| EPISODE | |
| Fury | |
| Attribution | |
| Series: | Voyager |
| Story by: | Rick Berman & Brannon Braga |
| Teleplay by: | Bryan Fuller & Michael Taylor |
| Directed by: | John Bruno |
| Production information | |
| Episode no.: | 6x23 |
| Production no.: | 241 |
| First aired: | 3 May 2000 |
| Chronology | |
| Date: | 2376 |
Contents |
This article is a stub. You can help our database by fixing it. |
| published order | ||
|---|---|---|
| Previous episode: Good Shepherd |
Voyager episode produced | Next episode: Live Fast and Prosper |
| Previous episode: Muse |
Voyager episode aired | Next episode: Life Line |
| chronological order | ||
| Previous Adventure: Good Shepherd |
Next Adventure: Wildfire |
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This is the Fury disambiguation page.
It serves to clarify the difference between several closely named or closely related articles.
A = Appearances · I = Images · G = Gallery · F = Fan Art · Q = Quotes
![]() New Earth A · CA · I · G |
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![]() Episode of Justice League |
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Caution: Monsters' elemental/neutral damage is modified by their statistics, which are in majority unknown.
| Lvl | Effect | Crit | AP | Ra | Critical | Casts per | Cd | Caster level |
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| Hit | Fail | Tgt | Trn | |||||||
| 1 | Damage: 6~10 +4 Damage (3 turns) Damage: 1% of the attacker's life |
Damage: 11~15 +4 Damage (4 turns) Damage: 1% of the attacker's life |
5 | 1-3 | 1/50 | 1/100 | - | - | - | 70 |
| 2 | Damage: 7~11 +5 Damage (3 turns) Damage: 1% of the attacker's life |
Damage: 11~15 +5 Damage (4 turns) Damage: 1% of the attacker's life |
5 | 1-3 | 1/50 | 1/100 | - | - | - | 70 |
| 3 | Damage: 8~12 +6 Damage (3 turns) Damage: 1% of the attacker's life |
Damage: 11~15 +6 Damage (4 turns) Damage: 1% of the attacker's life |
5 | 1-3 | 1/50 | 1/100 | - | - | - | 70 |
| 4 | Damage: 9~13 +7 Damage (3 turns) Damage: 1% of the attacker's life |
Damage: 11~15 +7 Damage (4 turns) Damage: 1% of the attacker's life |
5 | 1-3 | 1/50 | 1/100 | - | - | - | 70 |
| 5 | Damage: 9~13 +8 Damage (3 turns) Damage: 1% of the attacker's life |
Damage: 11~15 +8 Damage (4 turns) Damage: 1% of the attacker's life |
4 | 1-3 | 1/50 | 1/100 | - | - | - | 70 |
| 6 | Damage: 9~13 +8 Damage (4 turns) Damage: 1% of the attacker's life |
Damage: 11~15 +8 Damage (4 turns) Damage: 1% of the attacker's life |
3 | 1-3 | 1/50 | 1/100 | - | - | - | 170 |
This spell does Water Damage in a small AoE, as well as increasing the caster's +Damage. The caster will receive extra damage each time the caster is hit, equal to 1% of their current HP. The 1% stacks with each use of Fury. The 1% damage can be reduced by equipments giving fixed and percentage neutral resistance.
Fury is also one of the few spells which can cause self Damage, which will add stats from Punishments.
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Those who seek to harness the feral and destructive forces of nature will find the Fury to be a suitable profession. Although the Fury conjures his power from nature's ferocity and is a druid of predation and vengeance, he can play a vital support role in the party by providing magical healing and protection. The Fury can enhance his allies physical attributes and abilities in combat, and bring down destructive forces upon his enemies.
Contents |
The first spell in each category is listed. See the detailed description for the full upgrade line.
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| Tier 2 - Level 14 | Tier 3 - Level 24 | Tier 4 - Level 34 | Tier 5 - Level 44 |
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| Tier 6 - Level 54 | Tier 7 - Level 64 | Tier 8 - Level 75 | |
This category has the following 3 subcategories, out of 3 total.
Fury may refer to:
| This is the Fury disambiguation page.
A = Appearances · I = Images · G = Gallery · F = Fan Art · Q = Quotes |
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| Also known as? | Fury, fury ammy, ammy of fury, fury amulet |
|---|---|
| Release date | Unknown edit |
| Members only? | Yes |
| Quest item? | No |
| Tradeable? | Yes |
| Equipable? | Yes |
| Stacks? | No |
| High Alchemy | 121,200 coins |
| Low Alchemy | 80,800 coins |
| Destroy | Drop |
| Store price | Not sold |
| Exchange price | 8,600,000 coins update |
| GE Database | Look up price |
| Examine | A very powerful onyx amulet. |
| Weight | 0 kg |
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An Amulet of fury, often shortened to fury, is made by casting Enchant Level 6 Jewellery on an Onyx amulet. The Amulet of fury is often considered the best amulet in the game due to its high, balanced bonuses. However, some other amulets have higher bonuses in certain stats. For example, the Third age amulet gives a larger magic attack bonus than the Amulet of fury, but the Third age amulet is far more expensive and lacks strength, defence, and prayer bonuses. The amulet of ranging is better than the fury due to its +15 ranged attack bonus, although it lacks any other bonuses. Also the amulet of fury is better for range tanking due to the defence and prayer bonuses. The Amulet of glory has the same Attack bonuses as the Amulet of fury, is far less expensive, and, unlike the fury, has the ability to teleport to several locations, but the Amulet of glory has lower defence, strength, and prayer bonuses than the fury. The Amulet of strength is extremely inexpensive and gives a +10 Strength bonus compared to the Amulet of fury's +8, although the Amulet of strength gives no other bonuses.
| Bonuses Hover over image for type |
![]() a player wearing an Amulet of fury |
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| +15 | +15 | +15 | +15 | +15 | +15 | |||||||
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| +8 | 0 | +5 | 0 | |||||||||
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When amulets of fury were released, it took 300,000 Tokkul to purchase an Uncut onyx from the Crafting store in the TzHaar city. At this time, the cheapest way to acquire tokkul was to sell chaos or death runes to the TzHaar rune shop. It took 16666 Death or 33333 Chaos runes to get the required amount of tokkul; this produced a fury price of slightly over 5 million coins.
The fury's price gradually declined as chaos runes fell in price; furthermore Karamja gloves were released, which allowed onyx to be purchased for only 260,000 tokkul. The price reached under 3 million coins.
The price of the fury then came to be based on not the price of chaos runes, but rather obsidian shields, obsidian mauls, obsidian capes, and fire runes.
In the fall of 2008, PvP worlds were released with Amulets of fury as possible game-generated drops from other players. At first this extra supply did not affect the price very much. However, after Bounty Worlds were released, the price of furies crashed due to high supply and panic and stabilized at about 1.9 million. Shortly afterward, Jagex removed Amulets of fury from PvP world drop tables, and the price eventually recovered to about 3 million.
The Personalised shops update on 2 September 2009 resulted in changes to the Tokkul currency. Before the update, a fire rune worth 9 coins would sell 1 tokkul. The update removed the price floor on fire runes was removed, allowing them to decrease in price to 5-8 coins each; in addition, the price the TzHaar rune shop would pay for fire runes was raised to 5 tokkul each. These changes would have resulted in a massive devaluation of tokkul and a crash in the fury's price. To try to compensate for the devaluing of the tokkul currency, Jagex raised the price of an Onyx in the TzHaar shops more than tenfold to 2,700,000 Tokkul. However, many players found that the onyx was more difficult to obtain than before. Selling obsidian weapons or armour was no longer cost-effective in obtaining tokkul, leaving fire runes as the primary method to obtain an onyx. It took about 3 hours to sell the 540,000 fire runes needed to obtain an onyx gem post-update, and these runes cost 3,780,000 coins at 7 coins per fire rune. In November 2009, the price of the fury reached over 6 million coins.
On 15 December 2009, an update made it no longer possible to sell items to TzHaar shops. As a result, the tokkul for buying an onyx gem can now only be obtained through combat. Following this update, furies were quickly bought out of the Grand Exchange. On 27 December 2009, furies were 9.1m gp at market price, compared with 6.3m on 15 December. However, furies then crashed to 7.4m median by 3 January 2010, but as of 27 Jan 2010 the price is back at 8.0m.
| Unstrung |
Gold • Sapphire • Emerald • Ruby • Diamond • Dragonstone • Onyx |
| Standard |
Gold • Sapphire • Emerald • Ruby • Diamond • Dragonstone • Onyx |
| Enchanted | |
| Treasure Trails |
Amulet of magic (t) • Strength amulet (t) • Amulet of glory (t) • 3rd age amulet |
| Translation |
Camulet • Catspeak (e) • Ghostspeak • Monkeyspeak • Man speak |
| Others |
Accuracy • Crone-made • Cat training medal • Farming • Glarial's • Gnome • Ice • Lunar • Pre-nature • Ranging • Salve • Salve amulet (e) • Yin Yang • Thingy |
| God books | |
| Amulets |
Holy symbol • Unholy symbol • Amulet of power • Amulet of glory • Amulet of fury • Stole |
| Rings | |
| Robes |
Priest gown • Dagon'hai robes • Druid's robe • Monk's robes • Shade robes • Vestment robes |
| Capes |
Cape of Accomplishment (trimmed) • Fire cape • Vestment cloak • Ardougne cloak 1-2-3 • Soul Wars cape |
| Weapons |
White equipment • Crozier • Mace • Toktz-mej-tal • Godswords • Silver sickle(b) • Wolfbane • Ivandis flail • Granite mace • Saradomin sword |
| Shields |
White equipment • Spirit shield • Blessed • Arcane • Divine • Elysian • Spectral • Falador shield 1-2-3 • Broodoo shield |
| Armour |
Armadyl • Bandos • Helm of Neitiznot • White equipment • Initiate • Mitres • Proselyte • Verac's |
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| Fury | |
|---|---|
| Attribution | |
| Author(s) | |
| Cover artist | |
| Publication information | |
| Publisher | |
| Release date | |
| Media type |
Paperback |
| Pages |
368 |
| ISBN |
0345477561 |
| Chronology | |
| Era | |
| Timeline | |
| Series | |
| Preceded by | |
| Followed by | |
Fury is the seventh novel in the Legacy of the Force series. It is a paperback by Aaron Allston and was published by Del Rey on November 27, 2007.[1] The audio version is narrated by Marc Thompson. The cover portrays Ben Skywalker.
Contents |
Fighting alongside the Corellian rebels, Han and Leia are locked in a war against their son Jacen, who grows more powerful and more dangerous with each passing day. Nothing can stop Jacen’s determination to bring peace with a glorious Galactic Alliance victory–whatever the price.
While Luke grieves the loss of his beloved wife and deals with his guilt over killing the wrong person in retaliation, Jaina, Jag, and Zekk hunt for the real assassin, unaware that the culprit commands Sith powers that can cloud their minds and misdirect their attacks–and even turn them back on themselves.
As Luke and Ben Skywalker struggle to find their place among the chaos, Jacen, shunned by friends and family, launches an invasion to rescue the only person still loyal to him. But with the battle raging on, and the galaxy growing more turbulent and riotous, there’s no question that it is Jacen who is most wanted: dead or alive.
| Characters | Creatures | Droid models | Events | Locations |
| Organizations and titles | Sentient species | Vehicles and vessels | Weapons and technology | Miscellanea |
Dramatis personae
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Other characters
Creatures
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Droid models
Events
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Locations
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Organizations and titles
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Sentient species
Vehicles and vessels
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Weapons and technology
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Miscellanea
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In the dramatis personae, Sadras Koyan's name is reversed as Koyan Sadras.
![]() Full cover art. |
![]() Fury audio CD. |
![]() Polish - Furia |
| File:Carrack.jpg | |
| Fury | |
|---|---|
| Production information | |
| Manufacturer |
Damorian Manufacturing Corporation |
| Model |
Carrack-class light cruiser |
| Class |
Frigate |
| Technical specifications | |
| Length |
350 meters |
| Width |
72 meters |
| Height/depth |
75 meters |
| Maximum acceleration |
2,600G |
| Maximum speed (atmosphere) |
1,250 km/h |
| Hyperdrive rating |
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| Shielding |
military-grade, overlapping (2,600 SBU) |
| Hull |
durasteel plating w/impervium coating (2,100 RU) |
| Targeting systems |
CEC advanced targeting computers |
| Countermeasures |
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| Armament |
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| Complement | |
| Crew |
1,092 |
| Passengers |
150 marines |
| Cargo capacity |
3,500 metric tons |
| Consumables |
1 year |
| Other systems |
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| Usage | |
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Fury joined Wayland's Wilders, a privateer fleet under the command of Jacen Wayland, as part of an agreement allying the group with the fledgling New Republic. It was initially commanded by Leia Antares, then later by Miyr Kosshe, after Antares' transfer to Halberd.
Add historical information about this creature.
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Demons
Boss Demons
Arena Boss Demons
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| Transformers: Cybertron > Episode 40 | |||
| Previous episode | Next episode | ||
In the wake of defeat, Megatron isn't happy.
Contents |
In a lower layer of Gigantion, Scourge helps the battered Megatron walk after his thrashing at the hands of Metroplex (which happened last episode). The Decepticons offer words of encouragement, but Megatron isn't listening.
After Optimus recalls their short time on the planet, he asks Metroplex to guide them to the central layer, but the leader of the planet says they can't. It's not that they don't want to, but their customs dictate that data on old cities be erased, so the lower levels are as much a mystery to them as they are to the newcomers. As the Autobots start unloading the Ogygia, they remark that they can hopefully narrow their searches of old cities for old data if Vector Prime can get a general fix on the Cyber Planet Key, with the help of the Omega Lock.
Back underground, Megatron is fuming, literally. Ransack and Crumplezone get a little too close and get knocked backwards by the sheer force of Megatron's "aura of fury". Scourge assures everyone that it's not them he's angry at... and then Megatron's fury boils over, creating an energy blast that scatters the Decepticons and punches a hole to the surface. Megatron rises high into the air, and the Decepticons pull themselves from the rubble. Soundwave announces he's "droppin' outta this session" and flies off.
Megatron rumbles that he needs more power, and the Gigantion Cyber Planet Key reacts to his anger... as does the Omega Lock, which starts emitting the Omega Frequency. Megatron's spirit resonates with the Key, and spectral-Megatron pushes through layer after layer of the planet, all the way to the resting place of the Key. It resists him, but Megatron draws energy from it, and shoots back through to the surface, tearing a huge hole in the planet... and comes out again enveloped in black "mist". Thunderblast swoons.
Back at the Ogygia, Vector Prime says he's found the key, but that the disturbance means someone else has too, and drawn energy from it. The Autobots split into groups and search (the fliers, in their own group, end up having a little race). Vector notes Landmine's team hasn't reported back... and the trio are laying around, having been pounded senseless by the darkness-enshrouded Megatron. Optimus' team finds them, and Metroplex notes the lack of collateral damage in the area, meaning they were knocked out fast.
Elsewhere, Override is trying to outrun Megatron, but gets knocked into the air. Quickmix catches her and fires at Megatron before engaging him hand-to-hand... and is quickly knocked out. Optimus' team finds them too, and Override warns Optimus about the upgraded Megatron. The teams are all called back to regroup...
Coby is crawling through an old computer when Jetfire alerts his team about the recall. Jetfire orders Coby to get out of there right now, but Coby's seen something and asks for five minutes to check it out. Meanwhile, the Cybertron Defense Team has gotten its clock cleaned by Megatron, while the other Decepticons follow, making sure to stay behind suitable cover, of course. They come across Jetfire's team, and Wing Saber and Evac tackle Megs so Jetfire can get Coby (who found and retrieved something from the tunnel) and Lori away safely. Which doesn't work, as Megatron wipes out the Autobots pretty much instantly, then conks out Jetfire. He turns to the humans, but Jetfire grabs his leg. Before Megatron can finish Jetfire off, Optimus arrives to cannon-blast the Decepticon. Megs quickly attacks and sends Prime tumbling to the ground, and announces to the world he is now Galvatron (again)!
Metroplex has at Galvatron, but the Decepticon stops the giant's Sparkdrinker axe with a single finger, then pushes him back easily. Metroplex powers up his weapon with a Cyber Key, but Galvatron actually takes the weapon from Metroplex's hands and bashes him with it, knocking him out for the count. Vector Prime leaps in but is dispatched with a single swipe of Galvatron's hand.
Galvatron then powers up with a Cyber Key to unleash his spiked-arm-add-on-thingy and bash Optimus around some. Prime refuses to stay down, so Galvatron uses a second Key to unleash his gatling cannon, which sends Optimus flying. In victory, Galvatron emits a lightning storm, and one bolt screams towards the kids at the top of a high tower... but Optimus somehow gets in the way of the bolt, saving them.
Optimus remembers the promise he made to Coby and Lori's parents to keep them safe (keep Coby and Lori safe, that is, not their parents), and powers up to super mode. The two do that fly-at-each-other-then-punch-each-others'-fist-and-hold thing, before Galvatron is pushed back. But Prime falters, and Galvatron is ready to go again... until Metroplex hurls the gigantic Sparkdrinker at Optimus. Prime manages to summon a Cyber Key to power it up, and the two rush at each other again, this time to do that run-past-each-other-then-stand-still-then-the-hero-kneels-the-bad-guy-smirks-but-is-then-wounded deal. The Decepticons rush to Galvatron's aid, and he decides to call it a day. They run, and Soundwave, who has been watching this whole time, also flies off.
The Autobots return to the Ogygia, and use the machinery Coby recovered to plot a course underground. The ship heads for the coordinates, but they find a giant crevice along the way, with the Atlantis starship in the middle, having crashed on Gigantion!
Original airdate: ???
Written by: ???
(Numbers indicate order of appearance.)
| Autobots | Decepticons | Humans | Others |
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Regulars
Guests
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"We'll find that needle a whole lot faster if we're searching only part of a haystack!"
"He's trippin' 'cuz he got served."
"No, no. But I felt great disturbance within the force"
"You're so square."
Ransack: "He beat them like a drum!"
Thundercracker: "Megatron opened a big can o' whoop-butt on them!"
Crumplezone: "Whooooop-butt!"
Menasor: "Sure, laugh, but his power scares me."
Thunderblast: "It scares me how hunky he is! Hee hee hee!"
Scourge: "Hunky?"
"I have changed. I am no longer Megatron. Megatron was a loser!"
"I am invincible. I am Galvatron!"
"New look, same old lines."
"Nothing you say or do will make you my equal!"
"You're right!"
"I know!"
"I'd never stoop down low enough to be your equal!"
"Ah, you do have something left. But you really can't expect to fight Galvatron with an axe?"
"I'm...gonna take a...whack!"
"If you keep asking for it, I'll keep giving it! It's on!"
"I wish you'd shut up!"
| Fury | ||
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| English: Alternate: |
Fury Fury |
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| Type: | Beast-Warrior | |
| Level: | 4 |
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| ATK/DEF: | 1650/1650 | |
| Card Lore: | A once-ordinary teenager who was made a werewolf by his brother. He has since convinced his brother to fight crime. | |
| Rarity: | rare | |
| Card Limit: | Unlimited | |
| Other Card Information: | Gallery - Rulings Appearances Tips - Errata - Trivia Lores - Artworks - Names |
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| Level | 4 + |
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Inherent powers are permanent powers that a Hero or Villain automatically has without having to select them during training. There are Inherent powers that are Archetype-specific, Origin-specific, and open to all characters. Not all Inherent powers are available at level 1.
Every character receives a minor ranged attack power that depends on his or her origin. For more information, see Origin Powers.
The following inherent powers are specific to the archetypes available in City of Heroes and City of Villains.
A Stalker does his best work when attacking from ambush. When properly 'Hidden', a Stalker can pull off critical hits with his attacks, and even land a massive 'Assassin's Strike' with an assassin's power. Assassin Strikes made from hide will Demoralize the Stalker's foes leaving them with a reduced chance to hit and has a chance to terrorize them. Additionally, a Stalker has a 10 percent base chance to critically hit, which is increased by an additional 3 percent per member in your party, against non-player enemies. Stalkers have a chance to land a critical hit against players if they are Held or Slept.
| Type | Archetype-Specific (Stalker) |
| Effects | Always criticals from Hide |
| 20% chance of critical on Held or Slept opponents |
For hovering and aerial combat. This power is much slower than Energy Flight, but provides some Defense, offers good air control, costs little Endurance, and has none of the penalties associated with Energy Flight. Switch to this mode when fighting other flying foes. Also See: Hover
| Level Gained | Security Level 10 |
| Type | Archetype-Specific (Peacebringer) |
| Effects | Self: Fly, + Defense |
Soldiers of Arachnos undergo intense physical training before leaving "boot camp." Those that survive have greater than average healing rates and tire less quickly than others.
The increase in Regeneration and Recovery are not bonuses but are higher base values than other Archetypes.
| Level Gained | Threat Level 1 |
| Type | Archetype-Specific (Soldiers of Arachnos) |
| Effects | Self: Increased Regeneration (0.50%) and Recovery (1.75%) |
Controllers are the masters at locking down and controlling their opponents. Few can escape their will. Controllers do extra damage to any target that is already Held, Immobilized, Slept, or Disoriented.
| Type | Archetype-Specific (Controller) |
| Effects | Self: Critical Damage (Special) |
Kheldians naturally thrive off the energy and essence of their teammates. Peacebringers' metamorphic nature allows them to bring balance to their team. Your Damage will increase for each nearby Tanker, Mastermind, Corruptor or Defender teammate. Your Damage Resistance will increase for each nearby Scrapper, Brute, Stalker or Blaster teammate. Finally each nearby Controller or Dominator teammate will grant you limited protection from Control effects. You cannot put Enhancements in this power.
| Type | Archetype-Specific (Peacebringer) |
| Effects | Auto: Special |
The Scrapper is a fierce melee combatant. In hand to hand, no other hero can compare. All Scrapper melee attacks have a chance to land a Critical Hit for up to double damage. The higher the rank of the target, the greater the chance for a successful Critical Hit.
The standard chance of a Critical Hit is 5% against players, pets, and critters of Minion rank and below, and 10% against critters above Minion.
| Type | Archetype-Specific (Scrapper) |
| Effects | Critical Damage |
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, Mastermind, Corruptor or Defender teammate. Your Damage will increase for each nearby Scrapper, Stalker, Brute or Blaster teammate. Finally each nearby Controller or Dominator teammate will grant you limited Protection from Control effects. You cannot put Enhancements in this power.
| Type | Archetype-Specific (Warshade) |
| Effects | Auto: Special |
Blasters’ earliest abilities come so naturally to them, that they are accessible even in states that normally prevent them from using powers, such as being Held, Slept or Stunned. Additionally, each time the Blaster attacks with a primary or secondary power, they gain a stacking damage bonus for the next several seconds. The amount of the damage bonus and its duration is dependent on the exact power used, with single target abilities generally giving the largest bonus.
The current version of Defiance was released on December 11, 2007. Prior to that, it worked differently. See the main article for more details.
Nothing delights a Dominator more than inflicting pain. When a Dominator attacks, his sadistic nature grows. When your Domination bar is over 90% you can activate this power to unleash his true potential. Your control powers will typically last 50% longer and will more easily Dominate stronger opponents. Additionally, you will fully recharge your Endurance. Domination lasts for 90 seconds and recharges in 200 seconds. The recharge can be reduced by self and ally buffs, but cannot be slotted with enhancements.
Domination protects the villain from Knockback/Knockup, Repel, Disorient, Hold, Sleep, Immobilize, Fear, and Confuse effects, and can be activated even while suffering from them to break the villain free.
Domination doubles the magnitude of the villain's own Disorient, Hold, Sleep, Immobilize, Fear, and Confuse effects for their normal durations, then keeps them going at normal magnitude for half that amount of time longer. Debuffs and other secondary effects are not improved.
A Dominator's Domination level is shown by an orange bar between Endurance and Experience Points. It rises each time he attacks. It rises faster if the Dominator has more teammates. This is a mild effect with one or two teammates, but on a large team Domination can be brought from 0 to over 90% with fewer than ten attacks. The Domination level falls very slowly when not used. It's automatically reduced to zero 90 seconds after Domination is activated.
| Type | Archetype-Specific (Dominator) |
| Effects | Self: Critical Control |
Energy Flight allows you to travel long distances quickly. If you attack a target while this power is on, your Flight speed will be temporarily reduced. Your Energy Flight speed increases with your Level. Also See: Fly
| Level Gained | Security Level 1 |
| Type | Archetype-Specific (Peacebringer) |
| Effects | Toggle: Self Fly |
As a Brute engages in combat, it unleashes his Fury. The longer he remains in combat, attacking and being attacked, the more damage he deals.
A Brute's Fury level is shown by an orange bar between Endurance and Experience Points. It rises each time he makes an attack or is attacked himself (regardless of hit or miss). The speed at which it rises is directly proportional to the recklessness of the Brute.
| Type | Archetype-Specific (Brute) |
| Effects | Self: +Damage (Special) |
Although many try, few can withstand the irresistible force of the Tanker. Each time a Tanker attacks, he enrages the target, and those around him, enticing them to attack the Tanker. Each punch continues to provoke your enemies and allows the Tanker to do what he does best.
Gauntlet -- also referred to as "Punch-voke" -- causes the Tanker's AoE attacks and auras to taunt every PvE enemy they affect. Their single-target attacks taunt the enemy hit and up to four more around it. Gauntlet has reduced chances of affecting exceptionally high-rank foes like Giant Monsters, and even worse chances of affecting other players in PvP.
Brutes possess a smaller version of this power, occasionally labeled "Poke-voke". The Brute's Gauntlet doesn't apply in PvP, and their single-target attacks only taunt the one target hit.
| Type | Archetype-Specific (Tanker) |
| Effects | Taunt |
The Corruptor is a dastardly villain indeed. As a Corruptor's foe health wanes, the Corruptor can start to land Scourge hits with his attack powers for up to double damage. The weaker the target is, the greater chance the Corruptor has of landing Scourge. Once a foe is weak enough, there is no escaping the Corruptor's wrath. A Corruptor shows no mercy.
Scourge offers no chance of critical damage until the target has less than 50% health. The chance then smoothly increases to 100% once the target has only 10% or less of its health remaining. These percentages are based on the target's base health -- targets with large health boosts from powers can effectively delay the point at which Scourge damage starts being possible.
| Type | Archetype-Specific (Corruptor) |
| Effects | Critical Damage |
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. Also See: Recall Friend
| Level Gained | Security Level 10 |
| Type | Archetype-Specific (Warshade) |
| Effects | Zone Range Teleport Teammate |
You can Teleport long distances. Shadow Step has no recharge time, and can be reactivated without pause as long as you have Endurance. Also See: Teleport
| Level Gained | Security Level 1 |
| Type | Archetype-Specific (Warshade) |
| Effects | Self Teleport |
A good Mastermind knows how to manage his Henchmen. The Mastermind imparts a bonus to his Henchmen's Accuracy and Damage only if he is nearby and has line of sight.
Supremacy gives +25% Damage and +10% ToHit. It has a radius of 60'.
| Type | Archetype-Specific (Mastermind) |
| Effects | PBAoE, Henchmen bonus, +ToHit, +Damage |
The Defender primary focus is to protect the team. When his allies are in danger, the Defender is able to look deep within him or herself and rise to the occasion. As a Defender's teammates are in danger of being defeated, the Defender gains an Endurance discount and can activate their powers at a reduced cost. The more teammates in trouble, the greater the discount.
Vigilance was introduced on September 20, 2005. As a Defender's teammates lose health, the Defender gains an Endurance discount. This power does not need to be activated. The more injured the Defender's teammates are, on average, and the larger his team is, the greater the discount Vigilance provides. The Defender's own health does not affect Vigilance, nor do teammates who are on other maps or who are too far away.
Vigilance can be monitored as "Endurance Discount" in the Combat Attributes window. The formula for calculating your total discount is Cost/(1 + bonus). So a 100% discount would halve the cost of powers. A simple chart can be found here. There is debate on what the maximum amount of discount Vigilance will accrue [source].
| Type | Archetype-Specific (Defender) |
| Effects | Endurance Discount |
Some situations call for the ultimate sacrifice...self-destruction. This causes damage to those around you and sends your character to the hospital.
Self Destruction is not affected by enhancements or any buff except Knockback, ToHit, and Accuracy. It should be noted that its recharge is not affected by buffs. It is permanent, available at character creation, and does not have usage charges.
| Recharge | Very Long (60min) |
| Effects | PBAoE 40ft |
| Extreme damage | |
| Knockback | |
| Self defeat |
Forms a frictionless field of energy beneath the user that allows rapid transit while remaining close to the ground. This power is mechanically identical to Sprint.
| Effects | Boost Run Speed |
| Enhancements | |
| Set Categories | |
Creates an effect behind the user while they use enhanced speed. The exact effect depends on the power. All are mechanically identical to Sprint, Slide, and each other.
| Effects | Boost Run Speed |
| Enhancements | |
| Set Categories | |
Freakshow Boss Costume
Need description
| Effects | Costume change |
| Incompatible with stealth toggles |
PPD Hardsuit Costume
Need description
| Effects | Costume change |
| Incompatible with stealth toggles |
Carnival Harlequin Costume
Need description
| Effects | Costume change |
| Incompatible with stealth toggles |
This Jump Pack grants you the ability to not only jump great distances, but also jump and gain altitude in mid air! The Jump Pack will automatically shut down after 30 seconds of continuous use.
| Effects | Self Toggle |
| +Jump | |
| +Fly | |
| Special |
You've been given a VIP Pass to Pocket D. It will allow you to access Pocket D from anywhere. It is usable once every 30 minutes.
The pass has a very long interrupt time before it operates.
| Effects | Teleport to Pocket D |
When all else fails, you have only your two fists to depend on.
| Damage | Minor |
| Recharge | Fast |
| Effects | Foe Minor Smashing Damage |
| Enhancements | |
| Set Categories |
Activate Rest to heal Hit Points and recover Endurance. While Resting you cannot attack, and you 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.
Heroes and Villains receive this ability on advancing to Security/Threat Level 2.
| Minimum Level | 2 |
| Effects | Self Heal Recover |
| -Defense | |
| Enhancements | |
| Set Categories | None |
Sprint allows you to run slightly faster than normal, while slightly draining your Endurance. You may have to Toggle this off in combat to conserve Endurance.
| Effects | Boost Run Seed |
| Enhancements | |
| Set Categories | |
Veteran Rewards powers are additional inherent powers that a player may claim once his or her account has been active for a certain length of time. For more information, see Veteran Reward Powers.
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