Primary Powers - Control
Earth Control
You can control the forces of the Earth. You can manipulate earth and stone to defeat your foes. The crushing force of many Earth powers can reduce a target's Defense. Being of the Earth, many of these powers need to be performed near the ground.
Stone Prison - Immobilizes a single target within an earthy formation and deals some smashing damage over time. Some more resiliant foes may require multiple attacks to immobilize. Stone Prison can also reduce a target's Defense. Ranged, Moderate DoT(Smash), Foe Immobilize, -DEF, -Fly. Recharge: Fast
Fossilize - Encases a single target within solid stone. The stone slowly crushes the victim, dealing Smashing damage. The fossilized victim is held helpless and unable to defend himself. Ranged, Moderate DMG(Smash), Foe Hold, -DEF. Recharge: Moderate
Stone Cages - Immobilizes a group of foes within earthly formations and deals some smashing damage over time. Slower and less damaging than Stone Prison, but can capture multiple targets. Stone Cages can also reduce a target's Defense. Ranged (Location AoE), Foe Immobilize, -Fly, -DEF. Recharge: Moderate
Quicksand - You can cause the ground to liquify like quicksand at a targetted location. Any foes that pass through the quicksand will becomes snared and their movement will be dramatically slowed, and their Defense reduced. Foes trapped in the quicksand cannot jump or fly. Ranged (Location AoE), Foe - Speed, -Jump, -Fly, -DEF. Recharge: Slow
Salt Crystals - Attempts to encrust all nearby foes in a pillar of salt. The victims will remain encased within the salt for quite a while, but will automatically break free if attacked. Affected targets will have reduced defense for a while, even if they break free. PBAoE, Foe Sleep, -DEF. Recharge: Slow
Stalagmites - You can cause stalagmites to erupt all around an enemy. damaging all nearby foes. The stalagmites deal minimal lethal damage, and can disorient all affected targets for a good while, as well as reduce their defense. You must be near the ground to activate this power. Ranged (Targeted AoE), Minor DMG(Lethal), Foe Disorient, -DEF. Recharge: Slow
Earthquake - Generates a powerful, localized earthquake. Most foes that pass through the location will fall down. The violent shaking will also reduces their accuracy and defense. Ranged (Location AoE), Foe Knockback. Recharge: Slow (Error: Should be -ACC -DEF)
Volcanic Gasses - You can tap into the geothermal power of the earth and focus it at a targeted location. Foes that pass near a thermal vent will take minor fire damage and be overcome by the gasses, leaving them choking and helpless. Ranged (Location AoE), Foe Hold, Minor DoT(Fire), Special. Recharge: Very Long
Animate Stone - Earth and stone coalesce to form an incredibly tough entity that can attack your foes. The animated stone is not alive and is immune to psionic damage. It is also virtually immune to sleep, immobilize, disorient, and hold effects. The entity can be healed and buffed like any teammate. Type "/release_pets" in the chat window to release all your pets. Summon Golem: Melee Heavy DMG(Smashing). Recharge: Very Long
Fire Control
You can Control the essence of Fire to entrap, scorch, and manipulate your foes with smoke and flame.
Ring of Fire - Immobilizes your target in a ring of fire, dealing fire damage over time. More resilient foes may require multiple rings of fire to immobilize. Ranged, Moderate DoT(Fire), Foe Immobilize. Recharge: Fast
Char - Incapacitates a distant foe by charring him with smoldering soot and cinders. The target is left helpless, choking on the soot. Ranged, Moderate DoT(Fire), Foe Hold. Recharge: Moderate
Fire Cages - Immobilize a group of foes in fire cages, dealing 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. Ranged (Targeted AoE), Minor DoT(Fire), Foe Immobilize. Recharge: Moderate
Smoke - Covers all foes near your target in clouds of smoke. The villans are so blinded 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 villans are attacked, they will be alerted to your presence, but will suffer a penalty to accuracy. Ranged (Targeted AoE), Foe -Perception, - ACC. Recharge: Slow
Hot Feet - While active, you heat the earth in a large area around yourself. Enemy movement is slowed as they attempt to flee the immediate area. All foes in the effected area suffer some damage over time. You cannot fly, and must be near the ground to use this power. Toggle: PBAoE, Minor DoT(Fire), Foe -SPD. Recharge: Slow
Flashfire - You can bring forth a flashfire to disorient a group of foes and deal some damage over time. Target must be on the ground to activate flashfire. Ranged (Targeted AoE), Minor DMG(Fire), Foe Disorient. Recharge: Slow
Cinders - Incapacitates foes around the caster by whirling cinders around them. The targets are left helpless, choking in the soot. PBAoE, Foe Hold. Recharge: Very Long
Bonfire - You can create a bonfire that knocks back and burns any foes that try to pass through it. Ranged (Location AoE), Minor DMG(Fire), Foe Knockback. Recharge: Long
Fire Imps - You can craft 3 small fire imps out of pure flame in a targeted location. Fire Imps will viciously attack any nearby foes, but they only possess the most basic instincts. Fire Imps can be healed and buffed like any teammate. Summon Imps: Melee Minor DMG(Fire). Recharge: Very Long
Gravity Control
This power set allows you manipulate the forces of gravity to control your foes. Enemies have little defense against Gravity Powers.
Crush - Creates a localized gravitational field strong enough to immobilize a single foe. Crush can also bring down flying entities. This power deals smashing damage over time and can slow the movement of targets that escape its grasp. Ranged, Moderate DoT(Smash), Foe Immobilize, -Fly. Recharge: Fast (Error: Should be -SPD)
Lift - Negates the gravity around a single target. Lift violently sends an enemy straight into the air, then slams him to the ground for Smashing damage. This power can bring flying foes to the ground. Ranged, Moderate DMG(Smash). Recharge: Moderate (Error: Should be -Fly)
Gravity Distortion - Causes a single foe to be trapped in a misshapen gravity field, rendering him unable to take action. Gravity Distortion deals smashing damage to the target. Ranged, Moderate DoT(Smash), Foe Hold, -Fly. Recharge: Moderate (Error: As DGF isn't -Fly, probably this is not)
Propel - You can open a gravitational rift and retrieve a heavy object, then propel it at foes for smashing damage. Ranged, High DMG(Smash), Foe Knockback. Recharge: Moderate
Crushing Field - 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 deals smashing damage over time and can slow the movement of targets that escape its grasp. Ranged (Targeted AoE), Minor DoT(Smash), Foe Immobilize, -Fly. Recharge: Moderate (Error: Should say -SPD)
Dimension Shift - Your mastery of gravity allows you to manipulate dimensions, bringing multiple foes out of synch with reality. Your foes become completely intangible, are hard to see, and cannot affect or be affected by those in normal space. Ranged (Targeted AoE), Foe Intangible. Recharge: Slow
Gravity Distortion Field - Creates a large, intensely misshapen gravity field that encompasses several foes, rendering them unable to take any action. Ranged (Targeted AoE), Foe Hold. Recharge: Very Long
Wormhole - You can open a gravitational wormhole behind a targeted foe, and violently push him, and all nearby foes, through it. The victims are sent flying out the other end of the wormhole and are left disoriented. You determine the location of the wormhole's end, and can place it high in the air if desired. More powerful foes may be resistant to the wormhole's effects. Ranged (Targeted AoE), Foe Teleport, Disorient, Knockback. Recharge: Slow
Singularity - 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. Summon Singularity: Ranged Control Special. Recharge: Very Long
Ice Control
You can draw moisture from the air to create Icy formations. With these abilities, you can control ice with remarkable precision to dominate your foes.
Chilblain - Immobilizes your target in an icy trap, dealing some cold damage over time as well as slightly slowing the target's attack and movement speed. Ranged, Moderate DoT(Cold), Foe Immobilize, -SPD, -Recharge. Recharge: Fast
Block Of Ice - You can freeze a single foe in a block of ice. The target is frozed solid, helpless, and can be attacked. More powerful foes may not be held, but all effected targets will be slowed and take some cold damage. Ranged, Moderate DMG(Cold), Foe Hold, -SPD, -Recharge. Recharge: Moderate
Frostbite - Immobilizes a group of foes in icy traps. Deals minimal cold damage over time and slightly slows the targets. Slower and less damage than chilblain, but can capture multiple targets. More resiliant foes may only be slowed. Ranged (Targeted AoE), Minor DoT(Cold), Foe Immobilize, -SPD, -Recharge. Recharge: Moderate
Artic Air - While this power is active, you are surrounded in a fog of artic air that dramatically slows the attack and movement speed of nearby foes. The chill of Artic Air is so bitter that most foes are forced to flee, albeit very slowly, from the immediate area. Others may attack their own allies, as the fog from the artic air is thick and can cause much confusion. The cold air can also reduce the stealth capability of effected foes. Toggle: PBAoE, Foe Confuse(Special), -SPD, -Recharge, -Stealth. Recharge: Slow
Shiver - You can blast forth a wide cone of chilling air that dramatically slows the movement and attack rate of nearby foes. Ranged (Cone), Foe -SPD, -Recharge. Recharge: Slow
Ice Slick - You can create a large patch of ice at a targeted area, causing all foes that pass through it to lose their footing. Those caught in the ice slick are dramatically slowed and tend to fall down. Target (Location AoE), Foe Knockdown, -SPD. Recharge: Slow
Flash Freeze - You can flash freeze a large patch of ground beneath a targetted foe, instantly forming dozens of deadly ice shards that do cold damage to all enemies in the area. The victims are left trapped in the icicles, but can break free if disturbed. Only targets near the ground can be effected. Ranged (Targeted AoE), Minor DMG(Cold/Lethal), Foe Sleep. Recharge: Slow
Glacier - You can freeze all foes around yourself in blocks of glacial 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. PBAoE, Foe Hold, -Recharge, -SPD. Recharge: Very Long
Jack Frost - You can create a very powerful entity of animated ice at a targetted location. Jack Frost possesses several ice powers to attack any nearby foes, and can be healed and buffed like any teammate. Summon Jack Frost: Melee Moderate DMG(Cold). Recharge: Very Long
Mind Control
You can manipulate and control your opponents' mind. Since mental powers directly effect the mind, most tend to be very accurate, and thus very useful against higher level foes. Few foes can resist psionic powers, but creatures without minds, like machines and robots, are resistant to many of the effects.
Mesmerize - Hypnotize painfully assails a target with psychic energy rendering him unconscious. The target will remain asleep for some time, but will awaken if attacked. Ranged, Moderate DMG(Psionic), Foe Sleep. Recharge: Moderate
Levitate - You can send a single target violently into the air, then slam him to the ground for smashing damage. This power can bring flying foes to the ground. Ranged, Moderate DMG(Smash). Recharge: Moderate (Error: Should be -Fly)
Dominate - Painfully tears at the mind of a single foe. Dominate deals psionic damage and renders a foe helpless, lost in his own mind and unable to defend himself. Ranged, Moderate DMG(Psionic), Foe Hold. Recharge: Moderate
Confuse - You can confuse an enemy, forcing him to believe his friends are not who they appear to be. If successful, the enemy will ignore you and attack his own allies. If you confuse someone before they have noticed you, your presence will continue to be masked. You will not recieve any experience points for foes defeated by a confused enemy. Ranged, Target Confuse. Recharge: Moderate
Mass Hypnosis - 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 won't even be aware of your presence. Ranged, Targeted AoE, Foe Sleep. Recharge: Slow
Telekinesis - Lifts a foe and any nearby foes off the ground and repels them. The targets are helpless, unable to take action, and will continue to hover away, picking up any passing targets, as long as you keep this power active. Keeping up this level of concentration costs a lot of Endurance. Toggle: Ranged (Targeted AoE), Foe Hold, Repel. Recharge: Slow
Total Domination - Painfully tears at the mind of a target foe and all those near him. Dominate deals psionic damage and renders all effected foes helpless, lost in their own minds and unable to defend themselves. Ranged (Targeted AoE), Foe Hold. Recharge: Very Long
Terrify - This power terrifies foes within a cone area in front of you, causing them to tremble in fear uncontrollably. The effect is so frightening and overwhelming that the target takes real damage from the psychological response to this psionic attack. Ranged (Cone), Minor DMG (Psionic), Foe Fear(Special). Recharge: Slow
Mass Confusion - You can create Mass Confusion within a group of foes, creating chaos. All foes within the effected area will turn and attack each other, ignoring all your allies. If you Confuse villains before they notice you, your presence will continue to go unnoticed. You will not receive any experience points for foes defeated by confused enemies. Ranged (Targeted AoE), Foe Confuse. Recharge: Very Long
Plant Control
You can call forth and control the power of plants and flora to control your foes. Animate and control vines, roots and spores the entrap, entwine, and utterly dominate your foes. Many Plant Control powers are only effective if the target is near the ground.
Entangle - Immobilizes your target by entangling their feet in a twisted mass of thorny roots. The roots do smashing and lethal damage to the target over time. More resiliant foes may require multiple applications to immobilize. Entangle can immobilize flying targets, if they are near the ground if attacked. Ranged, Moderate DoT(Smashing, Lethal), Foe Immobilize. Recharge: Fast (Error: does not say -Fly)
Strangler - Holds a distant foe by strangling him with massive root-like vines. The target is held helpless, while he is slowly crushed by the vines. Ranged, Moderate DoT(Smashing), Foe Hold. Recharge: Moderate
Roots - Immobilizes a group of foes by entangling their feet in a twisted mass of thorny roots. Roots is slower and does less damage than Entangle, but can capture multiple targets. Like Entangle, Roots can immobilize flying targets, if they are near the ground if attacked. Ranged (Targeted AoE), Minor DoT(Smashing, Lethal), Foe Immobilize. Recharge: Moderate
Spore Burst - You hurl a large funji pod at your foes. This pod is full of spores that burst on impact, engulfing the target and all those around him. All effected targets may succumb to the narcotic effect of the spores and will fall asleep. The targets will remain asleep for some time, but will awaken if attacked. Ranged (Targeted AoE), Foe Sleep. Recharge: Slow
Seeds of Confusion - You throw a handful of seeds from a rare Baffle plant at your foes. These seeds spread out in a wide cone, and create a dusty chaff that that contains a number of alkaloids and hallucinagentic compounds. Foes that come into contact with these seeds will become violently confused and will turn and attack each other, ignoring you and your allies. You will not receive any experience points for foes defeated entirely by confused enemies. Ranged (Cone), Foe Confuse. Recharge: Very Long
Spirit Tree - You can tap into the elusive and powerful energy of the World Tree and extract a Spirit Tree at a targetted location. The Spirit Tree is immobile, but possesses incredible regenerative powers. The regeneration rate of you, or your allies, will be greatly increased as long as you are near the Spirit Tree. Place Tree: PBAoE Heal. Recharge: Very Long
Vines - Creates a field of Strangler Vines that can hold multiple foes at range. The effected targets are held helpless by the massive, root-like vines. Unlike the power Strangler, this power does not deal any damage, but it can hold multiple foes at once. Ranged (Targeted AoE), Foe Hold. Recharge: Very Long
Carrion Creepers - You can create a Creeper patch at a targetted location. The patch will snag foes, slowing their movement, and preventing them from jumping or flying. Additionally, a Creeper Vine will burst from beneath each live and defeated foe in the area and start attacking your enemies. Creeper Vines do minimal damage, but it can knock down your enemies, and its poisonous thorns can slow your foes. Any foes that are defeated in the Creeper patch will also produce a growth of Entangle Roots that will immobilize any enemies near the body. Summon Creepers, Ranged (Location AoE), Target -Speed, -Fly, -Jump. Recharge: Very Long
Fly Trap - You can summon a giant carniverous Fly Trap plant beast. Fly Trap may be an understatement, as this plant beast has a taste for flesh. The Fly Trap will viciously attack any nearby foes, biting, hurling poisonous thorns, and even casting its own Entangle Roots. The Fly Trap will fight by your side and can be healed and buffed like any teammate. Summon Fly Trap: Ranged Control Special. Recharge: Very Long
Secondary Powers - Assault
Earth Assault
With Earth Assault, you can damage foes with the very ground they walk upon. You can conjure stone weapons, hurl boulders, and even cause magma to erupt from the ground.
Stone Spears - Stone spears erupt from the ground at the feet of your target. This attack can only be used against targets on the ground, and does moderate lethal damage. Ranged, Moderate DMG(Lethal). Recharge: Fast (Error: Although neither help mentions it, this attack does knockup)
Stone Mallet - Your control over the earth enables you to summon a mallet of solid stone. This stone mallet deals heavy damage and can knock down weak foes. Melee, High DMG(Smash), Knockback. Recharge: Moderate
Tremor - You can cause a localized earthquake immediately around you. This will deal moderate damage to every foe in melee range, while knocking them back. PBAoE, Moderate DMG(Smash), Knockback. Recharge: Slow
Hurl Boulder - You are able to tear up a chunk of ground beneath your feet and hurl it at an enemy. This attack deals moderate damage, and can knock foes back and even drop them out of the air if they are flying. Ranged, High DMG(Smash), Foe Knockback, -Fly. Recharge: Slow
Power Boost - Greatly boosts the secondary effects of your powers. Your powers effects like heals, defense buffs, endurance drains, holds, disorients, immobilizes, knockbacks and more, are all improved. The effects of power boost last a short while, and only the next couple of attacks will be boosted. Self +Special. Recharge: Long
Heavy Mallet - A more impressive form of stone mallet, the Heavy Mallet deals more damage, but is slower to swing. It has a greater chance to knock down opponents. Melee, Superior DMG(Smash), Knockback. Recharge: Slow
Seismic Smash - This massive attack hits with all the force of the earth itself. It deals tremendous damage, and may Hold the target if they are not defeated outright. Melee, Extreme DMG(Smash), Foe Hold. Recharge: Slow
Mud Pots - While this power is active, you draw upon the geothermal power of the earth to create a bubbling pool of hot mud around yourself. All foes in melee range will become snared and entrapped in the mud, immobilizing some and slowing others. The boiling heat from the mud pots also deals some damage over time to the snared foes. Toggle: PBAoE, Minor DoT(Fire), Foe Immobilize, -SPD. Recharge: Fast
Fissure - This powerful stomp can crack the earth itself, damaging a nearby targeted foe and any foes around it. This Fissure can only affect foes on the ground, dealing moderate smashing damage and possibly throwing them into the air or disorienting them. Close (Targeted AoE), Moderate DMG(Smash/Lethal), Foe Disorient, Knockback. Recharge: Slow
Electricity Assault
Electricity Assault grants you several electrical ranged and melee powers. Electrical powers can drain foes' Endurance and can often temporarily halt their Endurance recovery. This can be quite effective against higher level foes and Bosses. Some Electrical Assault powers can even sometimes transfer this Endurance back to you.
Charged Bolts - You can quickly hurl small bolts of electricity at foes dealing some damage and draining some endurance. Some of this endurance may transfer back to you. Charged Bolts deals light damage but recharges quickly. Ranged, Moderate DMG(Energy), Foe -End. Recharge: Fast
Charged Brawl - Your fists become electrically charged and deliver a powerful punch. Charged Brawl can drain some endurance from your target, and may overload his synapses, leaving him writhing for a moment. A portion of drained endurance may be returned to you. Disturbing an overloaded target will disperse the electrical charge and release him. Melee, Moderate DMG(Smash/Energy), Target Sleep, -End. Recharge: Fast
Lightning Bolt - You can send a large blast of electrical energy at a foe dealing moderate damage and draining some endurance. Some of this endurance may transfer back to you. Lightning Bolt deals more damage than Charged Bolts but recharges more slowly. Ranged, High DMG(Energy), Foe -End. Recharge: Moderate
Havok Punch - The Havok Punch is a slower attack than Charged Brawl, but makes up for it with greater damage and a chance to knock the target off their feet. Havok Punch can drain some endurance from your target, and may overload his synapses, leaving him writhing for a moment. A portion of the drained endurance may be given back to you. Disturbing an overloaded target will disperse the electrical charge and release him. Melee, High DMG(Smash/Energy), Foe Sleep, -End, Knockback. Recharge: Moderate
Build Up - Greatly boosts your attacks for a few seconds. Slightly increases accuracy. Self +DMG, +To Hit. Recharge: Long
Zapp - A focused electrical blast that can travel great distances with high accuracy. Zapp drains endurance, and is best fired from a distance, as it can be interrupted. Some of the endurance you drain may transfer back to you. Sniper, Extreme DMG(Energy), Foe -End. Recharge: Slow
Static Discharge - Discharges a cone of Static Electricity that deals damage and drains endurance from all effected foes in the area. Ranged (Cone), Moderate DMG(Energy), Foe -End. Recharge: Slow
Thunder Strike - A massive attack. You smash your foes with all the power of a lightning bolt. The pummelled victim takes tremendous damage and may be disoriented. Any nearby foes may be knocked down and take some damage from the shockwave. Melee (AoE), High DMG(Smash/Energy), Foe Disorient, Knockback. Recharge: Slow
Voltaic Sentinel - You can manifest a polarized field that hovers above the ground and hurls bolts of electricity at nearby foes. Any enemy that passes near this Sentinel risks serious injury. The Sentinel is not alive and cannot be targetted or attacked by enemies.The Sentinel can fly, and will follow you. Summon Sentinel: Ranged, Moderate DMG(Energy), Foe -End. Recharge: Very Long
Energy Assault
Focus pure energy into deadly melee attacks and powerful projectiles. The impact of the melee powers can often disorient opponents, while the velocity of the ranged projectiles can send your enemies flying.
Power Bolt - A quick attack that rapidly hurls small bolts of energy at foes, sometimes knocking them down. Fast, but little damage. Ranged, Minor DMG(Energy/Smash), Foe Knockback. Recharge: Fast
Bone Smasher - A Bone Smasher attack can be slow, but it compensates by dealing a good amount of damage and having a better chance to disorient than energy punch. Melee, High DMG(Smash/Energy), Disorient. Recharge: Moderate
Power Push - This ranged attack deals little damage, but sends the target flying for a great distance. Ranged, Minor DMG(Energy/Smash), Foe High Knockback. Recharge: Moderate
Power Blast - 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. Ranged, Moderate DMG(Energy/Smash), Foe Knockback. Recharge: Moderate
Power Boost - Greatly boosts the secondary effects of your powers. Your powers effects like heals, defense buffs, endurance drains, holds, disorients, immobilizes, knockbacks and more, are all improved. The effects of power boost last a short while, and only the next couple of attacks will be boosted. Self +Special. Recharge: Long
Whirling Hands - By focusing your energy into the muscles in your arms, you launch a dizzying flurry of attacks against every foe in melee range. Some foes may be hit hard enough to be disoriented as well. PBAoE Melee, Moderate DMG(Smash/Energy). Recharge: Slow
Total Focus - Total Focus is complete mastery of Energy Melee. This is a very slow but incredibly devastating attack that can knock out most opponents, leaving them Disoriented. Due to the exhausting nature of Total Focus, recharge time is very long. Melee, Extreme DMG(Energy/Smash), Foe Disorient. Recharge: Long
Sniper Blast - A focused blast that can travel great distances with high accuracy. This is a sniper attack, and is best fired from a distance as it can be interrupted. Sniper, Extreme DMG(Energy/Smash), Foe Knockback. Recharge: Slow
Power Burst - A short range, but devastating attack. Power Burst unleashes a massive amount of energy dealing very high damage at short distances. The impact from the burst often knocks back most foes. Close, High DMG(Energy/Smash), Foe Knockback. Recharge: Slow
Firey Assault
Fiery Assault allows you to conjure up flaming melee attacks and hurl devistating fiery projectiles. Firey Assault powers tend to set foes ablaze for added damage over time.
Flares - A quick attack that throws flares at the target. Little damage but very fast. Ranged, Minor DMG(Fire). Recharge: Very Fast
Incinerate - Intense concentration can allow you to incinerate an opponent. This will set your foe ablaze, dealing damage over time. Melee, High DoT(Fire). Recharge: Slow
Fire Breath - You can breathe forth a torrent of fire that burns all foes within its narrow cone. Very accurate and very deadly at medium range. Close (Cone), Moderate DoT(Fire). Recharge: Slow
Fire Blast - 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. Ranged, Moderate DMG(Fire). Recharge: Fast
Fiery Embrace - Significantly boosts the damage of all your fire attacks for quite a while. Also increases the damage of all your other non-fire based attacks for a short while. Self +DMG. Recharge: Very Long
Combustion - Your mastery of fire allows you to violently raise the temperature around yourself in an attempt to spontaneously combust all nearby foes and set them ablaze, dealing damage over time. Melee (AoE), Moderate DoT(Fire). Recharge: Slow
Consume - You can consume some fuel from your nearby enemies to recover Endurance. PBAoE, Minor DMG(Fire), Self +End. Recharge: Very Long
Blazing Bolt - A long-range beam of fire 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. Sniper, Extreme DMG(Fire). Recharge: Slow
Blaze - A short range but very devastating flame attack. Close, High DMG(Fire). Recharge: Slow
Icy Assault
Icy assault allows the player to use cold-based attacks. Conjure up frozen melee weapons, or hurl deadly shards of ice. Icy powers are known for their ability to Slow an opponent.
Ice Bolt - Ice bolt quickly pelts an enemy with small icy daggers; their chill slows a foe’s attacks and movement for a short time. Fast, but little damage. Ranged, Minor DMG(Cold/Smash), Foe -Recharge, -SPD. Recharge: Fast
Ice Sword - You create a blade of solid ice that deals good damage. Being hit by this ice sword will slow a target's movement and attack speed, due to the intense chill. Melee, Moderate DMG(Cold/Lethal), Foe -Recharge, -SPD. Recharge: Moderate
Ice Sword Circle - Mastery of your Ice Sword has enabled you to make an attack on every foe in melee range. This will slash and chill your enemies, doing moderate damage and slowing all effected targets' movement and attack speed. PBAoE Melee, Moderate DMG (Cold/Lethal), Foe -Recharge, -SPD. Recharge: Slow
Ice Blast - Ice blast hurls shards of ice at foes and slows their attacks and movement for a time. Slower recharge than Ice Bolt, but more damage. Ranged, Moderate DMG(Cold/Smash), Foe -Recharge, -SPD. Recharge: Moderate
Power Boost - Greatly boosts the secondary effects of your powers. Your powers effects like heals, defense buffs, endurance drains, holds, disorients, immobilizes, knockbacks and more, are all improved. The effects of power boost last a short while, and only the next couple of attacks will be boosted. Self +Special. Recharge: Long
Frost Breath - Unleashes a cone of frosty breath that can slow your opponents' movement and attacks. Very accurate and very deadly at medium range. Close (Cone), Moderate DoT(Cold), Foe -Recharge, -SPD. Recharge: Slow
Chilling Embrace - While active, you dramatically lower the temperature around your body, slowing the attack rate and movement speed of all nearby foes. Toggle: PBAoE, Foe -Recharge, -Speed, -DMG. Recharge: Very Fast
Ice Slash - Ice Slash allows the user to create a blade of solid ice and strike a foe for high damage. Being hit by Ice Slash will slow a foe's attack and movement speed, due to the intense chill. Melee, High DMG(Cold/Lethal), Foe -Recharge, -SPD. Recharge: Slow
Bitter Ice Blast - A slower yet more powerful version of Ice Blast, Bitter Ice Blast deals much more damage and can also reduces your enemy's accuracy. Like other Ice Blast powers, Bitter Ice Blast can slow a target's movement and attack speed. Ranged, Superior DMG(Cold/Smash), Foe -Recharge, -SPD, -ACC. Recharge: Slow
Psionic Assault
Blast your enemies with an array of offensive Psionic powers. Few living beings can resist their effects. Creatures without minds, however, like machines and robots, are all but immune.
Psionic Dart - This basic attack does minor psionic damage, and can slightly reduce a target's attack speed, but has a very fast attack rate. Ranged, Minor DMG(Psionic), Target -Recharge. Recharge: Fast
Mind Probe - Grip the minds of your foes with a mind probe. You must be in close proximity to pull off this attack that wreaks havoc on your foes synapses, dealing moderate psionic damage while reducing his attack speed. Melee, Moderate DMG(Psionic), Target -Recharge. Recharge: Slow
Telekinetic Thrust - A focused attack of intense mental power that violently sends a nearby foe flying. Deals minimal damage, but can be very effective. Melee, Minor DMG (Smash/Psionic), Foe Knockback. Recharge: Moderate
Mental Blast - This basic attack does moderate psionic damage, and can slightly reduce a target's attack speed. Ranged, Moderate DMG(Psionic), Target -Recharge. Recharge: Fast
Psychic Scream - This howl of psionic energy resonates in the mind of all foes within its conical area of affect, inflicing moderate damage. Ranged (Cone), Moderate DMG(Psionic), Foe -Recharge. Recharge: Slow
Drain Psyche - You drain the psyche of your nearby foes, thus weakening their hit point regeneration and endurance recovery and boosting your own. PBAoE Foe -Regen, -Recovery; Self +Regen, +Recovery. Recharge: Very Long
Subdue - Subdue deals moderate psionic damage and may leave the targeted foe immoblized for a brief time. Immoblized foes cannot move but can still attack. Ranged, Moderate DMG(Psionic), Foe Immobilize. Recharge: Moderate
Psionic Lance - This extremely long range psionic attack has a bonus to accuracy, and can slow a target's attack rate. This is a sniper attack, and is best fired from a distance as it can be interrupted. Sniper, Superior DMG(Psionic), Target -Recharge. Recharge: Slow
Psychic Shockwave - Psychic shockwave is a devastating psionic attack that wracks the minds of all nearby foes. This power leaves you drained of Endurance and unable to recover endurance for a time. Close (AoE), High DMG(Psionic), Foe Disorient, -Recharge. Recharge: Very Long
Thorny Assault
Thorns protrude from your body and can deal damage in melee or at range. Thorns are hollow and inject toxin that deals additional poison damage and can weaken your enemies Defense. Very few foes have resistance to Thorn poison.
Thorny Darts - Hurls small thorny darts at your foes. Thorny darts deal moderate damage. Poison from the darts deals additional Toxic damage and can reduce your foes defense. Ranged, Moderate DMG(Lethal), DoT(Toxic), -DEF. Recharge: Fast
Skewer - You lunge forward with this melee attack and skewer a foe with the large thorn on your arm. Deals moderate damage and poisons your foe. Poison from the thorns deals additional Toxic damage and can reduce your foes defense. Melee, Moderate DMG (Lethal), DoT(Toxic), -DEF. Recharge: Fast
Fling Thorns - You can throw dozens of thorns in a wide cone in front of you, impaling foes caught within the area. These Thorns deal moderate damage, and poisons any target it hits. Thorn poison deals additional Toxic damage and can reduce your foes defense. Ranged (Cone), Moderate DMG (Lethal), DoT(Toxic), -DEF. Recharge: Slow
Impale - You can throw a small cluster of large thorns at a targetted foe. These thorns carry large amount of the toxin. In addition to dealing toxic damage, a successful attack can slow a target, preventing running, jumping, or flying. Most foes will be completely immobilized, unable to run. Ranged, Moderate DMG(Lethal), DoT(Toxic), Immobilize, -Jump, -Fly. Recharge: Moderate
Aim - Greatly increases the accuracy of your attacks for a few seconds. Slightly increases Damage. Self +DMG, +ACC. Recharge: Long
Thorn Burst - You can explode dozens of thorns in all directions all around you. These thorns travel only a short distance, but they can deal moderate damage and poison any target close to you. Toxic damage can reduce the Defense of effected foes. PBAoE Melee, Moderate DMG (Lethal), DoT(Toxic), -DEF. Recharge: Slow
Thorntrops - You fling dozens of thorns into the ground at a targeted location. The small thorns pepper the ground over a large area. Any villains that pass over the Thorntrops will be forced to move at a slower rate. They will also take some trivial lethal damage over time. Ranged (Location AoE), Minor DoT(Lethal), Foe -Speed. Recharge: Slow
Ripper - You can unleash a spectacular slashing maneuver that attacks all villians in a wide arc in front of you. Ripper deals massive damage and poisons multiple targets. It can even knock foes down. Thorn poison deals additional Toxic damage and can reduce your foes Defense. Melee (Cone), High DMG(Lethal), DoT(Toxic), Knockback, -DEF. Recharge: Slow
Thorn Barrage - A short range, but devastating attack. Thorn Barrage unleashes your thorns at high velocity, causing severe damage at close range. Although these thorns only travel a short distance, their impact can knock most foes on their back. Thorn poison deals additional poison damage and can reduce your foes Defense. Close, High DMG(Lethal), DoT(Toxic), Knockback, -DEF. Recharge: Slow