sprint.png Sprint

Sprint allows you to travel, or run away, slightly faster than normal, while slightly draining your Endurance.

Effects Boost Run Seed
Enhancements Reduce Endurance Cost
Enhance Running Speed
Enhance Jump