Temporary Powers
Overview
Temporary powers are powers that a hero or villain may only use for a short time. The three main types of temporary powers are powers that last for a designated amount of time, a designated amount of uses, or until a specific action is accomplished. Some temporary powers may fall into more than one category; for example, powers that run out when either a specific action is accomplished or a certain amount of time, whichever is sooner.
- Temporary powers denoted by this icon can be obtained an unlimited number of times via Ouroboros flashbacks, and remain for some time after the flashback is over.
- Temporary powers denoted by this icon can also be obtained via Ouroboros flashbacks. If the power has already been obtained once, however, a more limited version (an "echo") of the power is awarded instead.
- File:Exclaimation2.png Be careful, these powers can be lost when you speak to the contact from which you received them again. Even though they appear to have a certain number of uses remaining, the power will be lost and you cannot regain them.
City of Heroes Powers
City of Villains Powers
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Invention Powers
There are five powers that can be created using the invention system.
Mission Related
- The Lost Cure File:Exclaimation2.png (Heroes only)
Arena Powers
There are six powers that can be purchased at the arena stores, each costing 10,000 influnce. These powers can only be used within the arena.
Special Event Powers
Temporary powers found during Special Events
Halloween Events
Valentine's Day Events
Winter Events
Rikti Invasion Event
Developer Powers
Player vs. Player Zone Powers
Bloody Bay
Siren's Call
Heroes and Villains may buy a selection of temporary powers for 10,000 influence/infamy each if their side is in control of the zone.
- These powers may be purchased by both Heroes and Villains:
- These powers are only available to Heroes, and only when they have won zone control twice in a row:
- These powers are only available to Villains, and only when they have won zone control twice in a row:
Warburg
Recluse's Victory
Co-operation Zone Powers
Rikti War Zone
These temporary powers can be purchased at a Vanguard Crafting Table in the Rikti War Zone for Vanguard Merits.
- Debt Prot 50
- Nectanebo's Curse Breaker
- Vanguard Heavy Power Core
- Vanguard Psionic Shield
- Vanguard Psi-Bomb
Mayhem and Safeguard Missions Powers
Temporary powers granted during Mayhem and Safeguard missions
Completion Rewards
Temporary powers are granted after completion of Mayhem and Safeguard Missions, if they are of the appropriate level. Most players begin in Kings Row, since you can get a Detective contact, and a police radio, at level 5. The instanced map you get, and the temporary power rewarded, correspond to your level. If you are in a zone where the radio is "quiet", then your level is too high, or no missions are available at all in the zone.
- Levels 5-10: Raptor Pack (instanced Atlas Park map)
- Level 10-15: Zero-G Pack (instanced Kings Row map)
- Level 15-20: Self-Resuscitation (instanced Skyway City map)
- Level 20-25: Summon Teammates (instanced Steel Canyon map)
- Level 25-30: Movement Increase (instanced Independence Port map)
- Level 30-35: Endurance Increase (instanced Talos Islandmap)
- Level 35-40: Health Increase (instanced Brickstown map)
- Level 40-45: Life Insurance (instanced Founder's Falls map)
- Level 45-50: Regeneration Increase (instanced Peregrine Island map)
Weapon Raid Side Mission Rewards
These Temporary Powers are awarded for foiling the arms dealers during Weapon Raid Missions within Safeguard and Mayhem zones.
- Claymore
- Cryonite Armor
- Cryoprojection Bracers
- Electromagnetic Grenades
- EMP Glove
- Flamethrower
- Heavy Rock
- IR Goggles
- Kinetic Shield
- Long Bow
- Med Kit
- Plasmatic Taser
- Shotgun
- Smoke Bomb
- Stealth Suit
- Stun Grenade
- Tear Gas
- Wave Scrambler
- Web Grenade