VERSION: August 20, 2005; ORIGIN: Science; ORIGIN: Mutation; ORIGIN: Magic; ORIGIN: Technology; ORIGIN: Natural; ENHANCEMENT: Accuracy; Acc; Use this training to focus your power and increase the accuracy of a power.; ENHANCEMENT: Activation Acceleration; ActAcc; Decreases interrupt time of powers that can be interrupted.; ENHANCEMENT: Cone Range Increase; Cone; Increases the range of a cone power.; ENHANCEMENT: Confusion Duration; Conf; Use this training to focus your power and increase the duration of a confuse power.; ENHANCEMENT: Damage Increase; Dmg; Use this training to focus your power and increase the damage of a power.; ENHANCEMENT: Defense Buff; DefBuff; Enhances the effectiveness of defense buffs.; ENHANCEMENT: Defense Debuff; DefDeb; Enhances the effectiveness of defense debuffs.; ENHANCEMENT: Endurance Drain; EndDrn; Increases the endurance drain ability of a power.; ENHANCEMENT: Endurance Reduction; EndRdx; Decreases the endurance cost of a power.; ENHANCEMENT: Fear Duration; Fear; Increases the duration of a fear power.; ENHANCEMENT: Flight Speed; Flight; Use this training to focus your power and increase the flight speed of a power.; ENHANCEMENT: Healing; Heal; Enhances the healing ability of a power.; ENHANCEMENT: Hold Duration; Hold; Increases the duration of a hold power.; ENHANCEMENT: Immobilization Duration; Imob; Increases the duration of an immobilization power.; ENHANCEMENT: Intangibility Duration; Intan; Increases the duration of an intangibiltiy power.; ENHANCEMENT: Jumping; Jump; Increases the distance of a jump power.; ENHANCEMENT: Knockback Distance; KBDist; Increases the knockback and knockup distance.; ENHANCEMENT: Range; Range; Enhances the range of a power.; ENHANCEMENT: Recharge Reduction; RechRdx; Use this training to focus your power and decrease the recharge time of a power.; ENHANCEMENT: Endurance Recovery; RecInc; Increass the endurance recovery ability of a power.; ENHANCEMENT: Resist Damage; ResDam; Enhances the damage resistance of a power.; ENHANCEMENT: Run Speed; Run; Increases the speed of a run power.; ENHANCEMENT: Sleep Duration; Sleep; Increases the duration of a sleep power.; ENHANCEMENT: Slow Duration; Slow; Increases the effectiveness of powers that slow.; ENHANCEMENT: Disorient Duration; Dsrnt; Increases the duration of a disorient power.; ENHANCEMENT: Taunt Duration; Taunt; Increases the duration a taunted target will stay on you.; ENHANCEMENT: To Hit Buff; ToHit; Enhances the effectiveness of accuracy buffs.; ENHANCEMENT: To Hit Debuff; ToHitDeb; Enhances the effectiveness of accuracy debuffs.; //Note - here is the list of enhancement abbreviations that must be used // Accuracy, ActAcc, Cone, Conf, Damage, DefBuff, DefDebuff, EndDrain, EndRed, Fear, Flight, // Heal, Hold, Imob, Intan, Jump, KBDist, Range, RechRed, RecInc, ResDam, Run, // Sleep, Slow, Stun, Taunt, ToHitBuff, ToHitDebuff // //The numbers in the power lines are the data for the enhancement calculator. The are // Accuracy Modifier, Endurance Cost, Activation Time, Recharge Time, Range, and Duration // a -1 value indicates the value is not applicable to the power INHERENT: Brawl; 0; 5; 1; 2; -1; -1; Minor Dmg (Smash); Accuracy, Damage, EndRed, RechRed; When all else fails, you have only your two fists to depend on.; INHERENT: Sprint; -1; 0.4; -1; -1; -1; -1; Self +Spd; EndRed, Jump, Run; Sprint allows you to travel, or run away, slightly faster than normal, while slightly draining your endurance.; INHERENT: Rest; -1; -1; 10; 600; -1; -1; Self Heal, Recover, -Def; ActAcc, Heal, RechRed, RecInc; Activate Rest to heal hit points and recover endurance. While resting you cannot attack and 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.; INHERENT: Energy Flight; -1; 2.03; 0; 0; -1; -1; Toggle: Self Fly, -Acc; EndRed, Flight; Fly allows you to travel large distances quickly. Energy Flight is not a good power to use in combat since your accuracy is reduced while this power is active. Your fly speed increases with your level.; INHERENT: Cosmic Balance; -1; -1; -1; -1; -1; -1; Auto: Special; none; Kheldians naturally thrive off the energy and essence of their Teamates. Peacebringers metamorphic nature allows them to bring balance to their Team. Your Damage Resistance will increases for each nearby Scrapper or Blaster Teammate. Your Damage will increase for each nearby Tanker or Defender Teammate. Finally each nearby Controller Teammate will grant you limited Protection from Sleep, Hold and Disorient effects. You cannot put Enhancements in this power.; INHERENT: Combat Flight; -1; 0.22; 0; 0; -1; -1; Toggle: Self fly, +Def; EndRed, Flight, DefBuff; 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 flying foes.; INHERENT: Shadow Step; -1; 15; 2; 1; 300; -1; Ranged(Location), Self Teleport; EndRed, Range; You can Teleport long distances. Shadow Step has no recharge time, and can be reactivated without pause, as long as you have Endurance.; INHERENT: Dark Sustenance; -1; -1; -1; -1; -1; -1; Auto: Special; none; 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 Teammates. Your Damage will increase for each nearby Scrapper or Blaster Teammate. Finally, each nearby Controller Teammate will grant you limited Protection from Sleep, Hold and Disorient effects. You cannot put Enhancements in this power.; INHERENT: Shadow Recall; -1; 20; 3; 6; 10000; -1; Toggle: Zone-Range: Teleport Teamate; EndRed, RechRed, Range, ActAccuracy; 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 enhanced. This power can be interrupted.; INHERENT: White Dwarf Strike; -1; 5; 1.3; 3; -1; 5.7; Melee, Moderate DMG(Energy, Smash), Foe -DEF, Knockdown; EndRed, RechRed, DefDebuff, KBDist, Accuracy, Damage; The White Dwarf Strike is a moderate melee attack that releases Energy on impact, which can Knock Down foes, and slows a targets attack and movement speed. This power is only available while in White Dwarf Form.; INHERENT: White Dwarf Smite; -1; 8; 1.7; 6; -1; 9.7; Melee, High DMG(Energy, Smash), Foe -DEF, -Fly, Disorient, Knockdown; EndRed, RechRed, DefDebuff, KBDist, Stun, Accuracy, Damage; White Dwarf Smite is a powerful melee attack that can often Disorient or Knock Down opponents. White Dwarf Smite can also bring down fliers, and slows a targets attack and movement speed. This power is only available while in White Dwarf Form.; INHERENT: White Dwarf Flare; -1; 18; 2.2; 16; -1; 9.8; Melee AoE, High DMG(Energy), Foe -DEF, Knockback; EndRed, RechRed, DefDebuff, KBDist, Accuracy, Damage; You channel the might of your Kheldian energy into the very Earth itself. The ground erupts and cracks with luminous energy, blasting all nearby foes, knocking them back and reducing their defense. This power is only available while in White Dwarf Form.; INHERENT: White Dwarf Sublimation; -1; 12; 0.9; 60; -1; -1; Self +HP; EndRed, RechRed, Heal; Through perfect control of your body and energy, you can concentrate for a few moments and heal yourself. This power is only available while in White Dwarf Form.; INHERENT: White Dwarf Antagonize; -1; 0; 1.8; 10; -1; 60; Ranged, Foe Taunt AoE; RechRed, Taunt, Range, Accuracy; This power attracts the attention of a foe and all those around him. Use this to pull villains off an ally in trouble. Antagonize has a very high success rate that can be improved with Accuracy Enhancements. This power is only available while in White Dwarf Form.; INHERENT: White Dwarf Step; -1; 20; 2.5; 0; -1; 300; Ranged(Location), Self Teleport; EndRed, Range; White Dwarfs can Teleport long distances. White Dwarf Step has no recharge time, and can be reactivated without pause, as long as you have Endurance. This power is only available while in White Dwarf Form.; INHERENT: Bright Nova Bolt; -1; 4; 1.7; 1.5; 100; 2.7; Ranged, Minor DMG (Energy), Foe -DEF; EndRed, RechRed, Range, DefDebuff, Accuracy, Damage; A very quick, but low damage bolt of Kheldian energy that can reduce a target’s defense. This power is only available while in Bright Nova Form.; INHERENT: Bright Nova Blast; -1; 7; 1.7; 4; 100; 5.7; Ranged, High DMG (Energy), Foe -DEF, Knockback; EndRed, RechRed, Range, DefDebuff, KBDist, Accuracy, Damage; A much more powerful, yet slower version of Gleaming Bolt. Gleaming Blast sends a focused blast of Kheldian energy at a foe that can knock him back and reduce his defense. This power is only available while in Bright Nova Form.; INHERENT: Bright Nova Scatter; -1; 14; 1.7; 12; 60; 7.8; Ranged (Cone), Moderate DMG (Energy), Foe -DEF, Knockback; EndRed, RechRed, Cone, DefDebuff, Accuracy, Damage; Proton Scatter sends bolts of Kheldian light energy to multiple targets at once within a cone area in front of the caster. Proton Scatter deals moderate energy damage to each affected target and reduces their defense. This power is only available while in Bright Nova Form.; INHERENT: Bright Nova Detonation; -1; 12; 2.6; 16; 100; 9.8; Ranged (Target AoE), Moderate DMG (Energy, Smash), Foe -DEF, Knockback; EndRed, RechRed, Range, DefDebuff, KBDist, Accuracy, Damage; You hurl a large blast of Kheldian light energy that violently explodes on impact, damaging all foes near the target, reducing their defense. Some affected targets may get knocked back. This power is only available while in Bright Nova Form.; INHERENT: Black Dwarf Strike; -1; -1; -1; -1; -1; -1; Melee, Moderate DMG(Negative, Smash), Foe -Speed, -Recharge, Knockdown; EndRed, RechRed, Slow, Accuracy, Damage; The Black Dwarf Strike is a moderate melee attack that releases Nictus Dark Energy on impact, which can Knock Down foes, and slows a targets attack and movement speed. This power is only available while in Black Dwarf Form.; INHERENT: Black Dwarf Smite; -1; -1; -1; -1; -1; -1; Melee, High DMG(Negative, Smash), Foe -Speed, -Recharge, -Fly, Disorient, Knockdown; EndRed, RechRed, Slow, KBDist, Stun, Accuracy, Damage; Black Dwarf Smite is powerful melee attack that can often Disorient or Knock Down opponents. Black Dwarf Smite can also bring down fliers, and slows a targets attack and movement speed. This power is only available while in Black Dwarf Form.; INHERENT: Black Dwarf Mire; -1; -1; -1; -1; -1; -1; PBAoE, Moderate DMG (negative), Foe -Recharge, -SPD, Self +DMG, +ACC; EndRed, RechRed, Slow, Accuracy, Damage; Black Dwarf Mire can drain the essence of all nearby foes, thus increasing your own strength. Each affected foe will lose some Hit Points and add to your Damage and Accuracy. This power is only available while in Black Dwarf Form.; INHERENT: Black Dwarf Drain; -1; -1; -1; -1; -1; -1; Melee, Moderate DMG (negative), Foe -Recharge, -SPD, Self +HP, Recharge; EndRed, RechRed, Slow, Heal, Accuracy, Damage; You tap the primal forces of your Nictus power to create an Essence Draining conduit between a foe and yourself. This will transfer Hit Points from your enemy to yourself. Foes drained in this manner have their attack and movement speed reduced. This power is only available while in Black Dwarf Form.; INHERENT: Black Dwarf Step; -1; -1; -1; -1; -1; -1; Ranged(Location), Self Teleport; EndRed, Range; Black Dwarfs can Teleport long distances. Black Dwarf Step has no recharge time, and can be reactivated without pause, as long as you have Endurance.; INHERENT: Black Dwarf Antagonize; -1; -1; -1; -1; -1; -1; Ranged, Foe Taunt AoE; RechRed, Taunt, Range, Accuracy; This power attracts the attention of a foe and all those around him. Use this to pull villains off an ally in trouble. Antagonize has a very high success rate that can be improved with Accuracy Enhancements. This power is only available while in Black Dwarf Form.; INHERENT: Dark Nova Bolt; -1; -1; -1; -1; -1; -1; Ranged, Minor DMG (Negative), Foe -Speed, -Recharge; EndRed, RechRed, Range, Slow, Accuracy, Damage; A very quick, but low damage attack. Lowers your target's attack and movement speed. This power is only available while in Dark Nova Form.; INHERENT: Dark Nova Blast; -1; -1; -1; -1; -1; -1; Ranged, High DMG (Negative), Foe -Speed, -Recharge; EndRed, RechRed, Range, Slow, KBDist, Accuracy, Damage; A much more powerful, yet slower version of Dark Nova Bolt. Shadow Blast sends focused Negative Nictus energy at a foe. This attack can knock down foes and will leave the targets attack and movement speed slowed. This power is only available while in Dark Nova Form.; INHERENT: Dark Nova Emanation; -1; -1; -1; -1; -1; -1; Ranged (Cone), Moderate DMG (Negative), Foe -Speed, -Recharge, Knockback; EndRed, RechRed, Cone, Slow, KBDist, Accuracy, Damage; Emanation sends bolts of Nictus energy to multiple targets at once within a cone area in front of the caster. Emanation deals moderate Nictus energy damage to each affected target and reduces their attack and movement speed. This power is only available while in Dark Nova Form.; INHERENT: Dark Nova Detonation; -1; -1; -1; -1; -1; -1; Ranged (Target AoE), Moderate DMG (Negative, Smash), Foe -Speed, -Recharge; EndRed, RechRed, Cone, Slow, KBDist, Accuracy, Damage; You hurl a blast of Dark Matter that violently explodes on impact, Damaging all foes near the target. All affected targets attack and movement speed are both slowed. Some foes may be knocked down. This power is only available while in Dark Nova Form.; INHERENT: Prestige Power Slide; -1; 0.4; -1; -1; -1; -1; Self +Spd; EndRed, Jump, Run; Sprint allows you to travel, or run away, slightly faster than normal, while slightly draining your endurance.; INHERENT: Prestige Rush; -1; 0.4; -1; -1; -1; -1; Self +Spd; EndRed, Jump, Run; Sprint allows you to travel, or run away, slightly faster than normal, while slightly draining your endurance.; INHERENT: Prestige Dash; -1; 0.4; -1; -1; -1; -1; Self +Spd; EndRed, Jump, Run; Sprint allows you to travel, or run away, slightly faster than normal, while slightly draining your endurance.; INHERENT: Prestige Quick; -1; 0.4; -1; -1; -1; -1; Self +Spd; EndRed, Jump, Run; Sprint allows you to travel, or run away, slightly faster than normal, while slightly draining your endurance.; INHERENT: Prestige Surge; -1; 0.4; -1; -1; -1; -1; Self +Spd; EndRed, Jump, Run; Sprint allows you to travel, or run away, slightly faster than normal, while slightly draining your endurance.; ARCHTYPE: Blaster; PRIMARY: Assault Rifle; PPOWER: Burst; 5; 6; 2.2; 4; 90; -1; Ranged, Moderate Dmg (Lethal), Foe -Def; EndRed, RechRed, Range, DefDebuff, Accuracy, Damage; Quickly fires a burst or rounds at a single target at very long range. Damage is average, but the fire rate is fast. Can also reduce targets defense.; PPOWER: Slug; 5; 9.8; 1.9; 8; 100; -1; Ranged (Cone), Moderate Dmg (Lethal), Foe -Def; EndRed, RechRed, Range, KBDist, Accuracy, Damage; Fires a single Slug at a targeted foe. Firing a single Slug is slower than firing a burst, but deals more damage, is longer range, and can knock down foes.; PPOWER: Buckshot; 5; 11.8; 1.9; 8; 40; -1; Ranged (Cone), Moderate Dmg (Lethal), Foe Knockback; EndRed, RechRed, Cone, KBDist, Accuracy, Damage; Good at close range. Fires a cone of buckshot pellets and can knock some foes down.; PPOWER: M30 Grenade; 5; 17.5; 1.9; 16; 80; -1; Ranged (Targeted AoE), Moderate Dmg (Lethal, Smash), Foe Knockback; EndRed, RechRed, Range, KBDist, Accuracy, Damage; Launches an M30 grenade at long range from under the barrel of your assault rifle. This explosion from this grenade affects all within the blast and can knock them back.; PPOWER: Beanbag; 5; 11.8; 1.9; 20; 60; -1; Ranged, Minor Dmg (Smash), Foe Disorient; EndRed, RechRed, Range, Stun; Fires a single non lethal beanbag that can seriously Disorient a target. Deals little damage and takes a long time to reload, but renders most targets unable to attack for a good while.; PPOWER: Sniper Rifle; 25; 16.6; 1.9; 12; 150; -1; Sniper, Extreme Dmg (Lethal), Foe Knockback; EndRed, RechRed, Range, ActAcc, KBDist, Accuracy, Damage; Sniper Rifle is a powerful piece of hardware. It is very accurate and has very long range. The impressive round can knock down its target. Like most sniper attacks, you must take your time to aim, so this attack can be interrupted.; PPOWER: Flamethrower; 30; 25.2; 3.5; 20; 40; -1; Ranged (Cone), Extreme DoT (Fire); EndRed, RechRed, Cone, Accuracy, Damage; Spews forth a cone of flames from underneath the barrel of your assault rifle and sets foes on fire. Very accurate and very deadly at medium range.; PPOWER: Ignite; 100; 6; 4; 3; 30; -1; Ranged (Targeted AoE), Moderate DoT (Fire); EndRed, RechRed, Range, Accuracy, Damage; Sprays a targeted location with accelerant from your flamethrower to ignite the location. Any foes that pass through the flames will be burned. Great for blocking doorways and small passages.; PPOWER: Full Auto; 35; 30; 6; 25; 80; -1; Ranged (Cone), Superior Dmg (Lethal), +Special; EndRed, RechRed, Cone, Accuracy, Damage; Opens up your assault rifle on full auto to lay down a massive spray of bullets at your target. Although very Slow to reload, damage from this attack is massive as you shred all targets within the narrow cone, and there is a chance you may land a lucky shot for extra damage.; PRIMARY: Electrical Blast; PPOWER: Charged Bolts; 0; 6; 2.1; 4; 70; -1; Ranged, Moderate Dmg (Energy), Foe -End; EndRed, EndDrain, RechRed, Range, Accuracy, Damage; The Hero can quickly hurl small bolts of electricity at foes dealing some damage and draining some Endurance. Charged bolts deals light damage but recharges quickly.; PPOWER: Lightning Bolt; 0; 9.8; 2; 8; 80; -1; Ranged, High Dmg (Energy), Foe -End; EndRed, EndDrain, RechRed, Range, Accuracy, Damage; The Hero can send a large blast of electrical energy at a foe dealing moderate damage and draining some Endurance. Lightning Bolt dealt deals more damage than charged bolts but recharges more slowly.; PPOWER: Ball Lightning; 0; 17.5; 1.1; 16; 80; -1; Ranged (Targeted AoE), Moderate DoT (Energy), Foe -End; EndRed, EndDrain, RechRed, Range, Accuracy, Damage; Hurls a highly charged ball of lightning that explodes on contact. Ball lightning deals good damage in an area and also drains some Endurance from each target it hits.; PPOWER: Short Circuit; 20; 18; 3; 20; 5; -1; PBAoE, Minor Dmg (Energy), Foe -End, -Recovery; EndRed, EndDrain, RechRed, Accuracy, Damage; Releases a burst of electrical energy around the caster shocking all nearby foes. Deals little damage, but it drains a lot of Endurance from the targets and renders them unable to recover Endurance for quite a while. A must-have power, as Short Circuit is very effective when used with your other Endurance draining powers.; PPOWER: Aim; -1; 6; 1.2; 30; -1; 10; Self +Acc, +Dmg; EndRed, RechRed, ToHitBuff; Greatly increase the accuracy of your attacks for a few seconds. Slightly increases damage.; PPOWER: Zapp; 20; 16.6; 1.3; 12; 150; -1; Sniper, Extreme Dmg (Energy), Foe -End; EndRed, EndDrain, RechRed, ActAcc, Range, Accuracy, Damage; A focused electrical blast that can travel great distances with high accuracy. Zapp is an Electric Blast power, and will drain Endurance, but it is also a sniper attack, and like most sniper attacks, this power is best fired from a distance as it can be interrupted.; PPOWER: Tesla Cage; 0; 7.9; 2.2; 10; 60; 15; Ranged, Minor Dmg (Energy), Foe Hold, -End; EndRed, EndDrain, RechRed, Hold, Range, Accuracy, Damage; Tesla Cage confines the target in electrical prison. The target is overwhelmed by the electrical change and is left helpless. However, disturbing the victim can disperse the electrical charge, which will free the victim from the cage. Tesla Cage deals minimum damage.; PPOWER: Voltaic Sentinel; 100; 30; 3.1; 120; 60; -1; Summon Sentinel: Ranged, High Dmg (Energy), Foe -End; EndRed, EndDrain, RechRed, Range, Accuracy, Damage; The Hero can manifest a polarized electricity field that hovers above the ground and hurls bolts of electricity at nearby foes. Any enemy that passes near this field risk serious injury.; PPOWER: Thunderous Blast; 30; 36; 3.7; 240; 60; -1; Ranged (Targeted AoE), Extreme Dmg (Energy), Foe -End, -Recovery, Self -Recovery; EndRed, EndDrain, RechRed, Accuracy, Damage; The Hero hurls in tremendously powerful bolt of lightning at a target that devastates all nearby foes. Thunderous Blast deals massive damage and Endurance Drain to all nearby foes, although the damage does vary. Activating this power cost a lot of the Hero's Endurance, and afterwards leaves him drained and unable to recover any Endurance for a while.; PRIMARY: Energy Blast; PPOWER: Power Bolt; 0; 6; 2; 4; 80; -1; Ranged, Minor Dmg (Energy, Smash), Foe Knockback; EndRed, KBDist, RechRed, Range, Accuracy, Damage; A quick attack that rapidly hurls small bolts of energy at foes, sometimes knocking them down. Fast, but little damage.; PPOWER: Power Blast; 0; 9.8; 1.7; 8; 80; -1; Ranged, Moderate Dmg (Energy, Smash), Foe Knockback; EndRed, KBDist, RechRed, Range, Accuracy, Damage; A much more powerful, yet Slower version of Power Bolt. Power Blast sends a focused beam of energy at a foe that can knock him back.; PPOWER: Energy Torrent; 0; 13.7; 1.1; 12; 40; -1; Ranged (Cone), Moderate Dmg (Energy, Smash), Foe Knockback; EndRed, KBDist, RechRed, Cone, Accuracy, Damage; Energy torrent unleashes a cone of powerful energy that can smash foes and send them flying.; PPOWER: Power Burst; 0; 12; 2; 10; 20; -1; Close, High Dmg (Energy, Smash), Foe Knockback; EndRed, KBDist, RechRed, Range, Accuracy, Damage; A short range, but devastating attack.; PPOWER: Sniper Blast; 20; 16.6; 1.3; 12; 150; -1; Sniper, Extreme Dmg (Energy, Smash), Foe Knockback; EndRed, ActAcc, KBDist, RechRed, Range, Accuracy, Damage; A focused blast that can travel great distances with high accuracy. This is a sniper attack, and like most sniper attacks, this power is best fired from a distance as it can be interrupted.; PPOWER: Aim; -1; 6; 1.2; 30; -1; 10; Self +Acc, +Dmg; EndRed, RechRed, ToHitBuff; Greatly increase the accuracy of your attacks for a few seconds. Slightly increases damage.; PPOWER: Power Push; 40; 9.8; 1.1; 8; 70; -1; Ranged, Minor Dmg (Energy, Smash), Foe High Knockback; EndRed, KBDist, RechRed, Range, Accuracy, Damage; This ranged attack deals little damage, but sends the target flying for a great distance.; PPOWER: Explosive Blast; 0; 17.5; 1.7; 16; 80; -1; Ranged (Targeted AoE), High Dmg (Smash, Energy), Foe Knocback; EndRed, KBDist, RechRed, Range, Accuracy, Damage; Hurls a blast of charged energy that violently explodes on impact, damaging all foes near the target.; PPOWER: Nova; 40; 36; 3; 240; -1; -1; PBAoE, Extreme Dmg (Energy, Smash), Foe Knockback, Self -Recovery; EndRed, KBDist, RechRed, Accuracy, Damage; The Hero explodes in a tremendous blast of energy, sending nearby foes flying. The Nova deals massive damage to all nearby foes, although the damage does vary. Activating this power cast a lot of the Hero's Endurance, and afterwards leaves him drained and unable to recover any Endurance for a while.; PRIMARY: Fire Blast; PPOWER: Flares; 0; 4.1; 2.2; 2.2; 60; 2; Ranged, Minor Dmg (Fire); EndRed, RechRed, Range, Accuracy, Damage; A quick attack that throws flares at the target. Little damage, but very fast.; PPOWER: Fire Blast; 0; 9.8; 1.2; 4; 80; -1; Ranged, Moderate Dmg (Fire); EndRed, RechRed, Range, Accuracy, Damage; Sends a Blast of Fire at a targeted foe and sets the target on fire for a short period of time. Slower recharge rate than Flares, but more damage.; PPOWER: Fire Ball; 0; 17.5; 1; 16; 80; -1; Ranged( Targeted AoE), Moderate Dmg (Fire, Smash); EndRed, RechRed, Range, Accuracy, Damage; A fireball consumes a targeted foe, and any other enemy, in a tight radius. Anyone in that area is burned and damaged over a short period of time.; PPOWER: Rain of Fire; 100; 30; 2; 60; 60; 10; Ranged (Location AoE), Minor DoT (Fire); Accuracy, EndRed, RechRed, Range, Damage; Summons a Fire Storm over a targeted location to that burns foes over a large area.; PPOWER: Fire Breath; 20; 17.5; 2.7; 16; 40; -1; Close (Cone), Moderate DoT (Fire); EndRed, RechRed, Cone, Accuracy, Damage; The Hero breathes forth a cone of fire that burns all foes within it's narrow cone. Very accurate and very deadly at medium range.; PPOWER: Aim; -1; 6; 1.2; 30; -1; 10; Self +Acc, +Dmg; EndRed, RechRed, ToHitBuff; Greatly increase the accuracy of your attacks for a few seconds. Slightly increases damage.; PPOWER: Blaze; 0; 12; 1; 10; 20; -1; Close, High Dmg (Fire); EndRed, RechRed, Range, Accuracy, Damage; A short range but devastating flame attack.; PPOWER: Blazing Bolt; 20; 16.6; 1.7; 12; 150; -1; Sniper, Extreme Dmg (Fire); EndRed, ActAcc, RechRed, Range, Accuracy, Damage; A long-range beam of fire that blasts your foes. Like most sniper attacks, this power has a bonus to hit, but is best fired from a distance as it can be interrupted.; PPOWER: Inferno; 40; 36; 3; 240; -1; -1; PBAoE, Extreme Dmg (Fire, Smash), Self -Recovery; EndRed, RechRed, Accuracy, Damage; Unleashes a massive fiery explosion around the Hero to decimate all nearby enemies, and sets them ablaze. Inferno deals massive damage to all nearby foes, although the damage does vary. Activating this power cast a lot of the Hero's Endurance, and afterwards leaves him drained and unable to recover any Endurance for a while.; PRIMARY: Ice Blast; PPOWER: Ice Bolt; 0; 6; 1.2; 4; 80; -1; Ranged, Minor Dmg (Cold, Smash), Foe -Recharge, -Spd; EndRed, RechRed, Range, Accuracy, DamDamage; Ice Bolt quickly pelts an enemy with small icy daggers; their chill slows a foe's attacks for a time. Fast, but little damage.; PPOWER: Ice Blast; 0; 9.8; 1; 8; 80; -1; Ranged, Moderate Dmg (Cold, Smash), Foe -Recharge, -Spd; EndRed, RechRed, Range, Accuracy, Damage; Ice Blast hurls shards of ice at foes and slows their attacks for a time. Slower recharge than Ice Bolt, but more damage.; PPOWER: Frost Breath; 20; 17.5; 2.7; 16; 40; -1; Close (Cone), Moderate DoT (Cold), Foe -Recharge, -Spd; EndRed, RechRed, Cone, Accuracy, Damage; Unleashes a cone of frosty breath that can Slow your opponent. Very accurate and very deadly at medium range.; PPOWER: Aim; -1; 6; 1.2; 30; -1; 10; Self +Acc, +Dmg; EndRed, RechRed, ToHitBuff; Greatly increase the accuracy of your attacks for a few seconds. Slightly increases damage.; PPOWER: Freeze Ray; -1; 7.9; 1; 10; 60; -1; Ranged, Minor Dmg (Cold), Foe Hold; EndRed, Hold, RechRed, Range, Accuracy, Damage; Although this power deals very little damage, the Freeze Ray encases your foe in a shard of ice, holding him helpless in place for quite a while. The ice, however, is fragile, and the victim can break free if attacked.; PPOWER: Ice Storm; 100; 30; 2; 60; 60; 10; Ranged (Location AoE), Minor DoT (Cold); Accuracy, EndRed, RechRed, Range, Slow, Damage; Shred your foes with this Ice Storm. Lots of damage in a large area.; PPOWER: Bitter Ice Blast; 0; 15; 1.1; 12; 50; -1; Ranged, Superior Dmg (Cold, Smash), Foe -Acc, -Recharge, -Spd; EndRed, ToHitDebuff, RechRed, Range, Accuracy, Damage; A Slower yet more powerful version of the Ice Blast, Bitter ice blast deals much more damage and can also reduces your enemy's chance to hit.; PPOWER: Bitter Freeze Ray; 0; 17.5; 3.7; 20; 80; -1; Ranged, Moderate Dmg (Cold), Foe Hold; EndRed, Hold, RechRed, Range, Accuracy, Damage; This power can Hold your opponent frozen solid in a block of ice. The victim can be attacked and will remain frozen and helpless. After the ice thaws, the victim emerges chilled and Slowed. Bitter Freeze Ray deals minimal damage.; PPOWER: Blizzard; 100; 48; 2; 120; 60; -1; Ranged (Location AoE), Superior DoT (Cold), Foe -Acc, -Recharge, -Spd, Self -Recovery; Accuracy, EndRed, ToHitDebuff, RechRed, Range, Slow, Damage; The Massive damage from the blizzard can Slow the attack rate of all your opponents in a large area and reduce their chances to hit. Activating this power cast a lot of the Hero's Endurance, and afterwards leaves him drained and unable to recover any Endurance for a while.; PRIMARY: Sonic Blast; PPOWER: Shriek; 5; 6; 2.2; 4; 90; -1; Ranged, Minor Dmg (Energy, Smash), Foe -Res; EndRed, RechRed, Range, DefDebuff, Accuracy, Damage; You let forth a quick Shriek, damaging your target and weakening his Damage Resistance.; PPOWER: Scream; 5; 9.8; 1.9; 8; 100; -1; Ranged, Moderate DoT (Energy, Smash), Foe -Res; EndRed, RechRed, Range, Accuracy, Damage; Your Scream can cause serious damage to a target, while weakening his resistance to further damage.; PPOWER: Howl; 5; 11.8; 1.9; 8; 40; -1; Ranged (Cone), Moderate Dmg (Energy, Smash), Foe -Res; EndRed, RechRed, Cone, Accuracy, Damage; A short range, but powerful sonic attack.; PPOWER: Shockwave; 5; 17.5; 1.9; 16; 80; -1; Ranged (Cone), Moderate Dmg (Energy, Smash), Foe Knockback; EndRed, RechRed, Range, KBDist, Accuracy, Damage;You can call forth a tremendous Shockwave that can knock down foes and deal some Smashing damage in a wide cone area.; PPOWER: Shout; 5; 11.8; 1.9; 20; 60; -1; Close, Superior Dmg (Energy, Smash), Foe -Res; EndRed, RechRed, Range, Accuracy, Damage; You blast your foe with a tremendous Shout, damaging him and reducing his Damage Resistance.; PPOWER: Amplify; -1; 6; 1.2; 30; -1; 10; Self +Acc, +Dmg; EndRed, RechRed, ToHitBuff; Greatly increase the accuracy of your attacks for a few seconds. Slightly increases damage.; PPOWER: Siren's Song; 30; 25.2; 3.5; 20; 40; -1; Ranged (Cone), Minor Dmg (Energy, Smash), Foe Sleep; EndRed, RechRed, Cone, Sleep, Accuracy, Damage; You send forth a subsonic pulse which causes your foes to fall unconscious and take some damage.; PPOWER: Screech; 100; 6; 4; 3; 30; -1; Ranged, Minor Dmg (Energy, Smash), Foe Disorient; EndRed, RechRed, Range, Accuracy, Damage, Dsrnt; By bursting forth with this hypersonic Screech, you can disorient a target.; PPOWER: Dreadful Wail; 35; 30; 6; 25; 80; -1; PBAoE, Extreme Dmg (Energy, Smash), +Special; EndRed, RechRed, Accuracy, Damage; Your Dreadful Wail is so strong that most foes will be defeated by being subjected to it. Dreadful Wail deals massive damage to all nearby foes, although the damage does vary. Activating this power leaves you drained of Endurance, and unable to recover Endurance for a while.; PRIMARY: Archery; PPOWER: Snap Shot; 5; 1; 1; 1; 1; -1; Ranged, Minor Dmg (Lethal), Foe -Def; EndRed, RechRed, Range, Accuracy, Damage; A quick attack that fires an arrow at your foe after only minimal aiming. Fast, but little damage.; PPOWER: Aimed Shot; 5; 1; 1; 1; 1; -1; Ranged, Moderate Dmg (Lethal), Foe -Def; EndRed, RechRed, Range, Accuracy, Damage; Though it takes longer to execute, your Aimed Shot deals greater damage than the Snap Shot.; PPOWER: Fistful of Arrows; 5; 1; 1; 1; 1; -1; Ranged (Cone), Moderate Dmg (Lethal), Foe -Def; EndRed, RechRed, Range, Accuracy, Damage; You fire a fistful of arrows at foes in a cone in front of you. Good at close range.; PPOWER: Flaming Arrow; 5; 1; 1; 1; 1; -1; Ranged, Moderate DOT (Fire), Foe -Def; EndRed, RechRed, Range, Accuracy, Damage; You fire a Blazing Arrow at your foe, dealing some Lethal damage and causing him to catch on fire and burn. Slightly less accurate than other Archery attacks.; PPOWER: Aim; -1; 7.5; 1.2; 30; -1; 10; Self +Acc, +Dmg; EndRed, RechRed, ToHitBuff; Greatly increases the accuracy of your attacks for a few seconds. Slightly increases damage.; PPOWER: Explosive Arrow; 5; 1; 1; 1; 1; -1; Ranged (Targeted AoE), Moderate Dmg (Fire), Foe -Def; EndRed, DefDebuff, RechRed, Range, Accuracy, Damage; You fire a grenade-tipped arrow at long range. This explosion affects all within the blast radius, and can knock them back.; PPOWER: Ranged Shot; 20; 20.7; 1.3; 12; 150; -1; Sniper, Superior Dmg (Lethal), Foe -Def; EndRed, DefDebuff, RechRed, Range, Accuracy, Damage;A long range shot that blasts your foes. Like most sniper attacks, this power has a bonus to Accuracy, but is best fired from a distance as it can be interrupted.; PPOWER: Stunning Shot; 5; 1; 1; 1; 1; -1; Ranged, Minor Dmg (Lethal), Foe Disorient; EndRed, RechRed, Range, Accuracy, Damage, Dsrnt; You fire a blunt, weighted arrow at your target's chest. The Stunning Shot has a good chance of stunning your foe.; PPOWER: Rain of Arrows; 35; 1; 1; 1; 1; -1; Ranged (Location AoE), Superior DoT (Lethal), Foe -Def, Self -Recovery; Accuracy, EndRed, ToHitDebuff, RechRed, Range, Damage; You unleash a Rain of Arrows on a targeted location, damaging foes within a large area.; SECONDARY: Devices; SPOWER: Web Grenade; 0; 9; 1.4; 4; 50; -1; Ranged, Foe Immobilize, -Fly, -Recharge; EndRed, RechRed, Range, Accuracy, Imob; Upon impact, the Web Grenade expels a strong tenuous and very sticky substance that can immobilize most targets. This non lethal device deals no damage and does not prevent targets from attacking, although their attack rate is reduced. The Web can bring down flying entities and halts jumping.; SPOWER: Caltrops; -1; 9; 1.1; 45; 25; -1; Melee (Location AoE), Minor DoT (Lethal), Foe -Spd; EndRed, RechRed, Range, Slow, Damage; Tosses a handful of caltrops at a targeted location and spreads the tiny metal spikes over a large area. Any entities that pass over the caltrops will be forced to move at a slower rate. They will also take some trivial lethal damage.; SPOWER: Taser; 0; 11.8; 1.4; 20; 5; -1; Melee, Foe Disorient; EndRed, RechRed, Stun, Accuracy, Damage; The Taser is basically a stun gun. This small device releases a high-voltage, low-amperage electrical charge that can Disorient most opponents with minimal damage.; SPOWER: Targeting Drone; -1; 0.2; 1.2; 10; -1; -1; Toggle: Self +Acc; EndRed, RechRed, ToHitBuff; When this small device is activated, the small targeting drone hovers just over the Heroes shoulder and emits tiny, yet brilliant Laser Sights. The Lasers can dramatically improve Accuracy. This is a Toggle power and must be activated and deactivated manually. Like all Toggle powers, while active, the Laser Site drains endurance.; SPOWER: Smoke Grenade; -1; 9; 1.4; 15; 70; -1; Ranged (Target AoE), Foe -Acc, -Visibility; EndRed, RechRed, ToHitDebuff, Accuracy; The smoke grenade envelopes all those in the affected area in a cloud of smoke. The villains are so blinded by smoke that they can hardly see a thing. Most villains will not be able to see past normal melee range, although some may have better perception. If the villains are attacked, they will be alerted to your presence, however they will suffer a penalty To Hit.; SPOWER: Cloaking Device; -1; 0.2; 0.7; 20; -1; -1; Toggle: Self Stealth, +Def; EndRed, RechRed, DefBuff; The cloaking device allows the Hero to become partially invisible. A Cloaked Hero can only be seen at very close range. The Hero can also attack if he wishes, however, if he does so, he will be discovered. Even if discovered, the Hero is still hard to see and has a bonus to defense, although his movement speed is reduced.; SPOWER: Trip Mine; -1; 15; -1; 30; -1; -1; Place Mine: PBAoE, Superior Dmg (Fire, Lethal); EndRed, RechRed, KBDist, Accuracy, Damage; The Hero can place a Trip Mine on the ground. Any foes that pass within a few feet of the Trip Mine will set it off. The resulting explosion is large, and can severely damage all nearby foes and send them flying. The Trip Min is small, and almost impossible to detect, however it is fragile and may be set off by an enemy's explosion. Even if destroyed, the Trip Mine will still detonate.; SPOWER: Time Bomb; -1; 30; -1; 240; -1; -1; Place Bomb: PBAoE, Extreme Dmg (Fire, Lethal); EndRed, RechRed, KBDist, Accuracy, Damage; The Hero can place a Time Bomb on the ground. The Time Bomb will detonate 15 seconds after being placed. The resulting explosion is massive, and can devastate all nearby foes and send them flying. The Time Bomb is small, and almost impossible to detect, however it is fragile and may be set off by an enemies explosion. Even if destroyed, the Bomb will still detonate.; SPOWER: Auto Turret; -1; 45; -1; 180; -1; -1; Build Turret: Ranged, High Dmg (Lethal); EndRed, RechRed, Accuracy, Damage; The hero can place a stationary auto turret on the ground. The auto turret has an extremely fast fire rate and is equipped with the latest tracking system. Once locked on, the Turret will continue to unload a volley of lead into the target until it is destroyed or is out of range. The Turret is armored, but can be destroyed.; SECONDARY: Electricity Manipulation; SPOWER: Electric Fence; 0; 9; 1.2; 4; 50; -1; Ranged, Moderate DoT (Energy), Foe Immobilize, -End; EndRed, EndDrain, RechRed, Imob, Range, Accuracy, Damage; Surrounds and Immobilizes a single target an electric fence. Deals some damage over time and slowly drains some Endurance. Useful for keeping villains at bay.; SPOWER: Charged Brawl; 0; 6; 0.6; 4; 5; -1; Melee, Moderate Dmg (Energy, Smash), Foe -End; EndRed, EndDrain, RechRed, Stun, Accuracy, Damage; The Heroes fists become electrically charged and the energy is released when this powerful punch is delivered. Charged brawl can drain some Endurance.; SPOWER: Lightning Field; 0; 2.4; 2.0; 10; -1; -1; Toggle: PBAoE, Minor DoT (Energy), Foe -End; EndRed, EndDrain, RechRed, Accuracy, Damage; While active, the Hero emits a storm of electricity around himself that constantly damages all nearby foes.; SPOWER: Havoc Punch; 0; 9.8; 1.5; 8; 5; -1; Melee, High Dmg (Energy, Smash), Foe -End; EndRed, EndDrain, RechRed, KBDist, Accuracy, Damage; The Havoc Punch is a slower attack than Charged brawl, but makes up for it with a greater damage. Also drains more Endurance.; SPOWER: Build Up; -1; 6; 1.2; 45; -1; 10; Self +Acc, +Dmg; EndRed, RechRed, ToHitBuff; Greatly boosts your attacks for a few seconds. Slightly increases accuracy.; SPOWER: Lightning Clap; 0; 15; 1.2; 30; -1; -1; PBAoE, Foe Disorient, Knockback; EndRed, RechRed, Stun, Accuracy, KBDist; The Hero can clap his hands together to release a violent Lightning Clap. The Lightning Clap can knockdown most nearby foes and many of those knocked down may be Disoriented. Lightning Clap deals no damage.; SPOWER: Thunder Strike; 0; 21.4; 3.3; 20; 5; -1; Melee (AoE), High Dmg (Smash), Foe Disorient, Knockback; EndRed, KBDist, RechRed, Stun, Accuracy, Damage; A massive attack. The Hero smashes his foes with all the power of the lightning to deal a blow. The pummeled victim may be Disoriented and all nearby foes may be knocked down and take additional damage from the resulting violent release of energy.; SPOWER: Power Sink; -1; 15; 2; 60; -1; -1; PBAoE, Foe -End, Self +End; EndRed, EndDrain, RechRed, RecInc; Power Sink drains energy directly from the bodies of all nearby foes, draining their Endurance. Each foe the Hero draws Endurance from increases the Hero's own Endurance. If there are no foes within range, the Hero will not gain any Endurance.; SPOWER: Shocking Grasp; 0; 21; 1; 15; 5; -1; Melee, High Dmg (Energy), Foe Hold, -End; EndRed, EndDrain, RechRed, Hold, Accuracy, Damage; Shocking Grasp causes the target to be overcome with a violent electrical charge. The seized target is left writhing in agony and is helpless and unable to defend himself. Shocking grasp also drains a significant amount of Endurance from the target.; SECONDARY: Energy Manipulation; SPOWER: Power Thrust; 0; 7.9; 1; 6; 5; -1; Melee, Minor Dmg (Energy, Smash), Foe Knockback; EndRed, RechRed, KBDist, Accuracy, Damage; A focused attack that violently shoved the target and sends him flying. Deals minimal damage, but can be very effective.; SPOWER: Energy Punch; 0; 6; 0.6; 4; 5; -1; Melee, Moderate Dmg (Energy, Smash), Foe Disorient; EndRed, RechRed, Stun, Accuracy, Damage; Powerful focused punch that may Disorient your opponent!; SPOWER: Build Up; -1; 6; 1.2; 45; -1; 10; Self +Acc, +Dmg; EndRed, RechRed, ToHitBuff; Greatly boosts your attacks for a few seconds. Slightly increases accuracy.; SPOWER: Bone Smasher; 0; 9.8; 1.5; 8; 5; -1; Melee, High Dmg (Energy, Smash), Foe Disorient; EndRed, RechRed, Stun, Accuracy, Damage; The bone smasher is a slow attack, but makes up for it with a greater damage. Has a greater chance to Disorient than energy punch.; SPOWER: Conserve Power; -1; 9; 1.2; 600; -1; 90; Self +Special; EndRed, RechRed; The Hero can focus for a moment to Conserve his Endurance. After activating this power, the Hero uses less Endurance for all his other powers for a while. Conserving such Energy is very difficult, and this power takes a very long time to recharge.; SPOWER: Stun; 0; 11.8; 1.8; 20; 5; -1; Melee, Minor Dmg (Energy, Smash), Foe Disorient; EndRed, RechRed, Stun, Accuracy, Damage; Stun blow deals a little bit of damage, but Disorients its target a whole lot. This attack can Disorient most opponents.; SPOWER: Power Boost; -1; 9; 1.2; 60; -1; 15; Self +Special; EndRed, RechRed; Greatly boosts the secondary effects of your powers. Your powers Disorient, Hold, and Immobilize longer. Knockback distance is increased and much more. The effects of Power Boost last a short while, and only the next couple of attacks will be boosted.; SPOWER: Boost Range; -1; 15; 1.2; 60; -1; 15; Self Range Increase; EndRed, RechRed; The Hero can concentrate his power to increase the range of his next few attacks.; SPOWER: Total Focus; 0; 21.4; 3.3; 20; 5; 10; Melee, Extreme Dmg (Energy,Smash), Self Disorient; EndRed, RechRed, Stun, Accuracy, Damage; A Slow and incredibly devastating attack of focused power deals massive damage and will knock out most opponents. However the attack weakens the Hero and leaves him Disoriented for a short while as well.; SECONDARY: Fire Manipulation; SPOWER: Ring of Fire; 0; 9; 1.2; 4; 50; -1; Ranged, Moderate DoT (Fire), Foe Immobilize; EndRed, Imob, RechRed, Range, Accuracy, Damage; Immobilize your target in a ring Of fire. Deals some damage over time. Useful for keeping villains at bay.; SPOWER: Fire Sword; 0; 7.9; 1.8; 6; 5; -1; Melee, Moderate Dmg (Fire, Lethal); EndRed, RechRed, Accuracy, Damage; The Hero can summon a fire sword that sets foes ablaze. Successful attacks will do some additional damage over time.; SPOWER: Combustion; 0; 10.2; 3; 12; -1; -1; Melee(AoE), Moderate DoT (Fire); EndRed, RechRed, Accuracy, Damage; The Hero violently raises the temperature around himself to spontaneously combust all nearby foes and set them ablaze with flames that are hard to extinguish. Faster recharge and much larger radius than Fire Sword Circle, but not as much damage.; SPOWER: Fire Sword Circle; 0; 21.4; 4.2; 20; -1; -1; PBAoE, Moderate Dmg (Fire, Lethal); EndRed, RechRed, Accuracy, Damage; The hero swirls a fiery sword about himself, slashing and burning all enemies nearby.; SPOWER: Build Up; -1; 6; 1.2; 45; -1; 10; Self +Acc, +Dmg; EndRed, RechRed, ToHitBuff; Greatly boosts your attacks for a few seconds. Slightly increases accuracy.; SPOWER: Blazing Aura; 0; 1.8; 2.0; 2; -1; -1; PBAoE, Minor DoT (Fire); EndRed, RechRed, Accuracy, Damage; While active, the Hero is surrounded by flames that continuously burn all foes that attempt to enter melee range.; SPOWER: Consume; 0; 0.6; 2; 180; -1; -1; PBAoE Fire Dam, Self +End; EndRed, RechRed, RecInc, Accuracy, Damage; Consume some fuel from his nearby enemies to recover Endurance.; SPOWER: Burn; 100; 18; 2; 4; -1; -1; Close(AoE), Moderate DoT (Fire), Self Res (Immobilize); EndRed, RechRed, Damage; The Hero can ignite the ground beneath him, but the fires burn out quickly. The Flames are hot enough to allow the Hero to burn through most Immobilization effects. Foes that enter the flames that are left behind will take severe damage. The Hero can burn multiple patches but the Endurance cost is high.; SPOWER: Hot Feet; -1; 2.4; 1.5; 20; -1; -1; Toggle: PBAoE Minor DoT (Fire), Foe -Spd; EndRed, RechRed, Slow, Damage; While active, the Hero heats the earth in a large area around him, Slowing the movement and attack rate of nearby foes, and dealing some damage over time.; SECONDARY: Ice Manipulation; SPOWER: Chilblain; 0; 9; 1.2; 4; 50; -1; Ranged, Moderate DoT (Cold), Foe Immobilize, -Recharge, -Spd; EndRed, Imob, RechRed, Range, Accuracy, Damage; Immobilize your target in an icy trap. Deals some damage over time and slightly Slows the targets attack speed. Useful for keeping villains at bay.; SPOWER: Frozen Fists; 0; 5; 1.3; 3; 5; -1; Melee, Minor DMG (Cold, Smash), Foe -Recharge, -Spd; EndRed, RechRed, Slow, Accuracy, Damage; Frozen Fists is a quick melee attack that deals light damage. Frozen Fists engulfs the Heroes hands in ice that chills villains. The target attack speed is slightly Slowed.; SPOWER: Ice Sword; 0; 7.9; 1.8; 6; 5; -1; Melee, Moderate DMG (Cold, Lethal), Foe -Recharge, -Spd; EndRed, RechRed, Slow, Accuracy, Damage; The Hero can summon an ice sword that deals above average damage and can Slow foes attack speed.; SPOWER: Chilling Embrace; -1; 0.2; 0.7; 2; -1; -1; PBAoE, Foe -Recharge, -Spd; EndRed, RechRed, Slow; While active, the Hero dramatically drops the temperature around him, Slowing all nearby foes attack rate and movement speed.; SPOWER: Build Up; -1; 6.0; 1.2; 45; -1; 10; Self +Acc, +Dmg; EndRed, RechRed, ToHitBuff; Greatly boosts your attacks for a few seconds. Slightly increases accuracy.; SPOWER: Ice Patch; 100; 12; 2; 35; -1; 20; Close (Location AoE), Foe Knockdown; EndRed, RechRed, KBDist; The ground beneath the Heroes feet becomes frozen and quite slippery. Any foes that step on this Ice Patch will likely slip and fall down until the Ice Patch melts.; SPOWER: Shiver; 0; 12; 2.2; 12; 60; -1; Ranged (Cone), Foe -Recharge, -Spd; EndRed, RechRed, Cone, Accuracy, Slow; The Hero blasts forth a wide cone of chilling air that dramatically Slows the movement and attack rate of nearby foes.; SPOWER: Freezing Touch; 0; 11.8; 1; 10; 5; -1; Melee, Minor Dmg (Cold), Foe Hold; EndRed, RechRed, Hold, Accuracy, Damage; Freezing Touch draws all the heat from a single target, freezing him in his tracks and encasing him in ice. The victim can be attacked and will remain frozen and helpless. Freezing touch deal minimal damage.; SPOWER: Frozen Aura; 0; 15; 2.1; 20; -1; -1; Melee(AoE), Foe Sleep; EndRed, RechRed, Sleep, Damage; The Hero violently draws off all the heat around him freezing all nearby foes in their tracks and encasing them in ice. The ice is fragile, however, and the victims can break free if they are disturbed. Frozen Aura deal no damage.; ANCILLERY: Cold Mastery; APOWER: Snow Storm; -1; 2; 1; 10; 80; -1; Toggle: Ranged (Targeted AoE), Foe -Recharge, -Spd, -Fly; EndRed, Range, Slow, RechRed, Accuracy; While active, the chill from this Snow Storm can dramatically slow the attack and movement speed of the target and all foes near the target.; APOWER: Flash Freeze; -20; 22.5; 3; 45; 60; 20; Ranged (Targeted AoE), Minor Dmg (Cold, Lethal), Foe Sleep; EndRed, Damage, Range, Sleep, RechRed, Accuracy; The Hero quickly and violently flash freezes a large patch of ground beneath a targeted foe, instantly forming dozens of cold and deadly ice shards that damage all foes trapped inside. The victims are then left trapped in the icicles. The icicles, however, are fragile, and the foes can break free if disturbed. Only targets near the ground can be affected.; APOWER: Frozen Armor; -1; 1; 1; 2; -1; -1; Self, +Def (Smash, Lethal), +Res (Cold); EndRed, RechRed, DefBuff, ResDam; While this power is active, you coat yourself in rock hard Frozen Armor. The hardness of the Frozen Armor offers good defense to Smashing and Lethal attack as well as reduces Cold damage. Also, Fire attacks deal slightly less damage. You must have Snow Storm or Flash Freeze before selecting this power.; APOWER: Hibernate; -1; -1; 2; 60; -1; -1; Toggle: Self Invulnerable, +Regeneration; EndRed, Heal; When you activate this power, you encase yourself in a block of solid ice, making yourself invulnerable, though you are frozen solid and cannot act. While hibernating within this block of ice, you heal damage at an incredible rate. You can emerge at will by deactivating the power. You must have two other Cold Mastery Powers before selecting this power.; ANCILLERY: Force Mastery; APOWER: Personal Force Field; -1; 0.5; 2; 15; -1; -1; Toggle: Self -Acc, +Def +Res (All); EndRed, RechRed, DefBuff, ResDam, ActAcc; The Personal Force Field is almost impenetrable to all attacks, even Psionics, although attacks from more powerful foes may get through more easily. Personal Force Field will also reduce the damage of any attacks that do get through. The Personal Force Field works both ways; while it is active, you can only use powers that affect yourself. Cannot be used with Rest.; APOWER: Repulsion Field; -1; 1.5; 2; 20; -1; -1; Toggle: PBAoE, Foe Knockback; EndRed, KBDist, RechRed; Creates a field that violently repels nearby foes. Each villain that is repelled cost additional Endurance.; APOWER: Temp Invulnerability; -1; 0.3; 3; 3; -1; -1; Toggle: Self +Res (Smash, Lethal); ResDam, EndRed, RechRed; When you toggle on this power, you become highly resistant to Smashing and Lethal damage. You must have Personal Force Field or Repulsion Field before selecting this power.; APOWER: Force of Nature; -1; 7.5; 3; 1000; -1; 180; Self, +Res (All DMG but Psionics); EndRed, ResDam, RechRed, RecInc; When you activate this power, you become highly resistant to all damage types except psionics. Your Endurance recovery is also increased. Force of Nature costs little Endurance to activate, but when it wears off you are left exhausted, and drained of almost all Endurance, and unable to Recover Endurance for a short while. You must have two other Force Mastery Powers before selecting this power.; ANCILLERY: Flame Mastery; APOWER: Bonfire; -1; -1; -1; 15; -1; -1; Ranged (Location AoE), Minor Dmg(Fire), Foe Knockback; EndRed, Damage, Range, RechRed, KBDist; You can create a bonfire that knocks back and burns any foes who try to pass through it.; APOWER: Char; 20; 12.5; 1; 8; 80; -1; Ranged, Moderate DoT (Fire), Foe Hold; EndRed, Damage, Accuracy, Range, Hold, RechRed; Incapacitates a distant foe by charring him with smoldering soot and cinders. The target is left helpless, choking on the soot.; APOWER: Fire Shield; -1; 0.4; 2; 2; -1; -1; Toggle: Self +Res (Cold, Fire, Lethal, Smash); EndRed, ResDam, RechRed; While this power is active, you get a good resistance to Lethal, Smashing and Fire damage. Fire Shield also provides minimal resistance to Cold damage. You must have bonfire or char before selecting this power.; APOWER: Rise of the Phoenix; -1; 0; 5; 300; -1; -1; Self Rez, +Special; RechRed, Damage; If you are defeated, you can rise from the ashes. The fiery resurrection blasts nearby foes with an explosion and knocks them down. You will revive with about half of your Hit Points and Endurance. Rise of the Phoenix will actually leave you invulnerable for a brief time. You must have two other Flame Mastery Powers before selecting this power.; ANCILLERY: Munitions Mastery; APOWER: Body Armor; -1; -1; -1; -1; -1; -1; Auto: Self +Res (Smash, Lethal); ResDam; You have body armor that will reduce all Smashing and Lethal damage. This power is always on, and costs no Endurance.; APOWER: Cryo Freeze Ray; -1; -1; -1; -1; -1; -1; Ranged, Minor DMG (Cold), Foe Hold; EndRed, Damage, Accuracy, Range, RechRed, Slow, Hold; Although this weapon deals very little damage, the Cryo Freeze Ray encases your foe in a block of ice, holding him helpless in place for a while.; APOWER: Sleep Grenade; -1; -1; -1; -1; -1; 60; Ranged (Targeted AoE), Minor DMG (Smash), Foe Sleep; EndRed, Damage, Range, Accuracy, Sleep, RechRed; Launches a Sleep Grenade at long range from beneath the barrel of your assault rifle. This small blast does minor smashing damage but foes in affects all within the blast radius, and can knock them back. You must have Body Armor or Cryo Freeze Ray before selecting this power.; APOWER: LRM Missle; -1; -1; -1; -1; -1; 150; Sniper (Targeted AoE), Superior DMG (Lethal, Smash); EndRed, Damage, Accuracy, Range, RechRed, ActAcc; Sniper Rifle is a powerful piece of hardware. It is very accurate and has a very long range. The impressive round can knock down its target. Like most sniper attacks, you must take your time to aim, so this attack can be interrupted. You must have two other Munitions Mastery Powers before selecting this power.; ANCILLERY: Electric Mastery; APOWER: Static Discharge; 0; 13.7; 1.1; 12; 40; -1; Ranged (Cone), Moderate Dmg (Energy, Smash), -End; EndRed, EndDrain, RechRed, Cone, Accuracy, Damage; .; APOWER: Shocking Bolt; 20; 12.5; 1; 8; 80; -1; Ranged, Moderate DoT (Fire), Foe Hold, -End; EndRed, Damage, Accuracy, Range, Hold, RechRed, EndDrain; .; APOWER: Charged Armor;-1; 0.4; 2; 2; -1; -1; Toggle: Self +Res (Energy, Lethal, Smash); EndRed, ResDam, RechRed; .; APOWER: EM Pulse; -1; 30; 2.9; 300; -1; 45; PBAoE, Foe Hold, -Regen, Special vs robots, Self -Recovery; EndRed, RechRed, Hold, Accuracy; Unleashes a massive pulse of Electromagnetic energy in a massive area that incapacitates all foes. However, this uses a lot of the Hero's Endurance, and leaves him unable to recover any Endurance for a while.; ARCHTYPE: Controller; PRIMARY: Earth Control; PPOWER: Stone Prison; 20; 11.3; 1.9; 4; 80; -1; Ranged, Moderate DoT (Smash), Foe Immobilize, -Fly; EndRed, Imob, RechRed, Range, Accuracy, Damage; Immobilizes a single target within an earthy formation. Deals some crushing damage over time as it Immobilizes the target. Some more resilient foes may require multiple attacks to immobilize. Stone Prison can also reduce a targets defense.; PPOWER: Fossilize; 20; 12.3; 2.1; 8; 80; -1; Ranged, Moderate Dmg (Smash), Foe Hold; EndRed, Hold, RechRed, Range, Accuracy, Damage; Encases a single target within solid stone! The stone slowly crushed the victim, dealing Smashing damage. The fossilized victim is held helpless and unable to defend himself.; PPOWER: Stone Cages; -10; -22.5; 2.8; 8; 80; -1; Ranged (Location AoE), Minor Dmg (Smash), Foe Immobilize, -Fly; EndRed, Imob, RechRed, Range, Accuracy, Damage; Immobilize a group of foes within earthly formations. Deals some crushing damage over time as it Immobilizes the targets. Slower and less damage than Stone Prison, but can capture multiple targets. Stone Cages can also reduce a targets defense.; PPOWER: Quicksand; -1; 60; 3.1; 45; 60; -1; Ranged (Location AoE), Foe -Jump, -Spd, -Fly, -DEF; EndRed, RechRed, Slow; The Hero can cause the ground to go viscose like quicksand at a targeted location. Any foes that pass through the quicksand will becomes snared and their movement dramatically Slowed.; PPOWER: Salt Crystals; -20; 22.5; 1.1; 45; -1; 20; PBAoE, Foe Sleep; EndRed, RechRed, Sleep, Accuracy; Attempts to encrust all foes within a large area around the caster in a Pillar of Salt. The victims will remain encased within the salt for quite a while, but will break free if attacked.; PPOWER: Stalagmites; -20; 15; 2.1; 45; 70; 10; Ranged (Targeted AoE), Minor Dmg (Lethal), Foe Disorient; EndRed, Stun, RechRed, Range, Accuracy, Damage; The Hero can cause stalagmites to erupt around an enemy target and all nearby foes. The stalagmites deal minimal lethal damage, but can seriously Disorient all affected targets for a good while.; PPOWER: Earthquake; -1; 15; 2; 45; 60; 10; Ranged (Location AoE), Foe Knockback; EndRed, ToHitDebuff, RechRed, Range, KBDist, DefDebuff; The Hero can generate a powerful, yet localized earthquake at a targeted location. Most foes that pass through the location will eventually fall down. Additionally, the violent shaking will reduce their accuracy and defense.; PPOWER: Volcanic Gasses; -1; 45; 1.2; 120; 60; 20; Ranged (Location AoE), Minor DoT (Fire), Foe Hold, +Special; EndRed, Hold, RechRed, Range, Accuracy, Damage; The Hero taps into the geothermal power of the earth and focuses it at a targeted location. Foes that Pass through the region will take minor fire damage, however they may also pass near a thermal vent. If they do, they will be overcome with a burst of Volcanic Gas, leaving them choking and helpless.; PPOWER: Animate Stone; -1; 37.5; 3.2; 240; 60; 60; Pet: Aggressive, Mobile; EndRed, Stun, RechRed, KBDist, Range, Accuracy, Damage; Earth and Stone coalesce together to form an incredibly tough and powerful, yet slow, entity to attack your foes. The Animated Stone is not alive and thus immune to psionic damage. It is also virtually immune to Sleep, Immobilize, Disorient, and Hold effect. The entity will last quite a while, will follow you and can be healed and buffed like any teammate.; PRIMARY: Fire Control; PPOWER: Ring of Fire; 20; 11.3; 1.2; 4; 80; 20; Ranged, Moderate DoT (Fire), Foe Immobilize; EndRed, Imob, RechRed, Range, Accuracy, Damage; Immobilizes your target in a ring of fire. Deals Fire damage over time. More resilient foes may require multiple Fire Rings to Immobilize.; PPOWER: Char; 20; 12.3; 1.1; 8; 80; 10; Ranged, Moderate DoT (Fire), Foe Hold; EndRed, Hold, RechRed, Range, Accuracy, Damage; Incapacitates a targeted foe at a distance by charring him with smoldering soot and cinders.; PPOWER: Fire Cages; -10; 22.5; 1; 8; 80; 10; Ranged( Targeted AoE), Minor DoT (Fire), Foe Immobilize; EndRed, Imob, RechRed, Range, Accuracy, Damage; Immobilize a group of foes in fire cages. Deals Fire damage over time. More resilient foes may require multiple Fire Cages to Immobilize. Fire Cages is Slower and less damage than Ring of Fire, but can capture multiple targets.; PPOWER: Smoke; -1; 11.3; 1.2; 15; 80; 15; Ranged (Targeted AoE), Foe -Acc, -Visibility; EndRed, RechRed, ToHitDebuff; Covers a targeted foe, and all other foes around the target in clouds of Smoke. The villains are so blinded by smoke that they can hardly see a thing. Most villans will not be able to see past normal melee range, although some may have better perception. If the villains are attacked, they will be alerted to your presence, however they will suffer a penalty To Hit.; PPOWER: Hot Feet; -1; 3; 1.5; 20; -1; -1; Toggle: PBAoE, Minor DoT (Fire), Foe -Spd; EndRed, RechRed, Slow, Damage; While active, the Hero heats the earth around him, Slowing the movement and attack rate of nearby foes, and dealing some damage over time.; PPOWER: Flashfire; -20; 22.5; 2.4; 45; 70; 10; Ranged (Targeted AoE), Minor Dmg (Fire), Foe Disorient; EndRed, Stun, RechRed, Range, Accuracy, Damage; The Hero casts forth flashfire at his foes to Disorient them and deal some damage over time.; PPOWER: Cinders; 0; 22.5; 1.1; 120; -1; 10; PBAoE, Foe Hold; EndRed, RechRed, Range, Accuracy, Hold; Damages a group of villains at a distance by whirling cinders around them.; PPOWER: Bonfire; 100; 18.8; 3.1; 60; 70; 30; Ranged (Location AoE), Minor Dmg (Fire), Foe Knockback; EndRed, RechRed, Range, KBDist, Damage; Drops a burning fire on the ground that knocks back and burns any foes that try to pass through it.; PPOWER: Fire Imps; 100; 37.5; 2; 240; 60; 180; Summon Imps: Melee, Minor Dmg (Fire); EndRed, RechRed, Range, Accuracy, Damage; Summons 3 to 6 small fire imps to a targeted location. Fire imps will viciously attack any nearby foes, but they only possess the most rudimentary instincts. Fire imps will fight by your side quite a while and can be healed and buffed like any teammate.; PRIMARY: Gravity Control; PPOWER: Crush; 20; 11.3; 3.1; 4; 80; 10; Ranged, Moderate DoT (Smash), Foe Immobilize, -Fly; EndRed, Imob, RechRed, Range, Accuracy, Damage; Creates a localized gravitational field strong enough to Immobilize a single foe. Crush can also bring down flying entities. This power deals some crushing damage over time and can slow the movement of targets that escape.; PPOWER: Lift; 0; 9.9; 1; 6; 80; -1; Ranged, Moderate Dmg (Smash); EndRed, KBDist, RechRed, Range, Accuracy, Damage; Negates the gravity around a single target, violently sends a villain straight up into the air, then slams them on the floor for smashing damage. If the target is flying, he will not take falling damage.; PPOWER: Gravity Distortion; 20; 12.3; 3.2; 8; 80; 15; Ranged, Moderate DoT (Smash), Foe Hold, -Fly; EndRed, Hold, RechRed, Range, Accuracy, Damage; Causes a single foe to experience an intensely misshapen gravitational field, rendering them unable to take any action. Gravity Distortion deals smashing damage to the target.; PPOWER: Propel; 0; 13.5; 3.5; 8; 60; -1; Ranged, High Dmg (Smash), Foe Knockback; EndRed, KBDist, RechRed, Range, Accuracy, Damage; The Hero can open up a portal and pull in a heavy object that he can then levitate and propel at foes!; PPOWER: Crushing Field; -10; 22.5; 3.1; 8; 80; 10; Ranged (Targeted AoE), Minor DoT (Smash), Foe Immobilize, -Fly; EndRed, Imob, RechRed, Range, Accuracy, Damage; Creates a large gravitational field strong enough to Immobilize multiple foes. Crushing field can also bring down flying entities. Slower and less damage than crush, but can capture multiple targets. Crushing field can slow the movement of some targets that escape.; PPOWER: Dimension Shift; -1; 30; 1.2; 30; 30; -30; Ranged, Ally Intangible; EndRed, RechRed, Range, Accuracy, Intan; The Heroe's mastery of gravity allows the interchanging of dimensions such that the target teammate becomes out of sync with reality. Essentially, your teammate becomes completely intangible, is hard to see, and cannot affect or be affected by those in normal space.; PPOWER: Gravity Distortion Field; -20; 22.5; 3.2; 120; 80; 30; Ranged (Location AoE), Foe Hold; EndRed, RechRed, Range, Accuracy, Hold; Creates a large intensely misshapen gravity field that encompasses several foes, rendering them unable to take any action.; PPOWER: Wormhole; 0; 22.5; 3; 20; 60; -1; Ranged, Foe Disorient, Teleport; EndRed, KBDist, RechRed, Range, Accuracy, Stun; The Hero opens a wormhole behind a targeted foe, and violently pushes him through. The victim is sent flying out the other end of the wormhole and is left Disoriented. The location of the destination end of the wormhole is determined by the Hero, and may be placed high in the air, or over the end of a cliff if desired. More powerful foes may be resistant to the wormhole effects.; PPOWER: Singularity; -1; 37.5; 2; 240; 60; 120; Summon Singularity: Ranged Control Special, Foe KB; EndRed, Imob, RechRed, KBDist, Range, Accuracy, Hold, Intan;You can create a very powerful Gravitational Singularity. The Singularity will engage your foes, assaulting them with various gravity powers. Any foes that attempt to approach the Singularity will be violently hurled away. The Singularity cannot be healed, but is highly resistant to all forms of damage and nearly impervious to controlling type powers.; PRIMARY: Ice Control; PPOWER: Chilblain; 20; 11.3; 1.2; 4; 80; 10; Ranged, Moderate DoT (Cold), Foe Immobilize, -Recharge, -Spd; EndRed, Imob, RechRed, Range, Accuracy, Damage; Immobilize your target in an icy trap. Deals some damage over time and slightly Slows the target movement and attack speed.; PPOWER: Block of Ice; 20; 12.3; 1.9; 8; 80; 10; Ranged, Moderate Dmg (Cold), Foe Hold, -Recharge, -Spd; EndRed, Hold, RechRed, Range, Accuracy, Damage; The Hero can Freeze a single foe in a block of ice. The target is frozen solid, helpless, and can be attacked. More powerful foes may not be held, but all affected targets will be slowed and take some Cold damage.; PPOWER: Frostbite; -10; 22.5; 2.1; 8; 80; 10; Ranged( Targeted AoE), Minor DoT (Cold), Foe Immobilize, -Recharge, -Spd; EndRed, Imob, RechRed, Range, Accuracy, Damage; Immobilizes a group of foes in icy traps. Deals minimal damage over time and slightly Slows the targets. Slower and less damage than chilblain, but can capture multiple targets. More resilient foes may be slowed.; PPOWER: Arctic Air; -1; 0.3; 2; 15; -1; -1; Toggle:PBAoE, Foe Fear, -Recharge, -Spd; EndRed, RechRed, Conf, Fear, Slow; Hides the Hero and all his nearby teammates in a fog of Artic Air. It does not make the Hero and his allies invisible, but it makes them much harder to see as long as you don't get too close or don't attack. Even if discovered, Artic Air grants a bonus to Defense. Artic Air reduces the caster's movement speed.; PPOWER: Shiver; 0; 15; 2.2; 12; 60; -1; Ranged (Cone), Foe -Recharge, -Spd; EndRed, RechRed, Cone, Accuracy, Slow; The Hero blasts forth a wide cone of chilling air that dramatically Slows the movement and attack rate of nearby foes.; PPOWER: Ice Slick; -1; 15; 3.1; 45; 60; 15; Ranged (Location AoE), Foe Knockdown, -Spd; EndRed, RechRed, Range; Drops a large patch of ice at a targeted area which causes all foes that pass through it to loose their footing. Those caught in the Ice Slick move dramatically Slower and tend to fall down.; PPOWER: Flash Freeze; -20; 22.5; 2.4; 45; 60; 20; Ranged (Targeted AoE), Minor Dmg (Cold, Lethal), Foe Sleep; EndRed, Sleep, RechRed, Range, Accuracy, Damage; The Hero quickly and violently flash freezes a large patch of ground beneath a targeted foe, instantly forming dozens of cold and deadly ice shards that damage all foes trapped inside. The victims are then left trapped in the icicles. The icicles, however, are fragile, and the foes can break free if disturbed. Only targets near the ground can be affected.; PPOWER: Glacier; -20; 22.5; 2; 120; -1; 30; PBAoE, Foe Hold, -Recharge, -Spd; EndRed, RechRed, Hold, Accuracy; The Hero can freeze all foes around him in Blocks of Ice. The targets are frozen solid, helpless, and can be attacked. Even after the victims emerge, they remain chilled and their attack and movement speed are slowed for a while. This power can only be cast near the ground.; PPOWER: Jack Frost; -1; 37.5; 1.9; 240; 60; 120; Summon Jack Frost: Melee, Moderate Dmg (Cold); EndRed, Hold, RechRed, Range, Accuracy, Damage; The Hero Summons one very powerful ice entity to a targeted location. Jack Frost possesses several ice powers to attack any nearby foes. Jack Frost is not alive, and merely animated ice. Jack Frost will fight by your side for quite a while and can be healed and buffed like any teammate.; PRIMARY: Illusion Control; PPOWER: Spectral Wounds; 10; 9.9; 1.1; 6; 80; -1; Ranged, High Dmg (Psionic), +Special; EndRed, RechRed, Range, Accuracy, Damage; Spectral Wounds convince the target that he has taken severe damage. The illusion is so convincing that the victim can fall from the Spectral Wounds. However, the damage is not real, and if the victim survives long enough, the illusion will fade and some of the wounds will heal.; PPOWER: Blind; 10; 12.3; 1.7; 9; 80; 15; Ranged (Targeted AoE), Moderate Dmg (Psionic),Foe Hold, Sleep; EndRed, Hold, RechRed, Sleep, Range, Accuracy, Damage; Painfully blinds a single targeted foe so severely, that he is rendered helpless, and unable to defend himself. Blind is so bright, however, that additional foes that are very near the target may also be blinded, although they will not take any damage, and attacking them will break them free from the effects.; PPOWER: Deceive; 20; 12.3; 5.9; 8; 80; 30; Ranged, Foe Confuse; EndRed, RechRed, Range, Accuracy, Conf; Deceives a targeted villain to believe his friends are not who they appear and tricks him to ignore you and attack his own allies! If you Decieve a target before your foes see you, they wont even notice your presence. Very powerful, however the Hero will not get any experience for any targets the confused foe defeats.; PPOWER: Flash; -20; 22.5; 3; 120; -1; 20; PBAoE, Foe Hold; EndRed, RechRed, Hold, Accuracy; Generates a brilliant flash of light around the Hero that blinds foes around the caster. Flashed foes are rendered helpless, and unable to defend themselves.; PPOWER: Superior Invisibility; -1; 0.8; 0.7; 15; -1; -1; Toggle: Self Stealth, +Def; EndRed, RechRed, DefBuff; The Hero bends light around himself to become completely invisible. While this toggle power is active, the Hero is all but impossible to detect, and has a high defense bonus. However, while Invisible, the Hero cannot attack, and can only cast powers that affect himself.; PPOWER: Group Invisibility; -1; 15; 2; 240; -1; 120; PBAoE, Team Stealth, +Def; EndRed, RechRed, DefBuff; Makes all teammates around the Hero Invisible. This power does not make you, the casting Hero, Invisible. Invisible Teammates are almost impossible to be detected, but even if discovered, Group Invisibility grants a bonus to Defense.; PPOWER: Phantom Army; 0; 37.5; 3.1; 240; 80; 120; Summon Decoys: Ranged, Minor Dmg (Energy); EndRed, RechRed, Range, Accuracy, Damage; Manifests at least 2-4 Phantom Hero on a targeted foe. These Phantoms are not real, and cannot be destroyed, but their attacks are similar to Spectral Wounds. That is, they do damage, but the damage is illusionary, and if the victim survives long enough, the illusion will fade and most of the wounds will heal. Phantom Heroes are short lived and cannot be buffed or Healed.; PPOWER: Spectral Terror; 0; 24; 3.2; 45; 60; 30; Summon Terror: Ranged, Foe Fear; EndRed, RechRed, Range, Accuracy, Fear; The Hero creates an illusion of unspeakable Terror. The manifestation is so horrible that all foes run away from it in Fear and will not return until the illusion is gone.; PPOWER: Phantasm; 0; 37.5; 2; 240; 60; 120; Summon Phantasm: Ranged, Moderate Dmg (Energy); EndRed, KBDist, RechRed, Flight, Range, Accuracy, Damage; The Hero manifests a powerful entity composed of pure light. Although made of light, the Phantasm is tangible and has powerful energy attacks. The Phantasm can also fly and summon duplicates of itself. The duplicates are intangible, and cannot be harmed. The Duplicates attack powers are similar to Spectral Wounds, although all of the damage they deal will heal. The Phantasm can be healed and buffed.; PRIMARY: Mind Control; PPOWER: Mesmerize; 10; 7.5; 1.7; 6; 100; 10; Ranged, Moderate Dmg (Psionic), Foe Sleep; EndRed, Sleep, Range, Accuracy, Damage; Mesmerize painfully enraptures a target with psychic energy rendering him unconscious. The target will remain asleep for some time, but will awaken if attacked.; PPOWER: Levitate; -1; 9.9; 1.9; 6; 80; -1; Ranged, Moderate Dmg (Smash); EndRed, KBDist, RechRed, Range, Accuracy, Damage; Violently sends a villain straight up into the air, then slams them on the floor for smashing damage. If the target is flying, he will not take falling damage.; PPOWER: Dominate; 20; 12.3; 1.1; 8; 80; 10; Ranged, Moderate Dmg (Psionic), Foe Hold; EndRed, Hold, RechRed, Range, Accuracy, Damage; Painfully Tear at the mind of a single target foe. Dominate deals Psionic damage and renders a foe helpless, lost in his own mind and unable to defend himself.; PPOWER: Confuse; 20; 12.3; 5.9; 8; 80; 30; Ranged, Foe Confuse; EndRed, RechRed, Range, Accuracy, Conf; Confuses a single foe to ignore you and attack his own allies! If you confuse a target before your foes see you, they wont even notice your presence. Very powerful, however the Hero will not get any experience for any targets the confused foe defeats.; PPOWER: Mass Hypnosis; -20; 22.5; 2; 45; 80; 30; Ranged (Targeted AoE), Foe Sleep; EndRed, RechRed, Range, Accuracy, Sleep; Hypnotizes a group of foes at a distance and puts them to Sleep. The targets will remain asleep for some time, but will awaken if attacked. This power deals no damage, but if done discretely, the targets wont even be aware of your presence.; PPOWER: Telekinesis; -1; 0.6; 0.3; 20; 5000; -1; Toggle: Ranged (Targeted AoE), Foe Hold, Repel; EndRed, RechRed, Range; Activate this power to give a selected ally the ability to fly for a brief time. This power should be performed away from combat as it can be interrupted.; PPOWER: Total Domination; -20; 22.5; 2; 120; 80; 30; Ranged (Targeted AoE), Foe Hold; EndRed, RechRed, Range, Accuracy, Hold; Tear at the mind of a group of foes around one targeted foe. Total Domination renders its victims helpless, as they are lost in their own mind and unable to defend themselves; PPOWER: Terrify; -10; 30; 2; 20; 60; 10; Ranged (Cone), Moderate Dmg (Psionic), Foe Fear; EndRed, Fear, RechRed, ToHitDebuff, Cone, Accuracy, Damage; This mental power strikes Fear at foes within a cone area in front of the Controller and causes them to run away in terror.; PPOWER: Mass Confusion; -20; 37.5; 1.7; 240; 80; 60; Ranged (Targeted AoE), Foe Confuse; EndRed, RechRed, Range, Accuracy, Conf; The most powerful Mental Power. Mass Confusion creates chaos within a group of foes. All foes within the affected area will turn and attack each other, ignoring the Hero. Very powerful, however the Hero will not get any experience for any targets the confused foe defeats.; SECONDARY: Empathy; SPOWER: Healing Aura; -1; 26.3; 2; 8; -1; -1; PBAoE, Team Heal; EndRed, RechRed, Heal; Healing Aura restores some health to you and all nearby heroes. Healing Aura is not as potent as Heal Other, but can heal multiple targets at once.; SPOWER: Heal Other; -1; 22.5; 2.3; 4; 80; -1; Ally Heal; EndRed, RechRed, Range, Heal; Heals a single targeted Hero ally.; SPOWER: Absorb Pain; -1; 0.8; 2.3; 15; 80; -1; Ally Strong Heal,Self Moderate Dmg(+Special); EndRed, RechRed, Range, Heal; This power has only a tiny Endurance cost, but dramatically heals an ally's wounds by sacrificing some of your own Health. Absorbing someone's pain can be quite dramatic, and afterwards you will be unable to heal your own wounds by any means for a short while.; SPOWER: Resurrect; -1; 73.5; 3.2; 180; 15; -1; Ally Rez; EndRed, RechRed, Range; Revive a fallen Hero with full Hit Points, but no Endurance. This power should be performed away from combat as it can be interrupted.; SPOWER: Clear Mind; -1; 14.7; 3.1; 8; 70; 90; Ally +Res (Disorient, Hold, Immobilize, Sleep, Confuse, Fear); EndRed, RechRed, Range; Frees an ally from any Immobilization, Sleep, Disorient and Hold effects and leaves them resistant to such effects for a good while.; SPOWER: Fortitude; -1; 15; 2.3; 60; 80; 60; Ally +Acc, +Def, +Dmg; EndRed, RechRed, Range, DefBuff, ToHitBuff; Fortitude immensely enhances a single targeted ally's accuracy, damage potential, and defense. The target Hero will even take less damage from those few attacks that do hit him. Fortitude even protects the target Hero from psionic attacks and damage.; SPOWER: Recovery Aura; -1; 37.5; 2; 500; -1; 60; PBAoE, Team +Recovery; EndRed, RechRed, RecInc; The recovery aura dramatically increases the Endurance Recovery rate of all nearby Heroes for a limited time. Emitting this Aura costs the caster a lot of Endurance, and this power takes a long time to recharge.; SPOWER: Regeneration Aura; -1; 37.5; 2; 500; -1; 60; PBAoE, Team +Regeneration; EndRed, RechRed, Heal; The regeneration aura dramatically increases the Healing rate of all nearby Heroes for a limited time. Emitting this Aura costs the caster a lot of Endurance, and this power takes a long time to recharge.; SPOWER: Adrenalin Boost; -1; 15; 2.3; 300; 80; 90; Ranged, Ally +End; EndRed, RechRed, RecInc, Range; Empowers another Hero with virtually unlimited Endurance for a good while.; SECONDARY: Force Field; SPOWER: Personal Force Field; -1; 0.9; 2; 10; -1; -1; Toggle: Self -Acc, +Def; EndRed, RechRed, DefBuff; The Personal Force Field is virtually impenetrable to most attacks, although some powerful attacks may get through. The Force Field works both ways, and while active, the Hero suffers a tremendous penalty to hit enemy targets.; SPOWER: Deflection Shield; -1; 11.3; 2.1; 2; 80; 120; Ranged, Ally +Def( Lethal, Smash) +Res(Toxic); EndRed, RechRed, Range, DefBuff; Dramatically protects an ally from smashing and lethal attacks for a limited time. The magnetic nature of the shield makes smashing and lethal attacks less likely to land and affect your ally. Multiple Shields from the same caster can not be stacked, however, the shield can be improved by another caster using the same power. Can also be used in conjunction with your Insulation Shield.; SPOWER: Force Bolt; 40; 7.5; 1.1; 4; 80; -1; Ranged, Minor Dmg (Smash), Foe Knockback; EndRed, KBDist, RechRed, Range, Accuracy, Damage; Sends a bolt of force energy that knocks down foes and deals some smashing damage.; SPOWER: Insulation Shield; -1; 11.3; 2.1; 2; 80; 120; Ranged, Ally +Def (Cold, Energy, Fire, Negative), +Res (End Drain); EndRed, RechRed, Range, DefBuff; Dramatically protects an ally from fire, cold, energy and negative energy attacks for a limited time. The Insulation Shield make these attacks less likely to land and affect your ally. Multiple Shields from the same caster can not be stacked, however, the shield can be improved by another caster using the same power. Can also be used in conjunction with your deflection shield.; SPOWER: Detention Field; 40; 18; 2.1; 40; 80; 60; Ranged, Foe Capture, +Special; EndRed, RechRed, Range, Accuracy; Encases a targeted foe in a Detention Force Field. The captured target cannot be harmed, is immobilized, and cannot attack or aid his allies. The target can, however, use powers on himself, but simply cannot affect other targets or be affected by others.; SPOWER: Dispersion Bubble; -1; 0.4; 1.1; 15; -1; -1; Toggle: PBAoE, Team +Def, +Res (Disorient, Hold, Immobilize); EndRed, RechRed, DefBuff; Creates a large bubble which protects all allies inside, improving defense against all attacks as well as hold, stun and immobilize attacks.; SPOWER: Repulsion Field; -1; 0.6; 2.0; 20; -1; -1; Toggle: PBAoE, Foe Knockback; EndRed, RechRed, KBDist, Accuracy; Repulsion Field creates a field that violently repels nearby foes. Each villain that is repelled cost additional Endurance.; SPOWER: Repulsion Bomb; 20; 15; 3.1; 10; 70; -1; Ranged (Targeted Ally AoE), Minor Dmg (Smash), Foe Knockback; EndRed, RechRed, Range, Accuracy, KBDist; Projects an expanding force bubble around an ally that knocks down nearby foes.; SPOWER: Force Bubble; -1; 0.6; 1.1; 15; -1; -1; Toggle: PBAoE, Foe Repel, -Acc, Self +Def; EndRed, RechRed; Creates a large bubble which protects all allies inside. While active, this power creates a force field that keeps all foes at bay, keeping all allies inside protected from melee attacks. The repelling nature of the Force Bubble also distorts enemy attacks, reducing their chance to hit.; SECONDARY: Kinetics; SPOWER: Transfusion; 0; 7.5; 1.2; 8; 60; -1; Ranged, Foe -End, Team Heal; EndRed, EndDrain, RechRed, Range, Accuracy, Heal; Transfusion drains an enemy target of some of his Endurance and transfers that energy, in the form of Hit Points, to all allies near the affected foe. Transfusions can thus heal your allies, as well as yourself, as long as there is a valid target to steal energy from.; SPOWER: Siphon Power; 0; 15; 1.9; 20; 80; 15; Ranged, Foe -Dmg, Team +Dmg; EndRed, RechRed, Range, Accuracy; The hero can Siphon the Power from a targeted foe, reducing the targets damage potential. The power is transferred back to the caster, increasing the damage potential of the caster and all nearby allies.; SPOWER: Repel; -1; 0.6; 1.1; 20; -1; -1; Toggle: PBAoE, Foe Knockback; EndRed, RechRed, KBDist; Activation of Repel creates a zone of Kinetic energy that violently repels nearby foes. Each villain that is repelled cost additional Endurance.; SPOWER: Siphon Speed; -1; 11.3; 4.7; 60; 80; 30; Ranged, Foe -Spd, Self +Spd, +Recharge; EndRed, RechRed, Range, Accuracy, Run; The hero can Siphon the Speed from a targeted foe, reducing the movement speed, and increasing his own.; SPOWER: Increase Density; -1; 18; 2.1; 3; 70; 60; Ranged, Ally +Special; EndRed, RechRed, Range, ResDam; Increases a targeted ally Hero's mass, freeing him from any Disorient, Immobilization or Hold, effects and leaving him resistant to such effects for a while. Also, protects the target from Knockback, as well as smashing and energy damage. However, because the target grows more dense, his movement speed is reduced.; SPOWER: Speed Boost; -1; 15; 1; 2; 50; 60; Ranged, Ally +Recharge, +Recovery, +Spd; EndRed, RechRed, RecInc, Range, Run; The Hero can Hasten a single targeted ally Hero. The target's movement speed, attack rate and Endurance Recovery are all greatly increased.; SPOWER: Inertial Reduction; -1; 33.8; 2; 60; -1; 60; PBAoE, Team +Jump; EndRed, RechRed, Jump; The Hero can reduce his and all nearby ally's Inertia. The affected Heroes can then jump incredible distance for a while.; SPOWER: Transference; 0; 3.8; 2.3; 30; 60; -1; Ranged (Targeted AoE), Foe -End, Team +Recovery, +Special; EndRed, EndDrain, RechRed, RecInc, Range, Accuracy; Transference drains an enemy target of some of his Endurance and transfers that Endurance to all allies near the affected foe. Transference can thus Recover the Endurance of your allies, as well as yourself, as long as there is a valid target to steal energy from.; SPOWER: Fulcrum Shift; 0; 22.5; 2.2; 60; 60; 30; Ranged (Targeted AoE), Foe -Dmg, Team +Dmg; EndRed, RechRed, Range, Accuracy; Kinetic Transfer attempts to drain the power of a targeted foe and all foes nearby and transfer that power to all adjacent allies. Affected foes will deal less damage, while your affected allies will deal more. The effects are cumulative, so the more foes that are affected, then the more power that is given to adjacent allies. In a large tight melee, this power can dramatically turn the tide of a battle. ; SECONDARY: Radiation Emission; SPOWER: Radiant Aura; -1; 26.3; 2; 8; -1; -1; PBAoE, Team Heal; EndRed, RechRed, Heal; You can use Radiant Aura to heal some of your woulds and the wounds of your group. This power has a small radius so your allies need to be near you if they wish to be affected.; SPOWER: Radiation Infection; -1; 0.4; 3.1; 8; 70; -1; Toggle: Ranged (Targeted AoE), Foe -Def, -ACC; EndRed, RechRed, Range, DefDebuff, ToHitDebuff; Infects a targeted foe with deadly radiation. All foes the target comes in contact with will also become infected. The radiation infection will last as long as the Hero can keep the power toggled on or when the original infected targeted dies. Infected foes have severely reduced accuracy and defense.; SPOWER: Accelerate Metabolism; -1; 22.5; 2; 300; -1; 120; Close(AoE),Team +Dmg,+Recharge,+Recovery,+Res(Effects, End Drain),+Spd; EndRed, RechRed, RecInc, Run; Activating this power emits radiation that increases the running speed, attack speed, Endurance Recovery and Damage potential of all nearby allies. Affected Heroes Metabolism is increased so much that they become resistant to effects such as Sleep, Hold, Disorient and Immobilization. The heroes are not protected from such effects, they just ware off faster.; SPOWER: Enervating Field; -1; 3; 1.5; 8; 70; -1; Toggle: Ranged (Targeted AoE), Foe -Dmg; EndRed, RechRed, Range; While active, the hero emits irradiates a targeted foe. The radiation slowly damages, and decreases their damage potential of the target and all foes near the target, as longs as the Hero keeps the power active.; SPOWER: Mutation; -1; 56.3; 3.2; 180; 15; 90; Close, Ally Rez, +Special; EndRed, RechRed, RecInc, Range; Revives and Mutates a fallen Hero into a killing machine. The Mutated Hero has increased Damage, Accuracy, Endurance Recovery and Attack Rate. However, the entire experience is very taxing on the Mutated Hero, and he will soon be weakened, Disoriented, and reduced to minimal Hit Points. All effects of the Mutation will eventually wear off.; SPOWER: Lingering Radiation; -1; 22.5; 1.5; 25; 80; 15; Ranged (Targeted AoE), Foe Slow, -Regen, -Recharge; EndRed, RechRed, Range, Accuracy, Slow; Emits Lingering Radiation that reduces attack rate and movement speed of all foes near the target.; SPOWER: Choking Cloud; -1; 6; 2; 90; -1; -1; Toggle: PBAoE, Foe Hold; EndRed, RechRed, Hold; While active, the Hero generates toxic radioactive gas around himself. Any nearby foes may be overcome by the gas, leaving them choking and helpless. Not all foes are affected at the same time and some foes may shake off the effects while previously unaffected foes succumb to the fumes.; SPOWER: Fallout; -1; 0; 1.2; 300; -1; -1; Ranged, Extreme Dmg (Energy); EndRed, RechRed, Range, Damage; After the Hero falls in battle, he can activate this power to deal massive damage to any foes near his body.; SPOWER: EM Pulse; -1; 30; 2.9; 300; -1; 45; PBAoE, Foe Hold, -Regen, Special vs robots, Self -Recovery; EndRed, RechRed, Hold, Accuracy; Unleashes a massive pulse of Electromagnetic energy in a massive area that incapacitates all foes. However, this uses a lot of the Hero's Endurance, and leaves him unable to recover any Endurance for a while.; SECONDARY: Storm Summoning; SPOWER: Gale; -10; 11.3; 2.2; 8; 50; -1; Ranged (Cone), Minor Dmg (Smash), Foe Knockback; EndRed, KBDist, RechRed, Cone, Accuracy, Damage; The Hero calls forth a tremendous gust of Gail force winds that knocks down foes and deals some smashing damage in a wide cone area.; SPOWER: O2 Boost; -1; 7.5; 2.3; 4; 80; -1; Ranged (Targeted AoE), Ally Heal, +Res (Effects); EndRed, RechRed, Range, Heal; Saturates the air around a targeted ally Hero with rich oxygen, to heal his wounds. The O2 boost can also protect a targeted ally Hero from Sleep and Stun effects.; SPOWER: Snow Storm; -1; 0.4; 2; 10; 80; -1; Toggle: Ranged (Targeted AoE), Foe -Recharge, -Spd, -Fly; EndRed, RechRed, Slow; While active, the chill from this Snow Storm can dramatically Slow the attack and movement speed of the target and all foes near the target.; SPOWER: Steamy Mist; -1; 0.4; 1.9; 15; -1; -1; Toggle: PBAoE, Team Stealth, +Def, +Res (Cold, Energy, Fire, Confuse); EndRed, RechRed, ResDam, DefBuff; The Heroes mastery of the elements allows him to hide and protect himself and all his nearby allies within a steamy mist. Steamy Mist makes the Hero and his allies harder to see and greatly increases their defense while it reduces fire, cold, and energy damage. Steamy Mist reduces the casters movement speed.; SPOWER: Freezing Rain; 100; 21; 2; 60; 60; 30; Ranged (Location AoE), Minor DoT (Cold), Foe -Def, -Recharge, -Res, -Spd; Accuracy, EndRed, DefDebuff, RechRed, Range, Slow, Damage; Summons freezing rain at a targeted location. Freezing Rain deal minimal cold damage to anything that pass through the storm, but the shivering cold also slows the targets and severely reduces the targets defense and damage resistance. Many foes may even slip and fall trying to escape the storm.; SPOWER: Hurricane; -1; 0.2; 2; 10; -1; -1; Toggle: PBAoE, Foe Knockback, Repel, -Acc, -Range; EndRed, RechRed, KBDist, ToHitDebuff; The Hero summons a Hurricane. The wind and rain from this massive storm reduces the range and accuracy of nearby foes. Also, the massive winds of this storm continuously force foes away from the caster.; SPOWER: Thunder Clap; -32; 15; 2.4; 45; -1; 10; PBAoE, Foe Disorient; EndRed, RechRed, Stun, Accuracy; The Hero can call a tremendous Thunder Clap that will Disorient most foes in a large area around the Hero for quite a while.; SPOWER: Tornado; -1; 30; 1.2; 60; 60; 30; Summon Tornado: PBAoE, Minor Dmg (Smash), Foe Disorient, Fear, Knockback; EndRed, KBDist, RechRed, DefDebuff, Range, Stun, Damage; Conjures up a funnel cloud at a targeted location. The Tornado will chase down your foes, tossing them into the air and hurling them a great distance like a rag doll. The victims are left Disoriented and with a reduced defense. The Tornado is a menacing sight, and can cause panic amongst your foes.; SPOWER: Lightning Storm; 100; 45; 2; 90; -1; 50; Summon Storm: Ranged, High Dmg (Energy), Foe -End; EndRed, EndDrain, RechRed, KBDist, Range, Accuracy, Damage; The Hero can summon a massive Lightning Storm overhead that will strike any foe that approaches the Hero. Lightning Bolts from this storm can knock down and damage all foes near the strike, and can cause panic. Lightning Bolts will continue to strike for the lifetime of the storm.; SECONDARY: Sonic Resonance; SPOWER: Sonic Siphon; 0; 0; 0; 0; 0; 0; Ranged, Foe -Res; Accuracy, Damage, RechRed, EndRed, Range; By setting up a constant vibration within the body of your foe, you weaken his Damage Resistance. Affected targets will take more damage from successfull attacks.; SPOWER: Sonic Barrier; -1; 0; 2.1; 2; 80; 240; Ranged, Ally +Res (Lethal, Smash, Toxic); EndRed, RechRed, Range, ResDam; This shield dramatically reduces the damage an ally takes from Smashing, Lethal, and Toxic attacks for a limited amount of time. You cannot stack multiple Sonic Barriers on the same target - however the shield can be improved by another ally using the same power. Can also be used in conjunction with your Sonic Haven. You cannot use this power on yourself.; SPOWER: Sonic Haven; -1; 0; 2.1; 2; 80; 240; Ranged, Ally +Res (Fire, Cold, Energy, Negative); EndRed, RechRed, Range, ResDam; This shield dramatically reduces the damage an ally takes from Fire, Cold, Energy and Negative Energy attacks for a limited amount of time. You cannot stack multiple Sonic Havens on the same target - however the shield can be improved by another ally using the same power. Can also be used in conjunction with your Sonic Barrier. You cannot use this power on yourself.; SPOWER: Sonic Cage; 40; 0; 2.1; 40; 80; 60; Ranged, Foe Capture, +Special; EndRed, RechRed, Range, Accuracy; Encases the target in an inpenetrable field of sonic waves. The target cannot attack or be attacked.; SPOWER: Disruption Field; -1; 0; 2; 20; -1; -1; Toggle: Targeted Ally PBAOE, Foe -Res; EndRed, Rechred; You set up a constant wave of sonic energy around an ally, weakening the damage resistence of all nearby foes.; SPOWER: Clarity; -1; 0; 4; 8; 70; 90; Ally +Res (Disorient, Hold, Immobilize, Sleep, Confuse, Fear); EndRed, RechRed, Range; By bouncing a carefully pitched soundwave off an ally's ear drum, you can free him from any Disorient, Hold, Sleep, Confusion, Fear or Immobilize effects, and leave him resistant to such effects for a good while. Protection will improve with multiple applications and as you advance in level. Clarity also provides your ally with enhanced perception.; SPOWER: Sonic Repulsion; -1; 0; 2; 20; -1; -1; Toggle: Targeted Ally PBAoE, Foe Knockback; EndRed, RechRed, KBDist, Accuracy; You create a powerful sonic resonance around an ally, repelling all foes nearby. You will lose endurance for each target repelled.; SPOWER: Sonic Dispersion; -1; 0; 1.1; 15; -1; -1; Toggle: PBAoE, Team +Res(all except Psi), Team +Res(Disorient, Hold, Immobilize); EndRed, RechRed, ResDam; You create a large field of sonic waves, protecting all allies inside. The Sonic Dispersion gives all allies within increased resistance against all damage except Psionic. The Sonic Bubble also protects allies from Immobilization, Disorient and Hold effects.; SPOWER: Liquefy; -1; 0; 0; 0; 0; 0; Ranged (Targeted AoE), -Acc, -Def, Foe Hold; EndRed, RechRed; You unleash a barrage of sonic waves on the Earth itself, generating a powerful, localized earthquake. The impact of the sonic shockwave may Hold some foes and deal minor damage. Most foes that pass through the location will fall down. The violent shaking also reduces their accuracy and defense.; SECONDARY: Trick Arrow; SPOWER: Entanglish Arrow; -1; 1; 1; 1; 1; 1; Ranged, Target Immobilize, -Recharge, -Fly; Accuracy, Imob, RechRed, EndRed; Upon impact, the Entangling Arrow releases a strong net that can Immobilize most targets. This non-lethal device deals no damage and does not prevent targets from attacking, although their attack rate is Slowed. The Entangling Arrow can bring down flying entities and halts jumping.; SPOWER: Flash Arrow; -1; 1; 1; 1; 1; 1; Ranged (Targeted AoE), Foe -Visibility, -Acc; Accuracy, EndRed, RechRed, ToHitDebuff; This arrow explodes in a dazzling flash of light and sound. The targets are so blinded that they can hardly see a thing. Most villains will not be able to see past normal melee range, although some may have better perception. If the villains are attacked, they will be alerted to your presence, but will suffer a penalty to Accuracy. ; SPOWER: Glue Arrow; -1; 1; 1; 1; 1; 1; Ranged AoE, Foe -Speed, -Recharge; Accuracy, EndRed, RechRed, Slow; This arrow carries a cartridge of intensely sticky glue, which explodes on impact. The glue Slows the movement and attack rates of any foes in the area.; SPOWER: Ice Arrow; -1; 1; 1; 1; 1; 1; Ranged, Foe Hold, -SPD, -Recharge; Accuracy, Hold, EndRed, Rechred; This arrow can freeze a single foe in a block of ice. The target is frozen solid, helpless, and can be attacked. More powerful foes may not be Held, but all affected targets will be Slowed and take some Cold damage.; SPOWER: Poison Gas Arrow; -1; 1; 1; 1; 1; 1; Ranged AoE, Foe -Dmg, -Recharge, Hold; Accuracy, Damage, RechRed, EndRed, DefDebuff, Hold; This arrow carries a capsule cloud of poisonous gas, which explodes on impact and weakens all foes in its vicinity. Some foes will be rendered completely helpless.; SPOWER: Acid Arrow; -1; 1; 1; 1; 1; 1; Ranged AoE, DoT(Toxic), Foe -Res(All), -Def; Accuracy, Damage, RechRed, EndRed, DefDebuff; This arrow explodes in a shower of acid on impact. This acid eats through armor, causing damage over time. It reduces the target's Defense as well as his Damage Resistance.; SPOWER: Disruption Arrow; -1; 1; 1; 1; 1; 1; Ranged (Location AoE), -Res(All); Accuracy, RechRed, EndRed,;This arrow plants a sonic resonator at a target location. The vibrations of the resonator weaken the Damage Resistance of all nearby foes.; SPOWER: Oil Slick Arrow; -1; 1; 1; 1; 1; 1; Ranged (Location AoE); Accuracy, EndRed, RechRed, Range;On impact, this arrow creates an oil slick that Slows foes in the area and many cause them to slip and fall. The oil slick is very flammable and may burst into flames if fire is used near it.; SPOWER: EMP Arrow; -1; 1; 1; 1; 1; 1; Ranged (Targeted AOE), Foe Hold, -Regen, Special vs robots, Self -Recovery; EndRed, RechRed, Hold, Accuracy; This arrow can unleash a massive pulse of electromagnetic energy on impact. This EMP can affect machines, and is even powerful enough to affect synaptic brain patterns. It will incapacitate all foes in its radius. Additionally, most machines and robots will take moderate high damage. However, this power uses a lot of Endurance and leaves you unable to recover Endurance for a while.; ANCILLERY: Stone Mastery; APOWER: Hurl Boulder; 0; 13.5; 4; 8; 40; -1; Ranged, High Dmg (Smash), Foe Knockback; EndRed, Damage, Accuracy, Range, RechRed, KBDist; You are able to tear up a chunk of ground beneath your feet and Hurl it at an enemy. This attack is close ranged, deals moderate damage, and can knock foes back.; APOWER: Fissure; 0; 14.5; 2; 20; 20; -1; Close (Targeted AoE), Moderate DMG (Lethal, Smash), Foe Knock back, Disorient; EndRed, Damage, RechRed, Accuracy, KBDist, Range; This powerful stomp can cause a seismic disturbance. This will crack the Earth itself and send a fault towards a targeted foe. Affected targets take moderate damage and may be thrown in the air and possibly disoriented.; APOWER: Rock Armor; -1; 0.3; 1; 4; -1; -1; Toggle: Self +Res (Lethal, Smash); EndRed, ResDam, RechRed; Your skin becomes stone while this power is active. Stone Armor makes you highly resistant to Smashing and Lethal attacks. They are less likely to land and affect you. You must have Hurl Boulder or Fissure before selecting this power.; APOWER: Earth's Embrace; -1; 15; 1; 60; 360; -1; Self Heal, +MaxHP; EndRed, Heal, RechRed, ResDam; You are so connected to the Earth, you can draw upon its power to add to your own health. Activating this power increases your maximum Hit Points, and grants you resistance to Toxic Damage. You must have two other Stone Mastery Powers before selecting this power.; ANCILLERY: Fire Mastery; APOWER: Fire Blast; 0; 8; 1; 4; 80; -1; Ranged, Moderate Dmg (Fire); EndRed, Damage, Range, Accuracy, RechRed; Sends a Blast of Fire at a targeted foe and sets the target on fire for a short period of time. Slower recharge rate than Flares, but more damage.; APOWER: Fire Ball; 0; 17.5; 1; 16; 80; -1; Ranged (Targeted AoE), Moderate Dmg (Fire, Smash); EndRed, Damage, Range, Accuracy, RechRed; A fireball consumes a targeted foe, and any other enemy, in a tight radius. Anyone in that area is burned and damaged over a short period of time.; APOWER: Fire Shield; -1; 0.4; 2; 2; -1; -1; Toggle: Self +Res (Cold, Fire, Lethal, Smash); EndRed, ResDam, RechRed; While this power is active, you get a good resistance to Lethal, Smashing and Fire damage. Fire Shield also provides minimal resistance to Cold damage. You must have Fire Blast or Fire Ball before selecting this power.; APOWER: Consume; 0; 1; 2; 180; -1; -1; PBAoE Fire Dam, Self +End; Damage, RechRed; You can drain body heat from all nearby foes in order to replenish your own Endurance. The more foes affected, the more Endurance is gained. Foes suffer minimal Fire damage. You must have two other Fire Mastery Powers before selecting this power.; ANCILLERY: Ice Mastery; APOWER: Ice Blast; 0; 10; 1; 8; 80; -1; Ranged, Moderate Dmg (Cold, Smash), Foe -Recharge, -Spd; EndRed, Damage, Range, Accuracy, RechRed, Slow; Ice Blast hurls shards of ice at foes and slows their attacks for a time.; APOWER: Hibernate; -1; -1; 2; 60; -1; -1; Toggle: Self Invulnerable, +Regeneration; Heal, EndRed; When you activate this power, you encase yourself in a block of solid ice, making yourself invulnerable, though you are frozen solid and cannot act. While hibernating within this block of ice, you heal damage at an incredible rate. You can emerge at will by deactivating the power.; APOWER: Frozen Armor; -1; 1; 1; 2; -1; -1; Self, +Def (Smash, Lethal), +Res(Cold); EndRed, RechRed, DefBuff, ResDam; While this power is active, you coat yourself in rock hard Frozen Armor. The hardness of the Frozen Armor offers good defense to Smashing and Lethal attack as well as reduces Cold damage. Also, Fire attacks deal slightly less damage. You must have Ice Blast or Hibernate before selecting this power.; APOWER: Ice Storm; 100; 30; 2; 10; 60; 60; Ranged (Location AoE), Minor DoT (Cold); Accuracy, EndRed, Damage, Range, RechRed; Shred your foes with this Ice Storm. This power deals a lot of damage in a large area and can slow all affected targets movement and attack speed. You must have two other Ice Mastery Powers before selecting this power.; ANCILLERY: Primal Forces; APOWER: Power Blast; 0; 10; 2; 8; 80; -1; Ranged, Moderate Dmg (Energy, Smash), Foe Knockback; EndRed, Damage, Range, Accuracy, RechRed, KBDist; A much more powerful, yet slower version of Power Bolt. Power Blast sends a focused beam of energy at a foe that can knock him back.; APOWER: Conserve Power; -1; 9; 1; 600; -1; 90; Self +Special; EndRed, RechRed; The Hero can focus for a moment to conserve his Endurance. After activating this power, the Hero uses less Endurance for all his other powers for a while. Conserving such Energy is very difficult, and this power takes a very long time to recharge.; APOWER: Temp Invulnerability; -1; 0.3; 3; 3; -1; -1; Toggle: Self +Res (Smash, Lethal); EndRed, RechRed, ResDam; When you toggle on this power, you become highly resistant to Smashing and Lethal damage. You must have Power Blast or conserve power before selecting this power.; APOWER: Power Boost; -1; 9; 1; 15; 60; -1; Self +Special; EndRed, RechRed; Greatly boosts the secondary effects of your powers. Your powers effects like Disorients, Holds, Immobilizes, Heals, Defense Buffs, Endurance Drains, Knock backs and more, are all improved. The effects of Power Boost last a short while, and only the next couple of attacks will be boosted. You must have two other Primal Forces Powers before selecting this power.; ANCILLERY: Psionic Mastery; APOWER: Mental Blast; 0; 7.5; 3; 4; 100; -1; Ranged, Moderate Dmg (Psionic), Foe -Recharge; EndRed, Damage, Range, Accuracy, RechRed, Slow; This basic attack does moderate Psionic damage, and can slightly reduce a target's attack speed.; APOWER: Indomitable Will; -1; 15; 2; 90; 320; -1; Self Res (Disorient, Hold, Sleep). DEF (Psionics); EndRed, RechRed, DefBuff, ResDam; Activating this power greatly boosts your resistance to Sleep, Disorient and Hold effects for 90 seconds. Indomitable Will also grant a high defense to Psionic based attacks.; APOWER: Mind Over Body; -1; 0.5; 2; 6; -1; -1; Toggle: Self +Res (Smash, Lethal, Psionics); EndRed, RechRed, ResDam; When you toggle on this power, you empower your mind over your body to become highly resistant to Smashing, Lethal and Psionic damage. You must have Mental Blast or Indomitable Will before selecting this power.; APOWER: Psionic Tornado; 0; 27; 3; 20; 100; -1; Ranged (Targeted AoE), Moderate DoT (Psionic), Foe Knockback; EndRed, Damage, Range, Accuracy, RechRed, Slow; Unleashes a whirlwind of Psionic energy on a target, tossing nearby foes into the air. The Psionic Tornado damages foes and slows their attack speed. You must have two other Psionic Mastery Powers before selecting this power.; ARCHTYPE: Defender; PRIMARY: Dark Miasma; PPOWER: Twilight Grasp; 0; 12; 1; 8; 80; -1; Ranged, Foe -Acc, -Dmg, -Regen, Team Heal; EndRed, ToHitDebuff, RechRed, Range, Accuracy, Heal; The Hero channels negative energy through himself to a targeted foe. Twilight Grasp drains the power from that target and slowly transfer it to yourself and all allies near you. The targeted foes accuracy and damage is reduced while you and your nearby allies are healed. Twilight Grasp can only heal you and your allies as long as there is a valid target to steal power from.; PPOWER: Tar Patch; -1; 12; 3; 30; 120; 30; Ranged (Location AoE), Foe -Spd, -Fly, -Jump, -Res; EndRed, RechRed, Range, Slow; Drops a large patch of viscous negative energy which dramatically slows down enemies that run through it and reduces their damage resistance.; PPOWER: Darkest Night; -1; 1.5; 3; 10; 70; -1; Toggle: Ranged (Targeted AoE), Foe -Dmg; EndRed, RechRed, Range, ToHitDebuff; While active, the Hero channels negative energy onto a targeted foe. Darkest night decreases the damage potential of the target, and all foes near the target, as long as you keep the power active.; PPOWER: Howling Twilight; -1; 38; 1; 180; 80; 30; Ranged (Targeted AoE), Minor Dmg (Negative), Foe Disorient, Slow, -Recharge, -Regen, Team Rez; EndRed, Heal, RechRed, RecInc, Range, Stun, Damage, Slow; Activating this power channels the power of the netherworld to weaken your foes in an attempt to revive all nearby fallen allies. You must stand near your defeated allies to revive them, then select a foe. Selected foe and all foes around the target will be Slowed, Disoriented, and drained of some life. Revived allies suffer no ill effects and the more enemy foes are drained, the more your ally will be healed.; PPOWER: Shadow Fall; -1; 1.5; 3; 15; -1; -1; Toggle: PBAoE, Team Stealth, +Def, +Res (Energy, Negative, Psionics, Fear); EndRed, RechRed, DefDebuff, ResDam; Envelopes the Hero and all nearby teammates in a shroud of darkness. It does not make the Hero and his allies invisible, but it makes them much harder to see as long as you don't get too close or don't attack. Even if discovered, Shadow Fall grants a bonus to Defense while it reduces energy, negative energy, and psionic damage. Shadow Fall reduces the casters movement speed.; PPOWER: Fearsome Stare; 0; 13; 2; 12; 70; 35; Ranged (Cone), Foe Fear; EndRed, ToHitDebuff, RechRed, Cone, Accuracy, Fear; Instills tremendous Fear within a cone area in front of the Defender and causes all affected targets to run away in terror.; PPOWER: Petrifying Gaze; 0; 12; 2; 8; 70; 15; Ranged, Foe Hold; EndRed, RechRed, Range, Accuracy, Hold; Petrifies a single targeted foe with an terrifying gaze. The victim is held and defenseless.; PPOWER: Black Hole; 0; 38; 1; 45; 50; 30; Ranged (Targeted AoE), Foe Intangible; EndRed, RechRed, Range, Accuracy, Intan; Opens up a black hole that temporarily pulls all foes within the affected area into another universe. The phase shifted victims become completely intangible, are hard to see, and cannot affect or be affected by those in normal space.; PPOWER: Dark Servant; 0; 38; 2; 240; -1; 240; Summon Dark Servant: Ranged, Foe Debuff, +Special; EndRed, Hold, RechRed, Imob, Fear, Accuracy, Heal, ToHitDebuff; Summons a dark servant to your aid. The dark servant possesses an assortment of dark powers to weaken your foes. The summoned entity is not a willing servant, and it is only your power that partially binds it in this realm. As such, the dark servant cannot move.; PRIMARY: Empathy; PPOWER: Healing Aura; -1; 19; 2; 10; -1; -1; PBAoE, Team Heal; EndRed, RechRed, Heal; Healing Aura restores some health to you and all nearby heroes. Healing Aura is not as potent as Heal Other, but can heal multiple targets at once.; PPOWER: Heal Other; -1; 19; 2; 6; 80; -1; Ally Heal; EndRed, RechRed, Range, Heal; Heals a single targeted Hero ally.; PPOWER: Absorb Pain; -1; 1; 3; 18; 80; -1; Ally Strong Heal,Self Moderate Dmg(+Special); EndRed, RechRed, Range, Heal; This power has only a tiny Endurance cost, but dramatically heals an ally's wounds by sacrificing some of your own Health. Absorbing someone's pain can be quite dramatic, and afterwards you will be unable to heal your own wounds by any means for a short while.; PPOWER: Resurrect; -1; 74; 4; 180; 15; -1; Ally Rez; EndRed, RechRed, Range; Revive a fallen Hero with full Hit Points, but no Endurance. This power should be performed away from combat as it can be interrupted.; PPOWER: Clear Mind; -1; 7; 4; 8; 70; 90; Ally +Res (Disorient, Hold, Immobilize, Sleep, Confuse, Fear); EndRed, RechRed, Range; Frees an ally from any Immobilization, Sleep, Disorient and Hold effects and leaves them resistant to such effects for a good while.; PPOWER: Fortitude; -1; 15; 2; 60; 80; 60; Ally +Acc, +Def, +Dmg; EndRed, RechRed, Range, DefBuff, ToHitBuff; Fortitude immensely enhances a single targeted ally's accuracy, damage potential, and defense. The target Hero will even take less damage from those few attacks that do hit him. Fortitude even protects the target Hero from psionic attacks and damage.; PPOWER: Recovery Aura; -1; 38; 3; 500; -1; 90; PBAoE, Team +Recovery; EndRed, RechRed, RecInc; The recovery aura dramatically increases the Endurance Recovery rate of all nearby Heroes for a limited time. Emitting this Aura costs the caster a lot of Endurance, and this power takes a long time to recharge.; PPOWER: Regeneration Aura; -1; 38; 3; 500; -1; 90; PBAoE, Team +Regeneration; EndRed, RechRed, Heal; The regeneration aura dramatically increases the Healing rate of all nearby Heroes for a limited time. Emitting this Aura costs the caster a lot of Endurance, and this power takes a long time to recharge.; PPOWER: Adrenalin Boost; -1; 15; 2; 320; 80; 90; Ranged, Ally +End, Self Disorient; EndRed, RechRed, RecInc, Range; Empowers another Hero with virtually unlimited Endurance for a good while, but leaves you Disoriented.; PRIMARY: Force Field; PPOWER: Personal Force Field; -1; 0.9; 2; 10; -1; -1; Toggle: Self -Acc, +Def, +Res (All); EndRed, RechRed, DefBuff; The Personal Force Field is virtually impenetrable to most attacks, although some powerful attacks may get through. The Force Field works both ways, and while active, the Hero suffers a tremendous penalty to hit enemy targets.; PPOWER: Deflection Shield; -1; 11.3; 2.1; 2; 80; 120; Ranged, Ally +Def (Lethal, Smash), +Res (Toxic); EndRed, RechRed, Range, DefBuff; Dramatically protects an ally from smashing and lethal attacks for a limited time. The magnetic nature of the shield makes smashing and lethal attacks less likely to land and affect your ally. Multiple Shields from the same caster can not be stacked, however, the shield can be improved by another caster using the same power. Can also be used in conjunction with your Insulation Shield.; PPOWER: Force Bolt; 40; 7.5; 1.1; 4; 80; -1; Ranged, Minor Dmg (Smash), Foe Knockback; EndRed, KBDist, RechRed, Range, Accuracy, Damage; Sends a bolt of force energy that knocks down foes and deals some smashing damage.; PPOWER: Insulation Shield; -1; 11.3; 2.1; 2; 80; 120; Ranged, Ally +Def (Cold, Energy, Fire, Negative), +Res (End Drain); EndRed, RechRed, Range, DefBuff; Dramatically protects an ally from fire, cold, energy and negative energy attacks for a limited time. The Insulation Shield make these attacks less likely to land and affect your ally. Multiple Shields from the same caster can not be stacked, however, the shield can be improved by another caster using the same power. Can also be used in conjunction with your deflection shield.; PPOWER: Detention Field; 40; 18; 2.1; 40; 80; 60; Ranged, Foe Capture, +Special; EndRed, RechRed, Range, Accuracy; Encases a targeted foe in a Detention Force Field. The captured target cannot be harmed, is immobilized, and cannot attack or aid his allies. The target can, however, use powers on himself, but simply cannot affect other targets or be affected by others.; PPOWER: Dispersion Bubble; -1; 0.4; 1.1; 15; -1; -1; Toggle: PBAoE, Team +Def, +Res (Disorient, Hold, Immobilize, Sleep); EndRed, RechRed, DefBuff; Creates a large bubble which protects all allies inside. While active, the dispersion bubble gives all allies within increased defense against all attacks except Psionic. The dispersion bubble also protect allies from Immobilization, Disorient, and Hold effects.; PPOWER: Repulsion Field; -1; 0.6; 2; 20; -1; -1; Toggle: PBAoE, Foe Knockback; EndRed, RechRed, KBDist, Accuracy; Creates a field that violently repels nearby foes. Each villain that is repelled cost additional Endurance.; PPOWER: Repulsion Bomb; 20; 15; 3.1; 10; 70; -1; Ranged (Targeted Ally AoE), Minor Dmg (Smash), Foe Knockback; EndRed, RechRed, Range, Accuracy, KBDist; Projects an expanding force bubble around an ally that knocks down nearby foes.; PPOWER: Force Bubble; -1; 0.6; 1.1; 15; -1; -1; Toggle: PBAoE, Foe Repel, -Acc, Self +Def; EndRed, RechRed; Creates a large bubble which protects all allies inside. While active, this power creates a force field that keeps all foes at bay, keeping all allies inside protected from melee attacks. The repelling nature of the Force Bubble also distorts enemy attacks, reducing their chance to hit.; PRIMARY: Kinetics; PPOWER: Transfusion; 0; 7.5; 1; 8; 60; -1; Ranged, Foe -End, -Regen, Team Heal; EndRed, EndDrain, RechRed, Range, Accuracy, Heal; Transfusion drains an enemy target of some of his Endurance and transfers that energy, in the form of Hit Points, to all allies near the affected foe. Transfusions can thus heal your allies, as well as yourself, as long as there is a valid target to steal energy from.; PPOWER: Siphon Power; 0; 15; 2; 20; 80; 15; Ranged, Foe -Dmg, Team +Dmg; EndRed, RechRed, Range, Accuracy; The hero can Siphon the Power from a targeted foe, reducing the targets damage potential. The power is transferred back to the caster, increasing the damage potential of the caster and all nearby allies.; PPOWER: Repel; -1; 1.5; 1; 20; -1; -1; Toggle: PBAoE, Foe Knockback; EndRed, RechRed, KBDist; Activation of Repel creates a zone of Kinetic energy that violently repels nearby foes. Each villain that is repelled cost additional Endurance.; PPOWER: Siphon Speed; -1; 11.5; 5; 60; 80; 60; Ranged, Foe -Spd, Self +Spd, +Recharge; EndRed, RechRed, Range, Accuracy, Run; The hero can Siphon the Speed from a targeted foe, reducing the movement speed, and increasing his own.; PPOWER: Increase Density; -1; 12; 2; 3; 70; 60; Ranged, Ally +Special; EndRed, RechRed, Range, ResDam; Increases a targeted ally Hero's mass, freeing him from any Disorient, Immobilization or Hold, effects and leaving him resistant to such effects for a while. Also, protects the target from Knockback, as well as smashing and energy damage. However, because the target grows more dense, his movement speed is reduced.; PPOWER: Speed Boost; -1; 11; 1; 2; 50; 120; Ranged, Ally +Recharge, +Recovery, +Spd; EndRed, RechRed, RecInc, Range, Run; The Hero can Hasten a single targeted ally Hero. The target's movement speed, attack rate and Endurance Recovery are all greatly increased.; PPOWER: Inertial Reduction; -1; 34; 2; 60; -1; 60; PBAoE, Team +Jump; EndRed, RechRed, Jump; The Hero can reduce his and all nearby ally's Inertia. The affected Heroes can then jump incredible distance for a while.; PPOWER: Transference; 0; 4; 3; 30; 60; -1; Ranged (Targeted AoE), Foe -End, Team +Recovery, +Special; EndRed, EndDrain, RechRed, RecInc, Range, Accuracy; Transference drains an enemy target of some of his Endurance and transfers that Endurance to all allies near the affected foe. Transference can thus Recover the Endurance of your allies, as well as yourself, as long as there is a valid target to steal energy from.; PPOWER: Fulcrum Shift; -10; 22.5; 2; 60; 60; 45; Ranged (Targeted AoE), Foe -Dmg, Team +Dmg; EndRed, RechRed, Range, Accuracy; Kinetic Transfer attempts to drain the power of a targeted foe and all foes nearby and transfer that power to all adjacent allies. Affected foes will deal less damage, while your affected allies will deal more. The effects are cumulative, so the more foes that are affected, then the more power that is given to adjacent allies. In a large tight melee, this power can dramatically turn the tide of a battle.; PRIMARY: Radiation Emission; PPOWER: Radiant Aura; -1; 26.3; 2; 8; -1; -1; PBAoE, Team Heal; EndRed, RechRed, Heal; You can use Radiant Aura to heal some of your wounds, and the wounds of your group. This power has a small radius, so your allies need to be near you if they wish to be affected.; PPOWER: Radiation Infection; -1; 0.4; 3.1; 8; 70; -1; Toggle: Ranged (Targeted AoE), Foe -Def,-ACC; EndRed, RechRed, Range, DefDebuff, ToHitDebuff; Infects a targeted foe with deadly radiation. All foes the target comes in contact with will also become infected. The radiation infection will last as long as the Hero can keep the power toggled on or when the original infected targeted dies. Infected foes have severely reduced accuracy and defense.; PPOWER: Accelerate Metabolism; -1; 22.5; 2; 300; -1; 120; Close(AoE), Team +Dmg, +Recharge, +Recovery, +Res(Effects, End Drain), +Spd; EndRed, RechRed, RecInc, Run; Activating this power emits radiation that increases the running speed, attack speed, Endurance Recovery and Damage potential of all nearby allies. Affected Heroes Metabolism is increased so much that they become resistant to effects such as Sleep, Hold, Disorient and Immobilization. The heroes are not protected from such effects, they just ware off faster.; PPOWER: Enervating Field; -1; 3; 1.5; 8; 70; -1; Toggle: Ranged (Targeted AoE), Foe -Dmg, -Res; EndRed, RechRed, Range; While active, the hero emits irradiates a targeted foe. The radiation decreases their damage potential and damage resistance of the target and all foes near the target, as longs as the Hero keeps the power active.; PPOWER: Mutation; -1; 56.3; 3.2; 180; 15; 90; Close, Ally Rez, +Special; EndRed, RechRed, RecInc, Range; Revives and Mutates a fallen Hero into a killing machine. The Mutated Hero has increased Damage, Accuracy, Endurance Recovery and Attack Rate. However, the entire experience is very taxing on the Mutated Hero, and he will soon be weakened, Disoriented, and reduced to minimal Hit Points. All effects of the Mutation will eventually wear off.; PPOWER: Lingering Radiation; -1; 22.5; 1.5; 25; 80; 15; Ranged (Targeted AoE), Foe Slow, -Regen, -Recharge; EndRed, RechRed, Range, Accuracy, Slow; Emits Lingering Radiation that reduces attack rate and movement speed of all foes near the target.; PPOWER: Choking Cloud; -1; 6; 2; 90; -1; -1; Toggle: PBAoE, Foe Hold; EndRed, RechRed, Hold; While active, the Hero generates toxic radioactive gas around himself. Any nearby foes may be overcome by the gas, leaving them choking and helpless. Not all foes are affected at the same time and some foes may shake off the effects while previously unaffected foes succumb to the fumes.; PPOWER: Fallout; -1; 0.0; 1.2; 300; -1; -1; Ranged, Extreme Dmg (Energy); EndRed, RechRed, Range, Damage; After the Hero falls in battle, he can activate this power to deal massive damage to any foes near his body.; PPOWER: EM Pulse; -1; 30; 2.9; 300; -1; 45; PBAoE, Foe Hold, -Regen, Special vs robots, Self -Recovery; EndRed, RechRed, Hold, Accuracy; Unleashes a massive pulse of Electromagnetic energy in a massive area that incapacitates all foes. However, this uses a lot of the Hero's Endurance, and leaves him unable to recover any Endurance for a while.; PRIMARY: Storm Summoning; PPOWER: Gale; -10; 11.3; 2.2; 8; 50; -1; Ranged (Cone), Minor Dmg (Smash), Foe Knockback; EndRed, KBDist, RechRed, Cone, Accuracy, Damage; The Hero calls forth a tremendous gust of Gail force winds that knocks down foes and deals some smashing damage in a wide cone area.; PPOWER: O2 Boost; -1; 11.3; 2.3; 4; 80; -1; Ranged (Targeted AoE), Ally Heal, +Res (Effects); EndRed, RechRed, Range, Heal; Saturates the air around a targeted ally Hero with rich oxygen, to heal his wounds. The O2 boost can also protect a targeted ally Hero from Sleep and Stun effects.; PPOWER: Snow Storm; -1; 0.4; 2; 10; 80; -1; Toggle: Ranged (Targeted AoE), Foe -Recharge, -Spd, -Fly; EndRed, RechRed, Slow; While active, the chill from this Snow Storm can dramatically Slow the attack and movement speed of the target and all foes near the target.; PPOWER: Steamy Mist; -1; 0.4; 1.9; 15; -1; -1; Toggle: PBAoE, Team Stealth, +Def, +Res (Cold, Energy, Fire, Confuse); EndRed, RechRed, ResDam, DefBuff; The Heroes mastery of the elements allows him to hide and protect himself and all his nearby allies within a steamy mist. Steamy Mist makes the Hero and his allies harder to see and greatly increases their defense while it reduces fire, cold, and energy damage. Steamy Mist reduces the casters movement speed.; PPOWER: Freezing Rain; 100; 21; 2; 60; 60; 30; Ranged (Location AoE), Minor DoT (Cold), Foe -Def, -Recharge, -Res, -Spd; Accuracy, EndRed, DefDebuff, RechRed, Range, Slow, Damage; Summons freezing rain at a targeted location. Freezing Rain deal minimal cold damage to anything that pass through the storm, but the shivering cold also slows the targets and severely reduces the targets defense and damage resistance. Many foes may even slip and fall trying to escape the storm.; PPOWER: Hurricane; -1; 0.2; 2; 10; -1; -1; Toggle: PBAoE, Foe Knockback, Repel, -Acc, -Range; EndRed, RechRed, KBDist, ToHitDebuff; The Hero summons a Hurricane. The wind and rain from this massive storm reduces the range and accuracy of nearby foes. Also, the massive winds of this storm continuously force foes away from the caster.; PPOWER: Thunder Clap; -32; 15; 2.4; 45; -1; 10; PBAoE, Foe Disorient; EndRed, RechRed, Stun, Accuracy; The Hero can call a tremendous Thunder Clap that will Disorient most foes in a large area around the Hero for quite a while.; PPOWER: Tornado; -1; 30; 1.2; 60; 60; 30; Summon Tornado: PBAoE, Minor Dmg Smash), Foe Disorient, Fear, Knockback; EndRed, KBDist, RechRed, DefDebuff, Range, Stun, Damage; Conjures up a funnel cloud at a targeted location. The Tornado will chase down your foes, tossing them into the air and hurling them a great distance like a rag doll. The victims are left Disoriented and with a reduced defense. The Tornado is a menacing sight, and can cause panic amongst your foes.; PPOWER: Lightning Storm; 100; 45; 2; 90; -1; 30; Summon Storm: Ranged, High Dmg (Energy), Foe -End; EndRed, EndDrain, RechRed, KBDist, Range, Accuracy, Damage; The Hero can summon a massive Lightning Storm overhead that will strike any foe that approaches the Hero. Lightning Bolts from this storm can knock down and damage all foes near the strike, and can cause panic. Lightning Bolts will continue to strike for the lifetime of the storm.; PRIMARY: Sonic Resonance; PPOWER: Sonic Siphon; 0; 0; 0; 0; 0; 0; Ranged, Foe -Res; Accuracy, Damage, RechRed, EndRed, Range; By setting up a constant vibration within the body of your foe, you weaken his Damage Resistance. Affected targets will take more damage from successfull attacks.; PPOWER: Sonic Barrier; -1; 0; 2.1; 2; 80; 240; Ranged, Ally +Res (Lethal, Smash, Toxic); EndRed, RechRed, Range, ResDam; This shield dramatically reduces the damage an ally takes from Smashing, Lethal, and Toxic attacks for a limited amount of time. You cannot stack multiple Sonic Barriers on the same target - however the shield can be improved by another ally using the same power. Can also be used in conjunction with your Sonic Haven. You cannot use this power on yourself.; PPOWER: Sonic Haven; -1; 0; 2.1; 2; 80; 240; Ranged, Ally +Res (Fire, Cold, Energy, Negative); EndRed, RechRed, Range, ResDam; This shield dramatically reduces the damage an ally takes from Fire, Cold, Energy and Negative Energy attacks for a limited amount of time. You cannot stack multiple Sonic Havens on the same target - however the shield can be improved by another ally using the same power. Can also be used in conjunction with your Sonic Barrier. You cannot use this power on yourself.; PPOWER: Sonic Cage; 40; 0; 2.1; 40; 80; 60; Ranged, Foe Capture, +Special; EndRed, RechRed, Range, Accuracy; Encases the target in an inpenetrable field of sonic waves. The target cannot attack or be attacked.; PPOWER: Disruption Field; -1; 0; 2; 20; -1; -1; Toggle: Targeted Ally PBAOE, Foe -Res; EndRed, Rechred; You set up a constant wave of sonic energy around an ally, weakening the damage resistence of all nearby foes.; PPOWER: Clarity; -1; 0; 4; 8; 70; 90; Ally +Res (Disorient, Hold, Immobilize, Sleep, Confuse, Fear); EndRed, RechRed, Range; By bouncing a carefully pitched soundwave off an ally's ear drum, you can free him from any Disorient, Hold, Sleep, Confusion, Fear or Immobilize effects, and leave him resistant to such effects for a good while. Protection will improve with multiple applications and as you advance in level. Clarity also provides your ally with enhanced perception.; PPOWER: Sonic Repulsion; -1; 0; 2; 20; -1; -1; Toggle: Targeted Ally PBAoE, Foe Knockback; EndRed, RechRed, KBDist, Accuracy; You create a powerful sonic resonance around an ally, repelling all foes nearby. You will lose endurance for each target repelled.; PPOWER: Sonic Dispersion; -1; 0; 1.1; 15; -1; -1; Toggle: PBAoE, Team +Res(all except Psi), Team +Res(Disorient, Hold, Immobilize); EndRed, RechRed, ResDam; You create a large field of sonic waves, protecting all allies inside. The Sonic Dispersion gives all allies within increased resistance against all damage except Psionic. The Sonic Bubble also protects allies from Immobilization, Disorient and Hold effects.; PPOWER: Liquefy; -1; 0; 0; 0; 0; 0; Ranged (Targeted AoE), -Acc, -Def, Foe Hold; EndRed, RechRed; You unleash a barrage of sonic waves on the Earth itself, generating a powerful, localized earthquake. The impact of the sonic shockwave may Hold some foes and deal minor damage. Most foes that pass through the location will fall down. The violent shaking also reduces their accuracy and defense.; PRIMARY: Trick Arrow; PPOWER: Entanglish Arrow; -1; 1; 1; 1; 1; 1; Ranged, Target Immobilize, -Recharge, -Fly; Accuracy, Imob, RechRed, EndRed; Upon impact, the Entangling Arrow releases a strong net that can Immobilize most targets. This non-lethal device deals no damage and does not prevent targets from attacking, although their attack rate is Slowed. The Entangling Arrow can bring down flying entities and halts jumping.; PPOWER: Flash Arrow; -1; 1; 1; 1; 1; 1; Ranged (Targeted AoE), Foe -Visibility, -Acc; Accuracy, EndRed, RechRed, ToHitDebuff; This arrow explodes in a dazzling flash of light and sound. The targets are so blinded that they can hardly see a thing. Most villains will not be able to see past normal melee range, although some may have better perception. If the villains are attacked, they will be alerted to your presence, but will suffer a penalty to Accuracy. ; PPOWER: Glue Arrow; -1; 1; 1; 1; 1; 1; Ranged AoE, Foe -Speed, -Recharge; Accuracy, EndRed, RechRed, Slow; This arrow carries a cartridge of intensely sticky glue, which explodes on impact. The glue Slows the movement and attack rates of any foes in the area.; PPOWER: Ice Arrow; -1; 1; 1; 1; 1; 1; Ranged, Foe Hold, -SPD, -Recharge; Accuracy, Hold, EndRed, Rechred; This arrow can freeze a single foe in a block of ice. The target is frozen solid, helpless, and can be attacked. More powerful foes may not be Held, but all affected targets will be Slowed and take some Cold damage.; PPOWER: Poison Gas Arrow; -1; 1; 1; 1; 1; 1; Ranged AoE, Foe -Dmg, -Recharge, Hold; Accuracy, Damage, RechRed, EndRed, DefDebuff, Hold; This arrow carries a capsule cloud of poisonous gas, which explodes on impact and weakens all foes in its vicinity. Some foes will be rendered completely helpless.; PPOWER: Acid Arrow; -1; 1; 1; 1; 1; 1; Ranged AoE, DoT(Toxic), Foe -Res(All), -Def; Accuracy, Damage, RechRed, EndRed, DefDebuff; This arrow explodes in a shower of acid on impact. This acid eats through armor, causing damage over time. It reduces the target's Defense as well as his Damage Resistance.; PPOWER: Disruption Arrow; -1; 1; 1; 1; 1; 1; Ranged (Location AoE), -Res(All); Accuracy, RechRed, EndRed,;This arrow plants a sonic resonator at a target location. The vibrations of the resonator weaken the Damage Resistance of all nearby foes.; PPOWER: Oil Slick Arrow; -1; 1; 1; 1; 1; 1; Ranged (Location AoE); Accuracy, EndRed, RechRed, Range;On impact, this arrow creates an oil slick that Slows foes in the area and many cause them to slip and fall. The oil slick is very flammable and may burst into flames if fire is used near it.; PPOWER: EMP Arrow; -1; 1; 1; 1; 1; 1; Ranged (Targeted AOE), Foe Hold, -Regen, Special vs robots, Self -Recovery; EndRed, RechRed, Hold, Accuracy; This arrow can unleash a massive pulse of electromagnetic energy on impact. This EMP can affect machines, and is even powerful enough to affect synaptic brain patterns. It will incapacitate all foes in its radius. Additionally, most machines and robots will take moderate high damage. However, this power uses a lot of Endurance and leaves you unable to recover Endurance for a while.; SECONDARY: Dark Blast; SPOWER: Dark Blast; 0; 7.5; 1; 4; 80; -1; Ranged, Moderate Dmg (Negative), Foe -Acc; EndRed, ToHitDebuff, RechRed, Range, Accuracy, Damage; A long range blast of dark energy. Deals moderate damage and reduces the targets Accuracy.; SPOWER: Gloom; 0; 12.3; 1.1; 8; 80; -1; Ranged, High DoT (Negative), Foe -Acc; EndRed, ToHitDebuff, RechRed, Range, Accuracy, Damage; Gloom slowly drains a target of life and reduces it's Accuracy. Slower than dark blast, but deals more Damage over time.; SPOWER: Moonbeam; 0; 20.7; 1.3; 12; 175; -1; Sniper, Superior Dmg (Negative), Foe -Acc; EndRed, ActAcc, RechRed, ToHitDebuff, Range, Accuracy, Damage; An extremely long range slender beam of negative energy that reduces the targets Accuracy. This is a sniper attack, and like most sniper attracts, this power is best fired from a distance as it can be interrupted.; SPOWER: Dark Pit; -32; 18.8; 1.1; 30; 70; 10; Ranged (Targeted AoE), Foe Disorient; EndRed, RechRed, Range, Accuracy, Stun; Envelops a targeted foe and any nearby enemies in a pit of negative energy. The attack deals no damage, but rather Disorients all those affected for a good while.; SPOWER: Tenebrous Tentacles; 0; 14.7; 1.7; 10; 40; 20; Ranged (Cone), Moderate Dmg (Negative, Smash), Foe Immobilize, -Acc; EndRed, Imob, RechRed, ToHitDebuff, Cone, Accuracy, Damage; Cone blast that envelopes all foes in oily tentacles. Affected foes are slowly drained of life while the Tentacles Immobilize them and reduce their Accuracy.; SPOWER: Night Fall; 0; 18.9; 2; 10; 60; -1; Ranged (Cone), Moderate Dmg (Negative), Foe -Acc; EndRed, ToHitDebuff, RechRed, Cone, Accuracy, Damage; Unleashes a burst of netherworld particles in a narrow cone at modest range. All targets in the cone area take damage and have a reduced Accuracy.; SPOWER: Torrent; 0; 20.7; 1; 15; 80; -1; Ranged (Cone), Minor Dmg (Negative), Foe Knockback, -Acc; EndRed, KBDist, ToHitDebuff, RechRed, Cone, Accuracy, Damage; Hero summons a wave of mire that sweeps away foes within its arc. The attack deals minimal damage, but send them flying and reduces their Accuracy.; SPOWER: Life Drain; 22.5; 1.9; 15; 60; -1; -1; Ranged, Moderate Dmg (Negative), Foe -Acc, Self Heal; EndRed, Heal, ToHitDebuff, RechRed, Range, Accuracy, Damage; The Hero taps the powers of the netherworld to steal some life from a target foe and reduce his Accuracy. Some of that life is then transferred to the Hero.; SPOWER: Blackstar; 40; 45; 3; 240; -1; -1; Close(AoE), Extreme Dmg (Negative), Foe -Acc, Self Disorient; EndRed, ToHitDebuff, RechRed, Accuracy, Damage; The Hero unleashes a devastating blast of negative energy around himself, dealing massive amounts of negative energy damage and reducing the foes Accuracy. Activating this power cost a lot of the Hero's Endurance, and afterward leaves him drained, Disoriented and unable to recover any Endurance for a while.; SECONDARY: Electrical Blast; SPOWER: Charged Bolts; 0; 7.5; 2.1; 4; 70; -1; Ranged, Moderate Dmg (Energy), Foe -End; EndRed, EndDrain, RechRed, Range, Accuracy, Damage; The Hero can quickly hurl small bolts of electricity at foes dealing some damage and draining some Endurance. Charged bolts deals light damage but recharges quickly.; SPOWER: Lightning Bolts; 0; 12.3; 2; 8; 80; -1; Ranged, High Dmg( Energy), Foe -End; EndRed, EndDrain, RechRed, Range, Accuracy, Damage; The Hero can send a large blast of electrical energy at a foe dealing moderate damage and draining some Endurance. Lightning Bolt dealt deals more damage than charged bolts but recharges more Slowly.; SPOWER: Ball Lightning; 0; 21.9; 1.1; 16; 80; -1; Ranged (Targeted AoE), Moderate DoT (Energy), Foe -End; EndRed, EndDrain, RechRed, Range, Accuracy, Damage; Hurls a highly charged ball of lightning that explodes on contact. Ball lightning deals good damage in an area and also drains some Endurance from each target it hits.; SPOWER: Short