Enhancements
Jump to navigation
Jump to search
Overview
Enhancements are permanent boosts to powers. There are three main types of enhancements: Training enhancements, Dual-Origin enhancements, and Single-Origin enhancements. Training enhancements are usable by any characters. Dual-Origin and Single-Origin enhancements are only usable by characters of specific origins. Within each type of enhancement, there are 26 different aspect enhancements. Each aspect is categorized under different Schedules.
Enhancement Types
- Training-Origin (TO)
- Useable by any character.
- Purchasable and dropped at all levels.
- Dual-Origin (DO)
- Useable only by those that match one of the two origins.
- Purchaseable at level 15 (useable by level 12's). Possible to drop at lower levels, though unlikely.
- Can be combined with other DO's as long as one of the origins match the character's origin.
- EXAMPLE: Science character. Can use Tech/Sci and Mut/Sci. Can combine Tech/Sci and Mut/Sci. Cannot combine Tech/Sci and Nat/Tech.
- Single-Origin (SO)
- Useable only by those matching it's origin.
- Purchaseable at level 25 (useable by level 22's). Possible to drop at lower levels, usually through a Task/Strike Force or Trial. Still unlikely
- Can only be combined with enhancements matching it's origin
- Hamidon Origin (HO)
- NOTE: Currently only accessible to Hero characters
- Useable by any character.
- Only dropped by the Hamidon in 'The Hive', a level 45+ zone.
- Enhances 2 aspects at the same level as SO's.
- Can only be combined with other HO's that enhance the same two aspects.
- EXAMPLE: Centriole Exposure (Damage/Range). and (insert name of Damage/Accuracy)
- Centriole can be placed in any power that does damage and/or has a range aspect. Can be placed in brawl, but will not increase melee range.
- 2 Centriole's can be combined.
- Centriole and (other HO) cannot be combined.
Enhancement Schedules
Modified from official Enhancement Diversificationforum post by CuppaJo
- Schedule A
- Accuracy, Confuse, Damage, Defense DeBuff, Drain Endurance, Endurance Discount, Fear, Fly, Heal, Hold, Immobilize, Intangible, Jump, Recharge, Recovery, Run, Sleep, Snare, Stun, Taunt, To Hit Debuff
- Schedule B
- Range, Defense Buff, Resist Damage, To Hit Buff
- Schedule C
- Interrupt
- Schedule D
- Knockback
Enhancements
- Accuracy Enhancments
- Confusion Duration
- Damage
- Defense Buff
- Defence Debuff
- Endurance Modification
- Endurance Reduction
- Fear Duration
- Flight Speed
- Healing
- Hold Duration
- Immobilization Duration
- Intangibility
- Activation Acceleration
- Jumping
- Knockback Distance
- Range Increase
- Recharge Reduction
- Resist Damage
- Run Speed Increase
- Sleep Duration
- Slow
- Disorient Duration
- Taunt Duration
- To Hit Buff
- Accuracy Debuff
Retired Enhancements
There are currently three enhancements that have been retired. They are:
- Cone Range enhancements, whose functionality is now within the Range enhancements,
- Endurance Drain enhancements, whose functionality is now within the Endurance Modification enhancements, and
- Endurance Recovery enhancements, whose functionality is now within the Endurance Modification enhancements