Inherent Powers
Overview
Inherent powers are permanent powers that a hero or villain automatically has without having to train to obtain. The two main types of inherent powers are powers that are specific to an archetype and powers that all heroes have.
Archetype-Specific Powers
The following are inherent powers are specific to the archetypes available in City of Heroes and City of Villains.
Combat Flight
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.
Type: Archetype-Specific (Peacebringers) Effects: Self: Fly, + Defense
Containment
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 (Controllers) Effects: Self: Critical Damage (Special)
Cosmic Balance
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 or Defender teammate. Your Damage Resistance will increase for each nearby Scrapper or Blaster teammate. Finally each nearby Controller teammate will grant you limited Protection from Control effects. You cannot put Enhacements in this power.
Type: Archetype-Specific (Peacebringers) Effects: Auto: Special
Critical Hit
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.
Type: Archetype-Specific (Scrappers) Effects: Critical Damage
Dark Sustenance
Kheldians naturally thrive off the energy and essence of their teammates. Warshades' absorbing nature allows them to draw on the power of their teammates' power to increase their own. Your Damage Resistance will increase for each nearby Tanker or Defender teammate. Your Damage will increase for each nearby Scrapper or Blaster teammate. Finally each nearby Controller teammate will grant you limited Protection from Control effects. You cannot put Enhacements in this power.
Type: Archetype-Specific (Warshades) Effects: Auto: Special
Defiance
As a Blaster loses health, he begins to unleash his true power in a last ditch display of Defiance. The less health he has, the more damage he deals, and the more accurate his attacks become.
Type: Archetype-Specific (Blasters) Effects: Special: Self, +Damage, +Accuracy
Domination
Nothing delights a Dominator more than inflicting pain. Once 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 and increase the damage to all your attacks. Recharge: very long.
Type: Archetype-Specific (Dominators) Effects: Self: Critical Control
Energy Flight
Energy Flight allows you to travel large distancies 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.
Type: Archetype-Specific (Peacebringers) Effects: Toggle: Self Fly
Fury
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.
Type: Archetype-Specific (Brutes) Effects: Self: +Damage (Special)
Gauntlet
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.
This power is also referred to as "Punch-voke".
Type: Archetype-Specific (Tankers) Effects: Taunt
Scourge
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, ther is no escaping the Corruptors wrath. The Corruptor shows no mercy.
Type: Archetype-Specific (Corruptor) Effects: Critical Damage
Shadow Recall
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 enhaced. This power can be interrupted.
Type: Archetype-Specific (Warshades) Effects: Zone Range Teleport Teammate
Shadow Step
You can Teleport long distancies. Shadow Step has no recharge time, and can be reactivated without pause, as long as you have Endurance.
Type: Archetype-Specific (Warshades) Effects: Self Teleport
Supremacy
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.
Type: Archetype-Specific (Masterminds) Effects: Point Blank, Henchmen bonus, + Accuracy, + Damage
Vigilance
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.
Type: Archetype-Specific (Defenders) Effects: Endurance Discount
Origin Specific Powers
Universal Inherent Powers
Brawl
When all else fails, you have only your two fists to depend on.
Damage: Minor Recharge: Fast Effects: Foe Minor Smashing Damage Enhancements: Reduce Endurance Cost Enhance Recharge Speed Enhance Damage Enhance Accuracy
Rest
Activate Rest to heal Hit Points and recover Endurance. While Resting you cannot attack, and you are extremely vulnerable to attack and damage. Activatation 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 Level 2.
Minimum Level: 2 Effects: Self Heal Recover -Defense Enhancements: Enhance Endurance Modification Reduce Interrupt Time Enhance Recharge Speed Enhance Heal
Sprint
Sprint allows you to travel, or run away, slightly faster than normal, while slightly draining your Endurance.
Effects: Boost Run Seed Enhancements: Reduce Endurance Cost Enhance Running Speed Enhance Jump