Inherent Powers

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Revision as of 01:42, 14 September 2006 by imported>Kung-Fu Jesus (Assassination description added.)
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Overview

Inherent powers are permanent powers that a hero or villain automatically has without having to train to obtain. The two main types of inherent powers are powers that are specific to an archetype and powers that all heroes have.

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 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.

Type:           Archetype-Specific (Stalkers)
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 (Peacebringers)
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 (Controllers)
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 (Peacebringers)
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.

Type:           Archetype-Specific (Scrappers)
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 (Warshades)
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.

Type:           Archetype-Specific (Blasters)
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 (Dominators)
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 (Peacebringers)
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 (Brutes)
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 (Tankers)
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 (Warshades)
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 (Warshades)
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 (Masterminds)
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 (Defenders)
Effects:        Endurance Discount

Origin Specific Powers

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

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


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

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


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

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