The Mastermind - Power List

Primary Powers - Summon

Demon Summoning
This is a placeholder for when the set is released.

Mercenaries
Despite their reputation, Mercenaries are extremely loyal and dedicated soldiers. They are the best at what they do, and they always follow orders, exactly what a Mastermind needs. Mercenaries typically use conventional weapons, and all Mercenaries have body armor that gives them resistance to smashing and lethal damage and their training makes them resistant to Confusion and Placate.

Burst - Quickly fires a burst of rounds at a single target at very long range. Damage is average, but the fire rate is fast. Can also reduce the target's defense. Ranged, Moderate DoT(Lethal), Foe -DEF. Recharge: Fast
Soldiers - Calls forth one to three Mercenary Soldiers (depending on your level) to do your bidding. The third Soldier you gain will be a Medic. All soldiers use Submachine Guns, but these can be upgraded. You may only have 3 Soldiers under your control at any given time. If you attempt to call Soldiers, you can only replace the ones you have lost in battle. If you already have three, the power will fail. Summon Soldier. Recharge: Very Long
Slug - Fires a single slug at a targetted foe. Firing a single slug is slower than firing a Burst, but deals more damage, is longer range, and can knock down foes. Ranged, High DMG(Lethal), Foe Knockback. Recharge: Moderate
Equip Mercenary - Equip your Mercenary Henchmen with more advanced munitions and weaponry. This power permanently bestows new weapons and abilities to one Mercenary Henchman. The powers gained are unique and dependent upon the target Mercenary Henchman. This power only works on your Mercenary Henchmen and you can only equip any given Mercenary Henchman once. Ranged, Equip Mercenary Henchman. Recharge: Fast
M30 Grenade - Launches an M30 grenade at long range from beneath the barrel of your assault rifle. This explosion from this grenade affects all within the blast radius, and can knock them back. Ranged (Targeted AoE), Moderate DMG(Lethal/Smash), Knockback. Recharge: Slow
Spec Ops - You can enlist one to two highly skilled Spec Ops mercenaries (depending on your level). Spec Ops weapons are highly accurate and long ranged, and they are adept in many different tactical weapons. Like all Henchmen, Spec Ops can be equipped with even deadlier munitions. You may only have 2 Spec Ops under your control at any given time. If you attempt to summon more Spec Ops, you can only replace the ones you have lost in battle. If you already have two, the power will fail. Summon Spec Ops. Recharge: Very Long
Serum - You can use a special serum to turn one Mercenary into a virtually unstoppable killing machine for a short time. Once the mercenary is injected with this serum, his Damage, Accuracy, Endurance Recovery and Damage Resistance to all damage except Psionics will be greatly increased. The target mercenary will also be virtually immune to all controlling effects including Disorient, Sleep, Hold, Immobilize and Knockback. After the serum wears off the Mercenary will be exhausted and drained of all Endurance for quite a while. Buff Mercenary +DMG, +RES, +ACC, +Recovery. Recharge: Very Long
Commando - Enlists one highly trained Commando. The Commando is a seasoned professional who prefers heavy assault weapons. He is simply a one man army who can leave a wake of destruction in his path. In addition to standard Soldier resistance, the Commandos experience also makes him resistant to Fear and and his rugged advanced training makes him slightly resistant to Fire, Cold, and Toxic damage. You may only have 1 Commando under your control at any given time. If you attempt to summon another Commando, the power will fail. Summon Commando. Recharge: Very Long
Tactical Upgrade - Permanently upgrade the most advanced weapons and gears to one Mercenary Henchman. The Tactically Upgraded mercenary will gain powers, weapons and munitions. The powers gained are unique and dependent upon the target Mercenary Henchman that is upgraded. This power only works on your Mercenary Henchmen and you can only Tactically Upgrade any given Mercenary Henchman once. Ranged, Upgrade Mercenary Henchman. Recharge: Medium

Necromancy
Command the forces of Death. Necromancy allows you to summon undead henchmen to do your bidding. Some Necromancy powers can even grant your undead henchmen additional powers. Most Undead Henchmen usually have good resistance to Cold, Negative Energy and Psionic damage, as well as Sleep, Fear, and Disorient. Undead Henchmen cannot be resurrected.

Dark Blast - A long range blast of dark energy. Deals moderate Negative Energy damage and reduces the target's accuracy. Ranged, Moderate DMG(Negative), Foe -ACC. Recharge: Fast
Zombie Horde - Summons one to three zombies (depending on your level) to do your bidding. Zombies are very tough, but can be slow and stupid. They start out with only rudimentary melee attacks, but can be empowered with ranged and even life draining powers. You can only have 3 zombies under your control at any given time. If you attempt to summon more zombies, you can only replace the ones you have lost in battle. If you already have three, the power will fail. Summon Zombies. Recharge: Very Long
Gloom - Gloom slowly drains a target of life, while reducing his accuracy. Slower than dark blast, but deals more damage over time. Ranged High DoT(Negative), Foe -ACC. Recharge: Moderate
Enchant Undead - Enchant Undead will permanently bestow new powers and abilities to one Undead Henchman. The powers gained are unique and dependent upon the target Undead Henchman that is enchanted. Enchant Undead only works on your Undead Henchmen and you can only Enchant any given Undead Henchman once. Ranged, Enchant Undead Henchman. Recharge: Fast
Life Drain - You tap the power of the netherworld to steal some life from a target foe and reduce his accuracy. Some of that stolen life is transfered to you in the form of hit points. Ranged, Moderate DMG(Negative), Target -ACC, Self +HP. Recharge: Slow
Grave Knight - You can enlist one to two powerful Grave Knights (depending on your level) to do your bidding. Grave Knights come well equipped with several attack powers, and can be empowered with even more. You may only have 2 Grave Knight under your control at any given time. If you attempt to summon more Grave Knights, you can only replace the ones you have lost in battle. If you already have two, the power will fail. Summon Grave Knight. Recharge: Very Long
Soul Extraction - You can extract the soul from one of your Undead Henchmen and summon its spectral essense to do your bidding. The power of the Soul is dependent on the Undead Henchman you extract it from, however, it will always be one level lower than you. Unlike your other henchmen, the extracted Soul is only loosely bound to your control and will eventually move on to the next world. The Soul cannot gain new powers from Enchant Undead or Dark Empowerment. Summon Ghost(Special). Recharge: Very Long
Lich - Summons a dark and powerful Lich. The Lich is an undead entity that when alive, possessed many dark powers of its own. Perhaps it was a dark wizard, or a powerful archvillain. Perhaps it was even a Necromancer. Now it only hungers for the souls of the living, and is quite good at feeding itself. The Lich specializes in dark control and draining powers. You may only have 1 Lich under your control at any given time. If you attempt to summon another Lich, the power will fail. Summon Lich. Recharge: Very Long
Dark Empowerment - Dark Empowerment will permanently bestow the most powerful and darkest new powers and abilities to one Mercenary Henchman. The Empowered Undead will gain powers and abilities. The powers gained are unique and dependent upon the target Undead Henchman that is upgraded. This power only works on your Undead Henchmen and you can only Empower any given Undead Henchman once. Ranged, Empower Undead Henchman. Recharge: Medium

Ninjas
You are known by many names... Sensei, Shogun, Kage, Lord. What you are is a Master of the most deadly assassins the world has ever seen... you are a Ninja Master. Command your Ninja Henchmen and even train them in new weapons and techniques. Ninjas have superior reflexes and can even super leap. Their training makes them highly resistant to Confusion. Ninja Henchmen cannot be resurrected.

Snap Shot - A quick attack that fires an arrow at your foe after only minimal aiming. Fast, but little damage. Ranged, Minor DMG(Lethal). Recharge: Fast
Call Genin - Calls forth one to three Genin Ninja (depending on your level) to do your bidding. Genin have good reflexes and jumping skill, but they are still the lowest rank Ninja and only possess the most rudimentary skills. However, they can be trained in more advanced techniques and weapons. You may only have 3 Genin under your control at any given time. If you attempt to call Genin, you can only replace the ones you have lost in battle. If you already have three, the power will fail. Summon Genin. Recharge: Very Long
Aimed Shot - Though it takes longer to execute, your Aimed Shot deals greater damage than Snap Shot. Ranged, Moderate DMG(Lethal). Recharge: Moderate (Error: Long help says damage is High)
Train Ninjas - Train your Ninja Henchmen with more advanced techniques and weaponry. This power permanently bestows new weapons and abilities to one Ninja Henchman. The powers gained are unique and dependent upon the target Ninja Henchman. This power only works on your Ninja Henchmen and you can only equip any given Ninja Henchman once. Ranged, Train Ninja Henchman. Recharge: Fast
Fistful of Arrows - You fire a fistful of arrows in a cone in front of you. Good at close range. Ranged (Cone), Moderate DMG(Lethal)). Recharge: Moderate
Summon Jounin - You can summon one to two highly skilled Jounin Ninjas (depending on your level). Jounin Ninja are master assassins and expert swordsmen. They possess superior reflexes and jumping skill. Like all Henchmen, Jounin can be trained in even deadlier Ninjitsu techniques and weapons. You may only have 2 Jounin under your control at any given time. If you attempt to summon more Jounin, you can only replace the ones you have lost in battle. If you already have two, the power will fail. Summon Jounin. Recharge: Very Long
Smoke Flash - You can command one of your Ninja Henchmen to throw down a smoke bomb. The Smoke Flash will allow the Ninja to Placate his nearby foes, and thus unable to target the Ninja. The Smoke Flash also makes the Ninja stealthy and Hidden for about 10 seconds, enabling him to perform Critical hits with his next few attacks. You can only use this power on a Ninja Henchman. Hide Ninja. Recharge: Slow
Oni - Summons an ancient and powerful Oni. The Oni is a formitable creature who possesses the skills of a warrior and the powers of wind and fire. You may only have 1 Oni under your control at any given time. If you attempt to summon another Oni, the power will fail Summon Oni. Recharge: Very Long
Kuji In Zen - Kuji In Ze will permanently bestow the most advanced techniques and powers to one Ninja Henchman. The Enlightened Ninja will gain new abilities, powers, and weapons. The powers gained are unique and dependent upon the target Ninja Henchman that is Enlightened. This power only works on your Ninja Henchmen and you can only Enlighten any given Ninja Henchman once. Ranged, Enlighten Ninja Henchman. Recharge: Medium

Robotics
Robotics allows you to construct an army of mechanical henchmen and repair and upgrade them in order to keep your army in tip-top shape. Robot Henchmen generally have good resistance to Lethal, Cold, and Psionic Damage, as well as Sleep, Fear and Disorient. They are vulnerable to EMP attacks. Robot Henchmen cannot be resurrected.

Pulse Rifle Blast - This pulse rifle can fire a long range laser pulse. Deals moderate smashing/energy damage. Ranged, Moderate DMG(Energy/Smash), Foe Knockback. Recharge: Fast
Battle Drones - Construct one to three Battle Drones (depending on your level) to do your bidding. Drones start out with only basic weaponry, but can be upgraded with heavier energy weapons. Drones can Super Leap. You may only have 3 Drones under your control at any given time. If you attempt to construct more Drones, you can only replace the ones you have lost in battle. If you already have three, the power will fail. Summon Battle Drones. Recharge: Very Long
Pulse Rifle Burst - This high powered laser pulse from your pulse rifle takes more energy to fire, but causes much more damage than a standard pulse, and has a very good chance to send your foes flying. Ranged, High(Energy/Smash), Foe Knockback. Recharge: Moderate
Equip Robot - Equip your Robots with the latest gear and weaponry. This power permanently bestows new powers and abilities to one Robot Henchman. The powers gained are unique and dependent upon the target Robot Henchman. This power only works on your Robot Henchmen and you can only equip any given Robot Henchman once. Ranged, Equip Robot Henchman. Recharge: Fast
Photon Grenade - Launches an energy grenade at long range from your pulse rifle. The energy from this explosion can Disorient some targets in the effected area. Ranged (Targeted AoE), Moderate DMG(Energy/Smash), Disorient. Recharge: Slow
Protector Bots - You can summon one to two powerful Protector Bots (depending on your level). Protector Bots can defend your army by placing Force Fields on you and your allies. They can even be equipped to repair your other robot henchmen. Make no mistake, though, the best defense is a good offense, and Protector Bots are well equipped with energy weapons. You may only have 2 Protector Bots under your control at any given time. If you attempt to summon more Protector Bots, you can only replace the ones you have lost in battle. If you already have two, the power will fail. Summon Protector Bot. Recharge: Very Long
Repair - You can release a small swarm of nanites that can Repair one Robot Henchman to full health and restores some of its endurance. This power only works on your Robot Henchmen. Heal Robot. Recharge: Slow (Error: Doesn't say +End)
Assault Bot - Builds one massive Assault Bot. Simply put, the Assault Bot is a killing machine. There is nothing subtle about its weaponry. You may only have 1 Assault Bot under your control at any given time. If you attempt to summon another Assault Bot, the power will fail. Summon Assault Bot. Recharge: Very Long
Upgrade Robot - Upgrade Robot will permanently bestow the most powerful and high tech gear and weaponry to one Robot Henchman. The Upgraded Robot will gain abilities, powers, and weapons. The powers gained are unique and dependent upon the target Robot Henchman that is Upgraded. This power only works on your Robot Henchmen and you can only Upgrade any given Robot Henchman once. Ranged, Upgrade Robot Henchman. Recharge: Medium

Thugs
Street-wise and extremely loyal to the right leader, Thugs make the perfect henchmen for a manipulative Mastermind. The Rogue Isles are a breeding ground for Thugs, and 'street-cred' can go a long way. Thugs are no stranger to urban warfare, and they are quite proficient with various weapons. Most Thugs aren't particularly resistance to any damage type, but their Lieutenants possess good Leadership skills to harden all your henchmen.

Pistols - Quickly fires a round from one of your heavy automatic pistols. Damage is average, but the fire rate is very fast. Ranged, Minor DMG(Lethal). Recharge: Very Fast
Call Thugs - Calls one to three Thugs (depending on your level) to do your bidding. The third Thug you gain will be an Arsonist. Thugs use Dual Pistols and can be taught additional pistol attacks. You may only have 3 Thugs under your control at any given time. If you attempt to call more Thugs, you can only replace the ones you have lost in battle. If you already have three, the power will fail. Summon Punks. Recharge: Very Long
Dual Wield - Fires both pistols at once at a target. Firing both pistols at once is slower than a single shot, but deals more damage, and the target may be knocked down by the force of the impact. Ranged, Moderate(Lethal), Foe Knockback. Recharge: Fast
Equip Thugs - Equip your Thug henchmen with better ammo, weapons and training. This power permanently bestows new powers and abilities to one Thug Henchman. The powers gained are unique and dependent upon the target Thug Henchman. This power only works on your Thug Henchmen and you can only equip any given Thug Henchman once. Ranged, Equip Thug Henchman. Recharge: Fast
- You empty the clips of both your pistols in an arc of suppression fire. This attack can blast multiple foes in the affected cone area, and has a small chance of knocking some foes down. Ranged (Cone), Moderate DMG(Lethal), Knockback. Recharge: Moderate
Call Enforcers - Calls forth one to two Thug Enforcers (depending on your level) to do your bidding. Thug Enforcers carry a sub-machine gun, and possess good Leadership skills. Their weapon of choice is an Uzi, and can be equipped to carry up to two at once. You may only have 2 Thug Enforcers under your control at any given time. If you attempt to call more Enforcers, you can only replace the ones you have lost in battle. If you already have two, the power will fail. Summon Enforcer. Recharge: Very Long
Gang War - Calls a gang of 10 or so Thug Posse to come to your aid for a brief while. Posse are not like your true henchmen. They cannot be given direct commands, nor will they appear in your pet window. You must select an enemy target to attack first before calling these Thugs. Posse are many, but they are very weak, and are only equipped with the most basic weapons. Although they will follow you, they are not as loyal as your Henchmen and they will only stick around for only a few minutes before taking off. Summon Posse. Recharge: Very Long
Call Bruiser - Calls one massive Bruiser. He is tough, strong, and has a mean temper. As a Brute, he will generate Fury and deal more damage the longer the combat lasts. His Super Strength powers mean he favors hand to hand combat. He has resistance to Lethal and Smashing damage, and some resistance to Fire and Cold damage. You may only have 1 Bruiser under your control at any given time. If you attempt to summon another Bruiser, the power will fail. Summon Bruiser. Recharge: Very Long
Upgrade Equipment - Permanently Upgrade the most advanced weapons and training to one Thug Henchman. The Upgraded Thug will gain new powers, weapons, and abilities. The powers gained are unique and dependent upon the target Thug Henchman that is Upgraded. This power only works on your Thug Henchmen and you can only Upgrade any given Thug Henchman once. Ranged, Upgrade Thug Henchman. Recharge: Medium

Secondary Powers - Buff/Debuff

Dark Miasma
Focus the dark power of the netherworld to weaken your foes. Dark Miasma focuses on draining your opponent.

Twilight Grasp - You channel negative energy from the Netherworld through yourself to a targeted foe. Twilight Grasp drains the power from that target and slowly transfers it to you and all nearby allies. The targeted foe’s accuracy and damage is reduced while you and your nearby allies are healed. Ranged, Foe -ACC, -DAM, Team Heal. Recharge: Moderate
Tar Patch - Drops a large patch of viscous negative energy which dramatically slows down enemies that run through it and reduces their Damage Resistance. Affected targets stuck in the Tar Patch cannot jump or fly. Ranged (Location AoE), Target -Speed, -Res, -Fly. Recharge: Slow
Darkest Night - While active, you channel negative energy onto a targeted foe. Darkest night decreases the damage potential of the target, and all foes nearby, as long as you keep the power active. Toggle: Ranged (Targeted AoE), Foe -DAM, -ACC. Recharge: Slow
Howling Twilight - Activating this power channels all 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. The selected foe, and all nearby foes will be slowed, disoriented, and drained of some life. Revived allies will have full hit points and endurance, and will suffer no ill effects and will be protected from XP Debt for 20 seconds. Ranged (AoE), Minor DMG(Negative), Target Slow, -Recharge, Disorient, Ally Rez. Recharge: Very Long
Shadow Fall - Envelopes you and your nearby teammates in a shroud of darkness. Shadow Fall does not grant Invisibility, but it does make you harder to detect. Even if you are discovered, Shadow Fall grants a bonus to defense for all attacks and resistance to Fear, while reducing energy, negative energy and psionic damage. You cannot use any other Concealment power while using Shadow Fall. Toggle: PBAoE, Team Stealth, +DEF(All), +Res(Energy, Negative Energy, Fear. Recharge: Slow
Fearsome Stare - Instills tremendous fear in a cone in front of you, causing all effected targets to tremble in terror uncontrollably. Ranged (Cone), Foe Fear, -ACC. Recharge: Slow
Petrifying Gaze - Petrifies a single targetted foe with an terrifying gaze. The victim is held and defenseless. Ranged Hold. Recharge: Slow
Black Hole - Opens up a black hole to the Netherworld that temporarily pulls in all foes within its grasp. The victims become phase shifted and are completely intangible.They are hard to see, and cannot affect or be affected by those in normal space. Ranged (Targeted AoE), Foe Intangible. Recharge: Slow
Dark Servant - 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 binds it in this realm. The dark servant can be buffed and healed. Summon Dark Servant: Ranged Debuff Special. Recharge: Very Long

Force Field
The Force Field Powers give you the ability to create shells of energy that protect yourself and your allies from various damage and harm. Force Fields do not reduce damage, but reduce your chance of getting hit in the first place.

Force Bolt - Discharges a bolt of force that knocks down foes and deals some smashing damage. Ranged, Minor DMG(Smash), Foe Knockback. Recharge: Fast
Deflection Shield - Dramatically protects an ally from smashing and lethal and all melee attacks for a limited time. Also reduces Toxic damage. You cannot stack multiple Deflection Shields 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 Insulation Shield. You cannot use this power on yourself. Ranged, Ally +DEF(Smash, Lethal, Melee), Res(Toxic). Recharge: Very Fast
Insulation Shield - Dramatically protects an ally from fire, cold, energy, negative energy, ranged and AoE attacks for a limited time. The Insulation also protects the target from Endurance Draining effects. You cannot stack multiple Insulation shields 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 Deflection Shield. You cannot use this power on yourself. Ranged, Ally +DEF(Fire, Cold, Energy, Ranged, AoE), Res(End Drain). Recharge: Very Fast
Detention Shield - 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. Ranged, Foe Capture(Special). Recharge: Slow
Personal Force Field - The Personal Force Field is almost impenetrable to all attacks, even psionics and enemy teleportation, although attacks from more powerful foes may get through more easily. Personal Force Field will also reduce the damage of attacks that do get through. The Personal Force Field works both ways; while it is active, you can only use powers that effect yourself. Cannot be used with Rest. Toggle: Self +DEF, Res(All). Recharge: Slow
Dispersion Bubble - Creates a large bubble which protects all allies inside. While active, the dispersion bubble gives all allies within increased defense to all attack types. The dispersion bubble also protects allies from immobilization, disorientation and hold effects. Toggle: PBAoE, Team +Res(Hold, Immobilize, Disorient) +DEF(All). Recharge: Slow
Repulsion Field - Creates a field that violently repels nearby foes. Each villan that is repelled costs you additional endurance. PBAoE Knockback. Recharge: Slow
Repulsion Bomb - Projects an expanding force bubble around an ally that knocks down and disorients nearby foes. This power cannot be used on yourself. Ranged (Targeted Ally AoE), Foe Knockback, Disorient). Recharge: Slow
Force Bubble - Creates a large bubble which protects all allies inside. While active, this power keeps all foes at bay, protecting all allies inside from melee or short ranged attacks. More powerful foes may be able to penetrate the Force Bubble, but may slip and get knocked down and forced back if they try. Toggle: PBAoE Foe Repel, Knockdown. Recharge: Slow

Pain Domination
Pain Domination gives a character the ability to manipulate, nullify and amplify pain. Ultimately this grants the user powerful healing, buffing and debuffing powers. It's healing output is unmatched!

Nullify Pain - Nullify Pain will heal nearby allies for some hit points by numbing the pain caused by their wounds. Nullify Pain is not as potent as Soothe, but can heal multiple targets at once. PBAoE, Team +Heal. Recharge: Moderate
Soothe - You heal an ally by numbing their pain and calming their mind. You cannot use this power on yourself. Ally Heal. Recharge: Fast
Share Pain - Share Pain draws away some of an ally's anguish caused by their wounds, but damages the user. The pain caused by this power causes the user to go into a frenzy, briefly increasing their damage output, however the user cannot be healed and will have their regeneration rate greatly diminished for a short time. Ally Strong Heal, Self Moderate DMG(Special), +DMG. Recharge: Slow
Conduit of Pain - You revive a fallen ally by becoming a Conduit of Pain and transferring the pain that was inflicted upon them back upon your enemies. This will briefly empower you increasing your damage output, recovery rate, attack rate and chance to hit. After a minute the effect will wear off leaving you weakened for 30 seconds. Your damage, attack rate and chance to hit will all be reduced during this period. Ally Rez, Self +DMG, +Recharge, +Recovery, +To-Hit, +Special. Recharge: Very Long
Enforced Morale - Enforced Morale frees an ally from any disorient, hold, sleep, fear, confuse and immobilize effects and leaves them resistant to such effects for a good while. Also, Enforced Morale grants the target clearer Perception to see hidden foes, and a minor recharge and movement speed boost. The Protection and Movement boosts will improve with multiple applications and as you increase in level, although the Recharge and Movement boosts will only apply for the first few applications. If the ally is not damaged, Enforced Morale will cause them some pain before granting its benefits. Ally +Res (Disorient, Hold, Sleep, Immobilize, Fear, Confuse), +Perception, +Recharge, +Speed, Minor Damage. Recharge: Fast
Suppress Pain - While this power is active all nearby allies will have their regeneration rate increased dramatically. Toggle: PBAoE, Ally +Regeneration. Recharge: Fast
World of Pain - When this power is activated the user and all nearby team members will gain a moderate damage, resistance, and to-hit bonus. Additionally those affected by this power will also be protected from Placate effects. PBAoE Team +To-Hit, +DMG, +RES(All DMG, Placate). Recharge: Long
Anguishing Cry - You let out an Anguishing Cry causing a great deal of pain in your foes reducing their resistance and defense to damage for a short time. PBAoE, Foe -RES(All), -DEF(All). Recharge: Very Long
Painbringer - You transform an ally to pain incarnate turning them into an inexhaustible killing machine. While the character is imbued with this power they will benefit from incredible health regeneration, endurance recovery and improved damage potential for a short time. Ranged, Ally +Regeneration, +Recovery, +DMG. Recharge: Very Long

Poison
You are a master of Poison, and can concoct a variety of venoms and toxins allowing you to weaken your enemies. When used correctly, some Poisons can even be used to aid your allies.

Alkaloid - When used correctly, poisons can be used to heal, as well as harm. Alkaloid consists of just the right amino acids to safely heal a single targetted ally. The healed target is also left with some resistance to Toxic damage. (This resistance cannot be Enhanced) You cannot use this power to heal yourself. Ally Heal, +Res(Toxic). Recharge: Fast
Envenom - You envenom your foe with a nasty poison. The toxin directly attacks the immune system, reducing the effected target's Defense, Damage Resistance, and Hit Point Regeneration rate. The poison is so potent that the target actually responds less to Healing while effected by the poison. Ranged Foe -RES, -DEF, -Regen, -Heal. Recharge: Slow
Weaken - You poison a single foe with a venom that significantly weakens their strength. The effected targets Accuracy and Damage output is severely reduced. Additionally, the effected target's secondary power effects are all weakened. The targets power effects like Heals, Defense Buffs, Endurance Drains, Disorients, Immobilizes, Knockbacks and more, are all effected. Ranged Foe -DMG, -ACC, -Special. Recharge: Not listed
Neurotoxic Breath - You can breathe forth a cone of Neurotoxin gas that quickly start to anesthetize any nearby foes. Affected targets may choke on the gas as their movement and attack rate are severely reduced. Ranged(Cone), Foe -SPD, -Recharge. Recharge: Slow
Elixir of Life - With this elixir, you can revive a fallen ally and turn him into a killing machine. The revived target has increased damage, accuracy, endurance recovery and attack speed and gains a resistance to toxic damage. A brew of this sort is not without its side effects. The revived target will soon become very sick and severely weak after about 90 seconds. All effects of the Elixir will eventually wear off. Elixir of Life can only be used on players and cannot be used to revive your Henchmen. Close, Ally Rez, Special. Recharge: Very Long (Error: says Self Fly)
Antidote - This Antidote can free an ally from any Disorient, Hold, Sleep, Slow, and Immobilize effects and leaves them resistant to such effects for a long time. The antidote also grants the target some resistance to Toxic and Cold damage. Some of the effects of this power will improve with multiple applications and as you increase in level. Ally +Res (Disorient, Hold, Sleep, Immobilize, Slow, Cold, Toxic) Recharge: Fast
Paralytic Poison - This paralytic poison viciously attacks a foes nervous system and can leave an effected target completely Held and defenseless. Ranged Hold. Recharge: Slow
Poison Trap - You can build a Poison Gas Trap on the ground. Any foes that pass near the poison trap will cause it to detonate and release its toxic vapors. The poison is a knock-out gas, and any foes in the effected area may be drained of most of their endurance and put to sleep. The trap is almost impossible to detect, but it is fragile and may be set off by an enemy's explosion. Even if destroyed, the trap will detonate. Place Trap: PBAoE Foe Sleep, -END. Recharge: Long
Noxious Gas - You can infect one of your Henchmen, surrounding him with a Noxious Gas. All foes near the infected Henchman will be overcome with the noxious gas. Their Defense, Accuracy, Damage and Damage Resistance will all be reduced. Additionally, there is a chance that any effected humanoid enemy will become violently ill. Even the mightest foe will stop dead in their tracks, and left helpess as he empties the contents of his stomach. Ranged(Infect Henchman); Foe -RES, -DEF, -ACC, -DMG, +Special. Recharge: Very Long (Error: Says -Res twice and not -DMG, probably should say Vomit and not +Special)

Storm Summoning
You can command the forces of nature! Storm Summoning allows you to control wind and weather to aid allies and wreak havoc on your foes.

Gale - You can call forth a tremendous gust of gale force winds that knock down foes and deal some smashing damage in a wide cone area. Ranged (Cone), Minor DMG(Smash), Foe Knockback. Recharge: Moderate
O2 Boost - Saturates the air around a targetted ally with rich oxygen, healing his wounds. The O2 boost can protect a targetted ally from sleep, stun and Endurance Drain effects. You cannot use this power on yourself. Ally Heal, +Res(Disorient, Sleep, End Drain). Recharge: Fast
Snow Storm - While active, the chill from this snow storm can dramatically slow the attack and movement speed of the target and all nearby foes. The torrent winds of the Snow Storm are enough to bring down flying foes. Toggle: Ranged (Targeted AoE), Foe -Speed, -Recharge, -Fly. Recharge: Slow
Steamy Mist - You mastery of the elements allows you to hide yourself and all nearby allies within a steamy mist. Steamy Mist makes you and your allies harder to see and increases your Defense bonus to all attacks, while reducing Fire, Cold, and Energy damage, as well as your foes ability to Confuse you. You cannot use any other Concealment type powers while using Steamy Mist. Toggle: PBAoE, Team Stealth, +DEF(All), +Res(Fire, Cold, Energy, Confuse). Recharge: Slow
Freezing Rain - Summons freezing rain at a targetted location. Freezing Rain deals minimal cold damage to anything that passes through the storm. It also slows the effected foes, and severely reduces their defense and resistance to damage. Many foes may also slip and fall while trying to escape the storm. Ranged (Location AoE), Minor DoT(Cold), Foe -SPD, -Recharge, -DEF, -Res. Recharge: Long
Hurricane - You can summon a hurricane. The wind and rain from this massive storm reduces the range and accuracy of nearby foes. The massive winds of this storm continuously force foes away from you. Toggle: PBAoE, Foe -Range, -ACC, Repel, Knockback. Recharge: Slow
Thunderclap - You can call forth a tremendous thunder clap that will disorient most foes in a large area around you. PBAoE, Foe Disorient. Recharge: Slow
Tornado - Conjures up a funnel cloud at a targeted location. The tornado will chase down your foes, tossing them into the air and hurling them great distances. The victims are left disoriented and with reduced defense. The tornado is a menacing sight and can even cause panic amongst your foes. Summon Tornado: PBAoE Minor DAM(Smash), Foe Knockback, Fear, Disorient. Recharge: Long
Lightning Storm - You can summon a massive lightning storm that will strike any foes that approach you. This storm can knock down and damage all nearby foes, and can even instill panic. Lightning bolts will continue to fall as long as the storm remains. Summon Storm: Ranged, High DMG(Energy), Foe -End. Recharge: Long

Thermal Radiation
You have the ability to control heat and Thermal Radiation. This allows you to protect allies from harm, heal them or increase their abilities. You can also weaken your enemies.

Warmth - You can use Warmth 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 effected. PBAoE, Team +Heal. Recharge: Moderate
Fire Shield - Casts a fire shield on one of your allies and grants him Damage Resistance to Lethal, Smashing and Fire damage. Fire Shield also provides minimal resistance to Cold damage. You cannot stack multiple Fire Shields 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 Plasma Shield. You cannot use this power on yourself. Ranged, Ally +Res(Fire, Lethal, Smash, Cold). Recharge: Very Fast
Cauterize - Heals a single targetted ally by cauterizing their wounds. You cannot use this power to heal yourself. Ally Heal. Recharge: Fast
Plasma Shield - Envelops an ally in pure plasma. The plasma shield gives your ally resistance to Energy, Negative Energy and Fire damage. You cannot stack multiple Plasma Shields 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 Fire Shield. You cannot use this power on yourself. Ranged, Ally +RES(Energy, Negative, Fire). Recharge: Very Fast
Power of the Phoenix - Revives a fallen ally. The fiery resurrection blasts nearby foes with an explosion and knocks them down and disorients them. Your ally will revive with most of his hit points and endurance. He will also be invulnerable for a brief time, as well as protected from XP debt for 90 seconds. Ally Rez, Special. Recharge: Very Long
Thaw - Warms and ally and frees him from any disorient, hold, sleep, slow and immobilize effects and leaves them resistant to such effects for a good while. Thaw also grants the target some resistance to Cold damage. Some of the effects of this power will improve with multiple applications and as you increase in level. Ally +Res (Disorient, Hold, Sleep, Immobilize, Cold, Slow). Recharge: Fast
Forge - Forge a single target ally into a killing machine. Forge immensely enhances a single ally's damage and accuracy. Ally +DMG, +ACC. Recharge: Long
Heat Exhaustion - Overwhelm a single foe with waves of exhausting heat. The initial effect will drain the target of some endurance, but the heat is so overwhelming that the effected target will be weakened. His damage output, endurance recovery and hit point regeneration will all be reduced. Ranged Foe -END, -DMG, -Recovery, -Regeneneration. Recharge: Long
Melt Armor - The searing heat from this power is enough to melt the armor and defenses of all targets in the effected area. Melt Armor significantly weakens the Defense and Damage Resistance of the effected targets. Ranged (Targetted AoE), Foe -Res, -DEF. Recharge: Long

Traps
Traps are devices and gadgets you construct to cripple your foes. By using them strategically, you gain a great tactical advantage. Traps include ambush devices, as well as gadgets that can be constructed to aid you and your allies.

Web Grenade - Upon impact, 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 slowed. The web can bring down flying entities and halts jumping. Ranged, Target Immobilize, -Recharge, -Fly. Recharge: Fast
Caltrops - You toss a handful of caltrops at a targeted location and spreads the tiny metal spikes over a large area. Any villains that pass over the caltrops 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
Triage Beacon - You can plant a Triage Beacon into the ground. The beacon is immobile, but it emits a powerful healing aura. The regeneration rate of you, or your allies, will be greatly increased as long as you are near the Triage Beacon. The Beacon is invulnerable. Placed Beacon: PBAoE +Regen. Recharge: Very Long
Acid Mortar - You can place a small mortar on the ground. If an enemy passes nearby, the mortar will fire an acid grenade at the target. The grenade will explode in a small shower of acid on impact. This acid eats through armor, causing minor damage over time. It reduces the target's defense, as well as his damage resistance. The mortal will last up to 60 seconds, and will fire up to 10 grenades. It can be destroyed by your foes. Place Trap: Ranged (AoE), Minor DoT(Toxic), Foe -Res(All), -DEF. Recharge: Slow
Force Field Generator - You can build a Force Field Generator Drone. The drone will create a Dispersion Bubble that gives all nearby allies increased defense against all attacks including psionics. The dispersion bubble also protects allies from immobilization, disorientation and hold effects. The Drone will follow you can can be buffed and healed or even destroyed like any friendly entity. However, the Drone is not a Henchman, and cannot be given commands. You can only ever have one Force Field Generator. Place Drone: PBAoE, Team +DEF, +Res(Hold, Immobilize, Disorient). Recharge: Very Slow
Poison Trap - You can build a Poison Gas Trap on the ground. Any foes that pass near the poison trap will cause it to detonate and release its toxic vapors. The poison is a very noxious gas, and any foes in the effected area may start to choke or even vomit. Affected foes regeneration rate and attack rate will be reduced as well. The trap is almost impossible to detect, but it is fragile and may be set off by an enemy's explosion. Even if destroyed, the trap will detonate. Place Trap: PBAoE Foe Choke, Vomit, -Regen, -Recharge. Recharge: Long
Seeker Drones - You can create two Seeker Drones. These seeker drones will follow you until they detect an enemy and then they will zero in on their targets and detonate on impact. The small explosive flash of energy does only minor damage, but the concussion can weaken foes. Affected targets will have reduced damage, accuracy, and perception, and may even be disoriented for a short while. You can only ever have two Seeker Drones out at one time and they can be destroyed your foes. Summon Seekers: Ranged Disorient, -DMG, -ACC, -Perception, Low DMG(Energy). Recharge: Long
Trip Mine - You can place a trip mine on the ground. Any villains that pass near the trip mine will cause it to explode, severly damaging all nearby foes and sending them flying. The trip mine is almost impossible to detect, but it is fragile and may be set off by an enemy's explosion. Even if destroyed, the trip mine will detonate. Setting a trip mine is delicate work, and if you are interrupted, you will fail. Place Mine: PBAoE, Superior Dam(Lethal/Fire). Recharge: Slow
Detonator - A good mastermind always plans ahead, but a great one knows when to make a strategic sacrifice. You have equipped all your Henchmen with explosives. When the time is right, select a Henchman and set off the Detonator. Undead and Robots are easily rigged, and will blow up instantly, devistating nearby enemies. Ninja, Soldiers and other free thinking Henchmen will try to place the explosive on the ground and get away. But you know, the fuse is short. Sacrifice Henchman, PBAoE, Extreme DAM(Lethal/Fire). Recharge: Very Long

Trick Arrow
Trick Arrows are tipped with an odd variety of payloads, which if used strategically, can dramatically alter a battle site.

Entangling Arrow - 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. The Entangling Arrow can bring down flying entities and halts jumping. Entangle Arrow has a fairly low Endurance cost and a bonus to its accuracy. Ranged, Target Immobilize, - Fly. Recharge: Fast
Flash Arrow - 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 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. Ranged (Targeted AoE), Foe - Visibility, -ACC. Recharge: Slow
Glue Arrow - This arrow carries a cartridge of intensely sticky glue, which explodes on impact. The glue slows the movement and attack rate of any foes in the area. Ranged (Targeted AoE), Foe -SPD, -Recharge. Recharge: Very Slow
Ice Arrow - 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 effected targets will be slowed. Ranged, Foe Hold, -SPD, -Recharge. Recharge: Moderate
Poison Gas Arrow - This arrow carries a capsule cloud of poisonous gas, which explodes on impact and weakens all foes in its vicinity. Affected foes damage potential will be severely reduced. Some foes will react badly to the poison and choke for a time. Ranged (Targeted AoE), Foe -DMG. Recharge: Slow
Acid Arrow - This arrow explodes in a small 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. Ranged AoE Minor DoT(Toxic), Foe -Res(All), -DEF. Recharge: Slow
Disruption Arrow - This arrow plants a sonic resonator at a target location. The vibrations of the resonator weaken the Damage Resistance of all nearby foes. Ranged (Location AoE), -Res (All). Recharge: Long
Oil Slick Arrow - On impact, this arrow creates an oil slick that Slows foes in the area and may cause them to slip and fall. The oil slick is very flammable and may burst into flames if fire is used near it. Ranged (Location AoE), Knockdown, -Speed, -DEF, +Special. Recharge: Long
EMP Arrow - This arrow can unleash a massive pulse of electromagnetic energy on impact. This EMP can effect machines, and is even powerful enough to effect 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. AoE, Foe Hold, Special vs. Robots, Self - Recovery. Recharge: Very Long


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