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3000 Lava Ridge Court, Suite 100 Roseville, CA 95661 1-800-733-3000 www.primagames.com The Prima Games logo is a registered Updates trademark of Random House, Inc., registered in the United States and other countries. Primagames.com is a registered trademark of City of Heroes Random House, Inc., registered in the United • The Recluse's Victory map has been added to States. the Zones. Add this to your current Zones section. © 2006 by Prima Games. All rights reserved. No part of this book may be reproduced or transmitted in any form or by • The Appendix has been updated. Replace your any means, electronic or mechanical, including photo- previous Appendix pages with this. copying, recording, or by any information storage or retrieval system without written permission from Prima City of Villains Games. Prima Games is a division of Random House, Inc. • The Introduction section of the Archetypes has Publishing Director: Julie Asbury been updated. Replace your previous Senior Project Editor: Brooke N. Hall Introduction section with this. • A new sample build, the Electric Brute, has been ©2004-2006 Cryptic Studios, Inc. and NC Interactive, Inc. All added to the Brute Archetype section. Add this Rights Reserved. City of Heroes, City of Villains and all to your current Brute section. associated logos are trademarks or registered trademarks of Cryptic Studios and NCsoft Corporation. NCsoft, the inter- • All of the power sets (Stalker, Brute, locking NC Logo, and all associated NCsoft logos and designs Mastermind, Corruptor, Dominator) have been are trademarks or registered trademarks of NCsoft updated. Replace your current power sets Corporation. Cryptic Studios is a trademark of Cryptic pages with these. Studios, Inc. All other trademarks are the property of their respective owners. • The Zones section has been updated. Replace your previous Zones pages with this. All products and characters mentioned in this book are trade- marks of their respective companies. • Two new Zones, Grandville and Recluse's Victory, have been added to the Zones section. Please be advised that the ESRB Ratings icons, "EC," "E," Add these to your new Zones pages. “E10+,” "T," "M," "AO," and "RP" are trademarks owned by the • The Villains section has been updated. Replace Entertainment Software Association, and may only be used your previous Villains pages with this. with their permission and authority. For information regarding whether a product has been rated by the ESRB, • A Base Rent section has been added to the please visit www.esrb.org. For permission to use the Ratings Bases. Add this to your current Bases pages. icons, please contact the ESA at esrblicenseinfo.com. • The Appendix has been updated. Replace your Important: current Appendix pages with this. Prima Games has made every effort to determine that the • Four all-new sections have been added: Patrons, information contained in this book is accurate. However, the Missions, New Villains, and Class publisher makes no warranty, either expressed or implied, as Tables. to the accuracy, effectiveness, or completeness of the material in this book; nor does the publisher assume liability for damages, either incidental or consequential, that may result from using the information in this book. The publisher cannot provide information regarding gameplay, hints and strategies, or problems with hardware or software. Questions should be directed to the support numbers provided by the game and device manufacturers in their documentation. Some game tricks require precise timing and may require repeated attempts before the desired result is achieved.

ISBN: 0-7615-5350-9 recluse’s victory introduction Sector 1 Sector 4 the basics (hero) 3 archetypes Sector 5

2 4 1 group dynamics

(villain)

zones Sector 2 Sector 3

Villain Base Hero Base Villains

1 2 3 1 I I I 3 2 I1 I2 3

3

PvP I

Villain Start Exploration Badges 2 Portal to Atlas Park Villains Hero Start Globetrotter (1) 3 Portal to Above Bases Raganarok (2) Heavy Platform Villain Dark Victory (3) I Informants (Villain Base) Last Stand (4) Arachnos Orientation Adjuntant (1) Heavy Platform Hero Heroes Arbiter Minos (2) Globetrotter (1) Arbiter Uller (3) Temporal Anchors Raganarok (2) Temporal Fighter (3) I Informants (Hero Base) Hospital Last Stand (4) D.A.T.A. Orientation Adjutant (1) Commander Murat (2) D.A.T.A. Tech Congreves (3) appendices 1 Portal to Grandville

Volume 1 • Issues 1–6 NOTE that the temporal anchors, Now the forces of Arachnos pillbox-like structures with turret and Longbow battle in a recursive This is a Level 40–50 zone. defense systems, will not stay future courtesy of the temporal locked down long enough to keep portal. Each victory and defeat For decades, Lord Recluse has the timeline frozen for more than brings reality one step closer to been plotting to destroy a few minutes at a time. “true time.” It’s up to the Heroes of Statesman. He has been using In recent months, Freedom Paragon City to defeat Lord captured D.A.T.A. and Portal Corp. Corps operatives, through great Recluse time and time again, scientists’ time technology to sacrifice on the beaches and in making that reality more and create a Destiny Portal—a portal the under city of Grandville, have more real until it finally takes hold that can travel to alternate learned about the temporal portal and denies all other conclusions. futures. Tweaked by Dr. Aeon and and have rescued captured scien- The Villains have the opposite perfected by his Mu Mystics, the tists that Lord Recluse used to goal, and must try to litter Atlas Destiny Portal has allowed the build and maintain it. These scien- Park with the broken bodies of Spider Lord to experiment with tists brought with them their hated foes, securing the the time stream, visiting alternate schematics of the portal and the anchors for themselves. timelines of Atlas Park, with hopes knowledge of how it was being Recluse’s Victory is a multi- of domination. used. The scientists told how they game PvP zone that lets the After extensive research, an constructed the temporal players feel that they are alternate, larger, temporal portal anchors with built-in reset impacting the world in which they was built. This portal’s signal locks buttons that would not let Lord are fighting. This is really an epic on to a specific thread in the time Recluse maintain his dream. They battle of the ages, in which even stream, one where Recluse has are not sure, but they think that Statesman and Recluse will take gained a foothold into this world. the reset system can be part. Arachnos’s control is maintained overridden if the temporal through various Temporal anchors are locked into one Entrances Anchors throughout Atlas Park. timeline or another long enough. But Lord Recluse is opposed by The Freedom Corps knew it had Heroes can enter Recluse’s Longbow and heroes, so the to act. With the aid of D.A.T.A. and Victory through the D.A.T.A. timeline is not permanently set the scientists of Portal Corp., it center in City Hall. In addition, on either good or evil. built its own temporal portal and players can monitor which side is If successful, Recluse’s Victory managed to secure a base under capturing various pillboxes in the will create a “butterfly effect,” the alternate city of Atlas Park in zone by watching the map of the changing the time continuum of Recluse’s Victory. A call has gone future Atlas Park in the D.A.T.A. today and bringing the defeat of out to gather the city’s most office. Statesman and the Freedom prestigious Heroes and task them Villains go into the zone Phalanx. with traveling forward into this through the gateway in the The only thing holding Lord time stream. bowels of the Watchtower in Recluse back from his dream is Grandville. Just as D.A.T.A. keeps track of each side’s progress, so too does Arachnos have a map set up just outside its teleportation facilities. Another map is set up in Port Oakes at Supergroup regis- tration, where players can see which side is dominating the future. Both Heroes and Villains have posted personnel just inside the zone to debrief newcomers to the area. A D.A.T.A. orientation adjutant informs Heroes of what they can expect and introduces players to two other personnel

Volume 1 • Issues 1–6 who can help in the base. Commander Murat describes details about how the zone works. D.A.T.A. tech Congreves gives a thorough rundown on the support vehicles

introduction available and the pillboxes. For the Villains, an Arachnos orien- tation adjutant provides the initial information, while Arbiter Uller explains how the war for the future works, and Arbiter Minos the basics discusses the weapons at Arachnos’s disposal. Gameplay Overview well as locations of pillboxes and pillboxes are low concrete bunker

archetypes heavy support platforms. gun platforms for turrets, with a Atlas Park is engulfed in a massive Aboveground, the city is an central raised area that is open on battle between the combined abandoned ruin. Buildings are top. The central raised area forces of the Freedom Corps and covered in graffiti and windows contains computer control panels Freedom Phalanx against are boarded up. Trash fills the that enable the turret systems Arachnos. Player Heroes and and switch the pillbox over to the group streets, and the sky looms gray.

dynamics Villains bolster each side of this The players’ goal is to seize player’s side; there is just enough conflict. Turreted pillboxes serve control of the pillboxes that are room in this control area for two as temporal anchors that control the zone’s temporal anchors and players. Holographic panels whether a section of the city is in claim the future for their side. display which side, if any, currently controls the temporal Arachnos or Longbow hands. Capturing six of the seven anchor (red—Arachnos, blue— zones Heavy support robots provide anchors creates a win condition Longbow). extra firepower for both sides. for a limited period when players To capture a neutral pillbox, Both armies have a secure base can reap special rewards. under the city where players players must first defeat the four active ball turrets, then travel into arrive. Players are fully debriefed Pillboxes the middle of the platform and before they head aboveground. Control of Recluse’s Victory is click on the interruptible control There is an ops map in each base Villains represented by seven temporal panel for five seconds (as with that gives live updates of who anchor pillboxes strategically Bloody Bay fire bases). If the controls which neighborhoods, as placed in the zone. These pillbox has already been captured by the enemy, the turrets on the pillbox must be defeated before

PvP the control panel can be operated/clicked on. While controlling a temporal anchor, a player is protected by a defensive force field. While in the zone, players can track the status of the pillboxes in Bases the Navigation Window. Each pillbox is represented by a circle; the color represents its status. Additionally, players can follow the status of each temporal anchor by looking at their Navigation Window. appendices

Volume 1 • Issues 1–6 The turrets that spawn become Signature characters belonging to Rewards henchmen of the player who the losing side will teleport in and Temporal points are a special enacted the pillbox. This means help take back the pillboxes reward feature available only in they will work like other controlled by the enemy forces. Recluse’s Victory. A player’s henchmen in the game, except The Signature characters will temporal points are recorded in that they do not move, and will remain in the zone until either the Navigation Window. Players not get teleported to the player defeated or the zone resets. earn points according to the should he move too far away These reinforcements following table: from him. randomly teleport into the zone After a player leaves the at several locations. Once in the REcluse’s pillbox, the turrets stop becoming zone, they will head to the Victory awards his henchmen, and switch to nearest enemy-held pillbox and ACtion team ID of the player. They will attack it to take down the turrets, Destroy Turret stay in this state even if the player stopping only to defend against Capture Pillbox returns to the pillbox. At this attackers. When a pillbox has Defeat a Player point, the hologram control panel been taken down, they will move Defeat a Signature pops up showing no ownership of to the next enemy-held pillbox Character the turrets. The player, or anyone and do the same thing. When a Fight on the Side that on the player’s side (Hero/Villain) character Hero/Villain is Captures Six Pillboxes may jump in and claim the turrets defeated, he or she will be Negative points for being defeated by clicking on the control panel. teleported out via an effect. Turrets that are destroyed do These Signature characters Note that every member of a not regenerate. If all four turrets keep appearing until the losing team that accomplishes the task are destroyed, the pillbox is still in side takes one more pillbox than receives the reward, with one control of the side that previously the other. Signature characters exception: A team must do at owned it, and will stay that way won’t appear if there are any left least 10 percent of the hit point until the enemy takes it, or over from the previous spawn. damage to the Signature a game win or reset state character in order to qualify for changes it. Winning the reward. Players must capture six temporal At the end of a battle and time Support Robots anchors to seize Atlas Park. For reset, any player who has 1,000 Until claimed, support robots are five minutes, the geometry of the points will receive a temp power deactivated and sitting on their entire zone shifts to their side. pet, a small version of the Heavy platforms. A player claims a Even the sky changes to match class support robots from this support robot by completing an the mood of the winning group. zone. These points will also revert interruptible touch task on the The zone remains this way for to zero when the game resets. computer terminal on the five minutes and certain special This temp power acts like a platform. When the task is rewards occur. The losing force normal pet (not a Mastermind), completed, the robot comes to life can end this period more quickly and can be used outside of and functions as a Mastermind pet. by defeating 100 enemy entities— the zone. When a robot is destroyed, a new player or AI. After this period is one spawns at its starting over, the zone reverts to a neutral platform. No more than three state. robots can be in play on either side. If the player is defeated, the robot is also destroyed. The support robots for Villains come in the form of huge Tarantulas—Arachnos TIP Heavy Blasters. Heroes can utilize huge Longbow robots called A special easter egg is the existence of an Infected in the Cataphracts. You can only control zone’s train station. Hero players desperate to earn the one Heavy Support Robot at a time. Isolator Badge, achieved by defeating the Infected that Reinforcements inhabit the tutorial, can now do so. However, cunning Villains might just camp out at that spot and wait for the unwary do- When one side gains control of gooder to come by…. four pillboxes, two or three

Volume 1 • Issues 1–6 AppendixAppendix

Accolades BADGE NAME CRITERIA NOTES REWARD Passport To be given when a character executes a Server Transfer This is currently only available to characters on the — European servers who transferred from the U.S. servers V.I.P. Given to characters who installed the DVD Edition of CoH — — Received the Atlas Medallion Earn Top Dog, Pupil, Spelunker, The Silver Bullet, and The Slayer badges — +5 Endurance Conspiracy Theorist Earn Infiltrator, Doctor's Ally, Crey Fish, Crey Watcher, Crey Havoc, and Bird Watcher badges — Crey Pistol Portal Jockey Earn Dimensional Warder, Multidimensional, Shrouded, and Scholastic badges — +5 Endurance, +5% Hit Points Freedom Phalanx Reserve Member Earn Authority, Gearsmasher, Tank Buster, Unveiler, Brawler, Summoned, Keen Sighted, — +10% Hit Points Nimble Mynx, Regal, Purifier, and Vigorous badges Archmage Earn Mystic King, Faultless Mystic, Dark Mystic, Mystic, Tracer, Banisher, Soul Binder, — Eye of the Magnus and Illusionist badges Vanguard Earn Ace, Portal Parter, Savant, Zookeeper, and Finder badges — Vanguard Medal: doubles duration of Disorient, Hold, Immobilize, Fear, Confuse, and Sleep powers. It's a Toggle that lasts for 1 minute and is only usable once every 25 minutes Received the Stalwart Medallion Complete the CoH Respec Trial once / Use your first earned Respec — — Earned the Statesman Star Complete the CoH Respec Trial twice / Use your second earned Respec — — Awarded the Freedom Cross Complete the CoH Respec Trial three times / Use your third earned Respec — — Celebrant Log in character during May 2005 for 1 year anniversary of City of Heroes Only available during April 2005 — Once the Victor Defeat Mary MacComber once — — Twice the Victor Defeat Mary MacComber two successive times — — Thrice the Victor Defeat Mary MacComber three successive times — — Four times the Victor Defeat Mary MacComber four successive times — — Five times the Victor Defeat Mary MacComber five successive times — — Six times the Victor Defeat Mary MacComber six successive times — — Seven times the Victor Defeat Mary MacComber seven successive times — — Eight times the Victor Defeat Mary MacComber eight successive times — — Nine times the Victor Defeat Mary MacComber nine successive times — — Ten times the Victor Defeat Mary MacComber ten successive times — Witch's Hat Geas of the Kind Ones Defeat Mary MacComber, Earn Giant Killer, Pumpkin King, Believer, Cap Buster, — +Recovery, +Accuracy, +Recharge, but -Defense Pumpkin Master, Bane of Dannan, Spellbinding, and Haunted badges Longbow Reservist Received when logging in during the 2005 Holiday Event Only available during the Holiday 2005 event — Holiday Spirit Complete the 2005 Holiday Event mission You are granted a free session at the tailor — and a Holiday Hat Toy Collector Open 200 presents Only available during the Holiday 2005 event — Task force Commander Earn the Positron's Ally, Synapse's Cohort, Sister Psyche's Comrade, — Adds 5% to your hit points and grants the Citadel's Assistant, Manticore's Associate, and Numina's Compatriot badges Epaulettes costume piece Heart of Light Received when logging in during the Valentine's 2006 event Only available during the Valentine's 2006 event Unlocks the toga costume option Reveler Log in character during May 2006 for the 2 year anniversary of City of Heroes Only available during the April 2006 2 year anniversary — Badges: Achievements BADGE NAME CRITERIA NOTES Adamant Take 1, 000, 000 damage (not at once) — Advanced Holodisplay Plans Supergroup wins 10 raids — Advisor Have a Sidekick for 8 hours —

Volume 1 • Issues 1–6 Badges: Achievements CONT. BADGE NAME CRITERIA NOTES Analyzer Base Defense Supergroup takes 20,000,000 points of damage in SG mode —

introduction Auto-Doc Plans Supergroup heals 5,000,000 damage in SG mode — Autonomous Expert System Plans Supergroup deals 50,000,000 damage in SG mode — Bane of Dannan Destroy 333 Tuatha de Dannan (any type) — Banisher Defeat 200 Banished Pantheon "Spirit of"s — Believer Defeat Sally Twice Located in Croatoa

the basics Benedict DR Turret Plans Supergroup does 200 Circle of Thorns missions, collectively — Benedict DR-2 Turret Plans Supergroup earns 1,000,000 Prestige — Benedict DR-3 Turret Plans Supergroup earns 10,000,000 Prestige — Bonecrusher Defeat 50 Skull Bosses — Buster Defeat 20 Halloween Event Ghosts Only available during the 2004 Halloween Special Event Caged Be Held or Slept for 40 hours —

archetypes Cap Buster Defeat 333 Red Caps — Celebrity Amass 1,000,000 Influence — Clockstopper Defeat Babbage (Clockwork Giant Monster) Find in Boomtown or during Synapse's Task Force Cold Warrior Defeat 100 Winter Horde (Winter Event) creatures Only available during the 2004 Winter Special Event and the 2005 Holiday Event group Collector Collect 25 Badges — dynamics Combat Log Plans Supergroup heals 100,000,000 damage in SG mode — Confined Be Held or Slept for 20 hours — Dead Head Defeat 50 Halloween Event Zombies Only available during the 2004 Halloween Special Event Deathless Clear 5,000,000 Debt (overall) — Dee Jay Defeat 50 Supa Trolls Skyway City Zone Event zones Defender of Truth Attain Security Level 30 — Demon Slayer Defeat Baphoment (CoT Giant Monster) Portal Mission Devilfish Defeat the Lusca Independence Port Zone Event Dimensional Warder Defeat Anti-Matter, Battle Maiden, Black Swan, Bobcat, Chimera, Portal Mission Diabolique, Dominiatrix, Infernal, Malaise, Marauder, Nueron, Nightstar, Siege (All Praetorian Arch-Villains) Villains Disruptor Achieve a PvP Reputation of 200 — Doctor Heal 2,000,000 Points of Damage — Ectoplasmic Defeat 50 Ghosts from the Ghost Ship Zone Event — Emergency Capacitor Plans Supergroup removes 2,000,000 debt in SG mode — Empath Heal 1,000,000,000 Points of Damage — PvP Entangled Be Held or Slept for 2 Hours Total — Epitome Sidekick someone for 40 hours — Eradicator Defend successfully in a Base Raid — Exalted Work off 10,000,000 debt — Explorer Collect 50 Badges — Finder Defeat 100 Lost Bosses — Bases Fire Chief Defeat 100 Hellion Arsonists and 100 Fires Steel Canyon Zone Event Firebase Zulu Security Detail Spend 180 minutes in the Shadow Shard All Shadow Shard zones count toward this badge Firefighter Defeat 25 Hellion Arsonists and 25 fires Steel Canyon Zone Event Forward Observer Achieve a PvP Reputation of 400 — Frozen Fury Defeat the Winter Lord (Winter Event Giant Monster) Only available during the 2004 Winter Special Event Fusion Generator Plans Supergroup spends 50 hours total in PvP Zones (In SG mode) — appendices Gas Trap Base Defense Supergroup is slept or held for 30 hours total —

Volume 1 • Issues 1–6 Badges: Achievements CONT. BADGE NAME CRITERIA NOTES Gearsmasher Defeat 100 Gears Remnants of defeating a Clockwork Boss Giant Killer Defeat the Jack in Irons (Red Caps Giant Monster) Find in Croatoa Grand Lanista Win 10 Gladiator Matches — Gravedigger Defeat 100 Vahzilok Embalmed Zombies — Guide Have a Sidekick for 40 hours — Hallow Spirit Defeat the Halloween Event Pumpkin King Giant Monster Only available during the 2004 Halloween Special Event Handsome Complete the two mission story arc for the Valentine's 2006 event Only available during the Valentine's 2006 event. Nectar temp power reward Haunted Defeat 333 Ghosts in Croatoa — Hellspawned Defeat 50 Hellion Bosses — Hero of the City Attain Security Level 50 — Hunter Defeat 20 Halloween Event Vampires Only available during the 2004 Halloween Special Event Illusionist Defeat 500 Carnival of Shadows Illusionist Decoys — Immortal Take 1,000,000,000 points of damage — Imprisoned Be Held or Slept for 10 hours total — Improved Energy Turret Supergroup attempts the Cathedral of Pain mission 20 times — Improved Igniter Supergroup defeats 4000 Longbow Flamethrower troopers, while in SG mode. — Indestructible Take 500,000 Hit Points of Damage — Infiltrator Defeat 200 of Crey’s Paragon Protectors — Invulnerable Take 500,000,000 points of damage — Irradiated Spend 5 hours in Bloody Bay — Isolator Defeat 100 Contaminated Found in “Outbreak,” the tutorial zone Jailed Be Held or Slept for 80 hours — Justice Incarnate Attain Security Level 40 — Keeper of Peace Attain Security Level 20 — Keeper of Secrets Defeat Adamastor Banished Pantheon Giant Monster Kill Skulls Defeat 500 Skulls — Knight Errant Stop the Clockwork Paladin from being assembled Kings Row Zone Event Leader Earn 2,000,000,000 Influence — Legionnaire Defeat 100 Warrior Bosses — Malleus Defeat 75 Halloween Event Witches Only available during the 2004 Halloween Special Event Man in Black Defeat 200 Shivans — Master of Olympus Defeat Kronos Titan Malta Giant Monster Master Thief Must successfully steal an Item of Power in a Base Raid — Medic Heal 250,000 Points of Damage — Medical Specialist Heal 10,000,000 — Medicine Man Heal 50,000,000 — Mega Monitor Plans Supergroup has 5 Supergroup badges — Monkeywrencher Defeat 50 Zeus Titans — Nigh Indestructible Take 100,000,000 points of damage — Paradigm Sidekick someone for 80 hours — Paragon Sidekick someone for 100 hours — Pathfinder Collect 100 Badges — Popular Earn 1,000,000,000 influence — Privateer Defeat 100 Sky Raider Skiffs — Protector of Innocents Attain Security Level 10 — Protectorate Defeat 500 Devouring Earth Emanators — Pumpkin King Defeat the Eochai (Fir Bolg Giant Monster) Located in Croatoa Pumpkin Master Defeat 333 Fir Bolgs —

Volume 1 • Issues 1–6 group Bases PvP Villains zones archetypes the basics introduction appendices dynamics oue1•Ise 1–6 1• Issues Volume ocncDfa 0 geu oss — HydraGiantMonster — SteelCanyonZoneEvent — — — — — — — — — — Defeat100 IgneousBosses — — Defeat100 Bosses RularruSentry Defeat10 HellionArsonists Defeat200ArachnosToxic Tarantula Bosses Defeat100 Fake Nemesis DevouringEarthGiantMonsterinCrey'sFolly — — DefeatKraken Defeat100 Family Bosses — Eliminate2,000,000Debt OnlyavailableduringtheValentine's 2006 event — Volunteer Firefighter — Take 10,000,000 HitPoints Damage Volcanic Earn2,000,000,000influence Visionary PraetorianArchVillain Venomous — Earn100,000,000 Influence — — Defeat200Tsoo Sorcerers Earn200badges — — Unveiler Earn10 Badges Spend60minutesinTheHollows Untouchable Take 100,000 HitPoints Damage — Unleasher Undying Unbreakable — CompletethemissionforDJZero5times Troll Task Force Member Spend5hoursinRecluses'Victory Trillionaire — Trendsetter Eliminate400,000Debt Onlyavailableduringthe2004HalloweenSpecialEvent Trailblazer Eliminate100,000 Debt Tracer — DefeatJurassik Defeat200CouncilVampyri Tourist Eliminate800,000Debt Tough Toothbreaker — Heal1,000,000 Defeat100 Points ofDamage FreakshowBosses Defeat200CouncilWerewolves SkywayCityZoneEvent NOTES Time Traveller — — Earn20,000,000Influence — The Unyielding The Unwavering The Unbroken Spirit DefeatTyrant Defeat333Cabal Defeat200CoTBosses The Solution Defeat15 HalloweenEventWerewolves The Slayer Spend5hoursinSiren'sCall The SilverBullet — Tank Buster Earn10,000,000 Influence Surgeon — Sidekicksomeonefor20hours — Superstar Statesman's Pal LaunchtheWarburg Rocket10 SupergroupmembershavehadSidekicksfor5totalhours,inSGmode times Spellbinding BeHeldorSleptfor30minutestotal Soul Binder Siren's Song Supergroupheals25,000,000damageinSGmode Shifter Defeat50RavingTrolls SG MissionComputer Defeat20playersinPvP Defeat100 Troll Bosses Sensation Supergroupremoves1,000,000 debtinSGmode Role Model Rocketman CRITERIA Plans Robo-Surgery Restrained Repulsor BaseDefense Reinforcement Regenerator Raver BADGE NAME okee eet10 it oky — — — — Defeat1000 RiktiMonkeys Spend5hoursinWarburg Defeat500BrickstownPrisoners Defeat100 OutcastBosses Zookeeper Web Master Weatherman Warden Badges: Achievementscont. Badges: AcCOMPLISHMENTS BADGE NAME CRITERIA NOTES Agent Complete Defeat Marauder and His Guards mission Praetorian Mission Arachnophobic Defeat Lord Recluse in Recluse's Victory, and be a hero — Bantamweight Champion Win a Bantamweight Tournament — Bodyguard Complete Rescue C'Kelkah mission Level 45 - 50 Burkholder's Bane Complete the Ernesto Hess Task Force Level 24 - 30 Cabalist Complete Katie Hannon's Taskforce Level 30 - 35 Charmer Complete the Abandoned Sewers Trial — Citadel’s Assistant Complete Citadel’s Task Force Level 25-31 Corrupter Stop Nemesis from signing a treaty with the Circle of Thorns — Cruiserweight Champion Win a Cruiserweight Tournament — Destroyer of Strength Complete Sara Moore's Taskforce Level 40 - 50 The Doctor's Ally Complete Locate Hacker Before Crey Can mission Level 35 - 39 Dreamkiller Complete Barracuda’s Task Force — Emancipator Complete Find Source of Psychic Energy mission Portal Mission Featherweight Champion Win a Featherweight Tournament — Flyweight Champion Win a Flyweight Tournament — Frontline Complete Stop the Circle of Thorns from Contacting an Alternate World mission Get from Cadao Kestrel in Founders' Falls Heavyweight Champion Win a Heavyweight Tournament — Honorary Peacebringer Complete Moonfire’s Task Force Level 23-28 Justiciar Earn the Arachnophobic, Wrangler, Poltergeist, Sandblasted, Shark Hunter badges — Liberator Complete the Eden Trial Level 39-42 Lightweight Champion Win a Lightweight Tournament — Manticore’s Associate Complete Manticore’s Task Force Level 30-35 Meteorologist Complete Find out why Nemesis is Concerned with the Weather mission Level 40 - 44; Get from Maxwell Christopher in Founders' Falls Middleweight Champion Win a Middleweight Tournament — Mystical Savior Complete Defeat All Banished Cults Mission — Negotiator Complete the Defeat all the Clockwork and Skulls mission — Numina’s Compatriot Complete Numina’s Task Force Levels 35-38 Once the Victor—Ten — — Plague Stopper Complete the Destroy Plague Containers mission Level 10 - 16 Poltergeist Defeat Ghost Widow in Recluse's Victory, and be a hero — Portal Smasher Complete Dr. Quarterfield’s Task Force — Positron’s Ally Complete Positron’s Task Force Level 10-16 Protector of Kindness Complete Justin Augustine’s Task Force — Pwnz Complete the Defeat Freakshow Leader, His Crew mission — Redeemer Prove your honor and strength to Alexander of the Warriors — Sandblasted Defeat Scirocco in Recluse's Victory, and be a hero — Sharkhunter Defeat Captian Mako in Recluse's Victory, and be a hero — Sister Psyche’s Comrade Complete Sister Psyche’s Task Force Level 20-26 Slayer of Madness Complete Faathim the Kind’s Task Force — Somewhere in Time Take over 100 Pillboxes in Recluse’s Victory — Spelunker Complete the Find the missing fortune teller mission Level 12 - 14 Spirit Warrior Complete the Defeat all Villains in Sewer mission — Strawweight Champion Win a Strawweight Tournament — Super Heavyweight Champion Win a Super Heavyweight Tournament — Synapse’s Cohort Complete Synapse’s Task Force Level 15-21

Volume 1 • Issues 1–6 Badges: AcCOMPLISHMENTS BADGE NAME CRITERIA NOTES Temporal Agent Control 10 Heavies in Recluse’s Victory — introduction Temporal Soldier Control 250 Heavies in Recluse’s Victory — Temporal Spy Control 50 Heavies in Recluse’s Victory — Time Bandit Take over 1000 Pillboxes in Recluse’s Victory — Time Machinist Take over 10 Pillboxes in Recluse’s Victory — Transcendent Complete the Cavern of Transcendence Trial Level 12-15 the basics Transmogrified Complete a Terra Volta Respec Trial — War Wall Defender Defeat Onakti Get from Phlippa Meraux in Founders’ Falls Welterweight Champion Win a Welterweight Tournament — Wrangler Defeat Black Scorpion in Recluse's Victory, and be a hero —

archetypes Abandoned Sewers BADGE NAME TYPE COORDINATES NOTES Academic Badge History 465.0, -576.0, -1558.0 Plaque 1 of 3 Head of Hydra Exploration — Defeat the Hydra Head in the Sewer Trial and stand in its group

dynamics location.

Atlas Park BADGE NAME TYPE COORDINATES NOTES

zones Alumnus Badge History -641.0, 16.0, 943.1 Plaque 1 of 5 Digger Badge History 1157.5, 42.9, -775.6 Plaque 1 of 5 Expert Badge History 630.40, 0.00, 965.28 Plaque 1 of 4 Freedom Badge Exploration 124.3, 121.8, -641.1 — Hero Corp Insider Badge Exploration 283.2, 16.2, -889.9 — Intellectual Badge History 2547.1, 0.8, -1179.1 Plaque 1 of 6

Villains Patriot Badge Exploration 159.5, -767.7, -672.9 — Pupil Badge History 510.8, 0.5, -1150.8 Plaque 1 of 5 Silent Sentinel Badge Exploration -609.5, 70.0, -1889.7 — Student Badge History 1324.8, 4.3, 416.4 Plaque 1 of 5 Student Badge History -1150.0, -16.0, -171.5 Plaque 2 of 5 PvP Top Dog Badge Exploration 133.5, 314.0, -341.2 — Undefeated Badge Exploration 632.9, 84.9, 2322.8 —

bloody bay

Bases BADGE NAME TYPE COORDINATES NOTES Ghoulish Exploration 115.2 65.0 359.7 — Hungry Exploration -1197.5 0.0 -713.1 — Imploding Exploration 1907.9 128.5 1334.5 — Lobbyist Exploration 2285.1 129.8 -820.9 — appendices

Volume 1 • Issues 1–6 Boomtown BADGE NAME TYPE COORDINATES NOTES Destined for Valhalla Badge Exploration -4097.6, 352.2, 2474.6 — Disciple Badge History -686.3, 272.1, 3122.7 Plaque 2 of 7 Disciple Badge History -2647.3, 5.1, 3055.3 Plaque 3 of 7 Disciple Badge History -1907.3, 130.0, 755.6 Plaque 4 of 7 Just Said No to Superadine Badge History 1139, 0, -139 Plaque 3 of 5 Phalanxer Badge Exploration -2002.4, -15.6, 5181.1 — Regal Badge Exploration -448.6, 42.3, 2171.3 — Vision of Despair Badge Exploration -754, 0, -594 — Scholar History -1668.0 -0.0 4725.6 Plaque 4 of 5

Brickstown BADGE NAME TYPE COORDINATES NOTES Inmate Badge Exploration -1727.0, 24.0, 1152.5 — Mystic Badge Exploration -593.2, 32.3, 1379.1 — Scholastic Badge History -229.2, 0.0, -368.9 Plaque 1 of 3 Scholastic Badge History -3463.5, -0.0, 2065.0 Plaque 2 of 3

Crey's Folly BADGE NAME TYPE COORDINATES NOTES Burning the Midnight Oil Badge Exploration 836.0, 24.0, 1797.0 — Crey Watcher Badge Exploration 1080.4, 0.3, 2321.3 — Savant Badge History 2565.6, 4.1, 2682.9 Plaque 1 of 5 Savant Badge History 7226.4, 37.0, -554.6 Plaque 2 of 5

Croatoa BADGE NAME TYPE COORDINATES NOTES Alumnus Badge History -1033.2, 35.9, 2136.0 Plaque 2 of 5 Alumnus Badge History -1305.6, 5.1, 2982.5 Plaque 3 of 5 Alumnus Badge History 131.3, -27.0, -788.8 Plaque 4 of 5 Alumnus Badge History 541.8, 4.0, -1095.3 Plaque 5 of 5 Ensorcelled Badge Exploration 1017.5, 159.4, -1090.4 — Grim Wanderer Badge Exploration 761.9, 48.3, -2439.9 — Spiritual Badge Exploration -2668.3, 10.6, 1102.0 —

Dark Astoria BADGE NAME TYPE COORDINATES NOTES Authority Badge History 3421.1, 45.8, 3038.0 Plaque 2 of 5 Cairn Warder Badge Exploration 1025.7, 51.6, 218.3 — Dark Mystic Badge Exploration 1679.9, 5.8, 2834.4 — Researcher Badge History 5888.1, 0.0, 1543.0 Plaque 3 of 6 Researcher Badge History 5218.1, 0.0, 128.9 Plaque 4 of 6 Seeker of the Unknown Badge Exploration 1867.3, -79.6, 1352.8 — Historian History 2501.9 87.1 488.4 Plaque 3 of 5

Volume 1 • Issues 1–6 Eden BADGE NAME TYPE COORDINATES NOTES Crey Fish Badge Exploration -1796.0, 0.0, 4550.0 —

introduction Savant Badge History -2816.6, -23.1, 2961.1 Plaque 4 of 5 Savant Badge History -1312.8, 0.3, 4486.1 Plaque 5 of 5 Unspoiled Badge Exploration 2480.0, 34.0, 2350.0 —

Faultline the basics BADGE NAME TYPE COORDINATES NOTES Apex Badge Exploration 278.0, 57.1, -2257.0 — Disciple Badge History -75.3, -609.4, -10.8 Plaque 6 of 7 Disciple Badge History 135.0, -863.7, 1012.9 Plaque 7 of 7 Faultless Mystic Badge Exploration -843.7, -406.8, -714.2 —

archetypes Just Said No to Superadine Badge History -903.0, 17.0, -1982.0 Plaque 5 of 5 Newsman Badge Exploration 1125.4, -26.9, 1295.9 — Undamned Badge Exploration 75.5, -898.2, 1687.0 — Scholar History -14.9 -576.2 354.9 Plaque 5 of 5 group dynamics Founders' Falls BADGE NAME TYPE COORDINATES NOTES Chaotician Badge Exploration 828.0, -21.0, 2380.0 — Foggy Badge Exploration 969.0, 0.0, 2596.0 —

zones Savant Badge History 4243.4, 4.0, 3690.1 Plaque 3 of 5 Scholastic Badge History 1725.0, -16.0, 2399.9 Plaque 3 of 3

Galaxy City BADGE NAME TYPE COORDINATES NOTES

Villains Bird Watcher Badge Exploration -10099.5, 48.3, -2263.0 — Blue Shield Badge Exploration -1169.3, 39.3, -2468.9 — Brawler Badge Exploration -1184.1, 63.5, -934.8 — Expert Badge History 1159.1, 32.0, -714.0 Plaque 2 of 4 Expert Badge History 412.5, 0.1, 889.5 Plaque 3 of 4 PvP Intellectual Badge History -521.5, 0.8, -489.9 Plaque 2 of 6 Land Locked Badge Exploration -2035.6, -43.7, 100.9 — Pupil Badge History -751.3, 0.3, -1546.3 Plaque 2 of 5 Student Badge History -1784.9, 0.0, 498.3 Plaque 3 of 5 Tank Badge Exploration -1180.3, 73.4, -586.4 — Bases

The Hive BADGE NAME TYPE COORDINATES NOTES Heart of the Hamidon Badge Exploration -2.9, -337.7, -2182.1 — Time Bandit Badge Exploration 1740.06, 0.57, -3821.83, -0.1548, -0.1000, 0.0000 — appendices

Volume 1 • Issues 1–6 The Hollows BADGE NAME TYPE COORDINATES NOTES Backwoodsman Badge Exploration -2157.3, 42.0, 3339.8 — Digger Badge History 1353, 5, -3063 Plaque 2 of 5 Digger Badge History -2251, 0, -2363 Plaque 3 of 5 Digger Badge History 1610, 0, -1945 Plaque 4 of 5 Digger Badge History 875, 65, 3346 Plaque 5 of 5 Gangland Fury Badge Exploration -729.2, -11.6, -3515.8 — Geologist Badge Exploration -747.7, -539.8, 1648.8 — Parapsychologist Badge Exploration -700.1, 377.6, 886.7 — Seeker of Monsters Badge Exploration 23.4, -345.1, -1280.8 —

Independence Port BADGE NAME TYPE COORDINATES NOTES Authority Badge History 909.6, 101.4, -4173.4 Plaque 3 of 5 Authority Badge History -1035.0, 35.9, -2441.5 Plaque 4 of 5 Crey Havoc Badge Exploration -441.0, 1.8, -270.4 — Researcher Badge History -1626.4, 4.8, 5252.7 Plaque 5 of 6 Valorous Badge Exploration -1626.4, 4.8, 5252.7 — Vigorous Exploration -1607.22, 90.04, -1873.79 — Historian History -1066.6 3.2 2322.3 Plaque 1 of 5

Kings Row BADGE NAME TYPE COORDINATES NOTES Intellectual Badge History 627.9, -41.2, 969.1 Plaque 3 of 6 Intellectual Badge History -56.8, -42.0, -1082.5 Plaque 4 of 6 Intellectual Badge History -1365.2, -42.0, 687.9 Plaque 5 of 6 Keen Sighted Badge Exploration -2175.9, 97.3, 1143.1 — Mystic King Badge Exploration -375.8, 70.8, 225.4 — Pupil Badge History -169.8, -42.0, -1466.9 Plaque 3 of 5 Pupil Badge History -399.6, 0.8, 1757.9 Plaque 4 of 5 Smokey Badge Exploration 3041.8, -41.7, 1357.9 — Summoned Badge Exploration -940.9, -41.7, 2977.7 — Upgraded Badge Exploration -496.1, 101.7, 767.8 —

Peregrine Island BADGE NAME TYPE COORDINATES NOTES Academic Badge History -1904.9, 4.8, -7228.8 Plaque 2 of 3 Multidimensional Exploration — Defeat all villians in this mission. Access through Portal Corp. Portal Parter Badge Exploration 3044.7, 0.7, 1288.4 — Shrouded Exploration — Defeat Nighstar in her dimension. Access through Portal Corp.

Volume 1 • Issues 1–6 Perez park BADGE NAME TYPE COORDINATES NOTES Avatar Exploration -1535.87, -32.81, 3175.94 —

introduction Around the Bendis Exploration -871.85, -31.50, 3661.51 — Doc Whedon Exploration -2079.87, 32.10, 2860.60 — Justice Avenger Exploration -1025.73, 16.91, 3969.74 — Territorial Exploration -2018.41, -56.27, 1586.18 — Expert History -1348.9 -32.0 953.7 Plaque 4 of 4

the basics Intellectual History 220.9 0.0 1612.9 Plaque 6 of 6 Pupil History -1172.2 -32.0 2255.5 Plaque 5 of 5 Student History -2634.3 0.0 380.4 Plaque 4 of 5 Student History -1526.8 0.0 3963.9 Plaque 5 of 5

archetypes Recluse's Victory BADGE NAME TYPE COORDINATES NOTES Globetrotter Exploration 128.1 15.9 -242.8 — Last Stand Exploration 1078.6 0.1 -133.7 — Raganarok Exploration -848.4 -15.9 -353.3 — group

dynamics Temporal Fighter Exploration 1032.2 42.0 -1419.1 —

Rikti crash site BADGE NAME TYPE COORDINATES NOTES Ace Exploration 1358.6 300.8 -267.9 — zones Academic History 2004.6 123.6 -7042.4 Plaque 2 of 3

Siren's Call BADGE NAME TYPE COORDINATES NOTES Broad Shoulders Exploration 357.4 -63.9 -248.6 —

Villains Hangman Exploration -1195.7 -167.2 1139.3 — Piratical Exploration -869.2 -144.0 1637.8 — Politician Exploration 958.2 0.00 -658.1 —

Skyway City PvP BADGE NAME TYPE COORDINATES NOTES Dauntless Badge Exploration -705.4, 0.3, -1076.5 — Disciple— Badge History 733.5, -121.3, -3746.7 Plaque 5 of 7 Healing Node Badge Exploration 1578.0, -83.7, 677.4 — Just Said No to Superadine Badge History 509, 84, -5511 Plaque 4 of 5 Bases Purifier Badge Exploration -1085.9, -15.7, -7612.7 — Scholar History -1468.7 15.9 -2346.4 Plaque 2 of 5 Scholar History 1395.6 -118.1 -1147.9 Plaque 3 of 5 Solace Badge Exploration 2259.9, -83.7, -3365.2 — appendices

Volume 1 • Issues 1–6 Steel Canyon BADGE NAME TYPE COORDINATES NOTES Bright Star Badge Exploration -2987.1, -35.7, 1819.5 — Disciple Badge History -4023.2, -79.2, -271.8 Plaque 1 of 7 Hero Corp Recruit Badge Exploration -1764.1, 16.3, 1364.2 — Just Said No to Superadine Badge History -1762, 0, -1277 Plaque 1 of 5 Just Said No to Superadine Badge History -2177, 0, 751 Plaque 2 of 5 Nimble Mynx Badge Exploration -2428.0, 48.3, -3406.8 — Scholar History -4511.9 0.0 2061.0 Plaque 1 of 5 Secret Admirer Badge Exploration -3437.5, 0.3, 2536.2 — Striga Isle BADGE NAME TYPE COORDINATES NOTES Ghost Hunter 2 of 5 Badge History -3386, 84, 1001 — Ghost Hunter 3 of 5 Badge History -2667, 0, -415 — Ghost Hunter 4 of 5 Badge History -2553, -31, -2114 — Ghost Hunter 5 of 5 Badge History -271, 96, -2517 — Sea Dog Badge Exploration -470, 0, 1021 — Super Spy Badge Exploration -6656, -15, -2458 — Vulcanologist Badge Exploration -5347.2, 875.1, -794.3 — Talos Island BADGE NAME TYPE COORDINATES NOTES Authority Badge History 1777.6, 22.2, 7844.2 Plaque 1 of 5 Ghost Hunter Badge History 1776 32 5176 Plaque 1 of 5 Historian History -1528.5 160.0 7556.2 Plaque 2 of 5 Minotaur Badge Exploration 1695.5, 16.3, 7698.4 — Nature Lover Badge Exploration 2672.5, 124.3, 9117.3 — Researcher Badge History -1147.8, 228.9, 5688.6 Plaque 1 of 6 Researcher Badge History -3680.3, 128.5, 1517.7 Plaque 2 of 6 Whitecap Badge Exploration -5613.4, 79.8, 1855.6 — Terra Volta BADGE NAME TYPE COORDINATES NOTES Authority Badge History 351.3, 188.0, -3604.1 Plaque 5 of 5 Conjunction Junction Badge Exploration 222.5, 0.0, -7102.0 — Historian History 2875.5 96.0 -3978.1 Plaque 4 of 5 Historian History -632.9 0.0 -6181.9 Plaque 5 of 5 Researcher History 2093.1 0.0 -6048.8 Plaque 6 of 6 Meltdown Badge Exploration 1118.6, 721.8, -3079.5 — Nervous Dreck Badge Exploration 4457.0, 0.4, -6123.2 — Researcher Badge History 2090.7, -0.0, -6054.5 Plaque 6 of 6 Warburg BADGE NAME TYPE COORDINATES NOTES Triumphant Exploration 222.9 272.8 31.9 — Tunnel Rat Exploration -1248.7 8.3 146.5 — Weapon Inspector Exploration -768.1 144.3 -0.7 —

Volume 1 • Issues 1–6 Super Group Beacon Badges BADGE NAME CRITERIA NOTES Boomtown Beacon Supergroup visits all the Boomtown Tourism Badge locations in SG mode —

introduction Crey's Folly Beacon Supergroup visits all the Crey's Folly Tourism Badge locations in SG mode — Dark Astoria Beacon Supergroup visits all the Dark Astoria Tourism Badge locations in SG mode — Faultline Beacon Supergroup visits all the Faultline Tourism Badge locations in SG mode — The Hollows Beacon Supergroup visits all the Hallows Tourism Badge locations in SG mode — Shrouded Spend 1 second in the Black Shroud Dimensional Map - Access through Portal Corp. —

the basics Perez Park Beacon Supergroup visits all the Perez Park Tourism Badge locations in SG mode. — Striga Isle Beacon Supergroup visits all the Striga Isle Tourism Badge locations in SG mode —

Gladiator BADGE NAME CRITERIA REWARD NOTES 5th Columnist Earn the Celebrant and the Reveler badges 5th Column Krieger — archetypes 7th Generation Paragon Protector Earn the Infiltrator badge 7th Generation Paragon Protector — Abomination Earn the Synapse Task Force badge Abomination — Anathema Earn the Finder badge Anathema — Arch-Mage of Agony Earn the Archmage badge Arch-Mage of Agony — group Avalanche Shaman Earn the Banisher badge Avalanche Shaman — dynamics Behemoth Overlord Earn the Demon Slayer badge Behemoth Overlord — Bladegrass Defeat 300 Devouring Earth Plant Beasts Bladegrass — Boulder Earn the Liberator badge Boulder — Button Man Gunner Become level 20 Button Man Gunner — zones Caliban Earn the Regenerator badge Troll Caliban — Chief Swiper Earn the Pwnz badge Chief Swiper — Cog Earn the Gearsmasher badge Clockwork Clog — Crane Enforcer Earn the Tracer badge Crane Enforcer — Crey Power Tank Defeat 100 Crey Tanks Crey Power Tank —

Villains Ember Legacy of Flame Defeat 200 Legacy Chain Steel Minion, Light Minion, or Flame Minions Legacy of Flame minion — Fire Thorn Caster Become level 30 FireThorn Caster — Fortunata Seer Defeat 100 Arachnos Fortunatas Fortunata Seer — Fungoid Earn the Protectorate badge Fungoid — Hercules Titan Earn the Grand Lanista badge Hercules Titan — PvP Hordeling Lasher Defeat 100 CoT Lashers, Hurlers, or Berserkers Hordeling Lasher — Hydra Protean for Heroes Earn the Charmer badge Hydra Protean — Kaolin Legacy of Earth Earn 25 badges Legacy of Earth minion — Longbow Warden 1 Earn the Politician badge Longbow Scrap Warden — Longbow Warden 2 Earn the Disruptor badge Longbow Defense Warden — Bases Meson Earn the Dimensional Warder badge Meson — Mob Specialist Defeat 200 Prisoner Lieutenants and Bosses Mob Specialist — Mu Guardian Defeat 100 Mu Mu Guardian — Nebula Elite Buckshot Become level 10 Nebula Elite Buckshot — Nemesis Soldier Earn the Corrupter badge Nemesis Lancer — Omega Wolf Earn the Silver Bullet badge Omega Wolf — appendices

Volume 1 • Issues 1–6 Gladiator BADGE NAME CRITERIA REWARD NOTES Outcast Slugger Earn the Weatherman badge Outcast Slugger — Pariah Anchorite Earn the Intellectual badge Pariah Anchorite — Penumbra Elite Adjutant Earn the Super Spy badge Penumbra Elite Adjutant — Raider Engineer Defeat 100 Sky Raider generators Raider Engineer — Research Assistant Earn the Crey Havoc badge Crey Research Assistant — Rikti Drone Earn the Savant badge Rikti Drone — Serpent Red Ink Man Defeat 100 Red Ink Men Tsoo Inkman Minion — Shivan Destroyer Earn the Irradiated badge Shivian Destroyer — Smasher Elite Earn the Legionnaire badge Smasher Elite — Steel Strongman Earn the Illusionist badge Steel Strongman — Swift Steel Defeat 300 Tsoo Ancestor Spirits Swift Steel — Tank Smasher Earn the Tank Buster badge Tank Smasher — Warhulk Earn the Meteorologist badge Nemesis Warhulk — Wraith Earn the Haunted badge Wraith — Zenith Warcry Mk I Earn the Burkholder's Bane badge Mk I Zenith Warcry — task forces Positron’s Task Citadel’s Task The Mech Man Force Force Cometh The Clockwork, the Vahzilok, and Help Citadel track down the new Stop the danger lurking within the Circle of Thorns come technology powering the Striga Isle’s great volcano. together in a conflict that could Council’s Mech Men. Contact: Ernesto Hess tear the city apart. Contact: Citadel Location: Striga Isle Contact: Positron Location: Independence Port Levels: 25-30 Location: Steel Canyon Levels: 25-30 Levels: 10-15 Manticore’s Task A Tangled Plot Synapse’s Task Force Team up with the Cabal to take on Force Help Manticore get to the heart of the deadly Red Caps. Track down the big brain behind the trouble at Crey. Contact: Katie Hannon the Clockwork. Contact: Manticore Location: Croatoa Contact: Synapse Location: Brickstown Levels: 30-34 Location: Skyway City Levels: 30-35 Levels: 15-20 Sister Psyche’s Numina’s Task Task Force Force The Freakshow are about to get Numina senses a great distur- loud. bance that only you can put right. Contact: Sister Psyche Contact: Numina Location: Independence Port Location: Founders’ Falls Levels: 20-25 Levels: 35-38

Volume 1 • Issues 1–6 Trials Descent to the Hydra Prisoners of Deep within the sewer, a Eden hideous danger lurks. introduction Four heroes are imprisoned deep Contact: Maren MacGregor within the Devouring Earth’s Location: Founders’ Falls overrun Eden. Levels: 35-40 Contact: Woodsman

the basics Location: Eden Levels: 39-41 Terra Volta The reactor in Terra Volta is under attack! Stop it before the city

archetypes becomes powerless. Level 24-33 Contact: Jane Hallaway Location: Independence Port Level 34-43 Contact: James Harlan group Location: Founders’ Falls dynamics Level 44-50 Contact: Richard Flagg Location: Rikti Crash Site zones

Titles LEVEL 15 LEVEL 25 MAGIC MUTANT NATURAL SCIENCE TECHNOLOGY Awesome Arcane Audacious Accomplished Adept Armored Villains Bold Baffling Bizarre Brave Bright Brilliant Courageous Cosmological Colossal Captivating Curious Crafty Daring Dread Dazzling Death Defying Deductive Discerning Extraordinary Esoteric Eerie Estimable Exceptional Excellent Famous Frightening Freaky Fabulous Far-Seeing Famed PvP Gallant Ghostly Grotesque Grim Glorious Galvanized Heroic Haunted Humongous Horrifying Honorable Herculean Incomparable Ineffable Incomprehensible Insightful Indescribable Indestructible Legendary Lofty Liminal Lone Lucky Learned Magnificent Mythic Marvelous Mysterious Majestic Mechanical Outstanding Occult Ominous Obdurate Otherworldly Outlandish Bases Powerful Petrifying Peculiar Peerless Phenomenal Potent Remarkable Radiant Resplendent Resolute Redoubtable Resilient Startling Supernatural Strange Sublime Stupendous Splendid Terrific Terrifying Tremendous Talented Thoughtful Titanic Ultimate Unknowable Unnatural Unfathomable Unearthly Unbreakable Valiant Venerable Victorious Virtuous Venturous Valorous appendices Wonderful Wise Weird Wary Watchful Wired

Volume 1 • Issues 1–6 ARCHETYPESARCHETYPES introduction The Festering Heart of

Choose Your Own Archetype

Before you create a Villain of your own, read through the various Archetype descriptions provided here to gain greater insight into what makes each one tick.

What’s in This Chapter

• Complete write-ups on the five Archetypes: Stalker, Brute, Mastermind, Corruptor, and Dominator. stalker • Pros and cons for each Archetype, providing a quick overview of what to expect from each. • Complete power sets for each Archetype’s primary powers—these tables break down the powers in minute detail. • Complete power pool power sets detailing the various movement powers, among others. • A sample build created for each Archetype. Using This Chapter

Sample Builds Brute In this chapter, we place special emphasis on sample builds for each Archetype.

WHY PROVIDE SAMPLE BUILDS? 1. If you’ve ever played an MMO, you’ve probably made the error of creating an alter ego in a fashion that doesn’t optimize the interplay between the myriad available options and, invariably, learn this much too late. We take the guesswork out and provide an optimized path you can follow from the moment you first log on. 2. These samples take the best of each Archetype and provide information on everything from which Mastermind powers to select to which enhancements to slot and where. This maximizes the potential of each power selected. 3. These builds are optimized for solo potential and show how you can annihilate the largest groups of mobs in the shortest possible span of time. This keeps the game moving at a brisk clip and keeps you leveling at an optimized rate, so you face as little downtime as possible.

We encourage you to experiment with your own unique builds to see what the game has to offer. However, these builds show how certain powers “play” with one another and should help guide your own builds. Corrupter NOTE

Read this guide’s Basics section to learn the terminology used throughout this chapter and to learn the basics of enhancements and slotting.

NOTE DOMINATOR The sample builds provided will get you off to a flying start by taking you up through level 25 (more than half the game's 40 levels at launch). At that point, you’ll start to run into the Enhancement Diversification situation—refer to the “Enhancements” section in “Playing City of Villains” for more information on the diminishing returns provided by slotting more than three Single Origin Enhancements on one power.

Volume 1 • Issue 1 Understanding the Sample Build

The sample build list is a level-by-level guide for creating a specific Villain, including how to enhance the powers that you acquire. At each level, you can either train a new power or add slots to existing powers.

INTRODUCTION The sample build indicates if you can train a new power by stating “New [Power Pool] Power: [Power].” This helps you locate the power in the vast power listings. For example, “New Speed Power: Hasten” will prompt you to search for the Hasten power under the Speed power pool. Newly acquired slots are indicated by “# Additional Slots.” With newly acquired powers, the default accompanying slot and suggested enhancement type appear directly below the newly trained power. When on a level where you acquire only new slots for your powers, the suggested enhancements

THE BASICS appear below “# Additional Slots”: The name of the power you should add to the slot is followed by the enhancement type; for example, “Hasten: Recharge Reduction.” If you are instructed to put more than one of your new slots into the same power, a multiplier appears after the enhancement type. For example, “Hasten: Recharge Reduction (2x)” means you should add two slots to Hasten and place Recharge Reduction enhancements in them. You may not have enough Infamy to immediately enhance your powers, so just refer back to the previous levels’ slot listings when you can purchase enhancements. ARCHETYPES

Oh, No, I Made a Huge Mistake!

GROUP If you mangled your alter ego’s power and enhancement slots, there is a remedy! You can participate in

DYNAMICS a “Respec Trial”:

The Tree of Thorns Contact(s): Sparcetriel (25–30); Trepsarciel (30–40)

The demons Sparcetriel and Trepsarciel have grown tired of being summoned by the Circle of Thorns. To Zones get their revenge, they have found an alternate way to Earth and offered their services to Arachnos. They promise to show groups of Villains a way to steal power from a great demon-tree the Circle uses to siphon energy from the ruins of Mu. Villains who can successfully wrest this power from the Circle can use it to remake themselves (i.e., get a respec).

Missions Mission 1: Defeat Circle—25 for Levels 25–30, 40 for Levels 31–40. Villains Mission 2a (25–30): Longbow Underwater Base Longbow is also planning to raid the tree. Stop them before they get the chance! Mission 2b (30–40): Devouring Earth The Devouring Earth is also planning to raid the tree. Stop them before they get the chance! Mission 3: The Tree of Thorns Raid the Thorn Tree and steal its power! PvP

NOTE

There are only three respec trials, so make sure you know exactly what you want when you start

Bases one as you won’t be able to repeat these missions ad infinitum. In addition to the two respec trials, you will recieve one free respec when you choose your Patron Power set at level 41.

Volume 1 • Issue 1 Soloing and Duoing While teaming up in sizable groups makes everything quite a bit easier, we also include detailed information on how best to solo and duo with each Archetype. introduction Power Tables

Each Archetype section contains sizable tables listing the Archetype's primary powers, secondary powers, and inherent abilities. In addition, there is a section for power pools and patron powers. See the information provided at primagames.com for complete power sets. Thug Boss POWER LEVEL TYPE ACCURACY RANGE END COST INTERRUPT TIME CAST TIME RECHARGE TIME RADIUS ARC MAX TARGETS HIT ATTACK TYPES

Resistance — Auto 100% 0' 0 0 0 0 Target 0° 1 — stalker BOOSTS ALLOWED: — POWER HELP TEXT: The Bruiser is a Brute. He has good resistance to Lethal and Smashing damage and some resistance to Fire and Cold damage. He is street wise and his training makes him resistant to Confuse, Fear, and Placate. His experience in the elements makes him slightly resistant to Fire, Cold, and Toxic Damage. He can fire a Burst or a single heavy Slug from his assault rifle. EFFECTS: 26.67% Lethal resistance; 26.67% Smashing resistance; 6.6% Fire resistance; 6.6% Cold resistance; 6.6% Toxic resistance; 4-point Placate protection; 2-point Confusion protection; 50% Confusion resistance; 4-point Fear protection; 50% Fear resistance. Jab — Click 100% 5' 3.5 0 1.07 2 Target 0° 1 Melee, Smashing BOOSTS ALLOWED: Accuracy, Damage, Endurance Discount, Disorient POWER HELP TEXT: This is a quick jab that deals minor damage but has a chance of Disorienting the target, especially if coupled with other attacks. Damage: Minor, Recharge: Very Fast EFFECTS: 24.9 Smashing damage; 10% chance of 11.6-second Hold of strength 2 versus critters only; 10% chance of 11.6-second Hold of strength 2 versus players only (this suppresses for 15 seconds on affected targets). Punch — Click 100% 5' 5.2 0 1.2 4 Target 0° 1 Melee, Smashing BOOSTS ALLOWED: Accuracy, Damage, Endurance Discount, Knockback POWER HELP TEXT: Your Super Strength Punch can deal a moderate amount of damage, but most of all can knock your opponent off his feet, unable to attack again until he stands up. Damage: Moderate, Recharge: Fast EFFECTS: 36.65 Smashing damage; 30% chance of Knockdown versus critters only; 30% chance of Knockdown versus players only (this suppresses for

10 seconds on affected targets). Brute Fury — Auto 100% 0' 0 0 0 0 Target 0° 1 — BOOSTS ALLOWED: — POWER HELP TEXT: 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. EFFECTS: Each point of Fury increases his damage.

The tables provide the following information for each power: Level—The power becomes available when the character reaches this level. Type—This indicates whether the power is a toggle, an auto(matic), or a click. Accuracy—This figure is the inherent Accuracy of the power. See the "To Hit Formula" section for details. Mastermind Range—The power's range is given in feet. End Cost—This indicates how much Endurance it costs to use the power. A click power means that the Endurance cost is incurred when the power is used. If the power is a toggle, the Endurance cost is charged per activation period. Interrupt Time—If a character is attacked within the Interrupt period of the power, the power does not go off. Cast Time—The animation time, in seconds, of the power; this cannot be decreased in any manner. Corrupter Recharge Time—This indicates how many seconds must pass before the power can be used again. Radius—The radius effect of the power is given in feet. Arc—If the power is a cone, this value determines the degrees of an arc in front of the character where the power effect occurs. Max Targets—The power can affect this many entities at most. Attack Types—This refers to how the power is categorized when Defense is considered. This applies only to attack powers. See the section "Attack and Defense Types." Boosts Allowed—These are the Enhancements that the power takes. DOMINATOR Power Help Text—This describes the power at length. Effects—Effects are the "guts" of the power. The values given represent what the effect would be at Level 50 with no Enhancements. Notes—Any special remarks about a particular power effect.

Volume 1 • Issue 1 Effect Explanations

Attack and Defense Types Every single attack has 10 different types: Ranged, Melee, AoE, Smashing, Lethal, Fire, Cold, Energy, Negative INTRODUCTION Energy, and Psionic. These types determine what kind of Defense applies against the attack. If a player has Ranged Defense, it will apply against any power with the Ranged attack type. If a target has one or more Defenses that may apply against a single power, then only the highest Defense applies.

Boolean Attributes (Strength and Protection) Boolean attributes are named because their effects either happen or they don't. There isn't any middle ground; THE BASICS each Boolean in a power comes with a strength that is then applied to the target's inherent value in that Boolean. The Boolean effect occurs on the target if the target's value ends up greater than zero. Example: A Martial Arts Stalker strikes a Boss with a Thunder Kick. The attack lands. There is only a 10 percent chance that the Kick has a Disorient. Luckily for the player, the Disorient occurs in this attack. The Boss's inherent Stun value is -3. The Strength of the Stun from the Attack is 2.38. The end result: -3 + 2.38= -.62. The Boss is not Disoriented, but the value remains in place for the full duration of six seconds. If someone could

ARCHETYPES follow up with a Stun strength as low as 1, then the Boss would be Disoriented. Protections add to the ability of a class to resist the effects. The protection value is subtracted from the base class value. Example: A Brute's Fire Shield provides a protection of 10.38 vs. any Disorients. The base Stun value for a Brute is -1. While Fire Shield is on, his Stun value is -11.38. That means that the strength of various Disorient powers would need to exceed 11.38 in order for the Brute to be affected. GROUP DYNAMICS Here is a list of the Boolean attributes and their gameplay effect: Disorient—The target can move, albeit slowly, but cannot use any powers. Disorient disables toggles. Fear—The target cowers and cannot do anything, unless attacked. If attacked, the target responds with a single action of its own, then returns to cowering. Fly—The target can fly. Zones Hold—The target cannot use any powers or move. This disables toggles. Immobilize—The target cannot move. Placate—The target ignores the player. Sleep—The target cannot move or use powers, unless attacked or healed. Sleep disables toggles. If attacked or healed, the target wakes up and functions normally.

Villains Teleport—The target is teleported.

Regeneration A player without any buffs or Enhancements can recover 100 percent of Endurance within 60 seconds and 100 percent of Hit Points within 240 seconds.

PvP To Hit Formula The base percentage value for a player to hit a mob (and vice versa) is determined by the following equation:

(To Hit value of the attacker - Defense of the target) x Accuracy of the power

Two other calculations are also in the formula. First, the To Hit minus Defense value has a floor of .05. In other words, the value cannot go any lower than .05. Secondly, the end result is capped at .05 and .95 at the floor and Bases the ceiling. This means that a player has a maximum chance of 95 percent to hit something and a minimum

Volume 1 • Issue 1 chance of 5 percent. Example: A Level 50 Lieutenant is swinging at a Stalker with Focused Fighting. The base To Hit value of the critter is 50. Focused Fighting provides a 13.87 Defense against Melee attacks: 50 - 13.87 = 36.13. If the Lieutenant has no Accuracy bonus, then the attack has a 36.13 percent chance of landing. introduction Primary and Secondary Power Sets

Each Archetype is skilled in two power types. When you first create an alter ego, you must choose one power from your primary power set and one from your secondary power set.

Power Pools

Power pools are major choices that affect the life of your Villain. For example, plan your power pools correctly, stalker and you can be the Brute who always holds aggro in fights, never runs out of endurance or health, reaches the mission door first, and is feared and respected by every team you join. But make choices randomly and you can end up the Corruptor who reaches the mission late, burns through health Inspirations like bullets in a badly aimed machine gun, and whose presence is met with derision from others of a villainous bent. Power pools round out your Villain and make him better than the potential crime lord who took the same primary and secondary powers as you. Will you be the Dominator or Mastermind who provides pure team support in the back row, or will you go toe-to-toe with the enemy when necessary? Your choices with the power pools can help you meet your goals. Starting at Level 6, power pools are open to you. In any power pool, you can take the first or second power. Brute Starting at Level 14, you can take the third power in a power pool, provided you have already taken a previous power in the same pool. At Level 20 and up, you can take the fourth power in a power pool, provided you have taken the third power in the same pool. Does Origin Matter?

There are several reasons why Origins are more important than they might initially appear in the game manual: Mastermind

• Stores and enhancements: Depending on your Origin, you are limited to shopping at stores that cater to one particular Origin. This matters because as you progress in the game, it can be dangerous getting to some of the higher-level stores when you’re ready for that next round of enhancements (enemies try to prevent you from reaching these stores). • Titles: As you advance in levels, you earn additional titles to boost your reputation as a Villain who is not to be trifled with. Corrupter Inherent Powers

AT Common Powers POWER LEVEL TYPE ACCURACY RANGE END COST INTERRUPT TIME CAST TIME RECHARGE TIME RADIUS ARC MAX TARGETS HIT ATTACK TYPES Brawl 0 Click 100% 5' 2.34 0 0.67 2 Self 0° 1 Melee, Smashing BOOSTS ALLOWED: Accuracy, Damage, Recharge, Endurance Discount POWER HELP TEXT: When all else fails, you have only your two fists to depend on. EFFECTS: Smashing damage varies by AT. Sprint 0 Click 100% 0' 0.14625 0 0 0 Self 0° 1 —

BOOSTS ALLOWED: Endurance Discount, Running Speed, Jump POWER HELP TEXT: Sprint allows you to travel, or run away, slightly faster than normal, while slightly draining your Endurance. DOMINATOR EFFECTS: This increases your running speed from 22' per second to 33' per second. Rest 0 Click 100% 0' 0 6 0 180 Self 0° 1 — BOOSTS ALLOWED: Heal, Recovery, Recharge, Interrupt POWER HELP TEXT: 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. EFFECTS: Increases regeneration rate by 1900%; increases recovery rate by 425%; immobilize of Strength 100; may only use powers targetable on self; removes "Untouchable" status; 1000% decrease in defense; 1000% decrease in damage resistance; disables Flight.

Volume 1 • Issue 1 Brute POWER LEVEL TYPE ACCURACY RANGE END COST INTERRUPT TIME CAST TIME RECHARGE TIME RADIUS ARC MAX TARGETS HIT ATTACK TYPES Fury — Auto 100% 0' 0 0 0 0 Self 0° 1 — BOOSTS ALLOWED: — POWER HELP TEXT: As Brute attacks and is attacked, he builds Fury, which translates to more damage. SMASH! EFFECTS: Current Fury increases by 5 x the lesser of 80 or ((100-current Fury)/20)2) 2

INTRODUCTION points each time you attack; current Fury increases by 2.5 x the lesser of 80 or ((100-current Fury)/20) ) points each time you are attacked; current Fury increases twice as fast vs. Lieutenant and Boss critters; current Fury increases three times as fast against players, EBs, AVs, and Giant Monsters; damage increases by current Fury x 2%; current Fury decreases by 2 points per second.

Mastermind POWER LEVEL TYPE ACCURACY RANGE END COST INTERRUPT TIME CAST TIME RECHARGE TIME RADIUS ARC MAX TARGETS HIT ATTACK TYPES Supremacy — Auto 100% 0' 0 0 0 0 60' 360° 1 — THE BASICS BOOSTS ALLOWED: — POWER HELP TEXT: A good Mastermind knows how to manage Henchmen. The Mastermind imparts a bonus to the Henchmen's Accuracy and Damage only if nearby and not phased or otherwise can only use self-only powers. Additionally, your Henchmen within range in Defensive mode will share damage with the Mastermind, with damage being divided evenly between the Mastermind and each Henchman in range. EFFECTS: 25% damage increase for Mastermind pets; 10% increase in To Hit chance for Mastermind pets.

Corruptor

ARCHETYPES POWER LEVEL TYPE ACCURACY RANGE END COST INTERRUPT TIME CAST TIME RECHARGE TIME RADIUS ARC MAX TARGETS HIT ATTACK TYPES Scourge — Auto 100% 0' 0 0 0 0 Self 0° 1 — BOOSTS ALLOWED: — POWER HELP TEXT: The Corruptor is a dastardly villain indeed. As a Corruptor's foe health wanes, the Corruptor can start to land Scourge hits 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. The Corruptor shows no mercy. EFFECTS: Scourge has a 100 - (2x target's Health) chance of activating; 100% damage increase when Scourge activates.

Stalker GROUP DYNAMICS POWER LEVEL TYPE ACCURACY RANGE END COST INTERRUPT TIME CAST TIME RECHARGE TIME RADIUS ARC MAX TARGETS HIT ATTACK TYPES Assassination — Auto 100% 0' 0 0 0 0 Self 0° 1 — BOOSTS ALLOWED: — POWER HELP TEXT: A Stalker does best when attacking from ambush. When properly "hidden," a Stalker can pull off critical hits with attacks and even land a massive "Assassin's Strike." Additionally, a Stalker has a chance to land a critical hit with most attack powers when attacking Held or Sleeping foes. EFFECTS: Critical effects defined on a per power basis are activated when hidden.

Zones Dominator POWER LEVEL TYPE ACCURACY RANGE END COST INTERRUPT TIME CAST TIME RECHARGE TIME RADIUS ARC MAX TARGETS HIT ATTACK TYPES Domination — Auto 100% 0' 0 0 1.17 200 Self 0° 1 — BOOSTS ALLOWED: — POWER HELP TEXT: Nothing delights a Dominator more than inflicting pain. Each time a Dominator attacks, his or her sadistic nature grows. When your Domination bar is over 90%, you can activate this power to unleash your 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 EFFECTS: Domination increases by 2 points per time you attack; Domination decreases by 1 point per 7.5 seconds; 100 point increase to Endurance; 75% damage increase; increased duration on status effects defined per attack power; increased magnitude on status effects defined per attack power. Villains PvP Bases

Volume 1 • Issue 1 power pools

Concealment introduction POWER LEVEL TYPE ACCURACY RANGE END COST INTERRUPT TIME CAST TIME RECHARGE TIME RADIUS ARC MAX TARGETS HIT ATTACK TYPES Stealth 6 Toggle 100% 0 0.1625 0 0.73 20 Self 0° — — BOOSTS ALLOWED: Recharge, Endurance Discount, Defense Buff POWER HELP TEXT: You blend into your environment and can only be seen at very close range. Even if discovered, you are hard to see and have a bonus to Defense to all attacks. If, however, you attack while using this power, you will be discovered and will lose your Stealth and some of your Defense bonus. While stealthy, your movement is slowed. Stealth will not work with any other form of concealment power such as Shadow Fall or Steamy Mist. It has a very low Endurance cost. EFFECTS: 35' Stealth radius to critters (this will suppress for 10 seconds if you interact with a clickable object or initiate an attack or are attacked); 389' Stealth radius to players (this will suppress for 10 seconds if you interact with a clickable object or initiate an attack or are attacked); 2.5% Defense; 2.5% Defense (this will suppress for 10 seconds if you interact with a clickable object or initiate an attack or are attacked); 35% decrease to movement speed. Grant Invisibility 6 Click 100% 40 15.6 0 1.17 3 Self 0° — — BOOSTS ALLOWED: Endurance Discount, Recharge, Defense Buff, Range POWER HELP TEXT: This power grants a targeted teammate Invisibility. The Invisibility lasts about 2 minutes. While invisible, your ally probably will not be detected unless he or she attacks a target. If so, he or she is still hard to see and maintains some bonus to Defense to all attacks. This power works with other concealment-related powers. EFFECTS: 55' Stealth radius to critters (this

will be canceled if you initiate an attack or are attacked); 611' Stealth radius to players (this will be canceled if you initiate an attack or are attacked); 2.5% Defense; 2.5% Defense (this will be canceled if you initiate an attack or are attacked). stalker Invisibility 14 Toggle 100% 0 0.7 0 0.73 20 Self 0° — — BOOSTS ALLOWED: Endurance Discount, Recharge, Defense Buff POWER HELP TEXT: You can bend light around yourself to become invisible. While this power is active, you are almost impossible to detect. While invisible, you cannot attack and can only use powers that affect yourself; however, you do have a Defense to all attacks. You must be at least Level 14 and have Stealth or Grant Invisibility before selecting Invisibility. This power will not work with other self-affecting concealment-related powers such as Stealth or Shadow Fall. EFFECTS: 55' Stealth radius to critters (this will suppress for 10 seconds if you interact with a clickable object); 611' Stealth radius to players (this will suppress for 10 seconds if you interact with a clickable object); 10% Defense. Phase Shift 20 Toggle 100% 0 0.3 0 3.00 180 Self 0° — — BOOSTS ALLOWED: Endurance Discount, Recharge POWER HELP TEXT: You can Phase Shift to become out of sync with normal space. Although you do not become completely invisible, you are translucent and hard to see. You are intangible and cannot affect or be affected by those in normal space. Although this power is a toggle, you cannot remain phase shifted for more than 30 seconds, even if you still have Endurance. Phase Shift cannot be used with Rest. You must be at least Level 20 and have two other concealment powers before selecting Phase Shift. This toggle is automatically disabled after 30 seconds. EFFECTS: 22' Stealth radius to critters (this will suppress for 10 seconds if you interact with a clickable object); 222' Stealth radius to players (this will suppress for 10 seconds if you interact with a clickable object); 100% intangible of strength 3; 100% untouchable of strength 3; you may only cast self-targeted powers. Brute Flight POWER LEVEL TYPE ACCURACY RANGE END COST INTERRUPT TIME CAST TIME RECHARGE TIME RADIUS ARC MAX TARGETS HIT ATTACK TYPES Hover 6 Toggle 100% 0 0.1 0 0 0 Self 0° — — BOOSTS ALLOWED: Endurance Discount, Defense Buff, Flying Speed POWER HELP TEXT: For hovering and aerial combat; this power is much slower than Fly, but it provides some Defense to all attacks, offers good air control, costs little Endurance, and has none of the penalties associated with Fly. Switch to this mode when fighting other flying foes. EFFECTS: 21' per second Flight; 2.5% Defense Air Superiority 6 Click 100% 5 6.5 0 1.5 4 Target 0° — Melee, Smashing BOOSTS ALLOWED: Accuracy, Damage, Endurance Discount, Recharge POWER HELP TEXT: This two-handed overhead melee attack can knock a flying target to the ground. EFFECTS: 41.7 Smashing damage; disables Flight for 30 seconds; 100% Knockdown. Mastermind Fly 14 Toggle 100% 0 1.0 0 0 0 Self 0° — — BOOSTS ALLOWED: Endurance Discount, Flying Speed POWER HELP TEXT: Fly allows you to travel large distances quickly. If you attack a target while this power is on, your Flight speed will be temporarily reduced to Hover speed. Your top Flight speed increases with your level. You must be at least Level 14 and have Hover or Air Superiority before selecting Fly. EFFECTS: 99' per second Flight (suppressed to 21' per second for 4 seconds if you attack or are attacked). Group Fly 20 Toggle 100% 0 1.0 0 2.03 0 60 360° — — BOOSTS ALLOWED: Endurance Discount, Flying Speed POWER HELP TEXT: You can endow your nearby teammates with Flight. Be mindful! Your friends will fall if you run out of Endurance or if they travel too far away from you. Group Fly travel speed is slower than Fly. Flying allies suffer from reduced Accuracy. You must be at least Level 20 and have two other flight powers before selecting Group Fly. EFFECTS: 60' per second Flight for all allies within the area of effect; 25% decrease in To Hit chance while active.

Fighting Corrupter POWER LEVEL TYPE ACCURACY RANGE END COST INTERRUPT TIME CAST TIME RECHARGE TIME RADIUS ARC MAX TARGETS HIT ATTACK TYPES Boxing 6 Click 100% 5 4.4 0 1.07 2.5 Target 0° — Melee, Smashing BOOSTS ALLOWED: Accuracy, Damage, Endurance Discount, Recharge, Disorient POWER HELP TEXT: Boxing is decent punch that has a small chance to Disorient foes. EFFECTS: 31.69 Smashing damage; 31.69 Smashing damage bonus for Scourge; 10% chance of 4.7-second Stun of strength 2 (this will suppress for 15 seconds on affected targets); 10% chance of 7.1-second Stun of strength 2 versus critters only; 10% chance of 7.1-second Stun of strength 2 versus players only (this will suppress for 15 seconds on affected targets). Kick 6 Click 100% 5 4.9 0 1.83 3 Target 0° — Melee, Smashing BOOSTS ALLOWED: Accuracy, Damage, Endurance Discount, Recharge, Knockback POWER HELP TEXT: This modest kicking attack has a small chance to knock opponents down. EFFECTS: 35 Smashing damage; 35 Smashing damage bonus for Scourge; 15% chance for Knockdown.

Tough 14 Toggle 100% 0 0.2 0 3.10 10 Self 0° — — DOMINATOR BOOSTS ALLOWED: Endurance Discount, Recharge, Damage Resistance POWER HELP TEXT: While this is active, you are tough and slightly resistant to Smashing and Lethal damage. You must be at least Level 14 and have Boxing or Kick before selecting Tough. EFFECTS: 11.25% Smashing resistance; 11.25% Lethal resistance. Weave 20 Toggle 100% 0 0.2 0 0.67 10 Self 0° — — BOOSTS ALLOWED: Endurance Discount, Recharge, Defense Buff POWER HELP TEXT: While this power is active, you bob and weave, increasing your Defense to all attacks, as well as your resistance to Immobilize. You must be at least Level 20 and have two other fighting powers before selecting Weave. EFFECTS: 3.75% Defense.

Volume 1 • Issue 1 Fitness POWER LEVEL TYPE ACCURACY RANGE END COST INTERRUPT TIME CAST TIME RECHARGE TIME RADIUS ARC MAX TARGETS HIT ATTACK TYPES Quick 6 Auto 100% 0 0.0 0 0 0 Self 0° — — BOOSTS ALLOWED: Running Speed POWER HELP TEXT: You can naturally run slightly faster than normal. This ability is always on and does not cost any Endurance. EFFECTS: 7.7' per second running speed increase.

INTRODUCTION Hurdle 6 Auto 100% 0 0.0 0 0 0 Self 0° — — BOOSTS ALLOWED: Jump POWER HELP TEXT: You can naturally jump higher than normal. This ability is always on and does not cost any Endurance. EFFECTS: 12' jump height; 5.4' per second increase to jumping speed. Health 14 Auto 100% 0 0.0 0 0 — Self 0° — — BOOSTS ALLOWED: Heal POWER HELP TEXT: You heal slightly faster than a normal person. Your improved Health also grants you resistance to Sleep. This ability is always on and does not cost any Endurance. You must be at least Level 14 and have Swift or Hurdle before selecting Health. EFFECTS: 40% increase to Regeneration; 48.4% resistance to Sleep. Stamina 20 Auto 100% 0 0.0 0 0 — Self 0° — — BOOSTS ALLOWED: Recovery POWER HELP TEXT: You recover Endurance slightly more quickly than normal. This ability is always on and does not cost any Endurance. You must be at least Level 20 and have two other fitness

THE BASICS powers before selecting Stamina. EFFECTS: 25% increase to Recovery.

Leadership POWER LEVEL TYPE ACCURACY RANGE END COST INTERRUPT TIME CAST TIME RECHARGE TIME RADIUS ARC MAX TARGETS HIT ATTACK TYPES Maneuvers 6 Toggle 100% 0 0.2 0 3.67 15 60 360° — — ARCHETYPES BOOSTS ALLOWED: Endurance Discount, Recharge, Defense Buff POWER HELP TEXT: A good leader knows how to protect the team. While active, this power increases the Defense of yourself and all nearby teammates to all attacks. EFFECTS: 3.5% Defense to allies within the area of effect. Assault 6 Toggle 100% 0 0.2 0 3.67 15 60 360° — — BOOSTS ALLOWED: Endurance Discount, Recharge POWER HELP TEXT: While this power is active, you and your nearby teammates deal more damage and are resistant to Taunt and Placate. EFFECTS: 15% damage increase to allies within the area of effect; 60% Taunt resistance to allies within the area of effect; 60% Placate resistance to allies within the area of effect. Tactics 14 Toggle 100% 0 0.2 0 3.67 15 60 360° — — BOOSTS ALLOWED: Endurance Discount, Recharge, To Hit Buff POWER HELP TEXT: While this power is active, your Accuracy and that of all your nearby teammates is increased. Your advanced Tactics also protect you and your team GROUP

DYNAMICS from Confuse and Fear effects, as well as boosting your Perception so you can detect Stealthy foes. You must be at least Level 14 and have Defense or Assault before selecting Tactics. EFFECTS: 10% increase in To Hit chance to allies within the area of effect; 60% Perception decrease resistance to allies within the area of effect; 346% boost to Perception to allies within the area of effect; 60% Confusion resistance to allies within the area of effect; 5.1-point Confusion protection to allies within the area of effect; 60% Fear resistance to allies within the area of effect. Vengeance 20 Click 100% 60 0.0 0 1.17 300 100 360° — — BOOSTS ALLOWED: To Hit Buff, Defense Buff, Range, Heal POWER HELP TEXT: The loss of a comrade enrages the team. When a teammate is defeated in combat, activate this power to grant you and your teammates a bonus to Accuracy, Damage, and Defense to all attacks. A vengeful team has no fear, and Vengeance protects you and your teammates from Fear effects. It also gives you and your team great resistance to Sleep, Hold, Disorient, Immobilize, Confuse, Taunt, Placate, and Knockback. You must be at least Level 20 and have two other leadership powers before selecting Vengeance. This power does not stack with multiple castings. EFFECTS: 25% Defense for 120 seconds;

Zones 117.1 Heal; 35% increase in To Hit chance for 120 seconds; 69% Fear resistance for 120 seconds; 10-point Fear protection for 120 seconds; 69% Disorient resistance for 120 seconds; 69% Hold resistance for 120 seconds; 69% Sleep resistance for 120 seconds; 69% Confuse resistance for 120 seconds; 69% Immobilize resistance for 120 seconds; 69% Taunt resistance for 120 seconds; 69% Placate resistance for 120 seconds; 100-point Knockback protection for 120 seconds; 10- point Repel protection for 120 seconds; 35% increase to damage for 120 seconds.

Leaping POWER LEVEL TYPE ACCURACY RANGE END COST INTERRUPT TIME CAST TIME RECHARGE TIME RADIUS ARC MAX TARGETS HIT ATTACK TYPES Villains Jump Kick 6 Click 100% 5 5.5 0 3 2.8 Self 0° — Melee, Smashing BOOSTS ALLOWED: Accuracy, Damage, Endurance Discount, Recharge, Knockback POWER HELP TEXT: A good jumping kick attack that may knock foes back—good if you are looking for another attack power. EFFECTS: 41.7 Smashing damage; 35 Smashing damage bonus for Scourge; 15% chance to Knockback 8'. Combat Jumping 6 Toggle 100% 0 0.0 0 0 0 Self 0° — — BOOSTS ALLOWED: Endurance Discount, Jump, Defense Buff POWER HELP TEXT: While active, Combat Jumping increases your Defense to all attacks and adds resistance to Immobilization. It moderately increases your jump height and distance to melee and ranged attacks with good air control. EFFECTS: 12' jump height; 1' per second increase to jumping speed; 2.5% Defense; 8.3 points Immobilization protection.

PvP Super Jump 14 Toggle 100% 0 0.2 0 0 0 Self 0° — — BOOSTS ALLOWED: Endurance Discount, Jump POWER HELP TEXT: While this power is active, you can leap great distances and heights, easily jumping over buildings and from rooftop to rooftop! If you attack a target while this power is on, you will temporarily be reduced to a normal jump height. You must be at least Level 14 and have Jump Kick or Combat Jumping before selecting Super Jump. EFFECTS: 55.6' jump height; 76' per second jumping speed. Acrobatics 20 Toggle 100% 0 0.3 0 0.67 10 Self 0° — — BOOSTS ALLOWED: Endurance Discount, Recharge POWER HELP TEXT: While this power is active, you are very nimble and Acrobatic. You can avoid most Knockback effects and are resistant to Hold effects. You must be at least Level 20 and have two other leaping powers before selecting Acrobatics. EFFECTS: 100-point Knockback protection; 2-point Hold protection; 48% Hold resistance. Bases

Volume 1 • Issue 1 Medicine introduction POWER LEVEL TYPE ACCURACY RANGE END COST INTERRUPT TIME CAST TIME RECHARGE TIME RADIUS ARC MAX TARGETS HIT ATTACK TYPES Aid Other 6 Click 100% 25 6.5 1 2.93 10 Target 0° — — BOOSTS ALLOWED: Endurance Discount, Heal, Recharge, Interrupt POWER HELP TEXT: This power heals a single targeted ally; it is interruptible, so you shouldn't use this in combat. EFFECTS: 238.8 Heal. Stimulant 6 Click 100% 25 13.0 1 2.93 10 Target 0° — — BOOSTS ALLOWED: Endurance Discount, Recharge, Interrupt POWER HELP TEXT: Stimulant frees an ally from any Immobilization, Sleep, Disorient, Hold, Fear, or Confuse effects and leaves him or her resistant to such effects for a brief time. Protection will improve with multiple applications and as you advance in level. This power is interruptible and shouldn't be used in the heat of combat. EFFECTS: 120.3-point Hold protection for 45 seconds; 120.3-point Disorient protection for 45 seconds; 120.3-point Sleep protection for 45 seconds; 120.3-point Immobilize protection for 45 seconds; 120.3-point Confusion protection for 45 seconds; 120.3-point Fear protection for 45 seconds. Aid Self 14 Click 100% 0 13.0 1 3.33 20 Self 0° — — BOOSTS ALLOWED: Endurance Discount, Heal, Recharge, Interrupt POWER HELP TEXT: This hypo allows you to heal yourself; it leaves you wide awake and resistant to Disorient effects. This power is interruptible. You must be at least Level 14 and have Aid Other or Stimulant before selecting Aid Self. EFFECTS: 238.8 Heal; 48% Disorient resistance for 45 seconds. Resuscitate 20 Click 100% 15 32.5 4 3.33 180 Target 0° — —

BOOSTS ALLOWED: Endurance Discount, Heal, Recharge, Interrupt POWER HELP TEXT: Revives a fallen ally to full Hit Points, but the target will have no Endurance. The Resuscitated target will be protected from XP Debt for 15 stalker seconds. This power is interruptible. You must be at least Level 20 and have two other medicine powers before selecting Resuscitate. EFFECTS: Resurrect target with 100% Health.

Presence POWER LEVEL TYPE ACCURACY RANGE END COST INTERRUPT TIME CAST TIME RECHARGE TIME RADIUS ARC MAX TARGETS HIT ATTACK TYPES Challenge 6 Click 100% 60 0.0 0 2.67 3 Target 0° — Ranged BOOSTS ALLOWED: Accuracy, Recharge, Range, Taunt POWER HELP TEXT: This power challenges a foe to attack you. Use it to pull a foe off of an ally in trouble or away from a mob of foes. It's not as effective as a typical Scrapper Confront and Challenge power. An Accuracy check is required to successfully Challenge a target. EFFECTS: 108-second Taunt of strength 4 versus critters only; 54-second Taunt of strength 4 versus players only.

Provoke 6 Click 100% 60 0.0 0 1.67 10 15 360° — AoE Brute BOOSTS ALLOWED: Accuracy, Recharge, Range, Taunt POWER HELP TEXT: This power attracts the attention of a foe and all those around it. Use this to pull several enemies off of an ally in trouble. It's not as effective as a typical Tanker Taunt power. An Accuracy check is required to successfully Provoke a target. EFFECTS: 108-second Taunt of strength 4 versus critters only; 54-second Taunt of strength 4 versus players only. Intimidate 14 Click 100% 60 13.0 0 1.67 30 Target 0° — Melee, Psionic BOOSTS ALLOWED: Accuracy, Recharge, Endurance Discount, Fear, Range POWER HELP TEXT: You can threaten a single foe and cause him or her to helplessly tremble in Fear for a brief while. You must be at least Level 14 and have Challenge or Provoke before selecting Intimidate. EFFECTS: 8.34-second Fear of strength 2 versus critters only; 30% chance of 5.96-second Fear of strength 1 versus critters only; 4.7-second Fear of strength 2 versus players only (this will suppress for 15 seconds on affected targets). Invoke Panic 20 Click 80% 0 22.8 0 1.97 60 15 360° — Melee, Psionic BOOSTS ALLOWED: Accuracy, Recharge, Endurance Discount, Fear POWER HELP TEXT: This power causes sheer terror in all foes around you, causing them to tremble in Fear uncontrollably. You must be at least Level 20 and have two other presence powers before selecting Invoke Panic. EFFECTS: 8.34-second Fear of strength 2 versus critters only; 4.7-second Fear of strength 2 versus players only (this will suppress for 15 seconds on affected targets). Mastermind

Speed POWER LEVEL TYPE ACCURACY RANGE END COST INTERRUPT TIME CAST TIME RECHARGE TIME RADIUS ARC MAX TARGETS HIT ATTACK TYPES Flurry 6 Click 100% 5 5.5 0 3.07 3 Target 0° — Melee, Smashing BOOSTS ALLOWED: Accuracy, Damage, Endurance Discount, Recharge, Disorient POWER HELP TEXT: This unleashes a super-fast Flurry of punches to pummel your foe. Flurry is so dizzying that it has a chance to Disorient the target. EFFECTS: 5.96 Smashing damage per 0.25 second for 1.8 seconds; 6 Smashing damage bonus for Scourge per 0.25 second for 1.8 seconds; 10% chance of 4.7-second Stun of strength 2 (this will suppress for 15 seconds on

affected targets); 10% chance of 7.1-second Stun of strength 2 versus critters only; 10% chance of 7.1-second Stun of strength 2 versus players only (this will suppress for 15 seconds on affected targets). Corrupter Hasten 6 Click 100% 0 0.0 0 0.73 450 Self 0° — — BOOSTS ALLOWED: Recharge POWER HELP TEXT: You can reduce the recharge time of all powers for 2 minutes. Although Hasten does not cost any Endurance to activate, you can tire easily since your Endurance does not recover more rapidly. After Hasten wears off, you become tired and will lose some Endurance. EFFECTS: 70% increase to Attack Speed for 120 seconds; 15-point decrease to Endurance after 120 seconds. Super Speed 14 Toggle 100% 0 0.2 0 0 0 Target 0° — — BOOSTS ALLOWED: Endurance Discount, Running Speed POWER HELP TEXT: You can run at super-human speeds! While running at such speeds, you are a blur, and many foes will not even notice you as you speed past them. If you attack a target while this power is on, you will temporarily be slowed to normal speed. You must be at least Level 14 and have Flurry or Hasten before selecting Super Speed. EFFECTS: 77' per second running speed; 35' Stealth radius versus critters only. Whirlwind 20 Toggle 100% 0 0.5 0 1.17 20 5 360° — AoE BOOSTS ALLOWED: Recharge, Endurance Discount, Knockback POWER HELP TEXT: You spin around at an amazing speed to create a whirlwind around yourself. Any foes that enter this whirlwind will be tossed into the air. You must be at least Level 20 and have two other speed powers before selecting Whirlwind. EFFECTS: Knockback 8' per 0.5 second; Knockback 16' versus players only (this will suppress for 10 seconds after affecting a target); 30% decrease in running speed while active; 1.5-point decrease to Endurance per target in the area of effect. DOMINATOR

Volume 1 • Issue 1 Teleportation POWER LEVEL TYPE ACCURACY RANGE END COST INTERRUPT TIME CAST TIME RECHARGE TIME RADIUS ARC MAX TARGETS HIT ATTACK TYPES Recall Friend 6 Click 100% 10,000 15.0 4 1.93 6 Target 0° — — BOOSTS ALLOWED: Recharge, Endurance Discount, Range, Interrupt POWER HELP TEXT: 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 INTRODUCTION also rescue a fallen teammate who may be in a hostile location, as long as he or she is on the same map. Range is not infinite, but it's extremely long and can be enhanced. This power can be interrupted. Teammates have the option of refusing to have this power take effect on them. EFFECTS: Teleports a teammate to your location. Teleport Foe 6 Click 100% 200 15.0 2 1.93 20 Target 0° — Ranged, Energy BOOSTS ALLOWED: Recharge, Endurance Discount, Range, Interrupt, Accuracy POWER HELP TEXT: You can teleport a single foe directly next to yourself. A successful hit must be made in order to teleport the target, and some powerful foes cannot be teleported. This power can be interrupted. If this power misses its target, it will not alert the target if it is a critter. EFFECTS: Strength 2 Teleport Foe to your location; 1-second Taunt of strength 10 versus critters only in a 20' radius at target's original location; 100% Teleport resistance for 1 second following this effect. Teleport 14 Click 100% 300 13.0 0 2 0 Target 0° — — THE BASICS BOOSTS ALLOWED: Endurance Discount, Range POWER HELP TEXT: You can teleport long distances. Teleport has no recharge time and can be reactivated without pause as long as you have Endurance. You must be at least Level 14 and have Recall Friend or Teleport Foe before selecting Teleport. EFFECTS: Up to 300' Teleport; 0' per second Flight for 4 seconds. Team Teleport 20 Click 100% 25 20.0 0 2 0 30 360° — — BOOSTS ALLOWED: Recharge, Endurance Discount, Range POWER HELP TEXT: You can teleport yourself and your nearby teammates to a targeted location. Teammates must be in close proximity to you. Team Teleport costs slightly more Endurance than Teleport, but you can transport your entire team for no additional cost. You must be at least Level 20 and have two other teleportation powers before selecting Team Teleport. EFFECTS: Up to 300' Teleport for all allies within the area of effect; 0' per second Flight for 4 seconds for all allies within the area of effect. ARCHETYPES GROUP DYNAMICS Zones Villains PvP Bases

Volume 1 • Issue 1 New Power Sets mastermind summon thugs

POWER LEVEL TYPE ACCURACY RANGE END COST INTERRUPT TIME CAST TIME RECHARGE TIME RADIUS ARC MAX TARGETS HIT ATTACK TYPES Pistols 0 Click 110% 80' 6.5 0 1.2 3 Target 0° 1 Ranged, Lethal BOOSTS ALLOWED: Accuracy, Damage, Endurance Discount, Range, Recharge POWER HELP TEXT: This power quickly fires a round from one of your heavy automatic pistols. Damage is average, but the fire rate is very fast. Damage: Minor, Recharge: Very Fast EFFECTS: 30.58 Lethal damage. Call Thugs 0 Click 100% 60' 19.5 0 1.67 60 Target 0° 1 — BOOSTS ALLOWED: Accuracy, Damage, Endurance Discount, Defense Debuff, Knockback POWER HELP TEXT: This power calls forth 1–3 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 have only three 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. Recharge: Very Long EFFECTS: Summons one Thug at Level 1 and an additional soldier beginning at Level 6; summons one

Arsonist beginning at Level 18. Dual Wield 2 Click 110% 80' 8.6 0 1.2 6 Target 0° 1 Ranged, Lethal BOOSTS ALLOWED: Accuracy, Damage, Endurance Discount, Range, Knockback, Recharge POWER HELP TEXT: Dual Wield fires both pistols at a target. Firing both pistols at once is slower than letting off a single shot, but it deals more damage, and the target may get knocked down by the force of the impact. Damage:

Moderate, Recharge: Fast EFFECTS: 20.18 Lethal damage every .25 second for .3 second; 25% chance of Knockdown versus critters only; 25% chance of Knockdown versus players only. This will suppress for 10 seconds on affected targets. Equip Thugs 6 Click 100% 50' 16.3 0 1.30 6 Target 0° 1 — BOOSTS ALLOWED: Recharge, Endurance Discount, Range POWER HELP TEXT: Equip your Thug Henchmen with better ammo, weapons, and training. This power permanently bestows new weapons and abilities on one Thug Henchman. The powers gained are unique and dependent upon the target Thug Henchman.

This power works only on your Thug Henchmen, and you can only equip any given Thug Henchman once. Recharge: Medium EFFECTS: Adds Level 1 to targeted Henchman. Empty Clips 8 Click 110% 50' 19.0 0 1.83 8 40' 30° 10 AoE, Lethal BOOSTS ALLOWED: Accuracy, Damage, Endurance Discount, Range, Knockback, Recharge POWER HELP TEXT: You empty the clips of both your pistols in a 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. Damage: Moderate,

Recharge: Moderate EFFECTS: 12.23 Lethal damage every .25 second for .3 second; 25% chance of Knockdown versus critters only; 25% chance of Knockdown versus players only. This will suppress for 10 seconds on affected targets. Call Enforcer 12 Click 100% 60' 19.5 0 1.67 90 Target 0° 1 — BOOSTS ALLOWED: Accuracy, Damage, Endurance Discount, Defense Debuff, Buff Defense, Buff To Hit POWER HELP TEXT: This power calls forth 1–2 Thug Enforcers (depending on your level) to do your bidding. Thug Enforcers carry a submachine gun and possess good leadership skills. Their weapon of choice is an Uzi, and they can be equipped to carry two at once. You may have only two 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. Recharge: Very Long EFFECTS: Summons 1 Enforcer and

an additional Enforcer beginning at Level 24. Gang War 18 Click 100% 60' 13.0 0 1.67 600 Target 0° 1 — BOOSTS ALLOWED: Accuracy, Damage, Recharge, Endurance Discount POWER HELP TEXT: Gang War calls a Thug Posse of 10 or so to come to your aid for a brief while. Posse Thugs 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 before calling these Thugs. Posse Thugs are many, but they are very weak and are equipped only with the most basic weapons. Although they will follow you, they are not as loyal as your Henchmen, and they will stick around only for a few minutes before taking off. Recharge: Very Long oue1• Issue 1 Volume EFFECTS: Summons 10 Thugs for 120 seconds. Call Bruiser 26 Click 100% 60' 19.5 0 1.67 120 Target 0° 1 — BOOSTS ALLOWED: Accuracy, Damage, Endurance Discount, Knockback, Disorient, Hold POWER HELP TEXT: This power calls one massive Bruiser. He is strong, tough, 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 one Bruiser under your control at any given time. If you attempt to summon another Bruiser the power will fail. Recharge: Very Long EFFECTS: Summons one Bruiser. Upgrade Equipment 32 Click 100% 30' 22.8 0 1.67 10 Target 0° 1 — BOOSTS ALLOWED: Recharge, Endurance Discount, Range POWER HELP TEXT: This power allows you to permanently upgrade the most advanced ammo, weapons, and training to one Thug Henchman. The upgraded Thug will gain new powers, weapons, and abilities. The powers gained are unique to the Thug Henchman that is upgraded. This power works only on your Thug Henchmen, and you can only upgrade the equipment of any given Thug Henchman once. Recharge: Medium EFFECTS: Adds Level 2 to targeted Henchman.

Thug Minion

POWER LEVEL TYPE ACCURACY RANGE END COST INTERRUPT TIME CAST TIME RECHARGE TIME RADIUS ARC MAX TARGETS HIT ATTACK TYPES Brawl — Click 100% 5' 4.4 0 .67 16 Target 0° 1 Melee, Smashing BOOSTS ALLOWED: Accuracy, Damage, Endurance Discount POWER HELP TEXT: When all else fails, you have only your two fists to depend on. EFFECTS: 21.31 Smashing damage. Pistols — Click 110% 70' 5.2 0 2.33 2 Target 0° 1 Ranged, Lethal

BOOSTS ALLOWED: Accuracy, Damage, Endurance Discount POWER HELP TEXT: This power quickly fires a round from one of your heavy automatic pistols. Damage is average, but the fire rate is very fast. Damage: Minor, Recharge: Very Fast EFFECTS: 19.73 Lethal damage.

Corrupter stalker DOMINATOR introduction Mastermind Brute INTRODUCTION nockdown versus players only (this will age. ter a .5-second delay; 1.18 Fire damage in an 8' radius ter a .5-second delay; 1.18 he force of the impact. Damage: Moderate, eadly at medium range. Damage: Moderate (DoT), THE BASICS ARCHETYPES GROUP DYNAMICS ktails and is an excellent brawler. 26.67% Fire resistance. EFFECTS: d on. Smashing damage. 21.31 EFFECTS: ! seconds. Fire damage per .5 second for 7.75 1.97 EFFECTS: tomatic pistols. Damage is average, but the fire rate is very fast. Damage: Minor, Recharge: Very Fast Recharge: Very tomatic pistols. Damage is average, but the fire rate very fast. Damage: Minor, Lethal dam 19.73 EFFECTS: into you. chance of K chance of Knockdown versus critters only; 10% Lethal damage per .3 second for 7 seconds; 10% 7.89 EFFECTS: from his mouth and igniting it with his lighter. Spit Fire burns all foes within its narrow cone. It's very accurate and veryfrom his mouth and igniting it with lighter. d ng both pistols at once is slower than firing a single shot, but it deals more damage, and the target may get knocked down by t tters will attempt to leave the area of effect. Fire damage per .25 second for 5.25 seconds, af Fire damage; 1.18 19.73 EFFECTS: .1 seconds bonus for Scourge versus both critters and players .1 nce of Knockdown versus players only. This will suppress for 10 seconds on affected targets. This will suppress for 10 nce of Knockdown versus players only. Zones Villains PvP Bases Thug Minion Level 1 Thug Arsonist Thug Arsonist Level 1 Thug Arsonist Level 2 Thug Minion Level 2 POWERPistols Damage, Endurance Discount Accuracy, ALLOWED: BOOSTS LEVEL TYPE This power quickly fires a round from one of your heavy au HELP TEXT: POWER ACCURACY — RANGE END COST Click INTERRUPT TIME 110% TIME CAST TIME RECHARGE 70' RADIUS ARC HIT MAX TARGETS 5.2 TYPES ATTACK 0 1.2 3POWERResistance Target — ALLOWED: BOOSTS LEVEL 0° TYPE — ACCURACY Damage, Endurance Discount Accuracy, ALLOWED: BOOSTS RANGE Auto Practical Experience has given the Arsonist some resistance to Fire. He can throw Molotov coc HELP TEXT: POWER END COST 1 100% INTERRUPT TIME When all else fails, you have only your two fists to depen HELP TEXT: POWER TIME CAST TIME 0' RECHARGE Ranged, Lethal RADIUS ARC 0 HIT MAX TARGETS TYPES ATTACK 0 0 0POWER TargetFire Bomb 0° Damage, Endurance Discount Accuracy, ALLOWED: BOOSTS LEVEL The Arsonist has set you on fire with his petrol bomb! Cri HELP TEXT: POWER TYPE — ACCURACY 1 RANGE Click END COST 100% INTERRUPT TIME — TIME CAST TIME 70' RECHARGE RADIUS ARC 7.8 HIT MAX TARGETS TYPES ATTACK 0 1.37 16 15' 360° — AoE, Fire BrawlMolotov Cocktail Damage, Endurance Discount Accuracy, ALLOWED: BOOSTS — — Click Click The Arsonist has set you on fire with his Molotov cocktail HELP TEXT: POWER 100% 100% 5' 70' 10.4 4.4 0 0 1.37 .67 6 16 Target 5' 0° 360° 1 — AoE, Fire Melee, Smashing Dual Wield Damage, Endurance Discount, Knockback Accuracy, ALLOWED: BOOSTS Recharge: Fast This power fires both pistols at a target. Firi HELP TEXT: POWER — Lethal damage per .25 seconds for .3 second; 25% chance of Knockdown versus critters only; 25% cha 13.25 EFFECTS: Click 110% 70' 6.9 0 1.2 6 Target 0° 1 Ranged, Lethal seconds, after a .5-second delay. per .2 second for 10 suppress for 10 seconds on affected targets) suppress for 10 POWEREmpty Clips Damage, Endurance Discount, Knockback Accuracy, ALLOWED: BOOSTS LEVEL TYPE The Thug empties the clips of both his pistols HELP TEXT: POWER — ACCURACY Click RANGE END COST 110% INTERRUPT TIME TIME CAST 50' TIME RECHARGE RADIUS 15.2 ARC HIT MAX TARGETS TYPES ATTACK 0 1.83 10 50'POWER 30°Spit Fire Damage, Endurance Discount Accuracy, ALLOWED: BOOSTS 10 LEVEL TYPE The Arsonist can breathe or spit fire by spraying alcohol HELP TEXT: POWER ACCURACY — RANGE AoE, Lethal Click END COST INTERRUPT TIME 120% TIME CAST TIME RECHARGE 40' RADIUS ARC 15.2 HIT MAX TARGETS TYPES ATTACK 0 2.83 16 40' 30° 10 AoE, Fire Recharge: Slow Fire damage per second for 2 seconds, after a 1-second delay; 11.54 Fire damage per second for 2.1 11.54 EFFECTS:

Volume 1 • Issue 1 introduction al Defense; 13.6% Fire Defense; 13.6% al Defense; 13.6% rship skills in Maneuvers. stalker Brute : 5% increase to damage. S: 22.83 Lethal damage; 5% decrease to Defense for 5 seconds. chine gun. decrease to Defense for 5 seconds. 5.72 Lethal damage per .3 second for .7 second; 7.5% EFFECTS: the Uzi. decrease to Defense for 5 seconds. seconds; 7.5% 4.53 Lethal damage per .3 second for 1.6 EFFECTS: the Uzi. seconds; 5% decrease in Defense for 5 seconds. 6.9 Lethal damage per .3 second for 1.6 EFFECTS: the Uzi. decrease in Defense for 5 seconds. 8.37 Lethal damage per .3 second for .7 second; 10% EFFECTS: the Uzi. seconds; 5% decrease in Defense for 5 seconds. 5.83 Lethal damage per .3 second for 1.6 EFFECTS: the Uzi. Lethal damage per .3 second for 5 seconds. 4.11 EFFECTS: from your Lieutenant. Leth Smashing Defense; 13.6% AoE Defense; 13.6% Ranged Defense; 13.6% Melee Defense; 13.6% 13.6% EFFECTS: Heavy Burst with his submachine gun. He is also a very good leader and can buff the Defense of all nearby Thugs with his leade d on. Smashing damage. 21.31 EFFECTS: from your Lieutenant. Hit chance. 2.5% increase in To EFFECTS: Mastermind Corrupter DOMINATOR Thug Lieutenant Thug Lieutenant Level 1 Thug Lieutenant Level 2 POWERResistance — ALLOWED: BOOSTS LEVEL 26.67 Lethal resistance. EFFECTS: TYPE — A leather jacket gives the Enforcer some resistance to Lethal damage. He can fire a Burst and HELP TEXT: POWER ACCURACYBrawl RANGE Auto Damage, Endurance Discount Accuracy, ALLOWED: BOOSTS END COST 100% INTERRUPT TIMEBurst When all else fails, you have only your two fists to depen HELP TEXT: POWER TIME CAST Damage, Endurance Discount, Defense Debuff Accuracy, ALLOWED: BOOSTS TIME 0' RECHARGE — RADIUSHeavy Burst Click ARC Defense has been reduced by the subma Your HELP TEXT: POWER 0 Damage, Endurance Discount, Defense Debuff Accuracy, ALLOWED: BOOSTS HIT MAX TARGETS 100% — TYPES ATTACK Maneuvers — Click Defense has been reduced by fire from Your HELP TEXT: POWER 5' Buff Defense ALLOWED: BOOSTS Click 100% 0 105% — 4.4 80' This Thug's Defense to all attacks is improved due good leadership in Maneuvers HELP TEXT: POWER Auto 80' 4.4 100% 0 0 6.9 0' 0 0 0 0 .67 Target 2.2 0 16 0° 2.67 3 Target 1 6 0 0° Target — Target 0° 1 0° 0 1 Melee, Smashing 1 30' 360° Ranged, Lethal Ranged, Lethal — — Blast ClipAssault — — ALLOWED: BOOSTS Click 105% — from your Lieutenant. This Thug's damage is improved due to good leadership in Tactics HELP TEXT: POWER Auto 70' EFFECTS 100% 15.2 0' 0 0 2.5 0 20 0 15' 0 360° 16 30' 360° AoE, Lethal — — POWERUzi Burst Damage, Endurance Discount, Defense Debuff Accuracy, ALLOWED: BOOSTS LEVEL TYPE Defense has been reduced by fire from Your HELP TEXT: POWER — ACCURACY Damage, Endurance Discount, Defense Debuff Accuracy, ALLOWED: BOOSTS RANGE Click END COST Defense has been reduced by fire from Your HELP TEXT: POWER INTERRUPT TIME 110% Damage, Endurance Discount, Defense Debuff Accuracy, ALLOWED: BOOSTS TIME CAST TIME RECHARGE 80' Defense has been reduced by fire from Your HELP TEXT: POWER RADIUS ARC 5.2 HIT MAX TARGETS TYPES ATTACK 0POWERDual Uzis 1.53 Damage, Endurance Discount, Defense Debuff Accuracy, ALLOWED: BOOSTS LEVEL Defense has been reduced by fire from TYPE Your HELP TEXT: POWER — ACCURACY Damage, Endurance Discount Accuracy, ALLOWED: BOOSTS 4 RANGE Click END COST are getting pelted by an exploding clip of ammo. You INTERRUPT TIME HELP TEXT: POWER 110% Target TIME CAST TIME RECHARGE 50' 0° EFFECT RADIUS ARC 15.2 HIT MAX TARGETS 1 TYPES ATTACK 0 Ranged, Lethal 3.03 20 50' 35° 10 AoE, Lethal Uzi Heavy Burst —Uzi Cone Blast Click 110% —Tactics Click Hit Buff To 80' ALLOWED: BOOSTS 110% are improved due to good leadership in Tactics This Thug's Accuracy and Perception HELP TEXT: POWER 8.5 — 60' Auto 10.4 100% 0 0' 0 2.1 0 3.03 8 0 10 Target 0° 0 60' 20° 1 0 10 Ranged, Lethal 30' AoE, Lethal 360° — — Cold Defense; 13.6% Energy Defense; 13.6% Negative Energy Defense; 13.6% Toxic Defense. Toxic Negative Energy Defense; 13.6% Energy Defense; 13.6% Cold Defense; 13.6%

Volume 1 • Issue 1 ockdown versus critters only; 60% 130.47 Smashing damage; Knockup 130.47 INTRODUCTION ate, Recharge: Fast nted due to the shock to the inner ear. Hand nted due to the shock inner ear. 24.9 Smashing damage; 10% chance of 11.6- 24.9 Smashing damage; 10% ir if they are flying. Damage: High, Recharge: ce in the elements makes him slightly resistant to ate, Recharge: Slow seconds on affected targets); Knockback 16' versus critters only; seconds on affected targets); Knockback 16' 2-point Confusion protection; 50% resistance; 4-point THE BASICS conds on affected targets). ARCHETYPES GROUP DYNAMICS nce to Fire and Cold damage. He is street wise and his training makes him resistant to Confuse, Fear, and Placate. His experien nce to Fire and Cold damage. He is street wise his training makes him resistant Confuse, Fear, pponent. This punch does superior damage and has a great chance of Holding your target. Damage: Extreme, Recharge: Slow EFFECTS: mount of damage, but most all can knock your opponent off his feet, unable to attack again until he stands up. Damage: Moder th your feet and hurl it at an enemy. This attack deals moderate damage and can knock foes back even drop them out of the a th your feet and hurl it at an enemy. a great chance of knocking your opponent down. Damage: High, Recharge: Moderate Smashing damage; 60% chance of Kn 60.1 EFFECTS: your foot to the ground, quaking earth itself. This is a localized attack against everything in melee range. Damage: Moder ng and being attacked, the more damage he deals. Each point of Fury EFFECTS: increases his damage. orce that you create a deafening shockwave. This shockwave can knock back nearby foes, and they have chance to become Disorie has a chance of Disorienting the target, especially if coupled with other attacks. Damage: Minor, Recharge: Very Fast Recharge: Very has a chance of Disorienting the target, especially if coupled with other attacks. Damage: Minor, EFFECTS: yers only (this suppresses for 10 seconds on affected targets); Flight is disabled for 15 seconds. seconds on affected targets); Flight is disabled for 15 yers only (this suppresses for 10 d Disorient of strength 1 versus critters only; 12.2-second Disorient of strength 2 versus players only (this suppresses for 15 d Disorient of strength 1 versus critters only; 12.2-second suppresses for 10 seconds on affected targets). suppresses for 10 ce; 26.67% Smashing resistance; 6.6% Fire resistance; 6.6% Cold resistance; 6.6% Toxic resistance; 4-point Placate protection; ce; 26.67% Smashing resistance; 6.6% Fire Cold Toxic suppresses for 10 seconds on affected targets). suppresses for 10 Zones es for 15 seconds on affected targets). es for 15 sorient of strength 3 versus critters only; 12.83-second Disorient of strength 2 versus players only (this suppresses for 15 se Disorient of strength 2 versus players only (this suppresses for 15 sorient of strength 3 versus critters only; 12.83-second Villains PvP Bases Thug Boss Thug Boss Level 1 Thug Boss Level 2 Hurl Damage, Endurance Discount, Knockback Accuracy, ALLOWED: BOOSTS are able to tear up a chunk of ground benea You HELP TEXT: POWER — Click 100% 80' 9.4 0 3.83 8 Target 0° 1 Ranged, Smashing EFFECTS: 52.1 Smashing damage; 80% chance of Knockdown versus critters only; 80% chance of Knockdown versus players only (this 52.1 EFFECTS: Fury — ALLOWED: BOOSTS The longer he remains in combat, attacki As a Brute engages in combat, it unleashes his Fury. HELP TEXT: POWER — Auto 100% 0' 0 0 0 0 Target 0° 1 — POWERResistance — ALLOWED: BOOSTS LEVEL TYPE — resistance. protection; 50% Fear Fear ACCURACY The Bruiser is a Brute. He has good resistance to Lethal and Smashing damage some resista HELP TEXT: POWER RANGE AutoJab END COST 100% INTERRUPT TIME Damage, Endurance Discount, Disorient Accuracy, ALLOWED: BOOSTS TIME CAST Hold of strength 2 versus players only (this suppress chance of 11.6-second second Hold of strength 2 versus critters only; 10% TIME 0' RECHARGE This is a quick jab that deals minor damage but HELP TEXT: POWER RADIUS ARC — 0 HIT MAX TARGETS Click 36.65 Smashing damage; 30% chance of Knockdown versus critters only; 30% chance of Knockdown versus players only (this EFFECTS: TYPES ATTACK 100% 0 5' 3.5 0 0 0 1.07 Target 0° 2 1 Target 0° — 1POWERKnockout Blow Melee, Smashing Damage, Endurance Discount, Knockback, Hold Accuracy, ALLOWED: BOOSTS — LEVEL Di seconds on affected targets); 19.25-second 24' versus critters only; Knockup 24' versus players only (this suppresses for 10 can perform a Knockout Blow on your o You HELP TEXT: POWER TYPE Click ACCURACY RANGE 120% END COST INTERRUPT TIMEModerate 13.2' TIME CAST TIME RECHARGE Smashing damage; 50% chance of Knockback 24' versus critters only; 18.5 50% chance of Knockback 24' versus pla 60.1 EFFECTS: RADIUS ARC HIT MAX TARGETS TYPES ATTACK 0 2.23 25 Target 0° 1 Melee, Smashing Punch Damage, Endurance Discount, Knockback Accuracy, ALLOWED: BOOSTS Super Strength Punch can deal a moderate Your HELP TEXT: POWER — Click 100% 5' 5.2 0 1.2 4 Target 0° 1 Melee, Smashing StompFoot Damage, Endurance Discount, Knockback Accuracy, ALLOWED: BOOSTS Using your superior leg strength, you can stomp HELP TEXT: POWER — Click 100% 0' 18.5 0 2.1 20 15' 360° 10 AoE, Smashing Fire, Cold, and Toxic Damage. He can fire a Burst or single heavy Slug from his assault rifle.Fire, Cold, and Toxic 26.67% Lethal resistan EFFECTS: Clap deals no damage. Recharge: Slow seconds on affected targets). versus players only (this suppresses for 10 Knockback 16' Disorient of strength 2 versus critters only; 50% chance of 15.4-secon 15.4-second EFFECTS: POWERHaymaker Damage, Endurance Discount, Knockback Accuracy, ALLOWED: BOOSTS LEVEL seconds on affected targets). chance of Knockdown versus players only (this suppresses for 10 A slow but devastating attack, the Haymaker has HELP TEXT: POWER TYPE — ACCURACYHand Clap RANGE Click Endurance Discount, Disorient, Knockback Accuracy, ALLOWED: BOOSTS END COST 100% INTERRUPT TIME can clap your hands together with such f You HELP TEXT: POWER TIME CAST — TIME RECHARGE 5' Click RADIUS ARC 80% 8.5 HIT MAX TARGETS TYPES ATTACK 0' 0 13.0 1.5 0 8 1.23 Target 30 0° 15' 1 360° Melee, Smashing 10 AoE

Volume 1 • Issue 1 introduction ur target's synapses, leaving your victim s; 80% damage increase for 10 seconds. s; 80% damage increase for 10 ving your victim writhing for a moment. A gy damage; 30% chance for 8-second Sleep of ectrocute all foes within the arc, dealing high Energy rength 2.38 versus critters only; 10% chance for 4-second rength 2.38 versus critters only; 10% te chance for 6- 62.55 Energy damage; 10% EFFECTS: ds; 10% chance to restore 3.432 Endurance self. ds; 10% covery for 2 seconds. stalker Brute nce; 50% decrease to Lethal resistance; 30% Max Health. 7 Smashing damage; 20% chance of Knockdown; 4-second Taunt of strength 4. 7 Smashing damage; 20% chance of Knockdown; 4-second Taunt ; 4-second Taunt of strength 4. ; 4-second Taunt econd Taunt of strength 4. econd Taunt -second Taunt of strength 4. -second Taunt CTS: 33.49 Smashing damage; 4-second Taunt of strength 4. 33.49 Smashing damage; 4-second Taunt CTS: 4-second Taunt of strength 4. 4-second Taunt second Taunt of strength 4. second Taunt ng damage; 4-second Taunt of strength 4. ng damage; 4-second Taunt wer attack than Charged Brawl but makes up for it with greater damage. Havoc Punch can drain some Endurance and may overload yo a strong current between your arms and snap powerful bolt of electricity in an arc front you. This melee attack can el ically charged and deliver a powerful punch. Charged Brawl can drain some Endurance may overload the target's synapses, lea deal for a few seconds, as well as slightly increasing your Accuracy. Recharge: Long deal for a few seconds, as well slightly increasing your Accuracy. second Hit increase for 10 20% To EFFECTS: amage. of strength 4. Smashing damage; 4-second Taunt 13.4 EFFECTS: Mastermind ent. Disturbing an overloaded target will disperse the electrical charge and release him or her. Damage: High, Recharge: Modera ent. Disturbing an overloaded target will disperse the electrical charge and release him or her. se the electrical charge and release him or her. Damage: Moderate, Recharge: Moderatese the electrical charge and release him or her. Ener 33.36 Smashing damage; 21.68 EFFECTS: lease it. Damage: Minor, Recharge: Fastlease it. Damage: Minor, chance for 6-second Sleep of st Energy damage; 10% 20.85 Smashing damage; 14.17 EFFECTS: 7% of total Endurance versus critters only; drains 1.25 Endurance versus players only; 10% chance to decrease 100% Endurance re chance to decrease 100% Endurance versus players only; 10% 7% of total Endurance versus critters only; drains 1.25 urance versus critters only; drains 2 Endurance versus players only; 30% chance to decrease 100% Endurance recoveryurance versus critters only; for 4 secon drains 2 Endurance versus players only; 30% chance to decrease 100% yers only; 10% chance to decrease 100% Endurance recovery for 2 seconds; 10% chance to restore 2.184 Endurance to self. chance to restore 2.184 Endurance recovery for 2 seconds; 10% chance to decrease 100% yers only; 10% Corrupter DOMINATOR Thug Posse Electrical Melee Jacob's Ladder Taunt Damage, Recharge, Endurance Discount, Sleep, Recovery, Accuracy, ALLOWED: BOOSTS 1 are able to generate You HELP TEXT: POWER Click 100% 5' 8.528 0 1.67 8 5' 50° 5 Melee, Energy damage. Jacob's Ladder can drain some Endurance and may overload your target's synapses, leaving victim writhing for a mom portion of drained Endurance may be returned to you. Disturbing an overloaded target will disperse the electrical charge and re Build Up Hit Endurance Discount, Recharge, Buff To ALLOWED: BOOSTS This power greatly increases the amount of damage you HELP TEXT: POWER 5 Click 100% 0' 5.2 0 1.17 90 0' 0° 0 — Havoc Punch Taunt Damage, Recharge, Endurance Discount, Sleep, Recovery, Accuracy, ALLOWED: BOOSTS 0 The Havoc Punch is a slo HELP TEXT: POWER Click 100% 5' 6.864 0 1.5 6 0' 0° 0 Melee, Smashing, Energy POWERResistance — ALLOWED: BOOSTS LEVEL TYPE — ACCURACY Damage Accuracy, ALLOWED: BOOSTS RANGE Auto END COST When all else fails, use your own two fists. HELP TEXT: POWER 100% INTERRUPT TIME but they are very weak. members are many, Thug Posse HELP TEXT: POWER Damage Accuracy, ALLOWED: BOOSTS Smashing damage; 4- 17.25 TIME EFFECTS: CAST TIME 0' RECHARGE This is your basic stabbing and cutting blade. HELP TEXT: 50% decrease to Smashing resista POWER EFFECTS: RADIUS Damage Accuracy, ALLOWED: BOOSTS ARC Lethal damage; 4-s 21.3 EFFECTS: 0 HIT MAX TARGETS There is nothing like slugging someone in the head with this baseball bat. HELP TEXT: POWER TYPES ATTACK Damage Accuracy, ALLOWED: BOOSTS EFFE This heavy but unwieldy and slow sledgehammer can knock down foes. HELP TEXT: POWER 0 Damage Accuracy, ALLOWED: BOOSTS 49. EFFECTS: Defense has been reduced by the fireman's axe. Your HELP TEXT: POWER Damage Accuracy, ALLOWED: BOOSTS Lethal damage 41.6 EFFECTS: 0 This small-caliber sidearm is not very accurate. HELP TEXT: POWER Damage Accuracy, ALLOWED: BOOSTS Lethal damage; 17.76 EFFECTS: Pick up a stick or piece of pipe and clobber your foes. HELP TEXT: POWER 0 Damage Accuracy, ALLOWED: BOOSTS 25.37 Smashi EFFECTS: Thugs can pick up small rocks and throw them at their foes; there's not much d HELP TEXT: POWER Target 0° 1 — POWERCharged Brawl Taunt Damage, Recharge, Endurance Discount, Sleep, Recovery, Accuracy, ALLOWED: BOOSTS LEVEL 0 TYPE fists become electr Your HELP TEXT: POWER Endurance versus pla Sleep of strength 2.38 versus players only; drains 7% of total Endurance versus critters only; drains 1.25 ACCURACY Click RANGE END COST 100% INTERRUPT TIME TIME CAST 5' TIME RECHARGE of total End strength 2.38 versus critters only; 30% chance for 6-second Sleep of strength 2.38 versus players only; drains 10% RADIUS 4.368 ARC HIT MAX TARGETS TYPES ATTACK 0 chance for 4-second Sleep of strength 2.38 versus players only; drains second Sleep of strength 2.38 versus critters only; 10% 1.07 3 0' 0° 0 Melee, Smashing, Energy BrawlKnife —Baseball Bat Click 100% —Sledgehammer — Click 5' Click 100% —Fireman Axe 100% 3.5 Click 5' 100% 5'Revolver — 4.4 Click 5' 0 6.9Pipe 100% 10.2 — 0 5' Click .67Rock 0 100% 8.5 0 — 1.37Automatic Pistol 60' Click 2 2.5 Damage Accuracy, ALLOWED: BOOSTS — — 100% 4.0 0 2.17 This small-caliber sidearm is not very accurate. HELP TEXT: POWER Click Click 3 Target 5' 100% 120% 6 Lethal damage; 4 21.7 EFFECTS: 0° 0 10 Target 6.9 1.83 40' 60' 0° Target 1 3.5 4.0 Target 0° 2.33 8 0 0° 1 Melee, Smashing 1 0 0 Target 3.7 1 Melee, Lethal 2.87 0° Melee, Smashing Target 3.33 2.33 Melee, Smashing 0° 1 6 3.5 2 1 Melee, Lethal Target 0° Target Target Ranged, Lethal 0° 0° 1 1 1 Melee, Smashing Ranged, Lethal Ranged, Smashing writhing for a moment. A portion of the drained Endurance may be given back to you. Disturbing an overloaded target will disper Brute Melee

Volume 1 • Issue 1 INTRODUCTION stance; 26% Lethal resistance; un Speed increase; resistance versus damage; drains 3% of total Endurance resistance; 7.5% Negative Energy resistance; 7.5% be Disoriented. Any nearby foes may le electric charge that may jump to another players only. Energy damage as well good resistance to ning Clap deals no damage. Recharge: Slow n ride this bolt and instantly teleport a short ge; 21.68 Energy damage; random chance to inflict ge; 21.68 and enemy teleportation. Static Shield can also help on; resistance versus Recovery debuff; resistance versus orient of strength 3.57 versus players only; 40% chance to age: Superior, Recharge: Slowage: Superior, 41.7 Teleportation; EFFECTS: kback. THE BASICS ARCHETYPES GROUP DYNAMICS charged field that makes you highly resistant to Smashing, Lethal, and Energy damage. Recharge: Fast 26% Smashing resi EFFECTS: shield that will conduct many sorts of Energy away from your body. Conductive Shield grants high resistance to Fire, Cold, and shield that will conduct many sorts of Energy away from your body. massive attack. You smash your foes with all the power of a lightning bolt. The pummeled victim takes tremendous damage and may massive attack. You body and become a living lightning rod. This power calls forth a massive lightning bolt from the sky to strike you. You can the body and become a living lightning rod. This power calls forth massive bolt from the sky to strike you. You s moderate Smashing and Energy damage and may drain some of the target's Endurance. However, this attack also induces an unstab s moderate Smashing and Energy damage may drain some of the target's Endurance. However, You also have added resistance to Endurance Drain effects. This power is always on and costs no Endurance.You 9.3% Energy EFFECTS: u emit a storm of electricity that constantly damages all nearby foes. Damage: Minor (DoT), Recharge: Slow 8.34 Energy EFFECTS: ether to release a violent Lightning Clap. The Clap can knock down most nearby foes, Disorienting many of them. Light ur body. This Static Shield protects you from Hold, Sleep, and Disorient effects as well Endurance Drain, Recovery debuffs, ur body. ts. This power is always on and permanently increases your attack rate movement speed. R 20% Recharge increase; 10% EFFECTS: ergy resistance. ; protection versus Disorient 10.38; protection versus Hold 10.38; protection versus Sleep 10.38; resistance versus teleportati protection versus Sleep 10.38; protection versus Hold 10.38; ; protection versus Disorient 10.38; keep them attacking you to raise your Fury. Recharge: Fastkeep them attacking you to raise your Fury. versus versus critters only; 5-second Taunt 20-second Taunt EFFECTS: e; 40.03 Energy damage; 50% chance for 5-second Disorient of strength 3.57 versus critters only; 50% chance for 3.75-second Dis effectiveness only of the initial attacks, not jumping charge. Damage: Moderate, Recharge: Slow 33.36 Smashing dama EFFECTS: Zones must target the ground to activate this power. Damage from the lightning bolt is superior but is not affected by your Fury. Dam Damage from the lightning bolt is superior but not affected by your Fury. must target the ground to activate this power. h 1.19 versus critters only; 100% chance for 5.34-second Disorient of strength 2.38 versus players only; 100% chance for a Knoc chance for 5.34-second Disorient of strength 2.38 versus players only; 100% versus critters only; 100% h 1.19 rsus players only; 30% chance to decrease 100% Endurance recovery for 4 seconds. rsus players only; 30% chance to decrease 100% Villains PvP Bases Electrical Melee cont. Electrical Armor Chain Induction Taunt Damage, Recharge, Endurance Discount, Recovery, Accuracy, ALLOWED: BOOSTS 17 Click This Electric Melee attack deal HELP TEXT: POWER 100% 5' 10.192Lightning Rod Damage, Recharge, Endurance Discount, Range, Knockback, Taunt Accuracy, ALLOWED: BOOSTS 31 0 can polarize your You HELP TEXT: POWER Click 90% 1 60' 13.52 14 0 0' 0° 2.57 0 90 Melee, Smashing, Energy 20' 0° 16 AoE, Energy Lightning Clap Recharge, Endurance Discount, Disorient, Knockback, Taunt Accuracy, ALLOWED: BOOSTS 25 can clap your hands tog You HELP TEXT: POWER Click 80% 0' 13 0 1.23 30 15' 0° 10 AoE, Energy POWERThunderstrike Damage, Recharge, Endurance Discount, Disorient, Knockback, Taunt Accuracy, ALLOWED: BOOSTS LEVEL 7 TYPE Endurance recovery for 4 seconds; 80% chance a Knockdown. decrease 100% Thunderstrike is a HELP TEXT: POWER ACCURACY Click RANGETaunt END COST 100% INTERRUPT TIME Recharge Range, Taunt, ALLOWED: BOOSTS TIME CAST 5' TIME RECHARGE foes to attack you; this is useful pull enemies off allies and Taunt HELP TEXT: POWER RADIUS 10.192 11 ARC Click HIT MAX TARGETS of total Endurance versus critters only; drains 2 Endurance ve Energy damage to up four additional targets; drains 10% 29.19 TYPES ATTACK 100% 0 70' chance for 8-second Disorient of strength 2.38 versus critters only; 50% chance for 8-second Disorient of strengt 100% EFFECTS: 0 3.3 18 0 7' 2.67 0° 10 10 15' Melee, Smashing, Energy 0° 5 Ranged distance. You rematerialize in a massive bolt of electricity, dealing tremendous damage and knocking down all nearby foes. You dealing tremendous damage and knocking down all nearby foes. You rematerialize in a massive bolt of electricity, distance. You Energy damage; 80% chance for a Knockdown. Smashing damage; 29.19 enemy target. The charge will jump randomly between multiple targets until it dissipates. Enhancements and Fury will boost the normalize your synaptic activity, granting you good resistance to Psionic damage. Recharge: Fastnormalize your synaptic activity, 26% Psionic resistance EFFECTS: Static Shield Endurance Discount, Recharge, Resistance ALLOWED: BOOSTS 9 can create a field of Static Electricity around yo You HELP TEXT: POWER Toggle 100% 0' .104 0 1.17 4 0' 0° 0 — POWERCharged Armor Endurance Discount, Recharge, Resistance ALLOWED: BOOSTS LEVEL 0Energy resistance. TYPE Toggle you are surrounded by a When you toggle on this power, HELP TEXT: POWER ACCURACYLightning Field RANGE 100% Taunt Damage, Recharge, Endurance Discount, Recovery, Accuracy, ALLOWED: BOOSTS END COST INTERRUPT TIME 1versus critters only; drains .5 Endurance versus players only. 0' TIME CAST While this power is active, yo HELP TEXT: POWER ToggleConductive Shield TIME RECHARGE 100% .13 RADIUS Endurance Discount, Recharge, Resistance ALLOWED: BOOSTS 3 ARCNegative Energy damage. Recharge: Fast Toggle HIT 0' MAX TARGETS you are surrounded by a When you toggle on this power, HELP TEXT: POWER TYPES ATTACK 100% Negative En 26% Fire resistance; Cold Energy 15% EFFECTS: 0 1.04 0'Endurance Drain. .13 0 .67Grounded Resistance ALLOWED: BOOSTS resistance; resistance versus Endurance Drain. 0 2 are grounded and naturally very 2.03 resistant to Energy and Negative damage. You 15 HELP TEXT: POWER Lightning Reflexes Auto Run Speed ALLOWED: BOOSTS 19 100% Auto 10 0' .67 lightning reflexes allow you to move faster than normal and resist Slow effec Your HELP TEXT: POWER 100% 0' 0° 8' 0' 2 0 0 0° 0 0' 0 — 10 0° 0 AoE, Energy .5 0 0 — 0 0 0' 0° 0' 0° 0 0 — — knocked down and take some damage from the shockwave. Damage: High, Recharge: Slow EFFECTS: 41.7 Smashing damag 41.7 knocked down and take some damage from the shockwave. Damage: High, Recharge: Slow EFFECTS: Recharge decrease. Brute Defense

Volume 1 • Issue 1 introduction 90 seconds. ge increase for 10 seconds. ge increase for 10 vision, lowering Accuracy for a short time. time. Smite clouds the target's vision, ime to multiple targets in front of you. These blows eld or Sleeping; 5% To Hit decrease for 10 seconds. Hit decrease for 10 eld or Sleeping; 5% To t, Sleep, Hold, Immobilize, Knockback, Endurance ithin range, you will not gain any Endurance. econds. 107.9 Negative Energy damage if hidden; 10% chance Negative Energy damage if hidden; 10% 107.9 Energy damage if hidden; 22% chance to drop toggle ourself. Foes siphoned in this manner have their ourself. Foes attack will do tremendous damage, as you waylay your Hit decrease for 10 seconds. Hit decrease for 10 e in Fear. Foes in this state of panic have reduced Foes e in Fear. p, repel for 180 seconds; protection versus Disorient, Hold, Sleep, p, repel for 180 Assassin's Eclipse. However, if you attack a Placated foe, he or she Assassin's Eclipse. However, all Health and Endurance. Recharge: Very Long all Health and Endurance. Recharge: Very urance decrease. stalker Brute ating this power, you expend less Endurance on all other powers for a while. Recharge: Very Long you expend less Endurance on all other powers for a while. Recharge: Very ating this power, Endurance discount for EFFECTS: , you transform your body into living electricity and become extremely resistant to all damage but Psionic, as well Disorien Energy channeled from the Netherworld, then perform a quick punch that deals minor damage. A Shadow Punch clouds the target's age if hidden; 20% chance for additional 42.04 Negative Energy damage if target is Held or Sleeping; 5% To Hit decrease for 6 s age if hidden; 20% chance for additional 42.04 Negative Energy damage target is Held or Sleeping; 5% To gative Energy channeled from the Netherworld, then perform a series of blows that deal lot damage over short period t e if hidden; 20% chance for additional 50.04 Negative Energy damage if target is Held or Sleeping; 101.73 Hit Point heal; 5% To Hit Point e if hidden; 20% chance for additional 50.04 Negative Energy damage target is Held or Sleeping; 101.73 therworld from your enemy to y and create a life-transferring conduit between foe yourself. This will transfer Hit Points es of all nearby foes, draining their Endurance. Each foe you draw Energy from increases your If there are no foes w Energy channeled from the Netherworld, then perform a Smite that deals more damage than Shadow Punch but has longer recharge eal for a few seconds and slightly increases your Accuracy. Recharge: Longeal for a few seconds and slightly increases your Accuracy. seconds; 80% dama Hit increase for 10 20% To EFFECTS: rate Smashing and Negative Energy damage on its own as a frontal attack. However, if it is executed while you are hidden, this rate Smashing and Negative Energy damage on its own as a frontal attack. However, amage; additional 66.06 Negative Energy damage if hidden; 20% chance for target is H and with but a touch, you can give your enemy glimpse into this dark world. This will cause victim to helplessly trembl will also hide you. This is very brief and offers no Defense bonus, but it will allow you to deliver a critical hit or an amage every .65 seconds for 3 seconds; 13.48 Negative Energy damage everyamage every .65 seconds for 3 seconds; 50% chance additional .65 seconds for 3 seconds; 13.48 versus players only; 30% chance for 100% Endurance recovery decrease for 4 seconds. versus players only; 30% chance for 100% Mastermind sus players only; 5% To Hit decrease for 10 seconds. Hit decrease for 10 sus players only; 5% To only. e in your body explodes in a massive EMP pulse. However, expending all this Energy will leave you exhausted, drained of almost e in your body explodes a massive EMP pulse. However, is it. Damage: Special, Recharge: Slow Negative Energy damage; additional 300.29 35.03 Smashing damage; 15.01 EFFECTS: ive Energy resistance for 180 seconds; increase Endurance recovery 100% for 180 seconds; protection versus Knockback and Knocku for 180 seconds; increase Endurance recovery 100% ive Energy resistance for 180 onds; resistance versus Endurance Drain for 180 seconds; after 180 seconds, 90% Hit Point decrease; after 180 seconds, 100% End seconds, 100% decrease; after 180 seconds, 90% Hit Point seconds; after 180 onds; resistance versus Endurance Drain for 180 Corrupter DOMINATOR Electrical Armor cont. dark melee Accuracy. Recharge: ModerateAccuracy. of strength 4.47 ver Fear of strength 4.47 versus critters only; 7.5-second Fear 15-second EFFECTS: unsuspecting foe with all the powers of darkness. This attack may be interrupted if you move or are attacked while executing th cloud your target's vision, lowering Accuracy for a short time. Damage: High (DoT), Recharge: Moderate Smashing d 13.48 EFFECTS: of FearTouch Hit, Fear Recharge, Endurance Discount, Debuff To Accuracy, ALLOWED: BOOSTS 25 The Netherworld is one scary HELP TEXT: place, POWER Click 120% 5' 8.528 0 1.17 8 0' 0° 0 Melee, Negative Energy Drain, Recovery debuff, and enemy teleportation. Your Endurance recovery Surge wears off, the charg is also increased. As Power Drain, Recovery debuff, and enemy teleportation. Your POWERShadow Punch Hit Damage, Recharge, Endurance Discount, Debuff To Accuracy, ALLOWED: BOOSTS LEVEL Recharge: Fast 0Damage: Minor, TYPE wrap your fists with Negative You HELP TEXT: POWER ACCURACY Click RANGE Smashing damage; 25.02 Negative Energy additional 42.04 dam 17.01 EFFECTS: END COST 100% INTERRUPT TIMElowering Accuracy for a short time. Damage: Moderate, Recharge: Moderate TIME CAST 5' TIME RECHARGE Smashing damage; 50.04 Negative Energy d 16.01 EFFECTS: RADIUS 4.368 ARC HIT MAX TARGETS seconds. Hit decrease for 10 Negative Energy damage if target is Held or Sleeping; 5% To for additional 107.9 TYPES ATTACK 0Assassin's Eclipse Damage, Recharge, Endurance Discount Accuracy, ALLOWED: BOOSTS 5 This is a signature Stalker attack. It does mode HELP TEXT: POWER Clickversus players only; 4% chance to drop toggle versus players only. .57 120%Build Up Hit Endurance Discount, Recharge, Buff To ALLOWED: BOOSTS 5' 3 greatly increases the amount of damage you d Build Up HELP TEXT: POWER 14.352 7will be able to attack you back. Recharge: Long Click 0' 100% 2 Placate versus critters only; 6-second Placate versus players 10-second EFFECTS: 0° 0'Accuracy reduced. Damage: Moderate, Recharge: Slow 0 1 50.04 Negative Energy damage; additional damag EFFECTS: 5.2 Melee, Smashing, Negative Energy 15 0 0' 1.17 0° 90 0 0' Melee, Smashing, Negative Energy 0° 0 — Smite Hit Damage, Recharge, Endurance Discount, Debuff To Accuracy, ALLOWED: BOOSTS wrap your fists with Negative You HELP TEXT: POWER Shadow Maul 0 Hit Damage, Recharge, Endurance Discount, Debuff To Accuracy, ALLOWED: BOOSTS Click 1 wrap your entire arms with Ne You HELP TEXT: POWER 100% Click 5' 100% 6.864 5' 8.528 0 0 .97 3.07Siphon Life Hit, Heal Damage, Recharge, Endurance Discount, Debuff To Accuracy, ALLOWED: BOOSTS 6 tap the power of Ne You HELP TEXT: POWER 17 8 Click 0' 100% 5' 0° 5' 45° 11.96 0 5 Melee, Smashing, Negative Energy 0 Melee, Smashing, Negative Energy 1.93 15 0' 0° 0 Melee, Negative Energy Placate Range, Recharge ALLOWED: BOOSTS Placate allows you to trick a foe no longer attack you. A successful HELP TEXT: POWER 11 Click 100% 50' 0 0 1.50 60 0' 0° 0 — EFFECTS: 52.5% Smashing, Lethal, Fire, Cold, Toxic resistance for 180 seconds; 60% Energy resistance for 180 seconds; 45% Negat seconds; 60% Energy resistance for 180 resistance for 180 52.5% Smashing, Lethal, Fire, Cold, Toxic EFFECTS: Power SurgePower Hold Endurance Discount, Recharge, Resistance, Recovery, Accuracy, ALLOWED: BOOSTS 37 When you activate this power HELP TEXT: POWER Click 100% 0' 2.6 0 1.96 1000 0' 0° 0 — POWERConserve Power Endurance Discount, Recharge ALLOWED: BOOSTS 27 LEVEL TYPE Click can focus for a moment to conserve your Endurance. After activ You HELP TEXT: POWER ACCURACY RANGE 100%Recharge: Long END COST INTERRUPT TIME 0' TIME CAST Endurance Restore 25 Endurance per target; drains 40% of total versus critters only; drains 10 EFFECTS: TIME RECHARGE RADIUS 7.8 ARC HIT MAX TARGETS TYPES ATTACK 0 1.17 600 0' 0° 0 — Immobilize 17.3 for 180 seconds; resistance versus teleportation for 180 seconds; resistance versus Recovery debuff for 180 sec seconds; resistance versus Recovery debuff for 180 seconds; resistance versus teleportation for 180 for 180 Immobilize 17.3 Power SinkPower Taunt Endurance Discount, Recharge, Recovery, ALLOWED: BOOSTS Sink leaches Energy directly from the bodi Power HELP TEXT: POWER 34 Click 100% 0' 13 0 2.03 60 10' 0° 10 AoE, Energy stalker Melee

Volume 1 • Issue 1 INTRODUCTION to use any powers. Endurance cost for this is e. Recharge: Fast nd Disorient attacks. Recharge: Fast attack or are damaged while using this power, you attack or are damaged while using this power, be healed. Damage: Minor, Recharge: Slow be healed. Damage: Minor, . Damage: Superior (DoT), Recharge: Slow on bonus and resistance to Immobilization improve over rance Drain effects. Recharge: Fast e more life is restored to you. Drained foes are left attacked, and even then at reduced Accuracy. Recharge: Fast attacked, and even then at reduced Accuracy. ze of strength 3.57 versus critters only; 10-second Immobilize of ze of strength 3.57 versus critters only; 10-second y low. Defense versus all attacks; 3.75% Stealth; 1.8% EFFECTS: ge: Very Longge: Very Heal per Hit Point Self-resurrect; 289.14 EFFECTS: THE BASICS ARCHETYPES GROUP DYNAMICS perly hidden a Stalker can pull off critical hits and even land a massive Assassin's Eclipse with an assassin's power. When you perly hidden a Stalker can pull off critical hits and even land massive Assassin's Eclipse with an assassin's power. such as the Oppressive Gloom. This power allows you to use your own Hit Points to keep enemies near you Disoriented and unable such as the Oppressive Gloom. This power allows you to use your own Hit Points ood resistance to Psionic damage. With your mind enshrouded in darkness you are protected from Sleep, Fear, Hold, Immobilize, a your mind enshrouded in darkness you are protected from Sleep, Fear, ood resistance to Psionic damage. With world to drain a small amount of life from all enemies nearby, thus healing yourself. The more foes affected, the you will world to drain a small amount of life from all enemies nearby, es of the Netherworld allows you to create dark tentacles that can Immobilize and continuously drain the life force of your foe yourself from damage. This Dark Embrace shrouds you and grants resistance to Lethal, Smashing, Negative Energy, and Toxic damag and Toxic yourself from damage. This Dark Embrace shrouds you and grants resistance to Lethal, Smashing, Negative Energy, ants you an inherent bonus to all Defense, as well as an increased Perception and a resistance to Immobilization. Your Percepti and a resistance to Immobilization. Your ants you an inherent bonus to all Defense, as well increased Perception ransfer, sucking the life force of all foes around you to bring yourself back from the brink of death. The more foes nearby, th sucking the life force of all foes around you to bring yourself back from brink death. The more nearby, ransfer, d can absorb all forms of Energy, making you more resistant to Fire, Cold, Energy, and Negative Energy attacks, as well Endu making you more resistant to Fire, Cold, Energy, d can absorb all forms of Energy, itters only; 5.0 unresistible damage to self every 2 seconds. ish Cloak of Fear. Foes close to you are treated to visions most horrific, forcing them to tremble in terror, attacking only if close to you are treated visions most horrific, forcing them tremble in terror, Foes ish Cloak of Fear. resistance versus Immobilize ; 1.8 Defense versus all attacks; increased Perception. resistance versus Immobilize ; 1.8 rgy damage if hidden; 20% chance for additional 114.11 Negative Energy damage if target is Held or Sleeping; 15-second Immobili Negative Energy damage if target is Held or Sleeping; 15-second rgy damage if hidden; 20% chance for additional 114.11 perience Debt protection. Zones e versus Endurance recovery; 69% resistance versus Endurance Drain. can be used at the same time as other Concealment powers, giving you even greater stealth capability. The Endurance cost is ver can be used at the same time as other Concealment powers, giving you even greater stealth capability. 8; protection versus Fear 10.38. 8; protection versus Fear P Debt for 20 seconds. There must be at least one foe nearby to fuel the transfer and revive yourself. Damage: Moderate, Rechar Villains PvP Bases Electrical Armor cont. dark Armor target; restore 30 Endurance; 50.04 Negative Energy damage; 100% chance for 10-second Disorient of strength 35.76; 90-second Ex Disorient of strength 35.76; chance for 10-second target; restore 30 Endurance; 50.04 Negative Energy damage; 100% EFFECTS: 64.06 Negative Energy damage; 5.5 Negative Energy damage every 1 second for 10 seconds; additional 114.11 Negative Ene seconds; additional 114.11 64.06 Negative Energy damage; 5.5 damage everyEFFECTS: 1 second for 10 Hit decrease for 20 seconds. strength 3.57 versus players only; 5% To will actually leave you invulnerable for a brief time, and protected from X Disoriented. The dark effects of this Soul Transfer Shadow Dweller Buff Defense ALLOWED: BOOSTS 9 affinity for the shadows gr are a true Shadow Dweller of the Netherworld. Your You HELP TEXT: POWER Auto 100% 0' 0 0 0 0 0' 0° 0 — POWERMidnight Grasp Hit, Immobilize Damage, Recharge, Endurance Discount, Debuff To Accuracy, ALLOWED: BOOSTS 31 LEVEL Mastery over the forc HELP TEXT: POWER TYPE Click ACCURACY RANGE 100% END COST INTERRUPT TIME 5' TIME CAST TIME RECHARGE 11.96 RADIUS ARC HIT MAX TARGETS POWER TYPES ATTACK 0Hide Endurance Discount, Recharge, Buff Defense ALLOWED: BOOSTS LEVEL TYPE Hide makes you almost impossible to detect. When pro HELP TEXT: POWER 2.07Defense versus all attacks while stealthed. ACCURACY RANGE 0Dark Embrace END COST Toggle INTERRUPT TIME Endurance Discount, Recharge, Resistance ALLOWED: BOOSTS 15 100% TIME CAST resistance; 22.5% Negative Energy resistance. 22.5% Smashing resistance; Lethal Toxic EFFECTS: 1 TIME RECHARGE tap into the energy of Netherworld to protect You HELP TEXT: POWER ToggleMurky Cloud RADIUS 0' ARC 100% Endurance Discount, Recharge, Resistance ALLOWED: 0'BOOSTS HIT MAX TARGETS create a Murky Cloud that enshrouds you. This clou 22.5% Fire resistance; Cold Energy Negative 69% resistanc EFFECTS: You HELP TEXT: .13 POWER TYPES ATTACK 3 0' 0° Toggle 100% .104 0 0 It is always on and costs no Endurance.level. Shadow Dweller is an auto power. 0' Protection versus Immobilize 4.0; 36.3% EFFECTS: 0 Melee, Negative Energy .104 .73 protection versus Sleep 10.3 protection versus Hold 10.38; Psionic resistance; protection versus Disorient 10.38; 37.5 EFFECTS: .67 0 20 Negative Energy damage per target; 305.20 Heal target. 10.0 EFFECTS: Cloak of Fear 4 1.17 Hit, Fear Recharge, Endurance Discount, Debuff To 0' Accuracy, ALLOWED: BOOSTS Hit decrease. of strength 2.38; 5% To Fear can wrap yourself in a nightmar EFFECTS: You HELP TEXT: POWER 27 0° ToggleOppressive Gloom 0' 4 67% Recharge, Endurance Discount, Disorient Accuracy, ALLOWED: BOOSTS 34 0° 0 Toggleminimal, but the power can be dangerous to use. Recharge: Moderate 0' The Netherworld has many mutable properties, HELP TEXT: POWER 100% 0' chance for Disorient of strength 2.38 versus cr 100% EFFECTS: 0 — 2.6 0' 0° .156 — 0 0 0 — 1.17 1.17 4 8 8' 0° 8' 0° 10 10 AoE, Negative Energy AoE, Negative Energy Obsidian Shield Endurance Discount, Recharge, Resistance ALLOWED: BOOSTS 15 Toggle can create a special Obsidian Shield that grants g You Dark Regeneration HELP TEXT: POWER 100% Recharge, Heal, Damage Endurance Discount, Accuracy, ALLOWED: BOOSTS 19 0' Click can tap the dark essence of Nether You HELP TEXT: POWER 100% .104 0' 0 33.8Soul Transfer 0 1.17 Damage, Disorient Recharge, Heal, Recovery, ALLOWED: BOOSTS 37 Should you fall in battle, can perform a Soul T HELP TEXT: POWER 4 Click 1.17 100% 30 0' 0' 0° 0 20' 0 0° 0 10 — 1.17 AoE, Negative Energy 300 25' 0° 10 AoE, Negative Energy will be discovered. Even if discovered, you are hard to see and retain some bonus to Defense. Unlike most stealth powers, Hide will be discovered. Even if discovered, you are hard to see and retain some bonus Defense. Unlike Stalker Defense

Volume 1 • Issue 1 Patron or Epic Powers Brute Soul Mastery

POWER LEVEL TYPE ACCURACY RANGE END COST INTERRUPT TIME CAST TIME RECHARGE TIME RADIUS ARC MAX TARGETS HIT ATTACK TYPES Gloom 40 Click 100% 80' 10.66 0 1.1 12 0' 0° 0 Ranged, Negative Energy BOOSTS ALLOWED: Accuracy, Damage, Recharge, Endurance Discount, Range, Debuff To Hit POWER HELP TEXT: Gloom slowly drains a target of life while reducing its Accuracy. Gloom is slower than Dark Blast, but deals more damage over time. Damage: High (DoT), Recharge: Moderate

EFFECTS: 6.11 Negative Energy damage every .5 second for 4 seconds; 5% To Hit decrease for 10 seconds. Soul Tentacles 40 Click 100% 40' 12.74 0 1.67 20 40' 25° 10 AoE, Negative Energy, Smashing BOOSTS ALLOWED: Accuracy, Damage, Recharge, Endurance Discount, Immobilize, Range POWER HELP TEXT: You can create a cone-shaped rift to the Netherworld that allows the souls of the damned to slip into our reality. These Soul Tentacles will snare all foes within range, Immobilizing them while they drain their

life. Damage: Moderate (DoT), Recharge: Slow EFFECTS: 2.78 Negative Energy damage; 3.75 Negative Energy damage every 1 second for 8 seconds; 100% chance for a 15-second Immobilize of strength 3.57 versus critters only; 100% chance for a 10-second Immobilize of strength 3.57 versus players only. Dark Obliteration 43 Click 100% 80' 18.98 0 1 32 15' 0° 16 AoE, Negative Energy BOOSTS ALLOWED: Accuracy, Damage, Recharge, Endurance Discount, Range, Debuff To Hit POWER HELP TEXT: You hurl a large blast of Negative Energy that violently explodes on impact, exposing the dark power of the Netherworld to all foes near the target. Dark Obliteration can reduce the Accuracy of all affected

targets. You must be at Level 44 and have Gloom or Soul Tentacles before selecting this power. Damage: Moderate, Recharge: Slow EFFECTS: 25.02 Negative Energy damage; 5% To Hit decrease for 10 seconds. Summon Blood Widow 46 Click 100% 60' 26 0 3.2 900 0' 0° 0 — BOOSTS ALLOWED: Endurance Discount, Range, Damage, Accuracy POWER HELP TEXT: Ghost Widow has assigned a beautiful but deadly Blood Widow assassin for you to command. Her weapons of choice include retractable wrist-mounted razors and darts, all tipped in deadly poison. Your access to this Blood Widow

is very limited, and you can only summon her once every 15 minutes. She will leave after 4 minutes or when defeated, or when you leave a zone or mission. You must be at Level 47 and have two other Soul Mastery powers before selecting this power. Recharge: Extremely long EFFECTS: Summon Blood Widow. Blood Widow (Mental Training) 0 Auto 100% 0' 0 0 0 0 0' 0° 0 —

BOOSTS ALLOWED: — POWER HELP TEXT: — EFFECTS: 25% Psionic resistance; 33% Disorient, Hold, Sleep, Immobilize resistance; 50% defense versus Melee, Ranged, and AoE attacks; 100% defense versus Psionic attacks; 100% To Hit increase. Blood Widow (Poison Dart) 0 Click 120% 150' 6.5 0 2 12 0' 0° 0 Ranged, Lethal

BOOSTS ALLOWED: Accuracy, Damage, Endurance Discount POWER HELP TEXT: — EFFECTS: 4.51 Lethal damage; 75% chance for 4.51 Toxic damage every 1 second for 4 seconds; decrease Regeneration 100%. Blood Widow (Lunge) 0 Click 100% 5' 6.5 0 2.17 4 0' 0° 0 Melee, Lethal

BOOSTS ALLOWED: Accuracy, Damage, Endurance Discount POWER HELP TEXT: — EFFECTS: 56.38 Lethal damage; 80% chance for 5.63 Toxic damage every 1 second for 4 seconds; 20% Run, Jump, Fly Speed decrease for 6 seconds; 10% Recharge decrease for 4 seconds. Blood Widow (Swipe) 0 Click 100% 5' 4.42 0 1.33 1.5 0' 0° 0 Melee, Lethal

BOOSTS ALLOWED: Accuracy, Damage, Endurance Discount POWER HELP TEXT: — EFFECTS: 39.46 Lethal damage; 80% chance for 5.63 Toxic damage every 1 second for 3 seconds; 20% Run, Jump, Fly Speed decrease for 4 seconds; 10% Recharge decrease for 2 seconds. Blood Widow (Strike) 0 Click 100% 5' 5.668 0 1.33 3.2 0' 0° 0 Melee, Lethal

BOOSTS ALLOWED: Accuracy, Damage, Endurance Discount POWER HELP TEXT: — EFFECTS: 56.38 Lethal damage; 80% for 5.63 Toxic damage every 1 second for 4 seconds; 20% Run, Jump, Fly Speed decrease for 6 seconds; 10% Recharge decrease for 4 seconds.

oue1• Issue 1 Volume Blood Widow (Slash) 0 Click 100% 5' 7.332 0 2.43 4.8 0' 0° 0 Melee, Lethal

BOOSTS ALLOWED: Accuracy, Damage, Endurance Discount POWER HELP TEXT: — EFFECTS: 74.42 Lethal damage; 80% for 5.63 Toxic damage every 1 second for 4 seconds; 20% Run, Jump, Fly Speed decrease for 6 seconds; 10% Recharge decrease for 4 seconds. Blood Widow (Eviscerate) 0 Click 100% 5' 12.74 0 2.17 10 0' 0° 0 Melee, Lethal

BOOSTS ALLOWED: Accuracy, Damage, Endurance Discount POWER HELP TEXT: — EFFECTS: 95.85 Lethal damage; 80% for 5.63 Toxic damage every 1 second for 4 seconds; 20% Run, Jump, Fly Speed decrease for 6 seconds; 10% Recharge decrease for 4 seconds. Blood Widow (Spin) 0 Click 100% 0' 13 0 2.07 14 0' 0° 0 Melee, Lethal BOOSTS ALLOWED: Accuracy, Damage, Endurance Discount POWER HELP TEXT: — EFFECTS: 56.38 Lethal damage; 80% for 5.63 Toxic damage every 1 second for 4 seconds; 20% Run, Jump, Fly Speed decrease for 6 seconds; 10% Recharge decrease for 4 seconds.

Stalker Soul Mastery

POWER LEVEL TYPE ACCURACY RANGE END COST INTERRUPT TIME CAST TIME RECHARGE TIME RADIUS ARC MAX TARGETS HIT ATTACK TYPES Dark Blast 40 Click 100% 80' 6.5 0 1 6 0' 0° 0 Ranged, Negative Energy BOOSTS ALLOWED: Accuracy, Damage, Recharge, Endurance Discount, Range, Debuff To Hit POWER HELP TEXT: A long range blast of dark energy, Dark Blast deals moderate Negative Energy damage and reduces the target's Accuracy. Damage: Moderate, Recharge: Fast EFFECTS: 33.36 Negative Energy damage;

additional 33.36 Lethal damage if hidden; 20% chance for additional 33.36 Lethal damage if target is Held or Sleeping; 5% To Hit decrease for 6 seconds. Moonbeam 40 Click 120% 150' 17.94 6 1.33 24 0' 0° 0 Ranged, Negative Energy BOOSTS ALLOWED: Accuracy, Damage, Recharge, Endurance Discount, Range, Debuff To Hit, Interrupt POWER HELP TEXT: Moonbeam is an extremely long-range and accurate beam of Negative Energy that deals tremendous damage and reduces the target's Accuracy. This is a sniper attack; like most sniper attacks, it's

best fired from a distance because it can be interrupted. Damage: Extreme, Recharge: Slow EFFECTS: 76.74 Negative Energy damage; additional 76.74 Lethal damage if hidden; 20% chance for additional 76.74 Lethal damage if target is Held or Sleeping; 5% To Hit decrease for 10 seconds.

Corrupter stalker DOMINATOR introduction Mastermind Brute INTRODUCTION e. Recharge: Fast ge increase for 30 seconds. m its body. You must be at Level 44 and have Dark You m its body. tims never even see them coming. Your access to tims never even see them coming. Your 8 unresistible Negative Energy damage every 1 m its body. You must be at Level 44 and have Soul You m its body. our damage and Accuracy. Damage: Moderate, our damage and Accuracy. % chance for a 10-second Hold of strength 3.57 versus % chance for a 10-second remely Long Summon Night Widow. EFFECTS: THE BASICS ARCHETYPES GROUP DYNAMICS 6 seconds. very 1 second for 4 seconds; 20% Run, Jump, Fly Speed decrease for 6 seconds; 10% Recharge decrease for 4 seconds. very 1 second for 4 seconds; 20% Run, Jump, Fly Speed decrease 6 10% very 1 second for 4 seconds; 20% Run, Jump, Fly Speed decrease for 6 seconds; 10% Recharge decrease for 4 seconds. very 1 second for 4 seconds; 20% Run, Jump, Fly Speed decrease 6 10% amage every 1 second for 3 seconds; 20% Run, Jump, Fly Speed decrease for 4 seconds; 10% Recharge decrease for 2 seconds. amage every 1 second for 3 seconds; 20% Run, Jump, Fly Speed decrease 4 10% Recharge decrease for 4 seconds. amage every 1 second for 4 seconds; 20% Run, Jump, Fly Speed decrease 6 10% nse versus Melee, Ranged, and AoE attacks; 100% defense versus Psionic attacks; 100% To Hit increase. To defense versus Psionic attacks; 100% nse versus Melee, Ranged, and AoE attacks; 100% . e souls of your victims to do bidding. Soul Storm enraptures a single target with Hold while the life-force is drained fro e souls of your victims to do bidding. Soul Storm enraptures a single target with Hold while the life-force is drained fro dow for you to command. Night Widows are trained in stealth, infiltration, disguise, and cold-blooded murder. Most of their vic are trained in stealth, infiltration, disguise, and cold-blooded murder. dow for you to command. Night Widows essence of all nearby foes' souls, thus increasing your own strength. Each affected foe will lose some Hit Points and add to y essence of all nearby foes' souls, thus increasing your own strength. Each affected foe will lose some Hit Points yourself from damage. This Dark Embrace shrouds you and grants resistance to Lethal, Smashing, Negative Energy, and Toxic damag and Toxic yourself from damage. This Dark Embrace shrouds you and grants resistance to Lethal, Smashing, Negative Energy, courge—additional 41.7 unresistible Negative Energy damage versus players only; 3.5% To Hit decrease for 30 seconds; 10.62 dama Hit decrease for 30 seconds; 10.62 unresistible Negative Energy damage versus players only; 3.5% To courge—additional 41.7 onds; Scourge—additional 4.58 Negative Energy damage every 1 second for 11 seconds versus critters only; Scourge—additional 4.5 onds; Scourge—additional 4.58 Negative Energy damage every 1 second for 11 Zones it a zone or mission. You must be at Level 47 and have two other Soul Mastery powers before selecting this power. Recharge: Ext must be at Level 47 and have two other Soul Mastery powers before selecting this power. it a zone or mission. You for an 8-second Hold of strength 4.62 versus players only. ur other attacks to make critical strikes Recharge: Slow seconds; 100 3.67 Negative Energy damage every EFFECTS: 1 second for 11 Villains PvP Bases Stalker Soul Mastery cont. Corruptor Soul Mastery Dark Embrace Endurance Discount, Recharge, Resistance ALLOWED: BOOSTS 40 tap into the energy of Netherworld to protect You HELP TEXT: POWER Toggle 100% Recharge: SlowDrain or Dark Embrace before selecting this power. 0' sec 4.58 Negative Energy damage every EFFECTS: 1 second for 11 0.1625 0 0.67 4 0' 0° 0 — Night Widow (Stealth)Night Widow (Smoke Grenade)Night Widow 0 (Mental Blast)Night Widow Toggle 100% 0 (Swipe)Night Widow Click 0' (Lunge)Night Widow 0 100% 0.1625 Click (Strike)Night Widow 110' 100% 0 0 9.75 (Slash)Night Widow Click 70' Damage, Endurance Discount Accuracy, ALLOWED: BOOSTS 0 — HELP TEXT: 100% POWER 0.73 0 8.58 Click 0 damage e Lethal damage; 80% for 5.63 Toxic 74.42 EFFECTS: 5' 100% 20 Click 1.37 0 0 4.42 5' 100% Click 0' 120 6.5 2.67 5' 100% 0 0° 5.668 15' 5' 6 0 1.33 0° 0 7.332 0 0' 2.17 1.5 — 0 0 0° 1.33 4 0' AoE 2.43 0 3.2 0° 0' 4.8 Ranged, Psionic 0' 0° 0 0° 0' Melee, Lethal 0 0° 0 Melee, Lethal 0 Melee, Lethal Melee, Lethal POWERSoul Storm Recharge, Endurance Discount, Range, Hold, Damage Accuracy, ALLOWED: BOOSTS you can summon th Like Ghost Widow, HELP TEXT: POWER chance for an 8-second Hold of strength 3.57 versus players only. critters only; 100% Summon Night Widow Hit Debuff To Endurance Discount, Range, Damage, Accuracy, ALLOWED: BOOSTS minutes and she will leave after 4 or if you ex can only summon her once every 15 is verythis Night Widow limited. You has assigned a Night Wi Ghost Widow HELP TEXT: POWER LEVEL 43 TYPE — ALLOWED: BOOSTS ACCURACY Click (Mental Training)Night Widow 46 RANGE — HELP TEXT: POWER — ALLOWED: BOOSTS END COST 100% Click INTERRUPT TIME Stealth; 35% Run Speed increase; 75% defense versus Melee, Ranged, and AoE attacks. EFFECTS: — HELP TEXT: POWER TIME CAST 80' Hit Endurance Discount, Debuff To 100% Accuracy, ALLOWED: BOOSTS TIME RECHARGE 0 — HELP TEXT: POWER 25% Psionic resistance; 33% Disorient, Hold, Sleep, Immobilize 50% defe EFFECTS: RADIUS 10.66 60' Damage, Endurance Discount Accuracy, ALLOWED: BOOSTS ARC Auto Hit increase To decrease; 100% Perception EFFECTS: HIT MAX TARGETS — 26 HELP TEXT: POWER 100% TYPES Damage, Endurance Discount Accuracy, ATTACK ALLOWED: BOOSTS 0 59.53 Psionic damage; 30% Recharge decrease for EFFECTS: — HELP TEXT: POWER 0' Damage, Endurance Discount Accuracy, ALLOWED: BOOSTS 0 d 39.46 Lethal damage; 80% chance for 5.63 Toxic EFFECTS: 2.17 — HELP TEXT: POWER 0 Damage, Endurance Discount Accuracy, ALLOWED: BOOSTS d 56.38 Lethal damage; 80% chance for 5.63 Toxic EFFECTS: 3.2 32 — HELP TEXT: POWER 0 damage e 56.38 Lethal damage; 80% for 5.63 Toxic EFFECTS: 900 0' 0 0° 0'POWERSoul Drain 0° 0 Hit 0 Damage, Recharge, Endurance Discount, Buff To Accuracy, ALLOWED: BOOSTS LEVEL LongRecharge: Very TYPE you can drain the Using this power, HELP TEXT: POWER 40 ACCURACY 0 Ranged, Negative Energy RANGE Click Negative Energy damage versus critters only; S Negative Energy damage; Scourge—additional 41.7 41.7 EFFECTS: 0' END COST 120% INTERRUPT TIME Negative Energy resistance. resistance; 11.25 Toxic 20.62 Smashing resistance; Lethal 11.25 EFFECTS: 0° — TIME CAST Soul Storm TIME RECHARGE 0' Recharge, Endurance Discount, Range, Hold, Damage RADIUS Accuracy, ALLOWED: BOOSTS ARC 19.5 0 you can summon th HIT Like Ghost Widow, HELP TEXT: POWER MAX TARGETS 43 TYPES ATTACK Click 100% — 0 80' 10.66 2.37 240 0 10' 2.17 0° 32 7 0' AoE, Negative Energy 0° 0 Ranged, Negative Energy Blast or Moonbeam before selecting this power. Note that you cannot get critical strikes using this power, though it enables yo Note that you cannot get critical strikes using this power, Blast or Moonbeam before selecting this power. second for 11 seconds versus players only; 100% chance for a 10-second Hold of strength 4.62 versus critters only; 100% chance Hold of strength 4.62 versus critters only; 100% chance for a 10-second seconds versus players only; 100% second for 11

Volume 1 • Issue 1 introduction only. 8-second Immobilize of strength rs only. rs only. red numerous psychic abilities and risen to their teammate. Your access to this Fortunata their teammate. Your e. Recharge: Fast Obliteration can reduce the Accuracy of all affected ance. Damage: Moderate, Recharge: Very Long ance. Damage: Moderate, Recharge: Very EFFECTS: Summon Fortunata Seer. Summon Fortunata EFFECTS: r Soul Mastery powers before selecting this power. r Soul Mastery powers before selecting this power. stalker Brute -second Immobilize of strength 3.08 versus critters only; 80% chance for an 8-second Immobilize of strength 3.08 versus players nse versus Melee, Ranged, and AoE attacks; 100% defense versus Psionic attacks; 100% To Hit increase. To defense versus Psionic attacks; 100% nse versus Melee, Ranged, and AoE attacks; 100% amage; 60% chance to Knockback. nse versus Melee, Ranged, and AoE attacks; 100% defense versus Psionic attacks; 100% To Hit increase. To defense versus Psionic attacks; 100% nse versus Melee, Ranged, and AoE attacks; 100% a 6-second Immobilize of strength 3.08 versus critters only; 50% chance for a 4-second Immobilize of strength 3.08 versus playe additional 22.55 Psionic damage; 10% chance for a 10-second Immobilize of strength 3.08 versus critters only; 10% chance for an Immobilize of strength 3.08 versus critters only; 10% chance for a 10-second additional 22.55 Psionic damage; 10% a 6-second Immobilize of strength 4.62 versus critters only; 80% chance for a 4-second Immobilize of strength 4.62 versus playe 6 seconds. er for you to command. Fortunata Seers can glimpse moments into the future. They use this ability to increase the Perception of Seers can glimpse moments into the future. They use this ability to increase Perception er for you to command. Fortunata w has assigned a Fortunata Mistress for you to command. Arguably the most powerful of the Fortunatas, these rare few have maste Mistress for you to command. Arguably the most powerful of Fortunatas, w has assigned a Fortunata the essence of your foe's soul and transfer it to yourself. This will drain the Hit Points of your enemy and add to Endur the essence of your foe's soul and transfer it to yourself. This will drain Hit Points Negative Energy that violently explodes on impact, exposing the dark power of Netherworld to all foes near the target. Dark yourself from damage. This Dark Embrace shrouds you and grants resistance to Lethal, Smashing, Negative Energy, and Toxic damag and Toxic yourself from damage. This Dark Embrace shrouds you and grants resistance to Lethal, Smashing, Negative Energy, Mastermind rge: Slow seconds. Hit decrease for 10 32.53 Negative Energy damage; 5% To EFFECTS: very 15 minutes, and she will leave after 4 minutes or if you exit a zone or mission. You must be at Level 47 and have two othe minutes, and she will leave after 4 minutes or if you exit a zone mission. You very 15 r mission. You must be at Level 47 and have two other Soul Mastery powers before selecting this power. Recharge: Extremely Long must be at Level 47 and have two other Soul Mastery powers before selecting this power. r mission. You Corrupter DOMINATOR Dominator Soul Mastery Corruptor Soul Mastery cont. the top of Lord Recluse's beautiful Black Widows. Your access to this Fortunata is very limited. You can only summon her once e is very limited. You access to this Fortunata Your the top of Lord Recluse's beautiful Black Widows. Domination) Mistress (Will Fortunata 0 Click 100%3.08 versus players only; 50% Recharge reduction for 20 seconds. 100' 12.74 0 1.1 14 0' 0° 0 Ranged, Psionic Fortunata Mistress (Scramble Thoughts)Fortunata 0 Click 100% 100' 13 0 3 20 0' 0° 0 Ranged, Psionic POWER MistressSummon Fortunata Knockback, Immobilize, Sleep, Disorient Endurance Discount, Range, Damage, Accuracy, ALLOWED: BOOSTS Ghost Wido HELP TEXT: POWER Recharge: Extremely Long Mistress (Mental Training)Fortunata 46 Mistress. Summon Fortunata EFFECTS: — ALLOWED: BOOSTS Click LEVEL 0 Damage, Endurance Discount, Knockback Accuracy, ALLOWED: BOOSTS — HELP TEXT: POWER 100% TYPE Auto ACCURACY — HELP TEXT: POWER 60' Damage, Endurance Discount, Immobilize Accuracy, ALLOWED: BOOSTS RANGE 25% Psionic resistance; 33% Disorient, Hold, Sleep, Immobilize 50% defe EFFECTS: 100% END COST Smashing damage; 28.86 Psionic d 45.1 EFFECTS: — HELP TEXT: POWER 26 INTERRUPT TIME Damage, Endurance Discount, Sleep Accuracy, ALLOWED: BOOSTS 0' TIME CAST Psionic damage; 80% chance for 45.1 EFFECTS: TIME RECHARGE Damage, Endurance Discount, Disorient Accuracy, ALLOWED: BOOSTS RADIUS 0 0 — HELP TEXT: POWER ARC — HELP TEXT: POWER HIT MAX TARGETS 88.39 Psionic damage; 80% chance for a 10 EFFECTS: TYPES ATTACK 3.2 0 Psionic damage; 50% chance for 11.27 EFFECTS: 900 0POWERDark Consumption 0' Taunt Damage, Recharge, Recovery, Accuracy, ALLOWED: BOOSTS 0 28.9 Negative Energy damage; 25 point increase to caster's endurance. EFFECTS: 0° The dark power of the Netherworld allows you to tap HELP TEXT: POWER Dark Embrace Endurance Discount, Recharge, Resistance ALLOWED: BOOSTS 0' Negative Energy resistance. resistance; 11.25 Toxic 20.62 Smashing resistance; Lethal 11.25 EFFECTS: 0 tap into the energy of Netherworld to protect You HELP TEXT: POWER 40Dark Obliteration 0° LEVEL Hit Damage, Recharge, Endurance Discount, Range, Debuff To Accuracy, ALLOWED: BOOSTS Click — TYPE Damage: Moderate, Recha must be at Level 44 and have Dark Consumption or Embrace before selecting this power. targets. You ACCURACY hurl a large blast of You HELP TEXT: POWER 100% 0 RANGE 40 END COST 0' minutes, and she will leave after 4 minutes or if you exit a zone o can only summon her once every 15 Seer is very limited. You Toggle INTERRUPT TIME — TIME CAST 43 100% 0.65 TIME RECHARGE — ALLOWED: BOOSTS RADIUS Click 0' ARC — ALLOWED: BOOSTS 100% HIT — HELP TEXT: POWER MAX TARGETS 0 0.1625 TYPES Seer (Mind Probe)Fortunata ATTACK 80' Damage, Endurance Discount Accuracy, ALLOWED: BOOSTS — HELP TEXT: POWER 25% Psionic resistance; 33% Disorient, Hold, Sleep, Immobilize 50% Defe EFFECTS: 1.03 0 18.98 — HELP TEXT: POWER increase; 73% Confuse resistance. Perception EFFECTS: 92.47 Psionic damage; 40% Recharge decrease for EFFECTS: 0 360 0 0.67 Click 8' 100% 4 1 0° 5' 0' 8.528 32 10 0° 15' 0 AoE, Negative Energy 0 0° 1.17 — 16 8 AoE, Negative Energy 0' 0° 0 Melee, Psionic Fortunata Mistress (Telekinetic Blast) Mistress (Telekinetic Fortunata Mistress (Subdue)Fortunata 0 Click 100% 0 100' Click 7.8 100% 100' 0 7.8 1 0 4 1.67 0' 8 0° 0' SeerSummon Fortunata Immobilize Endurance Discount, Range, Damage, Accuracy, ALLOWED: BOOSTS 0 0° Se has assigned a Fortunata Ghost Widow HELP TEXT: POWER Ranged, Smashing, Psionic 0 46 Seer (Mind Link)Fortunata Click Ranged, Psionic 100% 60' 0 Auto 26 100% 0 0' 0 3.2 0 900 0' 0 0° 0 0 35' — 0° 0 — Fortunata Mistress (Psychic Wail)Fortunata Damage, Endurance Discount, Disorient Accuracy, ALLOWED: BOOSTS — HELP TEXT: POWER 0 Psionic damage; 50% chance for 67.65 EFFECTS: Click 120% 0' 26 0 1.97 360 Seer (Mental Training)Fortunata 25' 0 0° Auto 0 100% 0' AoE, Psionic 0 0 0 0 0' 0° 0 —

Volume 1 • Issue 1 INTRODUCTION gets in a wide area. This non-lethal device deals e. Recharge: Fast 20.62 Smashing EFFECTS: and have reduced Accuracy. Damage: Moderate and have reduced Accuracy. pider Troopers call this the Power Blast. The call this the Power pider Troopers all nearby foes. Some affected foes may be knocked m its body. You must be at Level 47 and have two You m its body. nd Immobilize of strength 3.57 versus critters only; within range, Immobilizing them while they drain their 3.57 versus players only. chance for a 10-second Immobilize of strength 3.57 for chance for a 10-second THE BASICS ARCHETYPES GROUP DYNAMICS a 6-second Immobilize of strength 4.62 for 3 seconds. seconds. 5 seconds. 10 seconds. 10 e souls of your victims to do bidding. Soul Storm enraptures a single target with Hold while the life-force is drained fro rift to the Netherworld that allows the souls of the damned to slip into our reality. These Soul Tentacles will snare all foes These Soul Tentacles rift to the Netherworld that allows the souls of damned to slip into our reality. ble of firing a powerful bolt of kinetic energy. The blast is powerful enough that it may knock some foes back. Arachnos Bane S ble of firing a powerful bolt kinetic energy. fied web grenade. Upon impact, the web grenade expels a strong, sinuous, and veryfied web grenade. Upon sticky substance that can Immobilize most tar emendous charge of kinetic energy from your Executioner's Mace. This is so powerful it will explode on impact, blasting e-shaped burst of particles from the Netherworld. All targets within the modest range of this power take Negative Energy damage yourself from damage. This Dark Embrace shrouds you and grants resistance to Lethal, Smashing, Negative Energy, and Toxic damag and Toxic yourself from damage. This Dark Embrace shrouds you and grants resistance to Lethal, Smashing, Negative Energy, seconds; 100% chance for a 10-second Hold of strength 3.57 versus critters only; 100% chance for an 8-second Hold of strength Hold of strength 3.57 versus critters only; 100% chance for a 10-second seconds; 100% amage; 30% chance for a Knockdown. ties and halts jumping. Recharge: Slow Immobilize of strength 3.57 for critters only; 100% chance for a 15-second 100% EFFECTS: : Moderate, Recharge: Long EFFECTS: Zones : Slow chance for a 15-seco Negative Energy damage; 3.05 damage every 1 second for 8 seconds; 100% 4.12 EFFECTS: Villains PvP Bases Dominator Soul Mastery cont. Brute Mace Mastery Mastermind Soul Mastery no damage and does not prevent targets from attacking, although their attack rate is slowed. The web can bring down flying enti POWER Seer (Psionic Dart)Fortunata Damage, Endurance Discount Accuracy, ALLOWED: BOOSTS — HELP TEXT: POWER Damage, Endurance Discount Accuracy, ALLOWED: BOOSTS Psionic damage; 30% Recharge decrease for 27.06 EFFECTS: 0 — HELP TEXT: POWER Damage, Endurance Discount Accuracy, ALLOWED: BOOSTS Click Psionic damage; 30% Recharge decrease for 6 45.1 EFFECTS: — HELP TEXT: POWER LEVEL 100% TYPE Recharge decrease for Psionic damage; 15% 66.74 EFFECTS: ACCURACY 100' RANGE END COST 5.2 INTERRUPT TIME TIME CAST POWER TIME RECHARGE Night Fall RADIUS 0 Hit, Range Damage, Recharge, Endurance Discount, Debuff To Accuracy, ALLOWED: BOOSTS ARC LEVEL(DoT), Recharge: Slow unleashes a con Night Fall HELP TEXT: HIT POWER MAX TARGETS TYPE 40 ACCURACYDark Embrace TYPES ATTACK seconds. Hit decrease for 10 3.36 Negative Energy damage every EFFECTS: .3 second for 3 seconds; 5% To RANGE 1.33 Click Endurance Discount, Recharge, Resistance ALLOWED: BOOSTS END COST INTERRUPT TIME Negative Energy resistance. 100% resistance; 11.25 Toxic resistance; 20.62 Lethal 11.25 40 tap into the energy of Netherworld to protect You HELP TEXT: POWER TIME CAST Toggle Soul Tentacles 1.5 TIME RECHARGE 60' 100% Damage, Recharge, Endurance Discount, Immobilize, Range RADIUS Accuracy, ALLOWED: BOOSTS ARC 16.38 43 0' HIT MAX TARGETS can create a cone-shaped You HELP TEXT: POWER Click Immobilize of strength 3.57 versus players only. 0' chance for a 10-second 100% TYPES ATTACK 0.1625 100%Soul Storm 0 0° Recharge, Endurance Discount, Range, Hold, Damage Accuracy, ALLOWED: BOOSTS 40' you can summon th Like Ghost Widow, HELP TEXT: POWER 0 46 12.74 0 Click 2 100% 0.67 0 Ranged, Psionic 80' 20POWER 10.66 4Mace Blast 1.67 60' Damage, Recharge, Endurance Discount, Range, Knockback Accuracy, ALLOWED: BOOSTS LEVEL Recharge: FastArbiters who invented it scoff at this simple term. Damage: Heavy, 20° 0 TYPE 0' The Executioner's Mace is capa HELP TEXT: POWER 40 20 ACCURACY Energy d Smashing damage; 18.35 18.35 EFFECTS: RANGE Click 0° END COST 10 105% INTERRUPT TIME 2.17 40' TIME CAST seconds. seconds; 20% Recharge decrease for 15 and Jump Speed decrease for 15 players only; 20% Run, Fly, 80' 0 TIME RECHARGE AoE, Negative Energy 25°Disruptor Blast RADIUS 32 8.58 ARC Damage, Recharge, Endurance Discount, Range, Knockback Accuracy, ALLOWED: BOOSTS HIT MAX TARGETS — 10 43 TYPES ATTACK The Disruptor Blast fires a tr HELP TEXT: POWER Click 0' 0 Smashing 105% AoE, Negative Energy, 0° 80' 2 18.98 0 Ranged, Negative Energy 0 9 0' 2 0° 32 0 15' Ranged, Smashing, Energy 0° 16 AoE, Smashing, Energy Fortunata Seer (Mental Blast)Fortunata Seer (Psionic Lance)Fortunata Seer (Subdue)Fortunata 0 Damage, Endurance Discount, Immobilize Accuracy, ALLOWED: BOOSTS Click 0 — HELP TEXT: POWER 100% Click Psionic damage; 80% chance for 45.1 EFFECTS: 100' 120% 0 5.2 Click 100' 100% 7.8 0 100' 0 7.8 2.67 0 1 Damage: Moderate (DoT), Recharge or Dark Embrace before selecting this power. must be at Level 44 and have Night Fall life. You 4 1.67 7 0' Recharge: Slowother Soul Mastery powers before selecting this power. 0° 3.36 Negative Energy damage every EFFECTS: 1 second for 11 8 0' 0° 0 0' 0° 0 Ranged, Psionic Ranged, Psionic 0 EnvelopeWeb Recharge, Endurance Discount, Immobilize, Range Accuracy, ALLOWED: BOOSTS 40 Ranged, Psionic The Executioner's Mace can lob a modi HELP TEXT: POWER Click 105% 80' 12.74 0 2 20 15' 0° 10 AoE back by the force of the blast. You must be at Level 44 and have Mace Blast or Web Envelope before selecting this power. Damage Envelope before selecting this power. must be at Level 44 and have Mace Blast or Web back by the force of blast. You

Volume 1 • Issue 1 introduction Speed decrease for 15 seconds; 50% Speed decrease for 15 powerful super-powered threats. Your s the target back. This is a sniper attack, best able to resist the Hold are still likely have . Your access to these Arachnobots is very . Your l this the Power Blast. The Arbiters who invented it l this the Power -second Hold of strength 3.57 versus critters only; own. mmon Arachnobot Spiderlings. ; 100% chance for a Knockback. ; 100% rge: Extremely Long Summon Arachnobot Blaster. EFFECTS: stalker Brute a Knockback. or 2 seconds; 20% chance for a Knockback. s. rength 4.62 for critters only; 100% chance for a 10-second Immobilize of strength 4.62 for players only; 50% Run, Fly, and Jump Immobilize of strength 4.62 for players only; 50% Run, Fly, chance for a 10-second rength 4.62 for critters only; 100% ond for 2 seconds; 10% defense decrease for 5 seconds. ond for 2 seconds; 10% ou an Arachnobot Blaster for you to command. Arachnobot Blasters were created by Arachnos Orb Weavers to take down particularly ou an Arachnobot Blaster for you to command. Blasters were created by Arachnos Orb Weavers ss to a small squadron of Arachnobot Spiderlings. Three Spiderlings that are one level less than you will show up when summoned l version of the common web grenade. The sinewy fibers this grenade are strong enough to completely Hold one target. Targets ring a bolt of kinetic energy. The blast is powerful enough that it may knock back some foes. Arachnos Bane Spider Troopers cal The blast is powerful enough that it may knock back some foes. Arachnos Bane Spider Troopers ring a bolt of kinetic energy. power fires an extremely long-range, accurate beam of kinetic energy from the Bane Mace that deals tremendous damage and knock y damage; additional 76.74 Energy damage if hidden; 20% chance for additional 76.74 Energy damage if target is Held or Sleeping Energy damage if hidden; 20% chance for additional 76.74 y damage; additional 76.74 6 Energy damage if hidden; 20% chance for additional 33.36 target is Held or Sleeping; a Knockd Mastermind g. You must be at Level 44 and have Mace Blast or Mace before selecting this power. Recharge: Long must be at Level 44 and have Mace Blast or before selecting this power. g. You chance for a 10 100% EFFECTS: % Recharge decrease for 15 seconds; disable Fly. % Recharge decrease for 15 You must be at Level 47 and have two other Mace Mastery powers before selecting this power. Recharge: Extremely Long must be at Level 47 and have two other Mace Mastery powers before selecting this power. You Su EFFECTS: f you exit a zone or mission. You must be at Level 47 and have two other Mace Mastery powers before selecting this power. Recha must be at Level 47 and have two other Mace Mastery powers before selecting this power. f you exit a zone or mission. You Corrupter DOMINATOR Brute Mace Mastery cont. Stalker Mace Mastery Mace Beam Hit, Interrupt, Knockback Damage, Recharge, Endurance Discount, Range, Debuff To Accuracy, ALLOWED: BOOSTS This HELP TEXT: POWER 40 Click 125% 150' 17.94 6 2 24 0' 0° 0 Ranged, Smashing, Energy Arachnobot Spiderling (Chain Gun) 0 Click 100% 80' 5.46 0 1.7 3.8 0' 0° 0 Ranged, Lethal Summon Arachnobot Spiderlings Damage, Debuff Defense Endurance Discount, Range, Accuracy, ALLOWED: BOOSTS Black Scorpion has granted you acce HELP TEXT: POWER 46 Click 100% 60' 26 0 3.03 900 0' 0° 0 — POWERSummon Arachnobot Blaster Damage, Knockback, Immobilize Endurance Discount, Range, Accuracy, ALLOWED: BOOSTS minutes, and it will leave after 4 minutes or i can only summon it once every 15 access to this Arachnobot is very limited. You Black Scorpion has granted y HELP TEXT: POWER Damage, Endurance Discount, Knockback Accuracy, ALLOWED: BOOSTS 46 Click — HELP TEXT: POWER Damage, Endurance Discount, Knockback Accuracy, ALLOWED: BOOSTS LEVEL 100% TYPE — HELP TEXT: POWER 22.09 Energy damage every EFFECTS: .5 second f Damage, Endurance Discount Accuracy, ALLOWED: BOOSTS ACCURACY 60' RANGE — HELP TEXT: POWER 88.39 Smashing damage; 60% chance for EFFECTS: END COST Damage, Endurance Discount Accuracy, ALLOWED: BOOSTS 26 INTERRUPT TIMEArachnobot Blaster (Web) — HELP TEXT: POWER Energy damage every .5 second for 2 TIME CAST 21.78 EFFECTS: Endurance Discount, Immobilize Accuracy, ALLOWED: BOOSTS TIME RECHARGE seconds; disable Fly. Recharge decrease for 15 RADIUS 0 Lethal damage. — 47.36 EFFECTS: HELP TEXT: POWER ARCArachnobot Blaster (Resistance) HIT MAX TARGETS — ALLOWED: BOOSTS Immobilize of st chance for a 15-second 100% EFFECTS: TYPES 0 ATTACK Jumping)Arachnobot Blaster (Power 3.03 — HELP TEXT: POWER — ALLOWED: BOOSTS Click 0 20% Smashing, Lethal resistance; 30% Psionic 50% Recharge increase. EFFECTS: 900 — HELP TEXT: POWER 100% 0 Auto Auto 80' 100% 5% Jump Speed increase. EFFECTS: 0'POWER 100% 13Mace Blast 0' 0° Damage, Recharge, Endurance Discount, Range, Knockback Accuracy, ALLOWED: BOOSTS 0'scoff at this simple term. Damage: Moderate, Recharge: Fast 0 The Bane Mace is capable of fi HELP TEXT: POWER 0 0 Energy damage; additional 33.3 Smashing damage; 16.68 16.68 EFFECTS: 0fired from a distance because it can be interrupted. Damage: Extreme, Recharge: Slow 0 — 1.17 38.37 Smashing damage; Energ EFFECTS: 0 LEVEL 40 TYPE 0 ACCURACY 30 seconds; 50 Click and Jump Speed decrease for 15 chance for an 8-second Hold of strength 3.57 versus players only; 50% Run, Fly, 100% RANGE 0 END COST 105% INTERRUPT TIME 0' 0 minutes, and they will leave after 4 minutes or if you exit a zone mission. can only summon them once every 15 limited. You TIME CAST 80' TIME RECHARGE 0 0° RADIUS 6.5 Damage, Endurance Discount, Debuff Defense Accuracy, ALLOWED: BOOSTS 0' ARC — HELP TEXT: HIT POWER MAX TARGETS 0' 0 0° TYPES ATTACK 0 Lethal damage every .3 sec 12.62 EFFECTS: 0° Ranged 0 0 2 — — 6 0' 0° 0 Ranged, Smashing, Energy Arachnobot Blaster (Energy Pulse)Arachnobot Blaster (Energy Blast) 0Arachnobot Blaster (Sweep Area) Click 0Arachnobot Blaster (Claw) 100% Click 0 80' 100% Click 6.5 60' 100% 0 8.58 40' Click 0 100% 12.74 0 5' 1.7 0 5.46 1.53 6 1.7 10 0 0' 30 0' 0° 0.67 0° 40' Cocoon 0Web 3 50° Recharge, Endurance Discount, Range, Hold, Slow Accuracy, ALLOWED: BOOSTS 0 The Bane Mace can fire a more powerfu HELP TEXT: POWER Ranged, Energy 0' 0 Ranged, Energy 0° AoE, Energy 43 0 ClickArachnobot Spiderling (Claw) 105% Damage, Endurance Discount Accuracy, ALLOWED: BOOSTS Melee, Lethal — HELP TEXT: POWER 60' 38.34 Lethal damage. EFFECTS: 10.66 0 Click 0 100% 5' 2 4.42 32 0 0' 0.67 0° 2 0 0' Ranged 0° 0 Melee, Lethal their attack and movement speed dramatically slowed. Web Cocoon can also bring down flying targets and prevent foes from jumpin their attack and movement speed dramatically slowed. Web

Volume 1 • Issue 1 INTRODUCTION . to decrease 100% Endurance to decrease 100% y; drains 6 Endurance versus critters p Speed decrease for 15 seconds; 20% p Speed decrease for 15 powerful super-powered threats. Your able to resist the Hold are still likely have gets in a wide area. This non-lethal device deals echarge: Fast Defense 11.25 EFFECTS: ance for a 10-second Hold of strength 3.57 versus ance for a 10-second chance for a 10-second Immobilize of strength 3.57 for chance for a 10-second rge: Extremely Long Summon Arachnobot Disruptor. EFFECTS: THE BASICS ARCHETYPES GROUP DYNAMICS for an 8-second Hold of strength 4.62 versus critters only; 100% chance for a 6-second Hold of strength 4.62 versus players onl for an 8-second Hold of strength 4.62 versus critters only; 100% rength 4.62 for critters only; 100% chance for an 8-second Immobilize of strength 4.62 for critters only; 20% Run, Fly, and Jum chance for an 8-second Immobilize of strength 4.62 critters only; 20% Run, Fly, rength 4.62 for critters only; 100% e every chance 1 second for 4 seconds; drains 3.75 Endurance versus critters only; drains 1 Endurance versus players only; 100% e versus critters only; drains 1.5 Endurance versus players only; 100% chance to decrease 100% Endurance recovery for 4 seconds chance to decrease 100% Endurance versus players only; 100% e versus critters only; drains 1.5 l version of the common web grenade. The sinewy fibers this grenade are strong enough to completely Hold one target. Targets ted you an Arachnobot Disruptor for you to command. Arachnobots were created by Arachnos Orb Weavers to take down particularly ted you an Arachnobot Disruptor for to command. Arachnobots were created by Arachnos Orb Weavers fied web grenade. Upon impact, the web grenade expels a strong, sinuous, and veryfied web grenade. Upon sticky substance that can Immobilize most tar . This energy shield grants you Defense to Lethal, Smashing, and Energy attacks and improves your resistance to Toxic damage. R . This energy shield grants you Defense to Lethal, Smashing, and Energy attacks improves your resistance Toxic g. You must be at Level 44 and have Web Envelope or Scorpion Shield before selecting this power. Recharge: Long Envelope or Scorpion Shield before selecting this power. must be at Level 44 and have Web g. You ch 100% EFFECTS: ties and halts jumping. Recharge: Slow Immobilize of strength 3.57 for critters only; 100% chance for a 15-second 100% EFFECTS: Zones e. 15 seconds; 50% Recharge decrease for 15 seconds; disable Fly. seconds; 50% Recharge decrease for 15 15 f you exit a zone or mission. You must be at Level 47 and have two other Mace Mastery powers before selecting this power. Recha must be at Level 47 and have two other Mace Mastery powers before selecting this power. f you exit a zone or mission. You Villains PvP Bases Stalker Mace Mastery cont. Corruptor Mace Mastery Arachnobot Disruptor (Disruptor Blast) Damage, Endurance Discount, Recovery Accuracy, ALLOWED: BOOSTS — HELP TEXT: POWER 0 Click Energy damage; 9.02 damag 13.53 EFFECTS: 100% 80' 12.74 0 1.67 30 15' 0° 0 AoE, Energy Scorpion Shield Endurance Discount, Recharge, Buff Defense ALLOWED: BOOSTS Black Scorpion's technologies are impressive, indeed HELP TEXT: POWER 40 Toggle 100% 0' 0.1625 0 2 4 0' 0° 0 — POWER EnvelopeWeb Recharge, Endurance Discount, Immobilize, Range Accuracy, ALLOWED: BOOSTS The Executioner's Mace can lob a modi HELP TEXT: POWER resistanc Toxic seconds; 13.12 seconds; 20% Recharge decrease for 15 and Jump Speed decrease for 15 players only; 20% Run, Fly, resistance. Toxic Defense versus Energy attacks; 13.12 Defense versus Lethal attacks; 7.25 versus Smashing attacks; 11.25 LEVEL 40 CocoonWeb TYPE Recharge, Endurance Discount, Range, Hold, Slow Accuracy, ALLOWED: BOOSTS Click ACCURACY RANGE The Bane Mace can fire a more powerfu HELP TEXT: POWER 105% and Jump Speed decrease for chance for an 8-second Hold of strength 3.57 versus players only; 50% Run, Fly, critters only; 100% END COST INTERRUPT TIME 80' TIME CAST TIME RECHARGE minutes, and it will leave after 4 minutes or i can only summon it once every 15 access to this Arachnobot is very limited. You 12.74 RADIUS 43 ARC Damage, Endurance Discount, Recovery Accuracy, ALLOWED: BOOSTS Click HIT MAX TARGETS 0 — HELP TEXT: TYPES POWER ATTACK 105%recovery 59.53 Energy damage; drains 6 Enduranc for 4 seconds. EFFECTS: 60' 2Arachnobot Disruptor (Disruptor Tesla) Hold Damage, Endurance Discount, Recovery, Accuracy, ALLOWED: BOOSTS 10.66 Endurance recovery for 8 seconds. chance to decrease 100% Endurance versus players only; 100% only; drains 1.5 0 — HELP TEXT: POWER 20Arachnobot Disruptor (Claw) Click Damage, Endurance Discount Accuracy, ALLOWED: BOOSTS 0 chance Energy damage; 100% 6.76 EFFECTS: Spitter)Arachnobot Disruptor (Web — HELP TEXT: POWER 100% 15' Endurance Discount, Immobilize Accuracy, ALLOWED: BOOSTS 56.38 Lethal damage. EFFECTS: seconds; disable Fly. 0°Recharge decrease for 15 80' 2 0 — HELP TEXT: POWER Arachnobot Disruptor (Resistance) 0 Click 8.58 — ALLOWED: BOOSTS 10 Click Immobilize of st chance for a 12-second 100% EFFECTS: 32 Jumping)Arachnobot Disruptor (Power 100% — HELP TEXT: POWER — ALLOWED: 100%BOOSTS 0 0 AoE 5' Smashing, Lethal resistance; 20% Energy 30% Psionic resistance. 10% EFFECTS: 0 — HELP TEXT: POWER Auto 0' 80' 2.34 Auto 100% 0° 5% Jump Speed increase. EFFECTS: 13 2 100% 0' 0 0 0' 0 30 0 0 Ranged 0.67 0' 1.67 0 0° 4 0 60 0 0 0' 0 10' 0° Ranged, Energy 0° 0 10 0 0 0' 0' 0° Melee, Lethal AoE 0° 0 0 — — Summon Arachnobot Disruptor Immobilize, Hold Damage, Recovery, Endurance Discount, Range, Accuracy, ALLOWED: BOOSTS Black Scorpion has gran HELP TEXT: POWER Arachnobot Disruptor (Disruptor Bolt) 46 Click 0 100% Click 60' 100% 26 80' 6.5 0 0 3.03 1.67 900 6 0' 0° 0' 0° 0 0 — Ranged, Energy no damage and does not prevent targets from attacking, although their attack rate is slowed. The web can bring down flying enti Cocoon can also bring down flying targets and prevent foes from jumpin their attack and movement speed dramatically slowed. Web POWERArachnobot Spiderling (Resistance) — ALLOWED: BOOSTS Jumping)Arachnobot Spiderling (Power — HELP TEXT: POWER — ALLOWED: BOOSTS 0 20% Smashing, Lethal resistance; 30% Psionic 50% Recharge increase. EFFECTS: 0 — HELP TEXT: Auto POWER Auto 100% 5% Jump Speed increase. EFFECTS: LEVEL 100% TYPE 0' ACCURACY 0' RANGE 0 END COST INTERRUPT TIME 0 TIME CAST TIME RECHARGE 0 RADIUS ARC 0 HIT MAX TARGETS TYPES ATTACK 0 0 0 0 0' 0' 0° 0° 0 0 — —

Volume 1 • Issue 1 introduction conds; 10% Defense decrease conds; 10% Speed decrease for 15 seconds; 50% Speed decrease for 15 Arachnos troop that hardly anything human is in a wide area. This non-lethal device deals no mage. Recharge: Fast mage. Recharge: Fast ome affected foes may be knocked back by the ly attacks the immune system, reducing affected conds. nce for a 10-second Immobilize of strength 3.57 for players nce for a 10-second this power. Recharge: Extremely Long this power. Summon Toxic EFFECTS: stalker Brute rength 4.62 for critters only; 100% chance for a 10-second Immobilize of strength 4.62 for players only; 50% Run, Fly, and Jump Immobilize of strength 4.62 for players only; 50% Run, Fly, chance for a 10-second rength 4.62 for critters only; 100% econd for 5 seconds. Toxic damage every .7 second for 6 seconds; 20% Run, Fly, and Jump Speed decrease for 6 seconds; 10% Recharge decrease for 6 se and Jump Speed decrease for 6 seconds; 10% damage every .7 second for 6 seconds; 20% Run, Fly, Toxic econd for 5 seconds. econd for 6 seconds; disable Fly. charge of kinetic energy from your Bane Mace. This is so powerful it will explode on impact, blasting all nearby foes. S u a Toxic Tarantula for you to command. Weaver One developed the Tarantula Exoskeleton Armor, which so radically transforms an Exoskeleton Armor, One developed the Tarantula for you to command. Weaver Tarantula u a Toxic ison ray. This toxin is suspended in a polarized plasma field and delivered like an energy blast. Upon impact, the toxin direct This toxin is suspended in a polarized plasma field and delivered like an energy blast. Upon ison ray. . This energy shield grants you Defense to Lethal, Smashing, and Energy attacks and improves your damage resistance to Toxic da . This energy shield grants you Defense to Lethal, Smashing, and Energy attacks improves your damage resistance Toxic da . This energy shield grants you Defense to Lethal, Smashing, and Energy attacks improves your damage resistance Toxic web grenade. Upon impact, the web grenade expels a strong, sinuous, and very web grenade. Upon sticky substance that can Immobilize most targets 1.8 Toxic damage every 1 second for 10 seconds; 15% To Hit decrease for 30 seconds; 15% resistance to all resistances for 30 se Hit decrease for 30 seconds; 15% To seconds; 15% damage every 1 second for 10 Toxic 1.8 Mastermind rate, Recharge: Long Energy damage; 20% chance for a Knockback. Smashing damage; 18.07 18.07 EFFECTS: s and halts jumping. Recharge: Slow cha Immobilize of strength 3.57 for critters only; 100% chance for a 15-second 100% EFFECTS: Toxic resistance. Toxic Toxic resistance. Toxic ter 4 minutes or if you exit a zone or mission. You must be at Level 47 and have two other Mace Mastery powers before selecting ter 4 minutes or if you exit a zone mission. You Corrupter DOMINATOR Dominator Mace Mastery Mastermind Mace Mastery Disruptor Blast Damage, Recharge, Endurance Discount, Range, Knockback Accuracy, ALLOWED: BOOSTS This power fires a tremendous HELP TEXT: POWER 43 Click 105% 80' 18.98 0 2 32 15' —° 16 AoE, Smashing, Energy POWER RayPoisonous Endurance Discount, Range, Recharge, Debuff Defense Accuracy, ALLOWED: BOOSTS damage. Damage: Moderate, Recharge: Slowtargets' Defense and damage resistance as it deals Toxic The Bane Mace can fire a nasty po HELP TEXT: POWER Energy damage; 18.07 EFFECTS: Defense versus Energy attacks; 13.12 Defense versus Lethal attacks; 7.25 Defense versus Smashing attacks; 11.25 11.25 EFFECTS: LEVEL 40 TYPE Damage: Mode Ray or Scorpion Shield before selecting this power. must be at Level 44 and have Poisonous force of the blast. You Click ACCURACY RANGE 105% END COST INTERRUPT TIME 80'Tarantula. TIME CAST TIME RECHARGE Bolt) (Venom Tarantula Toxic 13 RADIUS Damage, Endurance Discount Accuracy, ALLOWED: BOOSTS ARC HIT MAX TARGETS 0 TYPES ATTACK — HELP TEXT: POWER damage every .7 s Toxic Energy damage; 1.48 45.1 EFFECTS: for 6 seconds. 0 Claw Pierce) (Toxic Tarantula Toxic Click Damage, Endurance Discount Accuracy, ALLOWED: BOOSTS 2 100% — HELP TEXT: POWER Damage, Endurance Discount Accuracy, ALLOWED: BOOSTS 0 80' damage every 1 s Toxic 33.83 Lethal damage; 6.76 EFFECTS: 24 — HELP TEXT: POWER Click 6.5 seconds; disable Fly. Recharge decrease for 15 damage every 1 s Toxic 33.83 Lethal damage; 6.76 EFFECTS: 100% 0' (Armored Exoskeleton) Tarantula Toxic 5' — ALLOWED: BOOSTS 0° 0 0 — HELP TEXT: POWER 6.5 Auto 0 resistance. Smashing, Lethal resistance; 40% Toxic 10% EFFECTS: 1.53 100% 0POWER Ranged Envelope 4Web 0' Recharge, Endurance Discount, Immobilize, Range Accuracy, ALLOWED: BOOSTS 0.67 LEVEL 40 0 TYPE The Nullifier Mace can lob a modified HELP TEXT: POWER seconds. seconds; 20% Recharge decrease for 15 and Jump Speed decrease for 15 Clickonly; 20% Run, Fly, ACCURACY 0' RANGEScorpion Shield 105% END COST 4 0° INTERRUPT TIME Endurance Discount, Recharge, Buff Defense ALLOWED: BOOSTS 80' 0 TIME CAST 40 TIME RECHARGE Toggle Black Scorpion's technologies are impressive, indeed HELP TEXT: POWER 12.74 RADIUS 0 0' 100% ARC HIT MAX TARGETS 0 0° 0' TYPES ATTACK 0 Ranged, Energy 0.1625 0 0 2 0 Ranged, Lethal 0' 20 2 0° 15' 0 4 —° — 10 0' 0° AoE 0 — Scorpion Shield Endurance Discount, Recharge, Buff Defense ALLOWED: BOOSTS Black Scorpion's technologies are impressive, indeed HELP TEXT: POWER TarantulaSummon Toxic 40 Debuff Defense Damage, Slow, Endurance Discount, Range, Accuracy, ALLOWED: BOOSTS Toggle Black Scorpion has granted yo HELP TEXT: POWER 100% 46 0' Burst) (Venom Tarantula Toxic Click 0.1625 Debuff Defense Damage, Endurance Discount, Slow, Accuracy, ALLOWED: BOOSTS 100% — HELP TEXT: POWER 0 60' 0 Energy damage; 4.51 13.53 EFFECTS: Claw Shred) (Toxic Tarantula Toxic 26 Click 2 100% (Web) Tarantula Toxic Endurance Discount, Immobilize Accuracy, ALLOWED: BOOSTS 0 0 60' 4 Click — HELP TEXT: POWER 10.66 3.03 100% Immobilize of st chance for a 15-second 100% EFFECTS: 0' 0 10' 0 0° 900 Click 10.66 100% 1.7 0' 0 80' 0 0° 30 — 13 0.83 0 10' 0 0° 16 — 1.17 0 10' 45° 30 AoE, Energy 0 0' AoE, Lethal 0° 0 Ranged recognizable. Your access to this Tarantula is very limited. You can only summon it once every 15 minutes, and it will leave af can only summon it once every 15 is very limited. You access to this Tarantula recognizable. Your Defense versus Energy attacks; 13.12 Defense versus Lethal attacks; 7.25 Defense versus Smashing attacks; 11.25 11.25 EFFECTS: damage and does not prevent targets from attacking, although their attack rate is slowed. The web can bring down flying entitie

Volume 1 • Issue 1 Immobilize of strength 4.62 for INTRODUCTION rs only. ea-goddess Merulina. Your access to this ea-goddess Merulina. Your able to resist the Hold are still likely have chance for a 15-second Immobilize of strength chance for a 15-second foes. You must be at Level 44 and have Web foes. You d attack your foe, quickly dealing heavy Lethal ds; disable Fly. e cone area will take Toxic damage over time. You e cone area will take Toxic o other Mace Mastery powers before selecting this power. ncircling Shark Spirits will Immobilize most foes while they ly Long Summon Guardian Sentinel. EFFECTS: THE BASICS ARCHETYPES GROUP DYNAMICS seconds for 10 seconds; 100% chance for a 15-second Immobilize of strength 4.62 for critters only; 100% chance for a 10-second chance for a 10-second Immobilize of strength 4.62 for critters only; 100% chance for a 15-second seconds; 100% seconds for 10 an 8-second Disorient of strength 3.08 versus critters only; 15% chance for a 6-second Disorient of strength 3.08 versus playe an 8-second Disorient of strength 3.08 versus critters only; 15% a Knockback. peed decrease for 10 seconds; 30% Recharge decrease for 10 seconds. seconds; 30% Recharge decrease for 10 peed decrease for 10 rit of the Mako Shark. You can project this spirit to attack and maul your opponent. The shark's energy will manifest an rit of the Mako Shark. You you how to summon a Coralax Guardian Sentinel do your bidding. These creatures are composed of living coral made from the s l version of the common web grenade. The sinewy fibers this grenade are strong enough to completely Hold one target. Targets h acid must be powerful, indeed. You can regurgitate this acid and spew a corrosive spray of bile at foe. Affected foes in th h acid must be powerful, indeed. You f vicious Shark Spirits that will swim out in a cone formation and will encircle your foes, draining their spirit energy. The e f vicious Shark Spirits that will swim out in a cone formation and encircle your foes, draining their spirit energy. etic energy blasts from your Nullifier Mace. These spread out in a wide cone and are powerful enough to knock down some Energy damage; 30% chance for a Knockback. onds; 100% chance for a Knockdown. onds; 100% of strength 3.57 versus players only; 50% Run, Fly, and Jump Speed decrease for 15 seconds; 50% Recharge decrease for 15 secon seconds; 50% Recharge decrease for 15 and Jump Speed decrease for 15 of strength 3.57 versus players only; 50% Run, Fly, g. You must be at Level 44 and have Web Envelope or Web Cocoon before selecting this power. You must be at Level 47 and have tw You Cocoon before selecting this power. Envelope or Web must be at Level 44 and have Web g. You rate (DoT), Recharge: Slow 3.75 Negative Energy damage; 2.78 damage every EFFECTS: 1 second for 8 seconds; 100% Zones ng damage every 1 second for 5 seconds. damage; 2.78 Toxic Toxic 19.46 EFFECTS: or mission. You must be at Level 47 and have two other Leviathan Mastery powers before selecting this power. Recharge: Extreme must be at Level 47 and have two other Leviathan Mastery powers before selecting this power. or mission. You Villains PvP Bases Mastermind Mace Mastery cont. Brute Leviathan Mastery Recharge: Long chance for an 8-second Hold Hold of strength 3.57 versus critters only; 100% chance for a 10-second 100% EFFECTS: their attack and movement speed dramatically slowed. Web Cocoon can also bring down flying targets and prevent foes from jumpin their attack and movement speed dramatically slowed. Web Guardian Sentinel (Coral Dart) 0 Click 100% seconds. players only; disable Fly; 20% defense decrease for 15 80' 7.54 0 1.07 5 0' 0° 0 Ranged, Lethal Summon Guardian Sentinel Immobilize Damage, Knockback, Slow, Endurance Discount, Range, Accuracy, ALLOWED: BOOSTS Captain Mako has shown HELP TEXT: POWER 46 Click 100% 60' 26 0 3.2 900 0' 0° 0 — POWERMace Beam Volley Damage, Recharge, Endurance Discount, Range, Knockback Accuracy, ALLOWED: BOOSTS 43 LEVEL Damage: Moderate, Recharge: LongEnvelope or Scorpion Shield before selecting this power. Click TYPE Fires a volley of multiple kin HELP TEXT: POWER ACCURACY 105% RANGE Smashing damage; 15.29 15.29 EFFECTS: END COST 50' INTERRUPT TIME TIME CAST TIME RECHARGE 18.98 RADIUS ARC HIT MAX TARGETS 0 TYPES ATTACK POWERSpirit Shark 2 Damage, Recharge, Endurance Discount, Range, Knockback Accuracy, ALLOWED: BOOSTS damage over time. Damage: Heavy (DoT), Recharge: Fast are empowered with the Spi You HELP TEXT: POWER 32 Lethal damage; 2.78 damage every 1 second for 4 sec 27.805 EFFECTS: 50' Immobilize of strength 3.57 for players only. chance for a 10-second 3.57 for critters only; 100% 35° LEVELBile Spray 40 TYPE Damage, Recharge, Endurance Discount, Range Accuracy, ALLOWED: BOOSTS ACCURACY Click Damage: Moderate (DoT), Recharge: Lo must be at Level 44 and have Spirit Shark or School of Sharks before selecting this power. 0 RANGE Sharks will eat anything, so their stomac HELP TEXT: POWER END COST 100% INTERRUPT TIME AoE, Smashing, Energy minutes, and it will leave after 4 minutes or if you exit a zone can only summon it once every 15 Guardian is very limited. You TIME 80' CAST TIME RECHARGE RADIUS 8.58 — ALLOWED: BOOSTS ARC 43Guardian Sentinel (Heavy Coral Hammer) HIT MAX TARGETS — HELP TEXT: POWER Click Damage, Endurance Discount, Knockback Accuracy, ALLOWED: BOOSTS TYPES ATTACK 0 0 20% Smashing, Lethal resistance. EFFECTS: — HELP TEXT: POWER 100% Damage, Endurance Discount, Disorient Accuracy, ALLOWED: BOOSTS Click 60' Smashing damage; 30% chance for 74.42 EFFECTS: 3 — HELP TEXT: POWER Damage, Endurance Discount 100% Accuracy, ALLOWED: BOOSTS 18.98Guardian Sentinel (Coral Spray) chance for 92.47 Smashing damage; 15% EFFECTS: 5' Damage, Endurance Discount Accuracy, ALLOWED: BOOSTS 9 — HELP TEXT: POWER Spray) 0Guardian Sentinel (Water 8.58 Damage, Endurance Discount, Slow Accuracy, ALLOWED: Lethal damage. BOOSTS 52.31 EFFECTS: — HELP TEXT: POWER 0 0' — HELP TEXT: POWER 2.67 Lethal damage. 41.04 EFFECTS: Click 0 0° 0 Cold damage; 30% Run, Jump, and Fly S 45.1 EFFECTS: 100% Click 32 1.17 0 60' 100% 60' 6.5 40' 6 Ranged, Lethal 30° 10.66 0 0' 0 0 0° 1.7 AoE 2.67 0 32 32 Melee, Smashing 60' 40' 30° 30° 0 0 AoE, Lethal AoE, Cold Web CocoonWeb Recharge, Endurance Discount, Range, Hold, Slow Accuracy, ALLOWED: BOOSTS 46 The Bane Mace can fire a more powerfu HELP TEXT: POWER Click 105% 60' 10.66 0School of Sharks Damage, Recharge, Endurance Discount, Immobilize, Range Accuracy, ALLOWED: BOOSTS 2 can call forth a school o You HELP TEXT: POWER 32 40 0' Click 0° 100%Guardian Sentinel (Resistance) 0 50' Ranged 12.74 0Guardian Sentinel (Heavy Stunning Blow) Auto 0 0 100% Click 2.37 0' 100% 0 20 5'Guardian Sentinel (Stone Prison) 10.66 Damage, Endurance Discount, Range, Immobilize Accuracy, ALLOWED: BOOSTS 50' 0 30° — HELP TEXT: POWER 0 0 0 10 Click 9.02 Smashing damage every EFFECTS: 2 1.17 100% AoE, Lethal 0 80' 10 9.75 0' 0' 0° 0° 0 0 0 1.93 — Melee, Smashing 30 0' 0° 0 Ranged, Smashing deal Negative Energy damage over time. Both you and the target must be near ground for this power to activate. Damage: Mode

Volume 1 • Issue 1 introduction ng resistance; 20.62 Lethal rs only. y; 20% defense decrease for 12 seconds. y; 20% defense decrease for 12 ss Merulina. Your access to this Guardian ss Merulina. Your ge—additional 41.7 Negative Energy damage ge—additional 41.7 e it mauls it, dealing Lethal damage over time. tack your foe, quickly dealing heavy Lethal damage distances. The victims are left Disoriented and with ance for a Knockdown. ncircling Shark Spirits will Immobilize most foes while they FECTS: Summon Guardian Warder. FECTS: stalker Recharge: Slow 4.50 Lethal damage; 3.36 damage every EFFECTS: 1 Brute decrease for 10 seconds; 30% Recharge decrease for 10 seconds. seconds; 30% Recharge decrease for 10 decrease for 10 r a Knockdown. an 8-second Disorient of strength 3.08 versus critters only; 10% chance for a 6-second Disorient of strength 3.08 versus playe an 8-second Disorient of strength 3.08 versus critters only; 10% or a 12-second Hold of strength 4.62 for critters only; 100% chance for an 8-second Immobilize of strength 6.16 for players onl chance for an 8-second Immobilize of strength 6.16 Hold of strength 4.62 for critters only; 100% or a 12-second ow to summon a Coralax Guardian Warder to do your bidding. These creatures are composed of living coral made from the sea-godde ow to summon a Coralax Guardian Warder ve no end. Shark Skin improves your damage resistance to Lethal, Smashing, and Cold damage. Recharge: Fast 20.62 Smashi EFFECTS: rk that will attack your foe from below. The Shark will grip your foe with its massive jaws and attempt to Hold the target whil rk that will attack your foe from below. of the Mako Shark. You can project this spirit to attack and maul your opponent. The shark's energy will manifest at of the Mako Shark. You njures up a Water Spout at a targeted location. It will chase down your foes, tossing them into the air and hurling great njures up a Water f vicious Shark Spirits that will swim out in a cone formation and will encircle your foes, draining their spirit energy. The e f vicious Shark Spirits that will swim out in a cone formation and encircle your foes, draining their spirit energy. ter Spout. additional 33.36 Lethal damage if hidden; 20% chance for additional 33.36 Lethal damage if target is Held or Sleeping; 100% ch additional 33.36 Lethal damage if hidden; 20% chance for target is Held or Sleeping; 100% Mastermind rate (DoT), Recharge: Slow Negative Energy damage every 1 second for 8 seconds; Scour 5.62 Negative Energy damage; 4.17 EFFECTS: ond Immobilize of strength 3.57 for critters only; 100% chance for a 10-second Immobilize of strength 3.57 for critters only. Immobilize of strength 3.57 for critters only. chance for a 10-second ond Immobilize of strength 3.57 for critters only; 100% of strength 3.57 versus players only; disable Fly. on. You must be at Level 47 and have two other Leviathan Mastery powers before selecting this power. Recharge: Extremely Long must be at Level 47 and have two other Leviathan Mastery powers before selecting this power. on. You EF ng this power. Note that you cannot get critical strikes using this power, though it still enables your other critical strikes. Note that you cannot get critical strikes using this power, ng this power. Corrupter DOMINATOR Stalker Leviathan Mastery Corruptor Leviathan Mastery Summon Guardian Warder Hold Damage, Knockback, Slow, Endurance Discount, Range, Accuracy, ALLOWED: BOOSTS Captain Mako has shown you h HELP TEXT: POWER 46 Click 100% 60' 26 0 3.2 900 0' 0° 0 — POWERSpirit Shark Damage, Recharge, Endurance Discount, Range, Knockback Accuracy, ALLOWED: BOOSTS over time. Damage: Moderate (DoT), Recharge: Fast are empowered with Spirit You HELP TEXT: POWER 23.35 Lethal damage; 3.36 damage every EFFECTS: 1 second for 4 seconds; Spout is a menacing sight and can even cause panic among your foes. Recharge: Longreduced Defense. The Water Summon Wa EFFECTS: LEVEL 40 TYPE ACCURACY Click chance for an 8-second Hold Hold of strength 3.57 versus critters only; 100% chance for a 10-second second for 8 seconds; 100% RANGE END COST 100% INTERRUPT TIME minutes, and it will leave after 4 minutes or if you exit a zone missi can only summon it once every 15 is very limited. You TIME 80' CAST TIME RECHARGE RADIUS 6.5 — ALLOWED: BOOSTS ARC (Coral Hammer)Guardian Warder HIT MAX TARGETS — HELP TEXT: POWER Damage, Endurance Discount, Knockback Accuracy, ALLOWED: BOOSTS TYPES ATTACK 0 20% Smashing, Lethal resistance. EFFECTS: — HELP TEXT: POWER Damage, Endurance Discount, Disorient Accuracy, ALLOWED: BOOSTS 0 56.385 Smashing damage; 30% chance fo EFFECTS: — HELP TEXT: POWER 3 Click Damage, Endurance Discount Accuracy, ALLOWED: BOOSTS (Coral Spray)Guardian Warder 100% chance for Smashing damage; 10% 74.42 EFFECTS: — HELP TEXT: POWER Damage, Endurance Discount Accuracy, ALLOWED: BOOSTS 6 5' Spray) (Water Guardian Warder Lethal damage. 52.31 EFFECTS: — HELP TEXT: POWER Damage, Endurance Discount, Slow Accuracy, ALLOWED: BOOSTS 6.5 0 0' Lethal damage. 41.04 EFFECTS: — HELP TEXT: POWER Click 0° 0 0 Cold damage; 30% Run, Jump, Fly Speed 45.1 EFFECTS: 100% Click 0 60' 100% 1.17POWER 6.5 40'School of Sharks Ranged, Lethal Damage, Recharge, Endurance Discount, Immobilize, Range Accuracy, ALLOWED: BOOSTS 10.66 40 4 LEVEL TYPE Click can call forth a school o 0 You HELP TEXT: POWER chance for a 15-sec unresistible Negative Energy damage versus players only; 100% versus critters only; Scourge—additional 41.7 ACCURACY RANGE 100% END COST 0 0' INTERRUPT TIME 50' TIME CAST 1.7 0° TIME RECHARGE 12.74 RADIUS 2.67 ARC HIT MAX TARGETS 32 0 TYPES ATTACK 0 32 60' Melee, Smashing 2.37 40' 30° 30° 20 0 0 50' AoE, Lethal 30° AoE, Cold 10 AoE, Lethal Water SpoutWater Endurance Discount, Recharge, Range, Damage, Debuff Defense, Disorient, Knockback ALLOWED: BOOSTS This power co HELP TEXT: POWER Spirit Shark Jaws Recharge, Endurance Discount, Range, Hold, Damage Accuracy, ALLOWED: BOOSTS can summon a massive Spirit Sha You HELP TEXT: POWER 40 Click 43 100% Click 60' 100% 26 80' (Stunning Blow)Guardian Warder 10.66 0 0 0 Click 1.17 100% 1.87 180 5' (Fossilize)Guardian Warder Endurance Discount, Range, Hold, Damage Accuracy, ALLOWED: BOOSTS 32 8.58 0' — HELP TEXT: POWER 0° chance f Smashing damage; 100% 0' 45.1 EFFECTS: 0 0 0° Click 0 1.17 100% 0deal Negative Energy damage over time. Both you and the target must be near ground for this power to activate. Damage: Mode — 80' 8Shark Skin 10.66 Ranged, Lethal Endurance Discount, Recharge, Resistance ALLOWED: BOOSTS 0' 40 The power the Leviathan Mako has shown you seems to ha HELP TEXT: POWER 0 Toggle 0° 100% 0' 2.07 0 0.1625 30 Melee, Smashing 0 0' 0.67 0° 4 0 0' Ranged, Smashing 0° 0 — Guardian Warder (Resistance)Guardian Warder 0 Auto (Coral Dart)Guardian Warder 100% 0' 0 0 Click 100% 0 80' 7.54 0 0 0 1.07 0' 0°resistance; 20.62 Cold resistance. 5 0 0' 0° — 0 Ranged, Lethal Flying targets will likely be pulled to the ground. You must be at Level 44 and have Spirit Shark or Water Spout before selecti must be at Level 44 and have Spirit Shark or Water Flying targets will likely be pulled to the ground. You

Volume 1 • Issue 1 ers only. INTRODUCTION yers only. g coral. Your access to this Hybrid is very g coral. Your Water Spout or Bile Spray before selecting Water o this Hybrid is very limited. You can only o this Hybrid is very limited. You e it mauls it, dealing Lethal damage over time. distances. The victims are left Disoriented and with e cone area will take Toxic damage over time. Damage: e cone area will take Toxic itional 41.7 Lethal damage versus critters only; Scourge— itional 41.7 ummon Red Coralax. THE BASICS ARCHETYPES GROUP DYNAMICS e for 6 seconds. a Knockback. a Knockback. a 6-second Immobilize of strength 4.62 versus critters only; 80% chance for a 4-second Immobilize of strength 4.62 versus play a 10-second Disorient of strength 4.62 versus critters only; 100% chance for 6.67-second Disorient of strength 4.62 versus pla Disorient of strength 4.62 versus critters only; 100% a 10-second rk that will attack your foe from below. The shark will grip your foe with its massive jaws and attempt to Hold the target whil rk that will attack your foe from below. have no end. Shark Skin improves your damage resistance to Lethal, Smashing, and Cold damage. You must be at Level 44 and have have no end. Shark Skin improves your damage resistance to Lethal, Smashing, and Cold damage. You summon a Coralax Blue Hybrid to do your bidding. The Coralax are humans who have been infected with living coral. Your access t summon a Coralax Blue Hybrid to do your bidding. The are humans who have been infected with living coral. Your o has shown you how to summon a Coralax Red Hybrid do your bidding. The are humans who have been infected with livin njures up a Water Spout at a targeted location. It will chase down your foes, tossing them into the air and hurling great njures up a Water h acid must be powerful, indeed. You can regurgitate this acid and spew a corrosive spray of bile at foe. Affected foes in th h acid must be powerful, indeed. You hing damage per second. Zones rs only; 100% chance for an 8-second Hold of strength 3.57 versus players only; disable Fly. rs only; 100% d have two other Leviathan Mastery powers before selecting this power. Recharge: Extremely Longd have two other Leviathan Mastery powers before selecting this power. Summon Blue Coralax. EFFECTS: must be at Level 47 and have two other Leviathan Mastery powers before selecting this power. Recharge: Extremely Longmust be at Level 47 and have two other Leviathan Mastery powers before selecting this power. S EFFECTS: e selecting this power. Recharge: Slowe selecting this power. Lethal damage every 1 second for 8 seconds; Scourge—add 5.62 Lethal damage; 4.17 EFFECTS: Villains PvP Bases Corruptor Leviathan Mastery cont. Dominator Leviathan Mastery Flying targets will likely be pulled to the ground. You must be at Level 44 and have School of Spirit Shark or Skin befor Flying targets will likely be pulled to the ground. You Red Coralax (Resistance) 0 Auto 100% 0' 0 0 0 0 0' 0° 0 — Red Coralax (Psychic Coral Blast) Damage, Endurance Discount, Slow Accuracy, ALLOWED: BOOSTS — HELP TEXT: POWER 0 Recharge decreas 59.53 Psionic damage; 10% EFFECTS: Click 100% 60' 8.58 0 2.67 6 0' 0° 0 Ranged, Psionic POWERSpirit Shark Jaws Recharge, Endurance Discount, Range, Hold, Damage Accuracy, ALLOWED: BOOSTS Hold of strength 3.57 versus critte chance for a 10-second unresistible Lethal damage versus players only; 100% additional 41.7 can summon a massive Spirit Sha You HELP TEXT: POWER minutes, and it will leave after 4 minutes or if you exit a zone mission. You can only summon it once every 15 limited. You 43 LEVEL TYPE Click — ALLOWED: BOOSTS ACCURACYRed Coralax (Punch) 100% RANGE — HELP TEXT: POWER Damage, Endurance Discount, Knockback Accuracy, ALLOWED: BOOSTS END COST 80' INTERRUPT TIME 20% Cold, Psionic resistance. EFFECTS: — HELP TEXT: POWER TIME CAST Damage, Endurance Discount, Knockback Accuracy, ALLOWED: BOOSTS 10.66 TIME RECHARGE chance for 56.38 Smashing damage; 10% EFFECTS: RADIUS — HELP TEXT: POWER Damage, Endurance Discount, Immobilize Accuracy, ALLOWED: BOOSTS ARC 0 HIT MAX TARGETS 0 92.47 Smashing damage; 30% chance for EFFECTS: — HELP TEXT: POWER TYPES Damage, Endurance Discount, Disorient Click Accuracy, ATTACK ALLOWED: BOOSTS 100% — HELP TEXT: POWER 59.53 Psionic damage; 80% chance for EFFECTS: 1.87 5' chance for Psionic damage; 100% 11.27 EFFECTS: 32 6.5POWER 0' SpoutWater 0 Endurance Discount, Recharge, Range, Damage, Debuff Defense, Disorient, Knockback ALLOWED: BOOSTS 0° Spout is a menacing sight and can even cause panic among your foes. Recharge: Longreduced Defense. The Water This power co HELP TEXT: POWER 6.25 Smas EFFECTS: 1.2 0Moderate (DoT), Recharge: LongShark Skin damage every 1 second for 5 seconds. Toxic damage; 3.61 25.30 Toxic EFFECTS: LEVEL 4 Ranged, Lethal Endurance Discount, Recharge, Resistance ALLOWED: BOOSTS 40 TYPE Recharge: Fastthis power. Click ACCURACY The power of the Leviathan Mako has shown you seems to HELP TEXT: POWER Summon Blue Coralax RANGE 0' Damage, Knockback, Slow 100% Endurance Discount, Range, Accuracy, ALLOWED: BOOSTS END COST must be at Level 47 an minutes, and it will leave after 4 minutes or if you exit a zone mission. You summon it once every 15 INTERRUPT TIME 0° Captain Mako has shown you how to HELP TEXT: POWER 20.62 Smashing resistance; Lethal Cold resistance. EFFECTS: 60' TIME CAST TIME RECHARGE — ALLOWED: BOOSTS 43 RADIUS 26 0Blue Coralax (Brawl) 46 ARC — HELP TEXT: POWER Toggle Damage, Endurance Discount Accuracy, ALLOWED: BOOSTS HIT MAX TARGETS Click 100% TYPES ATTACK Melee, Smashing 20% Cold, Psionic resistance. EFFECTS: 0 — HELP TEXT: POWER 100% 0' 20.29 Smashing damage. EFFECTS: 60' 0.1625 1.17 0 26 Click 180 0 100% 0 0' 5' 0.67 0° 2.34 3.2 4 0 0 900 0' — 0' 0° 0.67 0° 0 10 0 — 0' — 0° 0 Melee, Smashing Summon Red Coralax Disorient, Immobilize Damage, Knockback, Slow, Endurance Discount, Range, Accuracy, ALLOWED: BOOSTS Captain Mak HELP TEXT: POWER 46 ClickRed Coralax (Haymaker) 100%Red Coralax (Subdue) 60' 26 0 Click 0 0 100% Click 5' 100% 3.2 10.66 100' 900 8.58 0Bile Spray 0' Damage, Recharge, Endurance Discount, Range Accuracy, ALLOWED: BOOSTS 0 1.5 0° Sharks will eat anything, so their stomac HELP TEXT: POWER 1.67 0 8 6 — 0' 40 Click 0°Blue Coralax (Resistance) 0' 100% 0° 0 60' 18.98 0 0 Melee, Smashing Auto Ranged, Psionic 0 100% 0' 2.67 0 32 0 60' 30° 0 — 0 AoE 0' 0° 0 — Red Coralax (Scramble Thoughts) 0 Click 100% 100' 13 0 3 30 0' 0° 0 Ranged, Psionic

Volume 1 • Issue 1 introduction School of Sharks or Chum Spray before . Damage: High, Recharge: Fast some Endurance. Damage: Moderate (DoT), e it mauls it, dealing Lethal damage over time. chance for a 15-second Immobilize of strength chance for a 15-second e cone area will take Toxic damage over time. Damage: e cone area will take Toxic or a 10-second Hold of strength 3.57 versus critters only; or a 10-second ling Shark Spirits will Immobilize most foes while they us critters only; drains 1 Endurance versus players only; stalker Brute d decrease for 15 seconds; 30% Recharge decrease for 15 seconds. seconds; 30% Recharge decrease for 15 d decrease for 15 rk that will attack your foe from below. The shark will grip your foe with its massive jaws and attempt to Hold the target whil rk that will attack your foe from below. have no end. Shark Skin improves your damage resistance to Lethal, Smashing, and Cold damage. You must be at Level 44 and have have no end. Shark Skin improves your damage resistance to Lethal, Smashing, and Cold damage. You h acid must be powerful, indeed. You can regurgitate this acid and spew a corrosive spray of bile at foe. Affected foes in th h acid must be powerful, indeed. You nces power attempts to Immobilize a group of foes in an area. This deals some Energy damage over time as it slowly drains f vicious Shark Spirits that will swim out in a cone formation and encircle your foes, draining their spirit energy. The encirc f vicious Shark Spirits that will swim out in a cone formation and encircle your foes, draining their spirit energy. u electrical energy at a foe, dealing heavy damage and draining some Endurance. Some of this Endurance may transfer back to you for critters only; 100% chance for a 10-second Immobilize of strength 3.57 for players only; drains 4% of total Endurance vers chance for a 10-second for critters only; 100% Mastermind rate (DoT), Recharge: Slow Negative Energy damage; 3.05 damage every 1 second for 8 seconds; 100% 4.12 EFFECTS: ance to decrease 300% Endurance recovery for 4 seconds; 30% chance to restore 4.29 Endurance self. selecting this power. Recharge: Slowselecting this power. chance f Lethal damage; 3.05 damage every 1 second for 8 seconds; 100% 4.12 EFFECTS: Corrupter DOMINATOR Dominator Leviathan Mastery cont. Mastermind Leviathan Mastery Brute Mu Mastery Flying targets will likely be pulled to the ground. You must be at Level 47 and have two other Leviathan Mastery powers before Flying targets will likely be pulled to the ground. You chance for an 8-second Hold of strength 3.57 versus players only; disable Fly. 100% deal Negative Energy damage over time. Both you and the target must be near ground for this power to activate. Damage: Mode POWERBlue Coralax (Coral Club) Damage, Endurance Discount Accuracy, ALLOWED: BOOSTS Blue Coralax (Coral Club Slash) — HELP TEXT: POWER Damage, Endurance Discount Accuracy, ALLOWED: BOOSTS Spray)Blue Coralax (Urchin Lethal damage. 36.65 Smashing damage; 19.73 EFFECTS: — HELP TEXT: POWER 0 Damage, Endurance Discount Accuracy, ALLOWED: BOOSTS 0Blue Coralax (Spiny Urchins) Click LEVEL Lethal damage. 56.385 Smashing damage; 18.03 EFFECTS: — HELP TEXT: POWER Damage, Endurance Discount Accuracy, ALLOWED: BOOSTS TYPE Click 100% of Cold)Blue Coralax (Wave ACCURACY 0 36.98 Lethal damage. EFFECTS: — HELP TEXT: POWER 100% RANGE Damage, Endurance Discount, Slow Accuracy, ALLOWED: BOOSTS 5' END COST Click 0 5' INTERRUPT TIME — HELP TEXT: Lethal damage. POWER 52.31 EFFECTS: 6.5 100% TIME CAST Click TIME RECHARGE 10.66 0 Cold damage; 30% Run, Jump, Fly Spee 31.57 EFFECTS: 50' RADIUS 100%POWER ARC Click 0School of Sharks 10.66 HIT MAX TARGETS 80' 0 100% Damage, Recharge, Endurance Discount, Immobilize, Range Accuracy, ALLOWED: BOOSTS TYPES ATTACK 40 LEVEL 7.54 TYPE Click 40' can call forth a school o You 1.83 HELP TEXT: POWER Immobilize of strength 3.57 for players only. chance for a 10-second 3.57 for critters only; 100% 0 ACCURACY 2.27 RANGE 100%Chum Spray END COST 10.66 INTERRUPT TIME Damage, Recharge, Endurance Discount, Range Accuracy, ALLOWED: BOOSTS 0 50' 4 TIME CAST Moderate (DoT), Recharge: Long 1.7 8 40 TIME RECHARGE 12.74 Sharks will eat anything, so their stomac HELP TEXT: POWER Shark Skin RADIUS 0 Click ARC Endurance Discount, Recharge, Resistance ALLOWED: BOOSTS 1.07 damage every 1 second for 5 seconds. damage; 30.58 Toxic Toxic 21.41 EFFECTS: 100% 0' HIT MAX TARGETS 32 Recharge: Fastselecting this power. 5' TYPES ATTACK 0 43 60' 0° The power of the Leviathan Mako has shown you seems to Spirit Shark Jaws HELP TEXT: POWER 0.9 Toggle 130° 5 20.62 Smashing resistance; Lethal Cold resistance. EFFECTS: Recharge, Endurance Discount, Range, Hold, Damage Accuracy, ALLOWED: BOOSTS 18.98 100% 40' 46 2.37 Click 0 20° 32 0 0' can summon a massive Spirit Sha You HELP TEXT: POWER 100% 0' 0 0.1625 20 80' Melee, Smashing, Lethal 0° 0 Melee, Smashing, Lethal 40' 10.66 2.67 0 30°POWER 50' AoE, Lethal 0Mu Lightning 30° Damage, Recharge, Endurance Discount, Range, Recovery Accuracy, ALLOWED: BOOSTS 0 32 0 0.67 LEVEL 36.70 Energy damage; drains 1% of total Endurance versus critters only; drains 2 Endurance versus players only;EFFECTS: 30% ch 40 TYPE can send a large blast of M You HELP TEXT: POWER Ranged, Lethal 10 ACCURACY Click RANGE 60' 1.87 END COST AoE, Cold 100% 4 AoE, Lethal INTERRUPT TIME 30° TIME CAST 80' TIME RECHARGE 32 RADIUS 0' 8.58 — ARC HIT MAX TARGETS 0° TYPES ATTACK 0' AoE 0 0° 0 1.17 0 — Ranged, Lethal 9 0' 0° 0 Ranged, Energy Electrifying Fences Damage, Recharge, Endurance Discount, Immobilize, Range, Recovery Accuracy, ALLOWED: BOOSTS 40 Click The Electrifying Fe HELP TEXT: POWER 100% 40' 12.74 0 1.17 20 10' 0° 10 AoE, Energy Recharge: Slow Endurance recovery for 4 seconds. 20% chance to decrease 100% Immobilize of strength 3.57 chance for a 15-second 2.78 Energy damage every EFFECTS: 1 second for 8 seconds; 100%

Volume 1 • Issue 1 to decrease 50% Endurance INTRODUCTION Endurance versus players only; 100% ce from each target it hits. You must be at Level ce from each target it hits. You This power deals light damage but recharges s and are well practiced in the dark arts. Your access s and are well practiced in the dark arts. Your transferred back to you. You must be at Level 44 and transferred back to you. You , as it can be interrupted. Some of the Endurance you Endurance versus players only; 30% chance to ers only; drains 3 Endurance versus players only; 50% ndurance versus players only; 20% chance to decrease 100% old of strength 3.57 versus critters only; 100% chance for a 6- old of strength 3.57 versus critters only; 100% ely Long Summon Mu Striker. EFFECTS: THE BASICS ARCHETYPES GROUP DYNAMICS e every chance 1 second for 4 seconds; drains 3.75 Endurance versus critters only; drains 1 Endurance versus players only; 100% e versus critters only; drains 1.5 Endurance versus players only; 100% chance to decrease 50% Endurance recovery for 4 seconds. Endurance versus players only; 100% e versus critters only; drains 1.5 nce versus critters only; drains 1 Endurance versus players only; 100% chance to decrease 50% Endurance recoverynce versus critters only; for 4 seconds. drains 1 Endurance versus players only; 100% chance to decrease 50% Endurance recoverynce versus critters only; for 4 seconds. drains 1 Endurance versus players only; 100% ronic critters; 100% chance of a 10-second Disorient of strength 4.62; drains 37.5 Endurance versus critters only; drains 12.5 Endurance versus critters only; drains 12.5 Disorient of strength 4.62; drains 37.5 chance of a 10-second ronic critters; 100% how to call upon a mystical Mu Striker assist you. The pulse with the blood of their slaughtered ancestors in vein ed ball of Mu lightning that explodes on contact. Ball Lightning deals good damage in an area effect and drains some Enduran u electrical energy that can travel great distances with high Accuracy, Zapp drains Endurance and is best fired from a distance u electrical energy that can travel great distances with high Accuracy, foe's limbs, leaving the target Held and helpless. The is drained of some Endurance, that Endurance may be s of Mu electricity at foes, dealing some damage and draining Endurance. Some this Endurance may transfer back to you. additional 33.36 Energy damage if target is Held or Sleeping; drains 7% of total Endurance versus critters only; drains 1.25 E additional 33.36 Energy damage if target is Held or Sleeping; drains 7% of total Endurance versus critters only; drains 1.25 hidden; 20% chance for additional 33.36 Lethal damage if target is Held or Sleeping; drains 14% of total Endurance versus critt hidden; 20% chance for additional 33.36 Lethal damage if target is Held or Sleeping; drains 14% 4 Energy damage; 5.0 damage every 1 second for 4 seconds; drains 7% of total Endurance versus critters only; drains 1.25 Zones us players only; 100% chance to decrease 100% Endurance recovery for 4 seconds; 30% chance to restore 8.97 Endurance self. chance to decrease 100% us players only; 100% t a zone or mission. You must be at Level 47 and have two other Mu Mastery powers before selecting this power. Recharge: Extrem must be at Level 47 and have two other Mu Mastery powers before selecting this power. t a zone or mission. You enables your other critical strikes. Damage: Minor, Recharge: Moderateenables your other critical strikes. Damage: Minor, chance for an 8-second H 5.0 Energy damage; 100% EFFECTS: Villains PvP Bases Brute Mu Mastery cont. Stalker Mu Mastery POWERBall Lightning Damage, Recharge, Endurance Discount, Range, Recovery Accuracy, ALLOWED: BOOSTS This power hurls a highly charg HELP TEXT: POWER Endurance recovery for 4 seconds. decrease 100% Summon Mu Striker Immobilize Damage, Knockback, Slow, Endurance Discount, Range, Accuracy, ALLOWED: BOOSTS minutes, and he will leave after 4 minutes or if you exi can only summon him once every 15 to this Striker is very limited. You Scirocco has shown you HELP TEXT: POWER LEVEL 43 TYPE — ALLOWED: BOOSTS Click ACCURACYMu Striker (Lightning Bolt) RANGE — HELP TEXT: POWER 46 100% Damage, Endurance Discount, Recovery Accuracy, ALLOWED: BOOSTS END COST Click INTERRUPT TIME Negative Energy damage. 20% Energy, EFFECTS: 80' TIME CAST — HELP TEXT: POWER Damage, Endurance Discount, Recovery Accuracy, ALLOWED: BOOSTS 100% TIME RECHARGE 18.98 RADIUS 0 — HELP TEXT: POWER Energy damage; drains 3.75 Endura 45.1 EFFECTS: Damage, Endurance Discount, Recovery Accuracy, ALLOWED: BOOSTS 60' ARC Click HIT MAX TARGETS 0 — HELP TEXT: POWER 26 73.96 Energy damage; drains 6 Enduranc EFFECTS: TYPES ATTACK 100%recovery for 4 seconds. Energy damage; drains 3.75 Endura 45.1 EFFECTS: Mu Striker (EM Pulse) 80' 1.07 0 Hold Damage, Endurance Discount, Recovery, Accuracy, ALLOWED: BOOSTS seconds. Endurance recovery for 15 chance to decrease 100% 6.5 — HELP TEXT: POWER Mu Striker (Fly) 32 1.17 — ALLOWED: BOOSTS 73.96 Energy damage versus elect EFFECTS: 0 — HELP TEXT: POWER 0 15' 900 Click 0° Flight. EFFECTS: 1POWER 100% 0'Mu Bolts 0 16 Damage, Recharge, Endurance Discount, Range, Recovery Accuracy, ALLOWED: BOOSTS 0' 0° LEVEL Auto 4 can quickly hurl small bolt TYPE You HELP TEXT: POWER Endurance recovery for 2 seconds; 30% chance to restore 3.25 Endurance self. AoE, Energy ACCURACY 40 14.3 100% RANGE Click 0Zapp END COST 0' INTERRUPT TIME Interrupt Damage, Recharge, Endurance Discount, Range, Recovery, Accuracy, ALLOWED: BOOSTS 100% 0' TIME CAST 0 TIME RECHARGE 0° — A focused blast of M 80' HELP TEXT: POWER Endurance recovery for 4 seconds; 30% chance to restore 8.97 Endurance self. chance to decrease 100% RADIUS 0 40 ARCElectric Shackles 6.5 HIT MAX TARGETS Click Damage, Recharge, Endurance Discount, Range, Hold, Recovery 3.17 Accuracy, ALLOWED: BOOSTS TYPES 0 ATTACK 43 120% Electric Shackles binds a HELP TEXT: POWER Click 0 150' 0 3000 100% Ranged, Energy 17.94 60' 0 25' 1.17 8.58 6 0° 6 0 0 1.33 0 0' 0' 2.17 24 AoE, Energy 0° 0° 32 0' 0 0 0° 0' Ranged, Energy — 0° 0 Ranged, Energy 0 Ranged, Energy Mu Striker (Resistance)Mu Striker (Lightning Blast) 0Mu Striker (Static Discharge) Auto 100%Mu Striker (Ball Lightning) 0 Damage, Endurance Discount, Recovery Accuracy, ALLOWED: BOOSTS 0' Click 0 — HELP TEXT: POWER 100% Click 0 0 Energy damag Energy damage; 8.11 12.51 EFFECTS: 80' 100% Click 10.66 0 40' 100% 13 0 80' 0 13 0 1.33 0 0 1.67 8 0' 1.33 30 0° 0' 0° 30 40' 0 45° 0 15' — 0 0° Ranged, Energy AoE, Energy 0 AoE, Energy 44 and have Mu Lightning or Electrifying Fences before selecting this power. Damage: Moderate (DoT), Recharge: Long before selecting this power. 44 and have Mu Lightning or Electrifying Fences 8.3 EFFECTS: Damage: Moderate, Recharge: Fastquickly. 33.36 Energy damage; additional damage if hidden; 20% chance for EFFECTS: drain may transfer back to you. Damage: Extreme, Recharge: Slow Energy damage if Energy damage; additional 76.74 76.74 EFFECTS: though it still Note that you cannot get critical strikes using this power, have Mu Bolts or Zapp before selecting this power. Endurance vers second Hold of strength 3.57 versus players only; drains 7% of total Endurance versus critters only; drains 1.25

Volume 1 • Issue 1 introduction only. sistance; 20.62 Lethal resistance; only; drains 4.5 Endurance versus Endurance versus players only; 100% chance Endurance versus players only; 100% and are well practiced in the dark arts. Your access and are well practiced in the dark arts. Your and are well practiced in the dark arts. Your access and are well practiced in the dark arts. Your transferred back to you. You must be at Level 44 and transferred back to you. You s players only; 100% chance for an 8-second Hold of s players only; 100% ithin range, you will not gain any Endurance. Recharge: y Long Summon Mu Adept. EFFECTS: y Long Summon Mu Adept. EFFECTS: seconds; 30% chance to restore 4.29 Endurance self. stalker Brute e versus critters only; drains 1.5 Endurance versus players only; 100% chance to decrease 50% Endurance recovery for 4 seconds. Endurance versus players only; 100% e versus critters only; drains 1.5 nce versus critters only; drains 1 Endurance versus players only; 100% chance to decrease 50% Endurance recoverynce versus critters only; for 4 seconds. drains 1 Endurance versus players only; 100% nce versus critters only; drains 1 Endurance versus players only; 100% chance to decrease 50% Endurance recoverynce versus critters only; for 4 seconds. drains 1 Endurance versus players only; 100% n 8-second Disorient of strength 4.62 versus critters only; 100% chance of a 6-second Disorient strength 4.62 versus players n 8-second Disorient of strength 4.62 versus critters only; 100% e of a 12-second Sleep of strength 4.62 versus critters only; 100% chance of an 8-second Sleep strength 4.62 versus players Sleep of strength 4.62 versus critters only; 100% e of a 12-second ronic critters; 100% chance of a 10-second Disorient of strength 4.62; drains 37.5 Endurance versus critters only; drains 12.5 Endurance versus critters only; drains 12.5 Disorient of strength 4.62; drains 37.5 chance of a 10-second ronic critters; 100% how to call upon a mystical Mu Adept assist you. The pulse with the blood of their slaughtered ancestors in veins charged field that makes you highly resistant to Smashing, Lethal, and Energy damage. Recharge: Fast 20.62 Smashing re EFFECTS: how to call upon a mystical Mu Adept assist you. The pulse with the blood of their slaughtered ancestors in veins foe's limbs, leaving the target Held and helpless. The is drained of some Endurance, that Endurance may be es of all nearby foes, draining their Endurance. Each foe you draw Energy from increases your If there are no foes w —additional 6.25 Negative Energy damage versus critters only; Scourge—additional 6.25 unresistible Negative Energy damage versu e 100% Endurance recovery for 4 seconds; 100% chance to restore 25 Endurance self per target. Endurance recovery for 4 seconds; 100% e 100% Mastermind a zone or mission. You must be at Level 47 and have two other Mu Mastery powers before selecting this power. Recharge: Extremel must be at Level 47 and have two other Mu Mastery powers before selecting this power. a zone or mission. You a zone or mission. You must be at Level 47 and have two other Mu Mastery powers before selecting this power. Recharge: Extremel must be at Level 47 and have two other Mu Mastery powers before selecting this power. a zone or mission. You durance versus critters only; drains 1.25 Endurance versus players only; 100% chance to decrease 100% Endurance recovery for 8 chance to decrease 100% Endurance versus players only; 100% durance versus critters only; drains 1.25 Corrupter DOMINATOR Stalker Mu Mastery cont. Corruptor Mu Mastery POWERSummon Mu Adept Immobilize Damage, Knockback, Slow, Endurance Discount, Range, Accuracy, ALLOWED: BOOSTS minutes, and he will leave after 4 minutes or if you exit can only summon him once every 15 to this Adept is very limited. You Scirocco has shown you HELP TEXT: POWER — ALLOWED: BOOSTS Mu Adept (Lightning Bolt) — HELP TEXT: POWER 46 Damage, Endurance Discount, Recovery Accuracy, ALLOWED: BOOSTS LEVEL Click Negative Energy resistance. 20% Energy, EFFECTS: TYPE — HELP TEXT: POWER Damage, Endurance Discount, Recovery Accuracy, ALLOWED: BOOSTS ACCURACY 100% RANGE 0 — HELP TEXT: POWER END COST Energy damage; drains 3.75 Endura 45.1 EFFECTS: 60' INTERRUPT TIME chance to decrease 50% Endurance recoverycritters only; for 8 seconds. drains 1 Endurance versus players only; 100% Click TIME CAST 73.96 Energy damage; drains 6 Enduranc 26 EFFECTS: Mu Adept (Shocking Bolt) TIME RECHARGE 100% Damage, Endurance Discount, Disorient Accuracy, ALLOWED: BOOSTS RADIUS ARC 80' — HELP TEXT: POWER HIT MAX TARGETS 0 TYPES seconds. ATTACK Endurance recovery for 15 to decrease 100% 6.5 0 chance of a Energy damage; 100% 11.27 EFFECTS: Mu Adept (Fly) 1.17 — ALLOWED: BOOSTS Click 0 — HELP TEXT: POWER 100% 900 Flight. EFFECTS: 80' 1 0' 8.58 0 0° Auto 4 0 100% 0 0' 0' 1.33 0° — 0 60 0 0 0' Ranged, Energy 0° 0 0 0 Ranged, Smashing 0' 0° 0 — Mu Adept (Resistance)Mu Adept (Lightning Blast) 0Mu Adept (Cage of Lightning) Auto Sleep Damage, Endurance Discount, Recovery, Accuracy, ALLOWED: BOOSTS 100% — HELP TEXT: POWER 0 0' Click 0 chanc Energy damage; 100% 11.27 EFFECTS: 100% Click 0 100% 80' 80' 10.66 0 8.58 0 0 0 1.33 0 2 8 0' 30 0° 0' 0° 0' 0 0° 0 — 0 Ranged, Energy Ranged, Energy Mu Adept (EM Pulse) Hold Damage, Endurance Discount, Recovery, Accuracy, ALLOWED: BOOSTS — HELP TEXT: POWER 73.96 Energy damage versus elect EFFECTS: 0 Click 100% 0' 14.3 0 3.17 3000 25' 0° 0 AoE, Energy have Power Sink or Charged Armor before selecting this power. Damage: Minor, Recharge: Long Damage: Minor, Sink or Charged Armor before selecting this power. have Power 6.25 Energy damage; Scourge EFFECTS: Charged Armor Endurance Discount, Recharge, Resistance ALLOWED: BOOSTS you are surrounded by a When you toggle on this power, HELP TEXT: POWER 40 Toggle 100%Mu Adept (Resistance) 0' 0.1625 0 0 Auto 0.67 100% 0' 4 0 0' 0° 0 0 0 — 0 0' 0° 0 — POWER SinkPower Taunt Endurance Discount, Recharge, Recovery, ALLOWED: BOOSTS Long Sink leaches Energy directly from the bodi Power HELP TEXT: POWER Endurance versus players only; 30% chance to decreas Drains 35% of total Endurance versus critters only; drains 10 EFFECTS: 20.62 Energy resistance. Electric Shackles LEVEL Damage, Recharge, Endurance Discount, Range, Hold, Recovery Accuracy, ALLOWED: BOOSTS 40 TYPE Electric Shackles binds a HELP TEXT: POWER ACCURACY Click chance for a 6-second Hold of strength 3.57 versus players only; drains 7% of total En strength 3.57 versus critters only; 100% RANGE END COST 100% INTERRUPT TIME minutes, and he will leave after 4 minutes or if you exit can only summon him once every 15 to this Adept is very limited. You TIME CAST 0' 43 TIME RECHARGE RADIUS Click 16.25 — ALLOWED: BOOSTS ARCMu Adept (Lightning Bolt) 100% HIT MAX TARGETS — HELP TEXT: POWER Damage, Endurance Discount, Recovery Accuracy, ALLOWED: BOOSTS TYPES ATTACK 0 60' Negative Energy resistance. 20% Energy, EFFECTS: — HELP TEXT: POWER 8.58 2.03 0 Energy damage; drains 3.75 Endura 45.1 EFFECTS: Click 0 120 100% 10' 2.17 80' 0° 6.5 32 10 0 0' AoE, Energy 0° 1 0 4 Ranged, Energy 0' 0° 0 Ranged, Energy Summon Mu Adept Immobilize Damage, Knockback, Slow, Endurance Discount, Range, Accuracy, ALLOWED: BOOSTS Scirocco has shown you HELP TEXT: POWER 46 Click 100% 60' 26 0 1.17 900 0' 0° 0 —

Volume 1 • Issue 1 INTRODUCTION only. sistance; 20.62 Lethal resistance; only; drains 4.5 Endurance versus critters Endurance versus players only; 100% chance Endurance versus players only; 100% h target it hits. You must be at Level 44 and have h target it hits. You ns and are well practiced in the dark arts. Your access ns and are well practiced in the dark arts. Your thin range, you will not gain any Endurance. layers only; 30% chance to decrease 100% Endurance layers only; 30% chance to decrease 100% mely Long Summon Mu Guardian. EFFECTS: THE BASICS ARCHETYPES GROUP DYNAMICS e versus critters only; drains 1.5 Endurance versus players only; 100% chance to decrease 50% Endurance recovery for 4 seconds. Endurance versus players only; 100% e versus critters only; drains 1.5 chance to decrease 50% Endurance recovery for 4 seconds. Endurance versus players only; 100% e versus critters only; drains 1.5 nce versus critters only; drains 1 Endurance versus players only; 100% chance to decrease 50% Endurance recoverynce versus critters only; for 4 seconds. drains 1 Endurance versus players only; 100% n 8-second Disorient of strength 4.62 versus critters only; 100% chance of a 6-second Disorient strength 4.62 versus players n 8-second Disorient of strength 4.62 versus critters only; 100% e of a 12-second Sleep of strength 4.62 versus critters only; 100% chance of an 8-second Sleep strength 4.62 versus players Sleep of strength 4.62 versus critters only; 100% e of a 12-second ronic critters; 100% chance of a 10-second Disorient of strength 4.62; drains 37.5 Endurance versus critters only; drains 12.5 Endurance versus critters only; drains 12.5 Disorient of strength 4.62; drains 37.5 chance of a 10-second ronic critters; 100% how to call upon a mystical Mu Guardian assist you. The pulse with the blood of their slaughtered ancestors in vei charged field that makes you highly resistant to Smashing, Lethal, and Energy damage. Recharge: Fast 20.62 Smashing re EFFECTS: s of all nearby foes, draining their Endurance. Each foe you draw Energy from increases your If there are no foes wi Mu lightning that explodes on contact. Ball Lightning deals good damage in an area of effect and drains some Endurance from eac 5 Energy damage every 1 second for 4 seconds; drains 7% of total Endurance versus critters only; drains 1.25 Endurance versus p 5 Energy damage every 1 second for 4 seconds; drains 7% of total Endurance versus critters only; drains 1.25 to decrease 100% Endurance recovery for 4 seconds; 100% chance to restore 25 Endurance self per target. Endurance recovery for 4 seconds; 100% to decrease 100% Zones it a zone or mission. You must be at Level 47 and have two other Mu Mastery powers before selecting this power. Recharge: Extre must be at Level 47 and have two other Mu Mastery powers before selecting this power. it a zone or mission. You Villains PvP Bases Corruptor Mu Mastery cont. Dominator Mu Mastery Power Sink or Charged Armor before selecting this power. Damage: Moderate (DoT), Recharge: Long Sink or Charged Armor before selecting this power. Power Energy damage; 5. 10.84 EFFECTS: Mu Guardian (Resistance) 0 Auto 100% 0' 0 0 0 0 0' 0° 0 — POWERMu Adept (Lightning Blast) Damage, Endurance Discount, Recovery Accuracy, ALLOWED: BOOSTS — HELP TEXT: POWER chance to decrease 50% Endurance recoveryonly; for 8 seconds. drains 1 Endurance versus players only; 100% 0 73.96 Energy damage; drains 6 Enduranc EFFECTS: Mu Adept (Shocking Bolt) Damage, Endurance Discount, Disorient Accuracy, ALLOWED: BOOSTS Click LEVEL TYPE 100% — HELP TEXT: POWER ACCURACY seconds. Endurance recovery for 15 to decrease 100% RANGE 80' 0 END COST chance of a Energy damage; 100% 11.27 EFFECTS: Mu Adept (Fly) 10.66 INTERRUPT TIME — ALLOWED: BOOSTS Click TIME CAST TIME RECHARGE — HELP TEXT: POWER 100% RADIUS 0 ARC Flight. EFFECTS: 80' HIT MAX TARGETS POWER TYPES ATTACK 8.58 1.33 SinkPower 0 Taunt Endurance Discount, Recharge, Recovery, ALLOWED: BOOSTS AutoRecharge: Long Sink leaches Energy directly from the bodie Power HELP TEXT: POWER 0 8 100% Endurance versus players only; 30% chance Drains 35% of total Endurance versus critters only; drains 10 EFFECTS: Energy resistance. 0' 1.33 0'Ball Lightning LEVEL Damage, Recharge, Endurance Discount, Range, Recovery Accuracy, ALLOWED: BOOSTS 0 0° 40 TYPE 60 Hurls a highly charged ball of HELP TEXT: POWER ACCURACY Clickrecovery for 4 seconds. RANGE 0Summon Mu Guardian END COST 100% 0 Immobilize Damage, Knockback, Slow, Endurance Discount, Range, Accuracy, ALLOWED: 0'BOOSTS INTERRUPT TIME minutes, and he will leave after 4 minutes or if you ex can only summon him once every 15 to this Guardian is very limited. You TIME CAST 0' Scirocco has shown you HELP TEXT: POWER Ranged, Energy 0° TIME RECHARGE 43 RADIUS 0 16.25 — ALLOWED: BOOSTS Click ARCMu Guardian (Lightning Bolt) 46 0 HIT MAX TARGETS — HELP TEXT: POWER 100% Damage, Endurance Discount, Recovery Accuracy, ALLOWED: BOOSTS TYPES ATTACK Click 0 0 Negative Energy resistance. 20% Energy, EFFECTS: 80' Ranged, Smashing — HELP TEXT: POWER Damage, Endurance Discount, Recovery 100% Accuracy, ALLOWED: BOOSTS 18.98 0 0' 2.03 60' — HELP TEXT: POWER Energy damage; drains 3.75 Endura 45.1 EFFECTS: Damage, Endurance Discount, Recovery Accuracy, ALLOWED: BOOSTS Click 0° of the Storm)Mu Guardian (Touch 26 0 120 — HELP TEXT: POWER 73.96 Energy damage; drains 6 Enduranc EFFECTS: Heal Endurance Discount Accuracy, ALLOWED: 100%BOOSTS 0 80' Sentinel. Summon Voltaic EFFECTS: 10' 0 0 1.07 6.5 0° Click — — HELP TEXT: POWER 32 1.17 100% 10 0 Heal. Hit Point 227.26 EFFECTS: 80' 15' 900 AoE, Energy 7.8 0° 1 0' 16 0 0° 4 AoE, Energy 0 2.27 0' 0° — 20 0 0' 0° Ranged, Energy 0 — Mu Adept (Cage of Lightning) Sleep Damage, Endurance Discount, Recovery, Accuracy, ALLOWED: BOOSTS — HELP TEXT: POWER chanc Energy damage; 100% 11.27 EFFECTS: 0 Click 100% 80' 8.58 0 2Charged Armor Endurance Discount, Recharge, Resistance ALLOWED: BOOSTS 30 you are surrounded in a When you toggle on this power, HELP TEXT: POWER 0' 0° 40 Toggle 0 100% 0' Ranged, Energy 0.1625Mu Guardian (Lightning Blast) 0Mu Guardian (Sentinel of Lightning) 0.67 0 0 Click Click 4 100% 100% 80' 0' 60' 10.66 0° 13 0 0 0 1.33 — 3.17 8 60 0' 0' 0° 0° 0 0 Ranged, Energy — Mu Adept (EM Pulse) Hold Damage, Endurance Discount, Recovery, Accuracy, ALLOWED: BOOSTS — HELP TEXT: POWER 73.96 Energy damage versus elect EFFECTS: 0 Click 100% 0' 14.3 0 3.17 3000 25' 0° 0 AoE, Energy

Volume 1 • Issue 1 introduction sistance; 20.62 Lethal resistance; Endurance versus players only; 100% chance Endurance versus players only; 100% some Endurance. You must be at Level 44 and some Endurance. You Recharge: Long a 10-second Immobilize of strength 3.57 for critters a 10-second th 3.57 versus players only; drains 15% of total Endurance versus th 3.57 versus players only; drains 15% Endurance may be transferred back to you. You must be at Level 47 Endurance may be transferred back to you. You stalker Brute ronic critters; 100% chance of a 10-second Disorient of strength 4.62; drains 37.5 Endurance versus critters only; drains 12.5 Endurance versus critters only; drains 12.5 Disorient of strength 4.62; drains 37.5 chance of a 10-second ronic critters; 100% charged field that makes you highly resistant to Smashing, Lethal, and Energy damage. Recharge: Fast 20.62 Smashing re EFFECTS: nces power attempts to Immobilize a group of foes in an area. This deals some Energy damage over time as it slowly drains bolts of Mu electricity in an arc that deals damage and drains Endurance from all affected foes the area. Damage: Moderate, damage every 1 second for 8 seconds; 100% chance for a 15-second Immobilize of strength 3.57 for critters only; 100% chance for Immobilize of strength 3.57 for critters only; 100% chance for a 15-second damage every 1 second for 8 seconds; 100% Mastermind e to restore 4.29 Endurance self. Shackles binds a foe's limbs, leaving the target Held and helpless. The is drained of some Endurance, that % chance to decrease 100% Endurance recovery for 4 seconds; 10% chance to restore 4.29 Endurance self. Endurance recovery for 4 seconds; 10% % chance to decrease 100% durance recovery for 2 seconds. nergy damage; 100% chance for an 8-second Hold of strength 3.57 versus critters only; 100% chance for a 6-second Hold of streng chance for an 8-second Hold of strength 3.57 versus critters only; 100% nergy damage; 100% Corrupter DOMINATOR Dominator Mu Mastery cont. Mastermind Mu Mastery critters only; drains 7 Endurance versus players only; 100% chance to decrease 100% Endurance recovery for 8 seconds; 30% chanc chance to decrease 100% critters only; drains 7 Endurance versus players only; 100% and have two other Mu Mastery powers before selecting this power. Damage: Minor, Recharge: Long EFFECTS: 4.58 E Recharge: Long EFFECTS: Damage: Minor, and have two other Mu Mastery powers before selecting this power. Electric Shackles Electric Damage, Recharge, Endurance Discount, Range, Hold, Recovery HELP TEXT: POWER Accuracy, ALLOWED: BOOSTS 46 Click 100% 60' 8.58 0 2.17 32 0' 0° 0 Ranged, Energy POWERStatic Discharge Range Damage, Recharge, Endurance Discount, Recovery, Accuracy, ALLOWED: BOOSTS 40 LEVEL Endurance versus players only; 100 29.36 Energy damage; drains 7% of total Endurance versus critters only; drains 1.25 EFFECTS: TYPE Click Static Discharge hurls multiple HELP TEXT: POWER ACCURACY RANGE 100% END COST INTERRUPT TIME20.62 Energy resistance. 40' TIME CAST Electrifying Fences TIME RECHARGE 18.98 Damage, Recharge, Endurance Discount, Immobilize, Range, Recovery RADIUS Accuracy, ALLOWED: BOOSTS 43 ARC Click HIT MAX TARGETS only; En drains 4% of total Endurance versus critters only; drains 1 Endurance versus players only; 20% chance to decrease 100% The Electrifying Fe TYPES HELP TEXT: POWER ATTACK 100% 0 40' 2.07 12.74 32 0 40' 1.17 45° 20 10 10' AoE, Energy 0° 10 AoE, Energy Charged Armor Endurance Discount, Recharge, Resistance ALLOWED: BOOSTS 40 Toggle you are surrounded by a When you toggle on this power, HELP TEXT: POWER 100% 0' 0.1625 0 0.67 4 0' 0° 0 — have Static Discharge or Charged Armor before selecting this power. Damage: Moderate (DoT), Recharge: Slowhave Static Discharge or Charged Armor before selecting this power. 3.05 Energy EFFECTS: POWERMu Guardian (EM Pulse) Hold Damage, Endurance Discount, Recovery, Accuracy, ALLOWED: BOOSTS — HELP TEXT: POWER seconds. Endurance recovery for 15 to decrease 100% Mu Guardian (Fly) — ALLOWED: BOOSTS 73.96 Energy damage versus elect EFFECTS: 0 — HELP TEXT: POWER LEVEL Click Fly. EFFECTS: TYPE 100% ACCURACY 0 RANGE 0' END COST Auto INTERRUPT TIME TIME 14.3 CAST 100% TIME RECHARGE RADIUS 0' ARC 0 HIT MAX TARGETS 0 TYPES ATTACK 3.17 0 3000 0 25' 0° 0 0 0' AoE, Energy 0° 0 —

Volume 1 • Issue 1 INTRODUCTION THE BASICS ARCHETYPES GROUP DYNAMICS Zones Villains PvP Bases

Volume 1 • Issue 1 Leveling and Hunting Strategies

Solo Levels 11–20 Duos Levels 1–10 At this level, you get Provoke and We recommend the following introduction Let the smashing begin! This Burn. This build chooses Provoke partners in order of descending Archetype is called a Brute for over Taunt so you can take Invoke preference. good reason; they were made to Panic. For now, Provoke and Burn LEVELS 1–20 break things, over and over again. suffice to help you defeat your 1. Stalker/Corruptor: This is Armed with your giant Stone enemies. As a Brute, you want to a good pairing for fast and Mallet and Blazing Aura, you can get as much aggro as you can—at efficient street sweeping. hunt same-level foes around least from minions and the like. This You charge in and take all of Mercy Isle or take on some of helps you build Fury, so Provoke is the aggro from the minions Kalinda’s missions. a perfect power to attract this while your buddy softens

If you want to level fast, go kind of attention to yourself. up the big bads. Then you stalker street sweeping far away from Once your enemies close around rush in with your Fury up and other players. The reason is the you, knock them down with Fault finish them off. Fury system. Brutes are given a and light them up with Burn. Then 2. Dominator: Another good damage bonus the longer they smash away with your giant match. Let the Dominator remain in combat. As they are hammer for clean up. keep the Bosses and being attacked and are attacking Lieutenants off you while something, they fill up their Fury Levels 21–30 you build your Fury, then bar. The more Fury they With Provoke and Invoke Panic, charge in and let ‘er rip. accumulate the more damage they you have an interesting combo. 3. Mastermind: Be careful Brute deal. It’s quite a vicious cycle that You can gather multiple foes when pairing with encourages Brutes to go from one around you with Provoke, then Masterminds—their pets group of foes to another, paralyze them with fear, then may scatter aggro from you endlessly smashing up enemies light them up with Burn. While the and reduce your efficiency. without rest, until they are too fear wears off, you can knock Your best bet is to wait until low on hit points or have no them down with Fault and pick they’re tying up the Bosses, endurance left. At these early them off with your mallet. It is giving you time to build up levels, with the Fury bonus, both also good to fight with the Fury. Mastermind of your mallet strikes can poten- Leadership powers on as they will tially down foes with one shot. greatly boost your effectiveness. LEVELS 21–40 To truly take advantage of Fury, 1. Stalker/Corruptor: More make sure you pack some Heal and Levels 31–40 of the same, but you both Respite Inspirations to minimize Seismic Smash is the finisher to bring better tricks. downtime. You also have Healing your rampage. You can gather 2. Dominator: Dominators Flames to help minimize downtime. your enemies, scare them with come into their own in the Use Hasten as often as you can Invoke Panic, set them ablaze, late game, with more attacks in combat to greatly increase and then knock them down with and better buffs and crowd Corrupter your attack rate. The more you Fault. As they get up, smash them control. They definitely swing, the more Fury you gain. again with Seismic Smash. You’ll complement your rampage The more Fury, the more damage; most likely leave your opposition and give you plenty of time the more damage, the more foes as finely ground dust by the time to smash. you fight, and the more foes you you’re done with them. 3. Mastermind: By the late fight, the more Fury you gain. It At these high levels, it’s levels, teaming with a Master- never ends. Also, use Fault as an important to beware of holds mind is chaotic. There are so emergency button to temporarily and disorienting attacks. Plasma many pets running around, knock down your enemies if Shield and Fire Shield will help you won’t be able to center DOMINATOR things start to get dicey. you resist these a little, so know the aggro around yourself. which enemies you need to have If you just want to pick guys them on for. off the edges though, this is a great pairing for you.

Volume 1 • Issue 7 Brute Sample Build

Building an Electrical Melee—Electrical Armor Brute

The Electrical power sets offer many unique options to the Brute player. First, Electrical Armor is INTRODUCTION extremely effective against Energy attacks, which are quite common in the mid- and late levels. Secondly, the armor set provides resistance to Psionic attacks, which is very rare (only Dark Armor affords similar protection). Thirdly, the melee set offers a number of attacks that are either AoE (area of effect) or cones. Five of the nine powers in Electrical Melee fall into this category: Lightning Rod, Chain Induction, Thunderstrike, Jacob's Ladder, and Lightning Clap. Consequently, this build is ideal against large groups of mobs. Lastly, the Electrical THE BASICS attacks have two useful side effects: Many of the powers drain Endurance from foes; even better, some attacks have a Disorient effect. An attack can temporarily baffle foes; they'll sort of stagger around for a few moments. But this effect acts as a sleep in game terms. If a player attacks these targets, they'll shake off their shock and resume their attacks. The Electrical power sets have their drawbacks, too. Electrical Armor does not offer any protection against immobilization, knockback, or knockdown. An Electrical Brute might

ARCHETYPES invest in the Leaping power set to get Combat Jumping, which has a resistance to immobilization, as well as Acrobatics, to avoid being thrown around by enemies. The Electrical Armor set also has toggles that can cause some Endurance issues in the early levels, though thoughtful use of these powers can lessen these problems. The Electrical Melee set, though full of area attacks, lacks the knockout blow attacks of some other offensive sets. GROUP DYNAMICS Primary Powers—Melee: Electrical Melee Secondary Powers—Defense: Electrical Armor

DEFAULT ABILITIES Level 4 Level 10 Level 1 New Secondary Power: Lightning Field New Secondary Power: Static Shield Zones Free Default Ability: Brawl Slot: Endurance Reduction Slot: Endurance Reduction Slot: Damage Level 5 Level 11 Free Default Ability: Sprint Two Additional Slots Two Additional Slots Slot: Run Speed Jacob's Ladder: Damage (2x) Thunderstrike: Damage (2x) Level 2 Level 6 Free Default Ability: Rest Power Pool Leaping Set: Level 12 Villains Slot: Recharge Training Combat Jumping Power Pool Fitness Set: Swift POWERS Slot: Endurance Reduction Slot: Run Speed Level 1 NOTE Level 7 New Primary Power: Charged Brawl Players typically should be able Two Additional Slots Slot: Damage to purchase Dual Origin Jacob's Ladder: Damage Enhancements at this point. PvP New Secondary Ability: Charged Armor Charged Armor: Damage Resistance Slot: Damage Resistance Level 13 Level 8 Level 2 Two Additional Slots New Primary Power: Thunderstrike New Primary Power: Jacob's Ladder Charged Armor: Resistance Slot: Damage Slot: Damage Thunderstrike: Damage Level 9 Level 3 Level 14 Two Additional Slots New Leaping Power: Super Jump

Bases Two Additional Slots Thunderstrike: Damage (2x) Jacob's Ladder: Damage (2x) Slot: Jump Training

Volume 1 • Issue 7 Level 15 Level 19 NOTE Two Additional Slots Two Additional Slots Players can now start purchasing Lightning Field: Conductive Shield: and slotting Single Origin Endurance Reduction (2x) Damage Resistance (2x) Enhancements. introduction Level 16 Level 20 Level 23 New Fitness Power: Health New Fitness Power: Stamina Two Additional Slots Slot: Heal Slot: Recovery Charged Brawl: Damage (2x) Level 17 Level 24 Two Additional Slots Level 21 New Secondary Power: Health: Heal (2x) Two Additional Slots Lightning Reflexes Stamina: Recovery (2x) Slot: Run Speed Level 18 New Primary Power: Conductive Shield Level 22 Level 25 Slot: Damage Resistance New Leaping Power: Acrobatics Two Additional Slots stalker Slot: Endurance Charged Brawl: Damage (2x) Leveling and Hunting Strategies

Levels 1–10 and take punishment from the player should pay attention to the Players should practice building minions. It's unlikely that the foes faced and turn off any of Fury; it's the most important tool minions will be able to take out these toggles that aren't appro- a Brute has. Use an attack chain of the Brute, and in the meantime, priate. You can, of course, select Charged Brawl, Brawl, and your their blows are increasing the the Fitness power pool at this Origin power. All are very quick Brute's Fury bar. point with an eye toward getting Brute attacks, but they deal minimal The initial foes don't offer Stamina. But Electrical Brutes damage. The more attack anything an Electrical Brute can't should also consider the Leaping attempts a Brute makes, the more handle. The Infected, the Rogue power set because the Electrical the Fury bar grows, and these fast Island Police, and Snakes boast Armor set does not offer any attacks will make Fury rise very mostly Lethal and Smashing protection against knockback. quickly. Slotting these powers for damage, which Charged Armor Only Acrobatics from Leaping can

accuracy allows them to wear can handle. Players should offer the Electrical Brute any Mastermind down your foes while building beware, however, of those Snake protection against being tossed Fury. A Brute should then choose mobs that have a Venom spit; its around by foes. an appropriate finishing blow: damage is Toxic and not resisted The Electrical Melee set offers a Either Havoc Punch or Jacob's by any of the Electrical Armor very interesting choice at Level Ladder will suffice, though powers at this level. Arachnos 18: Chain Induction. With this, a Jacob's Ladder has the additional soldiers at this point do possess player can strike one opponent benefit of being a cone attack. A some nasty ranged Energy and watch as electricity sparks off player executes the Brute's attacks, but the Electrical Brute to another opponent, and

heaviest attack after the Fury bar has a unique advantage over another, and another—up to four Corrupter has climbed to a high level. In many other Brutes: Both Charged targets can be affected. Each groups, Brutes ought to focus Armor and Conductive Shield attack’s damage and chance to their initial attacks on the offer protection against Energy hit is based on the class of the toughest foe (Lieutenant or Boss) damage. target; the greater the class (Boss, Lieutenant, Minion) the more Levels 11–20 damage is done, and the greater As more powers are selected from the chance to hit. Realize, the secondary set, the Brute however, that there is a slight

might occasionally face chance that Chain Induction can DOMINATOR Endurance issues. Charged harm one of your teammates! Armor, Lightning Field, The Brute's primary hunting Conductive Shield, and Static grounds during these levels is Cap Shield can't be run simultane- au Diable. The Gremlins who ously for very long. A canny haunt the power conduits are

Volume 1 • Issue 7 absolutely perfect prey. Electrical explosive blast. Foes absorb Luckily, the Electrical Armor set Brutes resist the Energy damage damage and are thrown back has a better-than-average quite effectively and have a good quite a distance. In general, Brutes resistance to Energy attacks, protection against Endurance should wait to use the Lightning which abound in these groups. Drains with Static Shield. Rod until their Fury bar is quite The Electrical Brute also has

INTRODUCTION Goldbrickers, on the other hand, high. Sometimes, it's better to use protection against Endurance are quite a handful. Though the the Lightning attack after a few Drain with the Grounded Power, Goldbrickers' attacks are Energy assaults have softened up foes which comes in handy against the based, they do lower the Brute's and the Fury bar is high enough to dreaded Freakshow Juicers. Many invaluable resistances. Given ensure that Lightning Rod can Circle of Thorns mobs can numbers, Goldbrickers can leave a finish them off. In PvP, however, immobilize (examples: Earth

THE BASICS Brute as helpless as any of the Lightning Rod is a terrific opening Thorn Caster, Death Mage), which non-defensive Archetypes. attack. It throws opponents into the Electrical Brute can't resist. At confusion immediately! that point, Lightning Rod is good Levels 21–30 The Electrical Armor set gains choice to deal the coup de grâce! On the Electrical Armor side, a access to an interesting attack of player can select Conserve Power. its own: Power Sink. It's an Levels 41–50 Conserve Power is an invaluable extremely potent ability that can At this point, Brutes spend most ARCHETYPES tool to help with Endurance drain the Endurance of nearby of their time in Grandville or concerns. By this level, a player foes. Against Minions, who tend Recluse's Victory. In the former, has probably one- or two-slotted to fall quickly, it's of limited use, they face off against Arachnos all of the Electrical Armor sets but against the more powerful and Arachnoids. Bane Spiders and with Endurance reducers. Lieutenants and Bosses, it's a Mu Adepts don't pose any Nevertheless, Endurance can still terrific tactic. Bosses (and Elite particular threat, but the Bane GROUP

DYNAMICS be a problem. Bosses) frequently have very Spiders and Arachnoids do Through Levels 21–30, Brutes damaging attacks with huge present a unique problem. Each find themselves stomping Endurance costs. An initial Power has a Toxic component to their throughout Sharkhead Isle. The Sink nullifies their ability to use attacks against which Electrical majority of the island's denizens these powers. Armor has no resistance. For the (Cage Consortium, Freakshow, As the Villain levels through most part, don't be afraid of those

Zones and Miners) are nothing the this period, enemies encountered attacks, except for the Super Electrical Brute can't handle. But include a lot of Arachnos Arachnoids. Their attacks have a Electrical Brutes will enjoy (Longfangs and Wolf Spiders), far more significant amount of hunting Slag Golems! Slag Golems Wailers, and Circle of Thorns. Toxic damage in them. prefer melee attacks, so they'll Sharkhead also boasts a large In missions and zones, Villains gather in close. This is a perfect number of Tsoo and Freakshow. face their arch-nemesis: the opportunity for an Electrical Brute Longbow. The Longbow's attacks

Villains to use Lightning Field! In missions, aren't an issue for the Electrical an Electrical Brute also Brute because their attacks are encounters the Lost. Keep your mostly limited to Lethal and Static Shield up at all times to deal Smashing damage. The Electrical with the Psionic damage, Hold, Brute does have a leg up on and Sleep attacks of the Lost perhaps the most dreaded mob in PvP Lieutenants and Bosses. Longbow, the Ballista. This Boss and Elite Boss is the bane of most Levels 31–40 Archetypes. But several of their At this point, Electrical Melee gets melee attacks are energy based, its signature attack: Lightning which is something that Electrical Rod. The Villain can transform Brutes are more prepared to deal into a bolt of electricity, teleport a with than most. Bases short distance, and let off an

Volume 1 • Issue 7 introduction rget's vision, lowering Accuracy for a short echarge time. Smite clouds the target's ime to multiple targets in front of you. These players only. ge: Fast 35.02 Fire damage; 80% EFFECTS: my to yourself. Foes siphoned in this manner have my to yourself. Foes or 10 seconds. or 10 our foe. Damage: Superior (DoT), Recharge: Slow amage: Moderate, Recharge: Moderate ance. Damage: Moderate, Recharge: Very Long ance. Damage: Moderate, Recharge: Very e in Fear. Foes in this state of panic have reduced Foes e in Fear. dd to your damage and Accuracy. Damage: Moderate, dd to your damage and Accuracy. stalker Brute gative Energy channeled from the Netherworld, then perform a series of blows that deal lot damage over short period t word of fire that sets foes ablaze. Successful attacks from the Fire Sword will ignite your target, dealing damage over time. D nd can ignite the target of your Scorching attack. Once on fire, the target will suffer damage over time. Damage: Minor, Rechar nd can ignite the target of your Scorching attack. Once on fire, will suffer damage over time. Damage: Minor, the Netherworld from your ene and create a life-transferring conduit between foe yourself. This will transfer Hit Points the essence of your foe's soul and transfer it to yourself. This will drain the Hit Points of your enemy and add to Endur the essence of your foe's soul and transfer it to yourself. This will drain Hit Points egative Energy channeled from the Netherworld, then perform a quick punch that deals minor damage. A Shadow Punch clouds the ta he forces of the Netherworld allows you to create dark tentacles that can Immobilize and continuously drain the life force of y egative Energy channeled from the Netherworld, then perform a Smite that deals more damage than Shadow Punch but has longer r ain the essence of all nearby foes' souls, thus increasing your own strength. Each affected foe will lose some Hit Points and a ain the essence of all nearby foes' souls, thus increasing your own strength. Each affected foe will lose some Hit Points and with but a touch, you can give your enemy glimpse into this dark world. This will cause victim to helplessly trembl ds. decrease for 10 seconds. decrease for 10 nergy damage; 5% To Hit decrease for 10 seconds. Hit decrease for 10 nergy damage; 5% To hing damage every .625 second for 3 seconds; 11.23 Negative Energy damage every .625 second for 3 seconds; 5% To Hit decrease f Negative Energy damage every .625 second for 3 seconds; 5% To hing damage every .625 second for 3 seconds; 11.23 e for each target hit 30 seconds. keep them attacking you to raise your Fury. Recharge: Fastkeep them attacking you to raise your Fury. versus versus critters only; 5-second Taunt 20-second Taunt EFFECTS: Mastermind sus players only; 11% To Hit decrease for 20 seconds. To sus players only; 11% trength versus critters only; 10-second Immobilize of 3.57 strength versus players only; 5% To Hit decrease for 20 seconds. Immobilize of 3.57 strength versus players only; 5% To trength versus critters only; 10-second Corrupter DOMINATOR Dark Melee Fiery Melee Dark Consumption Taunt Damage, Recharge, Recovery, Accuracy, ALLOWED: BOOSTS 17 Click The dark power of the Netherworld allows you to tap HELP TEXT: POWER 100% 0' 0.52 0 1.03 180 8' 0° 10 AoE, Negative Energy POWERShadow Punch Hit, Taunt Damage, Recharge, Endurance Discount, Debuff To Accuracy, ALLOWED: BOOSTS LEVEL Recharge: Fast 0time. Damage: Minor, TYPE wrap your fists with N You HELP TEXT: POWER ACCURACY ClickSmite RANGE Hit decrease for 6 secon Smashing damage; 20.85 Negative Energy 5% To 14.17 EFFECTS: Hit, Taunt Damage, Recharge, Endurance Discount, Debuff To Accuracy, ALLOWED: BOOSTS END COST 100% INTERRUPT TIMEvision, lowering Accuracy for a short time. Damage: Moderate, Recharge: Moderate wrap your fists with N You HELP TEXT: POWER TIME CAST 5'Shadow Maul TIME Negative E RECHARGE Smashing damage; 41.7 13.34 EFFECTS: 0 Hit, Taunt Damage, Recharge, Endurance Discount, Debuff To RADIUS Accuracy, ALLOWED: BOOSTS 4.368 Click ARCblows cloud your target's vision, lowering Accuracy for a short time. Damage: High (DoT), Recharge: Moderate 1 HIT MAX TARGETS 100% wrap your arms with Ne You HELP TEXT: POWER TYPES ATTACK of FearTouch Click Smas 11.23 EFFECTS: 0 Hit, Fear Recharge, Endurance Discount, Debuff To Accuracy, ALLOWED: BOOSTS 5' 100% Recharge: ModerateAccuracy. 5 The Netherworld is one scary HELP TEXT: place, POWER 6.864 5'Siphon Life Click of 4.47 strength ver 0.57 Fear of 4.47 strength versus critters only; 7.5-second Fear 15-second EFFECTS: Hit, Heal, Taunt Damage, Recharge, Endurance Discount, Debuff To Accuracy, ALLOWED: BOOSTS 120% 8.528their Accuracy reduced. Damage: Moderate, Recharge: Slow 0 7 tap the power of You HELP TEXT: POWER 5'Taunt 3 Hit Heal; 5% To Hit Point Negative Energy damage; 149.92 Click 41.7 EFFECTS: Recharge Range, Taunt, ALLOWED: BOOSTS 0 8.528 100% 0.97 foes to attack you; this is useful pull enemies off allies and Taunt HELP TEXT: POWER 0' 5' 11 3.07 0 33.36 Negative Energy damage; restores 25 Endurance for each target hit. EFFECTS: Click 0° 11.96 6Soul Drain 100% Hit, Taunt Damage, Recharge, Endurance Discount, Buff To Accuracy, ALLOWED: BOOSTS 8 0 1.17 70' LongRecharge: Very you can dr Using this power, 0 HELP TEXT: POWER 0' 25Midnight Grasp damage increas Hit increase per target hit for 30 seconds; 12.5% Negative Energy damage; 5% To 41.7 EFFECTS: Click 0 Hit, Immobilize, Taunt Damage, Recharge, Endurance Discount, Debuff To 0° Accuracy, Melee, Smashing, Negative Energy ALLOWED: BOOSTS 5' 8 120% 31 1.93 Mastery over t HELP TEXT: POWER 45° Click 0' 0 0 100% 0' 5 15 15.6 5' 0° Melee, Smashing, Negative Energy POWER 1.67 11.96 Melee, Smashing, Negative Energy Scorch 0' 0 0 Damage, Endurance Discount, Recharge, Taunt Accuracy, ALLOWED: BOOSTS 0° LEVEL 10 Fire damage every 1 second for 3 seconds. chance for additional 4.17 TYPE 0 This power engulfs your hands in flames a HELP TEXT: POWER ACCURACY Melee, Negative Energy Fire Sword 2.37 0 RANGE Damage, Endurance Discount, Recharge, Taunt Accuracy, 0 ALLOWED: BOOSTS END COST 15' Click INTERRUPT TIME 2.07 100% Through concentration, you can create a s TIME CAST HELP TEXT: POWER 0° 0 120 TIME RECHARGE Melee, Negative Energy Click RADIUS 5' ARC 15 100% 5 10' HIT MAX TARGETS 4.368 TYPES ATTACK 5' 0° Ranged 0' 6.864 0 0° 7 0 AoE, Negative Energy 1.67 0 Melee, Negative Energy 1.83 3 6 0' 0° 0' 0° 0 Melee, Fire 0 Melee, Lethal, Fire EFFECTS: 53.37 Negative Energy damage; 4.58 Negative Energy damage every 1 second for 9 seconds; 15-second Immobilize of 3.57 s 53.37 Negative Energy damage; 4.58 damage everyEFFECTS: 1 second for 9 seconds; 15-second EFFECTS: 20.85 Lethal damage; 34.19 Fire damage; 80% chance for additional 4.17 Fire damage every 1 second for 4 seconds. Fire damage; 80% chance for additional 4.17 20.85 Lethal damage; 34.19 EFFECTS: Power Sets primary Powers

Volume 1 • Issue 7 0% chance for an 8-second INTRODUCTION 6.68 Smashing damage; 41.7 Fire 6.68 Smashing damage; 41.7 ge increase for 10 seconds. ge increase for 10 ge increase for 10 seconds. ge increase for 10 : Superior, Recharge: Slow : Superior, ing them ablaze. Damage: Moderate, arge: Moderate players only. players only. aling damage over time. Damage: Superior, Slow Fire damage every .5 10.42 EFFECTS: nearby enemies into the air, possibly Disorienting nearby enemies into the air, 1.19 strength versus critters only; 100% chance for strength versus critters only; 100% 1.19 range. Damage: Moderate (DoT), Recharge: Slow THE BASICS ARCHETYPES GROUP DYNAMICS u to make an attack on every foe within melee distance. This will slash and burn your enemies, dealing moderate damage sett e Mallet, the Heavy Mallet deals more damage but is slower to swing. It has a greater chance of knocking down opponents. Damage an enhanced sword of fire that can set foes ablaze. Successful attacks from the Greater Fire Sword will ignite your target, de can cause a seismic disturbance. This will crack the earth itself and send fault toward your target that throws foe that clobbers your foes with a massive two-handed fiery smash and sets them on fire. Damage: High, Recharge: Moderate 2 EFFECTS: eal for a few seconds and slightly increases your Accuracy. Recharge: Longeal for a few seconds and slightly increases your Accuracy. seconds; 80% dama Hit increase for 10 20% To EFFECTS: lows you to form a mallet of solid stone. This Stone Mallet deals heavy damage and can knock down weak foes. Damage: High, Rech cinerate an opponent. This will set your foe ablaze, dealing very high damage over a short time. Damage: High (DoT), Recharge: eal for a few seconds and slightly increases your Accuracy. Recharge: Longeal for a few seconds and slightly increases your Accuracy. seconds; 80% dama Hit increase for 10 20% To EFFECTS: from your mouth, burning all foes within its narrow cone. This is a very accurate attack that can deal good damage at a close k swiftly for moderate damage and may Disorient your opponent. Damage: Moderate, Recharge: Fast Smashing damage; 1 41.7 EFFECTS: conds. nockdown; 100% chance for an 8-second Disorient of 2.38 strength versus critters only; 50% chance for an 8-second Disorient of nockdown; 100% econds. keep them attacking you to raise your Fury. Recharge: Fastkeep them attacking you to raise your Fury. versus versus critters only; 5-second Taunt 20-second Taunt EFFECTS: keep them attacking you to raise your Fury. Recharge: Fastkeep them attacking you to raise your Fury. versus versus critters only; 5-second Taunt 20-second Taunt EFFECTS: Zones Villains PvP Bases Fiery Melee cont. Stone Melee Incinerate Damage, Recharge, Endurance Discount, Taunt Accuracy, ALLOWED: BOOSTS Intense concentration can allow you to In HELP TEXT: POWER 7 Click 100% 5' 6.864 0 1.67 10 0' 0° 0 Melee, Fire Breath of Fire Damage, Recharge, Endurance Discount, Range, Taunt Accuracy, ALLOWED: BOOSTS 17 This allows you to spew forth fire HELP TEXT: POWER Click 120% 15' 10.192 0 2.67 10 15' 30° 10 AoE, Fire POWERCremate Damage, Recharge, Endurance Discount, Taunt Accuracy, ALLOWED: BOOSTS LEVEL Fire damage every 1 second for 4 seconds. damage; 4.17 TYPE Cremate is a slow but devastating attack HELP TEXT: POWER ACCURACY 1Build Up RANGE Hit Endurance Discount, Recharge, Buff To ALLOWED: BOOSTS END COST Click INTERRUPT TIME 100% TIME greatly increases the amount of damage you d CAST Build Up HELP TEXT: POWER 5 TIME RECHARGE 5' RADIUSsecond for 5 seconds. Click ARCTaunt 100% HIT MAX TARGETS 8.528 TYPES ATTACK Recharge Range, Taunt, ALLOWED: BOOSTS 0' foes to attack you; this is useful pull enemies off allies and Taunt HELP TEXT: POWER 0 11 5.2 Fire damage every 1 second for 4 seconds. 28.35 Fire damage; 80% chance for additional 4.17 EFFECTS: ClickFire Sword Circle 100% 1.5 Damage, Recharge, Endurance Discount, Taunt Accuracy, ALLOWED: BOOSTS 0 25 70'Recharge: Slow ClickGreater Fire Sword Mastery of your Fire Sword has enabled yo HELP TEXT: POWER 8 100% 0 Damage, Recharge, Endurance Discount, Taunt Accuracy, ALLOWED: Fire damage every 1 second for 4 se BOOSTS Fire damage; 80% chance for additional 4.17 1.17 Fire damage; 32.31 32.31 EFFECTS: 31 Click 0' 0' 120% mastery of fire allows you to create Your HELP TEXT: POWER 90 18.512 0 0° 5' 0 0' 12.688 2.67POWER 0 0°Stone Fist Damage, Recharge, Endurance Discount, Disorient, Taunt Accuracy, ALLOWED: BOOSTS 0 4.17 10 Melee, Smashing, Fire LEVEL chance for an 8-second Disorient of 2.38 strength versus players only. Disorient of 2.38 strength versus critters only; 10% 0 TYPE stone-covered fists attac Your HELP TEXT: POWER 0 ACCURACYStone Mallet RANGE 20 Click 15' 2.87 Damage, Endurance Discount, Knockback, Recharge, Taunt Accuracy, ALLOWED: BOOSTS END COST — INTERRUPT TIME 68.38 Smashing damage; 50% chance for a Knockdown. EFFECTS: 100% 0° 0 control over the earth al Your HELP TEXT: POWER TIME CAST Heavy Mallet TIME RECHARGE 10' Click 12 5' Damage, Recharge, Endurance Discount, Knockback, Taunt RADIUS Accuracy, ALLOWED: BOOSTS 5 100% 0° ARC 95.07 Smashing damage; 75% chance for a Knockdown. EFFECTS: HIT 1 MAX TARGETS 5.2 A more impressive form of Ston HELP TEXT: POWER TYPES ATTACK 0'Build Up 5' Click Ranged 10 Hit Endurance Discount, Recharge, Buff To ALLOWED: BOOSTS 100% 0° 8.528 0 greatly increases the amount of damage you d Build Up HELP TEXT: POWER 5' Melee, Fire, Lethal 5 0 Recharge: Slow must be on the ground to use this power. deals no damage on its own. You them. Fault Click 0 11.8565.34-second Disorient of 2.38 strength versus players only. 0.57 100% chance for a K 100% EFFECTS: Taunt Melee, Lethal, Fire 0' 0 Recharge Range, Taunt, ALLOWED: BOOSTS 1.17 4 5.2 foes to attack you; this is useful pull enemies off allies and Taunt HELP TEXT: POWER 11 8 1.17 Click 0' 0 100% 0° 12 0' 70' 0° 0 1.17 0 0' 0 0° Melee, Smashing 90 0 Melee, Smashing 0 0' 2.67 0° Melee, Smashing 10 0 — 15' 0° 5 Ranged Recharge: Slow Lethal damage; 60.04 Fire 80% chance for additional 8.34 damage every 1 second for 5 s 41.7 EFFECTS: Fault Recharge, Endurance Discount, Knockback, Range, Disorient, Taunt Accuracy, ALLOWED: BOOSTS This powerful stomp HELP TEXT: POWER 7 Click 80% 20' 10.192 0 2.1 20 15' 0° 10 AoE, Smashing

Volume 1 • Issue 7 introduction ; 60% chance for a Knockdown. rge: Slow Moderate, Recharge: Fast on the ground to use this power. Damage: on the ground to use this power. hem out of the air if they are flying. You must hem out of the air if they are flying. You n drop them out of the air if they are flying. left with reduced Defense, drained of some to become Disoriented due the shock players only. ge. You must be on the ground to use this power. ge. You t. Damage: Extreme, Recharge: Slow ery Fast 28.35 Smashing damage; 10% EFFECTS: rself for 10 seconds; after 120 seconds, 25 Endurance is seconds; after 120 rself for 10 2.38 strength versus players only; 100% chance for a 2.38 strength versus players only; 100% stalker Brute ut Blow on your opponent. This punch does superior damage and has a great chance of Holding target. Damage: Extreme, Recha deal a moderate amount of damage, but most all can knock your opponent down, unable to attack again until standing. Damage: of ground beneath your feet and hurl it at an enemy. This attack deals moderate damage and can knock foes back even drop t of ground beneath your feet and hurl it at an enemy. nockback; disable Flight. a chunk of ground beneath your feet and Hurl it at an enemy. This attack deals moderate damage and can knock foes back eve a chunk of ground beneath your feet and Hurl it at an enemy. th, you can stomp your foot to the ground, quaking earth itself. This is a localized attack against everything in melee ran a berserker fury. While raging, your damage and Accuracy are dramatically increased. However, when your Rage subsides, you are While raging, your damage and Accuracy are dramatically increased. However, a berserker fury. hquake immediately around you. This will deal moderate damage to every foe in melee range while knocking them back. You must be hquake immediately around you. This will deal moderate damage to every foe in melee range while knocking them back. You the Haymaker has a great chance of knocking your opponent down. Damage: High, Recharge: Moderate 68.38 Smashing damage EFFECTS: ack; disable Flight. ether with such force that you create a deafening shockwave. This shockwave can knock back nearby foes, and they have chance he force of the earth itself. It deals tremendous amounts damage and may Hold target if your foe is not defeated outrigh minor damage but has a chance of Disorienting the target, especially if coupled with other attacks. Damage: Minor, Recharge: V minor damage but has a chance of Disorienting the target, especially if coupled with other attacks. Damage: Minor, keep them attacking you to raise your Fury. Recharge: Fastkeep them attacking you to raise your Fury. versus versus critters only; 5-second Taunt 20-second Taunt EFFECTS: mage increase for 120 seconds; after 120 seconds, 20% Defense debuff; after 120 seconds you can only use powers that affect seconds, 20% Defense debuff; after 120 seconds; after 120 mage increase for 120 Mastermind ters only; 50% chance for an 8-second Disorient of 1.19 strength versus critters only; 100% chance for 5.34-second Disorient of strength versus critters only; 100% ters only; 50% chance for an 8-second Disorient of 1.19 ond Hold of 3.57 strength versus players only; 100% chance for a Knockup. ond Hold of 3.57 strength versus players only; 100% econd Hold of 4.76 strength versus players only. econd Hold of 4.76 Corrupter DOMINATOR Stone Melee cont. Super Strength Hand Clap Recharge, Endurance Discount, Disorient, Knockback, Taunt Accuracy, ALLOWED: BOOSTS can clap your hands tog You HELP TEXT: POWER 5 Click 80% 0' 13 0 1.23 30 15' 0° 10 AoE inner ear. Hand Clap deals no damage. Recharge: Slowinner ear. chance for an 8-second Disorient of 2.38 strength versus crit 100% EFFECTS: Rage Hit Endurance Discount, Recharge, Buff To ALLOWED: BOOSTS Longyour Endurance, and unable to attack for a short while. Recharge: Very An unconscious Rage comes over you, sending you into HELP TEXT: POWER seconds; 80% da 17 Hit increase for 120 20% To EFFECTS: Click 100% 1' 5.2 0 1.17 240 0' 0° 0 — Hurl Boulder Damage, Endurance Discount, Knockback, Range, Recharge, Taunt Accuracy, ALLOWED: BOOSTS 25 can tear up a chunk You HELP TEXT: POWER Click 100% 80' 9.36 0 3.83 8 0' 0° 0 Ranged, Smashing StompFoot Damage, Recharge, Endurance Discount, Knockback, Taunt Accuracy, ALLOWED: BOOSTS Damage: Moderate, Recharge: Slow 31 Using your superior leg streng HELP TEXT: POWER Click Smashing damage; 80% chance for a Knockdown. 59.21 EFFECTS: 100% 0' 18.512 0 2.1 20 15' 0° 10 AoE, Smashing POWERSeismic Smash Damage, Recharge, Endurance Discount, Hold, Taunt Accuracy, ALLOWED: BOOSTS LEVEL chance for 5.34-s strength versus critters only; 17 100% chance for an 8-second Hold of 4.76 Smashing damage; 100% 148.45 EFFECTS: TYPE This massive attack hits with all t HELP TEXT: POWER Click ACCURACY RANGE 120% END COST INTERRUPT TIME Damage: Moderate, Recharge: Moderatebe on the ground to use this power. 5' TIME CAST TIME RECHARGE 68.38 Smashing damage; 50% chance for a Knockb EFFECTS: 18.512 RADIUS ARC HIT MAX TARGETS TYPES ATTACK 0 1.5POWERJab Damage, Endurance Discount, Disorient, Recharge, Taunt 20 Accuracy, ALLOWED: BOOSTS LEVELchance for a 6-second Disorient of 2.38 strength versus critters only. TYPE This is a quick jab that deals HELP TEXT: POWER ACCURACYPunch RANGE 0' Damage, Recharge, Endurance Discount, Knockback, Taunt 0 Accuracy, ALLOWED: BOOSTS END COST INTERRUPT TIME Smashing damage; 30% chance for a Knockdown. 41.7 EFFECTS: Click 0° Super Strength Punch can Your HELP TEXT: POWER TIME CAST Haymaker 100% TIME RECHARGE 0 Damage, Recharge, Endurance Discount, Knockback, Taunt RADIUS Accuracy, ALLOWED: BOOSTS 0 Click ARC 5' HIT MAX TARGETS A slow but devastating attack, HELP TEXT: POWER 100% 1 TYPES ATTACK 3.536 Melee, Smashing Click 5' 100%Knockback. 0 5.2Knockout Blow 5' Damage, Recharge, Endurance Discount, Knockback, Hold, Taunt Accuracy, ALLOWED: BOOSTS chance for 6.67-sec Hold of 3.57 strength versus critters only; 100% chance for 10-second 7 Smashing damage; 100% 148.45 EFFECTS: 8.528 can perform a Knocko You HELP TEXT: POWER 1.07 0 ClickTaunt Recharge Range, Taunt, ALLOWED: BOOSTS 120% 0 13.2' 2 foes to attack you; this is useful pull enemies off allies and Taunt HELP TEXT: POWER 1.2 11 18.512 Click 1.5drained. 0' 4 100% 0Hurl 0° 70' Damage, Recharge, Endurance Discount, Knockback, Range, Taunt Accuracy, ALLOWED: BOOSTS 8 Damage: High, Recharge: Moderate must be on the ground to use this power. You 0' are able to tear up You HELP TEXT: POWER 0 0 2.23 0° 25 68.38 Smashing damage; 50% chance for a K EFFECTS: 0' Click Melee, Smashing 25 0° 0 100% 0 80' 0 0' Melee, Smashing 2.67 9.36 0° Melee, Smashing 10 0 0 15' Melee, Smashing 3.83 0° 8 5 Ranged 0' 0° 0 Ranged, Smashing Tremor Damage, Recharge, Endurance Discount, Knockback, Taunt Accuracy, ALLOWED: BOOSTS Moderate, Recharge: Slow can cause a localized eart You HELP TEXT: POWER 31 Smashing damage; 80% chance for a Knockdown. 41.7 EFFECTS: Click 100% 0' 13.52 0 3.3 14 15' 0° 10 AoE, Smashing

Volume 1 • Issue 7 INTRODUCTION urance. Smashing 7.5% EFFECTS: e. Recharge: Fast to use any powers. Endurance cost for this is attacks. Recharge: Fast ce Drain effects. Recharge: Fast (DoT), Recharge: Fast you will be healed. Damage: Minor, Recharge: Slow you will be healed. Damage: Minor, s, and punches tend to deflect off the shield. Kinetic Cloak of Darkness grants you a bonus to Defense all 1.8% Defense versus Energy attacks; 17.3% resistance Defense versus Energy attacks; 17.3% 1.8% e more life is restored to you. Drained foes are left attacked, and even then, with reduced Accuracy. attacked, and even then, with reduced Accuracy. t work with any other form of Concealment power such as Shadow Long Heal per target; Hit Point Self-resurrect; 289.14 EFFECTS: THE BASICS ARCHETYPES GROUP DYNAMICS g you difficult to spot at a distance. You can be seen only at close range, or if you attack a target. Even you're seen, the g you difficult to spot at a distance. You an absorb all forms of energy, making you more resistant to Fire, Cold, Energy, and Negative Energy attacks, as well Enduran making you more resistant to Fire, Cold, Energy, an absorb all forms of energy, weapons. This auto power permanently reduces all incoming Smashing and Lethal damage. is always on costs no End world to drain a small amount of life from all enemies nearby, thus healing yourself. The more foes that are affected, the world to drain a small amount of life from all enemies nearby, such as the Oppressive Gloom. This power allows you to use your own Hit Points to keep enemies near you Disoriented and unable such as the Oppressive Gloom. This power allows you to use your own Hit Points yourself from damage. This Dark Embrace shrouds you and grants resistance to Lethal, Smashing, Negative Energy, and Toxic damag and Toxic yourself from damage. This Dark Embrace shrouds you and grants resistance to Lethal, Smashing, Negative Energy, rld, allowing its Negative Energy to seep from your body. This will continuously damage all foes in melee range. Damage: Minor rld, allowing its Negative Energy to seep from your body. ood resistance to Psionic damage. With your mind enshrouded in darkness you are protected from Sleep, Fear, Hold, and Disorient your mind enshrouded in darkness you are protected from Sleep, Fear, ood resistance to Psionic damage. With ish Cloak of Fear. Foes close to you are treated to visions most horrific, forcing them to tremble in terror, attacking only if close to you are treated visions most horrific, forcing them tremble in terror, Foes ish Cloak of Fear. an deflect physical attacks. Your Defense to Smashing and Lethal attacks is increased as weapons powers like bullets, blade an deflect physical attacks. Your ransfer, sucking the life force of all foes around you to bring yourself back from the brink of death. The more foes nearby, th sucking the life force of all foes around you to bring yourself back from brink death. The more nearby, ransfer, itters only; 4.17 unresistible damage every 2 seconds. itters only; 4.17 .38; 60% Perception increase. .38; 60% Perception e Debt protection efense to Energy attacks. Recharge: Fast Defense versus Lethal attacks; Defense versus Smashing attacks; 12.75% 12.75% EFFECTS: overy resistance; 69% Endurance Drain resistance. Zones u to better see stealthy foes. Unlike some stealth powers, Cloak of Darkness has no movement penalty. Cloak of Darkness will no some stealth powers, Cloak of Darkness has no movement penalty. u to better see stealthy foes. Unlike 38; protection versus Fear 10.38. 38; protection versus Fear r 90 seconds. There must be at least one foe nearby to fuel the transfer and revive yourself. Damage: Moderate, Recharge: Very r 90 seconds. There must be at least one foe nearby to fuel the transfer and revive yourself. Damage: Moderate, Recharge: Very Villains PvP Bases Dark Armor Energy Aura Shield also grants you good resistance to Defense debuffs. The energy-based nature of Kinetic offers some minimal D attacks and some protection from Immobilization. This Netherworld cloak also lets you to see things in a new light, allowing yo POWERDark Embrace Endurance Discount, Recharge, Res Damage ALLOWED: BOOSTS LEVEL Negative Energy resistance. resistance; 15% Toxic 22.5% Smashing resistance; Lethal 15% EFFECTS: 0 TYPE tap into the energy of Netherworld to protect You HELP TEXT: POWER ACCURACY ToggleDeath Shroud RANGE 100% Recharge, Endurance Discount, Damage, Taunt Accuracy, ALLOWED: BOOSTS END COST INTERRUPT TIME 8.34 Negative Energy damage everyEFFECTS: 2 seconds. 1 become a focus point for the Netherwo You HELP TEXT: POWER 0' TIME CAST ToggleMurky Cloud TIME RECHARGE 100% RADIUS Endurance Discount, Recharge, Res Damage 0.104 ALLOWED: BOOSTS ARC Negative Energy resistance; 69% Endurance rec Energy resistance; 15% 22.5% Fire resistance; Cold 15% EFFECTS: HIT MAX TARGETS 3 0' create a Murky Cloud enshrouding you. This cloud c You HELP TEXT: POWER TYPES ATTACK Toggle 0 100% 1.04 protection versus Sleep 10. protection versus Hold 10.38; Psionic resistance; protection versus Disorient 10.38; 37.5% EFFECTS: 0'Dark Regeneration 0.67 0 Recharge, Heal, Damage Endurance Discount, Accuracy, ALLOWED: BOOSTS 15 0.104 Heal per target. Hit Point 8.34 Negative Energy damage per target; 449.76 EFFECTS: Click can tap the dark essence of Nether You HELP TEXT: POWER Cloak of Darkness 4 100% 1.17 0 Endurance Discount, Recharge, Buff Defense ALLOWED: BOOSTS 19 0' Toggle 0' or Steamy Mist. Recharge: Slow A shroud of NetherworldFall darkness envelops you, makin HELP TEXT: POWER 100% 4 33.8 1.17Cloak of Fear 0° 0' Stealth; 3.75% Defense increase versus all attacks; protection Immobilize 10 EFFECTS: Hit, Fear Recharge, Endurance Discount, Debuff To Accuracy, ALLOWED: BOOSTS Recharge: Fast 27 8' 0 0.13 4 can wrap yourself in a nightmar You HELP TEXT: POWER 0 ToggleOppressive Gloom Hit decrease. 5% To of strength 4.47; Fear EFFECTS: 0° 67% Recharge, Endurance Discount, Disorient Accuracy, ALLOWED: BOOSTS 34 Toggleminimal, but the power can be dangerous to use. Recharge: Moderate — 0 0' 1.17 0' The Netherworld has many mutable properties, HELP TEXT: POWER 10 100%Soul Transfer 0° chance for Disorient of 2.38 strength versus cr 100% EFFECTS: Damage, Disorient Recharge, Heal, Recovery, ALLOWED: BOOSTS 2.6 0' 30 1.17 AoE, Negative Energy 37 Should you fall in battle, can perform a Soul T HELP TEXT: POWER 0 0.156 Click 20' 100% 0 20 — 0° 0 0' 0' 1.17 0 10 0° 1.17 4 AoE, Negative Energy 0 0 8 8' — 1.17 8' 0° 0° 300 10 10 AoE, Negative Energy 25' 0° AoE, Negative Energy 10 AoE, Negative Energy Obsidian Shield Endurance Discount, Recharge, Res Damage ALLOWED: BOOSTS 9 Toggle can create a special Obsidian Shield that grants g You HELP TEXT: POWER 100% 0' 0.104 0 1.17 4 0' 0° 0 — Disoriented. The dark effects of this Soul Transfer will leave you invulnerable for a brief time, and protected from XP Debt fo Disoriented. The dark effects of this Soul Transfer restore 30 Endurance; 41.7 Negative Energy damage; 100% chance for a 10-second Disorient of 35.76 strength; 90-second Experienc Disorient of 35.76 chance for a 10-second Negative Energy damage; 100% restore 30 Endurance; 41.7 resistance; 7.5% Lethal resistance. resistance; 7.5% POWERKinetic Shield Endurance Discount, Recharge, Buff Defense ALLOWED: BOOSTS LEVEL 0 TYPE Kinetic Shield creates a harmonic Energy Aura that c HELP TEXT: POWER versus Defense debuffs. ACCURACY Toggle RANGE 100%Dampening Field END COST INTERRUPT TIME Res Damage ALLOWED: BOOSTS 1 0' TIME CAST TIME RECHARGE Auto body resonates a mild Dampening Field that absorbs kinetic energy from physical Your HELP TEXT: POWER RADIUS 0.13 100% ARC HIT MAX TARGETS TYPES ATTACK 0' 0 0 0.73 0 4 0.5 0' 0° 0 0 0' 0° — 0 — secondary powers

Volume 1 • Issue 7 introduction l; 15% Toxic resistance for 60 seconds. Toxic l; 15% ery 2 seconds. 90 seconds. al Fire damage. Damage: Minor for as long you can keep this toggle power ction from Sleep and Hold effects. om Disorient effects. Recharge: Very Fast om Disorient effects. Recharge: Very ense debuffs. This energy aura is so powerful that it red. Even if discovered, you still maintain a Defense s these attacks are reflected or refracted off the shield. range, you will not gain any Endurance. Recharge: Long Fire, Cold, Energy, and Negative Energy attacks for 180 Fire, Cold, Energy, us Defense debuffs. ersus Defense debuffs. stalker Brute e partially invisible. While cloaked you can only be seen at very close range. If you attack while cloaked, will be discove e to Cold damage. This power is always on and costs no Endurance. Cold resistance; 22.5% Fire resistance. 7.5% EFFECTS: pe effects. The shield makes you resistant to Knockback, Repel, Disorient, Hold, Sleep, Immobilization, and enemy Teleportation urself. The power of the flames can also protect you from Toxic damage for a while. Recharge: Longurself. The power of the flames can also protect you from Toxic Hea 262.36 Hit Point EFFECTS: d dramatically improve your Defense to all attack types except Psionic attacks. Overload also grants you high resistance Def l nearby foes to replenish your own Endurance. The more foes that are affected, the more Endurance is gained. Foes suffer minim l nearby foes to replenish your own Endurance. The more that are affected, the Endurance is gained. Foes plasma. The Plasma Shield gives you resistance to Energy, Negative Energy, and Fire damage. Plasma Shield also gives you prote Negative Energy, plasma. The Plasma Shield gives you resistance to Energy, round you that can deflect non-physical attacks. Your Defense to Fire, Cold, Energy, and Negative Energy attacks is increased a Defense to Fire, Cold, Energy, round you that can deflect non-physical attacks. Your resistance to Lethal, Smashing, and Fire damage. Shield also provides minimal Cold damage protection fr Energy damage. This power is always on and costs no Endurance. Negative Energy resistance. 9.3% Energy resistance; 7.5% EFFECTS: ating this power, you expend less Endurance on all other powers for a while. Recharge: Very Long you expend less Endurance on all other powers for a while. Recharge: Very ating this power, Endurance discount for EFFECTS: by flames that burn all foes attempt to enter melee range. Damage: Minor (DoT), Recharge: Fast Fire damage ev 9.17 EFFECTS: all nearby foes, draining their Endurance. Each foe you draw energy from increases your If there are no foes within fense versus Cold attacks; 15% Defense versus Energy attacks; 10% Defense versus Negative Energy attacks; 17.3% resistance vers Defense versus Negative Energy attacks; 17.3% Defense versus Energy attacks; 10% fense versus Cold attacks; 15% Mastermind Hold 10.38; protection versus Sleep 10.38. Hold 10.38; Knockup, Repel; protection versus Teleportation; protection versus Disorient, Hold, Sleep, Immobilize 10.38; 17.3% resistance v 17.3% protection versus Disorient, Hold, Sleep, Immobilize 10.38; Knockup, Repel; protection versus Teleportation; of all Endurance and unable to recover Endurance for a while. Recharge: Very Long of all Endurance and unable to recover for a while. Recharge: Very 45% Defense versus Smashing, Lethal, EFFECTS: buffs; after 180 seconds, 100% Endurance decrease; after 180 seconds, 100% Endurance recovery decrease for 20 seconds. seconds, 100% Endurance decrease; after 180 seconds, 100% buffs; after 180 any other form of Concealment powers. Recharge: Slow Stealth; 3.75% Defense increase versus all attacks. EFFECTS: sus players only; 30% chance for 100% Endurance recovery for 4 seconds. sus players only; 30% chance for 100% orient 10.38. Corrupter DOMINATOR Energy Aura cont. Fiery Aura Recharge: Very LongRecharge: Very Fire damage; restore 20 Endurance per target. 16.68 EFFECTS: seconds; increase Endurance recovery 100% for 180 seconds; increase Max Hit Points by 599.7; 34.6% resistance versus Defense de by 599.7; seconds; increase Max Hit Points for 180 seconds; increase Endurance recovery 100% Overload Heal Endurance Discount, Recharge, Buff Defense, Recovery, ALLOWED: BOOSTS can Overload your energy aura an You HELP TEXT: POWER 37 Click 100% 0' 2.6 0 3 1000 0' 0° 0 — can even absorb some damage, effectively increasing your Max Hit Points. However, when Overload wears off, you are left drained However, can even absorb some damage, effectively increasing your Max Hit Points. Healing Flames 3 ProtectionTemperature 9 Click Auto 100% 100% 0' 0' 10.4 0 0 0 1.5 0 60 0 0' 0° 0' 0° 0 0 — — Consume Taunt Recharge, Endurance Discount, Damage, Recovery, Accuracy, ALLOWED: BOOSTS can drain body heat from al You HELP TEXT: POWER 19 Click 100% 0' 0.52 0 2.03 180 20' 0° 10 AoE, Fire POWER ShieldPower Endurance Discount, Recharge, Buff Defense ALLOWED: BOOSTS LEVEL Shield also grants you good resistance to Defense debuffs. Recharge: FastPower 3 TYPE Shield creates a electromagnetic shield This Power HELP TEXT: POWER ACCURACY Toggle RANGE De Defense versus Fire attacks; 15% 15% EFFECTS: END COST 100% INTERRUPT TIMEactive. Entropy Shield also grants you good resistance to Defense debuffs. Recharge: Fast TIME CAST 0' TIME RECHARGE Protection versus Knockback, EFFECTS: RADIUS Res Damage ALLOWED: BOOSTS 0.13 ARC HIT MAX TARGETS ability to channel energy makes you naturally resistant Energy and Negative Your HELP TEXT: POWER TYPES ATTACK The Energy Cloak will not work with 0 some stealth powers, the Energy Cloak has no movement penalty. bonus to all attacks. Unlike Energy Drain Endurance Discount, Recharge, Recovery ALLOWED: BOOSTS 1.67 Endurance ver Restores 25 Endurance for each target hit; drains 33% of total versus critters only; drains 10 EFFECTS: Energy Drain leaches energy directly from the bodies of 27 HELP TEXT: POWER Conserve Click Power Endurance Discount, Recharge ALLOWED: BOOSTS 100% 4 34 can focus for a moment to conserve your Endurance. After activ You HELP TEXT: POWER Click 0' 100% 0' 13 0' 0° 7.8 0 0 0POWER — 2.37Fire Shield Endurance Discount, Recharge, Res Damage ALLOWED: BOOSTS LEVEL Cold resistance; protection versus Dis 22.5% Smashing resistance; Lethal Fire 7.5% 1.17EFFECTS: 60 TYPE While this power is active, Fire Shield gives you good HELP TEXT: POWER 0 ACCURACYBlazing Aura RANGE Toggle Recharge, Endurance Discount, Damage, Taunt Accuracy, ALLOWED: BOOSTS END COST 600 100% 10' INTERRUPT TIME While this is active, you are surrounded HELP TEXT: POWER 1 TIME CAST 0° 0' Endurance Discount, Heal, Recharge, Res Damage ALLOWED: BOOSTS Toggle TIME RECHARGE 0' RADIUS 100% can concentrate for a few moments to heal yo You HELP TEXT: POWER ARC 0.13 10 Res Damage ALLOWED: 0°BOOSTS HIT MAX TARGETS 0' TYPES ATTACK Protection gives you strong resistance to Fire damage and some resistanc Temperature HELP TEXT: POWER AoE, Energy 1.04 0 0 FastRecharge: Very — 22.5% Energy resistance; Negative Fire protection versus EFFECTS: 0 1.67 2.03 2 4 0' 0° 8' 0 0° — 10 AoE, Fire Entropy Shield Endurance Discount, Recharge ALLOWED: BOOSTS 9 Entropy Shield diminishes and dampens the energy of controlling-ty HELP TEXT: POWER ToggleEnergy Protection 100% 15 AutoEnergy Cloak 0' Recharge, Endurance Discount, Buff Defense ALLOWED: BOOSTS 100% 0.13 19 The Energy Cloak bends light around you so becom HELP TEXT: POWER 0' Toggle 100% 0 0 0' 0.13 0.73 0 0 10 0.5 0' 0.73 0 0° 20 0' 0 0° 0' — 0° 0 0 — — Plasma Shield Endurance Discount, Recharge, Res Damage ALLOWED: BOOSTS 15 While this power is active, you are surrounded by pure HELP TEXT: POWER Toggle 100% 0' 0.13 0 3 2 0' 0° 0 —

Volume 1 • Issue 7 INTRODUCTION tance. recovery costs is also increased. Unstoppable ur defiant stature means you are more likely to be % Fire damage increase for 30 seconds; 80% e this power. Damage: Moderate (DoT) e this power. half of your Hit Points and Endurance. Rise of the half of your Hit Points his power is most effective while fighting multiple Defense versus all attacks except Psionic per target. 90-second Experience Debt protection. se Endurance recovery 100% for 180 seconds; protection versus for 180 se Endurance recovery 100% THE BASICS ARCHETYPES GROUP DYNAMICS You are resistant to all damage but Psionics, as well as Knockback, Sleep, Hold, Immobilize, and Disorient effects. However, yo are resistant to all damage but Psionics, as well Knockback, Sleep, Hold, Immobilize, and Disorient effects. However, You tant to Smashing and Lethal damage. Recharge: Fast 22.5% Smashing resistance; Lethal resistance. EFFECTS: remely resistant not only to most damage, but also Disorient, Immobilization, Hold, Knockback, and Sleep effects. Endurance power is always on and costs no Endurance. 5.6% Smashing resistance; Lethal resistance. EFFECTS: nts for a short time. Recharge: Very Longnts for a short time. Recharge: Very Heal. 599.8 Hit Point by 599.7; Increase Max Hit Points EFFECTS: ts no Endurance. Tough Hide offers no protection to Psionic attacks.ts no Endurance. Tough 3.75% Defense versus all attacks except Psionic. EFFECTS: ys on and costs no Endurance. 5.6% Energy resistance; Negative resistance. EFFECTS: om Immobilization effects. Foes that enter the flames you leave behind will take damage. You must be near the ground to activat that enter the flames you leave behind will take damage. You om Immobilization effects. Foes ic Damage. This power is always on and costs no Endurance. resis 5.6% Fire resistance; Cold Toxic EFFECTS: he fiery resurrection blasts nearby foes with an explosion and knocks them down and Disorients them. You will revive with about he fiery resurrection blasts nearby foes with an explosion and knocks them down Disorients them. You a while. Also increases the damage of all your other non-Fire-based attacks for a short while. Recharge: Very Long a while. Also increases the damage of all your other non-Fire-based attacks for short Recharge: Very 100 EFFECTS: each nearby foe in melee range you receive a bonus to Defense against all attacks but Psionics, and a bonus to your Accuracy. T each nearby foe in melee range you receive a bonus to Defense against all attacks but Psionics, and your Accuracy. ection versus Knockback, Knockup, Repel; protection from Disorient, Hold, Sleep, Immobilize 10.38; -5% Defense. ection versus Knockback, Knockup, Repel; protection from Disorient, Hold, Sleep, Immobilize 10.38; surrect; 749.6 Hit Point Heal; restore 50 Endurance; 112.77 Fire damage; 100% chance for 10-second Disorient of 6.16 strength; Disorient of 6.16 chance for 10-second Fire damage; 100% Heal; restore 50 Endurance; 112.77 Hit Point surrect; 749.6 and To Hit Bonus. Recharge: Slow and To Hit increase; 3.75% Defense versus all attacks except Psionic; additional 1.1% 20% To EFFECTS: Zones seconds, 90% Hit Point decrease; after 180 seconds, 100% Endurance decrease. seconds, 100% decrease; after 180 seconds, 90% Hit Point harge: Very Longharge: Very seconds; increa resistance for 180 Toxic Negative Energy, 52.5% Smashing , Lethal, Fire, Cold, Energy, EFFECTS: Villains PvP Bases Invulnerability Fiery Aura cont. Knockback, Knockup, Repel for 180 seconds; protection versus Disorient, Hold, Sleep, Immobilize 17.3 for 180 seconds; after 180 for 180 seconds; protection versus Disorient, Hold, Sleep, Immobilize 17.3 Knockback, Knockup, Repel for 180 Unyielding Endurance Discount, Recharge, Res Damage ALLOWED: BOOSTS 15 you become Unyielding. When you toggle on this power, HELP TEXT: POWER Toggle 100% 0' 0.13 HideTough 0 34 Auto 100% 2.33 0' 10 0 0' 0 0° 0 0 — 0 0' 0° 0 — Temp InvulnerabilityTemp 1 Toggle 100% 0'Resist Elements 0.13 9 Auto 100% 0Resist Energies 0' 19 0.67 0 Auto 100% 2 0 0' 0 0' 0 0° 0 0 0 0.5 — 0' 0° 0 0 0' — 0° 0 — POWERBurn Endurance Discount, Recharge, Damage ALLOWED: BOOSTS LEVELRecharge: Slow can ignite the ground beneath you, freeing yourself fr You TYPE HELP TEXT: POWER ACCURACYFiery Embrace RANGE 27 seconds. for 100 3.38 Fire damage every EFFECTS: .2 second; protection versus Immobilize 10.38 Endurance Discount, Recharge ALLOWED: BOOSTS END COST Click INTERRUPT TIME seconds. 34damage increase to all other types for 10 Significantly boosts the damage of all your Fire attacks for quite HELP TEXT: POWER TIME CAST 100% ClickRise of the Phoenix TIME RECHARGE Recharge, Damage, Disorient RADIUS 100% Heal, Recovery, ALLOWED: BOOSTS 37 0' ARC Click HIT MAX TARGETS 0' If you are defeated, can rise from the ashes. T HELP TEXT: POWER TYPES ATTACK 5.2 100% 7.8 0' 0 0POWER 0Resist Physical Damage 0 2.03 Res Damage ALLOWED: BOOSTS Auto 0 LEVEL 0.73 TYPE are naturally tough and inherently resistant to Smashing Lethal damage. This 100% You HELP TEXT: POWER ACCURACY Endurance Discount, Recharge, Res Damage ALLOWED: BOOSTS 10 RANGE END COST 0' 180 4.33 INTERRUPT TIME you become highly resis When you toggle on this power, HELP TEXT: POWER Endurance Discount, Recharge, Heal ALLOWED: BOOSTS TIME CAST 0' 0 TIME RECHARGE can activate this power to increase your Maximum Hit Poi You HELP TEXT: POWER 300 RADIUS 0' Res Damage ALLOWED: 0°BOOSTS ARC HIT MAX TARGETS 0° TYPES ATTACK 0 are naturally resistant to the elements and always take less Fire, Cold, Tox You HELP TEXT: POWER 0' 0hit. Recharge: Slow 0 0° — 0 resistance; prot Toxic Res Damage Negative Energy, ALLOWED: BOOSTS Fire, Cold, Energy, 3.75% Smashing, Lethal resistance; 7.5% EFFECTS: — 0 are naturally resistant to Energy and Negative damage. This power is alwa You HELP TEXT: POWER 0 foes can contribute to your Defense opponents. The first foe you engage in melee grants the highest Defense bonus, and up to 10 — Buff Defense ALLOWED: BOOSTS 0' thickened skin makes you much tougher to hit. This power is always on and cos Your HELP TEXT: POWER 0° 0 — Phoenix leaves you invulnerable for a brief time and protected from XP Debt for 90 seconds. Recharge: Very LongPhoenix leaves you invulnerable for a brief time and protected from XP Debt 90 seconds. Recharge: Very Self-re EFFECTS: Dull Pain 3 Click 100% 0' 10.4Invincibility Hit, Taunt Endurance Discount, Recharge, Buff Defense, To ALLOWED: BOOSTS 0 While this power is active, for HELP TEXT: POWER 27 Toggle 100% 0.73Unstoppable 0' Endurance Discount, Recharge, Res Damage, Recovery ALLOWED: BOOSTS little Endurance to activate, but when it wears off you are left exhausted, and drained of almost all Health Endurance. Rec 360 0.208 37 you become ext When you activate this power, HELP TEXT: POWER Click 100% 0' 0 0' 0° 2.6 3 0 0 — 10 8' 3.1 0° 1000 10 0' — 0° 0 —

Volume 1 • Issue 7 introduction ilize of 2.38 strength. Granite Armor. Recharge: Fast Granite Armor. t to most effects. However, you also become t to most effects. However, Toxic damage. Recharge: Very Long damage. Recharge: Very Toxic Point regeneration rate. You must remain in close regeneration rate. You Point ome snared and entrapped in the mud, Immobilizing also bring clarity of the mind and increase your ts you resistance to Defense debuffs. It cannot be ou resistance to Defense debuffs. It cannot be active at ckback, Knockup, Repel; protection from Disorient, Hold, o Confuse. Speed, or Jump powers. Recharge: Slow 37.5% EFFECTS: 7.3; 30% decrease damage; 70% Run Speed decrease; 65% recharge 7.3; stalker Brute d in cracked magma. Brimstone Armor makes you highly resistant to Fire and Cold damage. It cannot be active at the same time as k Minerals to orbit around you. These can disperse thought patterns and make Psionic attacks less likely hit. They ansformed into a massive bulk of unyielding granite. Your incredible mass makes you almost completely invulnerable and resistan ansformed into a massive bulk of unyielding granite. Your w forth its power to become resistant Knockback, Sleep, Hold, Disorient, and Endurance Drain effects, increase your Hit upon its power to add to your own Health. Activating this power increases your Maximum Hit Points and grants you resistance to upon its power to add your own Health. Activating this increases Maximum Hit Points ted in various quartz crystals. Crystal Armor makes Energy and Negative attacks less likely to hit. This power also gran w upon the geothermal power of earth to create a bubbling pool hot mud around yourself. All foes in melee range will bec always on and costs no Endurance. Lethal resistance. Smashing resistance; 7.5% 7.5% EFFECTS: Rock Armor protects you from Smashing and Lethal attacks. They are less likely to land affect you. also grants y 13.8% resistance versus Defense debuffs. 13.8% Mastermind Energy; 13.8% resistance versus Defense debuffs. Energy; 13.8% DoT), Recharge: Fast chance for Immob Fire damage every 2 seconds; 50% Run, Jump Speed decrease for 6 100% 7.5 EFFECTS: h resistance to Defense debuffs. This cannot be active at the same time as other armors in this set, Fly powers, Sprint, Super while this power is active. Rooted also grants you resistance to Defense debuffs. Recharge: Fast Protection versus Kno EFFECTS: Run Speed decrease; 13.8% resistance versus Defense debuffs. Run Speed decrease; 13.8% ge: Fast 69.2% resistance t protection from Confuse 10.38; Defense versus Psionic attacks; increased Perception; 18.75% EFFECTS: y, Negative Energy attacks; protection versus Knockback, Knockup, Repel; Disorient, Hold, Sleep, Immobilize 1 y, Corrupter DOMINATOR Stone Armor Brimstone Armor Endurance Discount, Recharge, Res Damage ALLOWED: BOOSTS 19 Toggle While this power is active, your skin becomes encruste HELP TEXT: POWER 100% 0' 0.13 0 0.73 4 0' 0° 0 — POWERRock Armor Endurance Discount, Recharge, Buff Defense ALLOWED: BOOSTS LEVEL Recharge: Fastthe same time as Granite Armor. skin becomes stone while this power is active. Your HELP TEXT: POWER TYPE 0 ACCURACYStone Skin Toggle Defense versus Lethal attacks; Defense versus Smashing attacks; 12% 12% EFFECTS: RANGE Res Damage ALLOWED: BOOSTS END COST 100% INTERRUPT TIMEEarth's Embrace tough skin is naturally resistant to Smashing and Lethal damage. This power Your HELP TEXT: POWER TIME CAST 1 0' Endurance Discount, Heal, Recharge, Res Damage ALLOWED: BOOSTS TIME RECHARGE Auto 3 seconds. resistance for 120 Toxic RADIUS Heal; 15% 599.8 Hit Point by 599.7; Increase Max Hit Points EFFECTS: 0.13 are so connected to the earth, you can draw You HELP TEXT: POWER ARC Click 100%Mud Pots HIT MAX TARGETS TYPES 100% ATTACK Taunt Endurance Discount, Recharge, Damage, Slow, Accuracy, ALLOWED: BOOSTS 0' may also deal some damage over time to the snared foes. Damage: Minor ( some and Slowing others. The boiling heat from Mud Pots 0 While this power is active, you dra HELP TEXT: POWER 0' 9 0 Toggle 10.4 100% 0.73 resistance versus recovery debuff; resistance versus Endurance Drain; 90% increase regeneration 100%; Sleep, Immobilize 10.38; 0 0' 0 4 1.56 Cold resistance. Fire resistance; 18.75% 18.75% EFFECTS: 0 2.03Crystal Armor 0' 0 Endurance Discount, Recharge, Buff Defense ALLOWED: BOOSTS 0° Recharge: Fastactive at the same time as Granite Armor. 27 360 0 While this power is active, your skin becomes encrus HELP TEXT: POWER ToggleMinerals Defense versus Negative Defense versus Energy attacks; 12% 12% EFFECTS: 2.03 100% Endurance Discount, Recharge, Buff Defense ALLOWED: BOOSTS 0 0' Rechar to see hidden foes, and grant resistance Confusion. It cannot be active at the same time as Granite Armor. Perception 0' 0' Activating this power summons several rare earth roc HELP TEXT: POWER 34Granite Armor 0° 4 — 0° Toggle 0.13 Endurance Discount, Recharge, Res Damage, Buff Defense ALLOWED: BOOSTS 100% 37 0 you are tr When you activate this power, HELP TEXT: POWER Toggle 0 8' 0' 0 100% 0° — 0.13 — 0' 2.03 10 0.13 0 AoE, Fire 4 0 0.73 0' 0.73 4 0° 10 0 0' 0° 0' — 0° 0 0 — — quite heavy and cannot fly; your attack and movement speed are Slowed you do less damage. Granite Armor also grants hig Defense versus Smashing, Lethal, Fire, Cold, Energ resistance; 15% Toxic Negative Energy, Smashing, Lethal, Fire, Cold, Energy, decrease; 34.6% resistance versus Defense debuffs. Rooted Endurance Discount, Recharge, Heal ALLOWED: BOOSTS While this power is active, you merge with the earth and dra HELP TEXT: POWER 15 Toggle 100% 0' 0.104 0 1.17 4 0' 0° 0 — contact with the earth, so you will move extremely slow and cannot activate Fly powers, Sprint, Super Speed, or Jump powers

Volume 1 • Issue 7 GROUP Bases PvP Villains Zones ARCHETYPES THE BASICS INTRODUCTION DYNAMICS

Power Sets

oue1• Issue 1 Volume primary Powers Claws

POWER LEVEL TYPE ACCURACY RANGE END COST INTERRUPT TIME CAST TIME RECHARGE TIME RADIUS ARC MAX TARGETS HIT ATTACK TYPES Swipe 0 Click 100% 5' 2.912 0 1.5 1.7 0' 0° 0 Melee, Lethal BOOSTS ALLOWED: Accuracy, Damage, Endurance Discount, Recharge POWER HELP TEXT: This attack, two quick Swipes with your claws, does minor Lethal damage but has a quick recharge rate. Damage: Minor, Recharge: Very Fast EFFECTS: 35.02 Lethal damage; additional 35.02 Lethal damage if hidden; 20%

chance for additional 35.02 Lethal damage if target is Held or Sleeping. Strike 0 Click 100% 5' 4.16 0 1.17 3.2 0' 0° 0 Melee, Lethal BOOSTS ALLOWED: Accuracy, Damage, Recharge, Endurance Discount POWER HELP TEXT: You perform a deadly Strike with your claws. This is a basic attack that deals a moderate amount of Lethal damage. Damage: Moderate, Recharge: Fast EFFECTS: 50.04 Lethal damage; additional 50.04 Lethal damage if

hidden; 20% chance for additional 50.04 Lethal damage if target is Held or Sleeping. Slash 1 Click 100% 5' 5.4912 0 1.33 4.8 0' 0° 0 Melee, Lethal BOOSTS ALLOWED: Accuracy, Damage, Recharge, Endurance Discount, Debuff Defense POWER HELP TEXT: You Slash at your foe with your claws, dealing a good amount of Lethal damage, but this has a longer recharge rate than Swipe or Strike. This attack can reduce a target's Defense, making your foe easier to hit.

Damage: Moderate, Recharge: Fast EFFECTS: 66.06 Lethal damage; additional 66.06 Lethal damage if hidden; 20% chance for additional 66.06 Lethal damage if target is Held or Sleeping; decrease Defense by 10% for 10 seconds. Assassin's Claw 5 Click 120% 5' 14.352 2 1 15 0' 0° 0 Melee, Lethal BOOSTS ALLOWED: Accuracy, Damage, Recharge, Endurance Discount POWER HELP TEXT: A signature Stalker attack, Assassin's Claw does moderate damage on its own as a frontal attack. However, if it is executed while you are hidden, this attack will do tremendous Lethal damage as you impale your unsuspecting foe.

This attack may be interrupted if you move or are attacked while executing this power. Damage: Special, Recharge: Slow EFFECTS: 50.04 Lethal damage; additional 300.29 Lethal damage if hidden; 22% chance to drop toggle versus players only; 4% chance to drop toggle versus players only. Build Up 7 Click 100% 0' 5.2 0 0.73 90 0' 0° 0 —

BOOSTS ALLOWED: Endurance Discount, Recharge, Buff To Hit POWER HELP TEXT: Build Up greatly increases the amount of damage you deal for a few seconds and slightly increases your Accuracy. Recharge: Long EFFECTS: 20% To Hit increase for 10 seconds; 80% damage increase for 10 seconds. Placate 11 Click 100% 50' 2.6 0 1.5 60 0' 0° 0 — BOOSTS ALLOWED: Range, Recharge POWER HELP TEXT: Placate allows you to trick a foe to no longer attack you. A successful Placate will also hide you. This hide is very brief and offers no Defense bonus, but it will allow you to deliver a critical hit or an Assassin's Claw. However, a Placated foe who is attacked will be

able to attack you back. Recharge: Long EFFECTS: 10-second Placate versus critters only; 6-second Placate versus players only. Focus 17 Click 100% 40' 6.8224 0 1.53 6.4 0' 0° 0 Ranged, Lethal BOOSTS ALLOWED: Accuracy, Damage, Recharge, Endurance Discount, Knockback, Range POWER HELP TEXT: This power projects a burst of Focused power over a short distance. Focus deals high Lethal damage and can possibly knock down your foe. Damage: High, Recharge: Moderate

EFFECTS: 82.08 Lethal damage; additional 82.08 Lethal damage if hidden; 20% chance for additional 82.08 Lethal damage if target is Held or Sleeping; 100% chance for a Knockdown. Eviscerate 25 Click 100% 5' 8.84 0 2.17 8.375 5' 90° 5 Melee, Lethal BOOSTS ALLOWED: Accuracy, Damage, Recharge, Endurance Discount POWER HELP TEXT: You spin and slash violently, Eviscerating all foes in a wide arc in front of you. If you execute this while hidden, all affected targets have a chance to be hit with a critical for extra Lethal damage; there is also a very small chance you

may land a critical hit with Eviscerate even if you are not hidden. Damage: Superior, Recharge: Slow EFFECTS: 85.08 Lethal damage; 50% chance for additional 85.08 Lethal damage if hidden; 15% chance for additional 85.08 Lethal damage if target is Held or Sleeping. Shockwave 31 Click 100% 30' 10.5248 0 1.53 12.1 30' 90° 10 Melee, Lethal BOOSTS ALLOWED: Accuracy, Damage, Recharge, Endurance Discount, Knockback, Range POWER HELP TEXT: This projects a Shockwave of focused power that can travel a short distance. Shockwave travels in a wide arc in front of you dealing moderate Lethal damage and possibly knocking back foes. If you execute this while hidden, all affected targets have a chance to be hit with a critical for extra damage. Damage: Moderate, Recharge: Slow EFFECTS: 50.04 Lethal damage; 50% chance for additional 50.04 Lethal damage if hidden; 10% chance for additional 50.04 Lethal damage if target is Held or Sleeping; 100% chance for a Knockback.

Energy Melee

POWER LEVEL TYPE ACCURACY RANGE END COST INTERRUPT TIME CAST TIME RECHARGE TIME RADIUS ARC MAX TARGETS HIT ATTACK TYPES Barrage 0 Click 100% 5' 3.536 0 1.33 2 0' 0° 0 Melee, Smashing, Energy BOOSTS ALLOWED: Accuracy, Damage, Endurance Discount, Disorient, Recharge POWER HELP TEXT: You perform a quick punch that deals minor Smashing and Energy damage. Coupled with other Energy punches, Barrage can Disorient a foe. Damage: Minor, Recharge: Very Fast EFFECTS: 25.02 Smashing

damage; 9.0 Energy damage; additional 34.03 Energy damage if hidden; 20% chance for additional 34.03 Energy damage if target is Held or Sleeping; 10% chance for a 6-second Disorient of 2.38 strength versus critters only; 5% chance for a 4-second Disorient of 2.38 strength versus players only. Energy Punch 0 Click 100% 5' 5.2 0 0.57 4 0' 0° 0 Melee, Smashing, Energy BOOSTS ALLOWED: Accuracy, Damage, Recharge, Endurance Discount, Disorient POWER HELP TEXT: You perform a powerful Energy Punch that deals moderate Smashing and Energy damage. When used with other Energy melee attacks, Energy Punch can Disorient your opponent. Damage: Moderate, Recharge: Fast EFFECTS: 35.03 Smashing damage; 15.01 Energy damage; additional 50.04 Energy damage if hidden; 20% chance for additional 50.04 Energy damage if target is Held or Sleeping; 10% chance for a 5-second Disorient of 2.38 strength versus critters only; 5% chance for a 3.3-second Disorient of 2.38 strength versus players only. introduction ng damage if hidden; 20% ersus critters only; 50% chance for Smashing damage if hidden; 20% ge increase for 10 seconds. ge increase for 10 ch. Damage: High, Recharge: Moderate Kick may also knock some flying entities out f Disorienting the target. Unlike other Stalker f Disorienting the target. Unlike ing them Disoriented. Due to the exhausting nce to Disorient a target. Damage: Minor, gle versus players only; 4% chance to drop toggle only; 4% chance to drop toggle versus players only. ill do tremendous damage as you waylay your ous Smashing and Energy damage as you waylay your e for additional 50.04 Energy damage if target is Held or 100% chance for 6.67-second Disorient of 3 strength 100% EFFECTS: 78.07 Smashing damage; 150.14 Energy damage; 125.12 78.07 Smashing damage; 150.14 EFFECTS: sassin's Strike. However, a Placated foe who is attacked can attack sassin's Strike. However, ance for a 5.4-second Disorient of 3.57 strength versus players only. stalker Brute nce for additional 82.08 Smashing damage if target is Held or Sleeping; 100% chance for 10-second Immobilize of 2.38 strength v chance for 10-second nce for additional 82.08 Smashing damage if target is Held or Sleeping; 100% our foe for moderate Smashing damage. Damage: Moderate, Recharge: Medium 66.06 Smashing damage; additional Smashi EFFECTS: that hits so hard it can Disorient your target. Damage: Minor, Recharge: Fast that hits so hard it can Disorient your target. Damage: Minor, 42.04 Smashing damage; additional EFFECTS: e Kick that deals minor Smashing damage but has a chance to Immobilize your target and Slow his or her Run Speed. Crippling Axe eal for a few seconds and slightly increases your Accuracy. Recharge: Longeal for a few seconds and slightly increases your Accuracy. seconds; 80% dama Hit increase for 10 20% To EFFECTS: t it compensates by dealing a good amount of Smashing and Energy damage having better chance to Disorient than Pun our fists, you can turn them into personal tasers. This Stun attack deals minor Smashing and Energy damage but has the best cha to transfer your own Hit Points into a punch that deals extreme Smashing and Energy damage. Energy Transfer has a good chance o into a punch that deals extreme Smashing and Energy damage. Transfer to transfer your own Hit Points Energy Melee. This is a very slow but incredibly devastating Smashing and Energy attack that can knock out most opponents, leav ck does moderate Smashing damage on its own as a frontal attack. However, if it is executed while you are hidden, this attack w ck does moderate Smashing damage on its own as a frontal attack. However, es moderate damage on its own as a frontal attack. However, if it is executed while you are hidden, this attack will do tremend es moderate damage on its own as a frontal attack. However, nal 12.51 Energy damage if target is Held or Sleeping; 100% chance for 10-second Disorient of 3 strength versus critters only; chance for 10-second Energy damage if target is Held or Sleeping; 100% nal 12.51 ll also hide you. This is very brief and offers no Defense bonus, but it will allow you to deliver a critical hit or an As Mastermind Energy damage if target is Held or Sleeping; 30% chance for an 8-second Disorient of 3.57 strength versus critters only; 30% ch rge: Slow Energy damage; additional 300.29 damage if hidden; 22% chance to drop tog 35.03 Smashing damage; 15.01 EFFECTS: rge: Slow 50.04 Smashing damage; additional 300.29 damage if hidden; 22% chance to drop toggle versus players EFFECTS: ers only; 50% Run, Jump Speed decrease; disable Flight. . .76 strength versus players only. .76 econd Disorient of 3.57 strength versus players only. xtreme, Recharge: Long Energy damage; additional 50.04 damage if hidden; 20% chanc 50.04 Smashing damage; 128.12 EFFECTS: e hidden, you can avoid the Hit Point loss to yourself and deal a massive blow with no penalty. Damage: Extreme, Recharge: Slow loss to yourself and deal a massive blow with no penalty. e hidden, you can avoid the Hit Point Corrupter DOMINATOR Energy Melee cont. Martial Arts unsuspecting foe. This attack may be interrupted if you move or are attacked while executing this power. Damage: Special, Recha unsuspecting foe. This attack may be interrupted if you move or are attacked while executing this power. deals extra damage but not double. Damage: E Focus recharge time is very long. A critical hit with Total Focus, nature of Total Total FocusTotal Damage, Recharge, Endurance Discount, Disorient Accuracy, ALLOWED: BOOSTS is complete mastery 31 over Focus Total HELP TEXT: POWER Click 120% 5' 18.512 0 3.3 20 0' 0° 0 Melee, Smashing, Energy POWERBone Smasher Damage, Recharge, Endurance Discount, Disorient Accuracy, ALLOWED: BOOSTS LEVEL 50.04 Smashing damage; 32.03 Energy additional 82.08 damage if hidden; 20% chance for EFFECTS: 1 TYPE bu A Bone Smasher attack can be slow, HELP TEXT: POWER ACCURACY ClickAssassin's Strike RANGE Damage, Recharge, Endurance Discount Accuracy, ALLOWED: BOOSTS END COST 100% 5 INTERRUPT TIME TIME CAST A signature Stalker attack, Assassin's Strike do HELP TEXT: Click POWER 5'versus players only. TIME RECHARGE 120%Build Up RADIUS 8.528 ARC Hit Endurance Discount, Recharge, Buff To ALLOWED: BOOSTS HIT MAX TARGETS 5' TYPES ATTACK greatly increases the amount of damage you d Build Up HELP TEXT: POWER 14.352 0 7you back. Recharge: Long ClickStun 100% 2 Placate versus critters only; 6-second Placate versus players only. 10-second EFFECTS: 1.5 Damage, Recharge, Endurance Discount, Disorient Accuracy, ALLOWED: BOOSTS 0' By focusing your internal energy on y HELP TEXT: POWER versus players only. 5.2 1 8 17Energy Transfer Click Damage, Recharge, Endurance Discount Accuracy, ALLOWED: BOOSTS 25 100% 0 15 0' Mastery of Energy Melee begins with the ability Click HELP TEXT: POWER unresistible damage to self; 50% chance for an 8-second Disorient of 3.57 strength versus critters only; 50% chance for a 5.4-s 5' 120% 0° 10.192 0' 5' 1.17 0 0° 10.192 0 90 Melee, Smashing, Energy 0 0 1.8 0' Melee, Smashing, Energy POWER 0°Thunder Kick 1 20 Damage, Recharge, Endurance Discount, Disorient Accuracy, ALLOWED: BOOSTS LEVEL chance for a 6-second Disorient of 2.38 strength chance for additional 42.04 Smashing damage if target is Held or Sleeping; 10% 0 0 TYPE can perform a strong Thunder Kick You HELP TEXT: POWER ACCURACY 20 Click RANGE 0' END COST 105% — INTERRUPT TIME 0°chance for additional 66.06 Smashing damage if target is Held or Sleeping. TIME CAST 0' 5'Crippling Axe Kick TIME RECHARGE Damage, Endurance Discount, Immobilize, Recharge, Slow RADIUS Accuracy, ALLOWED: BOOSTS 0° 0 1 4.368 ARC HIT MAX TARGETS Click can perform a Crippling Ax You HELP TEXT: POWER chance for 6.67-second Immobilize of 2.38 strength versus play strength versus critters only; 100% Immobilize of 1.19 10-second TYPES ATTACK 0 105% Melee, Smashing, Energy 0 5' Melee, Smashing, Energy 8.528 1.07 0 3 2.17 0' 0° 8 0 0' Melee, Smashing 0° 0 Melee, Smashing Storm Kick Damage, Recharge, Endurance Discount Accuracy, ALLOWED: BOOSTS can unleash a roundhouse kick that pummels y You HELP TEXT: POWER 0 Click 105% 5'Assassin's Blow 7.0044 Damage, Recharge, Endurance Discount Accuracy, ALLOWED: BOOSTS 5 A signature Stalker attack, Assassin's Blow atta HELP TEXT: POWER Click 0 120% 5' 1 14.352 6 2 0' 1 0° 15 0 0' Melee, Smashing 0° 0 Melee, Smashing Placate Range, Recharge ALLOWED: BOOSTS This allows you to trick a foe no longer attack you. A successful Placate wi HELP TEXT: POWER 11 ClickRecharge: Slow 100% Energy damage if hidden; 20% chance for additio Smashing damage; 5.0 Energy additional 12.51 7.5 EFFECTS: 50' 0 if this attack is executed successfully while you'r cannot land a critical hit. However, primary attack powers, Energy Transfer 0 1.5 60 0' 0° 0 — Damage: Special, Recha unsuspecting foe. This attack may be interrupted if you move or are attacked while executing this power. Sleeping; 100% chance for 10-second Disorient of 4.76 strength versus critters only; 100% chance for 6.67-second Disorient of 4 strength versus critters only; 100% Disorient of 4.76 chance for 10-second Sleeping; 100% of the sky. Damage: Moderate, Recharge: Fastof the sky. 82.08 Smashing damage; additional damage if hidden; 20% cha EFFECTS:

Volume 1 • Issue 1 l 98.09 Smashing damage if INTRODUCTION 0 seconds; 80% damage increase for ge increase for 10 seconds. ge increase for 10 Recharge: Slow Smashing 12.51 EFFECTS: increase your Defense against melee and Lethal et's Defense, making your foe easier to hit. your foe easier to hit. Damage: Minor dition to the normal critical from attacking while easier to hit. If you execute this while hidden, all remendous damage as you impale your unsuspecting target is Held or Sleeping; 75% chance for a 4-second o drop toggle versus players only. 15% Defense against Lethal attacks for 10 seconds. Defense against Lethal attacks for 10 15% s Held or Sleeping; decrease Defense by 7.5% for 10 seconds. for 10 s Held or Sleeping; decrease Defense by 7.5% Assassin's Blow. However, a Placated foe who is attacked will be However, Assassin's Blow. Assassin's Blade. However, a Placated foe who is attacked will be Assassin's Blade. However, rength versus players only. THE BASICS ARCHETYPES GROUP DYNAMICS damage kick that will likely knock your target back. Damage: High, Recharge: Moderate 98.09 Smashing damage; additiona EFFECTS: our Ninja Blade. This attack is very fast but deals only minor Lethal damage. This attack can reduce a target's Defense, making g damage kick that can severely Disorient most opponents. Eagle's Claw has an exceptionally good critical hit capability. In ad g damage kick that can severely Disorient most opponents. Eagle's Claw has an exceptionally good critical hit capability. wide arc in front of you, slicing multiple foes with Lethal damage. This attack can reduce a target's Defense, making your foe th your Ninja Blade. This attack is slower than Gambler's Cut but deals more Lethal damage. of the Wasp can reduce a targ th your Ninja Blade. This attack is slower than Gambler's Cut but deals more Lethal damage. Sting of the Wasp s moderate Lethal damage on its own as a frontal attack. However, if it is executed while you are hidden, this attack will do t s moderate Lethal damage on its own as a frontal attack. However, rry incoming melee attacks and then quickly return the favor. Divine Avalanche does minor damage, but every Divine Avalanche successful hit will rry incoming melee attacks and then quickly return the favor. can perform a Cobra Strike that deals minor Smashing damage but has great chance of Disorienting your target. Damage: Minor, eal for a few seconds and slightly increases your Accuracy. Recharge: Longeal for a few seconds and slightly increases your Accuracy. seconds; 80% dama Hit increase for 10 20% To EFFECTS: unt of damage you deal for a few seconds and slightly increases your Accuracy. Recharge: Longunt of damage you deal for a few seconds and slightly increases your Accuracy. Hit increase for 1 20% To EFFECTS: al 58.05 Lethal damage if target is Held or Sleeping; decrease Defense by 7.5% for 10 seconds. for 10 al 58.05 Lethal damage if target is Held or Sleeping; decrease Defense by 7.5% will also hide you. This is very brief and offers no Defense bonus, but it will allow you to deliver a critical hit or an will also hide you. This is very brief and offers no Defense bonus, but it will allow you to deliver a critical hit or an 20% chance for additional 42.04 Lethal damage if target is Held or Sleeping; 15% Defense against melee attacks for 10 seconds; Defense against melee attacks for 10 20% chance for additional 42.04 Lethal damage if target is Held or Sleeping; 15% mage if target is Held or Sleeping; decrease Defense by 7.5% for 6 seconds. mage if target is Held or Sleeping; decrease Defense by 7.5% CTS: 50.04 Lethal damage; additional 300.29 damage if hidden; 22% chance to drop toggle versus players only; 4% chance t CTS: FECTS: 114.11 Smashing damage; additional 114.11 Smashing damage if hidden; 15% chance for additional 114.11 Smashing damage if chance for additional 114.11 Smashing damage if hidden; 15% Smashing damage; additional 114.11 114.11 FECTS: ethal damage; 50% chance for additional 49.54 Lethal damage if hidden; 5% target i ng; 100% chance for 10-second Disorient of 3.57 strength versus critters only; 100% chance for 6.67-second Disorient of 3.57 st Disorient of 3.57 strength versus critters only; 100% chance for 10-second ng; 100% Zones Villains PvP Bases Martial Arts cont. Ninja Blade attacks for a short while. Damage: Minor, Recharge: Fastattacks for a short while. Damage: Minor, 42.04 Lethal damage; additional damage if hidden; EFFECTS: Build Up 7 Click 100% 0' 5.2 0 1.17 90 0' 0° 0 — Crane Kick Damage, Endurance Discount, Knockback, Recharge Accuracy, ALLOWED: BOOSTS high Smashing can perform a slow, You HELP TEXT: 25 POWER Click 105% Recharge: Slowhidden, there is also a small chance you may land critical hit even if are not hidden. Damage: Superior, 5' EF 10.192 0 2 10 0' 0° 0 Melee, Smashing Placate Range, Recharge ALLOWED: BOOSTS Placate allows you to trick a foe no longer attack you. A successful HELP TEXT: POWER 11 Click 100% 50' 0 0 1.5 60 0' 0° 0 — POWER ChiFocus Hit Endurance Discount, Recharge, Buff To ALLOWED: BOOSTS LEVEL seconds. 10 TYPE into your inner chi greatly increases the amo Tapping HELP TEXT: POWER 7 ACCURACYPlacate RANGE Click Range, Recharge ALLOWED: BOOSTS END COST INTERRUPT TIMEable to attack you back. Recharge: Long 100% Placate allows you to trick a foe no longer attack you. A successful TIME CAST HELP TEXT: POWER Cobra Strike TIME 11 RECHARGE 0' Placate versus critters only; 6-second Placate versus players only. 10-second EFFECTS: Damage, Recharge, Endurance Discount, Disorient RADIUS Accuracy, ALLOWED: BOOSTS Click ARC Smashing damage if target is Held or Sleepi Smashing damage if hidden; 20% chance for additional 12.51 damage; additional 12.51 100% HIT MAX TARGETS 17 5.2 Using intense martial arts focus, you HELP TEXT: POWER TYPES ATTACK Click 50' 105%hidden; 20% chance for additional 98.09 Smashing damage if target is Held or Sleeping; 60% a Knockback. 0 0 5'Eagle's Claw Damage, Endurance Discount, Disorient, Recharge Accuracy, ALLOWED: BOOSTS 10.14 1.17 31 0 can perform a devastating Smashin You HELP TEXT: POWER Click 0 105% 90 1.5 5' 1.93 0' 11.856 60POWER 0°Sting of the Wasp 20 0 Damage, Recharge, Endurance Discount, Debuff Defense Accuracy, ALLOWED: BOOSTS 0 0' LEVEL 0Damage: Moderate, Recharge: Fast TYPE perform a standard attack wi Click You HELP TEXT: POWER ACCURACY 0' 0° RANGE 105% 58.05 Lethal damage; additional damage if hidden; 20% chance for addition EFFECTS: 3 END COST — 0° INTERRUPT TIMERecharge: Fast 5' 0 TIME CAST TIME RECHARGE 42.04 Lethal damage; additional damage if hidden; 20% chance for da EFFECTS: 12 6.032 0 RADIUS ARC — affected targets have a chance to be hit with critical for extra damage. Damage: Moderate, Recharge: Moderate HIT MAX TARGETS TYPES ATTACK 49.54 L EFFECTS: Melee, Smashing 0' 0 0° Damage: Special, Recharge: Slowfoe. This attack may be interrupted if you move or are attacked while executing this power. 1.67 EFFE Hit Endurance Discount, Recharge, Buff To ALLOWED: BOOSTS 0 greatly increases the amount of damage you d Build Up HELP TEXT: POWER 5 Melee, Smashing able to attack you back. Recharge: LongDivine Avalanche Placate versus critters only; 6-second Placate versus players only. 10-second EFFECTS: 0' Damage, Endurance Discount, Buff Defense, Recharge Accuracy, ALLOWED: BOOSTS 17 0° Click can use your Ninja Blade to pa You HELP TEXT: POWER 105% 0 5' Melee, Lethal 4.368 0 2.17 3 0' 0° 0 Melee, Lethal Disorient of 3.57 strength versus critters only. Gambler's Cut Damage, Recharge, Endurance Discount, Debuff Defense Accuracy, ALLOWED: BOOSTS 0 perform a quick slash with y You HELP TEXT: POWER Flashing Steel Click Damage, Recharge, Endurance Discount, Debuff Defense Accuracy, ALLOWED: BOOSTS 105% 1 5' swing your Ninja Blade in a You HELP TEXT: POWER Assassin's Blade Click Damage, Recharge, Endurance Discount Accuracy, ALLOWED: BOOSTS 105% 4.368 5 Click 5' A signature Stalker attack, Assassin's Blade doe HELP TEXT: POWER 120% 0 6.032 5' 1.33 14.352 0 2 3 1.67 0' 1.67 6 0° 15 5' 0 130° 0' Melee, Lethal 5 0° Melee, Lethal 0 Melee, Lethal

Volume 1 • Issue 1 introduction ge increase for 10 seconds. ge increase for 10 e Defense. The power of this attack can targets it hits. Spine poison deals additional Toxic duce a target's Defense, making your foe easier argets. It can even knock foes down. Spine poison cessful attack can completely Immobilize most Spine poison deals additional Toxic damage and Spine poison deals additional Toxic al 82.08 Lethal damage if hidden; 20% chance for l do tremendous damage as you impale your unsus- ckup. chance to drop toggle versus players only. cted foes. Damage: Minor (DoT), Recharge: Very Fast cted foes. Damage: Minor (DoT), Recharge: Very s affected foes. Damage: Moderate, Recharge: Fast ond for 4 seconds; 30% chance additional 45.04 Lethal onal 10.0 Toxic damage every 1 second for 5 seconds; 50% Toxic onal 10.0 every 1 second for 5 seconds; 50% chance additional Assassin's Impaler. However, a Placated foe who is attacked will be However, Assassin's Impaler. 15 seconds; 10% recharge decrease for 8 seconds. seconds; 10% 15 me, Recharge: Slow 95.07 Lethal damage; additional EFFECTS: stalker rease for 6 seconds; 10% recharge decrease for 2 seconds. rease for 6 seconds; 10% recharge decrease for 4 seconds. rease for 6 seconds; 10% Brute ting Golden Dragonfly attack that deals a massive amount of Lethal damage and can even knock foe down to the ground reduc l Soaring Dragon maneuver that deals a great amount of Lethal damage and can knock a target up into the air. This attack can re l Soaring Dragon maneuver that deals a great amount of Lethal damage and can knock target up into the air. lashing maneuver that attacks all foes in a wide arc front of you. Ripper deals massive Lethal damage and poisons multiple t large spine at a targeted foe. This does only moderate Lethal damage but carries amount of the toxin. A suc eal for a few seconds and slightly increases your Accuracy. Recharge: Longeal for a few seconds and slightly increases your Accuracy. seconds; 80% dama Hit increase for 10 20% To EFFECTS: wide cone in front of you, impaling foes caught within the range. Spine throwing deals moderate Lethal damage and poisons any ctions. These spines travel only a short distance, but they can deal moderate Lethal damage and poison any target close to you. er does moderate Lethal damage on its own as a frontal attack. However, if it is executed while you are hidden, this attack wil er does moderate Lethal damage on its own as a frontal attack. However, for additional 90.08 Lethal damage if target is Held or Sleeping; decrease Defense by 7.5% for 10 seconds; 75% chance for a Kno for 10 for additional 90.08 Lethal damage if target is Held or Sleeping; decrease Defense by 7.5% pes from your Spines. Barb Swipe deals minor Lethal damage over time. Spine poison deals additional Toxic damage and Slows affe pes from your Spines. Barb Swipe deals minor Lethal damage over time. Spine poison additional Toxic a foe with the large spine on your arm. Lunge deals moderate Lethal damage. Spine poison deals additional Toxic damage and Slow a foe with the large spine on your arm. Lunge deals moderate Lethal damage. Spine poison additional Toxic will also hide you. This is very brief and offers no Defense bonus, but it will allow you to deliver a critical hit or an Mastermind charge: Moderate damage every 1 second for 5 seconds; addition 82.08 Lethal damage; 80% chance for additional 5.0 Toxic EFFECTS: ease for 10 seconds; 10% recharge decrease for 8 seconds. seconds; 10% ease for 10 Slow 50.04 Lethal damage; additional 300.29 damage if hidden; 22% chance to drop toggle versus players only; 4% EFFECTS: 7.5% for 10 seconds; 60% chance for a Knockdown. for 10 7.5% ritical; however, there is a chance you may land critical hit with Golden Dragonfly even if are not hidden. Damage: Extre ritical; however, g; 20% Run, Fly, and Jump Speed decrease for 15 seconds; 10% recharge decrease for 10 seconds; 60% chance to Knockdown. recharge decrease for 10 seconds; 10% and Jump Speed decrease for 15 g; 20% Run, Fly, ters only; 100% chance for 10-second Immobilize of 3.57 strength versus players only; 30% Run, Fly, and Jump Speed decrease for Immobilize of 3.57 strength versus players only; 30% Run, Fly, chance for 10-second ters only; 100% ump Speed decrease for 15 seconds; 20% recharge decrease for 10 seconds. seconds; 20% recharge decrease for 10 ump Speed decrease for 15 to be hit with a critical for extra damage. Damage: High, Recharge: Slow 85.06 Lethal damage; 80% chance for additi EFFECTS: hit for extra damage. Damage: Moderate, Recharge: Slow damage 54.55 Lethal damage; 80% chance for additional 5.0 Toxic EFFECTS: damage if hidden; 20% chance for additional 35.03 Lethal damage if target is Held or Sleeping; 20% Run, Fly, and Jump Speed dec damage if hidden; 20% chance for additional 35.03 Lethal target is Held or Sleeping; Run, Fly, and Jump Speed dec damage if hidden; 20% chance for additional 50.04 Lethal target is Held or Sleeping; Run, Fly, ra damage. Damage: Moderate, Recharge: Slow damage every 1 sec 45.04 Lethal damage; 80% chance for additional 5.0 Toxic EFFECTS: Corrupter DOMINATOR Ninja Blade cont. Spines foes, as well as Slowing them and dealing Toxic poison damage. Impale can also bring down flying entities. Damage: Moderate, Re foes, as well Slowing them and dealing Toxic damage and Slows affected foes. If you execute this while hidden, all targets have a chance to be hit with critical 54.55 Lethal damage if hidden; 10% chance for additional 54.55 Lethal damage if target is Held or Sleeping; 50% Run, Fly, and J chance for additional 54.55 Lethal damage if target is Held or Sleeping; 50% Run, Fly, 54.55 Lethal damage if hidden; 10% POWERSoaring Dragon Damage, Recharge, Endurance Discount, Debuff Defense, Knockback Accuracy, ALLOWED: BOOSTS 25 LEVEL Recharge: Moderateto hit. Damage: Superior, perform a powerfu You HELP TEXT: POWER TYPE Click ACCURACY RANGE 105% 90.08 Lethal damage; additional damage if hidden; 20% chance EFFECTS: END COST INTERRUPT TIME 5' TIME CAST TIME RECHARGE RADIUS 9.36 ARC HIT MAX TARGETS TYPES ATTACK 0 2 9 0' 0° 0 Melee, Lethal 95.07 Lethal damage if hidden; 15% chance for additional 95.07 Lethal damage if target is Held or Sleeping; decrease Defense by 95.07 Lethal damage if hidden; 15% Golden Dragonfly Damage, Recharge, Endurance Discount, Debuff Defense, Knockback Accuracy, ALLOWED: BOOSTS 31extend a short distance through multiple foes. If you execute this while hidden, only some affected targets may be hit with c Click perform a devasta You HELP TEXT: POWER 105% 10' 11.856 0 2 12 10' 20° 10 Melee, Lethal Placate Range, Recharge ALLOWED: BOOSTS Placate allows you to trick a foe no longer attack you. A successful HELP TEXT: POWER 11 Click 100% 50' 0 damage. If you execute this while hidden, all affected targets have a chance Slows affected targets and deals additional Toxic 0 1.5 60 0' 0° 0 — Assassin's Impaler Damage, Recharge, Endurance Discount Accuracy, ALLOWED: BOOSTS 5 Click A signature Stalker attack, the Assassin's Impal HELP TEXT: POWER 120% 5' 14.352 2Ripper 1 Damage, Recharge, Endurance Discount, Knockback, Slow Accuracy, ALLOWED: BOOSTS can unleash a spectacular s You HELP TEXT: POWER 15 25 Click 100% 0' 5' 0° 11.024 0 0 Ranged, Lethal 2.17 11 5' 90° 5 Melee, Lethal POWERBarb Swipe Damage, Endurance Discount, Recharge, Slow Accuracy, ALLOWED: BOOSTS LEVEL damage every 1 second for 3 seconds; additional 35.03 Lethal 35.03 Lethal damage; 80% chance for additional 5.0 Toxic EFFECTS: TYPE Shred your opponent with several quick swi HELP TEXT: POWER 0 ACCURACYLunge RANGE Click Damage, Recharge, Endurance Discount, Slow Accuracy, ALLOWED: BOOSTS END COST INTERRUPT TIME 100% damage every 1 second for 4 seconds; additional 50.04 Lethal 50.04 Lethal damage; 80% chance for additional 5.0 Toxic EFFECTS: Lunge forward, stabbing and poisoning You HELP TEXT: POWER TIME CAST Spine Burst TIME RECHARGE 5' 0 Damage, Recharge, Endurance Discount, Slow RADIUS Accuracy, ALLOWED: BOOSTS Click ARC 3.536 HIT MAX TARGETS 1 100% can fling dozens of spines in all dire You and Jump Speed decr HELP TEXT: POWER damage if hidden; 6% chance for additional 45.04 Lethal target is Held or Sleeping; 20% Run, Fly, TYPES ATTACK Click 5' 0 100% Damage: Special, Recharge: pecting foe. This attack may be interrupted if you move or are attacked while executing this power. 5.2 0' 2.43 15.184 Hit Endurance Discount, Recharge, Buff To ALLOWED: BOOSTS 0 greatly increases the amount of damage you d Build Up HELP TEXT: POWER 1.5 0able to attack you back. Recharge: Long 1.63Impale 0' Placate versus critters only; 6-second Placate versus players only. 10-second EFFECTS: Damage, Recharge, Endurance Discount, Immobilize, Range, Slow Accuracy, ALLOWED: BOOSTS 3 0° 4 can throw a single You HELP TEXT: POWER Immobilize of 3.57 strength versus crit chance for 15-second additional 82.08 Lethal damage if target is Held or Sleeping; 100% 17 Click 15 0 0' 100% 0° Melee, Lethal 15' chance for additional 85.06 Lethal damage if target is Held or Sleepin chance for additional 85.06 Lethal damage if hidden; 10% 80' 0° 5.2 0 10 Melee, Lethal 0 AoE, Lethal 2.43 8 0' 0° 0 Ranged, Lethal Throw Spines Damage, Recharge, Endurance Discount, Range, Slow Accuracy, ALLOWED: BOOSTS 31 can throw dozens of spines in a You HELP TEXT: POWER Click 100% 30' 13 0 1.63 12 30' 90° 10 AoE, Lethal Slows affected foes. If you execute this while hidden, all targets have a chance to be hit with critical for ext Build Up 7 Click 100% 0' 5.2 0 0.73 90 0' 0° 0 —

Volume 1 • Issue 1 90 seconds. INTRODUCTION 2 feet; 2% chance to drop toggle for as long you can keep this toggle power range, you will not gain any Endurance. as these attacks are reflected or refracted off the s, and punches tend to deflect off the shield. Kinetic ense debuffs. This energy aura is so powerful that it Fire, Cold, Energy, Negative Energy attacks for 180 Fire, Cold, Energy, wer. When you attack or are damaged while using wer. fense versus Energy attacks; 17.3% resistance versus fense versus Energy attacks; 17.3% % resistance versus Defense debuffs. wer. When you attack or are damaged while using this wer. ersus Defense debuffs. u resistance to Defense debuffs. Recharge: Fast very low Endurance cost. Defense Stealth; 1.8% EFFECTS: low Endurance cost. Defense versus all Stealth; 1.8% EFFECTS: THE BASICS ARCHETYPES GROUP DYNAMICS perly hidden, a Stalker can pull off critical hits with attacks and even land massive Assassin's Strike an po pe effects. The shield makes you resistant to Knockback, Repel, Disorient, Hold, Sleep, Immobilization, and enemy Teleportation ating this power, you expend less Endurance on all other powers for a while. Recharge: Very Long you expend less Endurance on all other powers for a while. Recharge: Very ating this power, Endurance discount for EFFECTS: all nearby foes, draining their Endurance. Each foe you draw energy from increases your If there are no foes within around you that can deflect non-physical attacks. Your Defense to Fire, Cold, Energy, and Negative Energy attacks is increased Defense to Fire, Cold, Energy, around you that can deflect non-physical attacks. Your nearby foes. Each foe that is repelled costs you additional Endurance. Recharge: Slow chance for a Knockback 49.9 100% EFFECTS: an deflect physical attacks. Your Defense to Smashing and Lethal attacks is increased as weapons powers like bullets, blade an deflect physical attacks. Your d dramatically improve your Defense to all attack types except Psionic attacks. Overload also grants you high resistance Def Energy damage. This power is always on and costs no Endurance. Energy resistance; 5.6% Negative resistance. 7.5% EFFECTS: perly hidden, a Stalker can pull off critical hits with attacks and even land massive Assassin's Strike an po e evasive to melee attacks. This will increase your Defense versus as long it is active. Ninja Reflexes also grants yo ks; 16.5% Defense versus Cold attacks; 16.5% Defense versus Energy attacks; 12.75% Defense versus Negative Energy attacks; 17.3 Defense versus Energy attacks; 12.75% Defense versus Cold attacks; 16.5% ks; 16.5% Endurance versus players only; 30% chance for 100% Endurance recovery for 4 seconds. Endurance versus players only; 30% chance for 100% Knockup, Repel; protection versus Teleportation; protection versus Disorient, Hold, Sleep, Immobilize 10.38; 17.3% resistance v 17.3% protection versus Disorient, Hold, Sleep, Immobilize 10.38; Knockup, Repel; protection versus Teleportation; of all Endurance and unable to recover Endurance for a while. Recharge: Very Long of all Endurance and unable to recover for a while. Recharge: Very 45% Defense versus Smashing, Lethal, EFFECTS: buffs; after 180 seconds, 100% Endurance decrease; after 180 seconds, 100% Endurance recovery decrease for 20 seconds. seconds, 100% Endurance decrease; after 180 seconds, 100% buffs; after 180 e to Energy attacks. Recharge: Fast Defense versus Lethal attacks; 2.6% De Defense versus Smashing attacks; 16.5% 16.5% EFFECTS: Zones th powers, Hide can be used at the same time as other Concealment powers, giving you even greater stealth capability. It has a th powers, Hide can be used at the same time as other Concealment giving you even greater stealth capability. wers, Hide can be used at the same time as other Concealment powers, giving you even greater stealth capability. It has a very wers, Hide can be used at the same time as other Concealment powers, giving you even greater stealth capability. Villains PvP Bases Energy Aura can even absorb some damage, effectively increasing your Max Hit Points. However, when Overload wears off, you are left drained However, can even absorb some damage, effectively increasing your Max Hit Points. 34.6% resistance versus Defense de by 599.7; seconds; increase Max Hit Points for 180 seconds; increase Endurance recovery 100% Shield grants you good resistance to Defense debuffs. The energy-based nature of Kinetic also offers some minimal Defens Overload Heal Endurance Discount, Recharge, Buff Defense, Recovery, ALLOWED: BOOSTS can Overload your energy aura an You HELP TEXT: POWER 37 Click 100% 0' 2.6 0 3 1000 0' 0° 0 — POWERHide Endurance Discount, Recharge, Buff Defense ALLOWED: BOOSTS LEVEL TYPEversus all attacks; 3.75% Defense attacks while stealthed. ACCURACY Hide makes you almost impossible to detect. When pro HELP TEXT: POWER RANGE 0Kinetic Shield END COST Toggle INTERRUPT TIME Endurance Discount, Recharge, Buff Defense ALLOWED: BOOSTS 100% TIME CAST 1 TIME RECHARGE Defense debuffs. Kinetic Shield creates a harmonic energy aura that c HELP TEXT: Toggle POWER RADIUS 0' ARC Shield 100%Power HIT MAX TARGETS 0.13 Endurance Discount, Recharge, Buff Defense ALLOWED: BOOSTS TYPES ATTACK 0' Shield also grants you good resistance to Defense Debuffs. Recharge: Fastshield. Power 3 Toggle Shield creates an electromagnetic shield This Power HELP TEXT: POWER 0.13 0 Defense versus Fire attac 16.5% EFFECTS: 100%active. Entropy Shield also grants you good resistance to Defense debuffs. Recharge: Fast 0' 0 0.73 Protection versus Knockback, EFFECTS: Res Damage ALLOWED: BOOSTS 0.13 ability to channel energy makes you naturally resistant Energy and Negative 0.73 Your HELP TEXT: POWER 20 0versus players only. Energy Drain 4 0' Endurance Discount, Recharge, Recovery ALLOWED: BOOSTS 1.67Recharge: Long 0° 27 Click 0' Energy Drain leaches energy directly from the bodies of HELP TEXT: POWER Endurance Discount, Recharge ALLOWED: BOOSTS Restores 25 Endurance for each target hit; drains 40% of total versus critters only; drains 10 EFFECTS: 100% 0 4 0° 0' can focus for a moment to conserve your Endurance. After activ You HELP TEXT: POWER — 0 0' 13 0° — 0 0 — 2.37 60 10' 0° 10 AoE Attack, Energy Attack this power, you will be discovered. Even if discovered, you are hard to see and retain some bonus to Defense. Unlike most steal you will be discovered. Even if discovered, are hard to see and retain some bonus Defense. Unlike this power, Entropy Shield Endurance Discount, Recharge ALLOWED: BOOSTS 9 ToggleEnergy Protection Entropy Shield diminishes and dampens the energy of controlling ty HELP TEXT: POWER 100% 15 AutoRepulse 0' Recharge, Endurance Discount, Knockback ALLOWED: BOOSTS 100% 0.13 0' 19 This toggle power creates a field that violently repels HELP TEXT: POWER Toggle 0 0 100%Conserve Power 0' 0.73 34 0 0.39 Click 100% 10 0.5 0 0' 0' 7.8 0 1.67 0° 0 20 0' 0 0° 7' — 1.17 0 0° 600 — — 0' — 0° 0 — Ninjitsu POWERHide Endurance Discount, Recharge, Buff Defense ALLOWED: BOOSTS LEVEL most stealth po you will be discovered. Even if discovered, are hard to see and retain some bonus Defense. Unlike power, TYPE Hide makes you almost impossible to detect. When pro HELP TEXT: POWER attacks; 3.75% Defense versus all attacks while stealthed. ACCURACY RANGE 0Ninja Reflexes END COST Toggle INTERRUPT TIME Endurance Discount, Recharge, Buff Defense ALLOWED: BOOSTS 100% TIME CAST 1 TIME RECHARGE Activating your Ninja Reflexes enables you to be mor HELP TEXT: POWER Toggle RADIUS 0' ARC 100% HIT MAX TARGETS 0.13 TYPES ATTACK 0' 0.13 0 0 0.73 1.53 20 4 0' 0° 0' 0 0° — 0 — EFFECTS: 13.87 Defense against melee attacks; 17.3% resistance versus Defense debuffs. Defense against melee attacks; 17.3% 13.87 EFFECTS: secondary Powers

Volume 1 • Issue 1 introduction it Points for a couple of minutes. it Points power enables you to avoid almost any attack, be echarge: Long 254.33 Hit Point EFFECTS: they start attacking their own allies. If you attack e. Your Danger Sense also allow you to perceive e. Your a slower rate. They will also take some trivial Lethal e perfect distraction to get out of a bad situation. or a while. Recharge: Long wer. When you attack or are damaged while using this wer. e to Psionic damage for a few minutes. th versus critters only; 0.75% unresistible To Hit decrease for 15 th versus critters only; 0.75% unresistible To ndurance recovery decrease for 20 seconds. or a while. Recharge: Very Longor a while. Recharge: Very 45% Defense EFFECTS: low Endurance cost. Defense versus all Stealth; 1.8% EFFECTS: stalker Brute ed regeneration 75%. perly hidden, a Stalker can pull off critical hits with attacks and even land massive Assassin's Strike an po cks while you have Danger Sense activated. This will increase your Defense versus ranged and AoE attacks as long it is activ space and time. Focusing your power on Retsu enables you to control own time easily defeat foes. Mastery of this space and time. Focusing ncentrate for a few moments and heal yourself. The effects of Reconstruction leave you resistant to Toxic damage for a while. R ncentrate for a few moments and heal yourself. The effects of Reconstruction leave you resistant to Toxic location and spread the tiny metal spikes over a large area. Any enemy that passes Caltrops will be forced to move at er on this exercise, you gain a resistance to Disorient, Hold, Sleep, Immobilization, Confusion, and Fear, as well resistanc er on this exercise, you gain a resistance to Disorient, Hold, Sleep, Immobilization, Confusion, and Fear, nt to pain. Thus, you can take more damage before being defeated. When activate this power will increase your Maximum H can briefly distract your foes and Placate them so they no longer find or target you. Combined with Hide, Smoke Flash is th Powder in a wide arc at your foes. Most foes will be unable to see. Some affected targets may so overcome by the powder that Powder . Focusing your inner power, you can heal your body of its wounds and leave yourself resistant to the effects of Toxic damage f you can heal your body of its wounds and leave yourself resistant to the effects Toxic your inner power, . Focusing Mastermind ea-effect attacks; 17.3% resistance versus Defense debuffs; increased Perception. ea-effect attacks; 17.3% onic resistance for 120 seconds. onic resistance for 120 FFECTS: 100% chance for 10-second Sleep of 2.38 strength versus critters only; 100% chance for an 8-second Sleep of 2.38 streng Sleep of 2.38 strength versus critters only; 100% chance for 10-second 100% FFECTS: 34.63% resistance versus Defense debuffs for 180 seconds; after 180 seconds, 100% Endurance decrease; after 180 seconds, 100% E seconds, 100% Endurance decrease; after 180 seconds, 100% seconds; after 180 34.63% resistance versus Defense debuffs for 180 wers, Hide can be used at the same time as other Concealment powers, giving you even greater stealth capability. It has a very wers, Hide can be used at the same time as other Concealment powers, giving you even greater stealth capability. gh resistance to Defense debuffs. When Retsu wears off, you are left drained of all Endurance and unable recover f Corrupter DOMINATOR Ninjitsu cont. Regeneration against all attacks for 180 seconds; increase Endurance recovery 100% for 180 seconds; 50% Run Speed increase for 180 seconds; seconds; 50% Run Speed increase for 180 for 180 seconds; increase Endurance recovery 100% against all attacks for 180 it ranged, melee, or area effect. Your running speed, jumping height, and Endurance recovery are increased. Retsu grants you hi it ranged, melee, or area effect. Your POWERDanger Sense Endurance Discount, Recharge, Buff Defense ALLOWED: BOOSTS LEVELstealthy foes and resist Defense debuffs. Recharge: Fast 3 TYPE become more evasive against ranged and area atta You HELP TEXT: POWER ACCURACY Toggle RANGE Defense against ar Defense against ranged attacks; 13.87 13.87 EFFECTS: 100% END COST INTERRUPT TIMEdamage over time. Damage: Minor (DoT), Recharge: Slow 0' TIME CAST Kuji-In Rin TIME RECHARGE damage every second; 80% Run Speed decrease. 2.81 EFFECTS: RADIUS Endurance Discount, Recharge ALLOWED: BOOSTS 0.182 ARC LongRecharge: Very HIT MAX TARGETS 15 By focusing your pow Kuji-In Rin is the strength of mind and body. HELP TEXT: POWER TYPES ATTACK Click seconds; 22.5 Psi for 120 0 10.38 Protection versus Disorient, Hold, Sleep, Immobilize, Confuse, Fear EFFECTS: 100% resistance. Toxic Heal; 15% 254.33 Hit Point EFFECTS: Smoke Flash 0' 0.83 Recharge Accuracy, ALLOWED: BOOSTS LongRecharge: Very 10.4 27 throw a smoke bomb at your feet. The resulting flash of light and You HELP TEXT: POWER Blinding Powder 4 Click 8-second Placate versus critters only; 6-second Placate versus players only. EFFECTS: Hit, Confuse Recharge, Endurance Discount, Debuff To Accuracy, ALLOWED: BOOSTS 140% 34 0 Click throw a handful of Blinding You HELP TEXT: POWER seconds; 50% chance for 20-second Confuse of 2.38 strength; decreased Perception. 0' 0' 100%Kuji-In Retsu 0° 1.83 2.6 Endurance Discount, Recharge, Buff Defense, Run Speed, Recovery ALLOWED: BOOSTS 25' 37 0 7.8 Kuji-In Retsu is the mastery of HELP TEXT: POWER 200 Click 0 100% — 0' 0 0' 1.83 0° 2.6POWER 1.07 120Hide 0 Endurance Discount, Recharge, Buff Defense ALLOWED: BOOSTS 0 LEVEL 120 TYPE 20' Hide makes you almost impossible to detect. When pro HELP TEXT: POWER — attacks; 3.75% Defense versus all attacks while stealthed. ACCURACY RANGE 0 0° HealingFast END COST 1.83 25' Toggle INTERRUPT TIME Heal ALLOWED: BOOSTS 100% TIME CAST 45° 10 TIME RECHARGE 1 at a faster rate than normal. This power is always on. heal Hit Points You HELP TEXT: POWER 1000 RADIUS 0' Auto ARC resistance for 60 seconds. Toxic 10Heal; 15% Increas EFFECTS: — HIT MAX TARGETS 100% 0.13 TYPES ATTACK Dull Pain 0' 0' Endurance Discount, Recharge, Heal ALLOWED: BOOSTS AoE Attack 0° 0 Using ancient techniques, you can make yourself more resilie HELP TEXT: POWER 0 9 0 Click 100% 0.73 0 — 0' 20 10.4 0 0' 0 0° 0 0.73 0 0' 0° 360 — 0 0' 0° — 0 — Caltrops Recharge, Endurance Discount, Range, Damage, Slow ALLOWED: BOOSTS toss a handful of Caltrops at targeted You HELP TEXT: POWER 9 Click 100%Kuji-In Sha 25' Endurance Discount, Recharge, Heal, Res Damage ALLOWED: BOOSTS 7.8 Kuji-In Sha invokes the power of Sha, or healing HELP TEXT: POWER 19 Click 100% 0 0' 10.4 1.07 45 0 0' 1 0° 60 0 0' — 0° most stealth po you will be discovered. Even if discovered, are hard to see and retain some bonus Defense. Unlike power, 0Reconstruction — Endurance Discount, Recharge, Heal, Res Damage ALLOWED: BOOSTS 3 you can co Through perfect control of your body, HELP TEXT: POWER Click 100% 0' 10.4 0 0.73 60 0' 0° 0 — the blinded foes, they will be alerted to your presence but will continue to suffer a penalty to Accuracy. Recharge: Very Long Recharge: Very the blinded foes, they will be alerted to your presence but continue suffer a penalty Accuracy. E LongRecharge: Very Heal. by 406.94; 406.94 Hit Point Increase Max Hit Points EFFECTS:

Volume 1 • Issue 1 INTRODUCTION lable as you lose Health, but it improves your Hit Senses allow you to perceive stealthy foes as well damage types except Psionics, recover Endurance damage resistance is only available as you lose or a short duration. Recharge: Very Long or a short duration. Recharge: Very u resistance to Confuse effects and debuffs Recharge: Long wer. When you attack or are damaged while using this wer. can keep this toggle power active. Recharge: Fast rge: Very Longrge: Very Heal; Hit Point 763.01 EFFECTS: esistances depending on Hit Points. Fire, Cold, Energy, Negative Energy resistances depending Fire, Cold, Energy, nger as you go up in level. Resilience also grants some except Psionic for 180 seconds; 71.25% resistance to all damage seconds; 71.25% except Psionic for 180 neration decrease for 180 seconds; after 180 seconds, seconds; after 180 neration decrease for 180 low Endurance cost. Defense versus all Stealth; 1.8% EFFECTS: THE BASICS ARCHETYPES GROUP DYNAMICS perly hidden, a Stalker can pull off critical hits with attacks and even land massive Assassin's Strike an po ave Focused Fighting activated. This will increase your Defense versus melee as long as it is active. Your Focus also offers yo Focus Fighting activated. This will increase your Defense versus melee as long it is active. Your ave Focused you have Focused Senses activated. This will increase your Defense versus ranged attacks as long as it is active. Your Focused Senses activated. This will increase your Defense versus ranged attacks as long it is active. Your you have Focused you lose almost all of your Hit Points and can no longer regenerate Hit Points; however, you gain resistance and Defense to all however, and can no longer regenerate Hit Points; you lose almost all of your Hit Points and resist Defense debuffs. Your Agility also grants you minor damage resistance to all damage except Toxic and Psionic. This Agility also grants you minor damage resistance to all except Toxic and resist Defense debuffs. Your ng you into a perfect fighting machine. You gain a resistance to Knockback, Disorient, Hold, Sleep, and Immobilization powers f ng you into a perfect fighting machine. You o Knockback, Disorient, Hold, Sleep, and Immobilization effects, as well increase your regeneration rate, for long you uffs. Dodge also grants you minor damage resistance to all damage except Toxic and Psionic. This damage resistance is only avai uffs. Dodge also grants you minor damage resistance to all except Toxic at an astounding rate. This boost to your regeneration rate lasts about a minute and takes long time recharge once used. tion effects. You tend not to get Disoriented, and if you do, it wears off quickly. This resistance to Disorientation gets stro tend not to get Disoriented, and if you do, it wears off quickly. tion effects. You Defense debuffs. eath. You will recover with most of your Hit Points and half your Endurance be protected from XP Debt for 90 seconds. Recha will recover with most of your Hit Points eath. You ersus melee attacks; 6.92% resistance versus Defense debuffs; increased Smashing, Lethal, Fire, Cold, Energy, Negative Energy r ersus melee attacks; 6.92% resistance versus Defense debuffs; increased Smashing, Lethal, Fire, Cold, Energy, versus Defense debuffs. g resistance; 5.6 Lethal resistance; 7.5 Toxic resistance. Toxic g resistance; 5.6 Lethal 7.5 epel for 180 seconds; protection versus Disorient, Hold, Sleep, Immobilize 17.3 for 180 seconds; lose 75% Hit Points; 100% rege 100% seconds; lose 75% Hit Points; for 180 seconds; protection versus Disorient, Hold, Sleep, Immobilize 17.3 epel for 180 Zones on 150%. for 120 seconds. for 120 wers, Hide can be used at the same time as other Concealment powers, giving you even greater stealth capability. It has a very wers, Hide can be used at the same time as other Concealment powers, giving you even greater stealth capability. anged attacks. Defense versus ranged attacks; 6.92% resistance debuffs; increased Smashing, Lethal, 7.5% EFFECTS: you will not be able to regenerate Hit Points for a short while. Recharge: Very Long for a short while. Recharge: Very you will not be able to regenerate Hit Points Defense versus all attacks 71.25% EFFECTS: Villains PvP Bases Regeneration cont. Super Reflexes Points decline. This power is always on and will permanently increase your Defense versus melee attacks.Points Defense v 7.5% EFFECTS: Instant Healing Recharge, Endurance Discount, Heal ALLOWED: BOOSTS 27 you can regenerate your Health When you activate this power, HELP TEXT: POWER Click 100% 0' 10.4 0 1.17 650 0' 0° 0 — Dodge Buff Defense ALLOWED: BOOSTS have the innate ability to Dodge some melee attacks and you resist Defense deb You HELP TEXT: POWER 19 Auto 100% 0' 0 0 0 0 0' 0° 0 — POWERIntegration Endurance Discount, Recharge, Heal ALLOWED: BOOSTS LEVEL increased regenerati Protection versus Knockback, Knockup; protection Disorient, Hold, Sleep, Immobilize 10.38; EFFECTS: TYPE making you resistant t 15 can Integrate your mind and body, You HELP TEXT: POWER ACCURACY Toggle RANGE END COST 100% INTERRUPT TIME damage. This power is always on.resistance to Smashing, Lethal, and Toxic TIME CAST 0' TIME RECHARGE 5.6 Smashin Protection versus Disorient 7.7; EFFECTS: RADIUS 0.13 ARC Increased regeneration by 600% for 90 seconds; increased 200% seconds. EFFECTS: HIT MAX TARGETS TYPES ATTACK Revive Recharge, Heal, Recovery ALLOWED: BOOSTS 0restore 50 Endurance; 90-second Experience Debt protection. Should you fall in battle, can Revive yourself from the brink of d HELP TEXT: POWER Moment of Glory 34 Endurance Discount, Recharge, Buff Defense, Res Damage, Recovery ALLOWED: BOOSTS 3.1 Click 37 100% Click When you activate this power, HELP TEXT: POWER 100% 10 0' 0' 0 0' 2.6 0°POWER 0Hide 0 0 Endurance Discount, Recharge, Buff Defense ALLOWED: BOOSTS LEVEL TYPE 4.33 Hide makes you almost impossible to detect. When pro attacks; 3.75% Defense versus all attacks while stealthed. HELP TEXT: POWER ACCURACY — 2.57 RANGE 0 FightingFocused END COST Toggle 300 INTERRUPT TIME Endurance Discount, Recharge, Buff Defense ALLOWED: BOOSTS 1 1000 100% TIME CAST Defense. Recharge: Fast TIME RECHARGE Toggle become more evasive to melee attacks while you h You HELP TEXT: POWER RADIUS 0' 100% — ARC resistance versus 13.84% Defense versus melee attacks; protection Confuse 10.38; 13.87% EFFECTS: 0' HIT MAX TARGETS — 0' 0.13as resist Defense debuffs. Recharge: Fast TYPES ATTACK 0° 0.13 resistance 13.84% Defense versus ranged attacks; increased Perception; 13.87% EFFECTS: — 0 0on Hit Points. — 0Practiced Brawler — 0.73 Endurance Discount, Recharge ALLOWED: BOOSTS 15 seconds; protection versus Disorient, Hold, Sleep, Immobilize 17.3 Protection versus Knockback, Knockup, Repel for 120 EFFECTS: 0.67 Click turni training has allowed you to become a Practiced Brawler, Your HELP TEXT: POWER 20 100% 4 0' 0' 10.4 0° 0' 0° 0 0 0 — 1.53 — 200 0' 0° 0 — Resilience Res Damage ALLOWED: BOOSTS are more Resilient. This power allows you to build up a resistance Disorienta You HELP TEXT: POWER 19 Auto 100% 0' 0 and are highly resistant to Sleep, Disorient, Immobilization, Hold effects. After Moment of Glory wares off, more quickly, 0 0 0 0' 0° 0 SensesFocused — Endurance Discount, Recharge, Buff Defense ALLOWED: BOOSTS 3 become more evasive against ranged attacks while Toggle You HELP TEXT: POWER Agile 100% Buff Defense ALLOWED: BOOSTS 0' become innately more Agile and are able to naturally avoid some ranged attacks You HELP TEXT: POWER 9 0.13 Auto 100% 0 0' 0 2.03 4 0 0' 0 0° 0 0 — 0' 0° 0 — power, you will be discovered. Even if discovered, you are hard to see and retain some bonus to Defense. Unlike most stealth po you will be discovered. Even if discovered, are hard to see and retain some bonus Defense. Unlike power, Health, but it improves as your Hit Points decline. This power is always on and will permanently increase your Defense versus r Health, but it improves as your Hit Points 100% regeneration decrease for 15 seconds. regeneration decrease for 15 100% types except Psionic for 180 seconds; increase Endurance recovery 100% for 180 seconds; protection versus Knockback, Knockup, R for 180 seconds; increase Endurance recovery 100% types except Psionic for 180

Volume 1 • Issue 1 introduction d increase; 40% resistance versus eight and Endurance Recovery are also increased. ebuffs. Recharge: Fast ry 100% for 180 seconds; 50% Run Speed increase; for 180 ry 100% stalker Brute attacks. This power increases your Defense versus such attacks as long it is active. Evasion also helps you resist d making yourself so quick you can Elude almost any attack, be it ranged, melee, or area effect. Your running speed and jumping h making yourself so quick you can Elude almost any attack, be it ranged, melee, or area effect. Your s power is always on and permanently increases your attack rate movement speed. Run Spee 20% recharge increase; 10% EFFECTS: Mastermind decrease for 20 seconds. er Endurance for a while. Recharge: Very Longer Endurance for a while. Recharge: Very seconds; increase Endurance recove 45% Defense versus all attacks for 180 EFFECTS: Corrupter DOMINATOR Super Reflexes cont. 34.6% resistance versus Defense debuffs; after 180 seconds, 100% Endurance decrease; after 180 seconds, 100% Endurance recovery seconds, 100% Endurance decrease; after 180 seconds, 100% 34.6% resistance versus Defense debuffs; after 180 POWERQuickness Run Speed ALLOWED: BOOSTS LEVELrecharge decrease. TYPE 27 Quick reflexes allow you to move faster than normal and resist Slow effects. Thi Your HELP TEXT: POWER ACCURACYEvasion RANGE Auto Endurance Discount, Recharge, Buff Defense ALLOWED: BOOSTS END COST 100% INTERRUPT TIME resistance versus Defense debuffs. Defense versus area-effect attacks; 13.84% 21.37 EFFECTS: TIME CAST are Evasive against area-effect and cone-shaped Elude 34 You HELP TEXT: POWER TIME RECHARGE 0' Toggle RADIUS Endurance Discount, Recharge, Buff Defense, Run Speed, Recovery ALLOWED: BOOSTS ARC 100% 0 HIT MAX TARGETS can improve your reflexes, You HELP TEXT: POWER TYPES ATTACK 0' 37 Click 0.13 0 100% 0' 0 0 2.6 3 0 0 4 0' 2 0° 0' 1000 0 0° 0' — 0 0° — 0 — Elude grants you high resistance to Defense debuffs. When wears off, are drained of all Endurance and unable recov

Volume 1 • Issue 1 and dependent upon the target INTRODUCTION depend on the specific Mercenary ction. In addition to standard Soldier . Damage: Moderate, Recharge: Slow ng ranged, and these Mercenaries are adept in many guns, but these can be upgraded. You may have only guns, but these can be upgraded. You damage, Accuracy, Endurance recovery, and damage Endurance recovery, damage, Accuracy, nock down foes. Damage: High, Recharge: Moderate do, the power will fail. See also "Commando" arget's Defense. Damage: Moderate (DoT), Recharge: Fast in battle. If you already have two, the power will fail. See also : Summons one Soldier at Level 1 and an additional soldier econds; 100% increase to recovery for 60 seconds; 100% econds; 100% protection for 60 seconds; 100% decrease in Endurance after 60 seconds; protection for 60 seconds; 100% xhausted and drained of all Endurance for a while. Recharge: Very Long xhausted and drained of all Endurance for a while. Recharge: Very THE BASICS ARCHETYPES GROUP DYNAMICS and weaponry. This power permanently bestows new weapons and abilities to one Mercenary henchman. The powers gained are unique and weaponry. range from beneath the barrel of your assault rifle. This explosion affects all within blast radius and can knock them back gears to one Mercenary henchman. The tactically upgraded Mercenary will gain powers, weapons, and munitions. The powers gained at a targeted foe. Firing single Slug is slower than firing Burst, but it deals more damage, has longer range, and can k rained Commando. The Commando is a seasoned professional who favors heavy assault weapons and can leave behind wake of destru Soldiers (depending on your level) to do bidding. The third Soldier you gain will be a Medic. All use submachine a Burst of rounds at single target very long range. Damage is average, but the fire rate fast. It can also reduce t : You can enlist 1–2 highly skilled Spec Ops Mercenaries (depending on your level). weapons are accurate and lo : You cial Serum to turn one Mercenary into a virtually unstoppable killing machine for short time. Once the Mercenary is injected, Recharge: Medium Adds Level 1 powers to targeted henchman. EFFECTS: ce. Recharge: Medium Adds Level 2 powers to targeted henchman. EFFECTS: s; 100% increase to inherent Lethal damage resistance for 60 seconds; 100% increase to inherent Fire damage resistance for 60 s increase to inherent Lethal damage resistance for 60 seconds; 100% s; 100% this will suppress for 10 seconds after affecting a target). this will suppress for 10 c Ops under your control at any given time. If you attempt to summon more Spec Ops, can only replace the ones have lost ockback of 16' versus players only (this will suppress for 10 seconds after affecting a target). versus players only (this will suppress for 10 ockback of 16' Zones and Toxic damage. You may have only one Commando under your control at any given time. If you attempt to summon another Comman damage. You and Toxic 12.9 points of Disorient protection for 60 seconds; 12.9 points of Sleep protection for 60 seconds; 12.9 points of Immobilize points of Sleep protection for 60 seconds; 12.9 points of Disorient protection for 60 seconds; 12.9 12.9 ve lost in battle. If you already have three, the power will fail. See also the "Soldier" power set. Recharge: Very Longve lost in battle. If you already have three, the power will fail. See also "Soldier" set. Recharge: Very EFFECTS olling effects, including Disorient, Sleep, Hold, Immobilize, and Knockback. After the Serum wears off, Mercenary will be e Villains PvP Bases Mercenaries resistance to Knockback for 60 seconds; 100% resistance to Repel for 60 seconds; 12.9 points of Hold protection for 60 seconds; resistance to Repel for 60 seconds; 12.9 resistance to Knockback for 60 seconds; 100% henchman. This power works only on your Mercenary henchmen, and you can only tactically upgrade any given Mercenary henchman on different tactical weapons. Like all henchmen, Spec Ops can be equipped with even deadlier munitions. You may have only two Spe different tactical weapons. Like all henchmen, Spec Ops can be equipped with even deadlier munitions. You resistance to all damage except Psionics will be greatly increased. The target Mercenary will also be virtually immune to contr increase to inherent Smashing damage resistance for 60 second 52.5% increase to damage resistance for 60 seconds; 100% EFFECTS: Equip Mercenary Recharge, Endurance Discount, Range ALLOWED: BOOSTS 6 Click Equip your Mercenary henchmen with more advanced munitions HELP TEXT: POWER 100% 50' 16.25 0 1.30 6 Target 0° 1 — POWERBurst Damage, Endurance Discount, Range, Defense Debuff, Recharge Accuracy, ALLOWED: BOOSTS LEVEL decrease to Defense for 8 seconds. second; 7.5% 8.25 Lethal damage per .3 second for .91 EFFECTS: TYPE This power quickly fires HELP TEXT: POWER ACCURACYSoldiers RANGE 0 Damage, Endurance Discount, Defense Debuff, Heal Accuracy, ALLOWED: BOOSTS END COST Click INTERRUPT TIME TIME CAST This power calls forth 1–3 Mercenary HELP TEXT: POWER 105%beginning at Level 6; summons one Medic 18. 0 TIME RECHARGE Slug RADIUS Click 90' ARC Damage, Endurance Discount, Range, Knockback, Recharge Accuracy, ALLOWED: BOOSTS HIT MAX TARGETS 100% Lethal damage; 25% chance for a Knockdown versus critters only; 25% chance for a Knockdown versus players only ( 50.16 EFFECTS: 6.5 TYPES ATTACK 60' This power fires a single Slug HELP TEXT: POWER 2 19.5 Click 0Mercenary henchman. This power works only on your Mercenary henchmen and you can only equip any given Mercenary henchman once. 105% 0 100' 2.2 versus critters only; 50% chance for a Kn Lethal damage; 50% chance for a Knockback of 16' Smashing damage; 18.35 9.17 EFFECTS: 10.66 2.03 4 0 Longthe "Spec Ops" power set. Recharge: Very 60 TargetSerum 0° Hit Buff To Recharge, Endurance Discount, Range, Damage Resistance, Recovery, ALLOWED: BOOSTS 1.87 Summons one Spec Ops and an additional beginning at Level 24. EFFECTS: Target can use a spe You HELP TEXT: POWER 0° 1 18 8 Click decrease in recovery for 20 seconds after a 60-second delay. 100% 1 100% Ranged, Lethal Commando Target Damage, Endurance Discount, Defense Debuff, Knockback Accuracy, ALLOWED: 100'BOOSTS 0° — 26 This power enlists one highly t HELP TEXT: 13 POWER Longset. Recharge: Very Click 1 UpgradeTactical 100% Recharge, Endurance Discount, Range Summons one Commando. ALLOWED: EFFECTS: BOOSTS 32 0 60' Ranged, Lethal Click upgrade the most advanced tactical weapons and Permanently HELP TEXT: POWER 19.5 100% 1.3 30' 0 22.8 1000 Target 2.03 0 0° 120 2.03 1 Target 0° — 10 Target 1 0° — 1 — three Soldiers under your control at any given time. If you attempt to call more Soldiers, can only replace the ones ha M30 Grenade Damage, Recharge, Endurance Discount, Range, Knockback Accuracy, ALLOWED: BOOSTS 8 Launch an M30 Grenade at long HELP TEXT: POWER Spec Ops Click Hit Debuff Damage, Endurance Discount, Defense Debuff, Immobilize, Hold, Disorient, To Accuracy, ALLOWED: BOOSTS 105% HELP TEXT POWER 80' 12 Click 18.98 100% 60' 0 19.5 1.87 0 and rugged advanced training adds slight resistance to Fire, Cold, resistance, experience makes the Commando resistant to Fear, 16 2.03 15' 360° 90 16 Target 0° AoE, Lethal, Smashing 1 — Power Sets primary Powers

Volume 1 • Issue 1 introduction 42% Smashing resistance; ecrease to Defense for 5 seconds. tance; 4-point Placate protection; 2- to Defense for 5 seconds. stalker Brute chine gun. decrease to Defense for 5 seconds. 5.7 Lethal damage per .3 second for .7 second; 7.5% EFFECTS: the assault rifle. Note that this replaces ASMG Burst. Lethal damage per .3 second for .7 second; 3.75% decrease 6.51 EFFECTS: the Assault Rifle. Note that this replaces ASMG Heavy Burst. seconds; 3.75% d 5.38 Lethal damage per .3 second for 1.6 EFFECTS: the assault rifle. Lethal damage per .25 second for 5.2 seconds; 3.75% decrease to Defense 8 seconds. 1.93 EFFECTS: the advanced submachine gun. seconds; 3.75% decrease to Defense for 5 seconds. 4.5 Lethal damage per .3 second for 1.6 EFFECTS: the assault rifle. seconds; 3.75% decrease to Defense for 5 seconds. 5.3 Lethal damage per .3 second for 1.6 EFFECTS: ing makes them resistant to Confuse and Placate. They have a submachine gun burst, along with Med Kit heal allies. EFFECTS: ASMG Burst. 5.7 Lethal damage per .3 second for .7 second; 3.75% decrease to Defense 5 seconds. EFFECTS: makes them resistant to Confuse and Placate, they have an ASMG Burst. 26.6% Smashing resistance; Lethal resis EFFECTS: d on. Smashing damage. 21.3 EFFECTS: d on. Smashing damage. 21.3 EFFECTS: so you shouldn't use it in combat. Heal. 159.6 EFFECTS: Mastermind Corrupter DOMINATOR Mercenaries: Medic Mercenaries: Soldier Mercenaries: Soldier Level 1 Mercenaries: Soldier Level 2 ASMG Burst Damage, Endurance Discount, Defense Debuff Accuracy, ALLOWED: BOOSTS — foe's Defense will be reduced by the Your HELP TEXT: POWER Click 105% 80' 4.4Assault Rifle Heavy Burst— Damage, Endurance Discount, Defense Debuff Accuracy, ALLOWED: ClickBOOSTS 0 110% Defense has been reduced by fire from Your HELP TEXT: POWER 80' 2.2 8.5 3 0 Target 0° 2.67 1 8 Ranged, Lethal Target 0° 1 Ranged, Lethal Med KitSMG Burst Damage, Endurance Discount, Defense Debuff Accuracy, ALLOWED: —BOOSTS Click — Defense has been reduced by the subma Your HELP TEXT: POWER 100% Click 25' 100% 70' 5.2 4.4 0 0 3.17 2.2 20 3 Target 0° Target 0° 1 1 — Ranged, Lethal POWERResistance — ALLOWED: BOOSTS LEVELpoint Confusion protection; 50% resistance. TYPE — ACCURACYBrawl Body armor gives Mercenary Soldiers resistance to Lethal and Smashing damage. Their training HELP TEXT: POWER RANGE Auto Damage, Endurance Discount Accuracy, ALLOWED: BOOSTS END COST 100% INTERRUPT TIME TIME CAST When all else fails, you have only your two fists to depen HELP TEXT: POWER TIME 0' RECHARGE — RADIUS Click ARC 0.0 HIT MAX TARGETS 100% TYPES ATTACK 5' 0POWER 4.4ASMG Heavy Burst Damage, Endurance Discount, Defense Debuff Accuracy, ALLOWED: BOOSTS — LEVEL 0 Click TYPE 0 ACCURACY Defense has been reduced by fire from Your HELP TEXT: POWER 105% RANGE END COST 80' INTERRUPT TIME 0 TIME CAST 0.67 TIME RECHARGE 6.9 RADIUS Target ARC 0° 16 HIT MAX TARGETS TYPES ATTACK 0 Target 1 0° 2.67 — 1 6 Melee, Smashing Target 0°POWERResistance 1 Damage Resistance ALLOWED: BOOSTS LEVELLethal resistance; 4-point Placate protection; 2-point Confusion 50% resistance. TYPE — ACCURACY Ranged, Lethal Brawl Body armor gives Medics resistance to Lethal and Smashing Damage. Their train HELP TEXT: POWER RANGE Auto Damage, Endurance Discount Accuracy, ALLOWED: BOOSTS END COST 100% INTERRUPT TIME TIME CAST Endurance Discount, Heal ALLOWED: BOOSTS TIME 0' RECHARGE When all else fails, you have only your two fists to depen HELP TEXT: POWER — RADIUS Click ARC This power is interruptible, 0.0 The Med Kit heals a single targeted ally. HELP TEXT: POWER HIT MAX TARGETS 100% TYPES ATTACK 5' 0 4.4 0 0 0 0.67 Target 0° 16 Target 1 0° — 1 Melee, Smashing POWERAssault Rifle Auto Fire — Damage, Endurance Discount, Defense Debuff Accuracy, ALLOWED: BOOSTS Click LEVELAssault Rifle Burst TYPE 110% ACCURACY Defense has been reduced by fire from Damage, Endurance Discount, Defense Debuff Accuracy, Your ALLOWED: HELP TEXT: BOOSTS POWER — RANGE END COST 80' Click INTERRUPT TIME Defense has been reduced by fire from Your HELP TEXT: POWER 110% TIME CAST 10.2 TIME RECHARGE 80' RADIUS ARC HIT MAX TARGETS 0 5.2 TYPES ATTACK 0 6 16 2.2 80' 4 5° Target 0° 10 AoE, Lethal 1 Ranged, Lethal Assault Rifle Heavy Burst— Damage, Endurance Discount, Defense Debuff Accuracy, ALLOWED: ClickBOOSTS 110% Defense has been reduced by fire from Your HELP TEXT: POWER 80' 8.5 0 2.67 8 Target 0° 1 Ranged, Lethal

Volume 1 • Issue 1 INTRODUCTION mobilize of strength 3 versus players 24-second Disorient of 3 strength versus 15 seconds on affected targets). 15 ions combat assault rifle (SCAR). applications and as you advance in level. This power is or 45 seconds; 5.49 Fear protection for 45 seconds. or 45 seconds; 5.49 Fear 15 seconds. 15 THE BASICS (this will be canceled when the target is attacked); 5% decrease in To Hit (this will be canceled when the target is attacked); 5% decrease in To ARCHETYPES GROUP DYNAMICS ECTS: 12.63 Smashing damage; 19.73 Lethal damage; 80% chance for a Knockback of 16'. Smashing damage; 19.73 12.63 ECTS: d Disorient of 3 strength versus critters only; 6.16-second Disorient of 3 strength versus players only (this will suppress for d Disorient of 3 strength versus critters only; 6.16-second chine gun. decrease to Defense for 5 seconds. seconds; 7.5% 4.5 Lethal damage per .3 second for 1.6 EFFECTS: g makes them resistant to Confuse and Placate. A Spec Ops can fire a Burst, Heavy Burst, or Web Grenade from the special operat g makes them resistant to Confuse and Placate. A Spec Ops can fire a Burst, Heavy or Web the SCAR. seconds; 5% decrease to Defense for 5 seconds. 5.8 Lethal damage per .3 second for 1.6 EFFECTS: the combat assault rifle. Lethal damage per .3 second for .7 second; 5% decrease to Defense 5 seconds. 7.35 EFFECTS: nnot move or fly and attack speed is reduced. Im Immobilize of strength 3 versus critters only; 15.4-second 23.1-second EFFECTS: you. You feel Disoriented and cannot focus. Your foe's Accuracy and Perception may be reduced by the Flash grenade. foe's Accuracy and Perception feel Disoriented and cannot focus. Your you. You 9. EFFECTS: d on. 26.4 Smashing damage. EFFECTS: ear, or Confuse effects and leaves him her resistant to such for a brief time. Protection will improve with multiple ear, or 45 seconds; 5.49 Immobilize protection for Disorient Confusion f Zones tack Speed for 15 seconds; 100% Knockback resistance for 15 seconds; Flight is disabled for 15 seconds; Jumping is disabled for seconds; Flight is disabled for 15 Knockback resistance for 15 seconds; 100% tack Speed for 15 usion resistance. 90% decrease to Perception for 20 seconds versus critters only; 90% decrease to Perception for 20 seconds versus players only for 20 seconds versus critters only; 90% decrease to Perception 90% decrease to Perception Villains PvP Bases Mercenaries: Medic Level 1 Mercenaries: Medic Level 2 Mercenaries: Spec Ops Mercenaries: Spec Ops Level 1 critters only; 6.16-second Disorient of 3 strength versus players only (this will suppress for 15 seconds on affected targets); Disorient of 3 strength versus players only (this will suppress for 15 critters only; 6.16-second Flash Bang Hit Debuff Disorient, Endurance Discount, To Accuracy, ALLOWED: BOOSTS The Flash Bang Grenade has exploded near HELP TEXT: POWER —chance for 20 seconds. Click 100% 70' 7.8 0 1.87 120 15' 360° — Ranged SCAR BurstSCAR Heavy Burst — — Click GrenadeWeb Click 115% Endurance Discount, Immobilize Accuracy, ALLOWED: BOOSTS 115% 100' — 100' Grenade traps your foe in a web. The target ca The Web HELP TEXT: POWER Click 4.4 100% 6.9 70' 0 0 7.8 2.2 2.67 0 3 6 1.87 Target Target 0° 30 0° 1 Target 1 0° Ranged, Lethal Ranged, Lethal 1 Ranged POWERResistance — ALLOWED: BOOSTS LEVEL 26.6% Smashing resistance; Lethal 4-point Placate protection; 2-point Confusion 50% Conf EFFECTS: TYPE — ACCURACY RANGE Body armor gives Spec Ops Mercenaries resistance to Lethal and Smashing Damage. Their trainin HELP TEXT: POWER Auto Damage, Endurance Discount Accuracy, ALLOWED: BOOSTS END COST 100% INTERRUPT TIME TIME CAST When all else fails, you have only your two fists to depen HELP TEXT: POWER Damage, Endurance Discount, Defense Debuff Accuracy, ALLOWED: BOOSTS TIME 0' RECHARGE RADIUS ARC Defense has been reduced by fire from Your HELP TEXT: POWER 0.0 Damage, Endurance Discount, Defense Debuff Accuracy, ALLOWED: BOOSTS HIT MAX TARGETS TYPES ATTACK Defense has been reduced by fire from Your HELP TEXT: POWER 0 0POWER 0Rifle Butt — ALLOWED: BOOSTS Target LEVEL TYPE 0° — ACCURACY foe may be Disoriented by the Rifle butt attack. RANGE Your HELP TEXT: POWER Click END COST INTERRUPT TIME 1 100% Smashing damage; 9.24-secon 7.7 EFFECTS: TIME CAST TIME RECHARGE 5' RADIUS — ARC 10.1 HIT MAX TARGETS TYPES ATTACK 0 1.17 20 Target 0° 1 Melee, Smashing Brawl — Click 100% 5' 4.4 0 0.67 16 Target 0° 1 Melee, Smashing only (this will suppress for 15 seconds on affected targets); 50% decrease to Movement Speed for 15 seconds; 50% decrease to At seconds on affected targets); 50% decrease to Movement Speed for 15 only (this will suppress for 15 POWERSMG Heavy Burst Damage, Endurance Discount, Defense Debuff Accuracy, ALLOWED: BOOSTS — LEVEL TYPE Click Defense has been reduced by the subma ACCURACY Your HELP TEXT: POWER RANGE 100% END COST INTERRUPT TIME 70' TIME CAST TIME RECHARGE POWER 4.4 RADIUSStimulant ARC HIT MAX TARGETS Endurance Discount ALLOWED: BOOSTS TYPES ATTACK LEVELinterruptible and shouldn't be used in the heat of combat. 0 TYPE — ACCURACY A Stimulant frees an ally from any Immobilization, Sleep, Disorient, Hold, F HELP TEXT: POWER RANGE Click 5.49 Hold protection for 45 seconds; Sleep f EFFECTS: END COST INTERRUPT TIME 100% 2.67 TIME CAST TIME RECHARGE 25' RADIUS ARC 6 10.4 HIT MAX TARGETS TYPES ATTACK Target 0 0° 1 3.17 Ranged, Lethal 15 Target 0° 1 — Frag Grenade — ALLOWED: BOOSTS — Click The explosion from this Frag Grenade affects all within the blast and can knock them back. HELP TEXT: POWER 100% 80' EFF 10.4 0 1.37 16 15' 360° — AoE, Lethal, Smashing

Volume 1 • Issue 1 introduction r a Knockdown versus critters only; or 15 seconds on affected targets); 20% or 15 d Toxic Damage. The Commando can fire a d Toxic ing this power, you will be discovered and ing this power, ll targets within the narrow cone of effect. There's a amage: High, Recharge: Moderate Damage: Moderate (DoT), Recharge: Fast sistance; 4-point Fear protection; 50% Fear resistance. protection; 50% Fear sistance; 4-point Fear attack or are attacked); 389' stealth radius to players (this will stalker ease to Movement Speed. Brute : 9.24-second Hold of 3 strength versus critters only; 6.16-second Hold of 3 strength versus players only (this will suppress f : 9.24-second Hold of 3 strength versus critters only; 6.16-second m resistant to Confuse, Fear, and Placate, their experience in the elements makes them slightly resistant to Fire, Cold, an m resistant to Confuse, Fear, en if discovered, you are hard to see and have a bonus to Defense to melee and ranged attacks. If, however, you attack while us en if discovered, you are hard to see and have a bonus Defense melee ranged attacks. If, however, ive spray of bullets at your target. Although the power is very slow to reload, damage from this attack is massive, shredding a a sniper rifle to take out target at extreme range. 49.73 Lethal damage. EFFECTS: at a single target very long range. Damage is average, but the fire rate fast. It can also reduce target's Defense. d on. 30.78 Smashing damage. EFFECTS: e. Firing a single Slug is slower than firing Burst, but it deals more damage, has longer range, and can knock down foes. D Buckshot pellets and can knock some foes down. Damage: Moderate, Recharge: Moderate 28.22 Lethal damage; 50% chance fo EFFECTS: ond for 5 seconds; 10% chance of 30 Lethal damage after 5 seconds. ond for 5 seconds; 10% ECTS: 35' stealth radius to critters (this will suppress for 10 seconds if you interact with a clickable object or initiate an 35' stealth radius to critters (this will suppress for 10 ECTS: Mastermind stance; 6.6% Cold resistance; 6.6% Toxic resistance; 4-point Placate protection; 2-point Confusion 50% re stance; 6.6% Cold resistance; Toxic this will suppress for 10 seconds after affecting a target). this will suppress for 10 nse (this will suppress for 10 seconds if you interact with a clickable object or initiate an attack are attacked); 35% decr nse (this will suppress for 10 Corrupter DOMINATOR Mercenaries: Commando Mercenaries: Commando Level 1 Mercenaries: Spec Ops Level 2 suppress for 10 seconds if you interact with a clickable object or initiate an attack are attacked); 2.8% Defense; Defe suppress for 10 lose your Stealth and some of your Defense bonus. While Stealthy, your movement is Slowed. It has a very low Endurance cost.lose your Stealth and some of Defense bonus. While Stealthy, EFF Brawl — Click 100% 5' 4.4 0 0.67 16 Target 0° 1 Melee, Smashing POWERSCAR Snipe Damage, Endurance Discount Accuracy, ALLOWED: BOOSTS LEVEL TYPE — ACCURACY The Spec Ops combat assault rifle, or SCAR, can be used as HELP TEXT: POWER RANGE Clickdecrease to damage for 20 seconds. END COST 120% INTERRUPT TIMEStealth TIME CAST 150' Endurance Discount ALLOWED: BOOSTS TIME RECHARGE RADIUS 6.9 ARC blend into your environment and can only be seen at very close range. Ev You HELP TEXT: POWER HIT MAX TARGETS — TYPES ATTACK Toggle 100% 0 0' 3.83 0.1POWERResistance — ALLOWED: 16BOOSTS 0 LEVELBurst or a single heavy Slug from the assault rifle. TYPE — ACCURACY Body armor gives Commandos resistance to Lethal and Smashing Damage. Their training makes the HELP TEXT: Target POWER RANGE Auto 26.6% Smashing resistance; Lethal 6.6% Fire resi EFFECTS: Damage, Endurance Discount Accuracy, ALLOWED: BOOSTS END COST 0° 0.73 100% INTERRUPT TIME TIME CAST When all else fails, you have only your two fists to depen HELP TEXT: POWER TIME 0' RECHARGE 1 20 RADIUS 8.37 Lethal damage per .3 second for 1 second; 6.25% decrease to Defense 8 seconds. EFFECTS: ARC 0.0Slug HIT MAX TARGETS Ranged, Lethal TYPES ATTACK Damage, Endurance Discount, Knockback Accuracy, ALLOWED: TargetBOOSTS 0° 0 This power fires a single Slug at targeted fo HELP TEXT: POWER — 1 Click 0 105% — 75'POWERBuckshot 0 8.5 Damage, Endurance Discount, Knockback Accuracy, ALLOWED: BOOSTS LEVEL seconds after affecting a target). 50% chance for a Knockdown versus players only (this will suppress 10 TYPE Good at close range, this power fires a cone of HELP TEXT: POWER Target — ACCURACYFull Auto RANGE 0 0° Click Damage, Endurance Discount Accuracy, ALLOWED: BOOSTS END COST INTERRUPT TIME 105% TIME CAST — Open up your assault rifle on Full Auto to lay down a mass HELP TEXT: POWER 1 TIME RECHARGE 40' 1.87 Click RADIUS ARC 10.2 135% HIT MAX TARGETS — TYPES ATTACK 8 75' 0 15.6 Target 0° 1.87 0 1 8 6 Ranged, Lethal 40' 60 30° 10 80' 20° AoE, Lethal 10 AoE, Lethal Tear GasTear Endurance Discount, Hold Accuracy, ALLOWED: BOOSTS Gas may reduce your foe's damage capability. The Tear HELP TEXT: POWER — Click EFFECTS 100% 70' 7.8 0 1.87 180Burst Damage, Endurance Discount, Defense Debuff Accuracy, ALLOWED: 15'BOOSTS 360° This power quickly fires a Burst of rounds HELP TEXT: POWER — — Click 50.85 Lethal damage; 25% chance for a Knockdown versus critters only; 25% chance for a Knockdown versus players only ( EFFECTS: 105% Ranged 75' 5.2 0 2.2chance you may land a lucky shot for extra damage. Damage: Superior (DoT), Recharge: Slow 4 5.02 Lethal damage per .3 sec EFFECTS: Target 0° 1 Ranged, Lethal

Volume 1 • Issue 1 henchmen, and you can only INTRODUCTION EFFECTS: 6.72 Negative Energy EFFECTS: charge: Fast ack powers and can be empowered with even ent upon the type of Undead henchman you ent upon the type of Undead ee attacks but can be empowered with range , Recharge: Slow 9.3 Smashing EFFECTS: u must take your time to aim, so this attack can be T) Recharge: Slow Fire 7.5 EFFECTS: orm of Hit Points. Damage: Moderate, Recharge: Slow orm of Hit Points. ly; 50% chance for a Knockback of 16' versus players only ly; 50% chance for a Knockback of 16' Empowerment. See also the "Ghost" power set. Recharge: Very Long Empowerment. See also the "Ghost" power set. Recharge: Very power set. Recharge: Very Long power set. Recharge: Very ombies" power set. Recharge: Very Long ombies" power set. Recharge: Very THE BASICS ARCHETYPES GROUP DYNAMICS h the barrel of your assault rifle. The explosion affects all within blast radius and can knock them back. Damage: Moderate on your level) to do bidding. Zombies are very tough but can be slow and stupid. They start out with only rudimentary mel the barrel of your assault rifle, setting foes on fire. It's very accurate and very deadly at medium range. Damage: Extreme (Do ties to one Undead henchman. The powers gained depend on the targeted Undead henchman. Enchant Undead works only on your Undead henchman. Enchant Undead henchman. The powers gained depend on the targeted Undead ties to one Undead It is very accurate and has a very long range. The impressive round can knock down its target. As with most sniper attacks, yo et of life and reduces Accuracy. Slower than Dark Blast, it deals more damage over time. Damage: High (DoT), Recharge: Moderate et of life and reduces Accuracy. mmon 1–2 powerful Grave Knights (depending on your level) to do bidding. come well equipped with several att g-range blast of dark energy that deals moderate Negative Energy damage and reduces the target's Accuracy. Damage: Moderate, Re g-range blast of dark energy that deals moderate Negative Energy damage and reduces the target's Accuracy. r of the Netherworld to steal some life from a foe and reduce Accuracy. Some of that stolen life is transferred to you in the f r of the Netherworld to steal some life from a foe and reduce Accuracy. t the soul from one of your defeated Undead henchmen and summon this Ghost to do your bidding. The power of the is depend t the soul from one of your defeated Undead stible Lethal damage to players only; 22.94 Lethal damage to players only; 50% chance for a Knockback of 16' versus critters on stible Lethal damage to players only; 22.94 Lethal damage to players only; 50% chance for a Knockback of 16' u can only replace the ones you have lost in battle. If already two, power will fail. See also "Grave Knight" level 6 and to three Zombies at 18. Zombies, you can only replace the ones have lost in battle. If already three, power will fail. See also "Z Zones ayers only (this will suppress for 10 seconds after affecting a target). ayers only (this will suppress for 10 nd to your control and will eventually move on to the next world. The Ghost cannot gain new powers with Enchant Undead or Dark nd to your control and will eventually move on the next world. The Ghost cannot gain new powers with Enchant Undead Villains PvP Bases Mercenaries: Commando Level 2 Necromancy EFFECTS: Summons one Ghost of rank below the caster's rank. EFFECTS: interrupted. Damage: Superior, Recharge: Slowinterrupted. Damage: Superior, Smashing damage; 23.25 irresi 46.2 Lethal damage versus critters only; 21 EFFECTS: Flamethrower Damage, Endurance Discount Accuracy, ALLOWED: BOOSTS — Flamethrower spews forth a cone of flames from underneath HELP TEXT: POWER Click 110% 40' seconds after affecting a target). (this will suppress for 10 15.6 0 3.5 20 40' 45° 10 AoE, Fire POWERM30 Grenade Damage, Endurance Discount, Knockback Accuracy, ALLOWED: BOOSTS LEVEL versus pl versus critters only; 50% chance for a Knockback of 16' Lethal damage; 50% chance for a Knockback of 16' damage; 18.6 — TYPE Launch an M30 Grenade at long range from beneat HELP TEXT: POWER ACCURACY Click RANGE END COST 105% INTERRUPT TIME seconds. damage per second for 7.1 TIME CAST 70'LRM Rocket TIME RECHARGE Damage, Endurance Discount, Knockback RADIUS Accuracy, ALLOWED: BOOSTS 15.2 ARC HIT MAX TARGETS — The LRM Rocket is a powerful piece of hardware. HELP TEXT: POWER TYPES ATTACK Click 0 105% 150' 1.87 18.2 16 0 15' 3.83 360° 16 240 AoE, Lethal, Smashing 15' 360° 16 Ranged, Lethal Gloom Hit Debuff Damage, Recharge, Endurance Discount, Range, To Accuracy, ALLOWED: BOOSTS Gloom slowly drains a targ HELP TEXT: POWER 2 Click 100% 80' 10.7 0 1.1 8 Target 0° 1 Ranged, Negative Energy POWERDark Blast Hit Debuff Damage, Recharge, Endurance Discount, Range, To Accuracy, ALLOWED: BOOSTS LEVEL Hit chance for 6 seconds. 30.58 Negative Energy damage; 5.62 decrease in To EFFECTS: TYPE This power sends out a lon HELP TEXT: POWER 0 ACCURACYZombie Horde RANGE Click Hit Debuff, Heal Damage, Endurance Discount, To Accuracy, ALLOWED: BOOSTS END COST INTERRUPT TIME 100% 0 can summon 1–3 Zombies (depending You HELP TEXT: POWER TIME CAST you may summon a single Zombie. This increases to two Zombies at This power allows you to summon Zombies. At level 1, EFFECTS: Click TIME RECHARGE 80' RADIUS 100% ARC 6.5 HIT MAX TARGETS 60' seconds. Hit chance for 10 damage per .5 second for 3.6 seconds; 5.62 decrease in To TYPES ATTACK Enchant Undead 19.5 0 Recharge, Endurance Discount, Range ALLOWED: BOOSTS 6 henchman once. Recharge: Mediumenchant any given Undead will permanently bestow new powers and abili Enchant Undead HELP TEXT: POWER Click 0Life Drain Adds Level 1 to targeted henchman. EFFECTS: 100% Hit Debuff, Heal Damage, Recharge, Endurance Discount, Range, To Accuracy, ALLOWED: BOOSTS 1 seconds. Hit chance for 10 self Heal; 5.62 decrease in To 30.58 Negative Energy damage; 107-point EFFECTS: 50' can tap the powe You HELP TEXT: POWER 8 3.1Grave Knight 16.3 Click Hit Debuff, Heal Damage, Endurance Discount, Defense Debuff, Knockback, To Accuracy, ALLOWED: 4BOOSTS 100% 12 can su 60 You HELP TEXT: POWER Summons one Grave Knight and an additional beginning at Level 24. EFFECTS: Click Target 60' 0Soul Extraction 100% 0° Target Hit Debuff, Heal Damage, Range, Recharge, Endurance Discount, Hold, To Accuracy, ALLOWED: BOOSTS 19.5 60' 18 0° can extrac You HELP TEXT: POWER 2.07 Click 1 19.5 100% 0 1 Ranged, Negative Energy 6 60' 0 — 1.93 13.0 Target 0° 1.07 15 0 1 90 Target 2.03 0° — Target 0° 1 600 Target 1 Ranged, Negative Energy 0° — 1 — and even life-draining powers. You may have only 3 Zombies under your control at any given time. If you attempt to summon more and even life-draining powers. You may have only two Grave Knights under your control at any given time. If you attempt to summon more Knights, yo more. You your other henchman, the Ghost is only loosely bou it will always be one level lower than you. Unlike extract it from; however,

Volume 1 • Issue 1 introduction s gained are dependent upon the ; 26.6% Cold resistance; Toxic s of its own. Perhaps it was a dark wizard, or s of its own. Perhaps given time. If you attempt to summon another Lich, the power will fail. o Run Speed reduction. stalker Brute damage. and darkest new powers and abilities to one Undead henchman. The empowered Undead will gain new abilities and powers. The power henchman. The empowered Undead and darkest new powers abilities to one Undead for a time. seconds (melee only). damage per second for 5.1 Toxic damage (ranged); 90% chance of 1.26 33.49 Toxic EFFECTS: foe's Accuracy. seconds. Hit chance for 10 self Heal; 5.62 decrease in To 25.37 Negative Energy damage; 117.32 EFFECTS: ls Toxic damage over time.ls Toxic seconds. damage per second for 5.1 Toxic damage; 90% chance of 1.26 25.37 Toxic EFFECTS: ER HELP TEXT: You can summon a dark and powerful Lich. The Lich is an Undead entity that, when alive, possessed many dark power can summon a dark and powerful Lich. The Lich is an Undead You ER HELP TEXT: an once. Recharge: Medium Adds Level 2 to targeted henchman. EFFECTS: , Cold, Negative Energy, Toxic, and Psionic damage. They have a powerful Zombie Brawl attack. Toxic, , Cold, Negative Energy, 26.6% Smashing resistance EFFECTS: Mastermind feeding itself. The Lich specializes in dark control and draining powers. You may have only one Lich under your control at any feeding itself. The Lich specializes in dark control and draining powers. You 50% Fear resistance; 4-point Fear protection; 50% Fear resistance; 100% resistance to Attack Speed reduction; 100% resistance t resistance to Attack Speed reduction; 100% resistance; 100% protection; 50% Fear resistance; 4-point Fear 50% Fear Corrupter DOMINATOR Necromancy: Zombie Level 1 Necromancy: Zombie Necromancy: Zombie Level 2 Necromancy cont. targeted Undead henchman. Dark Empowerment works only on your Undead henchmen, and you can only empower any given Undead henchm henchmen, and you can only empower any given Undead henchman. Dark Empowerment works only on your Undead targeted Undead Zombie Vomit Damage, Endurance Discount Accuracy, ALLOWED: BOOSTS — vomit will continue to damage your foe The Zombie's Toxic HELP TEXT: POWER Click 100% 8' 6.9 0 2.67 12 5' 360° 5 AoE POWERProjectile Vomit Damage, Endurance Discount Accuracy, ALLOWED: BOOSTS — LEVEL TYPE Click a corrosive bile that dea The Zombies can Projectile Vomit HELP TEXT: POWER ACCURACY RANGE 100% END COST INTERRUPT TIME 40' TIME CAST TIME RECHARGE 5.2 RADIUS ARC HIT MAX TARGETS POWER TYPES ATTACK 0Siphon Life Hit Debuff, Heal Damage, Endurance Discount, To Accuracy, ALLOWED: BOOSTS LEVEL TYPE — 1.33 The Drain Life attack may reduce your HELP TEXT: POWER ACCURACY RANGE Click END COST 100% INTERRUPT TIME 12 TIME CAST 5' TIME RECHARGE RADIUS ARC 40' 7.8 HIT MAX TARGETS TYPES 20° ATTACK 0 — Ranged 1.93 30 Target 0° 1 Melee, Negative Energy Zombie Brawl Damage, Endurance Discount Accuracy, ALLOWED: BOOSTS — This attack is relentless but slow. HELP TEXT: POWER Click 29.43 Smashing EFFECTS: 100% 5' 5.2 0 0.67 4 Target 0° 1 Melee, Smashing POWERLich Hold Hit Debuff, Immobilize, Heal, Fear, Damage, Endurance Discount, Defense Debuff, Knockback, To Accuracy, ALLOWED: BOOSTS LEVEL TYPE POW LongSee also the "Lich" power set. Recharge: Very ACCURACY RANGE 26Dark Empowerment END COST Click 32 Summons one Lich. INTERRUPT TIME EFFECTS: Recharge, Endurance Discount, Range ALLOWED: BOOSTS TIME CAST Click 100% TIME RECHARGE Dark Empowerment will permanently bestow the most powerful HELP TEXT: POWER 100% RADIUS 60' ARC HIT 30' MAX TARGETS 19.5 TYPES ATTACK 22.8POWER 0Resistance 0 — ALLOWED: BOOSTS LEVEL protection; resistance; 26.6% Psionic Negative Energy 1-point Disorient protection; 2-point Fear 3.17 TYPE — ACCURACY 2.07 Slow and Disorient. They are also resistant to Smashing Zombies are resistant to Sleep, Fear, HELP TEXT: POWER RANGE Auto END COST 120 100% INTERRUPT TIME TIME CAST 10 TIME 0' RECHARGE Target RADIUS 0° ARC Target 0.0 HIT MAX TARGETS 0° TYPES ATTACK 1 0 1 — — 0 0 Target 0° 1 — powerful arch-villain. Perhaps it was even a Necromancer. Now it only hungers for the souls of living—and is quite good at it was even a Necromancer. powerful arch-villain. Perhaps

Volume 1 • Issue 1 us critters only (this will seconds. INTRODUCTION ck of 16' versus critters only (this will ck of 16' % Untouchable for 6.5 seconds; 100-point % Untouchable d Taunt of strength 1. d Taunt S: 26.6% Cold resistance; Toxic , Recharge: Fast . 26.6% Smashing resistance; EFFECTS: duction. to Run Speed reduction. THE BASICS ARCHETYPES GROUP DYNAMICS FECTS: 25.37 Negative Energy damage; 7.5% decrease in To Hit chance for 6 seconds. decrease in To 25.37 Negative Energy damage; 7.5% FECTS: Defense. seconds. 50.85 Lethal damage; 5% decrease to Defense for 10 EFFECTS: y the broadsword. vers versus critters only; 40% chance of knock-up 16' 60.78 Lethal damage; 40% chance of knock-up 16' EFFECTS: y the broadsword. versus critters only; 20% chance for a Knockba 65.97 Lethal damage; 20% chance for a Knockback of 16' EFFECTS: a target's Defense, making it easier to hit. This attack causes moderate damage but has quick recharge time. Damage: Moderate Phase Shifted, they are in touch with their native plane and can regenerate quickly. Intangible for 7 seconds; 100 100% EFFECTS: nd slowly damage them. Hit chance for 10 decrease in To 5.58 Negative Energy damage per .5 second for 3.6 seconds; 7.5% EFFECTS: of its targets. seconds; 4-secon Hit chance for 10 self Heal; 5.62 decrease in To 25.37 Negative Energy damage; 117.32 EFFECTS: Lethal, Cold, Negative, and Toxic damage. They can cast Ghastly Blasts, Life Drain, and Hold foes with a Necroplasmic Grasp Lethal, Cold, Negative, and Toxic ld, Negative Energy, Toxic, and Psionic damage. They can hack slash with their rusty swords fire Dark Blasts. Toxic, ld, Negative Energy, EFFECT Zones on; 2-point Fear protection; 4-point Sleep 75% resistance to Attack Speed reduction; Run re on; 2-point Fear crease to Defense for 10 seconds. crease to Defense for 10 50% Fear resistance; 4-point Sleep protection; 50% Sleep resistance; 100% resistance to Attack Speed reduction; 100% resistance resistance to Attack Speed reduction; 100% resistance; 4-point Sleep protection; 50% 100% 50% Fear Villains PvP Bases Necromancy: Grave Knight Necromancy: Grave Knight Level 1 Necromancy: Grave Knight 2 Necromancy: Ghosts POWERDisembowel Damage, Endurance Discount, Defense Debuff, Knockback Accuracy, ALLOWED: BOOSTS LEVEL seconds. seconds after affecting a target); 5% decrease to Defense for 10 suppress for 10 — TYPE ACCURACY Defense has been reduced b Your HELP TEXT: POWER Gloom Click RANGE Hit Debuff Damage, Endurance Discount, To Accuracy, ALLOWED: BOOSTS END COST 105% INTERRUPT TIME TIME CAST The Gloom will reduce your foes' Accuracy a HELP TEXT: POWER 5' TIME RECHARGE — RADIUS Click ARC 5.2 HIT MAX TARGETS 100%POWER TYPES ATTACK Head Splitter 80' Damage, Endurance Discount, Defense Debuff, Knockback Accuracy, ALLOWED: BOOSTS 0 LEVEL chance of 65.97 Lethal damage critical bonus versus critters only; 5% de seconds after affecting a target); 15% suppress for 10 4.2 — TYPE Defense has been reduced b Your HELP TEXT: POWER ACCURACY Click RANGE 2.87 END COST 110% INTERRUPT TIME 0 TIME CAST 5' TIME RECHARGE 10 RADIUS 6.8 ARC 1.1 HIT MAX TARGETS Target TYPES ATTACK 0° 0 8 1 Target 2.87 0° Melee, Lethal 14 1 10' Ranged, Negative Energy 20° 5 Melee, Lethal Siphon Life Hit Debuff, Heal Damage, Endurance Discount, To Accuracy, ALLOWED: BOOSTS — The Grave Knight reduces the Accuracy HELP TEXT: POWER Click 100% 5' 7.8 0 1.93 30 Target 0° 1 Melee, Negative Energy Hack — Click 105% 5' 4.2 0 1.83 8 Target 0° 1 Melee, Lethal POWERResistance ALLOWED:—BOOSTS LEVEL protection; resistance; 26.6% Psionic Negative Energy 5-point Disorient protection; 2-point Fear TYPE — ACCURACY and Disorient. They are also resistant to Co Slow, Grave Knights are resistant to Sleep, Fear, HELP TEXT: POWER RANGE Auto Damage, Endurance Discount, Defense Debuff Accuracy, ALLOWED: BOOSTS END COST 100% INTERRUPT TIME TIME CAST The Broadsword Hack may reduce your foe's HELP TEXT: POWER TIME 0' RECHARGE RADIUS Lethal damage; 5% decrease to Defense for 6 seconds. 31 EFFECTS: ARC 0.0Dark Blast HIT MAX TARGETS TYPES ATTACK Hit Debuff Damage, Endurance Discount, To Accuracy, ALLOWED: BOOSTS The Dark Blast has reduced your Accuracy. HELP TEXT: POWER 0 — Click EF 100% 0 80' 2.6 0 0 Target 0° 1 1 — 4 Target 0° 1POWER Ranged, Negative Energy Resistance ALLOWED:—BOOSTS LEVEL resistance; 4-point Immobilize protecti Lethal resistance; 26.6% Cold Negative Energy Toxic TYPE — ACCURACY They are also resistant to Smashing, Immobilize and Slow. are resistant to Sleep, Fear, HELP TEXT:Ghosts POWER RANGE Auto END COST 100% INTERRUPT TIME self Heal; may only cast self-targeted powers. Immobilize; 108.63 TIME CAST Self Destruct TIME 0' RECHARGE RADIUS — ALLOWED: BOOSTS ARC 0.0 — HIT MAX TARGETS — HELP TEXT: POWER TYPES ATTACK Auto 100% 0 This power unsummons a Ghost after 300 seconds. EFFECTS: 0' 0.0 0 0 0 Target 0.00 0° 0 1 Target — 0° 1 Self Destruct Slash Damage, Endurance Discount, Defense Debuff Accuracy, ALLOWED: BOOSTS perform a quick Slash that can reduce You HELP TEXT: POWER — Click 105% 5' 2.6 0 1.37 4 Target 0° 1 Melee, Lethal Phase Shift ALLOWED:—BOOSTS — can Phase Shift into the negative plane and become out of sync with normal space. While HELP TEXT:Ghosts POWER Click 100% 0' 3.6 0 3.00 500 Target 0° 1 —

Volume 1 • Issue 1 introduction gative Energy damage; 9.37% To rsus critters only; 7.7-second Hold rsus critters only; 7.7-second in To Hit chance for 10 seconds Hit chance for 10 in To l; 5.62 decrease in To Hit chance l; 5.62 decrease in To h versus players only (this will suppress for ic resistance; 4-point Fear protection; 4-point ic resistance; 4-point Fear 15 seconds on affected targets). 15 stalker Brute .4-second Hold of 3 strength versus critters only; 11.55-second Hold of 3 strength versus players only (this will suppress for .4-second Hold of 3 strength versus critters only; 11.55-second obilize your foes and slowly damage them. seconds after a 1-second delay; 5.6 Ne Smashing damage per second for 7.1 3.1 EFFECTS: damage them. Note: This is for the Boss version only. Hold of 3 strength ve Negative Energy damage; 11.25-second 46.91 EFFECTS: 's Accuracy. decrease Smashing damage; Knockback 8' versus critters only; Knockback 8' versus players only; 7.5% 16.68 EFFECTS: uracy. Hit chance for 6 seconds. decrease in To 25.73 Negative Energy damage; 7.5% EFFECTS: cy. Hit chance for 6 seconds. Negative Energy damage; 9.37% decrease in To 31.01 EFFECTS: foe's Accuracy. Note: This is for Lieutenant and Boss versions only.foe's Accuracy. self Hea 25.73 Negative Energy damage; 156.4-point EFFECTS: foe's Accuracy. seconds. Hit chance for 10 self Heal; 5.62 decrease in To Negative Energy damage; 195.5-point 31 EFFECTS: h fear, and reduce their Accuracy.h fear, of 3 strengt Fear of 3 strength versus critters only; 19.25-second 28.87-second Fear EFFECTS: ld damage. The Lich can cast Dark Blast and Torrent. 26.6% Cold resistance; Negative Energy Tox EFFECTS: Mastermind ersus players only (this will suppress for 15 seconds on affected targets). ersus players only (this will suppress for 15 nd for 9.1 seconds after a .5 second delay. nd for 9.1 targets). Corrupter DOMINATOR Necromancy: Lich Necromancy: Ghosts cont. Necromancy: Lich Level 1 Necromancy: Lich Level 2 Fly — Auto 100% 0' 0.0 0 0 0 Target 0° 1 — POWERGhastly Blast Hit Debuff Damage, Endurance Discount, To Accuracy, ALLOWED: BOOSTS LEVEL — TYPE The Ghastly Blast may reduce your foe's Acc HELP TEXT: POWER ACCURACY — ALLOWED: BOOSTS Click RANGE END COSTLife Drain 100% INTERRUPT TIME Hit Debuff, Heal Damage, Endurance Discount, To Accuracy, ALLOWED: Ghosts can Fly!BOOSTS HELP TEXT: POWER TIME CAST 310' seconds. for 10 TIME RECHARGE 33' per second Flight. EFFECTS: The Life Drain power may reduce your HELP TEXT: POWER RADIUS — 2.6Necroplasmic Grasp ARC Click — Damage, Endurance Discount, Hold Accuracy, ALLOWED: BOOSTS HIT MAX TARGETS TYPES ATTACK Click 100% 0 The Necroplasmic Grasp may hold your foe, and slowly HELP TEXT: POWER 100% 60' 5' 7.8 1.67 6.2 0 4 0 Target 1.93 0° 2.07 15 1 15 Target Ranged, Negative Energy 0° Target 0° 1 1 Ranged, Negative Energy Melee, Negative Energy of 3 strength versus players only (this will suppress for 15 seconds on affected targets); 4.03 Negative Energy damage per seco of 3 strength versus players only (this will suppress for 15 Petrifying GazePetrifying Endurance Discount, Hold Accuracy, ALLOWED: BOOSTS — Gaze petrifies your foe with fear. The Petrifying HELP TEXT: POWER Click 100% 15 EFFECTS: 70' 3.6 0 1.67 16 Target 0° 1 Ranged, Negative Energy POWERResistance ALLOWED:—BOOSTS LEVELSleep protection. TYPE — ACCURACYDark Blast and Co Toxic, It is also resistant to Negative Energy, Lich is resistant to Sleep and Fear. HELP TEXT:The POWER RANGE Auto Hit Debuff Damage, Endurance Discount, To Accuracy, ALLOWED: BOOSTS END COST 100% INTERRUPT TIME TIME CAST The Dark Blast may reduce your foe's Accura HELP TEXT: POWER — TIME 0' RECHARGE Click RADIUS ARC 100% 0.0 HIT MAX TARGETS TYPES ATTACK 80' 0 2.6 0 0 0 1 Target 4 0°POWER StareFearsome Target 1 Hit Debuff, Fear, Endurance Discount, To Accuracy, ALLOWED: BOOSTS 0° — seconds on affected LEVEL seconds (this will suppress for 10 Hit chance for 10 decrease in To seconds on affected targets); 18.75% 15 TYPE Click Stare may petrify your foes wit The Fearsome HELP TEXT: POWER ACCURACY — RANGE 1 100% END COST INTERRUPT TIME 70' TIME CAST Ranged, Negative Energy TIME RECHARGE 3.6 RADIUS ARC HIT MAX TARGETS TYPES ATTACK 0 2.03 20 70' 30° 10 Negative Energy Torrent Hit Debuff, Knockback, Damage, Endurance Discount, To Accuracy, ALLOWED: BOOSTS may reduce your foe The Torrent HELP TEXT: POWER — Click 100% 80' 7.3 0 1.03 15 80' 30° 10 Smashing AoE, Negative Energy, POWER TentaclesTenebrous — Hit Debuff, Immobilize Damage, Endurance Discount, To Accuracy, ALLOWED: BOOSTS Click LEVEL Immobilize of 2 strength v Hit decrease for 8 seconds; 28.87-second Immobilize of 2 strength versus critters only; 19.25-second TYPE 100% ACCURACY may imm Tentacles The Tenebrous HELP TEXT: POWER RANGE END COST 40' INTERRUPT TIME TIME CAST 5.2 TIME RECHARGE RADIUS ARC HIT MAX TARGETS 0 TYPES ATTACK 1.67 10 40' 30° 10 Smashing AoE, Negative Energy, Life Drain Hit Debuff, Heal Damage, Endurance Discount, To Accuracy, ALLOWED: BOOSTS The Life Drain power may reduce your HELP TEXT: POWER — Click 100% 60' 7.8 0 1.93 15 Target 0° 1 Ranged, Negative Energy (this will suppress for 10 seconds on affected targets). (this will suppress for 10

Volume 1 • Issue 1 INTRODUCTION only (this will suppress for 15 7.1% AoE Defense; 2-point Taunt 7.1% the targeted henchman. This power Flash also makes the Ninja stealthy and re dependent upon the targeted Ninja. This d the powers of wind and fire. You may have d the powers of wind and fire. You er assassins and expert swordsmen. They ranked Ninja and possess only the most rudimentary ; 500' stealth radius to players (this is canceled when the target replace the ones you have lost in battle. If already two, e three, the power will fail. See also "Genin" set. Recharge: THE BASICS ARCHETYPES GROUP DYNAMICS ge critical bonus; 6.93-second Disorient of strength 2 versus critters only; 6.93-second Disorient of strength 2 versus players cal bonus. at level 6 and three Genin 18. smoke bomb. The Smoke Flash will allow the Ninja to Placate nearby foes and thus they are unable target Ninja. ul Oni. An Oni is a powerful human-like demon warrior. The Oni is a formidable creature who possesses the skill of warrior an ul Oni. An Oni is a powerful human-like demon warrior. weaponry. This power permanently bestows new powers and abilities to one Ninja henchman. The gained are dependent upon weaponry. imed Shot deals greater damage than Snap Shot. Damage: High, Recharge: Moderate 30.58 Lethal damage. EFFECTS: and Taunt and are excellent runners. Genin have a Thunder Kick Shurikens.and Taunt ranged Defense; melee Defense; 7.1% 7.1% EFFECTS: iques and powers to one Ninja henchman. The enlightened will gain new abilities, powers, weapons. gained a Level 2 to a targeted henchman.). Ninja (depending on your level) to do bidding. Genin have good reflexes and jumping skill, but they are still the lowest foe after only minimal aiming. It's fast but does little damage. Damage: Minor, Recharge: Fastfoe after only minimal aiming. It's fast but does little damage. Damage: Minor, 20.79 Lethal damage. EFFECTS: to targeted henchman. cone in front of you. This is good at close range. Damage: Moderate, Recharge: Moderate Lethal damage. 27.83 EFFECTS: eginning at Level 24. Confuse, Sleep can summon 1–2 highly skilled Jounin Ninja (depending on your level). are mast You HELP TEXT: POWER at any given time. If you attempt to call more Genin, can only replace the ones have lost in battle. already hav Zones " power set. Recharge: Very Long" power set. Recharge: Very Summons one Oni. EFFECTS: weapons. You may have only two Jounin under your control at any given time. If you attempt to summon more Jounin, can weapons. You Ninja henchman. Recharge: Slow 55' stealth radius to critters (this is canceled when the target attacks or attacked) EFFECTS: Villains PvP Bases Ninjas Ninjas: Genin hidden for about 10 seconds, enabling him to perform critical hits with his next few attacks. You can only use this power on a seconds, enabling him to perform critical hits with his next few attacks. You hidden for about 10 possess superior reflexes and jumping skill. Like all henchmen, Jounin can be trained in even deadlier Ninjitsu techniques power works only on your Ninja henchmen, and you can enhance any given henchman once. Recharge: Medium Adds EFFECTS: POWERSnap Shot Damage, Endurance Discount, Range, Recharge Accuracy, ALLOWED: BOOSTS LEVEL TYPE This quick attack fires an arrow at your HELP TEXT: POWER 0 ACCURACY RANGE Click END COST INTERRUPT TIME LongVery 116% TIME CAST TIME RECHARGE 80' Damage, Recharge, Endurance Discount, Range RADIUS Accuracy, ALLOWED: BOOSTS ARC 4.4 HIT MAX TARGETS Though it takes longer to execute, your A TYPES HELP TEXT: POWER ATTACK you may summon a single Genin. This increases to two Genin This power allows you to summon Genin. At level 1, EFFECTS: works only on your Ninja henchmen, and you can train any given henchman once. Recharge: Medium 0 Adds Level 1 EFFECTS: Damage, Recharge, Endurance Discount, Range Accuracy, ALLOWED: BOOSTS fire a fistful of arrows at foes in You HELP TEXT: POWER 1 Longthe power will fail. See also "Jounin" set. Recharge: Very 2 Summons one Jounin and an additional b EFFECTS: Targetattacks or is attacked); enables target to gain critical damage on its next attack. 0°Oni Damage, Endurance Discount, Knockback, Hold, Immobilize Accuracy, ALLOWED: BOOSTS 1only one Oni under your control at any given time. If you attempt to summon another Oni, the power will fail. See also "Oni Summons an ancient and powerf HELP TEXT: POWER 26 Ranged, Lethal Click 100% 60' 19.5POWER 0Resistance — ALLOWED: BOOSTS LEVELprotection; 2-point Confusion 50% resistance; 33' per second Run Speed. TYPE — 2.03 ACCURACYThunder Kick Genin have improved Defense to melee, ranged, and AoE attacks. They are resistant Confuse HELP TEXT: POWER RANGE Auto — ALLOWED: BOOSTS END COST 100% INTERRUPT TIMEseconds on affected targets). 120 — TIME CAST ClickShuriken TIME 0' RECHARGE Thunder Kick may disorient your foes. Your HELP TEXT: POWER RADIUS — ALLOWED: BOOSTS Target 100% ARC 0.0 25.37 Smashing damage; dama EFFECTS: 0° HIT MAX TARGETS 5' — TYPES ATTACK A Shuriken is a small throwing weapon. HELP TEXT: POWER Click 1 5.2 0 100% Lethal damage criti Lethal damage; 13.41 13.41 EFFECTS: 60' — 0 0 3.6 1.07 0 0 3 — 1.07 — — 2 — — — — — — Melee, Smashing — Ranged, Lethal Call Genin Damage, Endurance Discount, Knockback, Disorient, Speed Running Accuracy, ALLOWED: BOOSTS may have only three Genin under your control they can be trained in more advanced techniques and weapons. You skills. However, Calls forth 1–3 Genin HELP TEXT: POWER 0 ClickAimed Shot 100% NinjasTrain 2 60' Recharge, Endurance Discount, Range ALLOWED: BOOSTS Click 19.5 6 116% your Ninja henchmen with more advanced techniques and Train HELP TEXT: POWER Fistful of Arrows Click 80' 8 100% 0Call Jounin Click 6.5 Hit Debuff, To Damage, Endurance Discount, Knockback, Disorient, Speed Running, Defense Debuff, Slow, 50' Accuracy, ALLOWED: BOOSTS 116% 12 16.3 1.7 50' 0 ClickSmoke Flash 100% 10.7 Recharge, Endurance Discount, Range ALLOWED: BOOSTS 60 0 60' 18 1.67 can command one of your Ninja henchmen to throw down a You HELP TEXT: POWER Click Target 0 19.5 2.37 100% 0° 4 100' 2.67 0 1 6Kuji-In Zen 30.0 Target Recharge, Endurance Discount, Range ALLOWED: BOOSTS 0° 8 — Target 1.7 32 Kuji-In Zen will permanently bestow the most advanced techn HELP TEXT: POWER 0 0° Click 1 100% 40' 90 1 1.17 30° Ranged, Lethal 30' Target 22.8 — 10 20 0° Ranged, Lethal 0 Target 1 0° — 2.37 1 10 — Target 0° 1 —

Volume 1 • Issue 1 introduction econds. amage per second while in t attack. lso use Caltrops. stalker Brute FECTS: 80% decrease to Run Speed while within the area of effect; Jumping is disabled in 2.8 Lethal d FECTS: 68 Lethal damage critical bonus; 75% of 2.53 Toxic damage per second for 9 seconds; 100% decrease in regeneration rate for 15 s decrease in regeneration rate for 15 damage per second for 9 seconds; 100% 68 Lethal damage critical bonus; 75% of 2.53 Toxic age critical bonus; 5% decrease to Defense for 6 seconds. age critical bonus; 5% decrease to Defense for 10 seconds. age critical bonus; 5% decrease to Defense for 10 age critical bonus; 75% chance for a Knockup; 5% decrease to Defense for 10 seconds. age critical bonus; 75% chance for a Knockup; 5% decrease to Defense 10 ond Placate versus players only; 55' stealth radius to critters; 500' players; enables critical damage on nex , Recharge: Fast 33.49 Smashing damage; damage critical bonus. EFFECTS: : High, Recharge: Moderate 32.36 Lethal damage; damage critical bonus. EFFECTS: and Taunt and are excellent runners. They can use a Sting of the Wasp and a Gambler's Cut with their Ninja blade. Jounin can and are excellent runners. They can use a Sting of the Wasp and Taunt h, Recharge: Moderate Smashing damage critical bonus; 60% chance for a Knockback of 24'. Smashing damage; 41.6 41.6 EFFECTS: ttle damage. Damage: Minor, Recharge: Fastttle damage. Damage: Minor, Lethal damage critical bonus. Lethal damage; 19.73 19.73 EFFECTS: Mastermind 50% Confusion resistance; 33' per second Run Speed. Corrupter DOMINATOR Ninjas: Genin Level 2 Ninjas: Jounin Ninjas: Jounin Level 1 Ninjas: Genin Level 1 Sting of the Wasp — Click 105% 5' 6.0 0 1.67 5 — — — Melee, Lethal POWERSnap Shot — ALLOWED: BOOSTS LEVEL TYPE — ACCURACY RANGE This quick attack fires an arrow at your foe after only minimal aiming. It's fast but does li HELP TEXT: POWER Click END COST INTERRUPT TIME 105% TIME CAST TIME RECHARGE 80' RADIUS ARC 5.2 HIT MAX TARGETS TYPES ATTACK 0 1 4POWERResistance — — ALLOWED: BOOSTS LEVEL protection; 4-point Confusion AoE Defense; 4-point Taunt ranged Defense; 14.2% melee Defense; 14.2% 14.2% EFFECTS: TYPE — — ACCURACY Jounin have improved Defense to melee, ranged, and AoE attacks. They are resistant Confuse HELP TEXT: POWER RANGE Auto — ALLOWED: BOOSTS END COST — 100% INTERRUPT TIME TIME CAST — ALLOWED: BOOSTS TIME 0' RECHARGE The Ninja blade may reduce your foe's Defenses. HELP TEXT: POWER Ranged, Lethal RADIUS ARC 0.0 35.97 Lethal damage; dam EFFECTS: HIT MAX TARGETS The Ninja blade may reduce your foe's Defenses. HELP TEXT: POWER TYPES ATTACK 26.04 Lethal damage; dam EFFECTS: 0POWER 0Soaring Dragon — ALLOWED: BOOSTS — LEVEL TYPE Click 0 ACCURACY — ALLOWED: BOOSTS The Ninja blade may reduce your foe's Defenses. RANGE HELP TEXT: POWER 105% END COST INTERRUPT TIME 55.82 Lethal damage; dam EFFECTS: — ALLOWED: BOOSTS 5' Damage over time. Dart will cause moderate Toxic Poison — Your HELP TEXT: POWER TIME CAST TIME RECHARGE — RADIUS 9.4 Lethal damage; 15. 15.68 EFFECTS: The Jounin may Placate your foes. HELP TEXT: POWER ARC HIT MAX TARGETS TYPES ATTACK — Placate versus critters only; 12.9-sec 21.61-second EFFECTS: 0 — 2 9 — — — Melee, Lethal Storm Kick — ALLOWED: BOOSTS — can unleash a roundhouse kick that pummels your foe for moderate damage. Damage: Moderate You HELP TEXT: POWER Click 100% 5' 7.0 0 1 6 — —Gambler's Cut — —Caltrops Click — ALLOWED: BOOSTS Melee, Smashing the area of effect. 105% — The Caltrops cause minor lethal damage over time to your foes, and may slow their movement. HELP TEXT: POWER 5' Click 100% EF 4.4 30' 0 7.8 DartPoison 1.33 0 — ClickSuper Leap 100% 3 1.07 — ALLOWED: BOOSTS 60' — — 30 Jounin can Super Leap. HELP TEXT: POWER 5.2 Auto — 100% Jump Height; 49.9' per second Speed. 14.4' EFFECTS: — 0' 0 — — 0.0 Melee, Lethal 2 — 0 — 4 0 — — 10 — — — Ranged, Lethal — — POWERAimed Shot — ALLOWED: BOOSTS LEVELCrane Kick TYPE — ACCURACY — ALLOWED: BOOSTS Click RANGE Though it takes longer to execute, the Aimed Shot deals greater damage than Snap Shot. Damage HELP TEXT: POWER END COSTSuper Leap 105% — INTERRUPT TIME — ALLOWED: BOOSTS high-damage kick that will likely knock your target back. Damage: Hig can perform a slow, You HELP TEXT: TIME POWER CAST Click 80' TIME RECHARGE — 100% RADIUS 8.5 Genin can jump high. Auto HELP TEXT: POWER ARC HIT MAX TARGETS 5' 100% TYPES ATTACK Jump Height; 49.9' per second Speed. 14.4' EFFECTS: 8.5 0' 0 0.0 0 1.67 0 8 2 0 — 8 — 10 — — — — Ranged, Lethal — — — Melee, Smashing — Placate — Click 100% 5' 0.0 0 1.5 60 — — — —

Volume 1 • Issue 1 INTRODUCTION itters only; 19.25-second Immobilize of itters only; 19.25-second -second delay. for 15 seconds; 50% chance of 30.8- for 15 tiple foes. If you execute this while last. melee Defense; 7.1% 7.1% EFFECTS: amage critical bonus versus held targets; 50% chance of vered, the Jounin is hard to see and retain some bonus se; 2.5% AoE Defense; melee Defense (this will suppress for THE BASICS ARCHETYPES GROUP DYNAMICS e; 80% chance of 8.66 Fire damage per second for 3.1 seconds after .5-second delay; 30.78 Lethal damage critical bonus. e; 80% chance of 8.66 Fire damage per second for 3.1 ; 12.32-second Sleep versus players only (this will suppress for 15 seconds on affected targets); 1% decrease in To Hit chance seconds on affected targets); 1% decrease in To Sleep versus players only (this will suppress for 15 ; 12.32-second for 9.2 seconds; 6.82 Fire damage critical bonus per 2 seconds 28.87-second Immobilize of 4 strength versus cr EFFECTS: 31.01 Fire damage; 31.01 Fire damage critical bonus; 80% chance of 3.1 Fire damage per second for 3.1 seconds after .5 Fire damage per second for 3.1 Fire damage critical bonus; 80% chance of 3.1 Fire damage; 31.01 31.01 EFFECTS: damage; 80% chance of 8.66 Fire damage per second for 3.1 seconds after .5-second delay; 48.37 Lethal damage critical bonus. damage; 80% chance of 8.66 Fire damage per second for 3.1 econd for 2 seconds after a 1-second pause; 18.14 Fire damage per second for 2 seconds critical bonus after a 1-second pause. econd for 2 seconds after a 1-second pause; 18.14 an even knock a foe down to the ground and reduce its Defense. The power of this attack can extend short distance through mul ve improved Defense to melee, ranged, and AoE attacks are excellent runners. The Oni has a fiery katana and can cast Fire B tical hits with his attacks. When the Jounin attacks or is damaged while using this power, he will be discovered. Even if disco tical hits with his attacks. When the Jounin attacks or is damaged while using this power, (this will suppress for 10 seconds if attacked); enables critical damage on next attack; 2.5% melee Defense; ranged Defen (this will suppress for 10 Zones rotection; 4-point Confusion protection; 50% resistance; 33' per second Run Speed. (this will be canceled if the target is attacked). s. ess for 10 seconds if attacked). ess for 10 en Dragonfly even if you are not hidden. Damage: Extreme, Recharge: Slow 70.7 Lethal damage; 5% chance of d EFFECTS: Villains PvP Bases Ninjas: Jounin Level 2 Ninjas: Oni Ninjas: Oni Level 1 hidden, only some affected targets may be hit with a critical; however, there is a chance you may land critical hit with Gold hidden, only some affected targets may be hit with a critical; however, Hide — ALLOWED: BOOSTS Hide makes you almost impossible to detect. When properly "Hidden," a Jounin can pull off Cri HELP TEXT: POWER Defense. — seconds if attacked); 500' stealth radius to players 55' stealth radius to critters (this will suppress for 10 EFFECTS: Toggle 100% 0' 0.1 0Super Leap 0.73 — AutoFire Blast 100% 20 — ALLOWED: BOOSTS 0' — — The Ring of Fire will deal minor fire damage over time to your foes, and may immobilize them. HELP TEXT: POWER 0.0 Click — 100% 80' 0 — 5.2 — 0 0 10 1.2 — — 4 — — — — — Ranged, Fire POWERGolden Dragonfly — ALLOWED: BOOSTS — LEVEL Click TYPE seconds; 60% chance for a Knockdown. 70.7 Lethal damage critical bonus; 5% decrease to Defense for 10 ACCURACY RANGE 105% perform a devastating Golden Dragonfly attack that deals massive amount of damage and c You HELP TEXT: POWER Blinding Powder END COST INTERRUPT TIME 10' — ALLOWED: BOOSTS — TIME CAST radius versus players only radius versus critters only; 90% decrease in Perception second Confusion; 90% decrease in Perception TIME RECHARGE Click 11.9 RADIUS may confuse or Blind your foes. Blinding Power HELP TEXT: POWER 100% ARC HIT MAX TARGETS TYPES ATTACK 25' 0 Sleep versus critters only 15.4-second EFFECTS: 7.8 2 0POWER 12Resistance 1.07 — ALLOWED: BOOSTS 10' LEVEL p AoE Defense; 26.67% Smashing resistance; Lethal Fire 4-point Taunt ranged Defense; 7.1% TYPE — 20° 120 ACCURACY RANGE effects. They ha Auto Oni are resistant to Smashing, Lethal, and Fire damage Confuse Taunt HELP TEXT: POWER — ALLOWED: BOOSTS END COST 100% INTERRUPT TIME 10Fire Sword Slash 25' TIME CAST — ALLOWED: BOOSTS TIME 0' RECHARGE 45° Oni can Super Leap. HELP TEXT: POWER — RADIUS Melee, Lethal Click ARC 0.0 Jump Height; 49.9' per second Speed. HIT 14.4' EFFECTS: MAX TARGETS 10 The Ninja blade may reduce your foe's Defenses. HELP TEXT: POWER 100% TYPES ATTACK 5' Fire damag Lethal damage; 18.32 12.46 EFFECTS: AoE 0 4.4 0 0 0 1.83 — 3 — — — — — — Melee, Lethal 10 seconds if attacked); 2.5% ranged Defense (this will suppress for 10 seconds if attacked); 2.5% AoE Defense (this will suppr seconds if attacked); 2.5% ranged Defense (this will suppress for 10 10 Fire Breath — ALLOWED: BOOSTS — Click The Oni's Breath of Fire deals high fire damage to your foes. HELP TEXT: POWER 100% Fire damage per s 18.14 EFFECTS: 40' 15.2 0 2.67 16 40' 30° 10 AoE, Fire POWERFire Sword Hack — ALLOWED: BOOSTS — LEVEL TYPE Click ACCURACY RANGE The Grave Knight reduces the Accuracy of its targets. HELP TEXT: POWER 100% second Knockback resistance for 15 seconds on affected targets); 100% 4 strength versus players only (this will suppress for 15 END COST INTERRUPT TIME Lethal damage; 36.65 Fire 5' 11.72 EFFECTS: TIME CAST TIME RECHARGE RADIUS 6.9 ARC HIT MAX TARGETS TYPES ATTACK 0 3 6 — — — Melee, Lethal Ring of Fire — ALLOWED: BOOSTS — Click The Grave Knight reduces the Accuracy of its targets. HELP TEXT: POWER 100% 6.82 Fire damage per 2 seconds EFFECTS: 80' 7.8 0 1.17 4 — — — Ranged, Fire

Volume 1 • Issue 1 introduction ; 24.46 Energy damage. .2 second for 15 seconds; 25.02 Fire .2 second for 15 gained are dependent upon the t henchman. This power works only on n affected targets); 6.82 Fire damage per 1 harge: Slow send your foes flying. Damage: Moderate, rones can Super Leap. You may have only rones can Super Leap. You s on you and your allies. They can even be Moderate, Recharge: Slow 9.17 EFFECTS: Bot under your control at any given time. If you o summon more Protector Bots, you can only replace the ones EFFECTS: This power allows you to summon Battle Drone robots. EFFECTS: stalker Brute d of 3 strength versus critters only; 15.4-second Hold of 3.5 strength versus players only (this will suppress for 15 seconds o Hold of 3.5 strength versus players only (this will suppress for 15 d of 3 strength versus critters only; 15.4-second high-tech gear and weaponry to one Robot henchman. The upgraded will gain new abilities, powers, and weapons. powers on your level) to do bidding. Drones start out with only basic weaponry but can be upgraded with heavier energy weapons. D e at long range from your pulse rifle. The energy this explosion can Disorient some targets in the affected area. Damage: nchman. Damage: Moderate (DoT), Recharge: Long Fire damage per 40% Movement Speed decrease while in the area of effect; 12.51 EFFECTS: t. Simply put, the Assault Bot is a killing machine. There is nothing subtle about its weaponry. You may have only one Assault You t. Simply put, the Assault Bot is a killing machine. There nothing subtle about its weaponry. ou can summon 1–2 powerful Protector Bots (depending on your level). defend army by placing force field from your pulse rifle takes more energy to fire but causes much damage than a standard and has very good chance to ower permanently bestows new powers and abilities to one Robot henchman. The gained are dependent upon the targeted Robo Repair one Robot henchman to full Health and restores some of its Endurance. This power works only on your henchmen. Rec ng-range laser pulse; it deals moderate Smashing and Energy damage. Damage: Moderate, Recharge: Fast Lethal damage 6.11 EFFECTS: of 12' versus players only (this will suppress for 10 seconds on affected targets). versus players only (this will suppress for 10 of 12' ummons one Assault Bot. Mastermind Medium Adds Level 2 to the targeted henchman. EFFECTS: d Hold of 2 strength versus players only (this will suppress for 15 seconds on affected targets). d Hold of 2 strength versus players only (this will suppress for 15 re well equipped with energy weapons. You may have only 2 Protector Bots under your control at any given time. If you attempt t re well equipped with energy weapons. You ave lost in battle. If you already have three, the power will fail. See also the "Battle Drones" power set. Recharge: Very Long ave lost in battle. If you already have three, the power will fail. See also "Battle Drones" set. Recharge: Very Long Summons one Protector Bot and an additional beginning at Level 24. EFFECTS: Corrupter DOMINATOR Robotics Ninjas: Oni Level 2 Equip Robot Recharge, Endurance Discount, Range ALLOWED: BOOSTS 6 This p Equip your Robots with the latest gear and weaponry. HELP TEXT: POWER Photon Grenade Click Damage, Recharge, Endurance Discount, Range, Disorient Accuracy, ALLOWED: BOOSTS 100% 8 Click This launches an energy grenad HELP TEXT: POWER 50'Protector Bots 100% Hit Debuff Damage, Endurance Discount, Knockback, Buff Defense, Heal, Disorient, To Accuracy, ALLOWED: BOOSTS 16.3 12 80' Click Y HELP TEXT: POWER 19.0 100% 0 60' 0 19.5 2.03 1.87 0 6 RobotUpgrade Recharge, Endurance Discount, Range ALLOWED: BOOSTS 32 16 Target 2.03 Click Robot will permanently bestow the most powerful and Upgrade HELP TEXT: POWER 0° 100% 15' 90 30' 1 360° 22.8 Target 10 — 0° 0 Smashing AoE, Energy, 1 2.03 — 10 Target 0° 1 — POWERChar — ALLOWED: BOOSTS LEVELseconds for 4.2 seconds; 6.82 Fire damage critical bonus per 1 seconds. TYPE ACCURACYRain of Fire RANGE The Oni's Char ability may leave your foes choking and unable to act. HELP TEXT: POWER — — ALLOWED: BOOSTS END COST Click INTERRUPT TIME Hol 23.1-second EFFECTS: — TIME CAST 100% TIME RECHARGE Click This power summons a Rain of Fire over targeted location, burning foes within large area. HELP TEXT: POWER RADIUS 80' 100% ARC HIT MAX TARGETS 8.5 TYPES ATTACK 60'POWER 26.0Pulse Rifle Blast 0 Damage, Recharge, Endurance Discount, Range, Knockback Accuracy, ALLOWED: BOOSTS 0 LEVEL 0 TYPE This pulse rifle can fire a lo HELP TEXT: Click POWER ACCURACY RANGE 1.07 100% END COST INTERRUPT TIME you may summon one Battle Drone. This increases to two Drones and level 6 three at 18. At level 1, 2.03 80' TIME CAST Pulse Rifle Burst 8 TIME RECHARGE Damage, Recharge, Endurance Discount, Range, Knockback RADIUS Accuracy, ALLOWED: BOOSTS 6.5 ARC 60 2Recharge: Fast HIT MAX TARGETS This high-powered laser pulse HELP TEXT: POWER Click — TYPES ATTACK versus critters only; 40% chance for a Knockback Energy damage; 40% chance for a Knockback of 12' 50.16 EFFECTS: 100% 0 — —your Robot henchmen, and you can equip any given henchman only once. Recharge: Medium 80' — — Adds Level 1 to targeted he 1.87 EFFECTS: 10.7 Energy damage; 40% chance of 4.7-second Hold 2 strength versus critters only; 40% chance of 3.5-secon —Smashing damage; 18.35 Ranged, Fire 4 0 — Target you have lost in battle. If already two, the power will fail. See also "Protector Bots" set. Recharge: Very 1.87 0° Heal only on Robot henchmen; 25-point increase to Endurance henchmen. 107-point EFFECTS: 1 8Assault Bot Damage, Endurance Discount, Knockback, Disorient Accuracy, ALLOWED: BOOSTS Ranged, Smashing, Energy Target Longattempt to summon another Assault Bot, the power will fail. See also "Assault Bot" set. Recharge: Very 26 0° can build one massive Assault Bo You HELP TEXT: POWER Click S EFFECTS: 100% 1 60' Ranged, Smashing, Energy 19.5 0 2.03 120 Target 0° 1 — Repair Endurance Discount, Range, Recharge, Recovery ALLOWED: BOOSTS can release a small swarm of nanites that You HELP TEXT: POWER 18 Click 100% 80' 16.3 0 2.03 120 Target 0° 1 — damage bonus for Scourge versus critters only. equipped to repair your other Robot henchmen. Make no mistake, though; the best Defense is a good offense, and Protector Bots targeted Robot. This power works only on your Robot henchmen, and you can upgrade any given henchman once. Recharge: Battle Drones Damage, Endurance Discount, Knockback Accuracy, ALLOWED: BOOSTS three Drones under your control at any given time. If you attempt to construct more Drones, can only replace the ones h can construct 1–3 Battle Drones (depending You HELP TEXT: POWER Click 100% 60' 19.5 0 2.03 60 Target 0° 1 —

Volume 1 • Issue 1 TS: 19.73 Energy damage; 12.63 19.73 TS: INTRODUCTION rotection; 4-point Sleep protection; e per .3 second for 5 seconds. Fire Defense; 7.5% Cold Defense; 7.5% Fire Defense; 7.5% 6.67% Cold resistance; 26.67% Psionic THE BASICS ARCHETYPES GROUP DYNAMICS Energy damage per .25-second for .51 second. Energy damage per .25-second for .51 age. 29.43 Smashing damage. EFFECTS: to your foes. Recharge: Moderate second. 6.59 Energy damage per .25-second for .51 EFFECTS: n from Fear and Holds.n from Fear 26.67% Lethal resistance; Cold Psionic 1-point Disorient p EFFECTS: re but causes much more damage than a standard Laser Burst and can send your foes flying. Damage: Moderate, Recharge: Fast EFFEC increased. Lethal Defense; 7.5% Smashing Defense; 7.5% AoE Defense; 7.5% ranged Defense; 7.5% melee Defense; 7.5% 7.5% EFFECTS: ses, which saturate a cone area and may damage any foes within that with moderate energy damage. 2.38 Energy damag EFFECTS: al, Cold, and Psionic damage. They have a Laser Burst and can cast Force Shields on allies.al, Cold, and Psionic damage. They have a Laser Burst can cast Force 26.67% Lethal resistance; 2 EFFECTS: (this will suppress for 10 seconds on affected targets). (this will suppress for 10 Zones istance. Villains PvP Bases Robotics: Battle Drones Robotics: Battle Drones Level 1 Robotics: Protector Bots Robotics: Battle Drones Level 2 Laser Burst — Click 100% 90' 5.2 0 2 6 Target 0° 1 Ranged, Energy POWERResistance — ALLOWED: BOOSTS LEVEL resistance. protection; 50% Fear 50% Sleep resistance; 4-point Fear TYPE — ACCURACYSuper Leap RANGE Auto Battle Drones are resistant to Smashing, Lethal, and Psionic damage. They have some protectio HELP TEXT: POWER — ALLOWED: BOOSTS END COST 100% INTERRUPT TIMELaser Burst — TIME CAST Damage, Endurance Discount Accuracy, ALLOWED: BOOSTS TIME 0' RECHARGE Auto Bots can Super Leap. HELP TEXT: POWER RADIUS 100% — ARC 0.0 The Battle Drone's Laser Burst does moderate energy damage HELP TEXT: POWER HIT MAX TARGETS per second Jump Speed. 28.8' Jump Height; 77.8' EFFECTS: Click TYPES ATTACK 0' 100% 0 0.0 90' 5.2 0 0POWER 0Heavy Laser Burst Damage, Endurance Discount, Knockback Accuracy, ALLOWED: BOOSTS 0 0 — LEVEL Click TYPE This Heavy Leaser Burst takes more energy to fi HELP TEXT: POWER ACCURACY 2 Target RANGE 100% 10 END COST 0° INTERRUPT TIME 90' TIME CAST 4 Target TIME RECHARGE 8.5 1 RADIUS 0° ARCPOWER Target HIT MAX TARGETS TYPES ATTACK — Full Auto Laser 0° 0 1 Damage, Endurance Discount, Accuracy, ALLOWED: BOOSTS LEVEL — TYPE 1 — Click ACCURACY The Battle Drone may fire a series of very fast laser pul HELP TEXT: POWER 3.33 RANGE 120% END COST INTERRUPT TIME Ranged, Energy 80' TIME CAST 8 TIME RECHARGE RADIUS 10.2POWER ARC TargetResistance HIT MAX TARGETS TYPES ATTACK 0° — ALLOWED: BOOSTS 0 LEVEL res protection; 50% Fear resistance; 1-point Disorient protection; 4-point Sleep 50% Fear TYPE — ACCURACY 1 RANGE and Disorient. They are also resistant to Leth Auto The Protector Bot is resistant to Sleep, Fear, HELP TEXT: POWER Damage, Endurance Discount Accuracy, ALLOWED: BOOSTS END COST 6.33 100% INTERRUPT TIME Recharge: Moderate This fires a Heavy laser. HELP TEXT: POWER TIME CAST Ranged, Smashing, Energy TIME 0' RECHARGE RADIUS 16 8.44 EFFECTS: ARC 0.0 HIT MAX TARGETS TYPES ATTACK 80' 15° 0 10 0 Ranged, Energy 0 Target 0° 1 — Smash Damage, Endurance Discount Accuracy, ALLOWED: BOOSTS The Battle Drone can smash a foe for moderate smashing dam HELP TEXT: POWER — Click 100% 5' 5.2 versus players only versus critters only; 30% chance for a Knockback of 12' Smashing damage; 30% chance for a Knockback of 12' 0 0.67 16 Target 0° 1 Melee, Lethal ShieldForce Endurance Discount, Defense Buff ALLOWED: BOOSTS — Defense to attacks is Shield. Your have been given a Force You HELP TEXT: POWER Click 100% 80' 7.8 0 2.07 8 Target 0° 1 — Energy Defense; 7.5% Negative Energy Defense. Energy Defense; 7.5%

Volume 1 • Issue 1 introduction chance of 6.16-second Hold of 2 chance of 6.16-second 6.35-second Hold of 2 strength TS: 8.47 Energy damage per .25 TS: age; 30% chance for a Knockback of 8'; nds versus critters only; 90% decrease in Cold resistance; 26.67% Psionic t. The small explosive flash of energy does only r foes. Recharge: Long Energy damage; 14.9 EFFECTS: only (this will suppress if the target is attacked); 5% decrease in To Hit only (this will suppress if the target is attacked); 5% decrease in To stalker Brute nd moderate energy damage to your foes, and may leave them disoriented. Energy damage; 40% Smashing damage; 15.22 7.61 EFFECTS: ime to you. seconds, after a 1-second delay. 6.35 Fire damage per second for 7.1 EFFECTS: ashing damage. chance of chance of 9.62-second Hold 2 strength versus critters only; 10% 48.37 Smashing damage; 10% EFFECTS: ese Seeker Drones will follow you until they detect an enemy, and then they will zero in on their targets detonate impac ese Seeker Drones will follow you until they detect an enemy, alted your regeneration rate. Energy dam seconds, after a .5-second delay; 15.5 6.5 Energy damage per .5 second for 3.1 EFFECTS: obot henchmen. Recharge: Slow Heal on Robot henchmen only. 212.9 EFFECTS: nerate lost health. Energy damage; 30% chance for a Knockback of 8'; 50% decrease in regeneration rate 30 seco 18.1 EFFECTS: re but causes much more damage than a standard Laser Burst and can send your foes flying. Damage: Moderate, Recharge: Fast EFFEC , Cold, and Psionic damage. The Assault Bot has a Plasma Blast melee Smash attack. 26.67% Lethal resistance; EFFECTS: Mastermind ven be Disoriented for a short while. You can only ever have two Seeker Drones out at one time and they be destroyed by you ven be Disoriented for a short while. You ly; 30% chance for a Knockback of 12' versus players only (this will suppress for 10 seconds on affected targets). versus players only (this will suppress for 10 ly; 30% chance for a Knockback of 12' only; 90% decrease in Perception for 40 seconds versus critters only; 90% decrease in Perception for 40 seconds versus players for 40 seconds versus critters only;only; 90% decrease in Perception 90% decrease in Perception players only. nds on affected targets). istance. Corrupter DOMINATOR Robotics: Protector Bots Level 2 Robotics: Assault Bots Level 1 Robotics: Protector Bots Level 1 Robotics: Assault Bots POWERHeavy Laser Burst Damage, Endurance Discount, Knockback Accuracy, ALLOWED: BOOSTS — LEVEL versus critters on seconds; 30% chance for a Knockback of 12' Energy damage per .25 second for 5.1 seconds; 5.41 second for 5.1 Click TYPE This Heavy Leaser Burst takes more energy to fi HELP TEXT: POWER ACCURACY RANGE 100% END COST INTERRUPT TIME 90' TIME CAST TIME RECHARGE 8.5 RADIUS ARC HIT MAX TARGETS TYPES ATTACK 0 2 10 Target 0° 1 Ranged, Smashing, Energy Repair Endurance Discount, Heal ALLOWED: BOOSTS This power repairs one Robot henchman. works only on your R HELP TEXT: POWER — Click 100% 80' 13.0 0 3 30 Target 0° 1 — Plasma Blast Damage, Endurance Discount, Knockback Accuracy, ALLOWED: BOOSTS — Plasma burns may reduce a foe's ability to rege HELP TEXT: POWER Click 100% 80' 5.2 0 2Flamethrower Damage, Endurance Discount Accuracy, ALLOWED: BOOSTS — 4 Click The Assault Bot's Flamethrower is doing Fire damage over t HELP TEXT: POWER 100% Target 40' 0° 8.5 1 0 Ranged, Energy 6.33 10 40' 30° 10 AoE, Fire POWERPhoton Grenade Damage, Endurance Discount, Disorient Accuracy, ALLOWED: BOOSTS — LEVEL seco strength versus critters only; 40% chance of 4.62-second Hold 2 strength versus players only (this will suppress for 15 TYPE The Photon Grenade does minor smashing damage a HELP TEXT: POWER Click ACCURACY RANGE 100% END COST INTERRUPT TIME 80' TIME CAST TIME RECHARGE 15.2 RADIUS ARC HIT MAX TARGETS TYPES ATTACK 0POWERResistance 2 — ALLOWED: BOOSTS LEVEL res protection; 50% Fear resistance; 1-point Disorient protection; 4-point Sleep 50% Fear TYPE — ACCURACY 16 RANGE and Disorient effects. They are also resistant to Lethal Auto Robots are resistant to Sleep, Fear, HELP TEXT: POWER END COST 100% INTERRUPT TIMEregeneration rate for 30 seconds versus players only. 15' TIME CAST Smash TIME 0' RECHARGE 360° Damage, Endurance Discount, Disorient RADIUS Accuracy, ALLOWED: BOOSTS ARC 0.0 HIT MAX TARGETS 10 The Assault Bot can smash a foe for moderate sm HELP TEXT: POWER TYPES ATTACK — Click Smashing 0 AoE, Energy, 100%POWER 5'Dual Plasma Blast 0 Damage, Endurance Discount, Knockback Accuracy, ALLOWED: BOOSTS 5.2 — LEVEL50% decrease in regeneration rate for 30 seconds versus critters only; 90% decrease in regeneration rate for 30 seconds versus Click TYPE Plasma burns are hard to heal. The have h HELP TEXT: POWER ACCURACY 0 RANGE 100% 0 END COST INTERRUPT TIME 80' Target TIME CAST TIME RECHARGE 0° 10.2 2.67 RADIUS ARC HIT MAX TARGETS 1 TYPES ATTACK 0 16 — Target 4 0° 1 25 Melee, Smashing 5' 360° 5 AoE, Energy Seeker Drones Hit Debuff, Disorient Damage, Endurance Discount, To Accuracy, ALLOWED: BOOSTS and may e and Perception minor damage, but the concussion can weaken foes. Affected targets will have reduced Damage, Accuracy, — Click create two Seeker Drones. Th You HELP TEXT: POWER 100% 60' 13.0 0 2.67 180 Target seconds on affected targets); 5% chance of dropping one toggle power. versus players only (this will suppress for 15 0° 1 — 25% chance of 9.24-second Hold of strength 2 versus critters only; 25% chance of 6.16-second Hold of strength 2 versus players 25% chance of 9.24-second Hold strength 2 versus critters only; 25% chance of 6.16-second chance for 40 seconds; 20% decrease to damage seconds.

Volume 1 • Issue 1 INTRODUCTION 0% chance for a Knockback of 32' rs only; 7.15-second Hold of 3 strength rs only; 7.15-second ECTS: 17.88-second Fear of strength 3 versus Fear 17.88-second ECTS: Tar Patch cannot jump or fly. Recharge: Slow cannot jump or fly. Patch Tar it to you and all nearby allies. The targeted foe's ed allies to revive them, then select a foe. The ou are discovered, Shadow Fall grants a bonus to ou are discovered, Shadow Fall as you keep the power active. Recharge: Slow ecrease in regeneration rate versus critters only; 90% for 10 seconds if you interact with a clickable object or for 10 or 30 seconds; 50% decrease to Attack Speed for only; 90% decrease in regeneration rate versus players only; 15-second THE BASICS rresistible decrease in damage resistance while the area of effect versus increase to ranged Defense while within the area of effect; 15% Energy resistance increase to ranged Defense while within the area of effect; 15% ARCHETYPES GROUP DYNAMICS m missiles. seconds; 3.38 Fire damage per .2 second for 20 seconds. 3.87 Lethal damage per .4 second for 3.1 EFFECTS: m Missiles. seconds; 40% chance for a Knockback of 32' versus critters only; 4 Lethal damage per .4 second for 3.1 7.59 EFFECTS: from the Netherworld through yourself to a targeted foe. Twilight Grasp drains the power from that target and slowly transfers from the Netherworld through yourself to a targeted foe. Twilight by teammates in a shroud of darkness. Shadow Fall does not grant Invisibility, but it does make you harder to detect. Even if y does not grant Invisibility, by teammates in a shroud of darkness. Shadow Fall power of the Netherworld to weaken your foes in an attempt to revive all nearby fallen allies. You must stand near your defeat power of the Netherworld to weaken your foes in an attempt revive all nearby fallen allies. You ergy that dramatically slows down enemies who run through it and reduces their damage resistance. Affected targets stuck in the us Fear within a cone area in front of you, causing all affected targets to tremble in terror uncontrollably. Recharge: Slow within a cone area in front of you, causing all affected targets to tremble terror uncontrollably. us Fear EFF with a terrifying gaze. The victim is Held and defenseless. Recharge: Slow 9.53-second Hold of 3 strength versus critte EFFECTS: nergy onto a targeted foe. Darkest Night decreases the damage potential and Accuracy of target all foes nearby as long allies within the area of effect; 3.75% decrease in To Hit chance for 20 seconds; 7.5% decrease to damage for 20 seconds; 50% d Hit chance for 20 seconds; 7.5% allies within the area of effect; 3.75% decrease in To to enemies within the radius of target while maintained. any other Concealment power while using Shadow Fall. Recharge: Slow any other Concealment power while using Shadow Fall. 35' stealth radius to critters (this will suppress EFFECTS: Zones versus players only (this will suppress for 15 seconds on affected targets); 50% decrease in regeneration rate versus critters versus players only (this will suppress for 15 rs only (this will suppress for 15 seconds on affected targets); 11.25% decrease in To Hit chance to enemies for 20 seconds. decrease in To seconds on affected targets); 11.25% rs only (this will suppress for 15 bled while in the area of effect; 22.5% decrease damage resistance effect versus critters only; 22.5% i ea of effect; 129% Fear resistance while in the area of effect; 5.19-point Fear protection while in the area of effect. Fear resistance while in the area of effect; 5.19-point Fear ea of effect; 129% s and Endurance and will be protected from XP Debt for 90 seconds. Recharge: Very Longs and Endurance will be protected from XP Debt for 90 seconds. Recharge: Very 50% decrease to Movement Speed f EFFECTS: lickable object or initiate an attack are attacked); 3.75% increase to melee Defense while within the area of effect; Villains PvP Bases Robotics: Assault Bots Level 2 Dark Miasma seconds; 7.64 Negative Energy damage; 15-second Disorient of 2 strength versus critters only; 10-second Disorient of 3 strength Disorient of 2 strength versus critters only; 10-second Negative Energy damage; 15-second seconds; 7.64 POWERSwarm Missiles Damage, Endurance Discount, Knockback Accuracy, ALLOWED: BOOSTS seconds on an affected target). versus players only (this will suppress for 10 The Assault Bot can launch a pack of eight Swar HELP TEXT: POWER Incendiary Swarm Missiles Damage, Endurance Discount Accuracy, ALLOWED: BOOSTS The Assault Bot can launch a pack of eight Incendiary Swar HELP TEXT: POWER — LEVEL TYPE — Click ACCURACY Click RANGE 100% END COST 100% INTERRUPT TIME 80' TIME CAST 80' TIME RECHARGE 10.4 RADIUS 10.4 ARC HIT MAX TARGETS 0 TYPES ATTACK 0 2.67 2.67 16 16 20' 20' 360° 360° 16 16 AoE, Lethal AoE, Lethal Defense bonus to all attacks and resistance to Fear, while reducing Energy, Negative Energy, and Psionic Damage. You cannot use and Psionic Damage. You Negative Energy, while reducing Energy, Defense bonus to all attacks and resistance Fear, Howling Twilight Disorient, Damage, Range Recharge, Endurance Discount, Slow, ALLOWED: BOOSTS 10 Click Activating this power channels the HELP TEXT: POWER 100% 80' 26.0 0 StareFearsome Range Hit Debuff, Fear, Recharge, Endurance Discount, To Accuracy, ALLOWED: BOOSTS 20 3.17 Click This power instills tremendo HELP TEXT: POWER GazePetrifying 100% Recharge, Endurance Discount, Range, Hold Accuracy, ALLOWED: BOOSTS 28 180 70' Click This power petrifies a single targeted foe HELP TEXT: POWER 100% 8.5 15' 70' 360° 0 7.8 16 2.03 AoE, Negative Energy 0 40 1.67 70' 16 45° Target 16 0° Negative Energy 1 Ranged, Negative Energy POWER GraspTwilight Hit Debuff, Heal To Recharge, Endurance Discount, Range, Accuracy, ALLOWED: BOOSTS LEVEL 0 TYPEdecrease in regeneration rate versus players only. ACCURACY Click channel Negative Energy You HELP TEXT: POWER RANGE PatchTar END COST 100% INTERRUPT TIME Recharge, Endurance Discount, Range, Slow ALLOWED: BOOSTS TIME CAST 80' TIME RECHARGE This power drops a large patch of viscous Negative En players only. HELP TEXT: POWER 2 RADIUS 7.8 ARC ClickDarkest Night HIT MAX TARGETS Hit Debuff Recharge, Endurance Discount, Range, To ALLOWED: BOOSTS TYPES 100% ATTACK Hit chance decrease in To 22.5% decrease to damage enemies within the radius of target while maintained; 11.25% EFFECTS: 4 0 90' While this is active, you channel Negative E HELP TEXT: POWER Toggle 100% 7.8 2.37 70' of strength 3 versus critters only; resurrects allies within the area of effect with full Health and Endurance. Fear 0.3 0 8Shadow Fall Endurance Discount, Recharge, Buff Defense, Resist Damage ALLOWED: BOOSTS 0 3.1 Target 16 This power envelops you and your near HELP TEXT: POWER Toggle 0° Psionic resistance while in the ar Negative Energy resistance while in the area of effect; 15% while in the area of effect; 15% 100% 90 3.17 0' 1 of strength 3 versus playe Fear of strength 1 versus critters only; 17.88-second Fear critters only; 20% chance of 11.92-second Target 0.3 10 Ranged, Negative Energy 0° 25' 0 1 360° — 2.03 16 AoE, Negative Energy 15 40' 360° — — Accuracy and damage are reduced, while you your nearby allies healed. Recharge: Moderate Heal to all 212-point EFFECTS: 90% decrease in Run Speed while the area of effect; Jumping is disabled Flight disa EFFECTS: selected foe and all nearby foes will be Slowed, Disoriented, drained of some life. Revived allies have full Hit Point seconds on affected targets). versus players only (this will suppress for 15 initiate an attack or are attacked); 389' stealth radius to players (this will suppress for 10 seconds if you interact with a c initiate an attack or are attacked); 389' stealth radius to players (this will suppress for 10 secondary Powers

Volume 1 • Issue 1 introduction back 72'; 5% chance of dropping emies within 10' of the Dark Servant. emies within 10' is not a willing servant, and it is only your rs only; 7.15-second Hold of 3 strength versus rs only; 7.15-second it to you and all nearby allies. The targeted foe's ble. They are hard to see and cannot affect or be earby as long the power is kept active. for Scourge versus critters only; 5.6 Negative Energy Deflection Shields on the same target; however, the Deflection Shields on the same target; however, ase in regeneration rate versus critters only; 90% 0 seconds; 11.25 melee Defense for 240 seconds; 30% 0 seconds; 11.25 ity. These creatures will snare all foes within range, ity. of strength 3 versus critters only; Intangible for 10 seconds of strength 3 versus critters only; Intangible for 10 ritters only; 11.92-second Immobilize of 2 strength versus players ritters only; 11.92-second stalker Brute rease in To Hit chance to enemies within 10' of the Dark Servant; 75% chance of 5.63 Negative Energy damage per 2 seconds to en Hit chance to enemies within 10' rease in To s a Dark Servant to your aid. The Dark Servant possesses an assortment of dark powers to weaken your foes. The summoned entity from the Netherworld through yourself to a targeted foe. Twilight Grasp drains the power from that target and slowly transfers from the Netherworld through yourself to a targeted foe. Twilight f force that knocks down foes and deals some Smashing Damage. Damage: Minor, Recharge: Fastf force that knocks down foes and deals some Smashing Damage. Damage: Minor, Smashing damage; Knock 6.11 EFFECTS: he Netherworld that temporarily pulls in all foes within its grasp. The victims become phase shifted and are completely intangi nt can create a cone-shaped rift to the Netherworld that allows its native creatures to slip their oily tentacles into our real els Negative Energy onto a targeted foe. Darkest Night decreases the damage potential and Accuracy of target all foes n m Smashing and Lethal damage and all melee attacks for a limited time. It also reduces Toxic damage. You cannot stack multiple damage. You m Smashing and Lethal damage all melee attacks for a limited time. It also reduces Toxic it chance to enemies within the radius of target while maintained. allies within the area of effect; 5% decrease in To Hit chance for 20 seconds; 10% decrease to damage for 20 seconds; 50% decre Hit chance for 20 seconds; 10% allies within the area of effect; 5% decrease in To with a terrifying gaze. The victim is Held and defenseless. Recharge: Slow 9.53-second Hold of 3 strength versus critte EFFECTS: : 4.1 Smashing damage per second for 7.1 seconds after a 1-second delay; 5.6 Negative Energy damage; 4.1 Smashing damage bonus seconds after a 1-second delay; 5.6 Negative Energy damage; 4.1 Smashing damage per second for 7.1 : 4.1 conds versus critters only; target may only use self-affecting powers for 30 seconds versus critters only; 30-second Immobilize Mastermind amage bonus for Scourge versus players only; 7.5% To Hit decrease for 8 seconds; 17.88-second Immobilize of 2 strength versus c Hit decrease for 8 seconds; 17.88-second To amage bonus for Scourge versus players only; 7.5% ersus players only; 10-second Immobilize of strength 3 versus players only. ersus players only; 10-second not use this power on yourself. Recharge: Very Fastnot use this power on yourself. Recharge: Very Lethal Defense for 24 Smashing Defense for 240 seconds; 11.25 11.25 EFFECTS: Long Creates a Dark Servant EFFECTS: pet. Corrupter DOMINATOR Dark Miasma: Servant Force Field Dark Miasma cont. Dark Servant Immobilize Hit Debuff, Heal, Hold, Accuracy, Recharge, Endurance Discount, To ALLOWED: BOOSTS 38 Click This power summon HELP TEXT: POWER 200% 60' 26.0 0 3.17 240 Target 0° 1 — POWERBlack Hole Recharge, Endurance Discount, Range, Intangible Accuracy, ALLOWED: BOOSTS LEVEL TYPE 35 seconds v seconds versus players only; target may only use self-affecting powers for 10 versus players only;for 10 Untouchable ACCURACY This power opens up a Black Hole to t HELP TEXT: POWER RANGE Click END COST 100% INTERRUPT TIME TIME CAST 50' TIME RECHARGE RADIUS ARC 13.0 HIT MAX TARGETS TYPES ATTACK 0 1.03 120 20' 360° 16 AoE, Negative Energy POWER BoltForce Damage, Recharge, Endurance Discount, Range, Knockback Accuracy, ALLOWED: BOOSTS LEVELone toggle power. TYPE This power discharges a bolt o HELP TEXT: POWER 0 ACCURACYDeflection Shield RANGE Click Endurance Discount, Defense Buff, Range, Recharge ALLOWED: BOOSTS END COST 2 INTERRUPT TIME 120% TIME CAST This shield dramatically protects an ally fro Click HELP TEXT: POWER TIME RECHARGE 80' 100% RADIUS ARC 6.5 80' HIT MAX TARGETS TYPES ATTACK 9.8 0 0 1.10 2.07 4 2 Target 0° Target 0° 1 1 Ranged, Smashing — affected by those in normal space. Recharge: Slow Intangible for 30 seconds versus critters only; for 30 se Untouchable EFFECTS: power that binds it in this realm. The Dark Servant can be buffed and healed. See also "Dark Servant" power set. Recharge: Very Immobilizing them while the Tentacles drain their life and reduce their Accuracy. Damage: Moderate (DoT), Recharge: Slow drain their life and reduce Accuracy. Immobilizing them while the Tentacles Smashing damage bonus for Scourge versus players only; 5.6 Negative Energy d damage bonus for Scourge versus critters only; 4.1 EFFECTS POWERChill of the Night Immobilize Hit Debuff, Heal, Hold, Accuracy, Recharge, Endurance Discount, To ALLOWED: BOOSTS — LEVEL GraspTwilight TYPE Click — HELP TEXT: POWER ACCURACY Hit Debuff, Heal To Recharge, Endurance Discount, Range, Accuracy, ALLOWED: BOOSTS RANGE 200% — END COST 30% dec EFFECTS: INTERRUPT TIMEdecrease in regeneration rate versus players only. Click 0' channel Negative Energy You HELP TEXT: POWER TIME CAST Darkest Night 100% TIME RECHARGE 0.0 Hit Debuff RADIUS Recharge, Endurance Discount, Range, To ALLOWED: BOOSTS 80' ARCRecharge: Slow — HIT MAX TARGETS Toggle While this is active, the Dark Servant chann HELP TEXT: POWER TYPES ATTACK GazePetrifying 7.8 0 100% H decrease in To 30% decrease to damage enemies within the radius of target while maintained; 15% EFFECTS: Recharge, Endurance Discount, Range, Hold Accuracy, ALLOWED: BOOSTS — seconds on affected targets). players only (this will suppress for 15 70' This power petrifies a single targeted foe HELP TEXT: POWER Click Tentacles 0Tenebrous 3.17 — 100% 0.3 Hit Debuff, Immobilize, Range Damage, Recharge, Endurance Discount, To Accuracy, ALLOWED: BOOSTS Click The Dark Serva HELP TEXT: POWER 70' 100% 2.37 0 0 seconds on affected targets). only (this will suppress for 15 7.8 40' 8 10' 10.2 3.17 0 360° Target 0 0° 10 10 1.67 — 1 1.67 25' 16 360° Ranged, Negative Energy 10 Target 16 0° 40' AoE, Negative Energy 40° 1 10 Ranged, Negative Energy Smashing AoE, Negative Energy, shield can be improved by another ally using the same power. It can be used in conjunction with your Insulation Shield. You can It can be used in conjunction with your Insulation Shield. You shield can be improved by another ally using the same power. resistance for 240 seconds. Toxic Accuracy and damage are reduced, while you your nearby allies healed. Recharge: Moderate 242-point Heal to all EFFECTS:

Volume 1 • Issue 1 INTRODUCTION us critters only; Knockback 24' per .5 ly, the affected target's secondary power ly, egeneration rate. The poison is so potent, the echarge: Slow 3.05 Smashing EFFECTS: Hit chance for 30 seconds; 74.5% decrease in To Hit chance for 30 seconds; 74.5% al Force Field will also reduce the damage of any al Force self-affecting powers. Recharge: Slow Endurance Drain effects. You cannot stack multiple Endurance Drain effects. You is also left with some resistance to Toxic damage (this is also left with some resistance to Toxic fected targets). ritters only; 90% decrease in regeneration rate versus nse for 240 seconds; 11.25 Cold Defense for 240 seconds; nse for 240 seconds; 11.25 resistance; 100% Teleport resistance. Teleport resistance; 100% ersion Bubble also protects allies from Immobilization, foes may be able to penetrate the Force Bubble, but may slip foes may be able to penetrate the Force ndurance modifications from target. ze protection to allies within the area of effect. from target; 74.5% decrease to Knockback distance from target; 74.5% from target; 74.5% h versus players only (this will suppress for 15 seconds on affected h versus players only (this will suppress for 15 or 15 seconds versus players only; 100% Untouchable of strength 3 for 15 Untouchable seconds versus players only; 100% or 15 THE BASICS ARCHETYPES GROUP DYNAMICS om that significantly Weakens their strength. The affected target's Accuracy and damage output are severely reduced. Additional om that significantly Weakens oison. The toxin directly attacks the immune system, reducing the affected target's Defense, damage resistance, and Hit Point r oison. The toxin directly attacks the immune system, reducing affected target's Defense, damage resistance, and Hit Point ell as harm. Alkaloid consists of just the right amount of amino acids to safely Heal a single targeted ally. The healed target ell as harm. Alkaloid consists of just the right amount amino acids to safely Heal a single targeted ally. Field. The captured target cannot be harmed, is Immobilized, cannot attack, and cannot aid allies. The target can, however, use Field. The captured target cannot be harmed, is Immobilized, attack, and aid allies. can, however, an expanding force bubble around ally that knocks down and Disorients nearby foes. This power cannot be used on yourself. R ll attacks, even Psionics and enemy Teleportation, although attacks from more powerful foes may get through more easily. Person although attacks from more powerful foes may get through easily. ll attacks, even Psionics and enemy Teleportation, m Fire, Cold, Energy, Negative Energy, ranged, and AoE attacks for a limited time. The insulation also protects the target from Negative Energy, m Fire, Cold, Energy, nearby foes. Each foe that is repelled costs you additional Endurance. Recharge: Slow Knockback 24' per .5 second vers EFFECTS: allies inside. While active, the Dispersion Bubble gives all within increased Defense against attack types. The Disp econd versus critters only; 1% chance of Knockdown per .25 second versus critters only (this will suppress for 10 seconds on af econd versus critters only; 1% chance of Knockdown per .25 second versus critters only (this will suppress for 10 While active, this power keeps all foes at bay, protecting all allies inside from melee or short-ranged attacks. More powerful While active, this power keeps all foes at bay, 15% Toxic resistance for 60 seconds. Toxic 15% seconds; 30% decrease to damage resistance for 30 seconds; 15% reduction to Healing; 50% decrease in regeneration rate versus c seconds; 30% decrease to damage resistance for 30 15% n to allies within the area of effect; 5.19-point Disorient protection to allies within the area of effect; 5.19-point Immobili Disorient protection to allies within the area of effect; 5.19-point n to allies within the area of effect; 5.19-point 5 AoE Defense for 240 seconds; 51.9% recovery resistance for 240 seconds; 51.9% Endurance Drain resistance for 240 seconds. recovery resistance for 240 seconds; 51.9% 5 AoE Defense for 240 seconds; 51.9% Zones in conjunction with your Deflection Shield. You cannot use this power on yourself. Recharge: Very Fast cannot use this power on yourself. Recharge: Very in conjunction with your Deflection Shield. You Fire Defe 11.25 EFFECTS: s critters only; victim may only cast self-targeted powers for 30 seconds versus critters only; 100% Intangible of strength 3 f s critters only; victim may only cast self-targeted powers for 30 seconds versus critters only; 100% tions from target; 74.5% decrease to Defense enhancements on target; 74.5% decrease to Healing from target; 74.5% decrease to E decrease to Healing from target; 74.5% decrease to Defense enhancements on target; 74.5% tions from target; 74.5% s, Knockbacks, and more—are all weakened. Recharge: Long decrease in To 22.5% decrease to damage for 30 seconds; 11.25% EFFECTS: rgets); 40% chance of 11.9-second Disorient of 2 strength versus critters only; 40% chance of 8.9-second Disorient 3 strengt rgets); 40% chance of 11.9-second 4.5% decrease to Sleep duration from target; 74.5% decrease to Confusion duration from target; 74.5% decrease to Fear duration decrease to Fear decrease to Confusion duration from target; 74.5% 4.5% decrease to Sleep duration from target; 74.5% within the area of effect; 3% chance dropping one toggle power per .5 second. yourself. It cannot be used with Rest. Recharge: Slow Defense; 32% damage may only cast self-targeted powers; 67.5% You EFFECTS: Villains PvP Bases Force Field cont. Poison Insulation Shields on the same target; however, the shield can be improved by another ally using the same power. It can be used the shield can be improved by another ally using same power. Insulation Shields on the same target; however, Recharge: Slowand get knocked down forced back if they try. 1% chance of Knockdown per .25 s Repel of strength 10; EFFECTS: Detention Field Endurance Discount, Range, Recharge Accuracy, ALLOWED: BOOSTS 10 Click This power encases a targeted foe in Detention HELP TEXT: POWER 120% 80' 13.0Dispersion Bubble Recharge, Endurance Discount, Defense Buff ALLOWED: BOOSTS 20 Toggle 0 This power creates a large bubble that protects all HELP TEXT: POWER 100% 0' 2.07Repulsion Bomb 0.3 Recharge, Endurance Discount, Range, Knockback, Disorient Accuracy, ALLOWED: BOOSTS 35 60 The Repulsion Bomb projects HELP TEXT: POWER Click 0 120% Target 70' 0° 1.07 13.0 1 15 0 Ranged 25' 360° 3.07 16 30 — 12' 360° 16 AoE, Smashing POWERInsulation Shield Endurance Discount, Defense Buff, Range, Recharge ALLOWED: BOOSTS 4 LEVEL TYPE Click ranged Defense for 240 seconds; 11.2 Negative Energy Defense for 240 seconds; 11.25 Energy Defense for 240 seconds; 11.25 11.25 This shield dramatically protects an ally fro HELP TEXT: POWER ACCURACY RANGE 100% END COST INTERRUPT TIME 80' TIME CAST TIME RECHARGE seconds versus players only. seconds versus players only; victim may only cast self-targeted powers for 15 9.8 RADIUS ARC Field Force Personal HIT MAX TARGETS 16 Recharge, Endurance Discount, Defense Buff ALLOWED: BOOSTS TYPES ATTACK Toggle Field works both ways; while it is active, you can only use powers that affect Force attacks that do get through. The Personal 0 100% Field is almost impenetrable to a Force The Personal HELP TEXT: POWER 0' 2.07Disorient, and Hold effects. Recharge: Slow 0.2 Hold protectio Defense to allies within the area of effect; 5.19-point 7.5% EFFECTS: 2 decrease in Endurance for each target seconds on affected targets); 1.25 second versus players only (this will suppress for 10 0 Target 0° 2.03 chance of dropping one toggle power. targets); 19% BubbleForce 1 Recharge, Endurance Discount ALLOWED: BOOSTS 120 38 This power creates a large bubble that protects all allies inside. HELP TEXT: POWER — Toggle Self 100% 0° 0' 1 0.2 — 0 1.07 15 50' 360° 16 — Repulsion Field Recharge, Endurance Discount, Knockback ALLOWED: BOOSTS 28 Toggle This toggle power creates a field that violently repels HELP TEXT: POWER 100% seconds on affected ta damage; Knockback 40' versus critters only; Knockback 40' versus players only (this will suppress for 10 0' 0.5 0 2.03 20 7' 360° 16 — POWERAlkaloid Endurance Discount, Heal, Range, Recharge ALLOWED: BOOSTS LEVEL cannot use this power to Heal yourself. Recharge: Fast damage resistance cannot be enhanced). You Toxic TYPE poisons can be used to heal as w When used correctly, ACCURACY HELP TEXT: POWER Envenom 0 RANGE Heal; 141-point EFFECTS: Endurance Discount, Range, Recharge, Defense Buff Accuracy, ALLOWED: BOOSTS END COST Click INTERRUPT TIMEtarget actually responds less to Healing while affected by the poison. Recharge: Slow 100% TIME CAST players only. 2 Envenom your foe with a nasty p You HELP TEXT: POWER TIME RECHARGE 22.5% decrease to Defense for 30 EFFECTS: 80' ClickWeaken RADIUS ARC Hit Debuff Recharge, Endurance Discount, Range, To Accuracy, ALLOWED: BOOSTS 100% HIT MAX TARGETS 16.3 TYPES ATTACK 70' 4 poison a single foe with ven You HELP TEXT: POWER 0 13.0 Click 100% 70' 0 1.53 13.0 4 1.33 0 Target 12 0° 2.07 Target 1 0° 16 — 1 Target 0° Ranged 1 Ranged effects are all weakened. The target's power effects—like Heals, Defense buffs, Endurance Drains, Disorients, Holds, Immobilize Hit modifications from target; 74.5% decrease to Disorient duration from target; 74.5% decrease to Hold duration from target; 7 decrease to Disorient duration from target; 74.5% Hit modifications from target; 74.5% EFFECTS: 100% Intangible of strength 3 for 30 seconds versus critters only; 100% Untouchable of strength 3 for 30 seconds versu Untouchable Intangible of strength 3 for 30 seconds versus critters only; 100% 100% EFFECTS: decrease to Repel strength from target; 74.5% decrease to Run Speed alterations from target; 74.5% decrease to Fly Speed altera decrease to Run Speed alterations from target; 74.5% decrease to Repel strength from target; 74.5%

Volume 1 • Issue 1 introduction f 3 strength versus critters only; 7.15- ot prevent targets from attacking, although amage resistance will all be reduced. ower of acid on impact. This eats through everely reduced. Recharge: Slow grants the target some resistance to Cold and Toxic per second for 20 seconds; 20% decrease to damage as you are near the Triage Beacon. The beacon is as you are near the Triage ower rate. They will also take some trivial Lethal ery, and attack speed, gains a resistance to Toxic ery, s, and any foes in the affected area may be drained of rsus critters only; 12.32-second Hold of 3 strength versus rsus critters only; 12.32-second or 90 seconds; 129% Sleep resistance for 90 seconds; 7.78- or 90 seconds; 129% for 15 seconds on affected targets); 50% decrease to for 15 pet; 15% decrease to damage per .5 second enemies within pet; 15% ge after 90 seconds which lasts for 45 seconds; 22.5% decrease in stalker be used on your henchmen. Recharge: Very Long be used on your henchmen. Recharge: Very Brute e ground. If an enemy passes nearby, the mortar will fire an acid grenade at target. The explode in a small sh e ground. If an enemy passes nearby, strong, sinuous, and very sticky substance that can Immobilize most targets. This non-lethal device deals no damage and does n Noxious Gas. All foes near the infected henchman will be overcome with the Noxious Gas. Their Defense, Accuracy, damage, and d Noxious Gas. All foes near the infected henchman will be overcome with Their Defense, Accuracy, at quickly starts to anesthetize any nearby foes. Affected targets may choke on the gas as their movement and attack rate are s immobile, but it emits a powerful healing aura. The regeneration rate of you and your allies will be greatly increased as long location and spread the tiny metal spikes over a large area. Enemies that pass Caltrops will be forced to move at sl Disorient, Hold, Sleep, Slow, and Immobilize effects provide resistance to such for a good while. The Antidote also Disorient, Hold, Sleep, Slow, g is disabled while in the area of effect; 2.8 Lethal damage per second effect. nd. Any foes that pass near the Poison Trap will cause it to detonate and release its toxic vapors. The poison is a knockout ga Trap nd. Any foes that pass near the Poison ve a fallen ally and turn him or her into a killing machine. The revived target has increased damage, Accuracy, Endurance recov ve a fallen ally and turn him or her into killing machine. The revived target has increased damage, Accuracy, oe's nervous system and can leave an affected target completely Held defenseless. Recharge: Slow 9.53-second Hold o EFFECTS: FECTS: 7.78-point Hold protection for 90 seconds; 7.78-point Disorient protection for 90 seconds; 7.78-point Sleep protection f Disorient protection for 90 seconds; 7.78-point Hold protection for 90 seconds; 7.78-point 7.78-point FECTS: Mastermind nd Immobilize of strength 3 versus critters only; 11.9-second Immobilize of strength 3 versus players only (this will suppress nd Immobilize of strength 3 versus critters only; 11.9-second chance of 3.56-second Hold of strength 2 versus critters only (this will suppress for 15 seconds on affected targets). chance of 3.56-second Hold strength 2 versus critters only (this will suppress for 15 disabled for 15 seconds; Jumping is disabled for 15 seconds. seconds; Jumping is disabled for 15 disabled for 15 onds and will fire up to 10 grenades. It can be destroyed by your foes. Damage: Minor (DoT), Recharge: Slowonds and will fire up to 10 0.56 damage EFFECTS: eed for 90 seconds; 30% increase to damage for 90 seconds; 22.5% increase in To Hit chance for 90 seconds; 30% decrease to dama eed for 90 seconds; 30% increase to damage 22.5% in To 90 seconds; 50% resistance to Run Speed debuffs for seconds. ad in its tracks, left helpless while emptying the contents of its stomach. Recharge: Very Slowad in its tracks, left helpless while emptying the contents of stomach. Recharge: Very must be caster's Target EFFECTS: ter about 90 seconds. All effects of the elixir will eventually wear off. Elixir Life can only be used on players and cannot 0 seconds; 0.2% chance per second of humanoid enemies within 20' the target becoming nauseated. by an enemy's explosion. Even if destroyed, the trap will detonate. Recharge: Long Sleep of 3 strength ve 18.48-second EFFECTS: decrease to Endurance versus players only. Corrupter DOMINATOR Poison cont. Traps damage. Some of the effects this power will improve with multiple applications and as you advance in level. Recharge: Fast EF Grenade can bring down flying entities and halts jumping. Recharge: Fasttheir attack rate is Slowed. The Web 17.8-seco EFFECTS: resistance for 20 seconds; 20% decrease to Defense seconds. armor, causing minor damage over time. It reduces the target's Defense and resistance. The mortar will last up to 60 sec armor, Elixir of Life Damage Resistance Recharge, Endurance Discount, Range, Recovery, ALLOWED: BOOSTS 16 you can revi this elixir, With HELP TEXT: POWER Click 100% 15' 32.5 0 1.83 180 Target 0° 1 — Caltrops Recharge, Endurance Discount, Range, Damage, Slow ALLOWED: BOOSTS toss a handful of Caltrops at targeted 2 You HELP TEXT: POWER Click 100% 25' 9.8 0 1.07 45 Target 0° 1 — POWERNeurotoxic Breath Recharge, Endurance Discount, Range, Slow Accuracy, ALLOWED: BOOSTS 10 LEVEL 65% decrease in Movement Speed for 20 seconds; 25% chance of 3.56-second Hold strength 2 versus critters only; 25% EFFECTS: Click TYPE ACCURACY can breathe a cone of neurotoxin gas th You HELP TEXT: POWER 100% RANGE END COST 60' INTERRUPT TIME TIME CAST TIME RECHARGE 13.0 Hit chance after 90 seconds which lasts for 45 seconds. To RADIUS ARCAntidote HIT MAX TARGETS Recharge, Endurance Discount, Range, Damage Resistance ALLOWED: BOOSTS TYPES ATTACK 0 Cold resistance for 90 seconds; 50% to Attack Speed debuffs point Immobilization protection for 90 seconds; 7.5% This Antidote can free an ally from any 20 HELP TEXT: POWER Click 2.67 100% seconds on affected targets). second Hold of 3 strength versus players only (this will suppress for 15 70' 30 TrapPoison Recharge, Endurance Discount, Sleep, Recovery Accuracy, ALLOWED: BOOSTS 6.5 60' 35 on the grou Trap can build a Poison You HELP TEXT: POWER seconds on affected targets); 33% decrease to Endurance versus critters only; 10-point players only (this will suppress for 15 Click 30° 0 100% 16 0' 1.53 16.3 AoE 4 4POWER Target GrenadeWeb 0° 0 Recharge, Endurance Discount, Immobilize, Range Accuracy, ALLOWED: BOOSTS LEVEL 0 TYPE 1 seconds; Flight is Knockback resistance for 15 seconds; 100% seconds; 50% decrease to Attack Speed for 15 Movement Speed for 15 ACCURACY Grenade expels a impact, the Web Upon HELP TEXT: POWER Click RANGE 60 END COST 100% INTERRUPT TIME — TIME CAST 70'damage over time. Damage: Minor (DoT), Recharge: Slow Target TIME RECHARGE 0° RADIUS 9.8 ARC 80% decrease to Run Speed while within the area of effect; Jumpin EFFECTS: HIT MAX TARGETS Longinvulnerable. Recharge: Very TYPES ATTACK 1Acid Mortar 0 Recharge, Endurance Discount, Damage, Defense Buff Accuracy, ALLOWED: BOOSTS increase to regeneration rate while in the area of effect. 150% EFFECTS: — 10 1.37 Click can place a small mortar on th You HELP TEXT: POWER 100% 4 0' 16.3 Target 0° 0 1 2.17 Ranged 90 Target 0° 1 — damage. A brew of this sort is not without its side effects. The revived target will soon become very sick and severely weak af increase to Attack Sp Resurrects target with full Health and Endurance; 200% increase to recoveryEFFECTS: for 90 seconds; 100% PoisonParalytic Recharge, Endurance Discount, Range, Hold Accuracy, ALLOWED: BOOSTS 28 Click viciously attacks a f Poison This Paralytic HELP TEXT: POWER 100%much of their Endurance and quickly put to Sleep. The trap is almost impossible detect, but it fragile may be set off 70' 9.8Noxious Gas Recharge, Endurance Discount, Range ALLOWED: BOOSTS there is a chance that any affected humanoid enemy will become violently ill. Even the mightiest foe stop de Additionally, 38 can infect one of your henchmen, surrounding him with a You HELP TEXT: POWER 020' of the target, for 20 seconds; 22.5% decrease to damage resistance per .5 second enemies within 2 Click 100% 30' 2 22.8 16 0 Target 0° 2.07 1 300 BeaconTriage Ranged Recharge, Endurance Discount, Heal ALLOWED: BOOSTS Target 4 0° Click Beacon into the ground. The beacon is can plant a Triage You HELP TEXT: POWER 100% 1 0' — 13.0 0 2.17 200 Target 0° 1 —

Volume 1 • Issue 1 INTRODUCTION TS: 90% decrease to Run Speed for 30 TS: time is right, select a henchman and set off ttacking. The Entangling Arrow can bring down The Trip Mine is almost impossible to detect, but it The Trip detonate on impact. The small explosive flash of foes in the affected area may start to choke or even efense while in the area of effect; 18.3-point Hold efense while in the area of effect; 18.3-point elee range, although some may have better Perception. d targets will be Slowed. Recharge: Moderate ion bubble also protects allies from Immobilization, troyed by your foes. Recharge: Long s will suppress for 15 seconds on affected targets); 100% s will suppress for 15 ctivated; 56.38 Fire damage when trap is activated; 50% chance decrease in regeneration rate for 10 seconds versus critters only; decrease in regeneration rate for 10 arge: Very Longarge: Very Lethal damage; 63.4 76.1 EFFECTS: or 40 seconds versus players only (this will suppress if the target is econds; 100% resistance to Knockback for 10 seconds.ation rate for 15 resistance to Knockback for 10 econds; 100% this will suppress for 15 seconds on affected targets); 0.3% chance of this will suppress for 15 THE BASICS ARCHETYPES GROUP DYNAMICS ahead, but a great one knows when to make a strategic sacrifice. You have equipped all your henchmen with explosives. When the ahead, but a great one knows when to make strategic sacrifice. You nd. Any foes that pass near the Trip Mine will cause it to explode, severely damaging all nearby foes and sending them flying. nd. Any foes that pass near the Trip eases a strong net that can Immobilize most targets. This non-lethal device deals no damage and does not prevent targets from at pass near the Poison Trap will cause it to detonate and release its toxic vapors. The poison is a very noxious gas, and any Trap at pass near the Poison Seeker Drones. These Seeker Drones will follow you until they detect an enemy, and then they will zero in on their targets Seeker Drones. These Drones will follow you until they detect an enemy, f light and sound. The targets are so blinded that they can hardly see a thing. Most foes will not be able to past normal m a block of ice. The target is frozen solid, helpless, and can be attacked. More powerful foes may not Held, but all affecte ue, which explodes on impact. The glue Slows the movement and attack rates of any foes in area. Damage: Recharge: Slow EFFEC generate a dispersion bubble that gives all nearby allies increased Defense against attacks including Psionic. The dispers FECTS: 17.8-second Immobilize of strength 3 versus critters only; 11.9-second Immobilize of strength 3 versus players only (thi Immobilize of strength 3 versus critters only; 11.9-second 17.8-second FECTS: 0% decrease to Perception radius for 60 seconds; 3.75% decrease in To Hit chance for 60 seconds. radius for 60 seconds; 3.75% decrease in To 0% decrease to Perception ception and may even be Disoriented for a short while. You can only have two Seeker Drones out at one time, and they be des ception and may even be Disoriented for a short while. You of strength 2 versus players only; 90% decrease in Perception for 40 seconds versus critters only; 90% decrease in Perception f for 40 seconds versus critters only;of strength 2 versus players only; 90% decrease in Perception 90% decrease in Perception e when trap is activated. Zones . Jumping is disabled for 30 seconds to enemies within the area of effect. d other free-thinking henchmen will try to place the explosive on the ground and get away. But you know…the fuse is short. Rech d other free-thinking henchmen will try to place the explosive on ground and get away. chman and cannot be given commands. You are limited to one Force Field Generator. Recharge: Very Slow Recharge: Very Field Generator. are limited to one Force chman and cannot be given commands. You increase to D 10% EFFECTS: chance of 6.16-second Hold of 3 strength per second versus critters only; 4.62-second Hold of 3 strength versus players only ( chance of 6.16-second nce per second of humanoid targets becoming nauseated. press for 15 seconds on affected targets); 10% decrease to Attack Speed for 10 seconds; 10% decrease to Movement Speed for 10 s decrease to Movement Speed for 10 seconds; 10% decrease to Attack Speed for 10 seconds on affected targets); 10% press for 15 te work, and if you are interrupted, you will fail. Damage: Superior, Recharge: Slowte work, and if you are interrupted, will fail. Damage: Superior, Lethal damage when trap is a 112.7 EFFECTS: t is fragile and may be set off by an enemy's explosion. Even if destroyed, the trap will detonate. Recharge: Long 50% EFFECTS: protection while in the area of effect. Villains PvP Bases Traps cont. Trick Arrow EFFECTS: 9.53-second Hold of 3 strength versus critters only; 7.15-second Hold of 3 strength versus players only (this will sup 9.53-second Hold of 3 strength versus critters only; 7.15-second EFFECTS: seconds versus players only; 50.1 Energy damage versus electronic critters only; 90% decrease to caster recovery for 15 seconds Energy damage versus electronic critters only; 90% decrease to caster recoveryseconds versus players only; for 15 50.1 Glue Arrow Recharge, Endurance Discount, Range, Slow ALLOWED: BOOSTS 4 This arrow carries a cartridge of intensely sticky gl HELP TEXT: POWER Click 100% 60' 9.8 0 2.67 60 Target 0° 1 AoE POWEREntangling Arrow Recharge, Endurance Discount, Immobilize, Range Accuracy, ALLOWED: BOOSTS 0 LEVEL TYPE Click impact, the Entangling Arrow rel Upon HELP TEXT: POWER seconds. seconds; Jumping is disabled for 15 seconds; Flight is disabled for 15 Knockback resistance for 15 ACCURACY RANGE 120%Flash Arrow END COST INTERRUPT TIME Hit Debuff Recharge, Endurance Discount, To Accuracy, ALLOWED: BOOSTS 80' TIME CAST Recharge: SlowIf the foes are attacked, they will be alerted to your presence but suffer a penalty Accuracy. TIME RECHARGE 2 This arrow explodes in a dazzling flash o 6.5 HELP TEXT: POWER RADIUS Click 9 EFFECTS: ARC HIT MAX TARGETS 100%seconds to enemies within the area of effect; 20% decrease Attack Speed for 30 TYPES ATTACK 0 80' 9.8 2.17 0 4 3.33 Target 0° 15 1 35' Ranged 360° 16 AoE Ice Arrow Recharge, Endurance Discount, Range, Hold, Slow Accuracy, ALLOWED: BOOSTS This arrow can freeze a single foe in HELP TEXT: POWER 10 Click 100% 80' 10.7 0 3.33 18 Target 0° 1 Ranged, Cold is fragile and may be set off by an enemy's explosion. Even if destroyed, the Trip Mine will detonate. Setting a mine is delica is fragile and may be set off by an enemy's explosion. Even if destroyed, the Trip POWER Field GeneratorForce 16 Recharge, Endurance Discount, Defense Buff ALLOWED: BOOSTS Click LEVEL TYPE Field Generator drone. It will can build a Force You HELP TEXT: POWER 100% Immobilization Disorient protection while in the area of effect; 18.3-point protection while in the area of effect; 18.3-point ACCURACY RANGE END COST 20' INTERRUPT TIME TIME CAST 16.3 TIME RECHARGE RADIUS seconds on affected targets); 0.3% cha 4.62-second Hold of 3 strength per second versus players only (this will suppress for 15 ARC HIT MAX TARGETS 0 TYPES ATTACK 2.03 Hit chance for 40 seconds; 20% decrease to damage seconds. attacked; 5% decrease in To MineTrip 15 Recharge, Endurance Discount, Damage, Knockback Accuracy, ALLOWED: BOOSTS Target 35of 56.38 Lethal damage when trap is activated; 50% chance 8' Knockback 5% dropping a toggl Mine on the grou can place a Trip You HELP TEXT: POWER 0° Click 100% 1 0' 16.3 — 4 0 20 Target 0° 1 — Disorient, and Hold effects. The drone will follow you and can be buffed and healed or even destroyed. However, it is not a hen Disorient, and Hold effects. The drone will follow you can be buffed healed or even destroyed. However, TrapPoison Recharge, Endurance Discount, Hold, Slow ALLOWED: BOOSTS 20 on the ground. Any foes th Trap can build a Poison You HELP TEXT: POWER Click 100%Seeker Drones Hit Debuff, Disorient, Range Damage, Endurance Discount, Recharge, To Accuracy, ALLOWED: BOOSTS 0' 28 create two You HELP TEXT: POWER Click 16.3 100% 60' 0 19.5 2.17Detonator Recharge, Endurance Discount, Damage, Knockback, Range 0 Accuracy, ALLOWED: BOOSTS devastating nearby enemies. Ninjas, Soldiers, an and Robots are easily rigged will blow up instantly, Undead the Detonator. 90 A good Mastermind always plans HELP TEXT: POWER 38 Click 2.03 Target 100% 0° 100' 90 32.5 1 Target 0° — 0 1 2.03 — 600 Target 0° 1 — vomit. Affected foes' regeneration rate and attack will be reduced as well. The trap is almost impossible to detect, but i and Per energy does only minor damage, but the concussion can weaken foes. Affected targets will have reduced Damage, Accuracy, Hold Energy damage; 25% chance of 9.24-second Hold strength 2 versus critters only; 25% chance of 6.16-second 14.9 EFFECTS: Fire damage; 80% chance of 32' Knockback. 90% decrease in regeneration rate for 10 seconds versus players only; 6.16-second Hold of 3 strength versus critters only; 0.3% seconds versus players only; 6.16-second 90% decrease in regeneration rate for 10 flying entities and halts jumping. Entangle Arrow has a fairly low Endurance cost and a bonus to its Accuracy. Recharge: Fastflying entities and halts jumping. Entangle Arrow has a fairly low Endurance cost bonus to its Accuracy. EF

Volume 1 • Issue 1 introduction for 30 seconds; 15% decrease to damage for 30 seconds; 15% s damage resistance. Damage: Minor, s damage resistance. Damage: Minor, It will incapacitate all foes in its radius. foes will react badly to the poison and choke for a if fire is used near it. Critters will attempt to leave the 0% chance of 17.88-second Hold of 1 strength versus 0% chance of 17.88-second Jumping is disabled while within the area of effect; may ration rate for 15 seconds versus critters only; 90% decrease in regener- ration rate for 15 stalker Brute all shower of acid on impact. This acid eats through armor, causing damage over time. It reduces the target's Defense as well a all shower of acid on impact. This eats through armor, se to Defense for 20 seconds. f electromagnetic energy on impact. This EMP can affect machines and is even powerful enough to synaptic brain patterns. which explodes on impact and weakens all foes in its vicinity. Affected foes' damage potential will be severely reduced. Some which explodes on impact and weakens all foes in its vicinity. lick that Slows foes in the area and may cause them to slip fall. The oil slick is very flammable and may burst into flames he vibrations of the resonator weaken damage resistance all nearby foes. Recharge: Long affect a 20' area Powers EFFECTS: ce of 4.7-second Sleep versus players only; 15% decrease to damage for 20 seconds. ce of 4.7-second Sleep versus players only; 15% he area of effect; 90% decrease to Run Speed while in the 25% Defense Mastermind ou unable to recover Endurance for a while. Recharge: Very Longou unable to recover Endurance for a while. Recharge: Very Hold of 3 strength versus critters only; 5 17.88-second EFFECTS: ery for 15 seconds. ery for 15 point decrease to Endurance versus critters only; 16.67-point decrease to Endurance versus players only; 50% decrease in regene point decrease to Endurance versus critters only; 16.67-point Corrupter DOMINATOR Trick Arrow cont. POWER Gas ArrowPoison Recharge, Endurance Discount, Range, Sleep ALLOWED: BOOSTS 16 LEVELtime, though they will react if attacked. Recharge: Slow Click TYPE ACCURACY This arrow carries a capsule cloud of poisonous gas, HELP TEXT: POWER RANGE 100% END COST Sleep versus critters only; 50% chan 50% chance of 7.15-second EFFECTS: INTERRUPT TIME 70'Recharge: Slow TIME CAST TIME RECHARGE 13.0 RADIUS decrea decrease to damage resistance for 20 seconds; 15% damage per second for 20 seconds; 15% 0.3 Toxic EFFECTS: ARCresistance for 5.25 seconds per 5 seconds. HIT MAX TARGETS TYPES ATTACK Oil Slick Arrow 0 Defense Buff, Damage Recharge, Endurance Discount, Slow, ALLOWED: BOOSTS 35 On impact, this arrow creates an oil s HELP TEXT: seconds. POWER cause 3.38 Fire damage per .2 second for 15 Click 2.67EMP Arrow 100% Recharge, Endurance Discount, Hold, Recovery Accuracy, ALLOWED: BOOSTS 70' 45 38 This arrow can unleash a massive pulse o HELP TEXT: POWER 19.5 Click 25' 100% 360° 0 70' 16 29.3 2.67 AoE 0 180 3.33 Target 0° 300 1 35' — 360° 16 AoE, Energy Acid Arrow Endurance Discount, Range, Recharge, Defense Buff, Damage Accuracy, ALLOWED: BOOSTS 20Disruption Arrow This arrow explodes in a sm HELP TEXT: POWER Click Endurance Discount, Range, Recharge ALLOWED: BOOSTS 28 100% Click 80' This arrow plants a sonic resonator at target location. T HELP TEXT: POWER 100% 9.8 70' 18.2 0 this power uses a lot of Endurance and leaves y most machines and robots will take moderate high damage. However, Additionally, 0 3.33 2.67 20 60 8' 360° Target 0° 16 1 AoE — area of effect. Recharge: Long affect a 25' area for 30 seconds; 5% chance of Knockdown per .2 second while in t Powers EFFECTS: critters only; 11.92-second Hold of 3 strength versus players only (this will suppress for 15 seconds on affected targets); 50- Hold of 3 strength versus players only (this will suppress for 15 critters only; 11.92-second ation rate for 15 seconds versus players only; 50.1 Energy damage versus electronic critters only; 90% decrease to caster recov seconds versus players only; 50.1 ation rate for 15

Volume 1 • Issue 1 GROUP Bases PvP Villains Zones ARCHETYPES THE BASICS INTRODUCTION DYNAMICS

Power Sets primary Powers oue1• Issue 1 Volume Assault Rifle

POWER LEVEL TYPE ACCURACY RANGE END COST INTERRUPT TIME CAST TIME RECHARGE TIME RADIUS ARC MAX TARGETS HIT ATTACK TYPES Burst 1 Click 105% 90' 5.2 — 2.2 4 Target 0° 1 Ranged, Lethal BOOSTS ALLOWED: Accuracy, Damage, Endurance Discount, Range, Debuff Defense, Recharge POWER HELP TEXT: This power quickly fires a Burst of rounds at a single target at very long range. Damage is average, but the fire rate is fast. It can also reduce the target's Defense. Damage: Moderate (DoT), Recharge: Fast

EFFECTS: 11.26 Lethal damage every .3 second for .91 second; 11.26 Lethal damage every .3 second for .91 second bonus for Scourge versus critters only; 11.26 Lethal damage every .3 second for .91 second bonus for Scourge versus players only; 10% Defense decrease for 8 seconds. Slug 1 Click 105% 100' 8.53 — 1.87 8 Target 0° 1 Ranged, Lethal BOOSTS ALLOWED: Accuracy, Damage, Endurance Discount, Knockback, Range, Recharge POWER HELP TEXT: This power fires a single Slug at a targeted foe. Firing a single Slug is slower than firing a Burst, but it deals more damage, has longer range, and can knock down foes. Damage: High, Recharge: Moderate

EFFECTS: 68.4 Lethal damage; 68.4 Lethal damage bonus for Scourge versus critters only; 68.4 Lethal damage bonus for Scourge versus players only; 25% chance to Knockback versus critters only; 25% chance to Knockback versus players only (this will suppress for 10 seconds after affecting a target). Buckshot 2 Click 105% 40' 10.2 — 1.87 8 40' 30° 10 AoE, Lethal BOOSTS ALLOWED: Accuracy, Damage, Endurance Discount, Knockback, Range, Recharge POWER HELP TEXT: Good at close range, this power fires a cone of Buckshot pellets and can knock some foes down. Damage: Moderate, Recharge: Moderate EFFECTS: 37.95 Lethal damage; 37.95 Lethal damage bonus for

Scourge versus critters only; 37.95 Lethal damage bonus for Scourge versus players only; 50% chance to Knockback versus critters only; 50% chance to Knockback versus players only (this will suppress for 10 seconds after affecting a target). M30 Grenade 6 Click 105% 80' 15.2 — 1.87 16 15' 360° 16 AoE, Lethal, Smashing BOOSTS ALLOWED: Accuracy, Damage, Endurance Discount, Range, Recharge POWER HELP TEXT: This power launches an M30 Grenade at long range from beneath the barrel of your assault rifle. This explosion affects all within the blast radius and can knock them back. Damage: Moderate, Recharge: Slow EFFECTS: 12.51 Smashing damage; 25.0 Lethal damage; 37.95 Lethal damage bonus for Scourge versus critters only; 37.95 Lethal damage bonus for Scourge versus players only; 50% chance for a Knockback of 16' versus critters only; 50% chance for a Knockback of 16' versus players only (this will suppress for 10 seconds after

affecting a target). Beanbag 8 Click 105% 60' 10.2 — 1.87 20 Target 0° 1 Ranged, Smashing BOOSTS ALLOWED: Accuracy, Damage, Endurance Discount, Range, Recharge, Disorient POWER HELP TEXT: You fire a single non-lethal Beanbag that can seriously Disorient a target. This power deals little damage and takes a long time to reload but renders most targets unable to attack for a good while. Damage: Minor, Recharge: Slow EFFECTS: 8.34 Lethal damage; 8.34 Lethal damage bonus for Scourge versus critters only; 8.34 Lethal damage bonus for Scourge versus players only; 11.1-second Disorient of 3 strength versus critters only; 7.45-second Disorient of 3 strength versus players only (this will suppress for 15 seconds

on affected targets). Sniper Rifle 12 Click 125% 150' 14.4 3 1.87 12 Target 0° 1 Ranged, Lethal BOOSTS ALLOWED: Accuracy, Damage, Endurance Discount, Knockback, Range, Recharge POWER HELP TEXT: The Sniper Rifle is a powerful piece of hardware. It is very accurate and has a very long range. The impressive round can knock down its target. As with most sniper attacks, you must take your time to aim, so this attack can be interrupted. Damage: Extreme, Recharge: Slow EFFECTS: 115.1 Lethal damage; 115.1 Lethal damage bonus for Scourge versus critters only; 115.1 Lethal damage bonus for Scourge versus players only; 50% chance for a Knockback of 16' versus critters only; 50% chance for a Knockback of 16' versus

players only (this will suppress for 10 seconds after affecting a target). Flamethrower 18 Click 105% 40' 21.8 — 3.5 20 40' 45° 10 Ranged, Fire BOOSTS ALLOWED: Accuracy, Damage, Endurance Discount, Range, Recharge POWER HELP TEXT: The Flamethrower spews forth a cone of flames from underneath the barrel of your assault rifle, setting foes on fire. It's very accurate and very deadly at medium range. Damage: Extreme (DoT), Recharge: Slow

EFFECTS: 10.09 Fire damage per second for 6 seconds; 10.09 Fire damage per second for 6 seconds bonus for Scourge versus critters only; 10.09 Fire damage per second for 6 seconds bonus for Scourge versus players only. Ignite 26 Click — 30' 5.2 — 4 3 4' 360° 1 — BOOSTS ALLOWED: Accuracy, Damage, Endurance Discount, Range, Recharge POWER HELP TEXT: Ignite sprays a targeted location with accelerant from your flamethrower. Any foes that pass through the resulting flames will be burned. Ignite is great for blocking doorways and small passages. Critters will try to get out

of the area of effect of this power. Damage: Moderate (DoT), Recharge: Fast EFFECTS: 5.63 Fire damage per .2 second for 10 seconds; 5.63 Fire damage per .2 second for 10 seconds bonus for Scourge versus critters only; 5.63 Fire damage per .2 second for 10 seconds bonus for Scourge versus players only. Full Auto 32 Click 135% 80' 15.6 — 6 60 80' 20° 10 Ranged, Lethal BOOSTS ALLOWED: Accuracy, Damage, Endurance Discount, Knockback, Range, Recharge POWER HELP TEXT: Open up your assault rifle on Full Auto to lay down a massive spray of bullets at your target. Although it's very slow to reload, damage from this attack is massive, shredding all targets within the narrow cone of effect. There's a chance you may land a lucky shot for extra damage. Damage: Superior (DoT), Recharge: Slow EFFECTS: 6.75 Lethal damage every .3 second for 5 seconds; 6.75 Lethal damage every .3 second for 5 seconds bonus for Scourge versus critters only; 6.75 Lethal damage every .3 second for 5 seconds bonus for Scourge versus players only; 10% chance of 115.1 Lethal damage at the end of the 5 seconds as a critical effect. introduction FFECTS: 41.7 Negative Energy 41.7 FFECTS: versus critters only; 41.7 Negative Energy versus critters only; 41.7 EFFECTS: 8.3 Smashing damage; 33.36 EFFECTS: erate 26.7 Smashing EFFECTS: uces their Accuracy. Damage: Minor uces their Accuracy. you drained of Endurance and unable to recover tack, and like most sniper attacks, it's best fired ersus critters only; 5.6 Negative Energy damage e Negative Energy 9.18 EFFECTS: e and have reduced Accuracy. Damage: Moderate e and have reduced Accuracy. Scourge versus players only; 7.5% To Hit decrease for To Scourge versus players only; 7.5% in the form of Hit Points. Damage: Moderate in the form of Hit Points. Recharge: Slow 8.94-second Disorient EFFECTS: To Hit decrease for 10 seconds. Hit decrease for 10 To reatures will snare all foes within range, Immobilizing ds after affecting a target). this will suppress for 10 seconds after affecting a target). this will suppress for 10 for 10 seconds. for 10 only; 11.92-second Immobilize of 2 strength versus players only only; 11.92-second stalker Brute ave of mire that sweeps away foes within its arc. The attack deals minimal Negative Energy damage but sends flying and red er version of Power Bolt, Power Blast sends a focused beam of energy that can knock foe back. Damage: Moderate, Recharge: Mod Bolt, Power er version of Power e a cone-shaped rift to the Netherworld that allows its native creatures to slip their oily tentacles into our reality. These c e a cone-shaped rift to the Netherworld that allows its native creatures to slip their oily tentacles into our reality. nce of 83.41 Negative Energy damage; 50% chance of 83.41 Negative Energy damage; 41.7 Negative Energy damage bonus for Scourge Negative Energy damage; 41.7 Negative Energy damage; 50% chance of 83.41 nce of 83.41 er of the Netherworld to steal some life from and reduce the Accuracy of a foe. Some that stolen is transferred you ast of Negative Energy around yourself, dealing massive damage and severely reducing affected foes' Accuracy. This power leaves ast of Negative Energy around yourself, dealing massive damage and severely reducing affected foes' Accuracy. get of life and reduces Accuracy. Slower than Dark Blast, it deals more damage over time. Damage: High (DoT), Recharge: Moderat get of life and reduces Accuracy. ge bonus for Scourge versus players only; Knockback 40'; 7.5% To Hit decrease for 10 seconds. Hit decrease for 10 To ge bonus for Scourge versus players only; Knockback 40'; 7.5% ls small bolts of energy at foes, sometimes knocking them down. It's fast but does little damage. Damage: Minor, Recharge: Fast ls small bolts of energy at foes, sometimes knocking them down. It's fast but does little damage. Damage: Minor, long-range and accurate beam of Negative Energy deals tremendous damage and reduces the target's Accuracy. This is a sniper at long-range and accurate beam of Negative Energy deals tremendous damage reduces the target's Accuracy. k energy, this power deals moderate Negative Energy damage and reduces the target's Accuracy. Damage: Moderate, Recharge: Fast this power deals moderate Negative Energy damage and reduces the target's Accuracy. k energy, E ne-shaped burst of particles from the Netherworld. All targets within the modest range of this power take Negative Energy damag d any nearby enemies in a pit of Negative Energy. The attack deals no damage but Disorients all affected foes for a good while. d any nearby enemies in a pit of Negative Energy. gative Energy damage bonus for Scourge versus players only; 7.5% To Hit decrease for 6 seconds; 107 Heal for self. Hit decrease for 6 seconds; 107 To gative Energy damage bonus for Scourge versus players only; 7.5% g damage per second for 7.1 seconds after a 1-second delay; 5.6 Negative Energy damage; 4.1 Smashing damage bonus for Scourge v seconds after a 1-second delay; 5.6 Negative Energy damage; 4.1 g damage per second for 7.1 ond for 2.8 seconds bonus Scourge versus critters only; 4.58 Negative Energy damage per .3 second for 2.8 seconds bonus Mastermind Energy damage bonus for Scourge versus critters only; 115.1 Negative Energy damage bonus for Scourge versus players only; 7.5% Negative Energy damage bonus for Scourge versus players only; 7.5% Energy damage bonus for Scourge versus critters only; 115.1 sus players only; 30% chance for a Knockback of 8' versus critters only; 30% chance for a Knockback of 8' versus players only ( s players only; 7.5% To Hit decrease for 6 seconds. To s players only; 7.5% nly; 20% chance to Knockback versus critters only; 20% chance to Knockback versus players only (this will suppress for 10 secon nly; 20% chance to Knockback versus critters only; 20% chance to Knockback versus players only (this will suppress for 10 onus for Scourge versus players only; 7.5% To Hit decrease for 8 seconds; 17.88-second Immobilize of 2 strength versus critters Hit decrease for 8 seconds; 17.88-second To onus for Scourge versus players only; 7.5% rs only; 9.18 Negative Energy damage per .5 second for 3.6 seconds bonus for Scourge versus players only; 7.5% To Hit decrease To Negative Energy damage per .5 second for 3.6 seconds bonus Scourge versus players only; 7.5% rs only; 9.18 0% self Endurance Drain. n affected targets). Corrupter DOMINATOR Dark Blast Energy Blast damage bonus for Scourge versus players only; 50% To Hit decrease for 20 seconds; 90% self recovery decrease for 20 seconds; 10 damage bonus for Scourge versus players only; 50% To Endurance for a while. Damage: Extreme, Recharge: Very LongEndurance for a while. Damage: Extreme, Recharge: Very Negative Energy damage; 75% cha Smashing damage; 83.41 41.7 EFFECTS: BlastPower Damage, Recharge, Endurance Discount, Range, Knockback Accuracy, ALLOWED: BOOSTS A much more powerful yet slow HELP TEXT: POWER 0 Click — 80' 8.5 0 1.67 8 Target 0° 1 Ranged, Smashing, Energy Gloom Hit Debuff Damage, Recharge, Endurance Discount, Range, To Accuracy, ALLOWED: BOOSTS Gloom slowly drains a tar HELP TEXT: POWER 1 Click 100% 80' 8.5 Tentacles Tenebrous 8 Hit Debuff, Immobilize, Range Damage, Recharge, Endurance Discount, To Accuracy, ALLOWED: BOOSTS Click Damage: Moderate (DoT), Recharge: Slowthem while the tentacles drain their life and reduce Accuracy. 0 can creat You HELP TEXT: POWER 100% Smashin 4.1 EFFECTS: 40' 1.1 10.2 8 0 Target 0° 1.67Life Drain Hit Debuff, Heal Damage, Recharge, Endurance Discount, Range, To Accuracy, ALLOWED: BOOSTS 1 10 can tap the pow You HELP TEXT: POWER 26Blackstar Click Hit Debuff Damage, Recharge, Endurance Discount, To Accuracy, ALLOWED: BOOSTS Ranged, Negative Energy 100% 40' can unleash a devastating bl You HELP TEXT: POWER 32 40° 60' Click 140% 12.0 10 0' Smashing AoE, Negative Energy, 0 20.8 1.93 0 15 3 Target 0° 360 1 25' 0° Ranged, Negative Energy 16 AoE, Smashing, Negative Energy POWERDark Blast Hit Debuff Damage, Recharge, Endurance Discount, Range, To Accuracy, ALLOWED: BOOSTS LEVEL Negative Energy damage bonus for Scourge versu Negative Energy damage bonus for Scourge versus critters only; 41.7 damage; 41.7 TYPE A long-range blast of dar HELP TEXT: POWER 1 ACCURACY RANGE Click END COST INTERRUPT TIME 100% Negative Energy damage per .5 second for 3.6 seconds bonus Scourge versus critte damage per .5 second for 3.6 seconds; 9.18 TIME CAST TIME RECHARGE 80' RADIUS ARCfrom a distance as it can be interrupted. Damage: Extreme, Recharge: Slow 5.2 HIT MAX TARGETS TYPES ATTACK Negative Negative Energy damage; 115.1 115.1 EFFECTS: 0 seconds o of 2 strength versus critters only; 6.7-second Disorient of 2 strength versus players only (this will suppress for 15 1 seconds on affected targets). (this will suppress for 15 4Night Fall Hit Debuff, Range Damage, Recharge, Endurance Discount, To Accuracy, ALLOWED: BOOSTS Target unleashes a co Night Fall HELP TEXT: POWER 12 seconds. 10 0° Click Torrent Hit Debuff, Knockback, Range 100% Damage, Recharge, Endurance Discount, To Accuracy, ALLOWED: BOOSTS 1Recharge: Slow 60' summon a w You HELP TEXT: POWER 18 Smashing dama Smashing damage bonus for Scourge versus critters only; 16.68 Smashing damage; 16.68 16.68 EFFECTS: Click 13.1 Ranged, Negative Energy Recharge: Slow 100% 80' Ne Negative Energy damage bonus for Scourge versus critters only; 41.7 0 Negative Energy damage; 41.7 41.7 EFFECTS: 14.4 2 0 10POWER 1.03 BoltPower 60' Damage, Endurance Discount, Range, Knockback, Recharge Accuracy, ALLOWED: BOOSTS LEVEL Energy damage bonus for Scourge versus players o Energy damage bonus for Scourge versus critters only; 41.7 Energy damage; 41.7 15 20° TYPE This quick attack rapidly hur HELP TEXT: POWER 0 ACCURACY RANGE Click END COST 10 80' INTERRUPT TIME — TIME CAST 30° TIME RECHARGE AoE, Negative Energy 80' RADIUS ARC 10 HIT MAX TARGETS 5.2 TYPES ATTACK Smashing AoE, Negative Energy, 0 2 4 Target 0° 1 Ranged, Smashing, Energy bonus for Scourge versus critters only; 4.1 Smashing damage bonus for Scourge versus players only; 5.6 Negative Energy damage b bonus for Scourge versus critters only; 4.1 (DoT), Recharge: Slow 4.58 Negative Energy damage per .3 second for 2.8 seconds; sec EFFECTS: Dark Pit Recharge, Endurance Discount, Range, Disorient Accuracy, ALLOWED: BOOSTS This power envelops a targeted foe an HELP TEXT: POWER 6 Click 80% 70' 13.0 0 1.07 60 20' 360° 10 AoE, Negative Energy damage; 41.7 Energy damage; 68.4 damage bonus for Scourge versus critters only; 68.4 Energy damage bonus for Scourge ver damage; 41.7 Moonbeam Hit Debuff, Interrupt Damage, Recharge, Endurance Discount, Range, To Accuracy, ALLOWED: BOOSTS This extremely 2 HELP TEXT: POWER Click 120% 175' 14.4 3 1.33 12 Target 0° 1 Ranged, Negative Energy

Volume 1 • Issue 1 g damage; 27.52 Energy damage; g damage; 27.52 INTRODUCTION 34 Energy damage; 16.68 Energy 34 Energy damage; 16.68 ase for 10 seconds. ase for 10 fter a .5-second pause; 29.61 Fire damage fter a .5-second pause; 29.61 w 8.34 Smashing damage; EFFECTS: rst often knocks back foes. Damage: High, tters only; 41.7 Energy damage bonus for tters only; 41.7 : Moderate, Recharge: Slow r a Knockback of 16' versus players only (this will r a Knockback of 16' ating this power leaves you drained of Endurance derate, Recharge: Fast % chance to Knockback versus players only (this will erate (DoT), Recharge: Long nterrupted. Sniper Blast may knock targets backward. of 16' versus players only (this will suppress for 10 seconds versus players only (this will suppress for 10 of 16' 0 seconds after affecting a target). THE BASICS ARCHETYPES GROUP DYNAMICS geted location, burning foes within a large area. Critters will try to get out of the area of effect of this power. Damage: Mod geted location, burning foes within a large area. Critters will try to get out of the area effect this power. sumes a targeted foe and all nearby enemies. Anyone in that explosion is burned set ablaze. Damage: Moderate, Recharge: Slo ne of powerful energy that can smash foes and possibly send them flying. Damage: Moderate, Recharge: Slow Smashin 12.51 EFFECTS: attack, Power Burst unleashes a massive amount of energy, dealing very high damage at short distances. The impact from this bu Burst unleashes a massive amount of energy, attack, Power sets the target on fire for a short period of time. It has slower recharge rate than Flares but does more damage. Damage: Mo nergy that violently explodes on impact, damaging all foes near the target. Explosive Blast may knock targets backwards. Damage arget; it does little damage but is very fast. Damage: Minor, Recharge: Very fast Recharge: Very arget; it does little damage but is very fast. Damage: Minor, Fire damage; 8.34 damage a 29.61 EFFECTS: t of energy, sending nearby foes flying. The Nova deals massive damage to all nearby foes, although the damage does vary. Activ sending nearby foes flying. The Nova deals massive damage to all foes, although the does vary. t of energy, s critters only; 115.1 Energy damage bonus for Scourge versus players only; 50% chance for a Knockback versus critters only; 50 s critters only; 115.1 le damage but sends the target flying for a great distance. Damage: Minor, Recharge: Moderatele damage but sends the target flying for a great distance. Damage: Minor, 20.85 Smashing damage; 8. EFFECTS: blast that can travel great distances with high Accuracy. It's a sniper attack, best fired from distance, because it can be i blast that can travel great distances with high Accuracy. 8.42 Energy damage bonus for Scourge versus players only; 60% chance for a Knockback of 16' versus critters only; 60% chance fo 8.42 Energy damage bonus for Scourge versus players only; 60% chance for a Knockback of 16' or a few seconds and slightly increases damage. Recharge: Long seconds; 42.5% damage incre Hit increase for 10 42.5% To EFFECTS: y damage; 75% chance of 83.41 Energy damage; 50% chance of 83.41 Energy damage; 41.7 Energy damage bonus for Scourge versus cri Energy damage; 41.7 Energy damage; 50% chance of 83.41 y damage; 75% chance of 83.41 mage bonus for Scourge versus players only; 50% chance for a Knockback of 16' versus critters only; 50% chance for a Knockback mage bonus for Scourge versus players only; 50% chance for a Knockback of 16' ce for a Knockback of 24' versus critters only; 60% chance for a Knockback of 24' versus players only (this will suppress 1 critters only; Knockback 40' versus players only (this will suppress for 10 seconds after affecting a target). critters only; Knockback 40' versus players only (this will suppress for 10 Scourge versus critters only; 37.53 Fire damage bonus for Scourge versus players only. Scourge versus critters only; 37.53 nus for Scourge versus critters only; 41.7 Fire damage bonus for Scourge versus players only. nus for Scourge versus critters only; 41.7 mage bonus for Scourge versus critters only; 25.02 Fire damage bonus for Scourge versus players only. Zones Villains PvP Bases Energy Blast cont. Fire Blast Scourge versus players only; Knockback 80'; 90% self recovery decrease for 20 seconds; 100% self Endurance Drain. Scourge versus players only; Knockback 80'; 90% self recovery decrease for 20 seconds; 100% Power BurstPower Damage, Recharge, Endurance Discount, Range, Knockback Accuracy, ALLOWED: BOOSTS Recharge: Slow A short-range but devastating HELP TEXT: POWER 6 Click Energy damage; 88.42 damage bonus for Scourge versus critters only; 8 Smashing damage; 46.71 41.7 EFFECTS: — 20' 10.4 PushPower Damage, Recharge, Endurance Discount, Range, Knockback 0 Accuracy, ALLOWED: BOOSTS This ranged attack deals litt HELP TEXT: POWER 18 Click 2 — 70' 10 8.5 Longand unable to recover any Endurance for a while. Damage: Extreme, Recharge: Very Target Energ Smashing damage; 83.41 41.7 EFFECTS: 0° 0 1 1.1 Ranged, Smashing, Energy 8 Target 0° 1 Ranged, Smashing, Energy Damage: Superior, Recharge: SlowDamage: Superior, Energy damage bonus for Scourge versu Energy damage; 115.1 Smashing damage; 83.41 31.6 EFFECTS: POWEREnergy Torrent Damage, Recharge, Endurance Discount, Knockback, Range Accuracy, ALLOWED: BOOSTS LEVEL 240.03 Energy damage bonus for Scourge versus critters only; 40.03 Energy damage bonus for Scourge versus players only; 60% chan unleashes a co TYPE Energy Torrent HELP TEXT: POWER ACCURACY Click RANGE END COST — INTERRUPT TIME TIME CAST seconds after affecting a target). suppress for 10 40' TIME RECHARGE Sniper Blast RADIUS 11.9 ARC Damage, Recharge, Endurance Discount, Range, Knockback, Interrupt Accuracy, ALLOWED: BOOSTS HIT MAX TARGETS TYPES ATTACK This is a focused HELP TEXT: POWER 8 seconds after affecting a target). suppress for 10 0 ClickAim Hit Buff Endurance Discount, Recharge, To ALLOWED: BOOSTS — Aim greatly increases the Accuracy of your attacks f 1.07 HELP TEXT: POWER 150' 12 Energy damage bonus for Scourge versus players only; Knockback 40' versus damage bonus for Scourge versus critters only; 16.68 14.4 Click 12 — 3 40' 0'after affecting a target). 45°Nova 5.2 1.33 Damage, Recharge, Endurance Discount, Knockback Accuracy, ALLOWED: BOOSTS can explode in a tremendous blas You 10 HELP TEXT: POWER 12 0 32 AoE, Smashing, Energy Click Target — 0° 1.17 0' 1 90 20.8 Ranged, Smashing, Energy Target 0° 0 1 3 — 360 25' 360° 16 AoE, Smashing, Energy Explosive Blast Damage, Recharge, Endurance Discount, Range, Knockback Accuracy, ALLOWED: BOOSTS 26 hurl a blast of charged e You HELP TEXT: POWER Click — 80' 15.2 0 1.67 16 15' 360° 16 AoE, Smashing, Energy EFFECTS: 8.34 Smashing damage; 16.68 Energy damage; 37.54 Energy damage bonus for Scourge versus critters only; 37.54 Energy da Energy damage bonus for Scourge versus critters only; 37.54 Energy damage; 37.54 8.34 Smashing damage; 16.68 EFFECTS: POWERFlares Damage, Endurance Discount, Range, Recharge Accuracy, ALLOWED: BOOSTS LEVEL Fire damage bonus for Scourge versus players only. bonus for Scourge versus critters only; 29.61 TYPE This quick attack throws flares at the t HELP TEXT: POWER ACCURACYFire Blast RANGE 0 Damage, Recharge, Endurance Discount, Range Accuracy, ALLOWED: BOOSTS END COST Click Fire damage bo INTERRUPT TIME Fire damage per second for 3 seconds after a .5-second pause; 41.7 Fire damage; 80% chance of 4.17 41.7 EFFECTS: TIME CAST This power sends Fire Blast at a foe and HELP TEXT: POWER 0 — TIME RECHARGE Click RADIUS ARC 60' Fire damage bonus for Fire damage per second for 2 seconds after a .5-second pause; 37.53 Fire damage; 80% chance of 4.17 29.19 HIT MAX TARGETS — TYPES ATTACK 3.7 80' seconds; 25.02 Fire da Fire damage per .2 second for 15 40% movement speed decrease while in the area of effect; 12.51 EFFECTS: 5.2 0 0 2.17 2.18 1.2 Target 4 0° Target 1 0° Ranged, Fire 1 Ranged, Fire Fire Ball Damage, Recharge, Endurance Discount, Range Accuracy, ALLOWED: BOOSTS hurl an exploding Fire Ball that con You HELP TEXT: POWER Rain of Fire 2 Recharge, Endurance Discount, Range, Damage Accuracy, ALLOWED: BOOSTS Click 6 can summon a Rain of Fire over tar You — HELP TEXT: POWER Click 80' — 15.2 60' 26.0 0 0 1 2.03 16 60 15' 360° 25' 360° 16 1 AoE, Fire —

Volume 1 • Issue 1 introduction ase for 10 seconds. ase for 10 after a .5-second pause; 88.42 Fire ase for 10 seconds. ase for 10 rate (DoT), Recharge: Slow ers only; 41.7 Fire damage bonus for Scourge ers only; 41.7 ivating this power leaves you drained of Moderate, Recharge: Moderate arge: Slow 24.39 Fire damage per EFFECTS: Recharge: Moderate ; 10% decrease in attack speed for 6 seconds; 40% ; 10% try to get out of the area effect this power. be interrupted. Damage: Extreme, Recharge: Slow r, Recharge: Fastr, 8.3 Smashing EFFECTS: gth versus critters only; 7.15-second Hold of 3 strength versus gth versus critters only; 7.15-second ayers only after a .5-second pause; 20% decrease in attack speed e. stalker Brute Fire damage; 75% chance of 83.41 Fire damage; 50% chance of 83.41 Fire damage; 41.7 Fire damage bonus for Scourge versus critt Fire damage; 41.7 Fire damage; 50% chance of 83.41 Fire damage; 75% chance of 83.41 sty breath that can Slow your opponents' movement and attacks. It's very accurate and very deadly at medium range. Damage: Mode tle damage, the Freeze Ray encases your foe in a block of ice, Holding him or her helpless place for while. Damage: Minor, devastate all nearby enemies and set them ablaze. It deals massive damage to all nearby foes although the damage does vary. Act devastate all nearby enemies and set them ablaze. It deals massive damage to foes although the does vary. th small icy daggers; their chill Slows a foe's attacks and movement for time. It's fast but does little damage. Damage: Mino blasts your foes. Like most sniper attacks, this power has a bonus to Accuracy but is best fired from distance because it can m. This power deals a lot of damage in large area and can Slow all affected targets' movement attack speed. Critters will lame attack. Damage: High, Recharge: Slow seconds 88.42 Fire damage; 80% chance of 6.25 damage per second for 4.1 EFFECTS: or a few seconds and slightly increases damage. Recharge: Long seconds; 42.5% damage incre Hit increase for 10 42.5% To EFFECTS: that burns all foes within its narrow cone. This is very accurate and very deadly at medium range. Damage: Moderate (DoT), Rech or a few seconds and slightly increases damage. Recharge: Long seconds; 42.5% damage incre Hit increase for 10 42.5% To EFFECTS: oes and Slows their attacks movement for a time. It has slower recharge time than Ice Bolt but does more damage. Damage: r 15 seconds; 11.67 Cold damage bonus for Scourge versus critters only; 11.67 Cold damage bonus for Scourge versus players only Cold damage bonus for Scourge versus critters only; 11.67 seconds; 11.67 r 15 Mastermind us for Scourge versus players only; 20% decrease in attack speed for 10 seconds; 20% decrease in movement speed for 10 seconds. seconds; 20% decrease in movement speed for 10 us for Scourge versus players only; 20% decrease in attack speed for 10 layers only; 20% decrease in attack speed for 6 seconds; movement seconds. or Scourge versus critters only after a .5-second pause; 24.39 Cold damage per second for .6 bonus pl ers only; 20% decrease in attack speed for 6 seconds; movement 9.53-second Hold of 3 stren e bonus for Scourge versus critters only; 115.1 Fire damage bonus for Scourge versus players only. e bonus for Scourge versus critters only; 115.1 after a 1-second pause ; 24.39 Fire damage per second for 2 seconds bonus Scourge versus players only paus ase for 20 seconds; 100% self Endurance Drain. ase for 20 seconds; 100% Corrupter DOMINATOR Fire Blast cont. Ice Blast Freeze Ray Damage, Recharge, Endurance Discount, Range, Hold Accuracy, ALLOWED: BOOSTS Cold damage bonus for Scourge versus play Cold damage bonus for Scourge versus critters only; 4.1 Cold damage; 4.1 4.1 EFFECTS: 8 Although this power deals very lit HELP TEXT: POWER Click — 60' 6.9 0 1 10 Target 0° 1 Ranged, Cold Aim 12 Click — 0' 5.2 0 1.17 90 Target 0° 1 — POWERFire Breath Damage, Recharge, Endurance Discount, Range Accuracy, ALLOWED: BOOSTS LEVELsecond for 2 seconds after a 1-second pause; 24.39 Fire damage per bonus Scourge versus critters only TYPE can breathe forth a torrent of fire You HELP TEXT: POWER 8 ACCURACY RANGE Click Hit Buff Endurance Discount, Recharge, To ALLOWED: BOOSTS END COST INTERRUPT TIME — TIME CAST Aim greatly increases the Accuracy of your attacks f HELP TEXT: POWER TIME RECHARGE 40' RADIUSdamage bonus for Scourge versus critters only; 88.42 Fire damage bonus for Scourge versus players only. ARCBlazing Bolt HIT MAX TARGETS 15.2 TYPES ATTACK Damage, Recharge, Endurance Discount, Range, Interrupt Accuracy, ALLOWED: BOOSTS Fire damag seconds after a .5-second pause; 115.1 Fire damage; 80% chance of 6.25 damage per second for 3.1 115.1 EFFECTS: 26 This long-range beam of fire HELP TEXT: POWER 0 Click — 2.67 150' 14.4 16 3 40'POWER 30°Ice Bolt 1.67 Damage, Recharge, Endurance Discount, Range, Slow Accuracy, ALLOWED: BOOSTS 10 LEVEL Cold damage bonus for Scourge versus p Cold damage bonus for Scourge versus critters only; 41.7 damage; 33.36 Cold 41.7 TYPE Ice Bolt quickly pelts an enemy wi HELP TEXT: POWER ACCURACY 12 0 RANGE AoE, Fire END COST Click INTERRUPT TIME Cold damage; 68.4 damage bonus for Scourge versus critters only; 68.4 Cold damage bon 26.69 Smashing damage; 41.7 EFFECTS: Target TIME CAST — 0° TIME RECHARGE RADIUS 80' ARC HIT MAX TARGETS 1 seconds. seconds; 20% decrease in movement speed for 10 for 10 TYPES ATTACK 5.2Aim Ranged, Fire Hit Buff Endurance Discount, Recharge, To ALLOWED: BOOSTS 0 Aim greatly increases the Accuracy of your attacks f HELP TEXT: POWER 6 Click seconds on affected targets). players only (this will suppress for 15 1.17Ice Storm — Recharge, Endurance Discount, Range, Damage, Slow Accuracy, ALLOWED: BOOSTS 4 0' Shred your foes with this Ice Stor HELP TEXT: POWER 12 Click Target 5.2 0° — 0 60' 1 15.6 Ranged, Smashing, Cold 1.17 0 90 2.03 Target 0° 60 1 Target 0° — 1 — Inferno Damage, Recharge, Endurance Discount Accuracy, ALLOWED: BOOSTS Inferno unleashes a massive fiery explosion to HELP TEXT: POWER 32 Click — 0' 20.8 0Ice Blast Damage, Recharge, Endurance Discount, Range, Slow Accuracy, ALLOWED: BOOSTS 3 Ice Blast hurls shards of ice at f HELP TEXT: POWER Frost Breath 0 Damage, Recharge, Endurance Discount, Range, Slow Accuracy, ALLOWED: BOOSTS Click 360 2 — This power unleashes a cone of fro HELP TEXT: POWER Click 25' 80' — 360° 8.5 40' 16 15.2 0 AoE, Fire 0 1 2.67 8 16 Target 0° 40' 30° 1 10 Ranged, Smashing, Cold AoE, Cold Blaze Damage, Recharge, Endurance Discount, Range Accuracy, ALLOWED: BOOSTS Blaze is a short-range but devastating f HELP TEXT: POWER 18 Click — 20' LongEndurance and unable to recover for a while. Damage: Extreme, Recharge: Very seconds after a .5-second pause; 90% self recovery decre versus players only; 99% chance of 8.34 Fire damage per second for 8.1 10.4 Smashing damage; 83.41 41.7 EFFECTS: 0 1 10 Target 0° 1 24.39 Cold damage per second for .6 after a .5-second pause; bonus f EFFECTS: Ranged, Fire Damage: Minor (DoT), Recharge: Long decrease in movement speed for 6 seconds. seconds; 5.83 Cold damage per .2 second fo 5.83 Lethal damage per .2 second for 15 EFFECTS:

Volume 1 • Issue 1 INTRODUCTION 02 Energy damage bonus for Scourge ase for 10 seconds. ase for 10 fense. Damage: Moderate, Recharge: Fast in movement speed for 18 seconds; 9.53-second in movement speed for 18 critters only; 5.96-second Disorient of 3 strength he target's Defense. This is a sniper attack, best them back. Activating this power leaves you e, Recharge: Slow 12 seconds; 20% decrease in movement speed for 12 critters only; 5 Cold damage bonus for Scourge ets Disoriented and with reduced Defense. Damage: Blast powers, Bitter Ice can Slow a target's e of a target's defenses. Irradiate severely reduces the victim emerges chilled and Slowed. Bitter Freeze Ray .5 second for 1.6 for Scourge versus players only; 30% .5 second for 1.6 versus players only; 30% decrease to Defense decrease for 20 seconds; 100% self Endurance Drain. decrease for 20 seconds; 100% THE BASICS ARCHETYPES GROUP DYNAMICS rls a volley of alpha particles over an extremely long range. Proton Volley can bypass some of a target's defenses and reduce t rls a volley of alpha particles over an extremely long range. Proton Volley age attack, Neutrino Blast can reduce the target's Defense. Damage: Minor, Recharge: Very Fast Recharge: Very age attack, Neutrino Blast can reduce the target's Defense. Damage: Minor, 25.02 Energy damage; 25. EFFECTS: conical blast of free electrons, this attack reduce the target's Defense. It can also knock some targets down. Damage: Moderat from the Blizzard can Slow attack rate of all your opponents in a large area, reducing their Accuracy and possibly knocking tters only; 55.05 Cold damage bonus for Scourge versus players only; 20% decrease in attack speed for 18 seconds; 20% decrease tters only; 55.05 Cold damage bonus for Scourge versus players only; 20% decrease in attack speed for 18 onent frozen solid in a block of ice. The victim can be attacked and will remain helpless. After the ice thaws, radiation in all directions, damaging nearby foes for a short time. Like other attacks, this power can bypass som amage bonus for Scourge versus players only; 30% decrease to Defense for 12 seconds; 8.94-second Disorient of 3 strength versus amage bonus for Scourge versus players only; 30% decrease to Defense for 12 -ray energy from your eyes, dealing moderate Energy damage. This attack can bypass some defenses and reduce the target's De nus for Scourge versus critters only; 95.09 Cold damage bonus for Scourge versus players only; 20% decrease in attack speed for smashes the target with cosmic particles. The attack is very short range, but the damage is devastating and can leave most targ owerful version of Ice Blast, Bitter Ice Blast deals much more damage and can also reduce your enemy's Accuracy. Like other Ice owerful version of Ice Blast, Bitter Blast deals much more damage and can also reduce your enemy's Accuracy. or a few seconds and slightly increases damage. Recharge: Long seconds; 42.5% damage incre Hit increase for 10 42.5% To EFFECTS: thal damage per .2 second for 15 seconds; 2.5 Cold damage per .2 second for 15 seconds; 5 Cold damage bonus for Scourge versus seconds; 2.5 Cold damage per .2 second for 15 thal damage per .2 second for 15 r 1.6 seconds; 29.19 Energy damage bonus per .5 second for 1.6 for Scourge versus critters only; 29.19 Energy damage bonus per for Scourge versus critters only; 29.19 Energy damage bonus per .5 second for 1.6 seconds; 29.19 r 1.6 damage bonus per .5 second for 4.6 for Scourge versus critters only; 4.17 Energy damage bonus per .5 second for 4.6 Scourge damage bonus per .5 second for 4.6 Scourge versus critters only; 4.17 rsus players only; 20% decrease to Defense for 8 seconds; 25% chance a Knockback of 8' versus critters. rsus players only; 20% decrease to Defense for 6 seconds. .2 second for a Knockback versus critters only; 6% chance per .2 second for a Knockback versus players only; 90% self recovery Zones on affected targets); 100% protection from Knockback and Knockup for 10 seconds. protection from Knockback and Knockup for 10 on affected targets); 100% Villains PvP Bases Ice Blast cont. Radiation Blast target's Defense. Damage: Moderate (DoT), Recharge: Slow Energy Energy damage per .5 second for 4.6 seconds; 4.17 4.17 EFFECTS: drained of Endurance and unable to recover any Endurance for a while. Damage: Extreme (DoT), Recharge: Very Longdrained of Endurance and unable to recover any for a while. Damage: Extreme (DoT), Recharge: Very seconds; 8% chance per seconds; 50% decrease in movement speed for 12 versus players only; 50% decrease in attack speed for 12 2.5 Le EFFECTS: Blizzard Hit Debuff To Recharge, Endurance Discount, Range, Damage, Slow, Accuracy, ALLOWED: BOOSTS The massive damage HELP TEXT: POWER 32 Click — 60' 20.8 0 2.03 360 Target 0° 1 — POWERBitter Ice Blast Hit Debuff, Slow Damage, Recharge, Endurance Discount, Range, To Accuracy, ALLOWED: BOOSTS LEVEL 18 A slower yet more p TYPE HELP TEXT: POWER Hit for 6 seconds. decrease in To seconds; 10% 12 Click ACCURACY RANGEBitter Freeze Ray END COST — INTERRUPT TIME Damage, Recharge, Endurance Discount, Range, Hold, Slow Accuracy, ALLOWED: BOOSTS 26 TIME CAST 50' TIME RECHARGE Click This power can Hold your opp HELP TEXT: POWER seconds Hold of 3 strength versus players only (this will suppress for 15 Hold of 3 strength versus critters only; 7.15-second RADIUS 13.0 ARC — HIT MAX TARGETS TYPES ATTACK 80' 0 15.2 1.07 0 12 3.7 Target 0° 20 1 Target 0° Ranged, Smashing, Cold 1 Ranged, Cold deals medium damage. Damage: Moderate, Recharge: Slow 55.05 Cold damage; damage bonus for Scourge versus cri EFFECTS: movement and attack speed. Damage: Superior, Recharge: Slowmovement and attack speed. Damage: Superior, Lethal damage; 53.38 Cold 95.09 damage bo 41.7 EFFECTS: fired from a distance to avoid being interrupted. Damage: Superior, Recharge: Slowfired from a distance to avoid being interrupted. Damage: Superior, Energy damage per .5 second fo 29.19 EFFECTS: Proton Volley Damage, Range, Endurance Discount, Recharge, Defense Debuff, Interrupt Accuracy, ALLOWED: BOOSTS 8 This power hu HELP TEXT: POWER Click — 150' 14.4 3 1.33 12 Target 0° 1 Ranged, Energy POWERNeutrino Bolt Damage, Endurance Discount, Range, Defense Debuff, Recharge Accuracy, ALLOWED: BOOSTS LEVEL decrease to Defense for 3 seconds. versus critters only; 25.02 Energy damage bonus for Scourge versus players only; 10% 0 TYPE A very quick but low-dam HELP TEXT: POWER ACCURACYX-Ray Beam Click RANGE Damage, Endurance Discount, Range, Defense Debuff, Recharge Accuracy, ALLOWED: BOOSTS END COST — INTERRUPT TIME Energy damage bonus for Scourge ve Energy damage bonus for Scourge versus critters only; 41.7 Energy damage; 41.7 41.7 EFFECTS: can emit a beam of X You HELP TEXT: POWER 0 TIME CAST TIME RECHARGE 80' Click RADIUS ARC — 3.1 HIT MAX TARGETS seconds. for 10 TYPES ATTACK 80'Electron Haze Damage, Recharge, Endurance Discount, Knockback, Range, Defense Debuff 0 Accuracy, ALLOWED: BOOSTS 5.2 56.3 Energy damage; damage bonus for Scourge versus critters only; 56.3 Energy damage bonus for Scourge ve EFFECTS: 6 A short-range HELP TEXT: POWER Click 1 0 — seconds. decrease to Defense for 12 40' 1.5Aim 1.67 15.2 Hit Buff Recharge, Endurance Discount, To ALLOWED: BOOSTS Target Aim greatly increases the Accuracy of your attacks f HELP TEXT: POWER 4 0° 0 12 Click Target 1 — 0° 2.37 Ranged, Energy 0' 1 16 5.2 Ranged, Energy 40' 0 30° 10 1.17 AoE, Energy 90 Target 0° 1 — Irradiate Damage, Recharge, Endurance Discount, Defense Debuff Accuracy, ALLOWED: BOOSTS can emit lethal amounts of You HELP TEXT: POWER 2 Click — 0' 18.5 0Cosmic Burst Damage, Recharge, Endurance Discount, Range, Disorient, Defense Debuff Accuracy, ALLOWED: BOOSTS 1.07Extreme, Recharge: Slow 18 Cosmic Burst HELP TEXT: POWER seconds on affected targets). versus players only (this will suppress for 15 Click 88.42 Energy damage; damage bonus for Scourge versus critters only; 88.42 Energy d EFFECTS: 20 — 20' 20' 10.4 360° 16 0 AoE, Energy 2.07 10 Target 0° 1 Ranged, Energy

Volume 1 • Issue 1 introduction damage; 88.42 Energy per .25 second for 1.05 TS: 13.34 Smashing damage; 13.34 TS: e versus critters only; 41.7 amage; 41.7 Energy damage bonus amage; 41.7 ncrease for 10 seconds. ncrease for 10 Energy damage bonus for Scourge versus ersus critters only; 41.7 Energy damage ersus critters only; 41.7 's defenses and reduce the target's Defense. ken if disturbed. Damage: Minor, Recharge: Long ken if disturbed. Damage: Minor, e bonus for Scourge versus critters only; 41.7 Fire e bonus for Scourge versus critters only; 41.7 helplessly chocking on toxic vapors. Activating this e does vary. Activating this power leaves you drained e does vary. istance for 7 seconds. ly (this will suppress for 15 seconds on affected targets). ly (this will suppress for 15 ecting a target). lf recovery decrease for 20 seconds; 100% self Endurance Drain. lf recovery decrease for 20 seconds; 100% self recovery decrease for 20 seconds; 100% self Endurance Drain. self recovery decrease for 20 seconds; 100% ress for 15 seconds on affected targets). ress for 15 stalker Brute a target while weakening resistance to further damage. Damage: Moderate (DoT), Recharge: 5.83 Smashing damage EFFECTS: ut, causing damage and reducing resistance. Damage: High, Recharge: Moderate Energy Smashing damage; 44.21 44.21 EFFECTS: tored energy to deal a devastating Atomic Blast. Any foes left standing will have their Defense greatly reduced and may be us Shockwave that can knock down foes and deal some Smashing damage in a wide cone area. Damage: Minor, Recharge: Moderateus Shockwave that can knock down foes and deal some Smashing damage in a wide cone area. Damage: Minor, EFFEC attack. Damage: Medium, Recharge: Slow Energy damage bonus for Scourg 20.85 Smashing damage; Energy 41.7 EFFECTS: .41 Energy damage; 75% chance of 83.41 Energy damage; 50% chance of 83.41 Energy damage; 41.7 Energy damage bonus for Scourge v Energy damage; 41.7 Energy damage; 50% chance of 83.41 Energy damage; 75% chance of 83.41 .41 lobs an explosive sphere of deadly radiation, damaging the target and all nearby foes. Neutron Bomb can bypass some a mage and weakening your target's damage resistance. Damage: Minor, Recharge: Fastmage and weakening your target's damage resistance. Damage: Minor, 20.85 Smashing damage; Energy d EFFECTS: hat causes your foes to fall unconscious and take some minor damage. They will remain for a good while but awa most foes will be defeated by being subjected to it. Dreadful Wail deals massive damage to all nearby foes, although the damag most foes will be defeated by being subjected to it. Dreadful Wail ic Screech, you can Disorient a target. Damage: Minor, Recharge: Slowic Screech, you can Disorient a target. Damage: Minor, Energy damage; 88.42 Smashing damage; 44.21 44.21 EFFECTS: ks for a few seconds and slightly increases damage. Recharge: Long seconds; 42.5% damage i Hit increase for 10 42.5% To EFFECTS: Energy damage bonus for Scourge versus players only; 20% decrease to Defense for 16 seconds. Energy damage bonus for Scourge versus players only; 20% decrease to Defense for 16 CTS: 41.7 Smashing damage; 83.41 Fire damage; 75% chance of 83.41 Fire damage; 50% chance of 83.41 Fire damage; 41.7 Fire damag Fire damage; 41.7 Fire damage; 50% chance of 83.41 Fire damage; 75% chance of 83.41 Smashing damage; 83.41 41.7 CTS: Mastermind versus players only; 35.76-second Sleep of 3 strength versus critters only; 35.76-second Sleep of 3 strength versus players on Sleep of 3 strength versus critters only; versus players only; 35.76-second 35.76-second layers only; Knockback 24' versus critters only; Knockback 24' versus players only (this will suppress for 10 seconds after aff layers only; Knockback 24' versus critters only; Knockback 24' versus players only (this will suppress for 10 e resistance for 10 seconds. e resistance for 10 us critters only; 11.67 Energy damage bonus per .25 second for 1.05 for Scourge versus players only; 20% decrease to damage res Energy damage bonus per .25 second for 1.05 us critters only; 11.67 itters only; 7.45-second Hold of 3 strength versus players only (this will suppress for 15 seconds on affected targets); 90% se Hold of 3 strength versus players only (this will suppress for 15 itters only; 7.45-second critters only; 7.44-second Hold of 3 strength versus players only (this will suppress for 15 seconds on affected targets); 90% Hold of 3 strength versus players only (this will suppress for 15 critters only; 7.44-second or 5 seconds. 17-second Disorient of 3 strength versus critters only; 7.44-second Disorient of 3 strength versus players only (this will supp Disorient of 3 strength versus critters only; 7.44-second 17-second Corrupter DOMINATOR Radiation Blast cont. Sonic Attack power leaves you drained of Endurance and unable to recover any Endurance for a while. Damage: Extreme, Recharge: Very Longpower leaves you drained of Endurance and unable to recover any for a while. Damage: Extreme, Recharge: Very Hold of 3 strength versus cr damage bonus for Scourge versus players only; 40% decrease to Defense for 20 seconds; 11.17-second EFFE bonus for Scourge versus players only; 20% decrease to damage resistance for 20 seconds; 11.17-second Hold of 3 strength versus bonus for Scourge versus players only; 20% decrease to damage resistance for 20 seconds; 11.17-second POWERNeutron Bomb Damage, Recharge, Endurance Discount, Range, Defense Debuff Accuracy, ALLOWED: BOOSTS LEVEL 26Damage: Moderate, Recharge: Slow TYPE This devastating attack HELP TEXT: POWER Click ACCURACY Energy damage bonus for Scourge versus critters only; 37.53 RANGE Energy damage; 37.53 37.53 EFFECTS: END COST — INTERRUPT TIME TIME CAST 80' TIME RECHARGE RADIUS 15.2 ARC HIT MAX TARGETS TYPES ATTACK 0 1.67 16 15' 360° 16 AoE, Energy Atomic Blast Damage, Recharge, Endurance Discount, Defense Debuff Accuracy, ALLOWED: BOOSTS 32 This attack taps most of your s HELP TEXT: POWER Click — 0' 20.8 0 2.93 360 25' 360° 16 AoE, Energy Screech Damage, Recharge, Endurance Discount, Disorient Accuracy, ALLOWED: BOOSTS By bursting forth with this hyperson HELP TEXT: POWER Dreadful Wail — Damage, Recharge, Endurance Discount, Disorient Accuracy, ALLOWED: BOOSTS Click Longof Endurance and unable to recover for a while. Damage: Extreme, Recharge: Very — is so strong that — Dreadful Wail Your HELP TEXT: POWER Click Smashing damage; 83 41.7 EFFECTS: 60' — 10.2 0' 20.8 0 0 1.5 1.97 20 360 Target 0° 25' 360° 1 16 Ranged, Smashing, Energy AoE, Smashing, Energy POWERShriek Damage, Recharge, Endurance Discount, Range Accuracy, ALLOWED: BOOSTS LEVEL Energy damage bonus for Scourge versus players only; 20% decrease to damage resistance f for Scourge versus critters only; 41.7 TYPE let forth a quick Shriek, causing da You HELP TEXT: POWER ACCURACY — RANGE END COST Click INTERRUPT TIME for Scourge vers Energy damage bonus per .25 second for 1.05 seconds; 11.67 seconds; 5.83 Energy damage per .25 second for 1.05 TIME CAST — TIME RECHARGE RADIUS 80' ARCEnergy damage bonus for Scourge versus players only; 20% decrease to damage resistance for 8 seconds. HIT MAX TARGETS TYPES ATTACK Shockwave 6.2 Endurance Discount, Recharge, Damage, Knockback, Range Accuracy, ALLOWED: BOOSTS Energy damage; 26.69 damage bonus for Scourge versus critters only; 26.69 Energy damage bonus for Scourge versus p 13.34 can call forth a tremendo You HELP TEXT: POWER — 0 Click —damage bonus for Scourge versus critters only; 88.42 Energy damage bonus for Scourge versus players only; 20% decrease to damag 1.33 50' Hit Buff Endurance Discount, Recharge, To ALLOWED: BOOSTS 11.9 3 Amplify greatly increases the Accuracy of your attac HELP TEXT: POWER 20.85 Energy damage; damage bonus for Scourge versus critters only; 20.85 Energy damage bonus for Scourge EFFECTS: Target 0 0° seconds; 11. critters only; 88.42 Energy damage bonus for Scourge versus players only; 20% decrease to damage resistance for 12 2.17 1 8 Ranged, Smashing, Energy 50' 30° 10 AoE, Smashing, Energy Scream Damage, Recharge, Endurance Discount, Range Accuracy, ALLOWED: BOOSTS Scream can cause serious damage to Your HELP TEXT: POWER Howl — Damage, Recharge, Endurance Discount, Range Accuracy, ALLOWED: BOOSTS Click — This is a short-range but powerful sonic HELP TEXT: POWER — 80' Click — 6.9 50' 0Amplify 10.4Siren's Song 1.67 0 Damage, Recharge, Endurance Discount, Range, Sleep — Accuracy, ALLOWED: BOOSTS Click send forth a subsonic pulse t You HELP TEXT: POWER — 6 Click — 2.33 — 0' Target 10 0° 40' 5.2 15.6 50' 1 0 30° 0 Ranged, Smashing, Energy 10 1.17 2 AoE, Smashing, Energy 90 20 Target 0° 40' 50° 1 10 — AoE, Energy Shout Damage, Recharge, Endurance Discount, Range Accuracy, ALLOWED: BOOSTS blast your foe with a tremendous Sho You HELP TEXT: POWER — Click — 20' 11.9 0 2.67 10 Target 0° 1 Ranged, Smashing, Energy

Volume 1 • Issue 1 INTRODUCTION ate are greatly reduced. Additionally, the ate are greatly reduced. Additionally, 30 seconds; 90% decrease to regeneration ot stack multiple Ice Shields on the same target; the affected foes and severely reduces their o bring down flying foes. Recharge: Slow te draws so much heat out of the target that a Heat Loss, which will drain their Endurance, Slow r Defense to melee and ranged attacks, as well your 11.25% increase to Lethal Defense for 240 seconds; 11.25% d Negative Energy attacks. Glacial Shield also grants the stwork also grants your ally resistance to Toxic damage. stwork also grants your ally resistance to Toxic ing the area of effect; 50% decrease in Movement Speed for r initiate an attack or are attacked); 389' stealth radius to ase to caster recovery. se for 30 seconds; 5.58% decrease in healing amount erred directly to you and any allies near you. Recharge: Long n yourself. Recharge: Very Fast n yourself. Recharge: Very on duration for 30 seconds; 5.58% decrease in Hold of effect. THE BASICS ers only; 6.7 Cold damage bonus per .2 second while in the area of effect for 15% increase to Cold damage resistance while within the area of effect; 15% 15% ARCHETYPES GROUP DYNAMICS a sleet storm at targeted location. Sleet deals minimal Cold damage to anything that passes through the storm. It also Slows grant one of your allies Defense to Lethal, Smashing, and Fire attacks and damage resistance to Cold and Fire damage. You cann grant one of your allies Defense to Lethal, Smashing, and Fire attacks damage resistance Cold damage. You de yourself and all nearby allies within thick Arctic Fog. Arctic Fog makes you and your allies harder to see increases Arctic Fog de yourself and all nearby allies within thick Arctic Fog. gleaming glacial ice. Its crystalline structure has refracting properties that grant the target good Defense against Energy an ur enemies and transfers that energy to your allies in the form of Endurance. All foes near selected target may experience . Benumb reduces the target's core body temperature and causes dramatic weakness. A Benumbed damage regeneration r eam of cold at a single target. This beam dramatically reduces the target's attack rate, movement speed, and Defense. Infrigida atically Slow the attack and movement speed of target all nearby foes. The torrent winds Snow Storm are enough t onds. The frost can absorb the impact from enemy attacks, effectively increasing your ally's Maximum Hit Points for a short time. Fro The frost can absorb the impact from enemy attacks, effectively increasing your ally's Maximum Hit Points ease in Movement Speed for 20 seconds; 25% decrease to Defense 30% Fire damage seconds. in Repel duration for 30 seconds; 5.58% decrease Movement Speed alterations overall Defen harge: Slow seconds if you interact with a clickable object o 35' stealth radius to critters (this will suppress for 10 EFFECTS: ncrease to Cold damage resistance for 240 seconds. vement Speed; 30% decrease to Attack damage resistance; 20-point increase caster Endurance; 50% incre r .2 second while in the area of effect versus players only; 20% decrease in To Hit chance for 5 seconds after leaving the area r .2 second while in the area of effect versus players only; 20% decrease in To Zones rains, Disorients, Holds, Immobilizes, Knockbacks, and more—are all weakened. Recharge: Long 50% decrease to damage for EFFECTS: improved by another ally using the same power. It can be used in conjunction with your Ice Shield. You cannot use this power o It can be used in conjunction with your Ice Shield. You improved by another ally using the same power. Shield. You cannot use this power on yourself. Recharge: Very Fast cannot use this power on yourself. Recharge: Very Shield. You increase to Smashing Defense for 240 seconds; 11.25% EFFECTS: Flight does not operate while in the area of effect. rea of effect; 60% increase in resistance to Movement Speed debuffs; Attack debuffs. % decrease in Confusion duration for 30 seconds; 5.58% decrease in Fear duration for 30 seconds; 5.58% decrease in Immobilizati % decrease in Confusion duration for 30 seconds; 5.58% Fear your nearby allies, granting them Endurance and a boost to their Endurance recovery. Some Endurance and recovery will be transf your nearby allies, granting them Endurance and a boost to their recovery. .2 second while in the area of effect; 6.7 Cold damage bonus per effect for Scourge versus critt area of effect of this power. Damage: Minor (DoT), Recharge: Longarea of effect this power. 30% decrease in Attack Speed for 5 seconds after leav EFFECTS: % increase to melee Defense while within the area of effect; 3.25% ranged Villains PvP Bases Cold Domination Defense and resistance to damage. Many foes even slip fall trying to escape the storm. Critters will try to get out of the 5 seconds after leaving the area of effect; 3.38 Cold damage per .2 second while in Lethal players (this will suppress for 10 seconds if you interact with a clickable object or initiate an attack are attacked); 3.25 players (this will suppress for 10 Ice Shield Endurance Discount, Recharge, Resist Damage, Buff Defense, Range ALLOWED: BOOSTS 2 Cast a rock-hard Ice Shield to HELP TEXT: POWER Click 100% 80' 7.8Frostwork 0 Endurance Discount, Recharge, Range, Heal ALLOWED: BOOSTS 16 This power covers an ally in a thick layer of frost. HELP TEXT: POWER Arctic Fog 1.17 Click Recharge, Endurance Discount, Buff Defense, Resist Damage ALLOWED: BOOSTS 100% Rec cannot use any other Concealment-type powers while using Arctic Fog. Fire, Cold, and Energy damage. You resistance to Slow, 20 2 mastery of Cold allows you to hi Your HELP TEXT: POWER 80' Toggle 100% 14.56Benumb Target Endurance Discount, Range, Recharge Accuracy, ALLOWED: BOOSTS 0' 0° 0 This power numbs a single target to the very core HELP TEXT: POWER 0.26 28 1 Click 100% 1.17 0 — 70' 60 13 1.87 TargetHeat Loss 15 0° 0 Slow Recharge, Endurance Discount, Range, Recovery, Accuracy, ALLOWED: BOOSTS Heat Loss drains the heat from yo HELP TEXT: POWER 37 1 40' 2.07 Click 360° 100% — 120 — 70' 15.6 Target — 0° 0 1 2.17 Ranged, Cold 360 Target 0° 1 — POWERInfrigidate Defense Debuff Endurance Discount, Recharge, Range, Slow, Accuracy, ALLOWED: BOOSTS LEVELdamage of any its Fire attacks will be reduced. Recharge: Slow TYPE 0 ACCURACY This power fires a frigid b HELP TEXT: POWER RANGE 70% decrease in Attack Speed for 20 seconds; decr EFFECTS: Click END COST INTERRUPT TIME 100% TIME CAST increase to Fire damage resistance for 240 seconds. 9.37% increase to Cold damage resistance for 240 seconds; 7.5% TIME RECHARGE 80'Snow Storm RADIUS ARC Endurance Discount, Recharge, Slow ALLOWED: 10.4BOOSTS HIT MAX TARGETS 50% decrease in Attack Speed while the area of effect; Movement EFFECTS: TYPES ATTACK 4 While this is active, the chill from Snow Storm can dram HELP TEXT: POWER Toggle 0 100% 80' increase to Negative Energy Defense for 240 seconds; 9.37% i increase to Energy Defense for 240 seconds; 11.25% 11.25% EFFECTS: 1 0.26 LongRecharge: Very 15 0 sec damage resistance for 120 increase to Toxic seconds; 15% increase to Maximum Health for 120 471 EFFECTS: Target 2.03 0° increase to Energy damage resistance while within the a increase to Fire damage resistance while within the area of effect; 15% 1 10 Ranged, Cold 25' 360° Hit alterations for 30 seconds; 55% decrease in Endurance. seconds; 5.58% decrease in To Sleet 16 Defense Debuff Recharge, Endurance Discount, Range, Damage, Slow, Accuracy, ALLOWED: BOOSTS This power summons HELP TEXT: POWER AoE, Cold 35Scourge versus players only; 8% of Knockdown per .2 second while in the area effect versus critters only; 6% of Knockdown pe Click 200% 60' 18.2 0 2.03 60 Target 0° 1 — Glacial Shield Endurance Discount, Recharge, Resist Damage, Buff Defense, Range ALLOWED: BOOSTS 10 This power envelops an ally in HELP TEXT: POWER Click 100% 80' 7.8 0 1.17 2 Target 0° 1 — however, the shield can be improved by another ally using the same power. It can also be used in conjunction with your Glacial the shield can be improved by another ally using same power. however, them, and reduce their Damage resistance. Each enemy target that is successfully drained of heat will expel energy to all point decrease in Endurance versus players only; 30% decrease to Mo 33% decrease in Endurance versus critters only; 10 EFFECTS: target some damage resistance to Cold. You cannot stack multiple Glacial Shields on the same target; however, the shield can be cannot stack multiple Glacial Shields on the same target; however, target some damage resistance to Cold. You seconds; 5.58% decrease in Knockback distance for 30 Knockup affected target's secondary power effects are all weakened. The target's powers' effects—like Heals, Defense buffs, Endurance D rate for 30 seconds; 5.58% decrease in Disorient duration Sleep 5.58 secondary Powers

Volume 1 • Issue 1 introduction rs only; 7.15-second Hold of 3 strength versus rs only; 7.15-second is not a willing servant, and it is only your ECTS: 15-second Fear of strength 3 versus Fear 15-second ECTS: ou are discovered, Shadow Fall grants a Defense ou are discovered, Shadow Fall it to you and all nearby allies. The targeted foe's e Tar Patch cannot jump or fly. Recharge: Slow cannot jump or fly. Patch e Tar ted allies to revive them, then select a foe. The ble. They are hard to see and cannot affect or be as you keep the power active. Recharge: Slow ase in regeneration rate versus critters only; 90% or 30 seconds; 50% decrease to Attack Speed for ength 3 versus critters only; Intangible for 10 seconds versus ength 3 versus critters only; Intangible for 10 seconds if you interact with a clickable object or initiate an s only; 90% decrease in regeneration rate versus players only; 15 seconds s only; 90% decrease in regeneration rate versus players only; 15 stalker istible decrease in damage resistance while the area of effect versus players only. ranged Defense while within the area of effect; 15% Energy resistance while in the ranged Defense while within the area of effect; 15% Brute by teammates in a shroud of darkness. Shadow Fall does not grant Invisibility, but it does make you harder to detect. Even if y does not grant Invisibility, by teammates in a shroud of darkness. Shadow Fall s a Dark Servant to your aid. The Dark Servant possesses an assortment of dark powers to weaken your foes. The summoned entity from the Netherworld through yourself to a targeted foe. Twilight Grasp drains the power from that target and slowly transfers from the Netherworld through yourself to a targeted foe. Twilight ergy that dramatically slows down enemies run through it and reduces their damage resistance. Affected targets stuck in th power of the Netherworld to weaken your foes, in an attempt to revive all nearby fallen allies. You must stand near your defea power of the Netherworld to weaken your foes, in an attempt revive all nearby fallen allies. You us Fear within a cone area in front of you, causing all affected targets to tremble in terror uncontrollably. Recharge: Slow within a cone area in front of you, causing all affected targets to tremble terror uncontrollably. us Fear EFF he Netherworld that temporarily pulls in all foes within its grasp. The victims become phase-shifted and are completely Intangi with a terrifying gaze. The victim is Held and defenseless. Recharge: Slow 9.53-second Hold of 3 strength versus critte EFFECTS: allies within the area of effect; 5% decrease in To Hit chance for 20 seconds; 10% decrease to damage for 20 seconds; 50% decre Hit chance for 20 seconds; 10% allies within the area of effect; 5% decrease in To nergy onto a targeted foe. Darkest Night decreases the damage potential and Accuracy of target all foes nearby as long t "pet." Mastermind conds versus critters only; may only use self-affecting powers for 30 seconds versus critters only; 30-second Immobilize of str nemies within the radius of target while maintained. er Concealment power while using Shadow Fall. Recharge: Slower Concealment power while using Shadow Fall. 35' stealth radius to critters (this will suppress for 10 EFFECTS: only; 10-second Immobilize of strength 3 versus players only. only; 10-second h versus players only (this will suppress for 15 seconds on affected targets); 50% decrease in regeneration rate versus critter h versus players only (this will suppress for 15 y (this will suppress for 15 seconds on affected targets); 15% decrease in To Hit chance to enemies for 20 seconds. decrease in To seconds on affected targets); 15% y (this will suppress for 15 6.92% Fear resistance while in the area of effect; 41.52 Fear protection while in the area of effect. Fear resistance while in the area of effect; 41.52 6.92% Fear bled while in the area of effect; 30% decrease damage resistance effect versus critters only; 30% irres s and Endurance and will be protected from XP Debt for 90 seconds. Recharge: Very Longs and Endurance will be protected from XP Debt for 90 seconds. Recharge: Very 50% decrease to Movement Speed f EFFECTS: ect or initiate an attack are attacked); 3.25% increase to melee Defense while within the area of effect; Corrupter DOMINATOR Dark Miasma seconds; 10.42 Negative Energy damage; 15-second Disorient of 2 strength versus critters only; 10-second Disorient of 3 strengt Disorient of 2 strength versus critters only; 10-second Negative Energy damage; 15-second seconds; 10.42 attack or are attacked); 389' stealth radius to players (this will suppress for 10 seconds if you interact with a clickable obj attack or are attacked); 389' stealth radius to players (this will suppress for 10 Accuracy and damage are reduced, while you your nearby allies healed. Recharge: Moderate 242-point Heal to all EFFECTS: selected foe and all nearby foes will be Slowed, Disoriented, drained of some life. Revived allies have full Hit Point POWER GraspTwilight Hit Debuff, Heal To Recharge, Endurance Discount, Range, Accuracy, ALLOWED: BOOSTS LEVEL 0 TYPE channel Negative Energy You HELP TEXT: POWER decrease in regeneration rate versus players only. ACCURACY Click RANGE PatchTar END COST 100% INTERRUPT TIME Recharge, Endurance Discount, Range, Slow ALLOWED: BOOSTS TIME CAST 80' 90% decrease in Run Speed while the area of effect; Jumping is disabled Flying disa EFFECTS: TIME RECHARGE 2 This power drops a large patch of viscous Negative En HELP TEXT: POWER Darkest Night RADIUS 7.8 ARC Click Hit Debuff Recharge, Endurance Discount, Range, To ALLOWED: BOOSTS HIT MAX TARGETS Hit chance to e decrease in To 30% decrease to damage enemies within the radius of target while maintained; 15% EFFECTS: TYPES 100% ATTACK 4 While this is active, you channel Negative E HELP TEXT: POWER Toggle 0 90' 100% 7.8 70' 2.37 of strength 3 versus critters only; resurrects allies within the area of effect with full Health and Endurance. Fear 0.3Shadow Fall 0 8 Endurance Discount, Recharge, Buff Defense, Resist Damage ALLOWED: BOOSTS 0 16 This power envelops you and your near HELP TEXT: POWER Toggle 3.1 Target Psionic resistance while in the area of effect; Negative Energy resistance while in the area of effect; 15% area of effect; 15% 100% 0° 3.17 0' 90 1 of strength 3 versus players onl Fear of strength 1 versus critters only; 15-second Fear critters only; 20% chance of 15-second 0.3 10 Target Ranged, Negative Energy 0° seconds on affected targets). players only (this will suppress for 15 25' 0Black Hole 360° 1 Recharge, Endurance Discount, Range, Intangible Accuracy, ALLOWED: BOOSTS 2.03 16 This power opens up a Black Hole to t HELP TEXT: POWER 35 seconds versus players seconds versus players only; may only use self-affecting powers for 10 for 10 players only; Untouchable — Click AoE, Negative Energy 100% 15 50' 40' 13.0 360° 0 — — 1.03 120 20' 360° 16 AoE, Negative Energy Howling Twilight Disorient, Damage, Range Recharge, Endurance Discount, Slow, ALLOWED: BOOSTS 10 Click Activating this power channels the HELP TEXT: POWER 100% 80' 26.0 0 StareFearsome Range Hit Debuff, Fear, Recharge, Endurance Discount, To Accuracy, ALLOWED: BOOSTS 20 3.17 Click This power instills tremendo HELP TEXT: POWER GazePetrifying 100% Recharge, Endurance Discount, Range, Hold Accuracy, ALLOWED: BOOSTS 28 180 70' Click This power petrifies a single targeted foe HELP TEXT: POWER 100% 8.5 15' 70' 360° 0 7.8Dark Servant 16 Immobilize Hit Debuff, Heal, Hold, Accuracy, Recharge, Endurance Discount, To ALLOWED: BOOSTS 38 This power summon 2.03 HELP TEXT: POWER AoE, Negative Energy 0 Click 200% 40 60' 1.67 26.0 70' 16 45° 0 Target 16 0° 3.17 Negative Energy 1 240 Ranged, Negative Energy Target 0° 1 — bonus to all attacks and resistance to Fear, while reducing Energy, Negative Energy, and Psionic damage. You cannot use any oth and Psionic damage. You Negative Energy, while reducing Energy, bonus to all attacks and resistance Fear, affected by those in normal space. Recharge: Slow Intangible for 30 seconds versus critters only; for 30 se Untouchable EFFECTS: power that binds it in this realm. The Dark Servant Long can be buffed and healed. Recharge: Very Creates a Dark Servan EFFECTS:

Volume 1 • Issue 1 116% increase to caster Run 116% INTRODUCTION emies within 10' of the Dark Servant. emies within 10' nly every .5 second; Knockback 24' rs only; 7.15-second Hold of 3 strength versus rs only; 7.15-second to Slow effects. You cannot use this power on to Slow effects. You es. Critters will try to get out of the area effect it to you and all nearby allies. The targeted foe's ear the affected foe. You can use Transfusion to heal can use Transfusion ear the affected foe. You as you keep the power active. Recharge: Slow nus for Scourge versus critters only; 4.1 Smashing nus for Scourge versus critters only; 4.1 ncrease Density also protects the target from 120 seconds; 68% resistance to Run Speed debuffs for 120 eatures will snare all foes within range, Immobilizing ase in regeneration rate versus critters only; 90% decrease ction for 60 seconds; 10 points of Disorient protection for ction for 60 seconds; 10 versus critters only; 90% decrease in regeneration rate est of the effects of Increase Density will. You cannot use this est of the effects Increase Density will. You layers only (this will suppress for 15 seconds on affected targets). layers only (this will suppress for 15 THE BASICS ARCHETYPES GROUP DYNAMICS rease in To Hit chance to enemies within 10' of the Dark Servant; 75% chance of 5.63 Negative Energy damage per 2 seconds to en Hit chance to enemies within 10' rease in To lly. The target's movement speed, attack rate, and Endurance recovery are all greatly increased and the target gains resistance lly. me Endurance and reduces the target's regeneration rate, then transfers that energy, in the form of Hit Points, to all allies n in the form of Hit Points, me Endurance and reduces the target's regeneration rate, then transfers that energy, a cone-shaped rift to the Netherworld that allows its native creatures to slip their oily tentacles into our reality. These cr a cone-shaped rift to the Netherworld that allows its native creatures to slip their oily tentacles into our reality. foe's damage potential. The power is transferred back to you, increasing your own potential and that of all nearby alli lowing movement and attack rate while boosting your own. Recharge: Long 50% decrease to Movement Speed for 60 seconds; EFFECTS: him or her from any Disorient, Immobilization, Hold effects and leaving resistant to such for a while. I from the Netherworld through yourself to a targeted foe. Twilight Grasp drains the power from that target and slowly transfers from the Netherworld through yourself to a targeted foe. Twilight epels nearby foes. Each foe that is repelled costs additional Endurance. Recharge: Slow Knockback 24' versus critters o EFFECTS: with a terrifying gaze. The victim is Held and defenseless. Recharge: Slow 9.53-second Hold of 3 strength versus critte EFFECTS: nergy onto a targeted foe. Darkest Night decreases the damage potential and Accuracy of the target and all foes nearby, as long nergy onto a targeted foe. Darkest Night decreases the damage potential and Accuracy of target all foes nearby, caster for 30 seconds. allies within the area of effect; 5% decrease in To Hit chance for 20 seconds; 10% decrease to damage for 20 seconds; 50% decre Hit chance for 20 seconds; 10% allies within the area of effect; 5% decrease in To 8% increase to Run Speed for 120 seconds; 49% increase to Fly Speed for 120 seconds; 50% resistance to Attack Speed debuffs for seconds; 49% increase to Fly Speed for 120 8% increase to Run Speed for 120 0 points of Knockback protection for 60 seconds; 10 points of Immobilization protection for 60 seconds; 10 points of Hold prote points of Immobilization protection for 60 seconds; 10 0 points of Knockback protection for 60 seconds; 10 ease in Endurance versus critters only; 3.33 point decrease in Endurance versus players only; 50% decrease in regeneration rate g damage; 5.6 Negative Energy damage; 4.1 Smashing damage bonus for Scourge versus critters only; 5.6 Negative Energy damage bo g damage; 5.6 Negative Energy 4.1 er movement speed is Slowed. Although the damage resistance and Slowing effect will not stack with multiple applications, r rease for 8 seconds; 17.88-second Immobilize of 2 strength versus critters only; 11.92-second Immobilize of 2 strength versus p Immobilize of 2 strength versus critters only; 11.92-second rease for 8 seconds; 17.88-second nemies within the radius of target while maintained. Zones ncrease to caster Attack Speed for 60 seconds. durance per target in the area of effect; 5% chance dropping one toggle power .5 second. Villains PvP Bases Dark Servant Kinetics Knockback, Repel, and enemy Teleportation, as well Smashing and Energy damage. Because the target grows more dense, his or h Knockback, Repel, and enemy Teleportation, 120 seconds; 49% resistance to Fly Speed debuffs for 120 seconds. seconds; 49% resistance to Fly Speed debuffs for 120 120 power on yourself. Recharge: Fast Energy resistance for 60 seconds; 1 Smashing resistance for 60 seconds; 18.75% 18.75% EFFECTS: Fastyourself. Recharge: Very seconds; 6 seconds; 50% increase to recovery for 120 50% increase to Attack Speed for 120 EFFECTS: Siphon Speed Recharge, Endurance Discount, Range, Slow Accuracy, ALLOWED: BOOSTS 10 can Siphon Speed from a targeted foe, S You HELP TEXT: Click POWER 100% 80' 7.8 0 1.93 60 Target 0° 1 Ranged POWERTransfusion Heal Accuracy, Recharge, Endurance Discount, Range, Recovery, ALLOWED: BOOSTS LEVEL TYPE 0versus players only. ACCURACY drains an enemy of so Transfusion HELP TEXT: POWER RANGE ClickSiphon Power END COST 120% INTERRUPT TIME Recharge, Endurance Discount, Range Accuracy, ALLOWED: BOOSTS TIME CAST Recharge: Slowof this power. 2 60' TIME RECHARGE from a target, reducing your can Siphon Power You HELP TEXT: POWER RADIUS Click ARC 7.8 30% decrease in damage for 30 seconds; 20% increase to allies within 20' of the EFFECTS: 100% HIT MAX TARGETS seconds after affecting a target); 1 point decrease in caster En versus players only every .5 second (this will suppress for 10 TYPES ATTACK 80' 0 10.4 increase to caster Flight Speed for 60 seconds; 20% decrease Attack i Speed for 60 seconds; 84.15% 1.17 0 8 decrease to Movement Speed for 60 seconds. for 60 seconds; 10% resistance to Teleport 60 seconds; 100% 1.93Speed Boost Target Recharge, Endurance Discount, Range, Running Speed, Recovery ALLOWED: BOOSTS 20 0° 20 Click can hasten a single targeted You HELP TEXT: POWER Target 1 100% 0° 50' Ranged 1 7.8 Ranged 0 1 2 Target 0° 1 — Repel Recharge, Endurance Discount, Knockback ALLOWED: BOOSTS Repel creates a zone of kinetic energy that violently r HELP TEXT: POWER 4 Toggle 100%Increase Density 0' Recharge, Endurance Discount, Range, Resist Damage ALLOWED: BOOSTS 16 Click 0.4 This power increases an ally's mass, freeing HELP TEXT: POWER 100% 70' 0 5.2 1.07 0 20 2.07 7' 360° 3 16 Target 0° — 1 — yourself as well your allies. Recharge: Moderate decr point Heal to all allies within the area of effect; 13% 212.42 EFFECTS: them while the tentacles drain their life and reduce their Accuracy. Damage: Moderate (DoT), Recharge: Slowthem while the tentacles drain their life and reduce Accuracy. Smashin 4.1 EFFECTS: POWERChill of the Night Immobilize Hit Debuff, Heal, Hold, Accuracy, Recharge, Endurance Discount, To ALLOWED: BOOSTS — LEVEL — HELP TEXT: TYPE POWER Click ACCURACY RANGE 200% END COST 30% dec EFFECTS: INTERRUPT TIMEin regeneration rate versus players only. 0' TIME CAST Darkest Night TIME RECHARGE 0.0 Hit Debuff RADIUS Recharge, Endurance Discount, Range, To ALLOWED: BOOSTS ARC Hit chance to e decrease in To 30% decrease to damage enemies within the radius of target while maintained; 15% EFFECTS: — HIT MAX TARGETS While this is active, you channel Negative E HELP TEXT: POWER Toggle TYPES ATTACK 0 100% seconds on affected targets). players only (this will suppress for 15 70' TentaclesTenebrous 3.17 — 0.3 Hit Debuff, Immobilize, Range Damage, Recharge, Endurance Discount, To Accuracy, ALLOWED: BOOSTS Click 100% can create You HELP TEXT: POWER 0 0 40' 10' 10.2 3.17 360° 0 10 10 — 1.67 25' 360° 10 16 40' AoE, Negative Energy 40° 10 Smashing AoE, Negative Energy, Petrifying GazePetrifying Recharge, Endurance Discount, Range, Hold Accuracy, ALLOWED: BOOSTS — Click This power petrifies a single targeted foe HELP TEXT: POWER 100% 70' 7.8 0 1.67 16 Target 0° 1 Ranged, Negative Energy Twilight GraspTwilight Hit Debuff, Heal To Recharge, Endurance Discount, Range, Accuracy, ALLOWED: BOOSTS —Accuracy and damage are reduced, while you your nearby allies healed. Recharge: Moderate channel Negative Energy You HELP TEXT: POWER Click 242-point Heal to all EFFECTS: 100% 80' 7.8 0 Hit dec To damage bonus for Scourge versus players only; 5.6 Negative Energy damage bonus for Scourge versus players only; 7.5% 2.37 8 Target 0° 1 Ranged, Negative Energy

Volume 1 • Issue 1 introduction of 4.7-second Hold strength 2 per 5 and Jump Speed for 60 seconds. e in Movement Speed for 30 seconds; 50% rself as well your allies. Recharge: Slow and attack speed is protected from XP Debt for ny nearby foes. All affected foes are extremely ed. The Radiation Infection will last until you Moderate point Heal to allies. 117.79 EFFECTS: efense for 30 seconds versus critters only; 30% tabolisms are increased so much that they become ks. It also significantly weakens their resistance, so they e your affected allies will deal more. The more foes that are stance for 120 seconds; 173% Immobilize resistance for 120 seconds; 173% stance for 120 ry for 90 seconds; 100% increase to Attack Speed for 90 ry for 90 seconds; 100% hin 20' of the target for 45 seconds; 40% increase to damage ayers only; 30% irresistible decrease to damage for 30 seconds versus stalker Brute durance and transfers that Endurance to all allies near the affected foe. You can use Transference to recover Endurance for you can use Transference durance and transfers that Endurance to all allies near the affected foe. You lly falls in battle, you can activate this power to extract energy from the body deal a massive amount of Energy damage revive and Mutate a fallen ally into a killing machine. The Mutated target has increased damage, Accuracy, Endurance recovery, Endurance recovery, revive and Mutate a fallen ally into killing machine. The Mutated target has increased damage, Accuracy, llies. The affected allies can then jump incredible distances for a while. Recharge: Long increase to Jump Height 100% EFFECTS: wounds of your group. This power has a small radius, so allies need to be near you if they wish affected. Recharge: stance decrease while maintained. and all foes nearby, transferring it to all adjacent allies, you, and those near you. Affected foes will deal less damage, whil and all foes nearby, d foe with deadly radiation, severely reducing Accuracy and Defense. All foes that come near the target will also become infect t increases the running speed, attack speed, Endurance recovery, and damage potential of all nearby allies. Affected allies' me t increases the running speed, attack Endurance recovery, es the attack rate, movement speed, and regeneration rate of target all nearby foes. Recharge: Slow 60% decreas EFFECTS: d all foes nearby with a deadly dose of radiation. This radiation weakens exposed targets, decreasing the damage their attac und yourself. Any nearby foes may be overcome by the gas, leaving them choking and helpless. Recharge: Long 50% chance EFFECTS: Mastermind ase to damage for 120 seconds; 173% Hold resistance for 120 seconds; 173% Sleep resistance for 120 seconds; 173% Disorient resi seconds; 173% Sleep resistance for 120 seconds; 173% Hold resistance for 120 seconds; 173% ase to damage for 120 ed; 25% decrease to Defense while maintained. FFECTS: 20% decrease to damage all enemies within 20' of the target for 30 seconds; increase allies wit FFECTS: arge: Very Longarge: Very Hit chance for 30 seconds versus critters only; 30% decrease to D Energy damage; 30% decrease in To 281 EFFECTS: econds that lasts for 45 seconds; 30% decrease in To Hit chance after 90 seconds that lasts for 45 seconds. econds that lasts for 45 seconds; 30% decrease in To 0 seconds; 30% increase to recovery for 120 seconds; 30% increase to Movement Speed for 120 seconds. seconds; 30% increase to Movement Speed for 120 0 seconds; 30% increase to recovery for 120 se to Endurance all allies within 20' of the target. 30% decrease in To Hit chance for 30 seconds versus players only; 30% irresistible decrease to Defense for 30 seconds versus pl 30% decrease in To ers only. will eventually wear off. Recharge: Very Longwill eventually wear off. Recharge: Very Resurrects target with full Health and Endurance; 200% increase to recove EFFECTS: Corrupter DOMINATOR Kinetics cont. Radiation Emission decrease to damage for 30 seconds versus critters only; 50% decrease to damage resistance for 30 seconds versus critters only; players only; 50% irresistible decrease to damage resistance for 30 seconds versus players only. weakened by the Fallout, and their Accuracy, Defense, damage, and damage resistance are severely reduced. Damage: Extreme, Rech and their Accuracy, weakened by the Fallout, caster for 45 seconds. affected, the more power you and your allies receive. Fulcrum Shift can dramatically turn tide of a battle. Recharge: Long E Accelerate Metabolism 4 Recharge, Endurance Discount, Running Speed, Recovery ALLOWED: BOOSTS Click Longresistant to effects such as Sleep, Hold, Disorient, Immobilization, and Endurance Drain. Recharge: Very Activating this power emits radiation tha HELP TEXT: POWER 100% 20% incre EFFECTS: Enervating Field 0' Recharge, Endurance Discount, Range ALLOWED: BOOSTS 10 15.6 Toggle While this power is active, you irradiate a targeted foe an HELP TEXT: POWER Mutation 100% Recharge, Endurance Discount, Range, Recovery ALLOWED: BOOSTS 70' 0 Using a concentrated burst of radiation, you can 16 HELP TEXT: POWER 0.5 Click 2.03 100% 0 15'Choking Cloud 422 Recharge, Endurance Discount, Hold 26.0 ALLOWED: BOOSTS 28 1.5 25' Toggle While this is active, you generate toxic radioactive gas aro HELP TEXT: POWER 100% 360° 0 8 0' — 3.20 4.2 15' — 360° 180 0 16 Target 0° 2.03 AoE, Energy 1 90 — 15' 360° 16 AoE, Energy POWERInertial Reduction Endurance Discount, Jump, Recharge ALLOWED: BOOSTS 28 LEVEL Click TYPE ACCURACY can reduce your inertia, along with that of all nearby a You HELP TEXT: POWER 100% RANGE decrease to Endurance versus players only; 40-point increa 60% decrease to Endurance versus critters only; 16.67-point EFFECTS: END COST INTERRUPT TIME 0' TIME CAST TIME RECHARGE 23.4 RADIUS ARC HIT MAX TARGETS TYPES ATTACK 0 2.03POWERRadiant Aura 60 Recharge, Endurance Discount, Heal ALLOWED: BOOSTS LEVEL can use Radiant Aura to heal some of your wounds and the 0 You TYPE HELP TEXT: POWER ACCURACY Click 25' RANGEdeactivate it or until the original target is defeated. Recharge: Moderate END COST 360° 100% INTERRUPT TIME TIME CAST Hit chance while maintain 25% decrease in To EFFECTS: 0' TIME RECHARGE — RADIUS 13.0 ARC recovery resistance for 12 seconds; 51% Endurance resistance for 120 seconds; 51% seconds; 30% increase to Attack Speed for 120 HIT MAX TARGETS — TYPES ATTACK 0will take much more damage from other attacks. Recharge: Moderate 20% damage decrease while maintained; 30% resi EFFECTS: 2.03 Hit chance for 90 seconds; 40% decrease to damage after s seconds; 40% increase to damage for 90 30% in To 8decrease in regeneration rate for 30 seconds versus critters only; 90% decrease in regeneration rate for 30 seconds versus play 25' 360°seconds; 80% chance of 4.7-second Hold strength 1 per 5 seconds. —Fallout Hit Debuff Recharge, Endurance Discount, Damage, Range, Defense Debuff, To Accuracy, ALLOWED: BOOSTS — After an a HELP TEXT: POWER 35 Click 100% 60' 20.8 0 3.20 300 Target 0° 1 — Fulcrum Shift Recharge, Endurance Discount, Range, Accuracy ALLOWED: BOOSTS 38 Fulcrum Shift drains the power of a targeted foe HELP TEXT: POWER Click 100% 70' 15.6 0 2.17 60 Target 0° 1 — Lingering Radiation Range Recharge, Endurance Discount, Slow, 20 Accuracy, ALLOWED: BOOSTS Click can emit Lingering Radiation that reduc You HELP TEXT: POWER 100% 80' 15.6 0 1.5 90 25' 360° 16 AoE, Energy Transference Recovery Recharge, Endurance Discount, Range, Accuracy, ALLOWED: BOOSTS 35 drains an enemy of some En Transference HELP TEXT: POWER Click 110% 60' 2.6 0 2.27 30 Target 0° 1 Ranged who will soon be severely weakened. All effects of the Mutation 90 seconds. The entire experience is very taxing on your ally, Radiation Infection Hit Debuff, Range Recharge, Endurance Discount, Defense Debuff, To ALLOWED: BOOSTS 2 Toggle This power infects a targete HELP TEXT: POWER 100% 70' 0.3 0 3.1 8 15' 360° 16 AoE, Energy

Volume 1 • Issue 1 INTRODUCTION tters only; may only use self- 15' of target ally while maintained. 15' tters only every .5 second; 2.5 point 30% decrease to damage resistance for 30 n will fall down. The violent shaking also reduces e Endurance and HP regeneration of all affected target; however, the shield can be improved by target; however, n the same target; however, the shield can be n the same target; however, TS: 17.88-second Hold of 3 strength versus critters only; 17.88-second TS: istance to such effects for a good while. Protection will 15% increase to Toxic resistance for 240 seconds. increase to Toxic 15% nce for 240 seconds; 15% increase to Fire resistance for 240 nce for 240 seconds; 15% ile in the area of effect; Flying is disabled while nic bubble also protects allies from Immobilization, Disorient, tection for 90 seconds; 173% Sleep resistance for 90 seconds; tection for 90 seconds; 173% ection while in the area of effect. strength 3 versus players only. Endurance versus players only; 50% decrease in regeneration rate for 15 THE BASICS Energy damage. ARCHETYPES GROUP DYNAMICS arrage of sonic waves on the earth itself, generating a powerful, localized earthquake. Most foes that pass through locatio epelling all foes nearby. You will lose Endurance for each target repelled. Recharge: Moderate You epelling all foes nearby. Knockback 24' versus cri EFFECTS: field of sonic waves. The target cannot attack or be attacked. Recharge: Moderate for 30 seconds versus cri Untouchable EFFECTS: ng the damage resistance of all nearby foes. Recharge: Moderate 30% decrease to damage resistance all enemies within EFFECTS: an ally takes from Smashing, Lethal, and Toxic attacks for a limited time. You cannot stack multiple Sonic Barriers on the same attacks for a limited time. You an ally takes from Smashing, Lethal, and Toxic romagnetic energy. This EMP can affect machines and is even powerful enough to synaptic brain patterns. It will drain th romagnetic energy. an ally takes from Fire, Cold, Energy, and Negative Energy attacks for a limited time. You cannot stack multiple Sonic Havens o and Negative Energy attacks for a limited time. You an ally takes from Fire, Cold, Energy, r drum, you can free him or her from any Disorient, Hold, Sleep, Confusion, Fear, and Immobilize effects, also resulting in res r drum, you can free him or her from any Disorient, Hold, Sleep, Confusion, Fear, all allies inside. The Sonic Dispersion gives within increased resistance against damage except Psionic. so f your foe, weakening damage resistance. Affected targets will take more from successful attacks. Recharge: Slow EFFECTS: rease to Defense while in the area of effect; 25% decrease in To Hit chance while in the area of effect; Jumping is disabled wh rease to Defense while in the area of effect; 25% decrease To ection while in the area of effect; 6.92-point Disorient protection Immobilization prot e. However, this power uses a lot of Endurance and leaves you unable to recover Endurance for a while. Recharge: Very Long this power uses a lot of Endurance and leaves you unable to recover for while. Recharge: Very e. However, EFFEC rge: Very Fastrge: Very increase to Lethal resistance for 240 seconds; increase to Smashing resistance for 240 seconds; 15% 15% EFFECTS: Zones lectronic critters only; 90% decrease to caster recovery for 15 seconds. lectronic critters only; 90% decrease to caster recovery for 15 ourself. Recharge: Very Fastourself. Recharge: Very increase to Negative Energy resista increase to Energy resistance for 240 seconds; 15% 15% EFFECTS: ion for 90 seconds; 86.5% Perception resistance for 90 seconds; 86.5% increase to Perception for 90 seconds. resistance for 90 seconds; 86.5% increase to Perception ion for 90 seconds; 86.5% Perception Fast Sleep pro Disorient protection for 90 seconds; 10.28-point Hold protection for 90 seconds; 10.28-point 10.28-point EFFECTS: 15 seconds versus players only; may only use self-affecting powers for 15 seconds versus players only; 15-second Immobilize of seconds versus players only; 15-second seconds versus players only; may only use self-affecting powers for 15 15 ill suppress for 15 seconds on affected targets); 50-point decrease to Endurance versus critters only; 16.67-point decrease to seconds on affected targets); 50-point decrease to Endurance versus critters only; 16.67-point ill suppress for 15 d Hold of 3 strength versus players only (this will suppress for 15 seconds on affected targets); 10.42 Smashing damage; 10.42 Smashing damage; 10.42 seconds on affected targets); 10.42 d Hold of 3 strength versus players only (this will suppress for 15 Villains PvP Bases Radiation Emission cont. Sonic Resonance improved by another ally using the same power. It can be used in conjunction with Sonic Barrier. You cannot use this power on y You It can be used in conjunction with Sonic Barrier. improved by another ally using the same power. improve with multiple applications and as you advance in level. Clarity also provides your ally enhanced Perception. Recharge: improve with multiple applications and as you advance in level. Clarity also provides your ally enhanced Perception. Disruption Field 16 Toggle 100% 70' 0.5 0 2.7 8 15' 360° 16 — POWEREM Pulse Recharge, Endurance Discount, Hold, Recovery Accuracy, ALLOWED: BOOSTS LEVEL TYPE can unleash a massive pulse of elect You HELP TEXT: POWER 38 ACCURACY RANGE Click END COST INTERRUPT TIME 100% TIME CAST TIME RECHARGE 0' RADIUS ARC 20.8 HIT MAX TARGETS TYPES ATTACK 0 2.93 300 60' 360° 16 AoE, Energy targets and leave them incapacitated and Held for a long while. Additionally, most machines and robots will take moderate damag targets and leave them incapacitated Held for a long while. Additionally, 50% chance of 17.88-second Hold of 1 strength versus critters only; 11.92-second Hold of 3 strength versus players only (this w Hold of 1 strength versus critters only; 11.92-second 50% chance of 17.88-second Sonic Haven Endurance Discount, Resist Damage, Range, Recharge ALLOWED: BOOSTS This shield dramatically reduces the damage HELP TEXT: POWER 4 Click 100% 80' 7.8Sonic Dispersion Recharge, Endurance Discount, Resist Damage ALLOWED: BOOSTS 0 20 Toggle create a large field of sonic waves, protecting You HELP TEXT: POWER 100% 1.33 0' 0.3 2 Target 0 0° 2.03 1 15 — 25' 360° — — Sonic Repulsion Recharge, Endurance Discount, Knockback ALLOWED: BOOSTS 28 Toggle r create a powerful sonic resonance around an ally, You HELP TEXT: POWER 100% 70' 0.5Liquefy Hit Debuff = Recharge, Endurance Discount, Range, Knockback, Defense Debuff, To ALLOWED: BOOSTS 0effect; 20% decrease to Attack Speed while in the area of 3.5-second Hold 3 strength versus critters only; 2.8-secon unleash a b 38 You HELP TEXT: POWER Click 100% 2.33 60' 8 23.4 10' 0 360° 16 2.67 — 300 Target 0° 1 — POWERSonic Siphon Endurance Discount, Range, Recharge Accuracy, ALLOWED: BOOSTS LEVELseconds. set up a constant vibration within the body o You HELP TEXT: POWER 0 TYPE ACCURACYSonic Barrier Click RANGE Endurance Discount, Resist Damage, Range, Recharge ALLOWED: BOOSTS END COST 100% INTERRUPT TIME cannot use this power on yourself. Recha It can be used in conjunction with Sonic Haven. You another ally using the same power. 2 This shield dramatically reduces the damage HELP TEXT: POWER TIME CAST 80' TIME RECHARGE Click RADIUS 100% 8.5 ARC HIT MAX TARGETS increase to Cold resistance for 240 seconds. seconds; 15% TYPES 80' ATTACK Sonic Cage 0 7.8 Endurance Discount, Range, Recharge Accuracy, ALLOWED: BOOSTS affecting powers for 30 seconds versus critters only; 30-second Immobilize of strength 3 versus critters only; for Untouchable 10 This power encases the target in an impenetrable HELP TEXT: POWER 2.17 Click 0 Recharge, Endurance Discount ALLOWED: BOOSTS 140% weakeni set up a constant wave of sonic energy around an ally, You HELP TEXT: POWER 16 80' 1.33and Hold effects. Recharge: Slow 12.5 Target increase to damage resistance while in the area of effect; 6.92-point Hold prot 11.25% EFFECTS: 2 0°decrease in caster Endurance per target the area of effect. 0Clarity Target 1 Recharge, Endurance Discount, Range ALLOWED: BOOSTS 0° 1.67 By bouncing a carefully pitched sound wave off an ally's ea HELP TEXT: POWER Ranged protect Fear Confusion protection for 90 seconds; 10.28-point Immobilization protection for 90 seconds; 10.28-point 10.28-point 35 1 Click 60 100% — Target 70' 0° 5.2 1 0 Ranged 1.5 4 Target 0° 1 — their Accuracy and Defense. Recharge: Slow 3% chance for a Knockdown per .2 second while in the area of effect; 25% dec EFFECTS: seconds versus critters only; 90% decrease in regeneration rate for 15 seconds versus players only; 68.4 Energy damage versus e seconds versus critters only; 90% decrease in regeneration rate for 15

Volume 1 • Issue 1 introduction damage resistance of the affected targets. seconds; 40% increase to damage for 120 seconds. seconds; 40% increase to damage for 120 same target; however, the shield can be improved by same target; however, Moderate Heal to allies. 117.79-point EFFECTS: d damage. You cannot stack multiple Fire Shields on d damage. You ethal resistance for 240 seconds; 15% Fire resistance for ethal resistance for 240 seconds; 15% be weakened. Damage output, Endurance recovery, and be weakened. Damage output, Endurance recovery, grants the target some resistance to Cold damage. with most of his or her Hit Points and Endurance. He or with most of his or her Hit Points f strength 4. rease in recovery for 45 seconds versus critters only; 90% ce for 240 seconds. seconds; 173% Sleep resistance for 90 seconds; 10.28-point seconds; 173% stalker Brute is enough to melt the armor and defenses of all targets in affected area. Melt Armor significantly weakens Defense any Disorient, Hold, Sleep, Slow, and Immobilize effects. It results in resistance to such effects for a good while. Thaw also any Disorient, Hold, Sleep, Slow, eat. The initial effect will drain the target of some Endurance, but heat is so overwhelming that the affected target will wounds of your group. This power has a small radius, so allies need to be near you if they wish affected. Recharge: Shield gives your ally resistance to Energy, Negative Energy, and Fire damage. You cannot stack multiple Plasma Shields on the and Fire damage. You Negative Energy, Shield gives your ally resistance to Energy, r allies and grants damage resistance to Lethal, Smashing, Fire damage. Shield also provides minimal Col g wounds. You cannot use this power to heal yourself. Recharge: Fastg wounds. You 230-point Heal. EFFECTS: y. The fiery resurrection blasts nearby foes with an explosion and knocks them down and Disorients them. Your ally will revive The fiery resurrection blasts nearby foes with an explosion and knocks them down Disorients them. Your y. Mastermind eration rate for 45 seconds versus critters only; 90% decrease in regeneration rate for 45 seconds versus players only; 20% dec ine. Forge immensely enhances a single ally's Damage and Accuracy. Recharge: Long immensely enhances a single ally's Damage and Accuracy. ine. Forge Hit chance for 120 20% increase in To EFFECTS: 0.28-point Hold protection for 90 seconds; 10.28-point Disorient protection for 90 seconds; 10.28-point Sleep protection for 90 Disorient protection for 90 seconds; 10.28-point 0.28-point Hold protection for 90 seconds; 10.28-point target with 100% life and 70% Endurance; Untouchable for 15 seconds; 112.77 Fire damage; Knockback 32'; 15.4-second Disorient o Fire damage; Knockback 32'; 15.4-second seconds; 112.77 for 15 life and 70% Endurance; Untouchable target with 100% lasma Shield. You cannot use this power on yourself. Recharge: Very Fast cannot use this power on yourself. Recharge: Very lasma Shield. You L Smashing resistance for 240 seconds; 15% 15% EFFECTS: ance versus players only. conds; 80% resistance to Run Speed debuffs for 90 seconds. rge: Very Fastrge: Very Fire resistan Negative Energy resistance for 240 seconds; 15% Energy resistance for 240 seconds; 15% 15% EFFECTS: Corrupter DOMINATOR Thermal Radiation the same target; however, the shield can be improved by another ally using the same power. It can be used in conjunction with P the shield can be improved by another ally using same power. the same target; however, Recharge: Long 20% decrease to Defense for 40 seconds; 30% damage resistance seconds. EFFECTS: Power of the PhoenixPower 16 Recharge, Damage, Disorient Endurance Discount, Heal, Recovery, ALLOWED: BOOSTS Click This power revives a fallen all HELP TEXT: POWER 100% 15' 49.4 0 3.2 300 Target 0° 1 — Melt Armor Endurance Discount, Range, Recharge, Defense Debuff Accuracy, ALLOWED: BOOSTS 38 The searing heat from this power HELP TEXT: POWER Click 100% 70' 18.2 0 1.5 150 15' 360° 16 AoE, Energy POWERWarmth Recharge, Endurance Discount, Heal ALLOWED: BOOSTS LEVEL to heal some of your wounds and the can use your Warmth You HELP TEXT: POWER TYPE ACCURACY 0 RANGE END COST Click INTERRUPT TIME Cold resistance for 240 seconds. 240 seconds; 7.5% 100% TIME CAST Cauterize TIME RECHARGE 0' RADIUS Endurance Discount, Heal, Range, Recharge ALLOWED: BOOSTS ARC HIT MAX TARGETS 13.0 4 This power heals a single targeted ally by Cauterizin HELP TEXT: POWER TYPES ATTACK Click cannot use this power on yourself. Recha It can be used in conjunction with Fire Shield. You another ally using the same power. 100% 0 80' Longshe will be invulnerable for a brief time and protected from XP Debt 90 seconds. Recharge: Very 13.0 2.03 Resurrects EFFECTS: 8 0 Cold resistance for 90 seconds; 80% to Attack Speed debuffs se Immobilization protection for 90 seconds; 7.5% Hit Recharge, Endurance Discount, Range, Buff To ALLOWED: BOOSTS 25' 2.27 a single ally target into killing mach Forge HELP TEXT: POWER 360° 4 — decrease to Endurance versus critters only;decrease in recovery 3.33 decrease to Endur for 45 seconds versus players only; 13% Target — 0° 1 — Fire Shield Endurance Discount, Recharge, Resist Damage, Range ALLOWED: BOOSTS This power casts a Fire Shield on one of you HELP TEXT: POWER 2 Click 100%Plasma Shield 80' Endurance Discount, Recharge, Resist Damage, Range ALLOWED: BOOSTS 10 7.8 Envelope an ally in pure plasma. The Plasma HELP TEXT: POWER Click 100% 0 80' 7.8 1.17Forge 0 2 Target 1.17 28 0° Click 100% 2 1 80' Target — 10.4 0° 0 1 — 2.27 60 Target 0° 1 — Heat Exhaustion Endurance Discount, Range, Recharge Accuracy, ALLOWED: BOOSTS 35 Overwhelm a single foe with waves of exhausting h HELP TEXT: POWER Click 100% 70' 13.0 0 2.07 120 Target 0° 1 Ranged, Energy Hit Point regeneration will all be reduced. Recharge: LongHit Point 50% decrease to damage for 45 seconds; in regen EFFECTS: Thaw Recharge, Endurance Discount, Range, Resist Damage ALLOWED: BOOSTS Some of the effects this power will improve with multiple applications and as you advance in level. Recharge: Fast Thaw warms an ally and frees him or her from HELP TEXT: POWER 20 1 EFFECTS: Click 100% 70' 5.2 0 2.17 4 Target 0° 1 —

Volume 1 • Issue 1 INTRODUCTION t prevent targets from attacking, although er of acid on impact. This eats through oes and send them flying. The Time Bomb is small ct. The small explosive flash of energy does only as you are near the Triage Beacon. It is invulnerable. as you are near the Triage in the affected area may start to choke or even a slower rate and will take some trivial Lethal damage The Trip Mine is almost impossible to detect, but it The Trip per second for 20 seconds; 20% decrease to damage dispersion bubble also protects allies from l damage when trap activated; 112.77 Fire damage when trap l damage when trap activated; 112.77 es. Recharge: Long Energy damage; 14.9 EFFECTS: for 15 seconds on affected targets); 50% decrease to for 15 in regeneration rate for 10 seconds versus critters only; 90% in regeneration rate for 10 at a time. Recharge: Very Slow at a time. Recharge: Very increase to 10% EFFECTS: only (this will suppress if the target is attacked); 5% decrease in To Hit only (this will suppress if the target is attacked); 5% decrease in To will suppress for 15 seconds on affected targets); 0.3% chance of 4.62- will suppress for 15 THE BASICS echarge: Slow Lethal damage when trap activated; 112.7 EFFECTS: ARCHETYPES GROUP DYNAMICS the ground. If an enemy passes nearby, the mortar will fire an acid grenade at target. The explodes in a small show the ground. If an enemy passes nearby, strong, sinuous, and very sticky substance that can Immobilize most targets. This nonlethal device deals no damage and does immobile but it emits a powerful healing aura. The regeneration rate of you and your allies will be greatly increased as long nd. The Time Bomb will detonate 15 seconds after being placed, resulting in a massive explosion that can devastate all nearby f nd. The Time Bomb will detonate 15 at pass near the Poison Trap will cause it to detonate and release toxic vapors. The poison is a very noxious gas, and any foes Trap at pass near the Poison ne will generate a dispersion bubble that gives all nearby allies increased Defense against attacks including Psionic. The nd. Any foes that pass near the Trip Mine will cause it to explode, severely damaging all nearby foes and sending them flying. nd. Any foes that pass near the Trip Seeker Drones. They will follow you until they detect an enemy and then zero in on their targets detonate impa location and spread the tiny metal spikes over a large area. Any enemy that passes Caltrops will be forced to move at sabled while in the area of effect; 2.8 Lethal damage per second effect. nd Immobilize of strength 3 versus critters only; 11.9-second Immobilize of strength 3 versus players only (this will suppress nd Immobilize of strength 3 versus critters only; 11.9-second ven be Disoriented for a short while. You can have only two Seeker Drones out at one time, and they be destroyed by your fo ven be Disoriented for a short while. You rap activated; 5% chance of dropping a toggle when trap is activated. disabled for 15 seconds; Jumping is disabled for 15 seconds. seconds; Jumping is disabled for 15 disabled for 15 Zones onds and will fire up to 10 grenades. It can be destroyed by your foes. Damage: Minor (DoT), Recharge: Slowonds and will fire up to 10 0.56 damage EFFECTS: only; 90% decrease in Perception for 40 seconds versus critters only; 90% decrease in Perception for 40 seconds versus players for 40 seconds versus critters only;only; 90% decrease in Perception 90% decrease in Perception friendly entity. However, the drone is not a henchman and cannot be given commands. You can have only one Force Field Generator can have only one Force the drone is not a henchman and cannot be given commands. You However, friendly entity. er second of humanoid targets becoming nauseated. nce of 6.16-second Hold of 3 strength per second versus critters only; 4.62-second Hold of 3 strength versus players only (this nce of 6.16-second work, and if you are interrupted, you will fail. The Trip Mine explodes when an enemy gets within 8' of it. Damage: Superior, R Mine explodes when an enemy gets within 8' of it. Damage: Superior, work, and if you are interrupted, will fail. The Trip still detonate. The Time Bomb explodes 2 seconds after being created. Damage: Extreme, Recharge: Very Longstill detonate. The Time Bomb explodes 2 seconds after being created. Damage: Extreme, Recharge: Very Letha 169.15 EFFECTS: ile in the area of effect; 18.3-point Immobilization protection while in the area of effect. ile in the area of effect; 18.3-point gile and may be set off by an enemy's explosion. Even if destroyed, the trap will detonate. Recharge: Long 50% decrease EFFECTS: Villains PvP Bases Traps is activated; 80% of 32' Knockback when trap is activated; 19% chance of dropping a toggle when trap is activated. is activated; 80% of 32' Knockback when trap 19% and almost impossible to detect. However, it is fragile and may be set off by an enemy's explosion. Even if destroyed, will and almost impossible to detect. However, their attack rate is Slowed. The Web Grenade can bring down flying entities and halts jumping. Recharge: Fasttheir attack rate is Slowed. The Web 17.8-seco EFFECTS: Mine will detonate. Setting a mine is delicate fragile and may be set off by an enemy's explosion. Even if destroyed, the Trip Triage BeaconTriage Recharge, Endurance Discount, Heal ALLOWED: BOOSTS 4 Click Beacon into the ground. The beacon is can plant a Triage You HELP TEXT: POWER 100% 0' 13.0 0 TrapPoison Recharge, Endurance Discount, Hold, Slow ALLOWED: BOOSTS 2.17 20 on the ground. Any foes th Trap can build a Poison You HELP TEXT: POWER Click 100% 200 0' and may e and Perception minor damage, but the concussion can weaken foes. Affected targets will have reduced Accuracy, Target Hold of strength 2 versus players 25% chance of 9.24-second Hold strength 2 versus critters only; 25% chance of 6.16-second 16.3 0° 1 0 — 2.17 90 Target 0° 1 — POWER GrenadeWeb Recharge, Endurance Discount, Immobilize, Range Accuracy, ALLOWED: BOOSTS LEVEL 0 TYPE Grenade expels a impact, the Web Upon HELP TEXT: POWER seconds; Flight is Knockback resistance for 15 seconds; 100% seconds; 50% decrease to Attack Speed for 15 Movement Speed for 15 ACCURACY Click RANGE END COST 100% INTERRUPT TIME TIME CAST 70'over time. Damage: Minor (DoT), Recharge: Slow TIME RECHARGE RADIUS 80% decrease to Run Speed while within the area of effect; Jumping is di EFFECTS: 9.8 ARC HIT MAX TARGETS LongRecharge: Very TYPES ATTACK Acid Mortar 0 increase to regeneration rate while in the area of effect. 150% EFFECTS: Recharge, Endurance Discount, Damage, Defense Debuff Accuracy, ALLOWED: BOOSTS 10 can place a small mortar on resistance for 20 seconds; 20% decrease to Defense seconds. You HELP TEXT: POWER 1.37 Click Field GeneratorForce 100% 16 Recharge, Endurance Discount, Buff Defense ALLOWED: BOOSTS Click 4 0' Field Generator drone. The dro can build a Force You HELP TEXT: POWER 100% point Disorient protection wh Hold protection while in the area of effect; 18.3 Defense while in the area of effect; 18.3-point 16.3 20' Target 0° 16.3 0 seconds on affected targets); 0.3% chance p second Hold of 3 strength per versus players only (this will suppress for 15 1 0 2.17 Ranged 2.03 90chance for 40 seconds; 20% decrease to damage seconds. MineTrip 15 Target Recharge, Endurance Discount, Damage, Knockback Accuracy, ALLOWED: BOOSTS 0° Mine on the grou can place a Trip You HELP TEXT: POWER Target 3556.38 Fire damage when trap activated; 50% chance of Lethal 8' Knockback t 0° Click 1 100% 1 — 0' 16.3 — 4 0 20 Target 0° 1 — Caltrops Recharge, Endurance Discount, Range, Damage, Slow ALLOWED: BOOSTS toss a handful of Caltrops at targeted You HELP TEXT: POWER 2 Click 100% 25' 9.8 0 1.07 45Seeker Drones Target Hit Debuff, Disorient, Range Damage, Endurance Discount, Recharge, To Accuracy, ALLOWED: BOOSTS 0° 28 create two You HELP TEXT: POWER Click 1 100% 60' — 19.5Time Bomb Recharge, Endurance Discount, Damage, Knockback 0 Accuracy, ALLOWED: BOOSTS can place a Time Bomb on the grou You HELP TEXT: POWER 38 Click 2.03 100% 0' 90 32.5 Target 0° 8 1 0 — 360 Target 0° 1 — Immobilization, Disorient, and Hold effects. The drone will follow you can be buffed healed or even destroyed like any vomit. Affected foes' regeneration rate and attack will be reduced. The trap is almost impossible to detect, but it fra armor, causing minor damage over time. It reduces the target's Defense and resistance. The mortar will last up to 60 sec armor, Hold of 3 strength versus critters only; 0.3% cha seconds versus players only; 6.16-second decrease in regeneration rate for 10

Volume 1 • Issue 1 introduction ack. ECTS: 7.95 Fire damage every 1 7.95 ECTS: ce for an 8-second Hold of 4.47 ashfire. Damage: Minor (DoT), Recharge: Slow Cages is slower and less damaging than Ring of Fire strength versus players only; Domination—100% ed area suffer some damage over time. You cannot ed area suffer some damage over time. You amage: Moderate (DoT), Recharge: Fast incts. Fire Imps can be healed and buffed like any mal melee range, although some may have better us players only; 3.75% Defense decrease for 20 seconds versus Immobilize of 5.96 strength versus critters only; Domination— ation—100% chance for a 12-second unresistible Hold of 5.96 chance for a 12-second ation—100% th versus players only. nt of 4.47 strength versus critters only; Domination—100% chance nt of 4.47 strength versus critters only; Domination—100% stalker Brute for 1.5 seconds per attack. for 1.5 k and burns any foes who try to pass through it. Recharge: Long chance for a Knockb 5.62 Fire damage every EFFECTS: second; 100% th smoldering soot and cinders. The target is left helpless, choking on the soot. Damage: Moderate (DoT), Recharge: EFF f pure flame in a targeted location. Fire Imps will viciously attack any nearby foes, but they possess only the most basic inst p of foes in Fire Cages, dealing damage over time. More resilient may require multiple Cages to Immobilize. arget in a Ring of Fire, dealing Fire damage over time. More resilient foes may require multiple Rings to Immobilize. D ster by whirling Cinders around them. The targets are left helpless, choking on the soot. Recharge: Very Longster by whirling Cinders around them. The targets are left helpless, choking on the soot. Recharge: Very chan 100% EFFECTS: e to Disorient a group of foes and deal some damage over time. The target must be on the ground in order for you activate Fl th in a large area around yourself. Enemy movement is Slowed as they attempt to flee the immediate area. All foes affect s; 100% chance for a 15-second Immobilize of 4.47 strength versus critters only; 100% chance for a 10-second Immobilize of 7.45 chance for a 10-second Immobilize of 4.47 strength versus critters only; 100% chance for a 15-second s; 100% et in clouds of Smoke. Your enemies are so blinded that they can hardly see a thing. Most foes will not be able to past nor et in clouds of Smoke. Your Mastermind Slow 9.03 Fire damage; disable Flight; 70% Run and Jump Speed reduction. EFFECTS: a 12-second Hold of 4.47 strength versus critters only; Domination—100% chance for a 9-second unresistible Hold of 5.96 streng Hold of 4.47 strength versus critters only; Domination—100% a 12-second Immobilize of 7.45 strength versus players only. Immobilize of 7.45 rs only; 100% chance for a 10-second Immobilize of 7.45 strength versus players only; Domination—100% chance for a 22.5-second strength versus players only; Domination—100% Immobilize of 7.45 chance for a 10-second rs only; 100% of 5.96 strength versus players only; Domination—100% chance for an 18-second Hold of 4.47 strength versus critters only; Domin chance for an 18-second of 5.96 strength versus players only; Domination—100% only; 100% chance for a 6-second Disorient of 5.96 strength versus players only; Domination—100% chance for a 12-second Disorie chance for a 12-second chance for a 6-second Disorient of 5.96 strength versus players only; Domination—100% only; 100% Recharge: Slow decrease for 60 seconds vers decrease for 60 seconds versus critters only; 90% Perception 90% Perception EFFECTS: Corrupter DOMINATOR Fire Control but can capture multiple targets. Damage: Minor (DoT), Recharge: Moderate 3.97 Fire damage every EFFECTS: 2 seconds for 6 second Flashfire Damage, Recharge, Endurance Discount, Range, Disorient Accuracy, ALLOWED: BOOSTS can bring forth a Flashfir You HELP TEXT: POWER 11 Click 80% 70' 15.6 0 2.37 90 25' 0° 10 AoE, Fire POWERRing of Fire Damage, Recharge, Endurance Discount, Range, Immobilize Accuracy, ALLOWED: BOOSTS LEVEL TYPE This power Immobilizes your t HELP TEXT: POWER 0 strength versus players only. unresistible Immobilize of 7.45 chance for a 15-second 100% ACCURACY RANGE ClickChar END COST 120% INTERRUPT TIME Recharge, Endurance Discount, Range, Hold, Damage Accuracy, ALLOWED: BOOSTS TIME CAST 80' TIME RECHARGE strength versus players only. RADIUS Char incapacitates a distant foe wi HELP TEXT: POWER 0 ARC 7.8Fire Cages HIT MAX TARGETS Click Damage, Recharge, Endurance Discount, Range, Immobilize Accuracy, ALLOWED: BOOSTS TYPES ATTACK 120% This power immobilizes a grou HELP TEXT: POWER 1 unresistible chance for a 15-second chance for a 22.5-second Immobilize of 4.47 strength versus critters only; Domination—100% 0 80' Click 8.528 90% 1.17 80'critters only; 3.75% Defense decrease for 20 seconds versus players only. 0Hot Feet 15.6 4 Damage, Recharge, Endurance Discount, Slow Accuracy, ALLOWED: BOOSTS Damage: Minor (DoT), Recharge: must be on the ground to use this power. You fly and must be near the ground to use this power. 1.07 is active, you heat the ear While Hot Feet HELP TEXT: POWER 7 0 0' Toggle 0° 100% 8for a 9-second unresistible Disorient of 5.96 strength versus players only. 1.03 0'Cinders 0 Recharge, Endurance Discount, Range, Hold Accuracy, ALLOWED: 0'BOOSTS 2.08 8 chance for chance for a 6-second Hold of 5.96 strength versus players only; Domination—100% strength versus critters only; 100% Ranged, Fire 0° This power incapacitates foes around the ca HELP TEXT: POWER 17 0 Recharge, Endurance Discount, Range, Damage, Knockback ALLOWED: ClickBOOSTS 30' 0 80% 0° can create a Bonfire that knocks bac You HELP TEXT: POWER 1.47 0' Longteammate. Recharge: Very Ranged, Fire 10Fire Imps (Brawl) 15.6 Summon Fire Imps. EFFECTS: Damage, Accuracy ALLOWED: BOOSTS 20 0 AoE, Fire — HELP TEXT: POWER Click 0 20' 120% Fire damage every .5 second Smashing damage per attack; 11.27 28.19 EFFECTS: 0° 5' 1.07 10 0 240 AoE, Fire 0 30' 0° 0.67 10 4 AoE, Fire 0' 0° 0 Melee, Smashing, Fire EFFECTS: 7.95 Fire damage every 2 seconds for 10 seconds; 100% chance for a 15-second Immobilize of 5.96 strength versus critte chance for a 15-second seconds; 100% Fire damage every 2 seconds for 10 7.95 EFFECTS: chance for an 8-second Hold Hold of 4.47 strength versus critters only; 100% chance for a 12-second second for 5 seconds; 100% Smoke Hit Recharge, Endurance Discount, Debuff To Accuracy, ALLOWED: BOOSTS This power covers all foes near your targ HELP TEXT: POWER 5 Click 100% 80' 7.8 chance for an 8-second Disorient of 4.47 strength versus critters Fire damage every 1 second for 5 seconds; 100% 2.16 EFFECTS: 0 1.17 15 35' 0°Fire Imps (Resistance) 0 — ALLOWED: BOOSTS Auto 10 100% — HELP TEXT: POWER — 0' 40% Fire resistance. EFFECTS: 0 0 0.5 0 0' 0° 0 — Perception. If the affected targets are attacked, they will be alerted to your presence but will suffer a penalty to Accuracy. If the affected targets are attacked, they will be alerted to your presence but suffer a penalty Accuracy. Perception. Bonfire 25 Click 200% 70' 13 0 3.07 60 0' 0° 0 — Fire Imps Recharge, Endurance Discount, Range, Damage, Accuracy ALLOWED: BOOSTS 31 can craft three small Fire Imps out o You HELP TEXT: POWER Click 200% 60' 26 0 2.03 240 0' 0° 0 — Power Sets primary Powers

Volume 1 • Issue 1 ze of 1.54 strength versus ze of 1.54 INTRODUCTION 70.84 Smashing damage; 100% chance 70.84 Smashing damage; 100% of 4.47 strength versus critters only; 100% ct or be affected by those in normal space. . This power can bring flying foes to the ground. g chance for an 8-second Hold 100% EFFECTS: mage: Moderate (DoT), Recharge: ashing damage over time and can Slow the movement ravity powers. Any foes that attempt to approach the ther end of the Wormhole and are left Disoriented. You ther end of the Wormhole s damaging than Crush, but it can capture multiple 7.45 strength versus players only; Domination—100% 7.45 7 strength versus critters only; Domination—100% chance for a 7 strength versus critters only; Domination—100% % chance for an 8-second Disorient of 5.96 strength versus ers only; 50% Run, Fly, and Jump Speed decrease for 15 seconds; and Jump Speed decrease for 15 ers only; 50% Run, Fly, 6 strength versus players only; 50% Run, Fly, and Jump Speed 6 strength versus players only; 50% Run, Fly, THE BASICS ARCHETYPES — GROUP r 10 seconds; 100% chance for a 15-second Immobilize of 6.16 strength versus critters only; 20% chance for a 10-second Immobili strength versus critters only; 20% chance for a 10-second Immobilize of 6.16 chance for a 15-second seconds; 100% r 10 DYNAMICS ∞ Knockup; disable Flight. d a single target. Lift violently sends an enemy straight into the air, then slams him or her to the ground for Smashing damage d a single target. Lift violently sends an enemy straight into the air, manipulate dimensions, bringing multiple foes out of sync with reality. Your foes become completely intangible and cannot affe Your manipulate dimensions, bringing multiple foes out of sync with reality. ift and retrieve a heavy object, then Propel it at your foes for Smashing damage. Damage: Moderate, Recharge: Moderate EFFECTS: You can create a very powerful gravitational Singularity. The Singularity will engage your foes, assaulting them with various g can create a very powerful gravitational Singularity. You tional field strong enough to Immobilize multiple foes. Crushing Field can also bring down flying entities. It's slower and les ed gravitational field strong enough to Immobilize a single foe. Crush can also bring down flying entities. This power deals Sm ingle foe to be trapped in a misshapen gravity field, unable take action. This power deals Smashing damage the target. Da l Wormhole behind a target and violently push your foe, and all those nearby, through it. The victims are sent flying out the o behind a target and violently push your foe, all those nearby, l Wormhole misshapen Gravity Distortion Field that encompasses several foes, rendering them unable to take any action. Recharge: Very Lon misshapen Gravity Distortion Field that encompasses several foes, rendering them unable to take any action. Recharge: Very y versus players only. conds; 100% chance for a 15-second Immobilize of 5.96 strength versus critters only; 100% chance for a 10-second Immobilize of chance for a 10-second Immobilize of 5.96 strength versus critters only; 100% chance for a 15-second conds; 100% r a 12-second unresistible Disorient of 5.96 strength versus players only; 100% chance for a Knockback. unresistible Disorient of 5.96 strength versus players only; 100% r a 12-second or (DoT), Recharge: Moderate Immobilize chance for a 15-second Smashing damage every 2 seconds for 6 seconds; 100% 3.61 EFFECTS: 4.47 strength versus critters only; Domination—100% chance for a 15-second unresistible Immobilize of 7.45 strength versus play unresistible Immobilize of 7.45 chance for a 15-second 4.47 strength versus critters only; Domination—100% nly; 100% chance for an 8-second Hold of 5.96 strength versus players only; Domination—100% chance for an 18-second Hold of 4.4 chance for an 18-second chance for an 8-second Hold of 5.96 strength versus players only; Domination—100% nly; 100% Immobilize of 7.45 strength versus players only; 50% Run, Fly, and Jump Speed decrease for 15 seconds; disable Flight. and Jump Speed decrease for 15 strength versus players only; 50% Run, Fly, Immobilize of 7.45 ance for a 12-second Hold of 4.47 strength versus critters only; Domination—100% chance for a 9-second unresistible Hold of 5.9 Hold of 4.47 strength versus critters only; Domination—100% ance for a 12-second Zones se for 15 seconds; disable Flight. se for 15 o the Wormhole effects. Recharge: Slowo the Wormhole Disorient of 4.47 strength versus critters only; 100 chance for a 10-second 100% EFFECTS: nearly impervious Long to controlling-type powers. Recharge: Very Summon Singularity. EFFECTS: Villains PvP Bases Gravity Control determine the location of the Wormhole's end and can place it high in the air if desired. More powerful foes may be resistant t determine the location of Wormhole's EFFECTS: 7.95 Smashing damage every 1 second for 5 seconds; 100% chance for a 12-second Hold of 4.47 strength versus critters o chance for a 12-second Smashing damage every 1 second for 5 seconds; 100% 7.95 EFFECTS: ch chance for a 6-second Hold of 5.96 strength versus players only; Domination—100% of 4.47 strength versus critters only; 100% Singularity (Repel) 0 Auto 100% 0' 0 0 0 0 7' 0° POWERCrush Damage, Endurance Discount, Range, Immobilize, Recharge, Slow Accuracy, ALLOWED: BOOSTS LEVEL TYPE Crush creates a localiz HELP TEXT: POWER unresistible chance for a 15-second chance for a 22.5-second Immobilize of 5.96 strength versus critters only; Domination—100% ACCURACY RANGE 0 END COST Click INTERRUPT TIME TIME CAST 120%Damage: Moderate, Recharge: Moderate TIME RECHARGE Gravity Distortion RADIUS 80' ARC chance for a Knockup; disable Flight. Smashing damage; 100% Recharge, Endurance Discount, Range, Hold, Damage, Slow 28.91 EFFECTS: Accuracy, ALLOWED: BOOSTS HIT MAX TARGETS 1 7.8 TYPES ATTACK Click Gravity Distortion causes a s HELP TEXT: POWER seconds. and Jump Speed decrease for 12 unresistible Hold of 5.96 strength versus players only; 50% Run, Fly, 12-second 120%Propel 0 Damage, Recharge, Endurance Discount, Range, Knockback Accuracy, ALLOWED: BOOSTS 80'for a Knockback. can open a gravitational r You HELP TEXT: POWER 8.528Crushing Field 5 1.33 Damage, Recharge, Endurance Discount, Range, Immobilize, Slow Accuracy, ALLOWED: BOOSTS Click 7 0 Creates a large gravita HELP TEXT: 100% POWER Click 4disable Flight. 60' 90%Dimension Shift 1.83 9.36 Recharge, Endurance Discount, Range, Intangible Accuracy, ALLOWED: BOOSTS 80' 0' 11Recharge: Slow Click 15.6 0° 8 mastery of gravity allows you to Your HELP TEXT: POWER 0 100% Intangibilit chance for a 10-second chance for a 30-second Intangibility versus critters only; 100% 100% EFFECTS: 0 60' 0 0' seconds. decrease for 12 3.5 13Wormhole 0° Ranged, Smashing Recharge, Endurance Discount, Range, Knockback, Disorient Accuracy, ALLOWED: BOOSTS 1.33 can open a gravitationa You HELP TEXT: 8 POWER 0 25 chance fo Disorient of 4.47 strength versus critters only; Domination—100% 0 chance for a 15-second players only; Domination—100% Click 8 100% Ranged, Smashing 0' 1.17 The Singularity cannot be healed but is highly resistant to all forms of damage and Singularity will be violently hurled away. 80' 0° 30' 15.6 0° Knockback ALLOWED: BOOSTS 90 0Singularity (Crush) — HELP TEXT: POWER Damage, Range, Immobilize, Recharge Accuracy, ALLOWED: BOOSTS 10 0 0 25' and Jump Speed decrea strength versus players only; 50% Run, Fly, Immobilize of 6.16 chance for a 15-second critters only; 100% Ranged, Smashing Click chance for a Knockback. 100% EFFECTS: — HELP TEXT: POWER 0° AoE, Smashing 120% 3 60' 10 9.02 Smashing damage every EFFECTS: 2 seconds fo 0 90 AoE 0 15' 0° 3.1 10 4 AoE 0' 0° 0 — of targets that escape its grasp. Damage: Moderate (DoT), Recharge: Fast se Smashing damage every 2 seconds for 10 7.22 EFFECTS: Lift Damage, Recharge, Endurance Discount, Range, Knockback Accuracy, ALLOWED: BOOSTS Lift negates the gravity aroun HELP TEXT: POWER 0 Click 100% 80' 6.864 0 1.03 6Gravity Distortion Field 17 Recharge, Endurance Discount, Range, Hold, Slow Accuracy, ALLOWED: BOOSTS Click 0' This power creates a large, intensely HELP TEXT: POWER 80% 0° 80' 15.6 0Singularity Ranged, Smashing 0 Immobilize, Intangible, Knockback Recharge, Endurance Discount, Range, Hold, Damage, Accuracy, ALLOWED: BOOSTS HELP TEXT: POWER 31 1.83 Click 100% 240 60' 20.8Singularity (Lift) 20' Damage, Recharge, Range, Knockback Accuracy, ALLOWED: BOOSTS 0° 0 0 — HELP TEXT: POWER Click 10 100% chance for a 36.08 Smashing damage; 100% EFFECTS: 2.03 60' AoE 0 240 0' 0 0° 1.03 0 6 — 0' 0° 0 — targets. Crushing Field deals Smashing damage over time and can Slow the movement of targets that escape its grasp. Damage: Min chance for a 10-second Immobilize of 7.45 strength versus players only; Domination—100% chance for a 22.5-second Immobilize of strength versus players only; Domination—100% Immobilize of 7.45 chance for a 10-second

Volume 1 • Issue 1 introduction ld of 5.39 strength versus players only; ecrease for 18 seconds; 65% recharge ecrease for 18 ge: Moderate (DoT), Recharge: Fast 4.47 strength versus critters only; Domination— Frostbite can capture multiple targets. More . The victims are left trapped within the icicles but 5 strength versus players only; Domination—100% nce for a 12-second Hold of 4.47 strength versus nce for a 12-second ld of 5.96 strength versus players only; Domination— tter that many foes are forced to flee, albeit very slowly, ed targets will be Slowed and take some Cold damage. hilled and their attack speed movement are ecrease for 15 seconds; 50% recharge decrease; Stealth ecrease for 15 l down. Recharge: Slow 90% Run Speed EFFECTS: Immobilize of 5.96 strength versus critters only; Domination— r 15 seconds; disable Flight. r 15 stalker Brute c and Toxic resistance; protection versus Hold, Sleep, Immobilize, Disorient Knockback, Knockup, Repel. c and Toxic ngth versus critters only; 20% chance for a 9-second Hold of 1.54 strength versus critters only; 100% chance for an 8-second Ho strength versus critters only; 100% ngth versus critters only; 20% chance for a 9-second Hold of 1.54 foes in icy traps. Deals minimal Cold damage over time and slightly Slows the targets. Slower less damaging than Chilblain, our target in an icy trap, dealing some Cold damage over time and slightly slowing the target's attack movement speed. Dama of ground beneath a targeted foe, instantly forming dozens deadly ice shards that do Cold damage to all enemies in the area ds; 100% chance for a 15-second Immobilize of 4.47 strength versus critters only; 100% chance for a 10-second Immobilize of 7.4 chance for a 10-second Immobilize of 4.47 strength versus critters only; 100% chance for a 15-second ds; 100% rs only; 100% chance for an 8-second Hold of 5.96 strength versus players only; Domination—100% chance for an 18-second Hold of chance for an 18-second chance for an 8-second Hold of 5.96 strength versus players only; Domination—100% rs only; 100% d in a fog of Arctic Air that dramatically Slows the attack and movement speed nearby foes. The chill is so bi n a Block of Ice. The target is frozen solid, helpless, and can be attacked. More powerful foes may not Held, but all affect locks of glacial ice. The targets are frozen solid, helpless, and can be attacked. Even after the victims emerge, they remain c air that dramatically Slows the movement and attack rate of nearby foes. Recharge: Slow and Jump Speed d 65% Run, Fly, EFFECTS: f 4.47 strength versus critters only; 100% chance for a 6-second Hold of 5.96 strength versus players only; Domination—100% cha chance for a 6-second Hold of 5.96 strength versus players only; Domination—100% f 4.47 strength versus critters only; 100% sing all foes that pass through it to lose their footing. Those caught in the Ice Slick are dramatically Slowed and tend fal Mastermind mage; 3.61 Cold damage; 100% chance for a 12-second Sleep of 4.47 strength versus critters only; 100% chance for an 8-second Ho Sleep of 4.47 strength versus critters only; 100% chance for a 12-second Cold damage; 100% mage; 3.61 ld of 5.96 strength versus players only. rs only; 100% chance for a 10-second Immobilize of 7.45 strength versus players only; Domination—100% chance for a 22.5-second strength versus players only; Domination—100% Immobilize of 7.45 chance for a 10-second rs only; 100% Immobilize of 7.45 strength versus players only; 30% Run, Fly, and Jump Speed decrease for 15 seconds; 30% recharge decrease fo and Jump Speed decrease for 15 strength versus players only; 30% Run, Fly, Immobilize of 7.45 for 18 seconds; 30% recharge decrease for 18 seconds; disable Flight. seconds; 30% recharge decrease for 18 for 18 8 seconds; 30% recharge decrease for 18 seconds. 8 seconds; 30% recharge decrease for 18 Jump Speed decrease for 18 seconds; 50% recharge decrease for 18 seconds. seconds; 50% recharge decrease for 18 Jump Speed decrease for 18 on. The cold air can also reduce the stealth capability of affected foes. Recharge: Slow and Jump Speed d 65% Run, Fly, EFFECTS: Corrupter DOMINATOR Ice Control Gravity Control cont. Slowed for a while. This power can only be cast near the ground. Recharge: Very LongSlowed for a while. This power can only be cast near the ground. Recharge: Very chance for an 8-second Hold o 100% EFFECTS: Frostbite Damage, Recharge, Endurance Discount, Range, Immobilize, Slow Accuracy, ALLOWED: BOOSTS Immobilizes a group of HELP TEXT: POWER 1 Click 90% 80' 15.6 0 2.07 8 30' 0° 10 AoE, Cold POWERSingularity (Gravity Distortion) Recharge, Range, Hold, Damage Accuracy, ALLOWED: BOOSTS seconds. and Jump Speed decrease for 12 50% Run, Fly, — HELP TEXT: POWER Singularity (Resistance) ALLOWED:—BOOSTS 0 Hold of 4.47 stre chance for a 12-second 100% EFFECTS: Click — HELP TEXT: POWER LEVEL 120% TYPE Psioni 50% Smashing, Lethal, Fire, Cold, Energy and Negative resistance; 100% EFFECTS: 0 ACCURACY 60'POWER RANGE Auto END COSTChilblain 0 Damage, Recharge, Endurance Discount, Range, Immobilize, Slow INTERRUPT TIME Accuracy, ALLOWED: BOOSTS 100% TIME CAST TIME RECHARGE and Jump Speed decrease strength versus players only; 30% Run, Fly, unresistible Immobilize of 7.45 chance for a 15-second 100% Chilblain Immobilizes y HELP TEXT: POWER 0' RADIUS 0 ARC 0 HIT MAX TARGETS TYPES ATTACK and Jump Speed decrease for 1 LEVEL unresistible Hold of 5.96 strength versus players only; 30% Run, Fly, chance for a 12-second 100% 3.2 TYPE 0 0 ACCURACY Click RANGE 8 END COST unresistible chance for a 15-second chance for a 22.5-second Immobilize of 4.47 strength versus critters only; Domination—100% 120% INTERRUPT TIME 0.5 TIME CAST 0' 80' TIME RECHARGE RADIUS 0° 0 ARC 7.8reduction; 50% chance for a 2-second flee of 4.47 strength; 30% Confuse strength. HIT MAX TARGETS Shiver TYPES ATTACK Recharge, Endurance Discount, Range, Slow Accuracy, ALLOWED: BOOSTS 0 0' 0 seconds. decrease for 18 can blast forth a wide cone of chilling You HELP TEXT: POWER 0°Ice Slick — Recharge, Endurance Discount, Range ALLOWED: BOOSTS 1.17decrease; Knockdown. can create a large patch of ice at targeted area, cau You 0 HELP TEXT: POWER Flash Freeze Damage, Recharge, Endurance Discount, Range, Sleep Accuracy, ALLOWED: BOOSTS 4 — 7 unresistible Ho chance for a 12-second Hold of 4.47 strength versus critters only; Domination—100% chance for an 18-second can Flash Freeze a large patch 100% You HELP TEXT: POWER Click 0' 11 100% 0° Click and chance for a 9-second unresistible Hold of 5.96 strength versus players only; 50% Run, Fly, critters only; Domination—100% 60' 17 100% Click 0 10.4 60' 100% Ranged, Cold 10.4 0 60' 15.6 0 2.17 0 3.1 30 2.37 60' 90 135° 90 0' 10 0° 25' AoE, Cold 0° 0 10 — AoE, Cold EFFECTS: 7.22 Cold damage every 2 seconds for 10 seconds; 100% chance for a 15-second Immobilize of 5.96 strength versus critte chance for a 15-second seconds; 100% Cold damage every 2 seconds for 10 7.22 EFFECTS: Block of Ice Recharge, Endurance Discount, Range, Hold, Damage, Slow Accuracy, ALLOWED: BOOSTS Damage: Moderate, Recharge: Moderate can freeze a single foe i You HELP TEXT: POWER Hold of 4.47 strength versus critte chance for a 12-second Cold damage; 100% 36.14 EFFECTS: resilient foes may only be Slowed. Damage: Minor (DoT), Recharge: Moderate 0Arctic Air Cold damage every 2 seconds for 6 secon 3.61 EFFECTS: Confuse, Fear Recharge, Endurance Discount, Slow, ALLOWED: BOOSTS Click 120% While this power is active, you are surrounde HELP TEXT: POWER 80' 8.528 5 0 Toggle 100% 1.87 0'Glacier 2.08 8 Recharge, Endurance Discount, Hold, Slow Accuracy, ALLOWED: BOOSTS can freeze all foes around yourself in b You HELP TEXT: POWER 0 0' 0° 2.03 0 25 15 Click Ranged, Cold 80% 25' 0° 0' 15.6 0 0 — 2.03 240 30' 0° 10 AoE, Cold from the immediate area. Others may attack their own allies, as fog Arctic Air is thick and can cause much Confusi Recharge: Slowcan break free if disturbed. Only targets near the ground be affected. Damage: Minor, Lethal da 3.61 EFFECTS:

Volume 1 • Issue 1 INTRODUCTION t if done discreetly, the targets will never be aware t if done discreetly, rate, Recharge: Moderate ense. Damage: Moderate, Recharge: Moderate mage: Moderate, Recharge: Moderate -second Confuse of 4.47 strength versus critters nds. If you Confuse someone before you've been ealed and buffed like any teammate. s critters only; Domination—100% chance for a 12- s critters only; Domination—100% y; Domination—100% chance for a 12-second unresistible Hold of chance for a 12-second y; Domination—100% only; Domination—100% chance for a 15-second Sleep of 5.96 chance for a 15-second only; Domination—100% THE BASICS ARCHETYPES GROUP DYNAMICS Speed decrease for 6 seconds; 10% recharge decrease for 6 seconds. Speed decrease for 6 seconds; 10% for 6 seconds; 100% chance for a 10-second Hold of 4.62 strength. chance for a 10-second for 6 seconds; 100% 08 Cold damage; 10% Run, Fly, and Jump Speed decrease for 6 seconds; 10% recharge decrease for 6 seconds. and Jump Speed decrease for 6 seconds; 10% Run, Fly, 08 Cold damage; 10% Speed decrease for 10 seconds; 20% recharge decrease for 10 seconds. seconds; 20% recharge decrease for 10 Speed decrease for 10 d of a single foe. It deals Psionic damage and renders foe helpless, lost in his or her own mind unable to put up any def his or her friends are not who they appear to be. If the Confuse is successful, enemy will ignore you and attack those frie nd puts them to Sleep. The targets will remain asleep for some time but awaken if attacked. This power deals no damage, bu l entity of animated ice at a targeted location. Jack Frost possesses several powers to attack any nearby foes and can be h hic energy, resulting in unconsciousness. The target will remain asleep for some time but awaken if attacked. Damage: Mode hic energy, iolently into the air, then slam your foe to the ground for Smashing damage. This power can bring flying foes ground. Da iolently into the air, or an 8-second Sleep of 5.96 strength versus players only; Domination—100% chance for an 18-second Sleep of 4.47 strength versu chance for an 18-second or an 8-second Sleep of 5.96 strength versus players only; Domination—100% Zones ond Hold of 5.96 strength versus players only; Domination—100% chance for a 18-second Hold of 4.47 strength versus critters onl chance for a 18-second ond Hold of 5.96 strength versus players only; Domination—100% cond Sleep of 5.96 strength versus players only; Domination—100% chance for a 45-second Sleep of 5.21 strength versus critters chance for a 45-second Sleep of 5.21 cond Sleep of 5.96 strength versus players only; Domination—100% onfused enemy. Recharge: Moderateonfused enemy. chance for a 30 chance for a 20-second Confuse of 4.47 strength; Domination—100% 100% EFFECTS: Villains PvP Bases Ice Control cont. Mind Control EFFECTS: 36.14 Psionic damage; 100% chance for a 30-second Sleep of 5.21 strength versus critters only; 100% chance for a 10-se strength versus critters only; 100% chance for a 30-second Sleep of 5.21 Psionic damage; 100% 36.14 EFFECTS: for foes defeated entirely by a C will not receive any Experience Points noticed, your presence will continue to be masked. You of your presence. Recharge: Slowsecond Sleep of 5.96 strength versus players only. chance f Sleep of 4.47 strength versus critters only; 100% chance for a 12-second 100% EFFECTS: POWERJack Frost Slow Recharge, Endurance Discount, Range, Hold, Damage, Accuracy, ALLOWED: BOOSTS LongRecharge: Very can create a very powerfu You HELP TEXT: POWER Jack Frost (Ice Sword) Summon Jack Frost. EFFECTS: Slow Damage, Accuracy, ALLOWED: BOOSTS — HELP TEXT: POWER Damage, Recharge, Endurance Discount, Range, Slow Accuracy, ALLOWED: BOOSTS LEVEL — HELP TEXT: POWER 31 TYPE and Jump Run, Fly, Cold damage; 10% Lethal damage; 28.19 28.19 EFFECTS: Damage, Recharge, Endurance Discount, Hold Accuracy, ALLOWED: BOOSTS ACCURACY 0 Click 9.02 Smashing damage; 36. EFFECTS: RANGE — HELP TEXT: POWER Click END COST Slow Damage, Accuracy, ALLOWED: BOOSTS 100% INTERRUPT TIME 100% Cold damage every 1 second 15.78 EFFECTS: — HELP TEXT: POWER TIME CAST 60' Slow ALLOWED: BOOSTS TIME RECHARGE and Jump Cold damage; 20% Run, Fly, 5' 56.38 Lethal damage; 72.16 EFFECTS: RADIUSJack Frost (Resistance) 20.8 — HELP TEXT: POWER ARC — ALLOWED: BOOSTS HIT MAX TARGETS 0 and Jump Speed decrease; 50% recharge decrease. 70% Run, Fly, EFFECTS: TYPES ATTACK — HELP TEXT: POWER 0 Fire resistance; protection versus Sleep, Disorient. 60% Cold resistance; 10% EFFECTS: 0 0POWER 1.87Mesmerize Auto Damage, Endurance Discount, Range, Sleep Accuracy, ALLOWED: BOOSTS 1.83 LEVEL 100% 240 TYPE 0 Mesmerize assails a target with painful psyc HELP TEXT: POWER strength versus players only. ACCURACY RANGE Click 0'Levitate END COST 4 INTERRUPT TIME 110% Damage, Recharge, Endurance Discount, Range, Knockback 0' Accuracy, ALLOWED: BOOSTS TIME CAST chance for a Knockup; disable Flight. Smashing damage; 100% 47.71 EFFECTS: 0 100' TIME RECHARGE can send a single target v You HELP TEXT: POWER 0°Dominate RADIUS 0 0' ARC 5.2 Recharge, Endurance Discount, Range, Hold, Damage Accuracy, ALLOWED: BOOSTS Click HIT MAX TARGETS 0° TYPES ATTACK 0 0 100% 15.96 strength versus players only. Dominate painfully tears at the min HELP TEXT: POWER 0 80' ClickConfuse 0 — Recharge, Endurance Discount, Range, Confuse Accuracy, ALLOWED: BOOSTS 120% 0.5 6.864 80' 1.67 can Confuse an enemy into believing You HELP TEXT: POWER chance for a 30-second Confuse of 5.96 strength versus players only. only; Domination—100% 5 Melee, Lethal, Cold 0Mass Hypnosis 8.528 Click 0 Recharge, Endurance Discount, Range, Sleep Accuracy, ALLOWED: BOOSTS 6 120% 7 0 80' 1.87 Click 0' Hypnotizes a group of foes at distance HELP TEXT: POWER 0' 100% 8.528 0° 0° 6 80' 1.1 0 15.6 0 0 0' 8 0° 3.37 0 — Psionic 0' 0 8 0° 2.03 Psionic 0 0' 45 0° Psionic 25' 0 0° Psionic 10 Psionic Jack Frost (Ice Bolt)Jack Frost (Freezing Touch)Jack Frost (Greater Ice Sword) 0Jack Frost (Chilling Embrace) 0 Click Click 0 100% 100% Click 0 80' 100% 5' Auto 0 5' 0 100% 0 0' 0 0 0 0 1.17 1 0 2.87 4 16 chance for a 12-sec Hold of 4.47 strength versus critters only; 100% chance for a 12-second 0.73 Psionic damage; 100% 36.14 EFFECTS: 12 0' 0' 0° 2 0' 0° 0° 0 10' 0 0° 0 Ranged, Smashing, Cold Melee, Cold 10 Melee, Lethal, Cold AoE, Cold

Volume 1 • Issue 1 introduction oT), Recharge: Moderate 7.95 EFFECTS: ore resilient foes may require multiple applica- t can capture multiple foes in one attack. Like seconds for 6 seconds; 100% chance for a 15- seconds for 6 seconds; 100% s. Recharge: Very Longs. Recharge: Very 100% EFFECTS: whelming that the target takes real damage from ts, as long as you keep this power active. Keeping up ts, as long you keep this power active. Keeping strength versus critters only; Domination—100% nd hallucinogenic compounds. Foes that come into nd hallucinogenic compounds. Foes amage every 2 seconds for 10 seconds; 100% chance seconds; 100% amage every 2 seconds for 10 ation—100% chance for a 22.5-second Fear of 4.47 chance for a 22.5-second Fear ation—100% chance for an 18-second Sleep of 4.47 strength versus chance for an 18-second foes before they noticed you, your presence will of 4.47 strength versus critters only; Domination—100% the narcotic effect of spores and fall asleep. The or a 20-second Confuse of 4.47 strength; Domination—100% us critters only; Domination—100% chance for a 12-second us critters only; Domination—100% ce for a 15-second unresistible Immobilize of 7.45 strength unresistible Immobilize of 7.45 ce for a 15-second 15-second unresistible Immobilize of 7.45 strength versus unresistible Immobilize of 7.45 15-second ond unresistible Hold of 5.96 strength versus players only. stalker Brute distant foe. The target is Held helpless and slowly crushed by the vines. must be on ground. Damage: Moderate (D p of foes by entangling their feet in a twisted mass thorny Roots. Roots is slower and does less damage than Entangle, but i s Entangles your target's feet, resulting in Immobilization. The roots do Smashing and Lethal damage to the target over time. M oup of foes, creating chaos. All affected foes will turn and attack each other, ignoring all your allies. If you Confused oup of foes, creating chaos. All affected foes will turn and attack each other, foes within a cone area in front of you, causing them to tremble in Fear uncontrollably. The effect is so frightening and over uncontrollably. foes within a cone area in front of you, causing them to tremble Fear and repels them. The targets are helpless, unable to take action, and will continue to hover away, picking up any passing targe and repels them. The targets are helpless, unable to take action, will continue hover away, baffle plant at your foes. The seeds spread out in a wide cone and release dusty chaff that contains number of alkaloids e and those nearby. Total Domination renders all affected foes helpless, lost in their own minds and unable to defend themselve Total e and those nearby. -second Fear of 4.47 strength versus critters only; 100% chance for a 7-second Fear of 5.96 strength versus players only; Domin chance for a 7-second Fear of 4.47 strength versus critters only; 100% -second Fear his pod is full of spores that burst on impact, engulfing the target and all those nearby. All affected targets may succumb to his pod is full of spores that burst on impact, engulfing the target and all those nearby. of 4.47 strength versus critters only; 100% chance for an 8-second Sleep of 5.96 strength versus players only; Domination—100% chance for an 8-second Sleep of 5.96 strength versus players only; Domination—100% of 4.47 strength versus critters only; 100% Mastermind 47 strength versus critters only; 100% chance for a Hold of 2.23 strength versus players only; Domination—100% chance for Hold chance for a Hold of 2.23 strength versus players only; Domination—100% 47 strength versus critters only; 100% ce for an 8-second Hold of 5.96 strength versus players only; Domination—100% chance for a 18-second Hold of 4.47 strength vers chance for a 18-second ce for an 8-second Hold of 5.96 strength versus players only; Domination—100% rength versus players only. Damage: Moderate (DoT), Recharge: Fast Damage: Moderate (DoT), Recharge: Fast Lethal damage every Smashing damage every 2 2 seconds for 6 seconds; 3.61 3.61 EFFECTS: Very LongVery chance for a 30-second Confuse of 4.47 chance for a 20-second Confuse of 4.47 strength; Domination—100% 100% EFFECTS: r the ground. Damage: Moderate (DoT), Recharge: Fast Lethal d seconds; 3.61 Smashing damage every 2 seconds for 10 3.61 EFFECTS: only; Domination—100% chance for a 22.5-second Immobilize of 4.47 strength versus critters only; Domination—100% chance for a chance for a 22.5-second Immobilize of 4.47 strength versus critters only; Domination—100% only; Domination—100% s players only; Domination—100% chance for a 22.5-second Immobilize of 5.96 strength versus critters only; Domination—100% chan chance for a 22.5-second Immobilize of 5.96 strength versus critters only; Domination—100% s players only; Domination—100% ers only; Domination—100% chance for a 12-second Hold of 4.47 strength versus critters only; Domination—100% chance for a 9-sec Hold of 4.47 strength versus critters only; Domination—100% chance for a 12-second ers only; Domination—100% ill not receive any Experience Points for foes defeated entirely by Confused enemies. Recharge: Very Long for foes defeated entirely by Confused enemies. Recharge: Very ill not receive any Experience Points chance f 100% EFFECTS: Corrupter DOMINATOR Plant Control Mind Control cont. Terrify Hit Debuff To Damage, Recharge, Endurance Discount, Range, Fear, Accuracy, ALLOWED: BOOSTS Recharge: Slowphysiological response to this Psionic attack. Damage: Minor, This power Terrifies HELP TEXT: POWER 25 Click chance for a 15 Psionic damage; 100% 36.14 EFFECTS: 90% 60' 20.8 0 2.03 40 60' 90° 10 Psionic for a 15-second Immobilize of 5.96 strength versus critters only; 100% chance for a 10-second Immobilize of 7.45 strength versu Immobilize of 7.45 chance for a 10-second Immobilize of 5.96 strength versus critters only; 100% for a 15-second second Immobilize of 4.47 strength versus critters only; 100% chance for a 10-second Immobilize of 7.45 strength versus players Immobilize of 7.45 chance for a 10-second second Immobilize of 4.47 strength versus critters only; 100% continue to go unnoticed. You will not receive any Experience Points for foes defeated entirely by Confused enemies. Recharge: will not receive any Experience Points continue to go unnoticed. You chance for a 30-second Confuse of 5.96 strength versus players only. POWERTelekinesis Recharge, Endurance Discount, Range ALLOWED: BOOSTS LEVEL TYPE 11chance for unresistible Hold of 2.23 strength versus players only. ACCURACY lifts a foe and any nearby foes off the ground Telekinesis HELP TEXT: POWER Toggle RANGE DominationTotal END COST 100% INTERRUPT TIME Recharge, Endurance Discount, Range, Hold Accuracy, ALLOWED: BOOSTS 17 TIME CAST 50' chance for a 6-second Hold of 5.96 strength versus play chance for an 8-second Hold of 4.47 strength versus critters only; 100% Click TIME RECHARGE This power tears at the mind of a target fo HELP TEXT: POWER RADIUS 1.56 80% ARC HIT MAX TARGETS TYPES 80' ATTACK of 5.96 strength versus players only. chance for a 9-second unresistible Fear strength versus critters only; Domination—100% 0 15.6Mass Confusion Recharge, Endurance Discount, Range, Confuse Accuracy, ALLOWED: BOOSTS 31 0.3 0 Click can cause Mass Confusion within a gr You HELP TEXT: POWER 80% 60 2.03 80' 26 10' 240 0° 0 20' 5 0° 1.67 — 10 240 Psionic 25' 0° 16 Psionic tions to Immobilize. Entangle can Immobilize flying targets if they are near the ground when attacked. Target must be on or nea tions to Immobilize. Entangle can Immobilize flying targets if they are near the ground when attacked. Target chance for a 30-second Confuse of 4.47 strength versus critters only; Domination—100% chance for a 30-second Confuse of 5.96 st chance for a 30-second Confuse of 4.47 strength versus critters only; Domination—100% POWEREntangle Damage, Recharge, Endurance Discount, Range, Immobilize Accuracy, ALLOWED: BOOSTS A twisted mass of thorny root HELP TEXT: POWER versus players only; disable Flight. Strangler Recharge, Endurance Discount, Range, Hold, Damage Accuracy, ALLOWED: BOOSTS LEVEL TYPEunresistible Hold of 5.96 strength versus players only. 0 Massive root-like vines strangle a HELP TEXT: POWER ACCURACYRoots Click RANGE Damage, Recharge, Endurance Discount, Range, Immobilize Accuracy, ALLOWED: BOOSTS END COST 120% INTERRUPT TIME This power Immobilizes a grou HELP TEXT: POWER TIME CAST players only; disable Flight. 80' 0 TIME RECHARGE RADIUSSpore Burst Click 7.8 ARC Recharge, Endurance Discount, Range, Sleep Accuracy, ALLOWED: BOOSTS HIT MAX TARGETS 120% hurl a large fungi pod at your foes. T You HELP TEXT: POWER TYPES Sleep of 5.96 strength versus players only. chance for a 12-second ATTACK critters only; Domination—100% 1 80' 0Seeds of Confusion Recharge, Endurance Discount, Range, Confuse Accuracy, ALLOWED: BOOSTS Click 8.528 throw a handful of seeds from rare You HELP TEXT: POWER 90% 1.2 5 0 80' Click 4 7 100% 13 2.07 Click 70' 0' 100% 0 8 13 0° 50' 15.6 1.67 0' 0 0 0° 8 0 Ranged, Lethal, Smashing 1.37 0 30' 1.07 45 0° Ranged, Smashing 60 25' 10 0° 50' AoE, Lethal, Smashing 60° 10 10 AoE AoE Entangle, Roots can Immobilize flying targets if they are near the ground when attacked. Targets must be on or near the ground. Entangle, Roots can Immobilize flying targets if they are near the ground when attacked. Targets targets will remain asleep for some time but awaken if attacked. Recharge: Slow Sleep chance for a 12-second 100% EFFECTS: w ignoring you and all your allies. You contact with these seeds become violently Confused and will turn attack each other, Smashing damage every 1 second for 5 seconds; 100% chance for a 12-second Hold of 4.47 strength versus critters only; 100% chan Hold of 4.47 strength versus critters only; 100% chance for a 12-second Smashing damage every 1 second for 5 seconds; 100% this level of concentration costs a lot Endurance. Recharge: Slow chance for a Hold of 4. chance to Repel; 100% 100% EFFECTS:

Volume 1 • Issue 1 for 15 seconds; disable Flight. for 15 % chance for a 10-second sus critters only; disable Flight. harge decrease for 15 seconds; harge decrease for 15 INTRODUCTION flying. Additionally, a creeper vine will burst flying. Additionally, ly Trap will viciously attack any nearby foes— ly Trap r Strangler, this power does not deal any damage, but r Strangler, ance for a 12-second Hold of 4.47 strength versus ance for a 12-second ve powers. The regeneration rate of you and your allies also produce a growth of Entangle roots that will Immobilize any THE BASICS ARCHETYPES GROUP DYNAMICS Lethal damage every 2 seconds for 5 seconds; 100% chance for a 15-second Immobilize of 6.16 strength versus critters only; 100 Immobilize of 6.16 chance for a 15-second Lethal damage every 2 seconds for 5 seconds; 100% for 10 seconds; 4.51 Lethal damage every 2 seconds for 10 seconds; 100% chance for a 15-second Immobilize of 6.16 strength ver Immobilize of 6.16 chance for a 15-second seconds; 100% Lethal damage every 2 seconds for 10 seconds; 4.51 for 10 nal 4.51 Toxic damage every 1 second for 5 seconds; 20% Run, Fly, and Jump Speed decrease for 15 seconds; 20% recharge decrease and Jump Speed decrease for 15 damage every 1 second for 5 seconds; 20% Run, Fly, Toxic nal 4.51 % chance for additional 4.51 Toxic damage every 1 second for 4 seconds; 20% Defense decrease 6 seconds. Toxic % chance for additional 4.51 thal damage; 80% chance for additional 4.51 Toxic damage every 1 second for 5 seconds; 20% Defense decrease 8 seconds. Toxic thal damage; 80% chance for additional 4.51 ce for additional 5.63 Toxic damage every 1 second for 5 seconds; 20% Run, Fly, and Jump Speed decrease for 15 seconds; 20% rec and Jump Speed decrease for 15 damage every 1 second for 5 seconds; 20% Run, Fly, ce for additional 5.63 Toxic ; -20% Cold, Energy resistance; -30% Negative resistance. for additional 2.25 Toxic damage every 1 second for 4 seconds; 20% Defense decrease 5 seconds. for additional 2.25 Toxic n a giant carnivorous Fly Trap plant beast. Fly Trap may be an understatement, as this plant beast has a taste for flesh. The F plant beast. Fly Trap n a giant carnivorous Fly Trap te a creeper patch at targeted location. The will snag foes, Slowing their movement and preventing them from jumping or es that can Hold multiple foes at range. The affected targets are held helpless by the massive root-like vines. Unlike the powe es that can Hold multiple foes at range. The affected targets are held helpless by the massive root-like vines. Unlike he World Tree and extract a Spirit Tree at a targeted location. The Spirit Tree is immobile but possesses incredible regenerati at a targeted location. The Spirit Tree and extract a Spirit Tree Tree he World of 4.47 strength versus critters only; 100% chance for a 6-second Hold of 5.96 strength versus players only; Domination—100% ch chance for a 6-second Hold of 5.96 strength versus players only; Domination—100% of 4.47 strength versus critters only; 100% an knock down your enemies, and their poisonous thorns can Slow foes. Any foes that are defeated in the creeper patch will Zones d and buffed like any teammate. Recharge: Very Longd and buffed like any teammate. Recharge: Very Summon Fly Trap. EFFECTS: Villains PvP Bases Plant Control cont. from under each live and defeated foe in the area start attacking your enemies. Creeper vines do minimal damage, but they c Carrion Vine (Resistance) 0 Auto (Thorny Darts)Fly Trap 100% 0' 0 0 Click 0 100% 80' 0 4.368 0 0 0' 1.2 0° 3 0 0' — 0° 0 Ranged, Lethal POWERSpirit Tree Recharge, Endurance Discount, Range, Heal ALLOWED: BOOSTS Long Recharge: Very will be greatly increased as long you are near the Spirit Tree. can tap into the elusive and powerful energy of t You HELP TEXT: POWER Vines Increase regeneration 150%. EFFECTS: Recharge, Endurance Discount, Range, Hold Accuracy, ALLOWED: BOOSTS chance for a 9-second unresistible Hold of 5.96 strength versus players only. critters only; Domination—100% This power creates a field of strangler Vin HELP TEXT: POWER LEVELCarrion Creepers 11 TYPE Immobilize Knockback, Slow, Recharge, Endurance Discount, Range, Damage, Accuracy, ALLOWED: BOOSTS ACCURACY Click can crea You RANGE HELP TEXT: POWER Longenemies near the defeated foe. Recharge: Very END COST 100% (Entangle)Carrion Patch INTERRUPT TIME 17 Summon Carrion Creepers. EFFECTS: Immobilize Damage, Accuracy, ALLOWED: BOOSTS TIME CAST 20' TIME RECHARGE Click strength versus players only; disable Flight. Immobilize of 6.16 25 RADIUSCarrion Vine (Vine Smash) — HELP TEXT: POWER 13 80% ARC Click Endurance Discount, Damage, Knockback, Slow Accuracy, ALLOWED: BOOSTS HIT MAX TARGETS disable Flight. 0 — HELP TEXT: POWER 100% 80' TYPES Smashing damage every 2 seconds for 5 seconds; 4.51 4.51 ATTACK EFFECTS: Carrion Vine (Vine Thorns) 0 Auto Smashing damage; 90% chan 11.27 Endurance Discount, Damage, Slow EFFECTS: Accuracy, 80' ALLOWED: BOOSTS 15.6 0 100% 26 — HELP TEXT: POWER ALLOWED:—BOOSTS 3.2 Click 0' 0 0 100% Lethal damage; 90% chance for additio 4.51 EFFECTS: HELP TEXT:— POWER 200 0 0 will fight by your side and can be heale biting, hurling poisonous thorns and even casting its own Entangle roots. The Fly Trap Click 10' 3.1 Smashing resistance; -40% Lethal, Fire resistance Psionic resistance; -10% 40% Toxic, EFFECTS: 100% Damage, Endurance Discount, Immobilize Accuracy, ALLOWED: BOOSTS 5.2 0' 1.17 0 60' 240 — HELP TEXT: POWER 0° Damage, Endurance Discount, Debuff Defense Accuracy, ALLOWED: BOOSTS 5.2 0 360 — HELP TEXT: POWER Smashing damage every 2 seconds 4.51 20' EFFECTS: 0 Damage, Recharge, Endurance Discount, Range, Debuff Defense, Range Accuracy, ALLOWED: BOOSTS 0 Lethal damage; 80% chance 37.88 EFFECTS: 0° — HELP TEXT: POWER 0' 0 0.9 Damage, Recharge, Endurance Discount, Debuff Defense Accuracy, ALLOWED: BOOSTS 0 — 0° 40.59 Le EFFECTS: 10 — HELP TEXT: POWER 0.83 4 Lethal damage; 80 45.1 EFFECTS: 8' 0 AoE 0° 4 0' — 0° 5 0' 0 0° — Melee Attack, Smashing Attack 0 Ranged Attack it can Hold multiple foes at once. Targets must be on the ground. Recharge: Very Long must be on the ground. Recharge: Very it can Hold multiple foes at once. Targets chance for an 8-second Hold 100% EFFECTS: Fly Trap Immobilize, Debuff Defense Recharge, Endurance Discount, Range, Damage, Accuracy, ALLOWED: BOOSTS can summo You HELP TEXT: POWER (Entangle)Fly Trap (Fling Thorns)Fly Trap 31 0 Click (Bite)Fly Trap Click 100% (Resistance)Fly Trap 120% ALLOWED:—BOOSTS 50' 0 60' Click HELP TEXT:— POWER 26 7.8 100% Psionic resistance; -20% Fire, Cold, Negative Energy resistance. 40% Smashing, Toxic, EFFECTS: 0 0 30' 0 Click Auto 0 13 100% 100% 1.17 5' 1.2 0' 0 240 5.2 0 16 1.2 0' 0 10' 0° 0 12 0° 1.17 0 0 30' 0 4 45° — 0 Ranged, Fire 0' 10 0° 0' AoE, Lethal 0° 0 0 Melee, Lethal —

Volume 1 • Issue 1 introduction Energy damage; 100% chance for a Energy damage; 100% S: 7.04 Fire damage every .5 second for S: 7.04 EFFECTS: 7.22 Smashing damage; 28.91 7.22 EFFECTS: : Moderate arge: Moderate 38.92 EFFECTS: h to be Disoriented as well. Damage: Moderate, proved. The effects of Power Boost last a short proved. The effects of Power th versus players only; Domination—100% chance th versus players only; Domination—100% hem Disoriented. Due to the exhausting nature of d. Damage: Superior, Recharge: Slow d. Damage: Superior, sus critters only; Domination—60% chance for a 9-second stalker Brute ting attack. Damage: High, Recharge: Slow Smashing damage; 40.48 Energy 60% chance for a Knockback. 36.14 EFFECTS: er version of Power Bolt, Power Blast sends a focused beam of energy at foe that deal Knockback. Damage: Moderate, Recharge Bolt, Power er version of Power les in your arms, you can launch a dizzying flurry of attacks against every foe in melee range. Some foes may be hit hard enoug 0% chance for a 10-second Disorient of 4.47 strength versus critters only; 100% chance for 6.67-second Disorient of 4.47 streng Disorient of 4.47 strength versus critters only; 100% 0% chance for a 10-second ast can travel great distances with high Accuracy. This is a sniper attack, best fired from distance, as it can be interrupte ast can travel great distances with high Accuracy. e an opponent at melee range. This will set your foe ablaze, dealing damage over time. Damage: High (DoT), Recharge: Slow EFFECT s small bolts of energy at foes, sometimes knocking them down. It's fast, but does little damage. Damage: Minor, Recharge: Fast s small bolts of energy at foes, sometimes knocking them down. It's fast, but does little damage. Damage: Minor, rget. It causes little damage but is very fast. Damage: Minor, Recharge: Very Fast Recharge: Very rget. It causes little damage but is very fast. Damage: Minor, 32.88 Fire damage. EFFECTS: ur powers' effects—like Heals, Defense buffs, Endurance drains, Disorients, Holds, Immobilizes, Knockbacks, and more—are all im compensates by dealing a good amount of damage and having better chance to Disorient than Whirling Hands. Damage: High, Rech e damage but sends the target flying for a great distance. Damage: Minor, Recharge: Moderatee damage but sends the target flying for a great distance. Damage: Minor, Smashing damage; 7.22 7.22 EFFECTS: Energy Assault. This melee attack is a very slow but incredibly devastating attack that can knock out most opponents, leaving t seconds. Mastermind r a 6-second Disorient of strength 4.47 versus players only; Domination—60% chance for 12-second Disorient of strength 4.47 ver r a 6-second Disorient of strength 4.47 versus players only; Domination—60% chance for 12-second .47 strength versus players only; 64% chance to drop random toggle versus players only. Corrupter DOMINATOR Energy Assault Fiery Assault Smashing damage; 24.91 Energy damage; 60% chance for an 8-second Disorient of strength 4.47 versus critters only; 60% chance fo Smashing damage; 24.91 Total Focus, recharge time is very long. Damage: Extreme, Recharge: Long Focus, Total 38.92 Smashing damage; 99.65 Energy 10 EFFECTS: POWER BoltPower Damage, Endurance Discount, Range, Knockback, Recharge Accuracy, ALLOWED: BOOSTS LEVELEnergy damage; 20% chance for a Knockdown; 5% to drop toggle versus players only. TYPE This quick attack rapidly hurl HELP TEXT: POWER 0 ACCURACYBone Smasher RANGE Click Damage, Recharge, Endurance Discount, Disorient Accuracy, ALLOWED: BOOSTS END COST INTERRUPT TIME 100% 1 TIME CAST but it This melee attack can be slow, HELP TEXT: POWER unresistible Disorient of strength 4.47 versus players only; 5% chance to drop toggle versus players only. Click TIME RECHARGE 80' PushPower RADIUS 100% ARC Damage, Recharge, Endurance Discount, Range, Knockback Accuracy, ALLOWED: 5.2BOOSTS HIT MAX TARGETS 5'Knockback. TYPES ATTACK This ranged attack deals littl HELP TEXT: POWER 3 BlastPower 8.528 Click 0 Damage, Recharge, Endurance Discount, Range, Knockback Accuracy, ALLOWED: BOOSTS 140% Energy damage; 30% chance for a Knockback. Smashing damage; 36.14 11.56 EFFECTS: A much more powerful, yet slow HELP TEXT: POWER 9 0 BoostPower 70' Click 2 Endurance Discount, Recharge ALLOWED: BOOSTS 8.528 100%while, and only the next couple of attacks will be boosted. Recharge: Long 15 This power greatly boosts the secondary effects of your powers. Yo HELP TEXT: POWER 1.5 80' Click 4 0 100% 6.864 increase to all secondary effects for 15 10% EFFECTS: Recharge: Slow 8 0' FocusTotal 0' Energy damage; 30% chance for a 5-second Disorient of 2.98 strength. 23.35 Smashing damage; 15.57 EFFECTS: Damage, Recharge, Endurance Discount, Disorient Accuracy, ALLOWED: BOOSTS 1.1 0 7.8 0° is complete mastery over Focus Total HELP TEXT: POWER 27 0' unresistible Disorient of 4 chance for 10-second Disorient of 4.47 strength versus critters only; Domination—100% for 15-second Click 8 0° 1.67 0 0 120% Smashing damage; 72.29 Energy 50% chance for a Knockdown. 27.47 EFFECTS: 5' 0 0' 6 Ranged, Smashing, Energy BurstPower 1.17 18.512 Damage, Recharge, Endurance Discount, Range, Knockback Accuracy, ALLOWED: BOOSTS 0° Melee, Smashing, Energy 37 0' 120 This is a short-range, devasta 0 HELP TEXT: POWER Click 0 0° 100% 0' Ranged, Smashing, Energy 20' 3.3POWER 0 0°Flares 10.4 Damage, Endurance Discount, Range, Recharge Accuracy, ALLOWED: BOOSTS Ranged, Smashing, Energy 20 LEVEL 0 TYPE This quick attack throws Flares at the ta HELP TEXT: POWER ACCURACY 0 RANGE 05 seconds; 5% chance to drop random toggle versus players only. END COST 0' — Click INTERRUPT TIME TIME CAST 100% 0° TIME RECHARGE 2 RADIUS 60' ARC 0 HIT MAX TARGETS 3.692 TYPES ATTACK 11 Melee, Smashing, Energy 0 0' 0° 2.17 0 2.18 Ranged, Smashing, Energy 0' 0° 0 Ranged, Fire Whirling Hands Damage, Recharge, Endurance Discount, Disorient Accuracy, ALLOWED: BOOSTS 19 Click By focusing your energy into the musc HELP TEXT: POWER 100% 0'Sniper Blast 13 Damage, Recharge, Endurance Discount, Range, Knockback, Interrupt Accuracy, ALLOWED: BOOSTS 34 A focused Sniper Bl HELP TEXT: POWER 0 Click 120% 150' 1.67 14.352 14 3 8'Incinerate 1.33 0° Damage, Recharge, Endurance Discount Accuracy, ALLOWED: BOOSTS Intense concentration can allow you to Incinerat HELP TEXT: POWER 10 1 12 Click Melee, Smashing, Energy 100% 0' 5' 0° 8.528 0 0 Ranged, Smashing, Energy 1.67 8 0' 0° 0 Melee, Fire secondary Powers

Volume 1 • Issue 1 INTRODUCTION or 5 seconds; 64% chance to drop ECTS: 100% Fire damage increase for 30 100% ECTS: proved. The effects of Power Boost last a short proved. The effects of Power affected targets' movement and attack speed. ver time. Damage: Moderate (DoT) damage. Damage: Minor, Recharge: Very Long Recharge: Very damage. Damage: Minor, te, Recharge: Moderate erate, Recharge: Moderate Recharge: Slow Fire 21.14 EFFECTS: charge: Fast Fire damage; 36.14 EFFECTS: : Minor, Recharge: Fast : Minor, tance as it can be interrupted. Damage: Extreme, THE BASICS ARCHETYPES GROUP DYNAMICS e an attack on every foe within melee distance. This will slash and chill your enemies, dealing moderate damage slowing all ur powers' effects—like Heals, Defense buffs, Endurance drains, Disorients, Holds, Immobilizes, Knockbacks, and more—are all im h small icy daggers; their chill Slows a foe's attacks and movement for time. Ice Bolt is fast but does little damage. Damage y foes in order to replenish your own Endurance. The more foes affected, the more Endurance is gained. Foes suffer minimal Fire y foes in order to replenish your own Endurance. The more affected, the Endurance is gained. Foes good damage. Being hit by this Ice Sword will Slow a target's movement and attack speed, due to the intense chill. Damage: Mod conds; 10% recharge decrease for 8 seconds. conds; 10% eam of fire that blasts your foes. Like most sniper attacks, this power has a bonus to Accuracy, but it's best fired from a dis eam of fire that blasts your foes. Like most sniper attacks, this power has a bonus to Accuracy, ame attack. Damage: High, Recharge: Slow Fire damage; 80% chance for additional 5.42 damage every 1 second f 76.62 EFFECTS: r foe on fire for a short of time. Fire Blast has slower recharge rate than Flares but does more damage. Damage: Moderate, Re s for quite a while and increases the damage of all your other non-Fire-based attacks for a short while. Recharge: Very Longs for quite a while and increases the damage of all your other non-Fire-based attacks short while. Recharge: Very EFF seconds. hat burns all foes within its narrow cone. This power is very accurate and very deadly at medium range. Damage: Moderate (DoT), es and Slows their attacks movement for a time. It has slower recharge than Ice Bolt but does more damage. Damage: Modera se the temperature around yourself in an attempt to spontaneously combust any nearby foes and set them ablaze, dealing damage o for 10 seconds. for 10 r 6 seconds. 8 seconds; 5% chance to drop toggle versus players only. Zones Villains PvP Bases Icy Assault Fiery Assault cont. while, and only the next couple of attacks will be boosted. Recharge: Long increase to all secondary effects for 15 10% EFFECTS: Ice Sword Damage, Recharge, Endurance Discount, Slow Accuracy, ALLOWED: BOOSTS 1 create a blade of solid ice that deals You HELP TEXT: POWER Ice Sword Circle Click Damage, Recharge, Endurance Discount Accuracy, ALLOWED: BOOSTS 3 100% Mastery of your Ice Sword has enabled you to mak HELP TEXT: POWER ClickIce Blast 5' 100% Damage, Recharge, Endurance Discount, Range, Slow Accuracy, ALLOWED: BOOSTS 8.528 0' Ice Blast hurls shards of ice at fo HELP TEXT: POWER BoostPower 9 18.512 Endurance Discount, Recharge ALLOWED: BOOSTS Click 0 15 100% This power greatly boosts the secondary effects of your powers. Yo HELP TEXT: POWER Click 0 80' 100% 1.83 6.864 0' 4.17 8 7.8 0 20 0' 0 1 10' 0° 0° 1.17 0 6 10 120 Melee, Lethal, Cold 0' Melee, Lethal, Cold 0° 0' 0° 0 0 Ranged, Smashing, Cold — POWERIce Bolt Damage, Recharge, Endurance Discount, Range, Slow Accuracy, ALLOWED: BOOSTS and Jump Speed decrease for 6 seconds; 20% recharge fo LEVEL Cold damage; 20% Run, Fly, Smashing damage; 28.91 7.22 EFFECTS: TYPE Ice Bolt quickly pelts an enemy wit HELP TEXT: POWER ACCURACY 0 RANGE END COST Click INTERRUPT TIME recharge decrease for and Jump Speed decrease for 8 seconds; 10% Run, Fly, Lethal damage; 38.92 Cold 10% 24.91 EFFECTS: 100% TIME CAST TIME RECHARGE 80' RADIUS ARCDamage: Moderate, Recharge: Slow HIT MAX TARGETS 5.2 TYPES ATTACK and Jump Speed decrease for 8 se Run, Fly, Cold damage; 10% Lethal damage; 30.16 30.16 EFFECTS: seconds; 20% recharge decrease and Jump Speed decrease for 10 Cold damage; 20% Run, Fly, Smashing damage; 36.14 11.56 EFFECTS: 0 1.17 4 0' 0° 0 Ranged, Smashing, Cold POWERFire Breath Damage, Recharge, Endurance Discount, Range Accuracy, ALLOWED: BOOSTS LEVELdamage every 1 second for 3 seconds. TYPE can breathe forth a torrent of fire t You HELP TEXT: POWER 3 ACCURACYFire Blast RANGE Click Damage, Recharge, Endurance Discount, Range Accuracy, ALLOWED: BOOSTS END COST INTERRUPT TIME 120% Fire damage every 1 second for 4 seconds. 80% chance for additional 3.61 TIME CAST Send a Fire Blast at target and set you HELP TEXT: POWER 9Fiery Embrace TIME RECHARGE 40' Click RADIUS Endurance Discount, Recharge ALLOWED: BOOSTS 15.184 ARC and Psionic damage increase for 30 seconds. Negative Energy, 15seconds; 80% Smashing, Lethal, Cold, Energy, 100% HIT MAX TARGETS This power significantly boosts the damage of all your Fire attack HELP TEXT: POWER Click TYPES ATTACK Combustion 80' Damage, Endurance Discount, Recharge 100% Accuracy, ALLOWED: BOOSTS 0Recharge: Slow mastery of fire allows you to violently rai Your HELP TEXT: POWER 5.2 19 0'Consume Click Fire damage; 3.89 damage every 1 second for 8 seconds. 19.46 EFFECTS: 2.67 Recharge, Endurance Discount, Damage, Recovery Accuracy, ALLOWED: BOOSTS 100% 7.8 Fire damage; restore 20 Endurance per target hit. 15.57 EFFECTS: 0 can drain body heat from all nearb You HELP TEXT: POWER 27 0'Blazing Bolt 16 Click Damage, Recharge, Endurance Discount, Range, Interrupt Accuracy, ALLOWED: BOOSTS 0 13 100%Recharge: Slow 1.2 34 Blazing Bolt is a long-range b HELP TEXT: POWER 40'Blaze Click 0' Fire damage; 80% chance for additional 5.42 damage every 1 second for 4 seconds. 99.76 EFFECTS: Damage, Recharge, Endurance Discount, Range 0.73 Accuracy, ALLOWED: BOOSTS 30° 120% 0 4 0.52 Blaze is a short-range but devastating fl HELP TEXT: POWER 150' 10 180 37 14.352 Click 0' 3 0 AoE, Fire 100% 0° 0' 3 20' 0° 15 2.03 0 10.4 1.67 0 15' 180 Ranged, Fire 0 0° 12 — 20' 10 0° 1 0' AoE, Fire 0° 10 10 AoE, Fire 0 0' Ranged, Fire 0° 0 Ranged, Fire random toggle versus players only.

Volume 1 • Issue 1 introduction eneration 100% for 30 seconds; eneration 100% rge decrease for 6 seconds. 7.59 Psionic damage; 50% recharge 7.59 Psionic damage; 30% recharge decrease ate (DoT), Recharge: Slow Moderate, Recharge: Moderate e Smashing damage; 15.57 EFFECTS: Run, Fly, and Jump Speed decrease; 50% Run, Fly, Blast powers, Bitter Ice can Slow a target's Damage while reducing attack speed. Damage: ttack and movement speed, due to the intense ause it can be interrupted. Damage: Extreme, critters only; Domination—80% chance for a 6-second stalker Brute power violently sends a nearby foe flying. It deals minimal damage but can be very effective. Damage: Minor, Recharge: Moderat power violently sends a nearby foe flying. It deals minimal damage but can be very effective. Damage: Minor, damage and may leave the targeted foe Immobilized for a brief time. foes cannot move but can still attack. Damage: o create an enhanced blade of solid ice that deals above-average damage. Being hit by the Greater Ice Sword will Slow a foe's werful version of Ice Blast, Bitter Ice Blast deals much more damage and can also reduce your enemy's Accuracy. Like other Ice werful version of Ice Blast, Bitter Blast deals much more damage and can also reduce your enemy's Accuracy. ge and can slightly reduce a target's attack speed. It has a very fast attack rate. Damage: Minor, Recharge: Fastge and can slightly reduce a target's attack speed. It has very fast attack rate. Damage: Minor, 21.68 EFFECTS: be. You must be in close proximity to pull off this attack, which wreaks havoc on your foe's synapses, dealing moderate Psionic be. You ty breath that can Slow your opponents' movement and attacks. It's very accurate and very deadly at medium range. Damage: Moder nic attack has a bonus to Accuracy and can Slow target's rate. This is sniper attack, best fired from distance bec amage and can slightly reduce a target's attack speed. Damage: Moderate, Recharge: Fast Psionic damage; 30% recha 36.14 EFFECTS: s weakening their Hit Point regeneration and Endurance recovery Longs weakening their Hit Point and boosting your own. Recharge: Very Increase reg EFFECTS: players only. the minds of all foes within its conical area effect, inflicting moderate damage. Damage: Moderate, Recharge: Slow 3 EFFECTS: ase for 6 seconds; 20% Run, Fly, and Jump Speed decrease for 12 seconds; 20% recharge decrease for 12 seconds. seconds; 20% recharge decrease for 12 and Jump Speed decrease for 12 ase for 6 seconds; 20% Run, Fly, 0 seconds; 20% recharge decrease for 10 seconds; 64% chance to drop random toggle versus players only. 0 seconds; 20% recharge decrease for 10 around yourself, Slowing the attack rate of all nearby foes, as well as their movement speed. Recharge: Very Fast around yourself, Slowing the attack rate of all nearby foes, as well their movement speed. Recharge: Very 70% EFFECTS: Mastermind s players only; reduce Endurance recovery by 5 versus critters only; reduce Endurance recovery by 30 versus players only. econd Immobilize of 4.47 strength versus players only; Domination—80% chance for a 9-second Immobilize of 4.47 strength versus Corrupter DOMINATOR Psionic Assault Icy Assault cont. Psychic Scream Damage, Recharge, Endurance Discount, Range Accuracy, ALLOWED: BOOSTS 15 This howl of Psionic energy resonates in HELP TEXT: POWER Click 100% 60' 11.856 0 2.67 12 60' 30° 10 AoE, Psionic Bitter Ice Blast Hit, Slow Damage, Recharge, Endurance Discount, Range, Debuff To Accuracy, ALLOWED: BOOSTS 37 Click A slower yet more po HELP TEXT: POWER 100% 50' 13 0 1.07 12 0' 0° 0 Ranged, Smashing, Cold POWERFrost Breath Damage, Recharge, Endurance Discount, Range, Slow Accuracy, ALLOWED: BOOSTS LEVEL seconds. seconds; 20% recharge decrease for 10 and Jump Speed decrease for 10 25.3 Cold damage; 20% Run, Fly, EFFECTS: 19 TYPE This power unleashes a cone of fros HELP TEXT: POWER ACCURACYChilling Embrace Click RANGE Endurance Discount, Recharge, Slow ALLOWED: BOOSTS END COST 120% 27 INTERRUPT TIMErecharge decrease. Toggle While this is active, you dramatically lower the temperature HELP TEXT: POWER TIME CAST 40'Greater Ice Sword 100% TIME RECHARGE Damage, Recharge, Endurance Discount, Slow RADIUS Accuracy, ALLOWED: BOOSTS 15.184 34 ARC 0'chill. Damage: High, Recharge: Slow Click HIT MAX TARGETS TYPES mastery of the Ice Sword allows you t ATTACK Your HELP TEXT: POWER 0.13 120% 0 and Jump Speed decrease for 1 Lethal damage; 38.92 Cold 20% Run, Fly, 37.36 EFFECTS: 5' 0 10.192 2.67 0 0.73 16 40' 2 1.83 30° 10' 10 10 0° 0' AoE, Cold 10 0° AoE, Cold 0 Melee, Lethal, Cold movement and attack speed. Damage: Superior, Recharge: Slowmovement and attack speed. Damage: Superior, Hit decre To Smashing damage; 46.26 Cold 7.5% 36.14 EFFECTS: Subdue Damage, Recharge, Endurance Discount, Range, Immobilize Accuracy, ALLOWED: BOOSTS Subdue deals moderate Psionic HELP TEXT: POWER 27 Click 100% 100' 8.528 0 1.67 8 0' 0° 0 Ranged, Psionic POWERPsionic Dart Damage, Endurance Discount, Range, Recharge Accuracy, ALLOWED: BOOSTS LEVELfor 5 seconds. TYPE 0 This basic attack does minor Psionic dama HELP TEXT: POWER ACCURACYMind Probe RANGE Click Damage, Endurance Discount, Range, Recharge Accuracy, ALLOWED: BOOSTS END COST 100% INTERRUPT TIMEModerate, Recharge: Moderate 1 TIME CAST Grip the mind of your foe with a Mind Pro HELP TEXT: POWER 100' TIME RECHARGE Click RADIUS 63.84 Psionic damage; 40% recharge decrease for 6 seconds; 5% chance to drop toggle versus EFFECTS: 5.2 ARC 100% chance for a Knockback. Psionic damage; 100% 15.57 HIT MAX TARGETS TYPES ATTACK Mental Blast 5' Damage, Endurance Discount, Range, Recharge Accuracy, ALLOWED: BOOSTS 0 8.528 9 This basic attack does moderate Psionic d HELP TEXT: POWER Click seconds. decrease for 10 1.33 0 100%Drain Psyche 100' Accuracy Endurance Discount, Recharge, Heal, Recovery, ALLOWED: BOOSTS 1.5 for 30 seconds; reduce regeneration by 5 versus critters only; reduce regeneration by 30 versu increase Endurance recovery 100% 19 1.17 5.2 drain the psyche of nearby foes, thu You HELP TEXT: POWER Click 0' 100% 8 0 0° 0'unresistible Immobilize of 4.47 strength versus players only. Psionic Lance 0' 13 Damage, Recharge, Endurance Discount, Range, Interrupt Accuracy, ALLOWED: 0BOOSTS 2.67 0° 34 This extremely long-range Psio HELP TEXT: POWER Click Ranged, Psionic 0 4 120% 0 175' 0.73 0' Melee, Psionic 14.352 0° 120 3 0 10' 1 0° Ranged, Psionic 10 12 AoE, Psionic 0' 0° 0 Ranged, Psionic Telekinetic ThrustTelekinetic Damage, Recharge, Endurance Discount, Knockback Accuracy, ALLOWED: BOOSTS 3 Click This focused attack or intense mental HELP TEXT: POWER 100% 5' 6.864 0 2.07 6Recharge: Slow 0' 0° seconds. recharge decrease for 10 Psionic damage; 15% 99.76 EFFECTS: 0 Melee, Smashing, Psionic EFFECTS: 59.27 Psionic damage; 80% chance for a 6-second Immobilize of 4.47 strength versus critters only; 80% chance for a 4-s EFFECTS:

Volume 1 • Issue 1 INTRODUCTION or 10 seconds. or 10 he thorn deals additional Toxic damage and he thorn deals additional Toxic argets they hits. Thorn poison deals s' Defense. Damage: Moderate, Recharge: Fast et close to you. Toxic damage from the thorns et close to you. Toxic l only a short distance, their impact can knock g Toxic damage, a successful attack can slow g Toxic d to move at a slower rate. They will also take some Knockdown; 64% chance to drop random toggle ; 7.5% Defense decrease for 12 seconds; 100% chance seconds; 100% Defense decrease for 12 ; 7.5% s multiple targets. It can even knock foes down. . Damage: High, Recharge: Slow or 15-second Immobilize of 4.47 strength versus critters or 15-second tters only; Domination—25% chance for a 6-second unresistible THE BASICS ARCHETYPES GROUP DYNAMICS throw a small cluster of large thorns at targeted foe. These carry a large amount of the toxin. In addition to dealin in all directions around you. These thorns travel only a short distance, but they can deal moderate damage and poison any targ horns in a wide cone front of you, impaling foes caught within the area. These thorns deals moderate damage and poison any t e attack and Skewer your foe with the large thorn on your arm. Skewer deals moderate damage and poisons your foe. Poison from t e attack and Skewer your foe with the large thorn on arm. deals moderate damage poisons foe. Poison orny Darts at your foes. They deal moderate damage. Poison from the darts deals additional Toxic damage and can reduce your foe from the darts deals additional Toxic orny Darts at your foes. They deal moderate damage. Poison attack, Thorn Barrage unleashes your thorns at high velocity, causing severe damage at close range. Although these Thorns trave attack, Thorn Barrage unleashes your thorns at high velocity, a targeted location. The small thorns pepper the ground over large area. Enemies that pass Thorntrops will be force ctacular slashing maneuver that attacks all foes in a wide arc directly front of you. Ripper deals massive damage and poison very 1 second for 4 seconds; 7.5% Defense decrease for 6 seconds; 5% chance to drop toggle versus players only. very 1 second for 4 seconds; 7.5% ecrease. ionic attack that wracks the minds of all nearby foes. Affected foes may have a reduced rate and be left Disoriented r a few seconds and slightly increases damage. Recharge: Long seconds; 50% damage increase f Hit increase for 10 50% To EFFECTS: ance for 3.61 Toxic damage every 1 second for 5 seconds; 15% Defense decrease for 8 seconds. damage every 1 second for 5 seconds; 15% Toxic ance for 3.61 damage; 80% chance for 7.78 Toxic damage every 1 second for 5 seconds; 22.5% Defense decrease for 12 seconds; 60% chance for a damage every 1 second for 5 seconds; 22.5% Defense decrease 12 Toxic damage; 80% chance for 7.78 c damage every 1 second for 4 seconds; 22.5% Defense decrease for 10 seconds. c damage every 1 second for 4 seconds; 22.5% Defense decrease 10 Slow damage every 1 second for 4 seconds Toxic chance for 3.61 Lethal damage every .5 second for 2 seconds; 100% 17.71 EFFECTS: layers only. Zones ecrease for 15 seconds; 22.5% Defense decrease for 15 seconds. seconds; 22.5% Defense decrease for 15 ecrease for 15 e, Recharge: Moderate chance f damage every 1 second for 7 seconds; 100% Toxic Lethal damage; 80% chance for 3.61 47.71 EFFECTS: cond Disorient of 2.98 strength versus players only; Domination—25% chance for a 9-second Disorient of 2.98 strength versus cri Villains PvP Bases Psionic Assault cont. Thorny Assault Thorn poison deals additional Toxic damage and can reduce your foes' Defense. Damage: High, Recharge: SlowThorn poison deals additional Toxic Lethal 66.17 EFFECTS: Aim 15 Click 100% 0' 5.2 0 1.17 90 0' 0° 0 — POWERPsychic Shockwave Damage, Recharge, Endurance Discount, Disorient Accuracy, ALLOWED: 37BOOSTS LEVEL Click TYPE Psychic Shockwave is a devastating Ps HELP TEXT: POWER ACCURACY 100% RANGE END COST 0' INTERRUPT TIME TIME CAST 10.192 TIME RECHARGE RADIUS ARCPOWER HIT MAX TARGETS 0 TYPES Thorny Darts ATTACK Damage, Recharge, Endurance Discount, Range, Debuff Defense Accuracy, ALLOWED: BOOSTS LEVEL Defense decrease for 5 seconds. damage every 1 second for 4 seconds; 15% Toxic 30.36 Lethal damage; 80% chance for 1.8 EFFECTS: 0 TYPE 1.97 This power hurls small Th HELP TEXT: POWER ACCURACYSkewer Click RANGE Damage, Recharge, Endurance Discount, Debuff Defense Accuracy, ALLOWED: BOOSTS END COST 100% INTERRUPT TIMEcan reduce your foe's Defense. Damage: Moderate, Recharge: Fast 10 TIME CAST lunge forward with this mele 80' You HELP TEXT: POWER TIME RECHARGE 1 RADIUS damage e 63.84 Lethal damage; 80% chance for 3.89 Toxic EFFECTS: 4.368 Click 25' ARC damage and can reduce your foes' Defense. Damage: Moderate, Recharge: Slowadditional Toxic HIT MAX TARGETS 100% TYPES 0° ATTACK 32.53 Lethal damage; 80% ch EFFECTS: 0 5' 10 8.528 and Jump Speed d Immobilize of 4.47 strength versus players only; disable Flight; 30% Run, Fly, chance for 10-second only; 100% 1.33 AoE, Psionic Hit Recharge, Endurance Discount, Buff To ALLOWED: BOOSTS 0 3 Aim greatly increases the Accuracy of your attacks fo HELP TEXT: POWER can reduce the Defense of affected foes. Damage: Moderate, Recharge: Slow 1.63 0' 35.03 Lethal damage; 80% chance for 3.89 Toxi EFFECTS: 0° 8trivial Lethal damage over time. Damage: Minor (DoT), Recharge: Slow 0 Lethal damage every 1 second; 80% Run Speed d 2.81 EFFECTS: 0' 0°versus players only. Ranged, Lethal Thorn Barrage Damage, Recharge, Endurance Discount, Range, Knockback Accuracy, ALLOWED: BOOSTS 0 37 A short-range but devastating HELP TEXT: POWER Click Melee, Lethal 100% 20' 10.192 0 2 11 0' 0° 0 Ranged, Lethal Fling Thorns Damage, Recharge, Endurance Discount, Range, Debuff Defense Accuracy, ALLOWED: BOOSTS 3 can throw dozens of t You HELP TEXT: POWER Impale Click Immobilize Damage, Recharge, Endurance Discount, Range, Debuff Defense, Slow, Accuracy, ALLOWED: BOOSTS 100%target, preventing running, jumping, or flying. Most foes will likely be completely Immobilized, unable to run. Damage: Moderat 30' can You HELP TEXT: POWER 9 Click 13 100%Thorn Burst 80' Damage, Recharge, Endurance Discount, Debuff Defense Accuracy, ALLOWED: BOOSTS 0 19 6.864 can explode dozens of thorns You HELP TEXT: POWER Thorntrops Click Recharge, Endurance Discount, Range, Damage, Slow ALLOWED: BOOSTS 100% 1.63 0 27 fling dozens of thorns into the ground at You HELP TEXT: POWER 0'Ripper Click 12 Damage, Recharge, Endurance Discount, Knockback, Debuff Defense Accuracy, ALLOWED: BOOSTS 15.184 100% 2.43 can unleash a spe You HELP TEXT: POWER 25' 34 30' 0 Click 6 7.8 90° 100% damage and can reduce your foes' Defense. Damage: High, Recharge: most foes on their backs. Thorn poison deals additional Toxic for a Knockback. 10 5' 3 0' 0 11.024 0° AoE, Lethal 15 1.63 0 0 15' 45 Ranged, Lethal 0° 2.17 0' 10 11 0° AoE, Lethal 5' 0 90° — 5 Melee, Lethal EFFECTS: 70.84 Psionic damage; 25% chance for a 6-second Disorient of 2.98 strength versus critters only; 25% chance for a 4-se EFFECTS: Disorient of 2.98 strength versus players only; 50% recharge decrease for 20 seconds; 64% chance to drop random toggle versus p

Volume 1 • Issue 1 ZONESZONES Welcome to the Rogue Isles

In this section you’ll find an atlas to the sandy shoals of the Rogue Isles, featuring every zone, along with massive reams of data covering just about every last aspect of each zone you could possibly want to know (and much Lord Recluse would rather you didn’t). The zones are arranged in alphabetical order. Bloody Bay

Skyway City Meteor Char (M6) Exploration Badges Firebase 2 (F2) C Contacts Crooked Politician (1) Firebase 3 (F3) Cap au Diable Firebase 4 (F4) Warzone Agent Eckman (C1) All Consuming (2) Firebase 5 (F5) M Meteors Warzone Operative Oudot (C2) Imploding (3) Firebase 6 (F6) Meteor Jay (M1) Evil Scientist (C3) Ghoulish (4) Firebase 7 (F7) Meteor Panch (M2) Scientist (C4) Hospital (Villain) Meteor Do (M3) Firebase 8 (F8) Meteor Ek (M4) P Plaques F Firebase Meteor Teen (M5) Swashbuckler 1 (P1) Firebase 1 (F1)

Color Codes Blue outlined areas are Hero base zones. Purple outlined areas are Villain F1 safe zones. Dead Coast Orange outlined areas are hostile 2 to both Heroes and Villains. F C4 Enemies here will attack both C1 sides. M1 Freedom Base

1 M3 M2 F8 2 Forgotten Green P1 Forest Nugget F3 F7 4 Ground Zero F4

M4 Arachnos F6 Base 3

2 M5 water street C C3 Boardwalk M6 F5

Volume 1 • Issue 1 Essential Data Level Range: 15+ (auto-leveled to 25) Neighborhoods: 8 PvP Zone: Yes Trainer(s): No

INTRODUCTION Strike Force NPC: NA Connections Cap au Diable: Local Helicopter Skyway City (CoH): Paragon Helicopter THE BASICS

History: Bloody Bay

ARCHETYPES The island that became known as Bloody Bay was settled in the early 1800s as a slave-sorting center between western Europe and the Americas. The bustling port made the island wealthy and quality of life was high—for the residents, at least. Unfortunately, the trade ships also brought large numbers of sick and dying slaves. The healthy captives were shuffled onto new boats, while the sick were callously left behind for the locals to deal with. Some slave refugees recovered, but most perished and their bodies were buried in Upland Forest.

GROUP In 1817, a large group of slaves revolted, possibly with the aid of the restless spirits of the long-dead DYNAMICS Mu found throughout the Rogue Isles. The inhabitants were at first overwhelmed, but sailors from the ships joined in and a massive battle with no quarter for either side was fought at the docks. When the battle was over, the bodies were dumped in the harbor to feed the gathering sharks. The beasts have remained thick in these waters ever since. It was said the entire lagoon turned crimson. From that point on, “Oceanview” was forever called “Bloody Bay.” Zones Despite its dark and violent past, Bloody Bay slowly recovered. It remained a convenient trading post, and business and industry thrived for nearly a century. But cursed ground dies hard, and Bloody Bay was struck by meteors in 1989, killing thousands and rendering the entire island uninhabitable due to radiation and strange creatures that rose from the ruins. Arachnos provided some passage, but the sick and irradiated were abandoned to fend for themselves. There is much evidence to suggest these meteors are fragments of a cosmic being named after the Hindu deity “Shiva,” the destroyer of worlds. According to some, Shiva was a planet-devouring entity Villains discovered in the late 1960s. By 1986 Shiva’s course was confirmed—she was heading toward Earth. Several world powers secretly contributed their best and brightest super-powered beings to a covert strike team and launched them into deep space with a nuclear weapon designed to destroy Shiva. The team was never heard from again, but Shiva could no longer be sensed by Earth’s scientists or mystics, so it was believed she was

PvP destroyed. When the meteors struck Bloody Bay, intrepid reporters uncovered the secret of Shiva and quickly determined these fragments were pieces of the dread Destroyer. Lord Recluse returned when he heard this news, sending teams of Arachnos to study the meteor and determine if it would help him in his plan for world domination. Longbow responded with their own exploratory team, claiming that the island had been abandoned and was therefore neutral ground. Now the two powers and their super-powered agents fight for control of the meteor fragments and their amazing power to spawn proto-plasmic

Bases entities called “Shivans.”

Volume 1 • Issue 1 ENEMIES Ghosts Water Street Slaves, pirates, and citizens too This neighborhood was once the Bloody Bay is crawling with poor for the cemetary of Bloody high business district. The area is in enemies. Most are looking for Bay were all buried in mass graves far better shape than the rest of the salvage in the ruins, while a few in the lonely woods now called city, though Shivans still roam free have heard about the meteors the “Forgotten Forest.” Their in the streets. and their strange properties. restless spirits haunt here, looking for vengeance against Ground Zero Arachnos those who still have what they The central meteor hit downtown Lord Recluse’s men are not happy long for most—life. and hit it hard. The path of the to be here. They abandoned this Neighborhoods: Forgotten Forest. shard can be seen in the long place once and see little value in trench leading to it. fighting monsters for an Shivans Some who have investigated irradiated, abandoned island. On The weird creatures known as the this fragment claim it has grown the plus side, there’s no clear Shivans originate here. The best “roots” underground that lead ownership of the island now, anyone can figure, they are living directly into the nearby giving them free reign to fire on “blobs” of the entity known as mausoleums. Certainly the Longbow’s so-called “Heroes.” Shiva. They seem to use bones Shivans use human bones to prop Neighborhoods: Arachnos Base. and bits of junk to give them form up their protoplasmic bodies, so and structure, though there is perhaps these tales are true. Longbow little doubt they are held together Longbow needs little excuse to mostly by sheer malevolence. Forgotten Forest fight Arachnos, but the combi- Neighborhoods: Green Once known as Upland Forest, nation of the island’s now- Nugget, Water Street, Boardwalk, this neighborhood used to be a ambiguous ownership (since Forgotten Forest, Dead Coast, large burial ground for all the Recluse abandoned it) and the Ground Zero. unfortunate slaves who perished strange meteors cinched the deal. here. The large number of dead They’re here in force, though they Neighborhoods has given rise to a disproportion- let independent Heroes do most ately high number of Shivans. of the fighting to avoid as many Green Nugget political incidents as possible. This area of town was one of the Dead Coast Neighborhood: Freedom Base. wealthiest outside the business Once a beautiful cove and beach districts because people would where people liked to snorkel The Circle of Thorns travel here from some of the when tourism was popular, Dead The Circle of Thorns knows the other Rogue Isles as well as the Coast is now a watery wasteland. Mu were once strong here and are U.S. to gamble. The beaches are covered in always on the lookout for any When the meteors struck , one rubble and debris, and in the sign of their return. of the larger fragments hit in once-pristine cove sits the last Neighborhoods: Green Nugget, front of the island’s largest meteor to hit Oceanview. The Water Street, Boardwalk, casino, ironically called “The water around the fragment is Forgotten Forest, Dead Coast, Green Nugget.” tainted; no living creatures swim Ground Zero. near this coastline anymore. Boardwalk Freakshow This neighborhood used to be a Safe Zones The Freakshow came purely housing and small business These safe zones were estab- looking for salvage. They’ve district. Most everyone who lished by Arachnos and Longbow found it in droves, but they’re not worked and lived in Bloody Bay to provide entry for their above taking advantage of the had their homes here, and small “freelance” agents—Heroes and chaos and lawlessness here to businesses were intermingled Villains recruited to gather pick on Heroes and Villains who between apartment buildings and samples of the meteor for their cross their path. condos. respective sides. Neighborhoods: Green Nugget, Water Street, Boardwalk, Dead Coast, Ground Zero.

Volume 1 • Issue 1 Cap au Diable INTRODUCTION

New Haven 5

1 3 C Mount Vagabond 2 Diable 1 THE BASICS 3 Hills P P2 C2 P1

Aeon City 4

ARCHETYPES C4

C3 C5

C6 GROUP DYNAMICS

C7 C8

Haven

Zones Devil’s Coat Tails 10 C9 C Villains

Hospital Nat. Store P Plaques Lorekeeper 4 (P1) Base Portal Sci. Store Technofreak 1 (P2) Technofreak 2 (P3) Trainer Tec. Store Arbiter Howe Exploration Badges PvP Arbiter Orr Quartermaster (x3) Sparky (1) Media Junky (2) Ferry C Contacts Egghead (3) Port Oakes Golden Roller (C1) Steamed (4) Operative Wellman (C2) Sweet Touch (5) Black Helicopter Line Willy Wheeler (C3) Tarikoss (C4) Bloody Bay Marshal Brass (C5) Boris the Russian (C6) Magic Store Desdemona the Glint (C7)

Bases Dr. Shelly Percey (C8) Mut. Store Dmitri Krylov (C9) Peter Themari (C10)

Volume 1 • Issue 1 Essential Data Level Range: 10–20 Neighborhoods: 5 PvP Zone: No Trainer(s): Arbiter Howe Strike Force NPC: Virgil Tarikes Connections Bloody Bay: Local Helicopter Grandville: Rogue Ferry Line (NA) Mercy Island: Local Helicopter Nerva Archipelago: Rogue Ferry Line Port Oakes: Local Ferry Sharkhead Isle: Rogue Ferry Line St. Martial: Rogue Ferry Line

History: Cap au Diable

Legend says the Children of Enos were a French cult who fled Europe and discovered the Rogue Isles. There they found the ruins of an ancient Mu outpost and the scars of the war against the Oranbegans long before. One of the Children of Enos, a sorcerer named Blaise Celestine, discovered the last writings of the Mu, which described the demons their enemies had used against them. Celestine began to delve deeper into demonology, but his progress—so far away from any ancient sources—was slow. The spirits of Oranbega had already sensed the Children’s presence on the old Mu outpost, and feared they might somehow reawaken their ancient enemies. So they quietly planted dreams in the minds of those who first chased the Children from France, revealing their location. Within months, French warships appeared on the horizon and musketeers stormed the Children’s camps. Several refugees found their way to Celestine and told him of the horrors taking place on the other islands. Realizing his was a losing battle, Celestine accelerated his studies by making a direct plea to the dark powers. The bloody history of the island and Celestine’s own limited research were almost enough—but not quite. He realized he needed a sacrifice. Celestine fretted and delayed, driving himself mad with the realization of what he must do. He almost waited too long—a landing party of French soldiers came ashore and drove the few remaining cultists up the slopes of the island’s volcano. Celestine made up his mind as follower after follower died. At the top of the mountain, he grabbed his remaining companion— his own daughter Daphne—and threw her into the volcano. Form the mountain rose a massive demon, summoned by Celestine’s prayers and sacrifice. It was Batz’Ul, a horned terror from the lowest bowels of the pit. Without the proper binding rituals, the demon was free to do as it pleased. Its first act was to devour the foolish Celestine. The soldiers fought well, but Batz’Ul slew most of them and allowed a few to escape only so they would bring more back. They did, and those were slaughtered the same as the first. The demon could not leave the island—Celestine had managed that much—and the locals had no interest in venturing to its hellish domain. So Batz’Ul raged and burnt the landscape to cinders. Years later, Father Hardi, the same priest who would later cleanse the fort at Port Oakes, put together a band of blessed adventurers and ventured to Batz’Ul’s domain. While the adventurers held Batz’Ul at bay—at great personal cost—the ever-prepared Father Hardi enacted a ritual he had researched long before setting foot on the island. Batz’Ul was cast into the volcano, and its vent was sealed by Hardi’s powerful magic. The peak took on the shape of Batz’Ul’s massive head. The lay of the island beneath the “horned mountain” caused later settlers to name it Cap au Diable, or the “Cape of the Devil.” Years later, the capped volcano still burns hot. The people know it is a dormant volcano but few believe the tales of cults and devils, and have no rational explanation for its bizarre shape.

Volume 1 • Issue 1 Contacts

Dr. Dmitri Krylov: This former Russian Willy Wheeler: Everyone has heard about Boris the Russian: Boris is a heavy-set scientist is rumored to have been part of Willy “Dealer” Wheeler. He’s the guy who Ukrainian with thick black hair, beard,

INTRODUCTION a super-secret Soviet program to develop wants to hit it big, but hasn’t. Instead, and mustache. He was once a high- metahuman soldiers. After the fall of the he’s a little man with a big chip on his ranking KGB officer in the old Soviet Soviet Union, Dmitri came to the Rogue shoulder. Lately things have been a little empire and the rumor is Islands to continue his experiments and different though. Apparently Willy’s got a that after the Cold War he joined up profit from the results. new source of hot tips. Maybe he’s finally with Arachnos. If that’s true, he must Dr. Shelly Percey: An underworld doctor ready for the big time. have displeased Lord Recluse, for he

THE BASICS interested in metahumans, both natural Marshal Leon Brass: An imposing African- now works the streets selling infor- and artificial, Dr. Percey gets a lot of American from Detroit, Leon Brass rose mation to thugs like you. information from treating wounded through the ranks of Arachnos through a Virgil Tarikoss : Somewhere on Mt. Diable, metahumans, but she also needs field series of succesful campaigns, culmi- the mad mystic known as Virgil Tarikoss reports from others. She owes a lot of nating in the capture of of the mad waits. Rumors are spreading in shadowy favors to King Midas, since he’s helped scientist Carl Egon some years ago. mystic circles that Tarikoss seeks at least her get drugs and equipment she Since then he has been promoted to four utterly remorseless individuals to ARCHETYPES needed and she’s patched up his men the rank of Marshal for Cap au Diable. He form a Strikeforce and accomplish a over the years. There may be something clashes frequently and publicly with Dr. great and evil deed. developing between them. Aeon, the scientific genius Governor of Peter Themari: Some say Peter Themari is the island. a demon in human form. Whether it’s Golden Roller: No one knows who the true metaphysically, mystically, or spiri- Golden Roller really is, only that he gets GROUP tually, everyone who knows him thinks his name from the sleek gold Cadillac he DYNAMICS he’s a horrible person, and most of the drives around Cap au Diable. The word people who know him are villains. on the street is that he’s a Themari loves the Rogue Isles troubleshooter for the Goldbrickers, the because they let him indulge his every high-tech thieves who work for the depredation. He looks on the islands as famous King Midas.

Zones his own hunting ground and passion- Arachnos Operative Wellman: Operative ately hates anyone who would dare to Wellman is an Arachnos agent put in bring justice or righteousness to them. charge of making continued harassing Desdemona the Glint: Desdemona is attacks against Paragon City because without doubt the city’s snappiest he’s really bitter about Paragon and its dresser. She’d make the city’s “Best Heroes. He used to be a policeman, and Dressed” list if she didn’t work with got tired of the so-called Heroes taking

Villains common criminals. Desdemona got to the spotlight. In truth, he was a corrupt know the city’s crime lords by making cop anyway, and he got caught. He still costumes for them. She still designs thinks the city owes him, though, and outfits, but she likes to make a few quick Arachnos is more than willing to use his bucks selling information injured pride and organizational zeal for as well. their own ends. PvP

Enemies THe Circle of Thorns Clockwork As always, the sinister Circle of How the devious Clockwork exist Arachnos Thorns combs the Rogue Isles so far from the Clockwork King’s Lord Recluse’s soldiers are every- searching for descendants and pyschic powers is a great mystery where, and they are rarely happy relics of long-lost Mu. on Cap au Diable. Many theorize

Bases to see their master’s “Chosen.” Neighborhoods: New Haven, there must be another source. Neighborhoods: All. Mount Diable, Vagabond Hills. Neighborhoods: Aeon City, Mount Diable.

Volume 1 • Issue 1 The Council other “noise.” The catch-up nature out of WSPDR’s offices here. Some The Council brokers many deals in of the district means its rent is wonder why Lord Recluse Cap au Diable, usually for high- cheaper, crime is more rampant, tolerates her constant prodding, tech weapons and gear stolen by and violent rampages by super- but so far she has proven immune the Goldbrickers. They also powered beings are all too to Arachnos’s wrath. frequently recruit fresh blood common. from the downtrodden. Vagabond Hills (Levels 18–20) Neighborhoods: Haven. Aeon City (Levels 14–16) The hills south of New Haven are Aeon City is proclaimed as a said to be the hiding place of Gold Brickers model of perfection. Nestled in Martin Henri—founder of the Aeon City provides King Midas’ the foothills of Mount Diable, it Luddite movement. high-tech thieves with numerous was founded by the renowned Dr. These hills are also home to targets. They can usually be Aeon roughly a decade ago. numerous vagrants, dispossessed found hovering around tall Dr. Aeon is now the benevolent when Dr. Aeon “relocated” them buildings staking out their latest Governor of Cap au Diable, and is to create Aeon City. Many of these target. responsible for such incredible former homeless have heard Neighborhoods: Aeon City, Haven. innovations as giant produce, Martin Henri’s message and organ cloning, and perhaps his joined the Luddite’s ranks, so Luddites most famous invention, the Aeon’s plan may have backfired. The descendents of Father Henri “Power Transference System.” oppose Dr. Aeon’s technology, The “PTS” supports the “City of Mount Diable (Levels 18–20) claiming it serves evil ends. They the Future” and its incredible The island’s greatest landmark is petition constantly, trying to energy demands. This amazing an old volcano and its strange sway others to their cause and creation taps the bowels of rock formation called the “Head claiming the rumors of the dormant Mount Diable and of the Devil”. The horns are visible demon trapped in the volcano are efficiently transfers geothermal from much of the isle, making it true. Even more ridiculously, they energy into clean electricity. Its easy for new visitors to quickly claim Dr. Aeon has tapped into massive tendrils stretch get their bearings. the demon, and that it is the throughout the island, providing The Luddites and certain thing’s infernal energy that powers clean and efficient power to all occultists claim the horns are Aeon City’s acclaimed Power who need it. some after-effect of an actual Transference System (the PTS). The Luddites claim the “PTS” demon of gargantuan size that Neighborhoods: Devil’s Coat taps a demon rather than a walked this island in Father Tails, Haven, New Haven, volcano, but everyone knows Henri’s day. They also claim that Vagabond Hills. they’re crazy. Reports of the massive, subway-sized cables “gremlins” occasionally gathering leading from the mountain here Vahzilok around the PTS lines are similarly do not tap a dormant volcano, but Dr. Vahzilok’s followers have ridiculous. the powers of Hell itself! found a new home in this city. Some have “opened up shop,” and New Haven (Levels 15–18) prey on the innocent citizens of New Haven is in many ways Cap au Diable. similar to Haven proper, both in Neighborhoods: Devil’s Coat architecture and in general Tails, Haven. shabbiness. A few newer buildings, WSPDR Neighborhoods News and Aeon University, have appeared recently, as if to trick Haven (Levels 12–14) the casual visitor into ignoring the If Aeon City is the model, Haven is rest of the neighborhood but the aspirant. Its buildings have not really just providing even more adapted the brighter surface of marked contrast to New Haven’s Dr. Aeon’s neighborhood and still neglect. bear scores of neon signs and The island’s most famous reporter, Amanda Vines, works

Volume 1 • Issue 1 Mercy Island

Fort Darwin INTRODUCTION

1 C4 4 C5 THE BASICS

2 6 C 3 C7

Darwin’s Landing ARCHETYPES

4 P1 C1 5 P2 5 GROUP

DYNAMICS Mercy 3 C2 6

3 3

3 Zones C 1

2 Fort cerberus Villains

Base Portal C Contacts Mongoose (C1) Trainer Arbiter Richard (C2) Essential Data Arbiter Diaz Seer Marino (C3) Level Range: 1–8 Kalinda (C4) Neighborhoods: 4 Ferry Matthew Burke (C5) PvP Zone: No

PvP Port Oakes Doctor Creed (C6) Trainer(s): Arbiter Diaz; Arbiter Richard Fateweaver (C7) Strike Force NPC: NA 1 Black Helicopter Line P Plaques Connections 2 Fort Cerberus (x3) Lorekeeper 3 (P1) Bloody Bay: Local Helicopter Lorekeeper 4 (P2) Grandville: Rogue Ferry Line 3 Mercy Door Mercy Island: Local Helicopter Exploration Badges Nerva Archipelago: Rogue Ferry Line 4 Mercy Island Cesspool (1) Port Oakes: Local Ferry Snakecharmer (2) Sharkhead Isle: Rogue Ferry Line 5 Darwin’s Landing Chum (3) St. Martial: Rogue Ferry Line Bases Fortified (4) Quartermaster (x3) The Next Big Thing (5) Widower (6)

Volume 1 • Issue 1 History: Mercy Island

A lone town called Mercy rested on the low banks of the island in the days before Arachnos. It was home to a few fishing outfits and more than a few wintering pirates, but frequent disappearances and tales of bizarre snake-like creatures lurking in the island’s many caverns kept the population to a minimum. Lord Recluse claimed this lonely spot of land shortly after his rise to power. Fort Cerberus was erected and patrols were sent out to discover the truth of the “snake-men.” The latter were found in great numbers, but Arachnos’s overwhelming firepower quickly chased them back into their warrens. Over the next decade, Mercy grew and the snake-men were forgotten. But they were far from dead. They’d just retreated deeper into the bowels of the earth. Lord Recluse knew full well the “Snakes” remained, but he decided to leave a few survivors for future study and possible use in plans of world conquest. The Rikti War and the many opportunities it presented changed Recluse’s focus in the new millennium. The Snakes were forgotten and allowed to multiply. A year after the Rikti defeat, the Snakes rose from their warrens and rampaged through Mercy. Arachnos repulsed the mutants, but Lord Recluse mysteriously—and quietly—left the lower end of the island to the Snakes. The creatures had proved quite powerful, and the Master of Arachnos felt they could be studied and put to good use in many of his secret operations. The Snake-infested area of Mercy also provided Lord Recluse with another useful purpose—a sort of Darwinian-proving ground for super-powered beings who were likely to join his cause. Arachnos frequently dumps these hopefuls into Mercy and watches to see who escapes alive. Those who do are tracked and might one day be recruited into Arachnos’s ranks.

Contacts

Kalinda: One of Ghost Widow’s handmaidens, she is the first contact new Villains make on Mercy Island. She can be found in the base in Darwin’s Landing. Mongoose: Mongoose gained his name fighting Snakes in Darwin’s Landing. He’s a tough customer but knows Mercy Island like the back of his hand. He particularly knows about the Snakes, and where they can be found. Seer Marino: An Arachnos veteran of nearly 15 years, Marino joined in her youth with her older brother, Paolo, who became a Wolf Spider. Marino has advanced thanks to her gifts, but her brother is long since missing and presumed dead.

Volume 1 • Issue 1 Enemies get promoted to Wolf Spiders. The Recluse’s secret, grand plan. It all head of a Villain like you is a good starts here, so make your mark, Arachnos gift to present to their superiors. do some damage, and show You might think, having just Neighborhoods: Mercy. them who’s boss. busted you of the Zig, that Skulls Mercy Arachnos would welcome you (Levels 5–7) LIke the Hellions, a few members Beyond Darwin’s Landing is the

INTRODUCTION with open arms. You’d be wrong. The soldiers stationed in this Hell- of the Skulls found their way here reasonably prosperous neigh- hole are bitter and tired of and started all new “chapters” of borhood of Mercy proper. The fighting Snakes. They’ll very the Paragon City gang. streets here are more thought- happily take out their aggression Neighborhoods: Mercy. out and geometric than those in on new “chosen ones” coming in sprawling Darwin’s Landing, and Snakes from Paragon City. the tall Gothic buildings are much THE BASICS Neighborhoods: All. The mysterious Snakes were here cleaner and well kept. Mercy long before the humans or even won’t win any beauty awards, but Hellions the Children of Enos were. it’s first rate compared to the Some of the hardcore prisoners Whether they’re mutants or an Landing. busted out of the Zig were actual race is a subject of some Circling the neighborhood is members of the Paragon City debate. Some say they are what’s huge retaining wall—approxi-

ARCHETYPES Hellions. Most of these left of the Children of Enos, mately 30-feet high and nearly brimstone-loving losers couldn’t warped by dark magic in an half as thick. Arachnos patrols the get anywhere in the City of attempt to hide from the walls to make sure Snakes and Heroes, and they’ve had similar pursuing authorities. Others say other scum can’t get over it. It bad luck here in the City of they are simply a race of mutants. wouldn’t do to let the chaos of Villains. There are even rumors claiming Darwin’s Landing into the more

GROUP Neighborhoods: Mercy. the Snakes are aliens! The truth is profitable areas of town. DYNAMICS most likely none of these. Infected Neighborhoods: Mercy. Fort Cerberus (Levels 7–8) These sad souls hope to gain Fort Cerberus is not only a major super powers from the toxic run- Neighborhoods Arachnos base, but also the home off that spills from mysterious of the famous Ghost Widow! laboratories in Fort Cerberus. Darwin’s Landing (Levels 1–4) Numerous troops man the fort Zones Some actually have, but most just The best way to describe Darwin’s and keep a staging area in constant begin a quick and violent descent Landing is Hell. It’s run-down, readiness for an airborne attack on into madness. chaotic, and filled with people Paragon City. Get too close and Neighborhoods: Mercy. who’d just as soon slit your throat you’ll see it’s protected by deadly as look at you. turrets as well. Longbow Lovely, eh? It’s also the first At the back of the fort is the place you end up after busting famous “Widow’s Tower,” lair of

Villains Freedom Corps’ strike teams have claimed “hot pursuit” of the out of the joint. Ghost Widow herself. Her recent breakouts to blunt interna- Lord Recluse believes that Handmaidens are said to dwell tional criticism of their “invasion” those who can survive the aptly- within and guard her from any of sovereign soil. While the world named Darwin’s Landing are Heroes foolish enough to attempt courts debate their presence, tough enough to move on to the to come after her. Several arcane laboratories PvP they bust and recapture as many next step. Of course, many don’t, criminals as they can. but Recluse is perfectly fine with surround Widow’s Tower, Neighborhoods: Mercy. weeding out such poor candi- confirming reports that Ghost dates before he has invested time Widow has been recruited to Rogue Isles Police and effort in them. harness the power of the spirits The RIP certainly earn their You’ve been given a golden for Lord Recluse’s army. namesake. These brutal bashers opportunity to prove to

Bases are looking to make names for Arachnos you have what it takes themselves with Arachnos and to be truly special—to be a Villain capable of fulfilling Lord

Volume 1 • Issue 1 Nerva Archipelago

Essential Data 5 Level Range: 25–40 Neighborhoods: 4 Thorn PvP Zone: No ISLE Trainer(s): Arbiter Leery Arbiter Frederick 4 Strike Force NPC: Sparcetriel (Level 25- 30); Tresparciel (Level 30-40) C1 Connections Cap au Diable: Rogue Ferry Line Grandville: Rogue Ferry Line Sharkhead: Rogue Ferry Line St. Martial: Rogue Ferry Line, Primeva Local Helicopter

C2 3

14 2 C

Agincourt

C3 C4 1 C5

Crimson Cove C6 C7 C8 C9 C15

P1 C10

C12 C16 C11

C13

Hospital C Contacts P Plaque Technician Naylor (C1) Swashbuckler 2 (P1) Base Portal Trepsarciel (C2) Winston the Gent (C3) Exploration Badge Ferry Psymon Omega (C4) Watcher of the Knoll (1) Rogue Isles Operative Rutger (C5) Locked and Loaded (2) Kelly Uqua (C6) Nerva Wreck (3) Black Helicopter Line Sparcetriel (C7) Primal Instinct (4) Timothy Raymond (C8) Tree Hugger (5) Quartermaster (x3) Arbiter Frederick (C9) Kristof Jaeger (C10) Magic Store Darla Mavis (C11) Stella the Mouth (C12) Mut. Store Lt. Demitrovich (C13) Magus Mu’Drakhan (C14) Nat. Store Crimson Revenant (C15) Shadowy Figure (C16) Sci. Store Arbiter Lupin Tec. Store

Volume 1 • Issue 1 History: Nerva Archipelago

Those of an occult nature claim that Nerva Archipelago was a long-term stopover for the Mu in ages past. They built numerous structures on the island called Primeva to aid them in their magical rituals, INTRODUCTION then set out to destroy the Oranbegans in what is now Paragon City. Things didn’t go exactly as planned, and the Mu were wiped out by their foes’ demonic hordes. With the Mu outpost destroyed, their structures and portals fell into disrepair and were eventually covered over by the verdant forest, where they have lain undisturbed for thousands of years. One or two of the old ruins were found by pirates, but the inhospitable terrain and the vicious things rumored to lurk within kept most at bay.

THE BASICS The outer islands have seen more habitation, and eventually they grew into Crimson Cove, a “protectorate” on the outskirts of U.S. territorial waters. The town is heavily occupied by Heroes and Project Longbow, but since it is outside the Rogue Isles, Lord Recluse and his agents have quietly made it known that independent operators who ply their trade there will be looked on favorably.

ARCHETYPES Contacts

Lieutenant Demitrovich: Demitrovich playing on the other side of the fence. It Psymon Omega: Psymon is an intimi- was a Russian freedom fighter alongside started with bribes and ended with a dating sort. He’s tall, strong, and has a Captain Yushenko, current leader of the dishonorable discharge from Longbow. stare that sees right through you. It’s also

GROUP Longbow forces in Nerva. She’s still a Now Kristoff uses his training to get back said he’s a first-class psychic who can see

DYNAMICS Longbow Agent, but it’s been said she at his former bosses—and make a nice into the future. sells agency secrets to Villains on the profit for himself. Operative Rutger: Agent Rutger is a high- side. Deal with her and make up your Crimson Revenant: Crimson Revenant ranking Arachnos officer who forms own mind. makes a living by hunting Heroes for a special mission teams to counter Darla Mavis: As the heroine Maverick, premium price. He’s done well working vigilante threats to the Rogue Isles. Darla fought evil in the ranks of for Arachnos and so is content to Technician Naylor: Portal Technician Zones Longbow. Until friendly fire from a outsource to other villains for a cut of Grant Naylor joined Arachnos to escape Sapper stole her powers, that is. Now the price. a life of dead-end jobs. His aptitude Darla styles herself the Dark Maverick, Magus Mu’Drakahn: This Mu Mystic is a tests would have placed him as low- and she’s dedicated herself to revenge leading figure among his kind. His main grade Hero-fodder except for one thing: against her former employers. interests seem to lie in expanding his He had an innate grasp of interdimen- Shadowy Figure: This unknown player formidable arcane and political power sional theory surpassing many experts sticks to the shadows. No one knows and uncovering the history of the lost Mu in the field. Villains who he really is, but he definitely has civilization. It’s possible Mu’Drakahn’s Winston the Gent: Winston is that rare his pulse on what’s going down in hatred of the Circle of Thorns is greater thief. One of breeding and education. Crimson Cove. than his loyalty to Arachnos. He’s used his advantages to network Kelly Uqua: Kelly joined Crey Industries Stella the Mouth: Stella never lost her with butlers and maids all over the city— after the Rikti War. Her previous groove, or her big mouth. She’s not who evidently hear far more than most company specialized in reverse- known for keeping secrets, but as long as would think. PvP engineering advanced tech, and rumor she shares with you it ought to be fine. has it she’s been continuing that line of Timothy Raymond: Timothy is a psi- work by providing Crey with contraband latent who managed to break the mind- Rikti weapons through contacts here in control of the Rikti before he became the Rogue Isles. their pawn for life. But he didn’t make it Kristof Jaeger: Kristof was a long-time out without certain permanent changes Longbow Agent until he realized he liked to his mind and body. Bases

Volume 1 • Issue 1 Enemies fight off Recluse’s Villains. trying to get by. That makes them Neighorhoods: Crimson Cove. perfect targets for super-villains Arachnos from the nearby Arachnos terri- Longbow Arachnos treads carefully here. tories and Primeva in particular. Nerva is legally a US protectorate, You can’t swing a dead hero Primeva and Lord Recluse doesn’t need an without hitting one of Longbow’s (Levels 33–37) international incident turning goody-two shoes. They have a This island is called Primeva more of the world against him. major base here and patrol (prime-eeva) for its lush jungle Neighorhoods: Crimson Cove. fiercely to keep Arachnos out. and vine-covered ruins. Evidence Neighborhoods: Crimson Cove, of a long-lost Mu settlement is Circle of Thorns Agincourt, Primeva. everywhere, as are numerous The Oranbegan sorcerers are thick in portals located in the ruins. The The Lost Nerva, as there are dozens of whole island is extremely lush unexplored Mu ruins to investigate. Rumors of alliances between the with vegetation. Small rolling hills Neighorhoods: Primeva, Thorn Isle. Lost (and their Rikti masters) and cover the island, and trees snake Arachnos have given Longbow through the hills. Coralax grave concerns. Over the centuries, those who Common to this part of the Rogue Neighorhoods: have come here have felt an Isles are the mysterious Coralax. Crimson Cove, Primeva. ominous presence. As if raw They wander the coasts, hunting power itself kept watch over Wyvern for unsuspecting prey to drag Primeva. into the briny depths. Manticore’s vigilantes are friendly Those with occult training Neighorhoods: with Longbow and often help finally realized what even the Agincourt, Crimson Cove. them fight the encroachment of most non-sensitive visitor had Villains from the Rogue Isles. sensed. The island happens to lie The COuncil Neighorhoods: atop two conjoining ley lines, The Council has insinuated itself Agincourt, Crimson Cove. ehtereal “streams” of arcane between the cracks, instigating energy. war between Arachnos and Neighborhoods It’s quite obvious the Mu under- Longbow at every turn for their stood this, for their ruins are built own nefarious ends. Crimson Cove (Levels 15–20) directly beneath the ley lines. Neighorhoods: Crimson Cove. After the civilization of Mu was There is much evidence to chased out of the Rogue Isles, suggest Primeva was the last Crey massive earthquakes rocked an stronghold of the Mu. The ruins The Countess has many offices in island once known as Primeva, here date to about the time of the the area, and her minions love to splitting it into three distinct great war between the Mu and the mix it up with Heroes and Villains landmasses. Centuries later, Crimson Oranbegans, and strange glyphs alike. Cove was settled and the smaller have been interpreted by some to Neighorhoods: islands were linked by bridges. mean the “end times.” Crimson Cove, Primeva. Crimson Cove sits just inside the territorial waters of the U.S., Devouring Earth but is considered a protectorate The thick jungle and weird Mu much like Puerto Rico. A large city ruins call to the Devouring Earth, has grown up there, serving as a and they have come! sort of “doorway” between the Neighorhoods: Primeva, Thorn Isle. Rogue Isles and the mainland from the Golden Age of Piracy to Legacy Chain the present. The Legacy Chain is curious about Longbow considers Crimson all the mystical mumbo-jumbo Cove a bellwether for Arachnos’s happening on Nerva’s outskirts. progress in the Cold War. The They’re also friendly with people here certainly have a bit of Longbow and eager to help them scoundrel in them as a rule, but are otherwise normal folks just

Volume 1 • Issue 1 Thorn Isle (Level 40+) Thorn Isle was once the home of lovely wildlife and vegetation, an extension of Primeva before it was warped by the Circle of INTRODUCTION Thorns into what it is today. Large rock outcroppings line the layers of earth, and rocks dance above them eerily on powerful “currents” of eldritch energy. But the most amazing find of THE BASICS all lies at the very center of the island: the Thorn Tree, a warped living being that produces for the ultimate weapons of power for the Circle of Thorns, the Thorn Swords. ARCHETYPES GROUP DYNAMICS Zones Villains PvP Bases

Volume 1 • Issue 1 Port Oakes

Villa Montrose

P2 Fort Marconeville 2 Hades

3 C1

Oil SPill

C2 C3 C4 Dockside C5

C7 C6 1 1 F1 C8

Arena F2 District 4 P1

Ferry Arachnos Essential Data Cap Au Diable (F1) Watchtower Level Range: 7–12 Mercy Island (F2) Supergroup Registrar - Neighborhoods: 6 Located in the PvP Zone: No Quartermaster (x3) Watchtower Lobby Trainer(s): Arbiter Unger Strike Force NPC: NA C Contacts P Plaque Veluta Lunata (C1) Lorekeeper 1 (P1) Connections Mr. Bocor (C2) Swashbuckler 4 (P2) Cap au Diable: Local Ferry The Radio (C3) Mercy Island: Local Ferry Billie Heck (C4) Exploration Badges Drea the Hook (C5) Scurvy Dog (1) Mikey the Ear (C6) Washed Up (2) Arbiter Unger (C7) Powder Monkey (3) Angelo Vendetti (C8) Driller (4) Hospital Base Portal 1 To Pocket D

Volume 1 • Issue 1 History: Port Oakes

Port Oakes is an odd blend of old and new. The architecture of the fort, outlying areas, and old docks show some sign of the mostly French settlers who lived there, but it has been so overtaken by the

INTRODUCTION mishmash of criminals from around the world that it’s more of a common theme than a style. Port Oakes was named after Sergeant Westin Oakes, a former American marine who first “conquered” the Rogue Isles around 1900. He later became President Oakes, and brought the former pirate isles kicking and cursing into the 20th Century. THE BASICS Contacts

Mr. Bocor: Even Bocor’s first name is a broadcasting Top 40 music and instead closely guarded secret (for names starts broadcasting strange messages— convey great power, he says). A Voodoo messages about opportunities, perils, ARCHETYPES priest, Bocor came to Port Oakes to and other things. Follow its strange commune with the spirits, but he’s not demands at your own peril. immune to the call of lucre either. Angelo Vendetti: The Vendettis are a large Billie Heck: Billie showed up in Port Oakes and powerful crime family who trace their hoping to start his own gang. When that origins back to the Mediccis. Despite their failed he became an errand boy for the power, the villain known as the Center, GROUP Family. who formed the fascist Council, worked DYNAMICS Fortunata Veluta Lunata: Formerly one of his way into their good graces and Ghost Widow’s personal aides, Veluta fell plundered their empire. The Vendettis— out of favor when she was discovered never ones to forget a slight or forgive a having an affair with an Arachnos soldier. trespass—have been at war with the Ghost Widow tested Veluta’s loyalty by Center and his Council ever since.

Zones asking her to slay her lover—which she Mikey the Ear: Mikey has put his big ears did. Veluta bound the soldier’s spirit to to use. It’s said he hears everything going her and is currently monitoring the on in Port Oakes. Some think he might spectral activity on Port Oakes. even have mutant powers. Drea the Hook: Drea used to be a crab fisherman stationed in Alaska; unfortu- nately he watched most of his crew go

Villains down with the ship, ending his career and causing him to develop a fear of water. The Radio: There are rumors flying around that this radio sometimes stops

PvP Enemies with them, it won’t have any The Council long-term consequences. Port Oakes makes a great midway Arachnos Neighborhoods: All. point for much of the Council’s Arachnos is no more willing to smuggling and infiltration into The Circle of Thorns accomodate “chosen ones” here Paragon City. It also helps that than they are anywhere else. The bloody history of Port Oakes, they’re eager for a fight with the Fortunately, Lord Recluse and its former role as a Mu Family. Bases believes in survival of the fittest. outpost, means the Circle are Neighborhoods: Dockside, If you can survive your fights inevitable. Oil Spill. Neighborhoods: Fort Hades.

Volume 1 • Issue 1 Coralax gang war between his son, Emil Spectral Pirates Residents of Port Oakes know the Marcone, and his former Blackbeard murdered French weird creatures known as the consigliore, Guido “the Mook” soldiers in the old fort atop the Coralax surround the beaches of Verandi. (See The Mooks.) hill. Later, the French retaliated by Port Oakes, but it’s unclear why. Neighborhoods: Dockside, Oil executing pirates here. Ghosts Some say their secrets are locked Spill, Marconeville, Villa Montrose. rampaged through the fort for away on Sharkhead Isle. They can years until Father Henri exorcised often be found near the sunken Hellions them. His miracle was only partly Cairo Queen. You can’t keep a bad demon- successful, however, as the Neighborhoods: Oil Spill. worshipper down. The Hellions ghostly pirates still run free at love Port Oakes for one simple night and attack any living being Family reason—Oil Spill. The constant they come across. The Family controls Port Oakes. leaks in the area provide ample Neighborhoods: Fort Blood. It’s said their hands are in every- fuel for their pyromania. thing from trash to lumber and Neighborhoods: Dockside, Oil Spill. Snakes shipping. Though most consider the Snakes Even the Governor of the island The Lost “native” to Mercy Isle, there’s a was the head of the Family— The Rikti’s favorite whipping boys fairly large nest on Port Oakes as Manuel Marcone. He was lured have cropped up around the well. Whether they were away and nabbed by Interpol docks in Port Oakes lately. indigenous or came in off one of recently, leaving a vacuum that Neighborhoods: Dockside. the boats isn’t clear. could only be filled after a bloody Neighborhoods: Dockside.

Volume 1 • Issue 1 This afforded Dockside consid- One of the events required for erable protection, and its crime completion of this circuit was a lords flourished for nearly two massive oil spill just off Port decades, peaking during the drug Oakes’s docks. Three years ago, Ms. craze of the early ‘80s. Several Liberty came to Port Oakes to skyscrapers were built, Fort Hades arrest a super-powered arsonist was reoccupied by Arachnos, and named Thermonuke. The two INTRODUCTION crime and corruption were as flyers fought all over the island, but rampant as the many foreign their battle royale ended on the currencies that flowed into the deck of the Cairo Queen. Ms. Liberty newly upgraded piers or the rows smashed Thermonuke through the of new warehouses that appeared metal of the deck and into the Neighborhoods along the wharf. volatile crude below. The villain’s THE BASICS At the height of Dockside’s devastating powers ignited the oil success, power became a major and cracked open the Cairo Queen. Arena District (Levels 7–8) problem. Dr. Aeon fixed this Rich oil spilled into the cove, The lingering depression of problem with a prototype of the destroying the wildlife and staining Dockside caused the former device he would later build in Cap the water with thick black puddles governor, Manuel Marcone, to try au Diable. The mad scientist that have mysteriously not faded a number of new programs to

ARCHETYPES tapped into the thermal vents of since that day. stimulate the economy. The most the island itself and erected a The oil slicks cause no real successful has been the Battle power station directly over one of harm but are semipermanent Bowl, a covered dome arena the vents. Dr. Aeon gave little fixtures due to the magic of the that provides nightly fights thought to the actual infra- event. Only when the circuit is between superbeings. structure however. Rather than activated will the stains fade. Around the arena are

GROUP laying out an effective grid with Seen from on high, the oil numerous stores, restaurants, DYNAMICS capacitors and safety circuits, he spill mysteriously forms the Eye and other businesses trying to simply created the power plant and of Horus… . grab as much business as they let the local crime bosses figure The local Coralax blame the can from those heading to the out who could tap into it and how. humans for the spill and attack Battle Bowl. Scalpers stand Citizens must pay an exorbitant vengefully whenever the oppor- outside hawking tickets, and fee to tap in and must provide tunity presents itself. They can be

Zones Arachnos soldiers are more their own secondary cabling as found along the beach and in the adamant than usual about well. This results in a tangled mess depths of this cove. breaking up fights. (“Save it for of cables, towers, and crossed the dome, buddy.”) circuits that fails frequently. Marconeville (Levels 8–10) Marconeville is the downtown Dockside (Levels 7–9) Oil Spill (Levels 9–11) area of Port Oakes and is Dockside was destined for Gazdul Oil is a petroleum dominated by Arachnos’s Port

Villains decimation before the arrival of company headquartered out of Oakes Watchtower. It is Arachnos. Its success as a refuge Cairo, Egypt. Secretly, it is a pawn surrounded by a few lesser for smugglers, pirates, thieves, of mysterious forces that have towers belonging to Crey and and black marketers made it a yet to come to light, but most of other megacorporations. It’s not looming target for several its operations are aboveboard that these businesses can’t afford supergroups, governments, and and reasonably honest. The taller buildings—they’re just not PvP corporate mercenaries. Several of owners are not true villains, after allowed to surpass the height of these strikes were actually on the all—they just have their own Arachnos’s Watchtower. drawing board, and might well agenda. Part of that agenda is The areas immediately around have resulted in the complete creating a kind of “supercom- each skyscraper are very safe, destruction of Port Oakes, if Lord puter,” a blend of actual electronic guarded by corporate zones that Recluse and Arachnos hadn’t components as well as paralyze and eliminate those suddenly and surprisingly become geography, bloodlines, and even taking violent action (like police Bases the “legitimate” government and events that complete a quasi- drones in Paragon). offered it protection. mystical circuit.

Volume 1 • Issue 1 Between the towers, and in the Villains, there is rarely a shortage The governor’s home is shadows and alleys they create, is of fresh victims. situated within Villa Montrose as the usual riffraff of the Rogue Fort Hades is now run by well. The former governor, Isles—the Council, the Lost, and Marshal Jane Coghill, a no- Manuel Marcone, was tricked off the Family. nonsense lady who is a veteran of the island, captured, and indicted One edge of the neighborhood many Arachnos victories. Coghill for crimes in Spain and Portugal. ends in the uplands of Mont realizes the importance of the Lord Recluse has yet to appoint a Diable. research that goes on at her new governor, leaving a vacuum The Family is particularly station, and she cares little for the that Marcone’s son and his noxious in Port Oakes, fighting constant complaints of her consigliere are trying to fill. The among their various subfamilies troops. She is often visited by war is perhaps less conspicuous to determine who the next Ghost Widow, though the two but most vicious here in Villa governor of the island should be. care little for each other. Montrose, where the crime The struggle takes place between Arachnos patrols circle the bosses’ families and those of their Marcone’s son, Emil Marcone, base and battle the ghosts lieutenants live side by side. who feels he is the rightful “heir” nightly, but the spirits simply Atrocities against these to his father’s position, and Guido return the next eve. Arachnos "innocents" are common, and the “the Mook” Verandi, who claims scientists have recently attempted hatred between the gangs here is (rightfully) that there are no such to capture some of them and the most intense. things as “heirs” to the governorship. convert them into ethereal Officially, Lord Recluse hasn’t assassins, but this has met with given the position to either mixed results. Several of their power—he wants the two “spirit traps” can be seen in the factions to fight for it. courtyard. They appear empty by day but at night are filled with Fort Hades (Levels 9–11) wailing spirits. Visitors to Port Oakes first see Fort The Circle of Thorns also lurk Hades looming over the city of near the fort. They are attempting Dockside. It’s an old pirate fort, to recruit the angry spirits into taken over by Arachnos and their own army as well, or at the updated with turrets, banners, very least keep them from Lord and the Arachnos logo. In 1718, Recluse. The first thing spirits are Blackbeard himself stormed this likely to be sent to kill are, of French fortress. He captured, course, other spirits—such as the killed, and tortured its defenders Oranbegans who have yet to along its walls, leaving behind a inhabit mortal form. horde of angry spirits who have not dispersed to this day. Villa Montrose (Levels 10–12) The “Red Hands” have been a Separating themselves from the frequent problem at the fort; rabble has become expected of though they were banished by a the various crime bosses, priest over a century ago, the governors, and Arachnos officials exorcism only applies in the light on each island. Port Oakes is no of day. They remain thick in the exception. dark sea caves beneath the Villa Montrose is a walled-off structure and rise up into the fort compound for the highest-level by night. They are reckless Arachnos officials and wealthy entities, attacking any living thing crime bosses. Security is heavy on sight, but have a particular within the compound and there hunger for the souls of the are always Arachnos guards wicked. As this is the City of stationed on the exterior walls.

Volume 1 • Issue 1 Sharkhead Isle INTRODUCTION

3 The Crush

16

THE BASICS C

C1 Port Recluse C3 C2 C4 C5 C6 P1 C7 C12 C8 2

ARCHETYPES P 2 C9 C10 C11

Hell forge GROUP

DYNAMICS Villa requin

13 C The Pit

Potter’s Field 4 Zones 1 C14 Villains

Hospital Sci. Store Operative Vargas (C12) Operative Kirkland (C13) Base Portal Tec. Store Archmage Tarixus (C14) Captain Petrovich (C15) Siren’s Call C Contacts Strike Force Operative PvP Doc Buzzsaw (C1) Renault (C16) Ferry Lorenz Ansaldo (C2) Rogue Isles Lt. Chalmers (C3) P Plaques Strike Force (C4) Arachnos Rising (P1) Quartermaster Arbiter Friesen (C5) Lorekeeper (P2) Mickey the Filch (C6) Magic Store Diviner Maros (C7) Exploration Badges Kara the Scorpion (C8) Razor Toothed (1) Mut. Store Henri Dumont (C9) Forged by Hellfire (2) Vince Dubrowski (C10) Freak of Nature (3) Bases Nat. Store Crash Cage (C11) Pit Viper (4)

Volume 1 • Issue 1 Essential Data Level Range: 20–30 Neighborhoods: 6 PvP Zone: No Trainer(s): Arbiter Friesen Strike Force NPC: Port of Renault Connections Cap au Diable: Rogue Ferry Line Grandville: Rogue Ferry Line Nerva Archipelago: Rogue Ferry Line Siren’s Call: Local Helicopter St. Martial: Rogue Ferry Line

History: Sharkhead Isle

Sharkhead literally looks like the iconic profile of a biting shark head from the air. How the Children of Enos, who first settled the isle, named it without the aid of airplanes is beyond most. These days Sharkhead is an environmental nightmare. It started in 1969 when bauxite was discovered. Kirk Cage bought the island, formed a consortium with Family backing, and started mining ore. Even then he cared little for the land and ran off the natives—and the Coralax, who swore it was sacred. But as time went on the “Cage Consortium” became undeniably criminal. Workers were exploited, and while bauxite was mined, it was secondary to the collection of weird coral fossils found scattered about Sharkhead. Cage became obsessed with gathering these shards and offered massive bounties for even the tiniest bits. About the same time, the horrible working conditions lead to a labor revolt led by a genuine superhero named Scrapyard. The sledgehammer-wielding hero had such popular support that Cage tasked an up and coming enforcer with dealing with the problem. “Captain Mako” caught Scrapyard after another fight, ripped him to shreds, and made sure it made the evening news. The revolt ended, but began. Since that day, a woman by the name of Iron Widow has been quietly reaching the miners and readying them for another strike. She is aided in her quest by an unlikely ally—the ghost of Scrapyard! The spirit now marches through Sharkhead Isle frequently, gathering workers and looking for his killer, Captain Mako, now a lieutenant of Recluse himself.

Volume 1 • Issue 1 Contacts

Lorenz Ansaldo, Family Associate: Lorenz Lt Heathcliff Chalmers: Lt. Chalmers is a Mickey the Filch: Mickey used to be a is an associate of the Family. He’s a recent Sky Raider recruit, joining them bookkeeper for Cage. How he got thrown

INTRODUCTION troubleshooter for their problems who after betraying the British SAS. The out and didn’t wind up in Potter’s Field is outsources freelance Villains as turncoat has been tasked with organ- a mystery. Most think he got caught necessary. izing operations utilizing super-powered embezzling but had enough evidence of Diviner Maros: Maros is a figure of awe persons of “discretion.” Cage’s shenanigans to keep him alive. and terror, even among his fellow Circle Crash Cage: Crash is the daughter of Kirk Kara the Scorpion: Kara was a top-notch of Thorns. His disjointed mind has the Cage, of the Cage Consortium. But don’t assassin before she suffered a crushing

THE BASICS ability to see the past and the future. even think about using her to get to the defeat by Statesman. Her body has never Arachnos Operative Vargas: Vargas is a big guy himself. The two haven’t spoken been the same, so now she brokers infor- lower-ranking Arachnos operative who is since she ran away and joined up with a mation for the criminal underground. looking to gain prestige in the organi- bunch of mystic types. Word is she’s got Vince Dubrowski: If there’s one thing the zation by rooting out and eliminating its it in for her dad and doesn’t mind Cage Consortium believes in, it’s profit. enemies. Since he doesn’t want anyone running missions against the consortium. Vince is in charge of keeping down the else within Arachnos to get the prestige, Henri Dumont: Henri is one of the top rabble-rousing Scrapyarders. ARCHETYPES he outsources missions to freelance dogs in the Consortium. It’s his job to Operative Kirkland: Kirkland keeps tabs villains, then takes the credit for himself. make sure the Sharkhead Isle operation on the various factions on Sharkhead, Captain Petrovich: Captain Petrovich is runs smoothly. He often hires making sure they don’t get too powerful, an old sea captain who has smuggled, freelancers to handle special jobs he and discerning what he can about the cheated, murdered, and backstabbed his doesn’t want traced back to the strange coral fossils. way through the Rogue Isles for many business. Archmage Tarixus: Tarixus is an ancient GROUP

DYNAMICS years. In that time he has learned a great Doc Buzzsaw: This mad woman makes sorcerer who has long dwelled near deal, and he works for various villains on no secret that she was once a disciple of Potter’s Field. His mortal body has long the isles, with loyalties to no group in Dr. Vahzilok. She now combines the since left this world, but his spirit particular. Some say Petrovich has gone clunky warez of the Freakshow with the remains—and demands attention! soft in his old age—but never to his face. horrid lessons she learned from her mentor. Zones

Enemies The Council Neighborhoods: Port Recluse, Why the Council is interested in Villa Requin. Arachnos this desolate mining island Freakshow As usual, Arachnos isn’t your remains to be seen. friend. Tangle with them at your Neighborhoods: Port Recluse, Every day on Sharkhead Isle is like Villains own risk. The Pit. Christmas to the deranged Neighborhoods: Port Recluse, Freakshow. They scavenge from Villa Requin. The Circle of Thorns dawn to dusk in the industrial There’s obviously something wastes looking for bits to jam into Cage Consortium magical about the coral fossils their flesh. Cage’s bullies may dress like Cage is so anxious to gather. Neighborhoods: The Crush, PvP policemen, but they act more like That’s almost certainly why the Hellforge, Potter’s Field. thugs. Their sole concern is Circle is here as well. Scrapyarders keeping the bauxite—and coral Neighborhoods: Potter’s Field. fossils—flowing. Like Arachnos, Some Villains find fighting they hate everyone, so feel free to The Family striking miners rather than beat them up even if you work for The Family watches over their Heroes a bit much to stomach. Cage. interests and has several gangs Then they get by one of their Bases Neighborhoods: The Crush, present on Sharkhead to make hammers, or those nutjobs with Hellforge, the Pit, Villa Requin. sure Cage stays in line. the dynamite.

Volume 1 • Issue 1 Neighborhoods: Port Recluse, Originally named for a junk- Hell, but if that’s true, the the Crush, Hellforge, Potter’s smashing operation, it now hundreds of workers who labor Field. applies equally well to those there haven’t seen it yet. unfortunates who live here. Slag Golems To make the neighborhood The Pit (Levels 23–25) First thought to be weird even more charming, a number of The Pit is a massive quarry of protectors of the coral fossils, the processing factories operate in holes, troughs, and ditches cut slag golems attack all who and among the makeshift homes. straight into the belly of the approach. This is where the ore mined on island. Neighborhoods: The Pit, the island is processed and Within the Pit are piles of Hellforge, the Crush. separated to be sent to the busted concrete, smashed cars, Hellforge smelters. and ruins where the ledges have Sky Raiders collapsed and taken a good The Sky Raiders have contracted Hellforge (Levels 21–23) portion of the company town out to the Consortium to protect Nestled between the Crush and above with them. Some effort has against super-powered threats. the Pit is the infamous Furnace been made to shore up the ever- Neighborhoods: The Pit, Villa #6, known as the Hellforge. widening gap with metal I-beams Requin. One of the largest blast and any other materials at hand, furnaces ever built, Hellforge is an but the Pit is still a treacherous, Neighborhoods industrial behemoth—belching chaotic mess. flames, pounding steam hammers, The reason for the devastation Port Recluse (Levels 20–22) and flowing channels of molten here is that, so far, it’s yielded Port Recluse is home to the steel 24/7. With its plumes of the most coral fossils. Cage has a famous Pier #7, where the hero smoke and the light of never- nose for this sort of thing and known as Scrapyard was literally ending fires, it’s an easily located ordered massive destruction of shredded by Captain Mako. This landmark by day or night. the landscape to get to the event created Mako’s career and This industrial cathedral towers valuables beneath. eventually led to him becoming over everything in the zone, with one of Lord Recluse’s lieutenants. smokestacks as high as skyscrapers Further into the interior, one is on other islands. greeted by Sharkhead’s beauty— There are some who say the if you find endless factories Hellforge is some clever ruse billowing black smoke beatufiul. created by Cage to hide a tunnel Continue west and you’ll find a straight down into the depths of dingy village cobbled together from whatever materials were at hand. It’s not much, but it is home to the world-famous Chum Bucket bar.

The Crush (Levels 21–23) Beyond the port to the northwest is a plain of filthy streams, plumes of black smoke, and acres of rubble piles. Atop these piles are hardscrabble shanties filled with the lowest of the low. Pieces of scrap metal stick out of the rubble piles, garbage fires flare up constantly, and only the most unfortunate—or the mad members of the Freakshow—try to live here.. This is the Crush.

Volume 1 • Issue 1 The impact was so great that Arachnos officials reside). A few years ago, careless grave the island seems to have Needless to say, rabble is not blasting caused the graveyard to responded. This is where the terri- welcome here. flood. Roughly a quarter of the fying Slag Golems first appeared, cemetery is now submerged in a though they’ve now spread to the Potter’s Field (Levels 27–30) foot of water.

INTRODUCTION Hellforge and beyond. The Running across the southern Fortunately for the island, the Scrapyarders claim they are the edge of Sharkhead is a raised flooding caused a temporary halt island’s protectors given life, but plateau that has not been touched in plans to start excavating the that may just be propaganda by the strip mining. The top of this graveyard for more ore (and coral designed to turn more people plateau is covered with a graveyard shards). That was good news for against Cage. named Potter’s Field. the Circle of Thorns, who had

THE BASICS The Council has leased land The residents of Sharkhead tried to set up a cell here for the from Cage and maintains a Striga have long been buried in this last few years. Magical emana- Isle–style base complete with large graveyard on the south- tions from the island had turrets and checkpoints on the ernmost edge of the island. These concerned them since serious northern edge of the Pit, built days, the hard-pressed miners grab construction began, but the upon the edge of the small hill whatever they can to create countless technological foes— range. Walled, constantly monuments to their dead. The such as the Cage Consortium and ARCHETYPES patrolled by mech men, and field is now crowded with the Freakshow—made it difficult bristling with turrets, this base is tombstones, morbidly decorated for them to gain a foothold. one of the strongest-held with machine parts and scrap The Freakshow avoid the positions on the island. iron. There’s little topsoil here, so cemetery for the most part, but The fascists are testing out new most of the private graves are there are a few weird body weapons here and can often be actually crypts, while the mass enhancements scattered through GROUP

DYNAMICS found firing off explosions in the graves are literally blasted from the graves or the macabre pits near the walls. At nighttime the stone. The largest of these headstones that grant magical they test other weapons and let monuments is a scrap metal powers in addition to mechanical loose their vampyri and warwolves, effigy in the shape of a giant functionality. These are obviously using Freakshow and the hammer; a tribute to Scrapyard. highly prized by the Freakshow, occasional bystander as their prey. so they frequently conduct

Zones The Council has been busy “graverobber” raids in force. tunneling too, and has taken up more space underground than Cage may realize. The Sky Raiders have also created a small base on the island. They’ve been hired by Cage as

Villains security to keep the peace and help out if the miners revolt in force.

Villa Requin (Levels 24–27) Nestled between Port Recluse and the Pit, just east of the Arachnos PvP base, is a small but private island. Villa Requin (Village of the Shark in French) has cliff faces around all but the southern shore, where there is a nice concrete and wooden marina, filled with expensive cigarette boats and Bases yachts. This is where Governor Cage, his capos, and high-ranking

Volume 1 • Issue 1 Siren’s Call

2 C1 Hospital (Hero) Hospital (Villain) Talos Sharkhead Isle Park 1 2 Steel Canyon 2 C Contacts Buildville Warzone Agent Brinson (C1) 3 Warzone Operative Massey (C2) P Plaque Fossburg Swashbuckler 3 (P1) Exploration Badges Hangman (1) P1 Politician (2) Broad Shoulders (3) Practical (4)

Essential Data Level Range: 30+ Neighborhoods: 4 PvP Zone: Yes Strike Force NPC: NA Connections Sharkhead Isle: Local Helicopter Steel Canyon (CoH): SWAT 1

4 1 Randall’s C2 NOTE Ruins

Please see the PvP chapter for more info on PvP zones.

Volume 1 • Issue 1 History: SIREN’S CALL

Nearly a year ago, the War Walls in the northeastern corner of the Siren’s Call were demolished by a massive blast. INTRODUCTION The public version of events is that a Hero known as Sunburst, who had been criticized for causing fiery collateral damage in the past, chased a small-time crook out to the docks. The crook stole a small boat and Sunburst pursued. The hero had often had trouble controlling his incredible powers, and according to witnesses on the Gazdul oil rig, Sunburst literally went supernova and exploded, killing himself and the crook. This destroyed the War Walls and created a massive crater, which filled in with the ocean. THE BASICS The truth is quite different, and is known within criminal circles. Sunburst was chasing a small-time crook, but the crook was none other than Scirocco in disguise. He was able to withstand a few of the Fire Blaster’s attacks until he could escape out into the bay in the “stolen” boat. Of course the boat was already loaded with a special bomb—created by Dr. Aeon—and exploded a moment after Scirocco teleported free. Sunburst was indeed killed in the explosion but Scirocco had already teleported away. With the Rikti invasion quelled, the massive construction needed to repair the War Walls was

ARCHETYPES postponed. This allowed a number of villains to trickle in from the Rogue Isles, and Councilman John Chard eventually asked for FEMA funding to repair the walls. But according to word on the street, Statesman intervened. The lure of the Siren’s Call to Lord Recluse’s minions was great. In this case, he argued, it was best to let them in and attempt to capture them. Councilman John Chard realized the danger this posed to his citizens, but he also realized the good this would do Paragon City as a whole. Though he struggles with it daily, he has decided to allow his

GROUP constituents to be used as bait in Statesman’s trap.

DYNAMICS This situation causes both Chard and Statesman great sorrow, for the people of this zone have been devout and loyal fighters in the cause of freedom for generations. But this is also why they can be relied upon not to give up in the face of constant strife. Only those willing to sacrifice ever do. These days Villains strike Siren’s Call on a near-hourly basis. But many of the invaders are captured and incarcerated. Freedom Corps has sent squads in to keep the most violent or Zones disastrous criminals in check, but are otherwise told to let Heroes take care of Villains.

Enemies Clockwork Sky Raiders see Siren’s Call as a The minions of the Clockwork perfect training ground for their Arachnos King have expanded to Siren’s new recruits. Lord Recluse has allowed small Call, gathering bits and pieces Tsoo Villains groups of Arachnos to stage this from the ruins of the super- raid on Paragon City. Publicly, it is beings’ catastrophic battles. The Tsoo have spread their drug retaliation for the “invasion” of Neighborhoods: Randall’s Ruins, trade into Siren’s Call, hoping to Bloody Bay by Longbow, but this Fossburg. sell to super-Villains as well as holds little water with the UN and their usual clients. other organizations. Longbow Neighborhoods: Randall’s Ruins. PvP When world opinion turns too Longbow’s forces are concealed Warriors venomous—and he’s not ready to throughout Siren’s Call, emerging reveal his final plans—he’ll only when Arachnos raiding The proud Warriors have recently withdraw. In the meantime, the parties are seen entering the city. moved into Siren’s Call, mostly to battle between his and Neighborhoods: Randall’s Ruins, prove their mettle against Heroes Statesman’s forces amuses him. Talos Park, Buildville. and Villains alike. Neighborhoods: Randall’s Ruins, Neighborhoods: Fossburg, Talos Bases Fossburg. Sky Raiders Park, Buildville. Never ones to shirk a fight, the

Volume 1 • Issue 1 Neighborhoods Fossburg (Levels 30–32) Buildville (Levels 30–32) Half of Fossburg was demolished, In the early ’90s, tech companies Randall’s Ruins (Levels 30–32) say the pessimists, The optimists in this section of Paragon City Years ago, a pirate named Randall say half of it survived. boomed and a number of large the Cunning built a false light- Regardless of your perspective, skyscrapers were erected in house here and lured passing half of the town is in ruins while just a few years’ time. Residents ships to their doom. the other half remains intact. began to call the downtown The old lighthouse is long since Business continues as usual, area “Buildville” for its rapid gone, but the spirit of luring though cleanup crews have been construction. people to their doom seems to slow to tear down the rubble with Criminal elements were said remain—Villains drawn in from the constant super-powered to be thrilled with all the the Rogue Isles pass through fights. construction as well. Besides the Randall’s Ruins on their way to graft built into most construction targets in Fossburg and Buildville. Talos Park (Levels 30–32) companies, more than a few As one quickly sees on entering The hero Talos was a great help bodies fill Buildville’s foundations. Randall’s Ruins, Sunburst's in the defense of Siren’s Call With the hole in the War Walls, explosion tore down far more before he became synonymous Buildville is a constant target of than the War Wall. A large number with Talos Island. hence the small villainous raids, from industrial of buildings have toppled and the Talos Park found here. espionage to bank robberies. streets here are little more than Half of this neighborhood is the Longbow patrols have increased piles of cracked concrete. park, which has lately become here lately, and capes are plentiful, The two oil rigs were put up infested with Warriors. The other so if you’re thinking of showing the after the explosion before things half of the neighborhood is the locals who’s boss, make sure you’re heated up between Arachnos and Siren’s Call Town Hall and well-prepared. Longbow. These are owned by commercial buildings, including a the Gazdul Oil Company, who bank. The Town Councilman’s own the Cairo Queen you might head-quarters is here, as well. have seen in Port Oakes.

Volume 1 • Issue 1 St. Martial INTRODUCTION

Fortune’s Wheel The Flop 2 C10 THE BASICS

1 C2

Black Mariah Jackpot ARCHETYPES

C1 1 C3 GS P1 C5 4 C4

GROUP Double DYNAMICS Down C11 C6 7 C8 C The Hard Way C9

3 Babylon Zones

Hospital C Contacts Essential Data Isabel the Knife (C1) Level Range: 30–40 Base Portal Hardcase (C2) Neighborhoods: 6 Ian the Shark (C3) PvP Zone: No

Villains Ferry Arbiter Hayes (C4) Trainer(s): Arbiter Hayes Rogue Isles Jezebel Jones (C5) Strike Force NPC: Ice Mistral Hard Luck (C6) Black Helicopter Line Basse Croupier (C7) Connections Ice Mistral (C8) Cap au Diable: Rogue Ferry Line Warburg Slot Machine (C9) Grandville: Rogue Ferry Line Vivacious Virandi (C10) Nerva Archipelago: Rogue Ferry Line, GS General Store Johnny Sonata (C11) Local Helicopter Sharkhead: Rogue Ferry Line PvP Quartermaster (x3) P Plaque Warburg: Local Helicopter Arachnos Rising 2 (P1) Magic Store Exploration Badges Mut. Store Deuces Wild (1) Crimelord (2) Nat. Store Stonekeeper (3) Camel Snot (4) Sci. Store 1 To Pocket D

Bases Tech. Store

Volume 1 • Issue 1 History: ST. MARTIAL

St. Martial was once little more than a semicircle of rock in the Atlantic. Birds and sea turtles called it home, and pirates often collected eggs and meat here, but otherwise it was uninhabited and rarely even charted. In the mid- 1970s, everything changed when Manuel Marcone, the Family’s “Captain” in the Rogue Isles, discovered it. Manuel made fortunes in the wake of Arachnos’s takeover and lax drug laws. Some of that money he invested in the Cage Consortium on Sharkhead Isle. The success of Las Vegas for the "old mafia” convinced him a similar resort town in the Rogue Isles would be even more lucrative. After all, the usual U.S. laws against gambling and other vices were much more…malleable…under Lord Recluse. So Manuel drew up a plan, presented it to Sebastian Frost of the Family, and won approval to create a new Las Vegas–style resort island in the Atlantic. The lax laws of Arachnos and the lack of any Coast Guard to police drug shipments quickly paid off the substantial costs of construction. High security for VIPs who turned a blind eye to anything that didn’t directly harm the business of St. Martial sealed the deal. The resort was a success. But still it needed something. It needed talent. Enter Herman Wietzel. Herman was a singer. He wasn’t a particularly bad singer—he’d made it past the first round of several competitions. But he wasn’t great, and he really wanted to be. After a few more middling competitions, on a dark night in Vegas in the late ‘70s, Herman made a dark pact. The next day, Herman Wietzel was gone. In his place was Johnny “the Pipes” Sonata. Johnny Sonata was an overnight star. He played every casino in Vegas, rising straight to the top in just a few years. Fame, women, and more money than he could count in a lifetime were his. But dark pacts have a price, and Johnny’s day of reckoning was drawing near. By the 1980s, he realized he had but a decade left to live. He started researching the infernal creatures who had given him his powers. He spoke with diabolists, tortured mages, and bought or stole books from a dozen private libraries. Finally, Sonata came up with a plan. The devils who had claim to Johnny’s soul couldn’t cross certain protective wards. But Pipes couldn’t live in a small pentagram or other protective circle forever, of course, so he figured out a way to construct a ward around an entire island. St. Martial was a perfect choice. It had people of questionable morals to help him out and a fantastic showroom to perform in. Johnny made inquiries with the St. Martial Family and found they were more than happy to accommodate him. They’d hire (or force) someone to build demonic wards around the center of the island in exchange for a lifetime commitment. Johnny agreed, and a year later—one night before his soul was to be forfeited to Hell—the wards were completed. Johnny now performs nightly at the Golden Giza, a massive golden pyramid smack in the center of the island. St. Martial got the kick in the pants it needed to be wildly successful, and Johnny got to live. The demonic legions have been fairly lax so far—a decade is but a moment to them—but they have finally decided to collect Johnny’s debt. They can be found lurking in the dark alleys of the outer rim, terrorizing mortals or converting them into demonic servants who can ignore the barriers. The Family and Arachnos have increased patrols to halt the diabolic incursions, but they are merely battling the symptoms rather than the disease.

Volume 1 • Issue 1 Enemies are after Lord Recluse or his Longbow people. The agents of Longbow aren’t Arachnos Neighborhoods: The Jack Pot. officially anywhere on the For the most part, Arachnos island. But if you happen to see a Devouring Earth keeps a low-profile around the stray agent lurking in a dark casino—they don’t want to The devastation to the atoll that alley, don’t get too overcon- was here prior to the fident. They’re known to stage

INTRODUCTION upset the patrons. Outside of Babylon, however, they’re fully construction of St. Martial was occasional ambushes for packed for combat with the felt by the Devouring Earth. And “prestige prey,” such as you, encroaching wailers and other they’re not happy about it. friend. trouble-makers. Neighborhoods: Black Mariah, Neighborhoods: Black Mariah. Neighborhoods: All. the Jack Pot, the Hard way. Tsoo THE BASICS Carnival of The Family The nefarious Tsoo show up Shadows The Family runs St. Martial, so anywhere there’s money to The Carnival blends in perfectly expect them to be in your face peddle their wares. here amid the glitz and glam of when you’re in the casino or Neighborhoods: Black Mariah, the Golden Giza. They fleece, Babylon proper. They don’t stray the Flop, Babylon. trap, and possess those foolish outside of these areas for fear of

ARCHETYPES patrons who have yet to learn of the Wailers—that’s Arachnos’ Wailers the sinister Carnival of Shadows! job. Everyone who knows anything Neighborhood: The Flop, Neighborhoods: Babylon, Black about the occult swears these Babylon. Mariah. things are trying to break into the Golden Giza, but are Circle of Thorns Freakshow somehow prevented from doing

GROUP The wizards are trying to make The Freaks show up to St. Martial so. Whatever it is doesn’t seem DYNAMICS contact with the Wailers, sometimes after a big score. to be keeping them from the perhaps to recruit them to their They like to party, but usually rest of the island. cause. The only thing most blow through their ill-gotten Neighborhoods: Jack Pot, the people are sure of is that the gains too quickly and start Flop, the Hard Way. Circle is growing increasingly looking for trouble to keep the party going.

Zones angry with Arachnos, and might want to aid the demons if they Neighborhoods: Black Mariah, the Hard Way.

Contacts Hard Luck: Hard Luck is a casino enforcer events ruined him. Sonata felt sorry for the within the upper echelons of the Family who hires villains to break the luck of those singer and gave him a job, and Basse has and Arachnos. Her access and charm give

Villains who are too lucky. been Johnny’s loyal friend ever since. her a dangerous level of power. Hardcase: This tough guy is a professional Ian the Shark: Ian is a professional gambler Vivacious Verandi: As a relative of the demon hunter. As a rule, his sort doesn’t whose luck ran a little too good at the Giza. Verandi family, Vivacious has had the live very long, so the fact that he’s a The casino banned him, so he’s had to turn world at her fingertips. This made her a veteran is a testament to his skill. to “fixing” instead. perfect target for the Carnival of Shadows, Slot Machine: Something seems slightly Ice Mistral: Ice Mistral is Scirocco’s icy-cold and she is now a pawn of the Carnival PvP wrong with this gambling device. Maybe partner in crime. See her for the Ice Mistral Mistress. it’s the fact that no one else ever goes near Strike Force. Johnny Sonata: He’s the top of the heap, it. Or how the glowing orange light if its Isabel the Knife: Isabel runs a high-dollar the Big Cheese, the man himself: Johnny screen sometimes turns blood red. escort service here. Her girls find out a “The Pipes” Sonata. While he still releases a Whatever it is, something feels wrong, and million secrets and Isabel sells each one for platinum selling album every year, he whenever its wheels spin you could swear twice that. never leaves the island. Some say he can’t, you hear voices. Jezebel Jones: This vision of beauty runs perhaps due to some weird debt with the Bases Basse Croupier: Basse had a promising Johnny Sonata’s favorite escort service. Family. singing career until a series of unfortunate This gives her a great deal of pull, even

Volume 1 • Issue 1 Neighborhoods swamps along the northern edge early years of St. Martial’s history. of the Jackpot at night, Manor houses and lovely Double Down and Black performing their bizarre rituals or complexes of high-rise living and Mariah (Levels 30–32; 31–33) attempting to communicate with offices once surrounded this The Arachnos Checkpoint here in the Wailers. small neighborhood, but that Double Down can be thought of The locals’ biggest problem, was then. much like U.S. Customs or the however, is that the Devouring Now there is little life in the Border Patrol. Arachnos monitors Earth has finally come to St. Hard Way. The manors, apart- who and what moves out of St. Martial. Hamidon recently consumed ments, and offices have been Martial very carefully. a villain from this island; in long abandoned and the island Arachnos maintains a fully picking through his memories, he turned into a dump. In the early functional base at Black Mariah as realized just what had happened ’90s a recycling facility was built well, complete with a fast- here—that this once pristine on the southern tip of the Hard reaction force and heavy assault wildlife refuge had been utterly Way to accommodate the trash troops such as Tarantulas. destroyed by glitzy casinos. The and recyclables coming from the Double Down is the industrial Devouring Earth has but a small casinos. As time passed, more of section of the zone, under full foothold here for now, for the Rogue Isles began sending destruction and reconstruction Arachnos’s strong presence means their trash to St. Martial. Another almost nightly. they must confine themselves to facility was built, large cranes the swamps and dark alleyways were installed, and the Hard Way JackPot (Levels 35–37) and sewers. Because of this, they turned into a landfill. Jackpot gets its name from its seek new environmental Babylon shape as the back half of the champions who will help them “horseshoe” that forms St. Martial. destroy the humans’ This is the big time. The big The locals live here in high-rise blasphemous buildings and bosses, high rollers, and major tenements. Most work on the roadways. players of the world all come to island by day, then return to the St. Martial to blow off steam, Fortune’s Wheel gloom of the ’burbs by night. (Levels 34—36) gamble like mad, and engage in The Tsoo prey on the weak On the northern edge near the activities we can only hint at in a of this neighborhood by encour- swamps in what seemed to be T-rated game. aging superadine use, forcing unusable land, can be found the Babylon is the name given people to act as operatives or Carnival of Shadows. Their large to the manmade island in the mules, and running protection “dens of sin” lure in dozens of center of St. Martial. A few rackets on the local businesses. fools a day, even though rumors million pounds of concrete were The demons after Johnny are common that those who enter poured into the center of the Sonata are thick here as well. often don’t return. This just island to form the base, and it They’re called Wailers and, ironi- proves the old adage that there’s shows (something the Devouring cally enough, have a sonic attack a sucker born every minute. Earth fume about). that sounds like really horrible Babylon is surrounded by a The Flop singing. The demons can often be (Levels 35–37) canal that separates it from the found chasing civilians, hanging The Flop is the oldest standing rest of the island. At the center is out on fire escapes and rooftops, neighborhood of St. Martial. It’s the Golden Giza Casino, a massive throwing things at people, and very rundown and near collapse, pyramid lighted by giant generally causing mischief while but a few stubborn holdouts spotlights. Beneath the they await a way into the Golden remain in the face of the Tsoo, casino is a large series of loading Giza. Wailers, and other threats. bays where goods used by the Arachnos hunts the Wailers but casino are brought in. This area is The Hard Way is more than happy to take out (Levels 35–39) heavily guarded by the Family any other troublemakers they The Flush was at one time a and Arachnos, who make certain come across as well. pristine island and “the place” to nothing goes into or out of the The Circle of Thorns can live while the Golden Giza was Golden Giza that isn’t logged or occasionally be found in the being constructed and in the known about.

Volume 1 • Issue 1 Warburg

INTRODUCTION C1 Villain Base THE BASICS

P1

WArburg ARCHETYPES

1 3

2 GROUP DYNAMICS Zones

Hero Base (The Web is C2 Beneath Warburg) Villains

Hospital (Villain) Essential Data NOTE Hospital (Hero) Level Range: 38–40 Neighborhoods: 1 Kings Row PvP Zone: Yes Trainer(s): NA Please see the PvP chapter PvP St. Martial Strike Force NPC: NA for more info on PvP zones. C Contacts Connections Warzone Operative Braun (C1) Kings Row (CoH): Paragon Helicopter Warzone Agent Goddard (C2) St. Martial: Local Helicopter P Plaque Arachnos Rising 1 (P1) Exploration Badges

Bases Weapon of Mass Destruction (1) Tunnel Rat (2) Triumphant (3)

Volume 1 • Issue 1 History: WARBURG

Warburg was home to a Council base during the world’s long Cold War. Missile silos were erected, secret weapons were developed in deep underground bunkers, and spies lived in the cold gray towers that dot the island’s surface. The Council was “forcibly evicted” in the late 1960s by Lord Recluse, and its facilities were taken over by Arachnos. Eventually a support economy of civilian workers rose on the surface and slowly began to build homes and businesses as well. The underground labs the Council left behind were rechristened “the Web,” and most of the old missiles were destroyed. One large rocket-firing platform at the center of the island remained, but even it was hidden by the false facade of a building. Until recently. Marshal Jason Blitz believed Lord Recluse wasn’t acting fast enough in his bid to take over the world. He found it tragic that the Web had developed so many incredible weapons and none of them were being used on the hated Heroes! When Blitz learned he was dying of cancer, he decided to speed things up a bit so that he could live to see the defeat of Paragon City. He murdered Governor Melody Harkness and took over the city with a cadre of troops loyal to him. Soon after, he demolished the false facade on the Warburg Rocket at the center of his city and started firing warheads armed with various toxins on Paragon City. Lord Recluse promised the U.N. he would rectify the situation, but his troops have so far been stale- mated by their rivals. (Or so Recluse claims.) Since the Warburg weapons are being used on American soil, Longbow has taken it upon itself—with presidential approval—to “intervene” in the Rogue Isles and take down the despot. They’ve asked for help from Paragon City’s numerous heroes, and they’ve begun arriving in force. Recluse could squash the incursion, but he’s far more interested in letting the secret weapons do their damage now that they’ve been exposed, testing those who would serve him, and luring heroes to their doom.

Villain Groups Longbow buildings and concrete walls. The Longbow is here to serve as only truly interesting feature is Arachnoids backups to the Heroes. This gives the massive rocket looming over These hideous experiments have the US some plausible deniability the eastern edge of the island. broken free of the Web and are should something “unfriendly” Marshal Blitz has taken over running amok! They’re taking happen with Arachnos. the island, taking his men with vengeance on the scientists who Neighborhoods: Hero Base, him. (Those who didn’t join were created them, but unfortunately Warburg. quickly “evacuated.”) for you, these are the very same The “Rogue Arachnos” can be scientists who have launch codes Malta found in patrols and hastily you need for the Warburg Rocket. Marshal Blitz contracted a constructed fire bases Neighborhoods: The Web. number of Zeus-class Titans from throughout the city. Some block- the Malta Group to help defend ade streets; others are perched on Rogue Arachnos the island. They can be found the ledges of tall buildings to take Don’t be fooled by the uniforms— patrolling the surface with orders down airborne threats. The Web Marshal Blitz’s men are just as to shoot anything that moves. (Level 38) unfriendly as Lord Recluse’s Neighborhoods: Warburg. Beneath the cold streets of soldiers. Fortunately, only the Warburg is a vast, hidden Rogue Arachnos troopers will Neighborhoods laboratory hiding more secrets shoot at you this time. than even Recluse knew about. Neighborhoods: All. Warburg (Level 38) Venture within and discover for Warburg is a cold and barren yourself what lurks within these place, filled with slate-gray twisting hallways.

Volume 1 • Issue 1 NewNew zoneszones Grandville INTRODUCTION THE BASICS ARCHETYPES GROUP DYNAMICS

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1 4 2 Zones T

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T3 C4 4

Villains T 3

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PvP Grandville Tower 2 Lobby T1 C 2

C8 CC C17 C3

Bases C5 C6

Volume 1 • Issue 7 Grandville tower lobby Grandville grew from a prosperous pirate town to a thriving business center in the C15 C12 mid-1950s. Many corporations found a use for offshore opera- tions, and the locals were always 13 C14 C eager to welcome new investors. 11 C Lord Recluse took control of the Rogue Isles in the mid-1960s and decided the island of Grandville would serve as home to his capital, Spider City. He erected a C18 massive Watchtower there called the Web. Over time, the lax regula- tions (lax, at least, for those who could afford them to be) brought in even more business. The island of Grandville is small, however, so the corporations built up rather than out. C10 PR Spider City is now a dense jungle of towering gothic C16 skyscrapers, linked by walkways and bridges. Below are the castaways, infiltrators, and creatures too terrible to control. Above are the less ferocious but more cunning hunters, like spiders waiting to pounce on prey below.

The Arachnoid Infestation Arachnos has been hard at work at creating its own super soldiers to combat the growing super- Trainer T Tangle Arbiter Apolis Reginald Pither, Arachnos Efficiency Expert (T1) Hero population. According to Abyss (T2) Longbow, this top-secret project is Elite Quartermaster Shadow Spider (T3) C Contacts Viridian (T4) known as the “Fury Gambit.” Notoriety (C1) Nothing is known about the The Television (C2) Ferry Dr. Forrester (C3) St. Martial, Cap au Diable, Sharkhead, Nerva Arch. process itself; the results, Arbiter Rein (C4) Helicopter however, are found throughout Westin Phipps (C5) St. Martial Terrence Dobbs (C6) Grandville. The Fury Gambit twists Agent Korol (C7) P Plaque its subjects into spider things with Number 204 (C8) Arachnos Rising 4 (P1) Mage Killer Zuhkara (C9) Arachnos Rising 5 (P2) Arachnoid features. Though some Arbiter Daos(C10) Exploration Badges retain their sanity and become Lord Recluse (C11) Sewer Dweller (1) Ghost Widow (C12) soldiers in the ranks of Arachnos, Guttersnipe (2) Black Scorpion (C13) Master of the Airwaves (3) many more are left to fend for Scirocco (C14) Overlord (4) Mako (C15) themselves on the lower rungs of Operative Grillo (C16) PR Portal Room Grandville. Thorough Longbow Wiggy the Brit, Broker (C17) Vernon von Grun Khur’Rekt, Rikti Ambassador (C18) investigations discovered that the Portal to Recluses' Victory communication centers of these CC Crey Corp. Tavish Bell Hospital creatures’ brains have been destroyed so that they cannot

Volume 1 • Issue 7 reveal Arachnos’s Spiders. Turrets dot the area to secret. provide additional security. The Gutter The “Arachnoids” now form two Pay special attention to the As Spider City grew, the nefarious distinct blocks: those who serve frequent squads of stealthy Bane characters attracted to Lord Lord Recluse and those who have Spiders and deadly Night Widows Recluse’s side became too formed their own chaotic gang in throughout the area. These are dangerous for the average the Gutter. among the most dangerous of civilian. Powerful executives INTRODUCTION Arachnos’s soldiers. When one disappeared into the dark alleys, Neighborhoods sees a single Bane Spider, there’s and even Arachnos officials were usually another one stealthed attacked. Spider City nearby (meaning that players Recluse didn’t truly want to Spider City is the name given to won’t be able to see it until the eliminate the sometimes-horrific the Arachnos structures that Bane Spider attacks). beings living in his shadow—they THE BASICS surround the Watchtower, the It is not uncommon for were far too valuable—so he massive hub of Lord Recluse’s Arachnos to launch surprise simply “raised” the city above operations in the center of the attacks on unwary player Villains them. Walkways, catwalks, and island. The majority of Spider City from the numerous doors in elevated roads were constructed exists above the streets and Spider City. Note that these and then heavily patrolled to features numerous walkways, ambushes never occur at mission provide better separation

ARCHETYPES catwalks, and platforms. It or elevator doors! between the civilians and the appears that Arachnos built Large spawns of Spiderlings things that preyed on them. directly on top of the island’s often scamper across pipes far The understreets were dubbed original buildings, rather than above the ground. Occasionally, “the Gutter” and became home to bulldoze the area and start from these patrols will drop down on the castoffs who couldn’t remain the ground up. One can glimpse unsuspecting Villains. Spiderlings in Spider City above. As time

GROUP the old, ruined buildings beneath are not especially dangerous, but passed, the Gutter’s denizens DYNAMICS the grates and catwalks around they can prove distracting. It’s erected makeshift barricades and Spider City. Unwary Villains often relatively easy to begin a battle walls to protect themselves from fall into the dangerous area against Spiderlings, only to back the burgeoning number of known as the Gutter. into a roaming Arachnos patrol. Arachnoids. Because Spider City is Lord The original buildings on the Recluse’s lair, banners and other Circle of Thorns island are divided into four Zones Arachnos propaganda are The sorcerers of the Circle of distinct sections or “wards” omnipresent. There is little crime, Thorns often face off against their around the core of Spider City. however, as the heavy Arachnos arch-nemeses, the Mu Mystics, on The Southern Ward contains patrols keep such things well the catwalks above Spider City. Hobo Row and Haven House. Of under control. the four wards, this one is Crey considered the “safest.” The ENEMIES Crey scientists frequently travel Eastern Ward is very similar to the Villains The ground-level spawns in to Spider City to collaborate with Southern Ward in its architecture; Spider City tend to range from their Arachnos counterparts. however, the Arachnoids have Levels 40 to 42 and are generally taken over the area and small (designed to fight 1–3 Longbow frightened away almost everyone players). The catwalks above are Naturally, Longbow launches else. frequent forays into Spider City to The Western Ward was origi- PvP somewhat more dangerous; the spawns are larger than those commit acts of sabotage. nally the warehouse district for below (for 1–5 players) and range Occasionally, players can see old Grandville. Currently, from Levels 42 to 43. Longbow agents planting explo- Arachnos extermination squads sives or scouting. are heavily patrolling the area to Arachnos contain the Arachnoid infiltration. Nemesis First and foremost, Arachnos While these squads have success- The Prussian Prince of

Bases forces are omnipresent. The most fully curtailed the Arachnoids, the Automatons is no friend to Lord common spawns include citizens still suffer. Arachnos Recluse. He occasionally sends his Tarantulas, Fortunatas, and Crab soldiers detain civilians under the forces to irritate his rival. Volume 1 • Issue 7 ruse that they might be Arachnoids Nemesis Arachnoid-infected. In fact, there Arachnoids dominate the Gutter. Nemesis sends his soldiers into is nothing contagious about the If a player sees any webs or holes the Gutter to sting Arachnos’s Arachnoids; Arachnos is using in the ground, watch out! pride. Warhulks and Fake this as a pretext to gather Arachnoids are around; Nemeses sometimes patrol the subjects for experimentation. occasionally, Arachnoids will leap abandoned areas, looking for The Northern Ward embodies out of their subterranean lairs troops to battle. Jaegers also can what happens when Arachnoid and attack anyone passing by. be found there. infestation overwhelms even the Also, hanging cocoons indicate Arachnos forces. Rather than that there might be Arachnoids The Tangle continue with a dangerous “bug lurking above. Players should About 10 stories above Spider City hunt,” Lord Recluse decided to scan 15 feet or so off the ground lies the Tangle. It is a maze of abandon the area and leave it to to make sure that there aren’t any cables, piping, and other the Arachnoids. Arachnoids waiting to attack. constructions that runs between Arachnoids are not nearly as the skyscrapers. The Tangle ENEMIES brainless as rumors make them connects the five primary Spider The safest area, the Southern out to be. City buildings with the central Ward, has the smallest and least Occasionally, a lone Arachnoid Watchtower. difficult spawns. Their level range will lie out in the open and Numerous things have taken is 43–45; the spawns are set for pretend to be wounded. In fact, up residence in the Tangle and 1–3 players. These spawns also many others are setting an live in concealed building ledges are limited to the alleys and edges ambush and just waiting for or within web-like sections of of the ward. The other wards of someone to take the bait! In a cables. Some of these beings, the Gutter possess spawns set for losing battle, Arachnoids such as spying Longbow agents, 3–5 players and Levels 45–46. sometimes run away to get help. have noble purposes, but most Make sure to lock these runners are more sinister. Arachnos down before they return with Arachnos is present throughout reinforcements. ENEMIES the Gutter, though most The lower Web contains spawns noticeable in the Eastern and Circle of Thorns that range Levels 46–47 and are Western Wards. Players will often The Circle’s struggles against designed for teams of 1–3 players. see groups of Arachnos troops Arachnos take them to the depths throwing explosives down into of Grandville. Arachnoids Arachnoid lair entrances (“Fire in Occasionally, Arachnoids find the hole!”). Crey their way into the thin air of the Arachnos has also set up check- For a substantial fee, Lord Recluse Tangle from the depths of the points to and from the Southern tolerates Crey conducting Gutter. Ward; they want to monitor all the research in the Gutter. comings and goings of the few Arachnos residents left in the Gutter. These Knives of Artemis Arachnos guards dot the various checkpoints are heavily guarded, This enigmatic female mercenary platforms and ledges of the but the Arachnos troops have a organization hunts the Gutter for Tangle. They can be found smaller perception radius than Arachnoids and other “volun- occasionally battling against normal spawns. Players can avoid teers” for their shadowy Circle of Thorns or Longbow fighting their way through these employers. The Knives tend to incursions. Turrets and guard posts by climbing up the stay on the rooftops to avoid Spiderlings supplement the various pipes imbedded in the Arachnos patrols, and they regular Arachnos troops. walls. usually come out only at night. Be especially wary of a set of The Western Ward, where three doors high in the air. This is Arachnos still has working Longbow where the Mu Mystics launch their manufacturing facilities, presents Using the cover of the abandoned aerial patrols of the Tangle. If a an additional challenge. Wounded buildings, Longbow conducts Villain strays too close to these Arachnos soldiers sometimes run special ops against Arachnos doors or any nearby platforms, for help, which is almost always enemies. the Arachnos sorcerers quickly nearby. Volume 1 • Issue 7 emerge from these Fab Island is not much more ENEMIES doorways. In general, the than a glorified sandbar. Lord The surface and exterior of the Mu Mystics maintain a strong Recluse has built the fabrication Fab contains spawns Levels 48–49 presence throughout the sky in facilities in the center of the that are large enough for 1–3 the Tangle. island in an effort to minimize players. The interior of the Fab sea-based snooping. Because the has groups that are big enough to Circle of Thorns plant itself lies slightly beneath tackle up to a five-player team INTRODUCTION The Circle continues its war sea level, protective concrete and are generally Levels 49–50. against Arachnos even in the walls surround it. Arachnos The main floor is not for a solo heights of the Tangle. planted numerous trees to player; this is an area best suited camouflage the facility from for teams of three or more. Small Longbow prying eyes, but this era of patrols are also fairly common, so In addition to the obvious satellite photography has all but a smart player will wait and try to THE BASICS Longbow attacks, players can destroyed any notion of secrecy learn their patterns before occasionally find furtive Longbow and subterfuge. engaging in combat with a operatives working at night. There are two major ways to stationary spawn. enter the Fab. The ground-based Paragon Protectors way, possibly the safest for Arachnos Arachnos has commissioned Crey smaller groups, is the loading Crab Spiders protect the conveyer

ARCHETYPES Industries to provide additional dock on the western side of Fab belts that lead into the main security in this most sensitive Island. The conveyor belts laden plant, while Arachnos turrets and area. with fabricated and finalized Mu Mystics protect against aerial pieces of the Web rise up through invaders. Beware: The turrets The Fab a long and minimally guarded have a large perception radius North of the main island of tunnel that provides key access to and the ability to stun flying

GROUP Grandville sits a small secluded the Fab plant’s main floor. After players. Affected players

DYNAMICS piece of land that has been one enters the main floor, it helplessly drop into the waiting modified to one purpose—as a rapidly becomes apparent that hands of the ground forces. These fabrication plant for the Web this area is much harder than any defenses are, however, superstructure that composes area in Grandville. distributed fairly widely, so that the Tangle. Large spans of A player entering the Fab from the prudent player might escape cabling, racks of anchor points, the sky should watch for aerial detection. Zones and segments of the main web- patrols and numerous turrets. Some very large yet slow- like material cover the main floor The top surface of the Fab has a moving Bane Spider squads of the fabrication area. large series of grates and vents patrol the interior floor of the While the main portion of the with many gaps and openings Web Fab. They are fairly easy to Web is in place and mostly opera- that lead down into the inner spot, so keep an eye out for these tional, Arachnos is still fabricating sanctum. Pay attention to the groups. Arachnos and Crey opera- and installing new segments. surroundings; a misstep could tives can be seen sharing infor- Villains Floating barges halo the outskirts easily result in a fall into the pit of mation technology or working in of the Fab; these boats continu- the construction area. It’s a long the area. ously carry raw materials to the way down, and an extremely Spiderling patrols scurry along plants and finished pieces back to unpleasant welcome awaits the pipes in the Fab plant. Players Spider City. intruders at the bottom. traveling under these pipes PvP Secret access tunnels

A tunnel connecting the Fab to Spider City lies directly across from the base of the conveyor tunnel up to the loading docks. This tunnel leads all the way to the heart of Grandville. Spiderlings and Arachnos drones guard the tunnel, but wary players shouldn’t see either as much of a threat. Spiderlings don’t do

Bases much damage, and the drones are rather easy to avoid by running away or giving wide berth.

Volume 1 • Issue 7 should pay careful attention to the players to save a Bane same time as the Cold War, so the Spiderlings, who tend to drop Spider squad on the verge of she was never deployed. She down, explore, then hop back up being eaten by Arachnoids in spurned the CIA and Malta again. Large Tarantulas wander their web-infested cave. Group’s offers and decided to around the rooftops in groups of go freelance. Recluse caught two or three. Westin Phipps up to her as she was jumping Background: Most people look between factions in the Crey on poor Westin Phipps as an Middle East. She doesn’t have Arachnos has hired Crey to help unsung hero of the Rogue a strong loyalty to Arachnos with the fabrication process for Isles, a lone man of principle or Recluse, but she does get the Web. Crey scientists and determined to do what’s right to kill mages, which is what security can be found throughout and stand up for the weak she likes best. the manufacturing areas. Quite and the powerless, even in Levels: 40–45 frequently, Crey workers are the face of Arachnos. But you Introduction: Regent Korol consulting with their Arachnos know better. Westin Phipps is Special Mission: Zuhkara leads counterparts. a tool of Arachnos. A ruthless player Villains against her man with a heart of rust, hated foes, the Circle of Grandville Phipps was planted by Thorns. In one mission, Contacts Arachnos to take up the role players battle the Circle to of a crusader for the free arch-demon Lilitu. Regent Korol downtrodden before a real Dr. Forrester Background: Regent Korol is one could show up. Any good one of the few Fortunatas he does for the poor of Background: Dr. Forrester is a who have chosen to devote Grandville is offset by all the brilliant if unbalanced themselves fully to Arachnos information he funnels into scientist who has come to by becoming powerful Arachnos. Would-be heroes, Grandville to develop new Tarantula Queens. Through vigilantes, and rebels have all technologies in the service of the process, she has gained fallen victim to the false Lord Recluse. He has taken a immense psychic abilities, safety of Haven House. And special interest in mutation which she uses to protect Westin Phipps continues his theory and the Arachnoids Arachnos from infiltration. work, ready to lure in more. who lurk in the Gutter of Levels: 40–45 Levels: 40–45 Grandville. Introduction: Broker (five Introduction: Broker (five Levels: 40–45 Newspaper missions) Newspaper missions) Introduction: Terrence Dobbs Special Mission: Korol’s Special Mission: Players face Special Mission: Dr. Forrester schemes put players squarely off against Manticore himself has players kidnap a scientist in the crosshairs of Countess while invading a Longbow to lure Citadel into battle. Crey and her minions. spyship disguised as a freighter. Arbiter Daos Terrence Dobbs, Background: Arbiter Daos is Arachnoid Mage Killer perhaps the most humorless Exterminator Zukhara man ever to walk the Rogue Background: Terrence Dobbs is Background: Zukhara comes Isles. A devout servant of a professional exterminator from a long line of arcane Arachnos, Daos is not loathe to specializing in Arachnoids. assassins trained in Russia. take advantage of the He’s always looking for new Technomagical augmenta- impunity his position provides recruits to help him keep the tions make her nearly him. He often investigates Arachnoid population down immune to magic. Combined groups and activities that, in Grandville. with her intense training, strictly speaking, lie outside Levels: 40–45 these enhancements his purview, but he does so in Introduction: Broker (five rendered her ready to wreak the knowledge that, whatever Newspaper missions) havoc on American magical his reasons, Arachnos will Special Mission: Dobbs enlists spies. Unfortunately, her stand beside him. training ended at about the Levels: 40–45

Volume 1 • Issue 7 that Arachnos is testing. Arachnos Efficiency Levels: 40–45 Expert Pither Introduction: Westin Phipps Introduction: Requires Background: Mr. Pither is a Special Mission: As a high- Venomous Badge (defeat 200 small-minded and petty man, ranking member of Arachnos, Toxic Tarantulas) who would have led a mean Daos has access to the Special Mission: No. 204 sends and meaningless life if he had group’s armory. In one Villains into a special Gutter not found his one true calling: INTRODUCTION mission, Daos gives players a map to battle Tarantulas. efficiency. He was so unique Arachnos power dedicated to this task that it shield, in another an Shadow Spider the started to cost the lives of Arachnos shotgun. Spymaster inefficient workers, in Background: Shadow Spider accidents that could have Rikti Ambassador began her career as a Knife of been avoided had they THE BASICS Kuhr’Rekt Artemis, specializing in infil- followed his efficiency Background: Ambassador tration and intelligence jobs regimen, of course. Lord Kuhr’Rekt is a high-ranking that no one thought possible. Recluse came upon him when member of the Rikti Now working with Arachnos, he volunteered a more Restructurists, one of the two Shadow Spider acts friendly efficient way to defeat a hero factions among the alien and nice, and is usually very in mid-battle. Recluse offered

ARCHETYPES invaders that have appeared good to her people, but she him a job, and now Mr. Pither since their initial attack was can turn cold as ice and hard is one of the most feared men stalled. Now that the rival as steel when she needs to. in Arachnos. Mr. Pither has a Traditionalist faction has Levels: 46–50 wife and three children, all of started to increase its smaller Introduction: Mistress Violet whose lives he runs like numbers while advocating Special Mission: Players clockwork. Working for Mr.

GROUP long-term accommodation attempt to salvage a Pither can earn you the DYNAMICS with the heroes of humanity, weapons-smuggling Efficiency Expert Badge by the Restructurists have operation while battling the completing all of his timed decided that it is imperative Paragon Police Department missions successfully. they are stopped, even if and Longbow. Levels: 46–50 doing so means working with Introduction: Arbiter Daos elements of humanity. To this Arachnos Lab Special Mission: Players must Zones end, Kuhr’Rekt is on Assistant Vernon complete five timed missions Grandville at the request of von Grun to earn the special Efficiency Lord Recluse himself, repre- Background: Vernon von Grun Expert Badge. senting his people to trade is a lowly lab technician assets, information, and working on the least presti- Abyss, Hero Bounty technology that can be used gious part of Project Fury: Hunter against their mutual enemies. plant/human hybrids. Background: Who Abyss really Villains Levels: 40–45 Rumors say that he’s become is remains a mystery. She Introduction: Requires Native jealous of Operative Grillo and showed up recently with Badge (player has gained 25 feels that he, Vernon von costume pieces and gadgets other Badges) Grun, deserves to be more belonging to several heroes Special Mission: Ambassador than a mere lab assistant! To who recently went missing— Khur’Rekt will enlist the player that end, he’s hatched an evil PvP Heroes that Arachnos had put Villains to assault a Longbow scheme. bounties out on. Impressed base. To provide assistance, Levels: 46–50 with her tenacity and obvious the ambassador arms players Introduction: Dr. Forrester skill, Lord Recluse has let her with a Rikti rifle and drone. Special Mission: The spectral run free in Grandville, doing Woodsman has foiled von whatever she pleases. Abyss No. 204 Grun’s plan. Players, armed gets results, and she expects

Bases Background: This Tarantula with special Creeper seeds, the same of you. robot is one of a new line of face the hero in a special Levels: 46–50 self-aware AI war machines outdoor map of the Eden zone. Introduction: Shadow Spider

Volume 1 • Issue 7 Special Mission: Abyss are buried. That information Introduction: Requires the requests the player to infil- has gotten him the cush job following Badges: Tracer trate the base of the hero of overseeing their outside (defeat 200 Tsoo Sorcerers), team Vindicators and face off security contracts. These Blitzkrieg (defeat 100 against its members (Mynx, contracts are with individuals Freakshow Bosses), Infiltrator Valkyrie, Luminary, and Ms. with powers and abilities far (defeat 200 Paragon Liberty). beyond that which Crey can Protectors), Crey Kill (defeat muscle together. These 200 Crey), Council Kill (defeat Arachnos Operative contract workers handle the 200 Council). Grillo, Project Fury jobs that Crey can’t handle for Special Mission: To convince Coordinator themselves. the Center, master of the Background: Operative Grillo is Levels: 46–50 Council, to accept Viridian’s a scientist dedicated to devel- Introduction: Expert Pither invitation, you must defeat opments in science and Special Mission: Players try to one of the arch-Villains under technology to further the stop Mynx and Synapse from his command in the Center’s cause of Arachnos. He acts as escaping the Rogue Isles with Danger Room. the official Arachnos liaison critical data stolen from Crey. with Dr. Aeon in Cap au Diable Television through his proxies, and is Viridian Background: This looks like a involved with a number of Background: Viridian is a very perfectly normal television, secret Arachnos projects. He dangerous man who works sitting propped up on bricks is a fervent supporter of Lord subtle deals that can change and boards in the Gutter. That Recluse’s vision—a techno- the course of world history. somehow gets reception. And cratic world led by its greatest The core of his job is influ- isn’t plugged into anything. thinkers. encing other Villain groups You’ve seen stranger things, Levels: 46–50 through manipulation, but this is definitely weird. Introduction: Vernon von Grun sabotage, deal brokering, or Levels: 46–50 Special Mission: Grillo directs collaboration, as it suits the Introduction: Requires the the players against the needs of Arachnos. There is Midas Touch Badge mother of the Snakes: Stheno. some rivalry between his (10,000,000 Infamy) organization of manipulators Special Mission: Once the Tavish Bell, Crey and Shadow Spider’s spies, Radio was an ally. But now, it’s Security Chief but both know that they can a deadly enemy and must be Background: Tavish Bell has only succeed at their job with destroyed. Television has worked for Crey for years, so the help of the other. said so! he knows where all the bodies Levels: 46–50

Grandville zone event

Arachnos frequently sends aerial patrols down into the Gutter to curb any hostile activities and to provide valuable combat experience for its troops. Every 2–4 hours (real time) and during dusk (game time), a large transport emerges from the hangar atop the Watchtower and slowly descends to the lowest levels of Grandville. During transit to its drop zones, the transport will have an incredibly powerful shield active, protecting it from all attacks. When it reaches its drop zones, the transport will lower its shields to engage its attacks. Also, 7–12 Bane Spiders will teleport from the ship down to the ground. These troops attack any unallied targets in the area, which typically end up being Arachnoids or player Villains. If there is nothing about, the Bane Spiders stand guard for a short while. Pay very special attention to both the squads and the flier; troops occasionally radio for backup. You also need to be highly coordinated; the transport will only be vulnerable once it reaches its drop zones. Also, the transport possesses exceedingly potent weapon systems with very long ranges. Proceed with extreme caution. The Bane Spiders and transport spawn within the level range 45–54, but the transport is considered a “giant monster” and thus is equally deadly to players of all levels.

Volume 1 • Issue 7 recluse’s victory

INTRODUCTION Sector 1 Sector 4

(hero) 3 THE BASICS Sector 5 ARCHETYPES

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(villain) GROUP DYNAMICS

Sector 2 Sector 3 Zones Villain Base Hero Base

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PvP Villain Start Exploration Badges 2 Portal to Atlas Park Villains Hero Start Globetrotter (1) 3 Portal to Above Raganarok (2) Heavy Platform Villain Dark Victory (3) I Informants (Villain Base) Last Stand (4) Arachnos Orientation Adjuntant (1) Heavy Platform Hero Heroes Arbiter Minos (2) Globetrotter (1) Arbiter Uller (3) Temporal Anchors Raganarok (2) Temporal Fighter (3) I Informants (Hero Base) Hospital D.A.T.A. Orientation Adjutant (1)

Bases Last Stand (4) Commander Murat (2) 1 Portal to Grandville D.A.T.A. Tech Congreves (3)

Volume 1 • Issue 7 NOTE that the temporal anchors, Now the forces of Arachnos pillbox-like structures with turret and Longbow battle in a recursive This is a Level 40–50 zone. defense systems, will not stay future courtesy of the temporal locked down long enough to keep portal. Each victory and defeat For decades, Lord Recluse has the timeline frozen for more than brings reality one step closer to been plotting to destroy a few minutes at a time. “true time.” It’s up to the Heroes of Statesman. He has been using In recent months, Freedom Paragon City to defeat Lord captured D.A.T.A. and Portal Corp. Corps operatives, through great Recluse time and time again, scientists’ time technology to sacrifice on the beaches and in making that reality more and create a Destiny Portal—a portal the under city of Grandville, have more real until it finally takes hold that can travel to alternate learned about the temporal portal and denies all other conclusions. futures. Tweaked by Dr. Aeon and and have rescued captured scien- The Villains have the opposite perfected by his Mu Mystics, the tists that Lord Recluse used to goal, and must try to litter Atlas Destiny Portal has allowed the build and maintain it. These scien- Park with the broken bodies of Spider Lord to experiment with tists brought with them their hated foes, securing the the time stream, visiting alternate schematics of the portal and the anchors for themselves. timelines of Atlas Park, with hopes knowledge of how it was being Recluse’s Victory is a multi- of domination. used. The scientists told how they game PvP zone that lets the After extensive research, an constructed the temporal players feel that they are alternate, larger, temporal portal anchors with built-in reset impacting the world in which they was built. This portal’s signal locks buttons that would not let Lord are fighting. This is really an epic on to a specific thread in the time Recluse maintain his dream. They battle of the ages, in which even stream, one where Recluse has are not sure, but they think that Statesman and Recluse will take gained a foothold into this world. the reset system can be part. Arachnos’s control is maintained overridden if the temporal through various Temporal anchors are locked into one Entrances Anchors throughout Atlas Park. timeline or another long enough. But Lord Recluse is opposed by The Freedom Corps knew it had Heroes can enter Recluse’s Longbow and heroes, so the to act. With the aid of D.A.T.A. and Victory through the D.A.T.A. timeline is not permanently set the scientists of Portal Corp., it center in City Hall. In addition, on either good or evil. built its own temporal portal and players can monitor which side is If successful, Recluse’s Victory managed to secure a base under capturing various pillboxes in the will create a “butterfly effect,” the alternate city of Atlas Park in zone by watching the map of the changing the time continuum of Recluse’s Victory. A call has gone future Atlas Park in the D.A.T.A. today and bringing the defeat of out to gather the city’s most office. Statesman and the Freedom prestigious Heroes and task them Villains go into the zone Phalanx. with traveling forward into this through the gateway in the The only thing holding Lord time stream. bowels of the Watchtower in Recluse back from his dream is Grandville. Just as D.A.T.A. keeps track of each side’s progress, so too does Arachnos have a map set up just outside its teleportation facilities. Another map is set up in Port Oakes at Supergroup regis- tration, where players can see which side is dominating the future. Both Heroes and Villains have posted personnel just inside the zone to debrief newcomers to the area. A D.A.T.A. orientation adjutant informs Heroes of what they can expect and introduces players to two other personnel

Volume 1 • Issue 7 who can help in the base. Commander Murat describes details about how the zone works. D.A.T.A. tech Congreves gives a thorough rundown on the support vehicles available and the pillboxes. For INTRODUCTION the Villains, an Arachnos orien- tation adjutant provides the initial information, while Arbiter Uller explains how the war for the future works, and Arbiter Minos discusses the weapons at THE BASICS Arachnos’s disposal. Gameplay Overview well as locations of pillboxes and pillboxes are low concrete bunker heavy support platforms. gun platforms for turrets, with a Atlas Park is engulfed in a massive Aboveground, the city is an central raised area that is open on ARCHETYPES battle between the combined abandoned ruin. Buildings are top. The central raised area forces of the Freedom Corps and covered in graffiti and windows contains computer control panels Freedom Phalanx against are boarded up. Trash fills the that enable the turret systems Arachnos. Player Heroes and streets, and the sky looms gray. and switch the pillbox over to the Villains bolster each side of this The players’ goal is to seize player’s side; there is just enough conflict. Turreted pillboxes serve control of the pillboxes that are room in this control area for two GROUP as temporal anchors that control players. Holographic panels

DYNAMICS the zone’s temporal anchors and whether a section of the city is in claim the future for their side. display which side, if any, currently controls the temporal Arachnos or Longbow hands. Capturing six of the seven anchor (red—Arachnos, blue— Heavy support robots provide anchors creates a win condition Longbow). extra firepower for both sides. for a limited period when players To capture a neutral pillbox, Both armies have a secure base can reap special rewards. under the city where players players must first defeat the four Zones active ball turrets, then travel into arrive. Players are fully debriefed Pillboxes the middle of the platform and before they head aboveground. Control of Recluse’s Victory is click on the interruptible control There is an ops map in each base represented by seven temporal panel for five seconds (as with that gives live updates of who anchor pillboxes strategically Bloody Bay fire bases). If the controls which neighborhoods, as placed in the zone. These pillbox has already been captured by the enemy, the turrets on the

Villains pillbox must be defeated before the control panel can be operated/clicked on. While controlling a temporal anchor, a player is protected by a defensive force field.

PvP While in the zone, players can track the status of the pillboxes in the Navigation Window. Each pillbox is represented by a circle; the color represents its status. Additionally, players can follow the status of each temporal

Bases anchor by looking at their Navigation Window. The turrets that spawn become henchmen of the player who Volume 1 • Issue 7 enacted the pillbox. This means help take back the pillboxes Recluse’s Victory. A player’s they will work like other controlled by the enemy forces. temporal points are recorded in henchmen in the game, except The Signature characters will the Navigation Window. Players that they do not move, and will remain in the zone until either earn points according to the not get teleported to the player defeated or the zone resets. following table: should he move too far away These reinforcements from him. randomly teleport into the zone REcluse’s After a player leaves the at several locations. Once in the Victory awards pillbox, the turrets stop becoming zone, they will head to the ACtion his henchmen, and switch to nearest enemy-held pillbox and Destroy Turret team ID of the player. They will attack it to take down the turrets, Capture Pillbox stay in this state even if the player stopping only to defend against Defeat a Player returns to the pillbox. At this attackers. When a pillbox has Defeat a Signature point, the hologram control panel been taken down, they will move Character pops up showing no ownership of to the next enemy-held pillbox Fight on the Side that the turrets. The player, or anyone and do the same thing. When a Captures Six Pillboxes on the player’s side (Hero/Villain) character Hero/Villain is Negative points for being defeated may jump in and claim the turrets defeated, he or she will be by clicking on the control panel. teleported out via an effect. Note that every member of a Turrets that are destroyed do These Signature characters team that accomplishes the task not regenerate. If all four turrets keep appearing until the losing receives the reward, with one are destroyed, the pillbox is still in side takes one more pillbox than exception: A team must do at control of the side that previously the other. Signature characters least 10 percent of the hit point owned it, and will stay that way won’t appear if there are any left damage to the Signature until the enemy takes it, or over from the previous spawn. character in order to qualify for a game win or reset state the reward. changes it. Winning At the end of a battle and time Players must capture six temporal reset, any player who has 1,000 Support Robots anchors to seize Atlas Park. For points will receive a temp power Until claimed, support robots are five minutes, the geometry of the pet, a small version of the Heavy deactivated and sitting on their entire zone shifts to their side. class support robots from this platforms. A player claims a Even the sky changes to match zone. These points will also revert support robot by completing an the mood of the winning group. to zero when the game resets. interruptible touch task on the The zone remains this way for This temp power acts like a computer terminal on the five minutes and certain special normal pet (not a Mastermind), platform. When the task is rewards occur. The losing force and can be used outside of completed, the robot comes to life can end this period more quickly the zone. and functions as a Mastermind by defeating 100 enemy entities— pet. When a robot is destroyed, a player or AI. After this period is new one spawns at its starting over, the zone reverts to a neutral platform. No more than three state. robots can be in play on either side. If the player is defeated, the Rewards robot is also destroyed. The Temporal points are a special support robots for Villains come in reward feature available only in the form of huge Tarantulas— Arachnos Heavy Blasters. Heroes can utilize huge Longbow robots TIP called Cataphracts. You can only control one Heavy Support Robot A special easter egg is the existence of an Infected in the at a time. zone’s train station. Hero players desperate to earn the Isolator Badge, achieved by defeating the Infected that Reinforcements inhabit the tutorial, can now do so. However, cunning Villains When one side gains control of might just camp out at that spot and wait for the unwary do- four pillboxes, two or three gooder to come by…. Signature characters belonging to the losing side will teleport in and Volume 1 • Issue 7 INTRODUCTION THE BASICS ARCHETYPES GROUP DYNAMICS Zones Villains PvP Bases

Volume 1 • Issue 7 Featured Enemies

Arachnoids Super Jumping Arachnos Drone Coordinator Claws: Moderate Lethal Lieutenant: Levels 20-33 Lord Recluse guards the secrets of Envenom: Accuracy, Defense & the Arachnoids closely, but what Regeneration debuff, Slow Powers/Abilities: is known is that they were created in Project Fury. Some speculate Arachnos Disruption Blast: Moderate damage this experimental program was Resistance: Lethal, Smashing, Energy, designed to create soldiers in Fire, Cold Drones Lord Recluse's image, but if this is Disintegration Beam: Moderate true, the results so far are damage hideously flawed. Arachnos no doubt stole the technology for these drones from Flight Arachnoid the Rikti. Or perhaps they Arachnos Flyer Minion: Levels 30-54 bargained for it. Lord Recluse will deal with anyone who gives him Pet: Level 54 Powers/Abilities: what he wants. The Arachnos Flyers are used Venom Barb: Moderate dmg, Defense Arbiter Drone primarily for troop deployment. If debuff, Slow Archvillain: Level 54 you see one, run. Super Jumping Claws: Moderate Lethal These deadly Drones have been Powers/Abilities: dispatched by the Arachnos to Disruption Blast: Moderate damage Arachnoid maintain control and order. The Disintegration Beam: Moderate Spitter Drones quickly deal with any damage nearby threats by simply vapor- Lieutenant: Levels 30-54 izing the target. Flight Powers/Abilities: Powers/Abilities: Wolf Spiders Venom Barb: Moderate dmg, Defense Invoke Panic: Fear vs. Arachnos debuff, Slow Wolf Spider (Minion) Resistance: Indestructible Super Jumping Minion: Levels 1-15 Disintegration Beam: Instant kill, any Claws: Moderate Lethal foe Wolf Spiders are little more than Web Spitter: Hold, Slow legalized thugs. Lord Recluse Arachnos Drone recruits legions of desperate Super Arachnoid Minion: Levels 20-33 souls to fill their ranks, then puts Boss: Levels 30-54 them through a rigorous training Powers/Abilities: program that emphasizes loyalty, Powers/Abilities: Resistance: Lethal, Smashing, Energy, brutality, and discipline, in that Cocoon: Hold Fire, Cold order.

Venom Barb: Moderate dmg, Defense Disintegration Beam: Moderate Powers/Abilities: debuff, Slow damage Pulverize: High Smash, Stun Weaken: Debuff all secondary power Flight effects (Heal, Defense, Endurance, Pistol: Moderate Lethal, moderate Disorient, Hold, Immobilize, range Knockback, etc.) Web Trap: Hold, Slow

Volume 1 • Issue 1 Wolf Spider NOTE Huntsman Typically, only one occurs in a Wolf Spider Boss: Levels 1-29 spawn. Enforcer Minion: Levels 1-29 The most brutal and effective Fortunata Seer members of the Wolf Spiders are Powers/Abilities: eventually promoted to Lieutenant: Levels 11-30 INTRODUCTION Brawl: Moderate Smashing Huntsmen. They're armed and armored for many situations, so Fortunata Seers can glimpse Pulverize: High Smash, Stun tread lightly when they're around. moments into the future. They Heavy Pistol: High Lethal, Knockback, use this ability to increase the moderate range Powers/Abilities: defenses of the more mundane troops they slavishly lead into

THE BASICS Wolf Spider Assault Shotgun: Moderate Lethal & combat. Knockback, short range Minion: Levels 16-29 Rifle Butt: Moderate Smashing Powers/Abilities: Wolf Spider Assault troops are Web Grenade: Moderate Immobilize, Mental Blast: Moderate Psionic & Slow armed with submachine guns to Slow Psionic Lance: Long range, accurate, hose down pesky super-types Wide Area Web Grenade: Moderate Extreme Psionic dmg, Slow

ARCHETYPES who stick their nose in Lord Immobilize, Slow Recluse's business. Mind Link: (AoE) Accuracy & Perception Venom Grenade: Minor Lethal, slow buff, resist Confusion Powers/Abilities: regeneration, Sleep Subdue: High Psionic, moderate Pulverize: High Smash, Stun Frag Grenade: Minor Smashing, Lethal Immobilize & Smashing & Knockback Burst (SMG): Moderate Lethal, Defense Mental Training: Resistance GROUP Wolf Spider Armor: Resistance DYNAMICS debuff, moderate range Fortunata Mistress Heavy Burst (SMG): Heavy Lethal, Fortunatas Boss: Levels 30-54 Defense debuff, moderate range Fortunata The most powerful of the Wolf Spider Tac Ops Minion: 34-54 Fortunatas are the Mistresses. Lieutenant: Levels 1-29 These rare few have mastered Zones Fortunatas are female Arachnos numerous psychic abilities and Tactical Operators are Wolf agents gifted with psychic risen to the top of Lord Recluse's Spiders who have shown keen powers. Those with aggressive beautiful Black Widows. tactical sense and lead small abilities are tasked with taking detachments of Wolf Spiders. down super-types who often Powers/Abilities: have little resistance to their Powers/Abilities: Telekinetic Blast: Moderate Smashing,

Villains deadly abilities. Psionic & Knockback Poisonous Ray: Minor Lethal, slow Psychic Scream: Moderate Psionic regeneration, Sleep Powers/Abilities: Mind Link: (AoE) Accuracy & Perception Pulverize: High Smash, Stun Mental Blast: Moderate Psionic & Slow buff, resist Confusion Power Blast: Moderate Smashing, Psionic Lance: Long range, accurate, Will Domination: Moderate Psionic, Energy & Knockback Extreme Psionic dmg, Slow PvP high Sleep Web Grenade: Moderate Immobilize, Resistance: Psionic, Melee and Ranged Scramble Thoughts: Minor Psionic, Slow Def (moderate), To Hit buff (high) moderate Stun Levels 43–54 Psychic Wail: High Psionic & Stun Psionic Lance: Ranged Psionic (high), Resistance: Stun, Immobilize, Hold Recharge debuff (moderate) Protection, Psionic, and Sleep, Melee

Bases and Ranged Def (moderate), To Hit buff (high)

Volume 1 • Issue 1 Levels 40–54 NOTE Arm Lash: Superior Slashing, arc AoE Psionic Lance: Ranged Psionic (high), 1.33 XP multiplier Wide Area Web Grenade: Moderate Recharge debuff (moderate) Immobilize, Slow Crab Slicers NOTE Mu 1.2 XP multiplier Crab Spiders function much like Mu Striker SWAT teams in other cities, and Minion: Levels 15–20, 34-54 Widows are dispatched to deal with high- level threats like super-types. They're equipped with full body Strikers are descendants of the Blood Widow armor, larger weapons, and a set long-lost Mu, drafted into Lieutenant: Levels 15-33 of mechanical spider arms that Arachnos service to fight both turn them into death-dealing mystic heroes and the Blood Widows are Arachnos' machines. troublesome Circle of Thorns. beautiful but deadly assassins. Pray you do not feel their kiss. Crab Spider Slicer Powers/Abilities: Minion: Levels 30-54 Lightning Bolt: High Energy & Powers/Abilities: Endurance drain, moderate range Poison Dart: Minor Lethal, slow regen- Powers/Abilities: Resistance: Energy and Negative eration, Sleep Resistance: Energy and Lethal attack Def (low), Energy and Negative Lunge: Moderate Lethal, Slow, (moderate) Energy Resistance (low) Immobilize Longfang: Moderate Lethal, Defense Lightning Armor: Resist Fire, Cold, Swipe: Moderate Lethal, Knockback debuff Energy & Negative Energy Slash: Moderate Lethal & Defense Slice: Moderate Lethal debuff Levels 34–54 Crab Spider Static Discharge: Cone attack, Energy Night Widow Longfang damage (moderate), Endurance Drain, Lieutenant: Levels 34-54 Lieutenant: Levels 31-54 Recovery debuff Boss: Levels 21-33 Shocking Bolt: Energy damage (low), Powers/Abilities: Stun Night Widows are trained in Suppression: Energy dmg, multiple Fly stealth, infiltration, disguise, and targets cold-blooded murder. Most of Lightning Blast: Extreme Energy dmg, Resistance: Energy and Lethal their victims never even see them accurate, Endurance debuff (moderate) coming. Slice: Moderate Lethal Mu Adept Powers/Abilities: Channel Gun: Ranged Energy damage Lieutenant: Levels 15-20, 34-54 Smoke Grenade: Vision & Accuracy (high) debuff The most gifted Mu Strikers are Crab Spider given far more than promotions Slash: Moderate Lethal & Defense Webmaster and new uniforms—they are debuff Boss: Levels 31-54 given eldritch secrets to unlock Stealth: Invisible, Slow their inner powers. As long as Psychic Scream: Moderate Psionic Powers/Abilities: they continue to use them in Arachnos' service, of course. Mental Blast: Moderate Psionic & Slow Resistance: Energy, Lethal, Psionic damage (moderate), Sleep (high), Stun, Strike: High Lethal Powers/Abilities: Sleep, Immobilize, Hold, Confuse, and Spin: Sphere AoE, high Lethal Fear Protection (moderate) Lightning Bolt: High Energy & Endurance drain, moderate range Mental Training: Resistance Suppression: Energy dmg, multiple Eviscerate: Very high Lethal targets Cage of Lightning: Minor Energy, Stun, Hold, moderate range Slice: Moderate Lethal

Volume 1 • Issue 1 Lightning Armor: Resist Fire, Cold, Arachnobot Blaster Energy & Negative Energy Lieutenant: Levels 20-30 Flight Resistance: Energy and Negative Arachnobot Blasters were created Lightning Armor: Resist Fire, Cold, attack Defense (low), Energy and Negative Energy Resistance (low) by Arachnos Orb Weavers to take Energy & Negative Energy down particularly powerful Resistance: Energy and Negative super-powered threats. INTRODUCTION attack Def (low), Energy and Negative Levels 34–39 Energy Resistance (low) Sentinel of Lightning: Continuous Powers/Abilities: Static Discharge: Moderate Energy moderate Energy dmg to nearby foes, Sweep Area: Moderate Energy (DoT) follows Guardian, can fly (AoE), Endurance debuff Power Jumping Shocking Bolt: Energy, Hold Wide Area Web Grenade: Moderate

THE BASICS Levels 40–54 Immobilize, Slow Levels 34–39 EM Pulse: Severe Endurance & HP debuff, Hold, high Energy dmg vs. Claw: Moderate Lethal Lightning Blast: Extreme Energy dmg, machines Energy Blast: High Energy, medium accurate, Endurance debuff range Static Discharge: Cone attack, Energy NOTE Energy Pulse: Moderate Energy (DoT) damage (moderate), Endurance Drain, Players will also encounter ARCHETYPES Recovery debuff Resistance: Lethal, Smashing, Energy, Mu ghosts at Levels 40–54 Fire, Cold Cage of Lightning: Ranged Energy who have these additional damage (low), Sleep, Endurance Drain, powers: Arachnobot Recovery debuff Resistance: Energy, Negative Disruptor Energy, Toxic and Cold damage Boss: Levels 20-35

GROUP Levels 40–54 (moderate),Sleep, Fear, DYNAMICS Shocking Bolt: Energy damage (low), Immobilize Protection, Orb Weavers created the Stun Resistance to Speed debuffs Disruptor Arachnobots to capture their prey alive. Mu Guardian Arachnobots Boss: Levels 15-20, 34-39, 40–54 Powers/Abilities:

Zones Arachnobot (Minion) Power Jumping Mu Guardians pulse with the Minion: Levels 20-30 Wide Area Web Grenade: Moderate blood of their slaughtered Immobilize, Slow ancestors in their veins. They These attack drones are used to have read unholy tomes, visited Disruptor Blast: Moderate Energy soften up super-powered targets. (AoE), Endurance debuff other planes of existence, and Arachnos considers them very Claw: Moderate Lethal performed dark sacrifices too expendable, and uses them to Villains terrible to mention to become record and monitor a threat's Disruptor Tesla: Minor Energy, masters of the mystic arts. abilities before more expensive Endurance drain & Sleep, moderate troops—such as Tarantulas or range Powers/Abilities: Fortunatas—are deployed. Disruptor Bolt: High Energy, Lightning Bolt: High Energy & Endurance debuff Endurance drain, moderate range Powers/Abilities: PvP Resistance: Lethal, Smashing, Energy, Ball Lightning: High Energy, End drain Power Jumping Fire, Cold & slow recovery Claw: Moderate Lethal Summon Spiderlings: Spawn Static Discharge: Moderate Energy Full Auto: Superior Lethal (DoT) Spiderling (AoE), Endurance debuff Chain Gun: Minor Lethal, moderate Shocking Bolt: Medium Energy, Hold range

Bases Touch of the Storm: Heal other Resistance: Lethal, Smashing, Energy, Flight Fire, Cold

Volume 1 • Issue 1 Spiderling Fire Tarantula Toxic Tarantula Small/Pet: Levels 1-54 Minion: Levels 29-54 Boss: Levels 29-54

These attack drones are used to Powers/Abilities: Powers/Abilities: soften up super-powered targets. Plasma Cannon: Extreme Fire DoT, Cocoon: Hold Arachnos considers them very medium range expendable, and uses them to Venom Burst: Moderate dmg, Defense record and monitor a threat's Armored Exoskeleton: Resistance debuff, Slow abilities before more expensive Burning Claws: Moderate Lethal & Fire Armored Exoskeleton: Resistance troops—such as Tarantulas or Resistance: Lethal, Smashing, Psionic, Claw Pierce: Moderate Lethal Fortunatas—are deployed. Energy, Negative Energy, Toxic Res Toxic Claws: Moderate Slashing (moderate), Cold (low), Fire (high) Powers/Abilities: Web Spitter: Hold, Slow Tarantula Mistress Power Jumping Tarantula Queen Lieutenant: Levels 29-54 Claw: Moderate Lethal Boss: Levels 29-54 Full Auto: Superior Lethal (DoT) A rare few Fortunatas volunteer Chain Gun: Minor Lethal, moderate for the Tarantula program. Those What terrible process pushes a range who survive integration with the woman to become one of these machine are truly terrors to unholy terrors is a subject of Resistance: Lethal, Smashing, Energy, much speculation. What is known Fire, Cold behold. Their specially-designed suits greatly amplify their psychic is that their suits are little different from Tarantula NOTE abilities, allowing them to not only communicate the next few Mistresses. Instead, it seems the These take additional damage seconds of time to their allies, but user somehow suffers the from Energy attacks. also to distort reality for their foes upgrade. Tarantula Queens are all as well. incredibly powerful, but also quite mad. Tarantulas Powers/Abilities: Powers/Abilities: The Tarantula Exoskeleton Armor Telekinetic Blast: Moderate Smashing, Telekinetic Blast: Moderate Smashing, was developed by an Orb Weaver Psionic & Knockback Psionic & Knockback cell named Weaver One. It grants Psychic Scream: Moderate Psionic the user incredible strength and Psychic Scream: Moderate Psionic Mental Blast: Moderate Psionic & Slow wires him directly to his weapons Mind Link: (AoE) Accuracy & Perception systems. Rumor is that the pilot Armored Exoskeleton: Smashing, buff, resist Confusion must undergo a terrible Lethal, Fire, Cold, Energy, Negative Energy, and Toxic Res (moderate), Will Domination: Moderate Psionic, treatment of some sort to high Sleep properly graft with the suit. Psionic Res (high) Claw Pierce: Moderate Lethal Scramble Thoughts: Minor Psionic, Tarantula (Minion) moderate Stun Claw Shred: Moderate Slashing Minion: Levels 29-54 Claw Pierce: Moderate Lethal Mental Scramble: Severe Accuracy, Defense & Perception debuff Total Domination: AoE sphere, Powers/Abilities: Immobilize, moderate range Venom Bolt: Moderate DoT Mind Link: (AoE) Accuracy & Perception buff, resist Confusion Claw Shred: Moderate Slashing Claw Pierce: Moderate Lethal Will Domination: Moderate Psionic, Armored Exoskeleton: Resistance Claw Shred: Moderate Slashing high Sleep Psychic Wail: High Psionic & Stun Armored Exoskeleton: Resistance

Volume 1 • Issue 1 Ethereal Knockback Life Drain: High Negative Energy, self Temp Invulnerability: High resist Spectral Spiders heal & Accuracy debuff Smashing & Lethal Necroplasmic Grasp: Negative Energy, Foot Stomp: AoE moderate Smashing, These Wolf Spiders have Hold Knockback discovered a method to become Hurl: Moderate Smashing & Knockback INTRODUCTION living ghosts. Though they're not Olivia Darque Punch: Moderate Smashing & completely used to it, they've Boss: Levels 10-16 already begun to master their Knockback new ghostly powers. The assistant to Marshall Brass is Resistance: Lethal, Smashing, Energy, one of the big players in Cap au Fire, Cold Wolf Spider Ghost Diable. Do right by her and you Haymaker: High Smashing & THE BASICS Minion: Levels 6-12 may be well on your way to Knockback greatness. Let Longbow defeat Powers/Abilities: her and your life won't be worth Levels: 35–47 Flight much. Knockout Blow: Melee Smashing Smite: Moderate Smashing, Neg damage (high), Knockdown, Stun Energy, Accuracy debuff Powers/Abilities:

ARCHETYPES Tenebrous Tentacles: AoE cone, Unstoppable: Self, +Res (Disorient, Ghastly Blast: Moderate Negative Sleep, Hold, Immobilize, all damage Energy, Accuracy debuff moderate Smashing, Negative Energy, Immobilize, Accuracy debuff, short but Psionics) Resistance: Resistance range Ethereal Silver Mantis Gloom: Minor Neg Energy & Accuracy Archvillain: Levels 20–26, 40–47 debuff

GROUP Wolf Spider Shade

DYNAMICS Lieutenant: Levels 6-12 Shadow Maul: Moderate Smashing, Tamura Shirai is fascinated with Neg Energy & Accuracy debuff the smooth, sleek feel of metal. Powers/Abilities: Life Drain: High Negative Energy, self Funding the augmentation of her Flight heal & Accuracy debuff body to pure metal was an Smite: Moderate Smashing, Neg expensive proposition, however, Smite: Moderate Smashing, Neg so she turned to crime. During

Zones Energy, Accuracy debuff Energy, Accuracy debuff one of her robberies she encoun- Ghastly Blast: Moderate Negative Shadow Punch: Moderate Smashing & tered Black Scorpion, on a job for Energy, Accuracy debuff Neg Energy Lord Recluse. Tamura realized an Resistance: Resistance Dark Blast: Moderate Neg Energy, opportunity when she saw it, and Accuracy debuff rather than fighting with Ethereal Arachnos over the ill-gotten loot, Life Drain: High Negative Energy, self Wretch formed an alliance that has lasted Villains heal & Accuracy debuff Archvillain: Levels 15–47 to this day.

Wolf Spider Powers/Abilities: Phantom A twisted wreck of a human being, Wretch was horribly Thorny Darts: Minor Lethal, Toxic DoT, Boss: Levels 6-12 mutated in the same incident that Defense debuff

PvP slew Ghost Widow. He remains Powers/Abilities: Temp Invulnerability: High resist her loyal guardian and protector, Smashing & Lethal Flight using his immense strength and Thorn Burst: Circle AoE, Minor Lethal, Smite: Moderate Smashing, Neg savage fury to protect her from Toxic DoT, Defense debuff Energy, Accuracy debuff all harm. Fling Thorns: Cone AoE, Minor Lethal, Ghastly Blast: Moderate Negative Toxic DoT, Defense debuff Energy, Accuracy debuff Powers/Abilities: Bases Impale: Moderate Lethal, Slow, Resistance: Resistance Jab: Moderate Smashing & Stun Immobilize, short range Hand Clap: Very high Stun &

Volume 1 • Issue 1 Thorntrops: Slow, Minor Lethal DoT Water Spout: Hold, moderate range heal self, Accuracy debuff Dull Pain: Self heal Resistance: Cold Torrent: AoE minor Negative Energy, Thorn Barrage: High Lethal, Slow, Vulnerable: Fire Smashing, Knockback, Accuracy Immobilize, short range debuff Resistance: Resistance to all debuffs Ice Mistral Dark Blast: Moderate Neg Energy, (high), Stun, Fear, Hold, Confuse, Boss/Archvillain: Levels 30-36, Accuracy debuff Knockback Protection (Hide), 35-47 Phase Shift: Intangible Smashing and Lethal Resistance Dark Regeneration: Minor Negative Irena Rudenko was chosen by one (moderate) Energy, self heal of the Monks of the Four Winds to become the Ice Mistral. Receiving Fearsome Stare: Cone AoE of fear Levels 40–47 the power changed her; she Resistance: Resistance to all debuffs Unstoppable: Self, +Res (Disorient, retained the icy-cold aloofness (high), Stun, Fear, Hold, Confuse, Sleep, Hold, Immobilize, all damage and desire for mastery of the Knockback Protection (Hide), but Psionics) wind, but none of the control. Her Smashing and Lethal Resistance Build Up: Self +damage, +ACC own rage overrode the honor (moderate) Skewer: Melee, moderate damage normally imbued to the Knights Twilight Grasp: High Immobilize & (Lethal), DoT (Lethal) -Def of the Wind and she went on a Accuracy & Damage debuff for all mad killing spree. Scirocco took Damage types Ripper: Melee (Cone), high damage her under his wing to protect her (Lethal), DoT (Lethal) -Def, Knockback, from the Monks—many of which NOTE -Speed have fallen trying to reclaim their lost power. When Ghost Widow appears Barracuda in a zone, she's a Level 50 Boss/Archvillain: Levels 25-31, Ghost Widow Giant Monster. 40–47 Boss/Archvillain: Levels 40-54 Base Objects A former treasure hunter, Kelli Beautiful, mysterious, and deadly. Forston was infected by mysterious Ghost Widow appears to be an creatures known as the Coralax. actual spirit from beyond the Triggered What she found in the briny deep grave rather than a super with Turret remains a mystery, but it turned her some sort of incorporeal power. Minion: Levels 1-54 heart as dark and cold as the Some have said she was once a depths. In combat, she is almost as rising star in the Night Widows A turret to defend the base. quick and savage as her blood- when she was slain. Her thirst for thirsty mentor, Captain Mako. vengeance must have been great, Powers/Abilities: for she returned from the void Powers/Abilities: Turret Blast: Short range, Lethal DoT, and now serves at Recluse's side. Knockback Wave of Cold: Cold DoT, Slow There are rumors that her service isn't entirely voluntary, however. Turret Snipe: Long range, Lethal, Spiny Urchins: Moderate Lethal, Knockback Defense debuff Powers/Abilities: Super Leap Triggered Bomb Petrifying Gaze: Hold, moderate range Subdue: High Psionic, moderate Minion: Levels 1-54 Immobilize & Smashing Lift: Moderate Smash, negate Flight Psychic Coral Blast: Moderate Psionic, Tenebrous Tentacles: AoE cone, This is a bundle of high-explo- Slow moderate Smashing, Negative Energy, sives with a proximity sensor on Immobilize, Accuracy debuff, short it. The Bomb is fragile but cannot Urchin Spray: Moderate Lethal, range be affected by secondary effects Defense debuff like Sleep, Disorient, or Fear. Gloom: Minor Neg Energy & Accuracy Psychic Coral Wail: High Psionic & Stun debuff Psychic Coral Scream: Moderate Life Drain: Moderate Negative Energy, Psionic

Volume 1 • Issue 1 Herald of Transferrence System! Could this Bat'zul be a side-effect of tapping into Powers/Abilities: Mount Diable? Boss: Levels 15-21 Bomb Blast: Circle AoE, high damage Powers/Abilities: Self Destruct Powers/Abilities: Thunderous Blast: Endurance Fire Smash: Moderate Smashing, Recovery debuff INTRODUCTION Knockback & Fire Bat'zul Lightning Bolt: High Energy & Scorch: Moderate Fire Endurance drain, moderate range These demons are the servitors of Fire Sword: Moderate Lethal, high Fire Ball Lighting: AoE, minor Energy and Bat'Zul, a powerful demon prince Fire Ball: Moderate Fire & Smashing, Endurance drain, moderate range rumored to be trapped moderate range somewhere. Short Circuit: Moderate AoE Energy, THE BASICS Super Leap Endurance debuff, negates Endurance Omen of Bat'zul Invincibility: Defense & Accuracy buff Recovery, heavy damage vs. robots & mechanical Minion: Levels 15-21 Minor Resist: Fire Thunder Stomp: Disorient Vulnerability: Cold Powers/Abilities: Tesla Cage: Minor Energy, Sleep & Fire Smash: Moderate Smashing, Endurance drain, moderate range ARCHETYPES Cap au Knockback & Fire Diable Resistance: Archvillain resistance Scorch: Moderate Fire Fire Sword: Moderate Lethal, high Fire Demons Carnival of Flares: Moderate Fire Gremlin Shadows

GROUP Super Leap Minion: Levels 10-20 DYNAMICS Invincibility: Defense & Accuracy buff Attendant Minor Resist: Fire These terrible little monsters Minion: Levels 30-40 Vulnerability: Cold somehow live inside the Cap au Diable Power Transferrence The lowest echelon of the System. Perhaps there is more to Carnival of Shadows is filled with Harbinger of these servants. Although they are Zones Bat'zul the 'PTS' than meets the eye. There are certainly rumors. Many at the bottom of the ladder, they Lieutenant: Levels 15-21 wonder why the PTS is covered in should not be underestimated. glowing sigils. Could that have They wear the distinctive mask of Powers/Abilities: something to do with these the Carnival and draw resistance Fire Smash: Moderate Smashing, supernatural nuisances? to mental attacks from it like the Knockback & Fire rest of their comrades.

Villains Powers/Abilities: Scorch: Moderate Fire Powers/Abilities: Fire Sword: Moderate Lethal, high Fire Charged Bolts: Moderate Energy & Endurance drain, moderate range Resistant: Psionic Flares: Moderate Fire Charged Brawl: Minor Smashing & Vulnerable: Lethal Super Leap Energy Energy Ring Toss: Minor Lethal, Energy, Invincibility: Defense & Accuracy buff PvP Resistance: Energy Stun Minor Resist: Fire Electric Explosion: Self-destruct, Circle Energy Rings: Minor Lethal, Energy, Vulnerability: Cold AoE, Energy dmg Stun

Deathsurge Seneschal Lieutenant: Levels 30-40 Monster: Level 20

Bases The Seneschals of the Carnival are This electrical horror has sprung the efficient leaders of the rank forth from Dr. Aeon's Power

Volume 1 • Issue 1 and file. They most commonly feats of strength. The Bronze Ring Mistress rise from amidst the Attendants Strongmen are recruited for their but occasionally a Harlequin will potential and are mentally Boss: Levels 30-40 be moved over into this role. In dominated by the Ring addition to their access to the Mistresses. They are then put The Ring Mistresses are taken same arsenal as the attendants, through a rigorous training from the ranks of the Carnival. the Seneschals use torches to regimen to achieve their The strongest minds with the create fire attacks. Herculean physique and are most capacity for evil are shaped sealed in their helmets. and then hidden behind the most Powers/Abilities: powerful masks that the Carnival Powers/Abilities: has. No one is certain where these Psychic Visage: Moderate End drain masks come from but they Resistant: Psionic Resistant: Psionic, Knockback, enhance the psychic abilities of Immobilize, Slow, Smashing Vulnerable: Lethal the Ring Mistresses exponentially. Vulnerable: Lethal They rule the troupes of the Fire Breath: Moderate Fire Hurl: High Smashing & Knockback Carnival with a steel hand in a Spit Fire: Moderate Fire velvet glove. Jab: Moderate Smashing & Stun Torch: Moderate Smashing & Fire Punch: Moderate Smashing & Powers/Abilities: Knockback Harlequin Psychic Visage: Moderate End drain Haymaker: High Smashing & Fencer Resistant: Psionic Knockback Vulnerable: Lethal Harlequin Fencer Iron Strongman Minion: Levels 35-40 Telekinetic Blast: Moderate Smashing & Minion: Levels 35-40 Psionic These capering minions look Will Domination: High Psionic & Sleep After serving the Carnival loyally bright and cheerful in their Subdue: High Psionic & Immobilize motley, but they are a grave for a year and a day, the Bronze threat. They are masters of the Strongmen are presented with a Mental Blast: Moderate Psionic blade, prodding their enemy with mallet made of cold iron that is a Mask of Vitiation: Very high Def debuff pinpoint knife throwing and then symbolic representation of their & End drain using vicious sword attacks when loyalty as well as a fearsome in melee. Their place in the weapon. The Iron Strongmen are Circle of Carnival hierarchy is low. the backbone of the Carnival's physical threat level. Thorns Powers/Abilities: Powers/Abilities: Hordelings Resistant: Psionic Psychic Visage: Moderate End drain Vulnerable: Lethal Resistant: Psionic, Knockback, From the nightmares of Hell's Super Leap Immobilize, Slow, Smashing sinners come these disgusting creatures, nightmares born of Throwing Knife: Moderate Lethal Vulnerable: Lethal fire, brimstone, and hate. Rapier Stab: Moderate Lethal & Def Hurl: High Smashing & Knockback debuff Temp Invulnerability: Very high Hordeling Lasher Rapier Parry: Moderate Lethal & Def Smashing & Lethal resistance Minion: Levels 8-15 debuff Giant Mallet: Moderate Smashing & Powers/Abilities: Strongmen Knockup Giant Mallet Smash: Moderate Tongue Strike: Moderate Smashing Bronze Strongman Smashing & Knockback Toxic Bite: Heavy damage Minion: Levels 30-40 Resistance: Fire Vulnerable: Cold The strongmen of the Carnival of Shadows are capable of amazing

Volume 1 • Issue 1 Blade Prince has come to earth with her Boss: Levels 35-45 infernal hordes. It is said the price Hordeling Hurler for her service is the death of 666 Lieutenant: Levels 12-15 These cruel demons command a heroes—including her own son, host of dancing swords to flay the Infernal. Powers/Abilities: flesh of their foes. Powers/Abilities:

INTRODUCTION Ice Blast: Moderate Smashing, Cold & Slow, moderate range Powers/Abilities: Fire Ball: Moderate Fire, minor Smashing Flailing Claws: Minor Slashing DoT, Bitter Ice Blast: Superior Smashing, quick recharge Cold & Slow, moderate range Bitter Ice Blast: Superior Smashing, Cold & Slow, moderate range Frost Breath: AoE cone, moderate Cold Infernal Frost Sword: Moderate Lethal & Slow, short range & Cold, Slow Entrance: Stun THE BASICS Resistance: Fire Dancing Infernal Swords: Moderate Come Hither: Turn foe against other Lethal foes Vulnerable: Cold Terrify: Cone AoE, Minor Psionic Blaze: Heavy Fire, short range Hordeling Frozen Armor: Defense buff vs. Hellish Bolts: Arc AoE, Knockback Berserker Smashing, Lethal, Cold & Fire Fire Cages: Minor Fire DoT, Immobilize Lieutenant: Levels 12-15 ARCHETYPES Frost Breath: AoE cone, moderate Cold Glacier: Circle AoE, Hold, Slow & Slow, short range Powers/Abilities: Resistance: Archvillain resistance Resistance: Auto Cold Berserker Rage: Resurrection, buff all, self destruct Nerva Daemons NOTE Frost Sword: Moderate Lethal & Cold Blade Princes take extra Where go the Circle of Thorns go GROUP Blizzard: Cold DoT, Accuracy debuff, DYNAMICS damage from Fire attacks. the legions of Hell. These Slow gibbering monstrosities seem to Frozen Armor: Defense buff vs. Succubus be waiting for...something. Smashing, Lethal, Cold & Fire Boss: Levels 30-45 Nerva Spectral Hellfrost Daemon

Zones Not every horror that emerges Boss: Levels 25-35 Minion: Levels 25-40 from the Inferno is hideous—at least on the outside. The Succubi The deepest bowels of the Pit Powers/Abilities: appear as voluptuous women to birth these monstrosities. Beware Siphon Life: Moderate Negative Energy lure foolish mortals to a long and their Infernal Blades, for it is said & self heal painful doom. they tear far more than just flesh. Smite: Moderate Smashing, Negative Some claim bits of their victims Villains Powers/Abilities: Energy, Accuracy debuff souls are shorn away as well. Entrance: Stun Flight Powers/Abilities: Come Hither: Turn foe against other Ethereal Bitter Ice Blast: Superior Smashing, foes Resistance: Immobilization, Smashing, Cold & Slow, moderate range Hellish Bolts: Arc AoE, Knockback Lethal, Negative Energy PvP Frost Sword: Moderate Lethal & Cold Burning Claws: Moderate Lethal & Fire Vulnerable: Energy, Psionic Blizzard: Cold DoT, Accuracy debuff, Nerva Spectral Slow Lilitu Daemon Lord Archvillain: Levels 35-47 Frozen Armor: Defense buff vs. Lieutenant: Levels 25-40 Smashing, Lethal, Cold & Fire The She-Devil ruled a plane of Hell Frost Breath: AoE cone, moderate Cold before being called forth by the Powers/Abilities: Bases & Slow, short range Circle of Thorns. The sorcerers Siphon Life: Moderate Negative Energy Glacier: Circle AoE, Hold, Slow struck a deal with her, and Lilitu & self heal

Volume 1 • Issue 1 Smite: Moderate Smashing, Negative Circle Mage Pistol: Moderate Lethal, moderate Energy, Accuracy debuff Archus range Midnight Grasp: High Negative Energy, Archvillain: Levels 35-41 Cage Consortium Immobilize, Accuracy debuff Guard Despite your efforts, Archus has Chill of the Night: Minor Negative Minion: Levels 5-40 Energy & Accuracy debuff nearly completed his psychic network using the shards of Flight Seraphina's crystal. Stop him, or Powers/Abilities: Ethereal you could wind up as his pawn Brawl: Moderate Smashing Resistance: Immobilization, Smashing, forever! Heavy Pistol: High Lethal, Knockback, Lethal, Negative Energy moderate range Powers/Abilities: Vulnerable: Energy, Psionic Riot Baton: Moderate Smashing, Stun Tenebrous Tentacles: Minor Smashing, Caleb minor Negative Energy, Immobilize, Burst (SMG, Adv SMG): Minor Lethal, Accuracy debuff, short range Defense debuff, moderate range Monster: Level 40 Gloom: Minor Neg Energy & Accuracy Butt (SMG, AR): Moderate Smashing The legendary Caleb. You'd debuff Single Shot (AR): Long range, accurate, thought he was just a rumor—a Dark Pit: Disorient High Lethal, Knockback tale told to frighten children by Chill of the Night: Minor Negative cruel parents. Yet here he is, Cage Consortium Energy & Accuracy debuff brimming with infernal power Officer and reeking of brimstone from Twilight Grasp: High Immobilize & Lieutenant: Levels 1-40 the darkest depths of Hell. Accuracy & Damage debuff for all Damage types Powers/Abilities: Powers/Abilities: Fortitude: Buff all damage, to hit, all Brawl: Moderate Smashing Soul Drain: Circle AoE, Moderate defenses Burst (SMG, Adv SMG): Minor Lethal, Negative Energy, Damage & Accuracy Psychic Scream: Moderate Psionic, Defense debuff, moderate range buff moderate range Tactics: Accuracy & Perception buff, Flight Mesmerize: Moderate Psionic & Sleep, resist Confuse Gloom: Minor Neg Energy & Accuracy long range Shotgun: AoE cone, moderate Lethal, debuff Scramble Thoughts: Minor Psionic, Knockback, short range Life Drain: Moderate Negative Energy, moderate Stun Riot Baton: Moderate Smashing, Stun self heal, Accuracy debuff Dominate: Moderate Hold Single Shot (AR): Long range, accurate, Dark Regeneration: Minor Negative High Lethal, Knockback Energy, self heal Consortium Butt (AR): Moderate Smashing Tenebrous Tentacles: Minor Smashing, Guards minor Negative Energy, Immobilize, Frag Grenade: Minor Smashing, Lethal Accuracy debuff, short range & Knockback Working as a private security Darkest Night: High Accuracy & guard in a “city of villains” must be Cage Consortium Damage debuff, all Damage types a very tough job. Captain Fearsome Stare: Fear Guards Boss: Levels 1-40 Resistance: Archvillain resistance Blackstar: Extreme Negative Energy in Private Security Powers/Abilities: circle AoE, Accuracy debuff, drain self Guard Shotgun: AoE cone, moderate Lethal, of Endurance & halt self Endurance Minion: Levels 1-4 Knockback, short range Recovery Frag Grenade: Minor Smashing, Lethal Powers/Abilities: & Knockback Brawl: Moderate Smashing Assault: AoE Damage buff (self & allies)

Volume 1 • Issue 1 Heavy Brawl: Heavy Smashing Coral Fist: Moderate Smashing & Stun Urchin Spray: Moderate Lethal Wave of Cold: Cold DoT, Slow Maneuvers: AoE Defense buff (self & Wave of Cold: Cold DoT, Slow Coral Spray: Moderate Lethal allies) Spiny Urchins: Minor Lethal Coral Mallet: High Smashing & Burst (Adv SMG): Minor Lethal, Defense Knockback debuff, moderate range Coralax Red Hybrid

INTRODUCTION Coral Sentinel Single Shot (AR): Long range, accurate, Boss: Levels 1-15 High Lethal, Knockback Boss: Levels 25-31 Powers/Abilities: Spray Lead (Adv SMG): Moderate Powers/Abilities: Lethal, Defense debuff Resistance: Cold Resistance: Cold Short Burst (Adv SMG): Heavy Lethal, Vulnerable: Fire Vulnerable: Fire THE BASICS Accuracy buff, slow reload Spiny Urchins: Minor Lethal Coral Dart: Minor Lethal Auto Fire (Adv SMG): Heavy Lethal, Psychic Coral Blast: Moderate Psionic, Coral Fist: Moderate Smashing & Stun Accuracy buff, slow reload Slow Wave of Cold: Cold DoT, Slow Urchin Spray: Moderate Lethal Coralax Coral Spray: Moderate Lethal Punch: Moderate Smashing & Coral Mallet: High Smashing &

ARCHETYPES Knockback Coralax Hybrids Knockback Psychic Coral Scream: Moderate Water Spout: Hold, moderate range Psionic & Slow The Coralax are humans who Heavy Coral Mallet: Superior Smashing have been infected with living Haymaker: High Smashing & & Knockback coral. Stories persist that there is Knockback an entire society of coral- Ice Bolt: Minor Smashing, Cold, Slow, Calystix the GROUP

DYNAMICS creatures in the seas around the moderate range Shaper Rogue Isles, but how these unfor- Wave of Cold: Cold DoT, Slow Archvillain: Levels 25-31, 40-47 tunates became their servants is unknown. Coral Calystix the Shaper is the high priestess of an ancient cult to the Coralax Green These creatures are composed of sea-goddess Merulena. She has Zones Hybrid living coral made from the sea- formed a “Cult of the Shaper” on Minion: Levels 1-15 goddess Merulina. They have Sharkhead in order to free an been summoned as guardians. ancient terror which is trapped Powers/Abilities: beneath the island. Resistance: Cold Coral Shardling Vulnerable: Fire Minion: Levels 25-31 Powers/Abilities:

Villains Spiny Urchins: Minor Lethal Telekinetic blast: Moderate Smashing, Powers/Abilities: Psionic, & Knockback, very long range Brawl: Moderate Smashing Resistance: Cold Psychic Scream: Moderate Psionic, Ice Bolt: Moderate Cold, Smashing, & moderate range Slow Vulnerable: Fire Scramble Thoughts: Minor Psionic, Coral Club: Moderate Smashing Coral Dart: Minor Lethal moderate Stun PvP Coral Fist: Moderate Smashing & Stun Coralax Blue Will Domination: High Psionic & Sleep, Hybrid Coral Warder moderate range Lieutenant: Levels 1-15 Lieutenant: Levels 25-31 Subdue: High Psionic, moderate Immobilize & Smashing Powers/Abilities: Powers/Abilities: Summon Coral Guardians: Spawn 3 Resistance: Cold Resistance: Cold Coral guardians Bases Vulnerable: Fire Vulnerable: Fire Psychic Wail: High Psionic & Stun Coral Dart: Minor Lethal

Volume 1 • Issue 1 Void Ripper Blunt Trauma Lieutenant: Levels 15-21 Lieutenant: Levels 15-21

Void Ripper is a villain with a Blunt Trauma is a mutant who has reputation for viciousness. He's worked as heavy muscle for been tossed in the Zigursky various villains in the past. He prison on assault charges ended up in the Zig by Longbow numerous times. for ripping apart a bank vault, but not before he took out an entire Powers/Abilities: assault team. Siphon Life: Moderate Neg Energy, Psionic & Accuracy debuff Powers/Abilities: Gloom: Minor Neg Energy & Accuracy Jab: Moderate Smashing & Stun debuff Super Leap Life Drain: Moderate Negative Energy, Hurl: Moderate Smashing & Knockback heal self, Accuracy debuff Punch: Moderate Smashing & Smite: Moderate Smashing, Negative Knockback Energy, Accuracy debuff Haymaker: High Smashing & Shadow Punch: Moderate Smashing, Knockback Negative Energy, Accuracy debuff Professor Echo Nexus 99 Lieutenant/Boss: Levels 15-21 Lieutenant: Levels 15-21 Professor Echo has been a thorn Nexus 99 is a scientist who devel- in Dr. Aeon's side for some time. opment a method of tapping into No one knows where he came an alternate dimension power from or what his purpose is, only Miscellaneous source and using it as a weapon. that he's determined to thwart Dr. He's been imprisoned in the Aeon at every turn. This younger Zigursky prison on grand theft version of Professor Echo looks Pyriss charges. strangely familiar. Lieutenant: Levels 10-16 Powers/Abilities: Powers/Abilities: Escape: Teleport from battle This young and trusting heroine is Explosive Blast: Moderate Smashing, the perfect victim for Peter Energy, Knockback, moderate range Protective Shield: High buff vs. Themari. The fool actually thinks Smashing, Lethal, Fire, Cold, Energy & Energy Torrent: AoE minor Energy, you're helping her! Neg Energy, buff vs. Toxic & Endurance Smashing, Knockback, short range drains Powers/Abilities: Power Thrust: Minor Smashing, High Explosive Blast: Moderate Smashing, Knockback Fire Ball: Moderate Fire, minor Energy, Knockback, moderate range Smashing Power Blast: Moderate Smashing, Energy Torrent: AoE minor Energy, Energy & Knockback Fire Blast: Moderate Fire Smashing, Knockback, short range Power Bolt: Moderate Smashing, Flares: Moderate Fire Power Thrust: Minor Smashing, High Energy & Knockback Incinerate: Minor Fire Knockback Power Burst: High Smashing, Energy & Power Blast: Moderate Smashing, Scorch: Moderate Fire Knockback Fire Breath: AoE cone moderate Fire, Energy & Knockback short range Power Bolt: Moderate Smashing, Combustion: Pale sphere minor Fire Energy & Knockback Power Burst: High Smashing, Energy & Knockback

Volume 1 • Issue 1 Powers/Abilities: Mook Buckshot Havoc Punch: High Smashing ,Energy, Minion: Levels 10-15 Johnny Sonata's Knockback, & Endurance drain Powers/Abilities: Soul Lightning Bolt: High Energy, Archvillain: Levels 35-41 Endurance drain, moderate range Shotgun: Cone moderate Lethal & Knockback, short range Flight INTRODUCTION Sold to a demon on a lonely Kick: Moderate Smashing Ball Lightning: AoE, minor Energy, winter night in exchange for Heavy Brawl: Heavy Smashing fame, wealth, and power, Johnny Endurance drain, moderate range Sonata's soul may be the last Gale: Cone AoE, Minor Smashing, Mook Gunner Knockback remnant of a different, better, Minion: Levels 10-20 person who might have been. Static Discharge: Moderate Energy THE BASICS Johnny might want his soul back, (AoE), Endurance debuff Powers/Abilities: but Johnny's Soul might not want Hurricane: PBAoE, minor Accuracy to return. Burst (Tommy Gun): Minor Lethal, debuff & Knockback Defense debuff, long range Powers/Abilities: Thunder Clap: PBAoE sphere Stun Rifle Butt: Moderate Smashing Dreadful Wail: Extreme Negative Lightning Storm: Summon storm Kick: Moderate Smashing, Knockback

ARCHETYPES Energy, self drained of Endurance & Thunder Strike: Very high Smashing, Endurance Recovery Stun Mook Muscle Minion: Levels 10-20 Flight Resistance: Archvillain resistance Howl: High damage, short range Tornado: Knockup, Disorient, Defense Powers/Abilities: debuff, Panic Scream: Moderate DoT, Slow, Automatic Pistol: Moderate Lethal,

GROUP Resistance debuff moderate range DYNAMICS Mooks Sonic Siphon: Resistance debuff Boxing: Moderate Smashing, Stun Shockwave: Moderate Lethal & Kick: Moderate Smashing, Knockback Knockback When former Governor Manuel Marcone was nabbed by Interpol, Sonic Dispersion: Sphere AoE, buff all Mook Hitman Guido 'the Mooch' Verandi Resistance except Psionic, buff vs. decided to take over from his son, Lieutenant: Levels 5-20 Zones Immobilization, Disorient & Hold Emil. It seems Lord Recluse is Resistance: Resistance content to see who wins this gang Powers/Abilities: Ethereal war, as he's issued no official Automatic Pistol: Moderate Lethal, proclamations as to who should moderate range Shout: High damage, Damage succeed Manuel. Resistance debuff Heavy Brawl: Heavy Smashing Snipe: Fire from a distance Villains Sea Witch Mook (Minion) Minion: Levels 5-10 Resistance: Taunt, Confuse, Terrorize Boss: Levels 6-12, 15-26 Sniper Rifle: Long range, moderate Powers/Abilities: Lethal, Knockback The Sea Witch is a hero from the Brawl: Moderate Smashing Rogue Isles possessing elemental Mook Capo powers of the storm. She has PvP Revolver: High Lethal, short range Boss: Levels 5-20 been causing problems for the villains of the Rogue Isles for Mook Blackjack Powers/Abilities: many years, including the Minion: Levels 5-10 destruction of many Family Jab: Moderate Smashing & Stun smuggling vessels including the Powers/Abilities: Burst (Tommy Gun): Minor Lethal, Carpe Diem. Defense debuff, long range Brawl: Moderate Smashing

Bases Punch: Moderate Smashing & Blackjack: Minor Smashing, Stun Knockback Revolver: High Lethal, short range

Volume 1 • Issue 1 Full Auto (Tommy Gun): Moderate Haymaker: High Smashing & Charged Brawl: Minor Smashing & Lethal (DoT), Defense debuff, long Knockback Energy Haymaker: High Smashing & Assault: Damage buff Havoc Punch: High Smashing ,Energy, Knockback Frag Grenade: Minor Smashing, Lethal Knockback, & Endurance drain Assault: Damage buff & Knockback Tesla Cage: Minor Energy, Endurance drain, & Sleep, moderate range Bloody Vicious Paragon Short Circuit: Moderate AoE Energy, Boss: Levels 6-12 Heroes Endurance debuff, negates Endurance Recovery, heavy damage vs. robots & Bloody Vicious is an elite enforcer mechanical for the Verandi Family on Port Doc Quantum Flight Oakes. While adopting an effete Boss: Levels 20-25 manner, he is quite a deadly Sky Dragon combatant with his razor-sharp Doctor Quantum has used his katana. He has often crossed scientific genius to develop a Boss: Levels 26-30 paths with the Marcone Family. means of wielding quantum energies to defeat super-powered Sky Dragon is master of a mystical Powers/Abilities: menaces. martial art known only to a few Eastern sorcerers. He has come to Dull Pain: Self-heal Powers/Abilities: Paragon city to defeat villainy in Katana Hack: High Lethal & Defense all its forms. debuff Explosive Blast: Moderate Smashing, Energy, Knockback, moderate range Shuriken: Moderate Lethal, short range Powers/Abilities: Power Blast: Moderate Smashing, Reconstruction: Self-heal Thunder Kick: Moderate Smashing & Energy & Knockback Stun Whirling Katana: PBAoE moderate Power Bolt: Moderate Smashing, Storm Kick: Minor Smashing Lethal Energy & Knockback Katana Slash: High Lethal & Defense Shuriken: Moderate Lethal, moderate Power Thrust: Minor Smashing, High range debuff Knockback Cobra Strike: Minor Smashing, Stun Guido "The Energy Torrent: Moderate Smashing, Energy & Knockback Crane Kick: High Smashing & Mooch" Verandi Knockback Boss: Levels 6-12 Power Burst: High Smashing, Energy & Knockback Exploding Shuriken: Moderate Lethal Inner Focus: Buff vs. melee, ranged & Guido 'The Mooch' Verandi is the Flight AoE attacks, resist Confuse, see head of the Verandi Family on Invisible foes Port Oakes. Typical of the Family, Ms. Shock he is ruthless, efficient and Boss: Levels 20-25 Flight deadly. He has often crossed paths with the Marcone Family. Ms. Shock is a mutant with the Overdrive ability to store and discharge Boss: Levels 21-40 Powers/Abilities: electrical energy. She uses her Jab: Moderate Smashing & Stun powers to counter super- Overdrive is a high-energy powered threats. physics engineer who developed Burst (Tommy Gun): Minor Lethal, a combat suit to battle villains Defense debuff, moderate range Powers/Abilities: who threaten the safety of the Punch: Moderate Smashing & Charged Bolts: Moderate Energy, End free world. Knockback drain & slow recovery Full Auto (Tommy Gun): Moderate Powers/Abilities: Lightning Bolt: High Energy, End drain Lethal (DoT), Defense debuff, long & slow recovery Temp Invulnerability: Very high range Smashing & Lethal resistance Ball Lightning: High Energy, End drain & slow recovery

Volume 1 • Issue 1 Fire Sword Circle: Moderate Lethal & Powers/Abilities: Fire in circle AoE Detention Field: Invincible, Immobilize Bone Smasher: High Energy, Smashing, Flight Dispersion Bubble: Defense buff, all & Stun attacks Cacophony Energy Punch: Moderate Smashing, Phantasm: Spawn energy ally Energy & Stun Boss: Levels 41-54

INTRODUCTION Phantom Army: Spawn phantom Barrage: Minor Smashing, Energy, & Cacophony was a singer whose heroes that do illusory damage Stun mutant powers manifested Energy Torrent: AoE minor Energy, Energy Torrent: AoE minor Energy, during an opera performance, Smashing, Knockback, short range Smashing, Knockback, short range causing untold mayhem and Force Bolt: Moderate Smashing & Resistance: Lethal, Smashing, Energy, destruction. Since then she has Knockback THE BASICS Fire, Cold managed to harness her powers Spectral Terror: Terrify Whirling Hands: Moderate Smashing, for good. Deflection Shield: Ally buff vs. Energy, Stun Powers/Abilities: Smashing, Lethal & Toxic Laser Beam Eyes: Moderate Energy & Repulsion Bomb: High Knockback, Knockback Sonic Barrier: Ally defense buffs vs. Smashing, Lethal & Sonic Stun Unyielding: Resist buffs to Knockback, ARCHETYPES Flight Sleep, Hold, Immobilize, Disorient, Howl: High damage, short range Fire, Cold, Energy & Negative Energy, Scream: Moderate DoT, Slow, more likely to be hit Resistance debuff Rogue Flight Sonic Siphon: Resistance debuff Arachnos Shockwave: Moderate Lethal &

GROUP Blast Furnace Knockback Fortunatas DYNAMICS Boss: Levels 31-40 Shriek: Moderate dmg, Resistance debuff, Slow Rogue Fortunata Blast Furnace is a mutant who can cause his body to burst into Liquefy: Knockback, Accuracy & Defense debuff Fortunatas are female Arachnos flame. Somewhat uncontrollable, agents gifted with psychic he has taken to wearing armor to Screech: Minor dmg, Stun

Zones powers. Those with aggressive contain his awesome energies. Dreadful Wail: Extreme Negative abilities are tasked with taking Energy, self drained of Endurance & down super-types-who often Powers/Abilities: Endurance Recovery have little resistance to their Fire Smash: Moderate Smashing & Fire Flight deadly abilities. Fire Shield: Resists Smashing, Lethal, Minion: Levels 34-54 Fire, Cold Holo Man

Villains Powers/Abilities: Fire Sword: Moderate Lethal & Fire Boss: Levels 41-54 Mental Blast: Moderate Psionic & Slow Scorch: Moderate Fire Holo Man is an ingenious inventor Psionic Lance: Long range, accurate, Fire Breath: Moderate Fire who developed a portable Extreme Psionic dmg, Slow holograph and force field Resistance: Lethal, Smashing, Energy, Mental Training: Resistance Fire, Cold projector technology in hopes of PvP Fire Sword Slice: Moderate Lethal & becoming wealthy off the enter- Rogue Fortunata Fire, Def debuff tainment industry. When the Rikti Mistress War came, he instead used it to Boss: Levels 30-54 Incinerate: Minor Fire fight off the alien invaders, and Combustion: Pale sphere minor Fire has turned to the life of a hero The most powerful of the since then. Healing Flames: Heal self Fortunatas are the Mistresses.

Bases These rare few have mastered numerous psychic abilities and

Volume 1 • Issue 1 risen to the top of Lord Recluse's Rogue Crab Spider Resistance: Resistance beautiful Black Widows. Webmaster Static Discharge: Moderate Energy Boss: Levels 21-54 (AoE), Endurance debuff Powers/Abilities: Lightning Blast: Extreme Energy dmg, Telekinetic Blast: Moderate Smashing, Powers/Abilities: accurate, Endurance debuff Psionic & Knockback Resistance: Resistance Shocking Bolt: Energy, Hold Psychic Scream: Moderate Psionic Suppression: Energy dmg, multiple Mind Link: (AoE) Accuracy & Perception targets Rogue Mu Guardian buff, resist Confusion Slice: Moderate Lethal Boss: Levels 15-20, 34-39 Will Domination: Moderate Psionic, Arm Lash: Superior Slashing, arc AoE high Sleep Mu Guardians pulse with the Wide Area Web Grenade: Moderate blood of their slaughtered Scramble Thoughts: Minor Psionic, Immobilize, Slow moderate Stun ancestors in their veins. They Mu have read unholy tomes, visited Psychic Wail: High Psionic & Stun other planes of existence, and performed dark sacrifices too Rogue Mu Striker Crab Spiders terrible to mention to become Minion: Levels 15-20, 34-54 masters of the mystic arts. Crab Spiders function much like SWAT teams in other cities, and Strikers are descendents of the Powers/Abilities: are dispatched to deal with high- long-lost Mu, drafted into Lightning Bolt: High Energy & level threats like super-types. Arachnos service to fight both Endurance drain, moderate range They're equipped with full body mystic heroes and the armor, larger weapons, and a set troublesome Circle of Thorns. Ball Lightning: High Energy, End drain of mechanical spider arms that & slow recovery turn them into death-dealing Powers/Abilities: Static Discharge: Moderate Energy machines. Lightning Bolt: High Energy & (AoE), Endurance debuff Endurance drain, moderate range Rogue Crab Spider Sentinel of Lightning: Continuous Slicer Resistance: Resistance moderate Energy dmg to nearby foes, follows Guardian, can fly Minion: Levels 31-54 Lightning Blast: Extreme Energy dmg, accurate, Endurance debuff EM Pulse: Severe Endurance & HP Powers/Abilities: debuff, Hold, high Energy dmg vs. Rogue Mu Adept machines Resistance: Resistance Lieutenant: Levels 15-20, 34-54 Shocking Bolt: Energy, Hold Longfang: Moderate Lethal, Defense Touch of the Storm: Heal other debuff The most gifted Mu Strikers are Slice: Moderate Lethal given far more than promotions Flight and new uniforms-they are given Lightning Armor: Resist Fire, Cold, Rogue Crab Spider eldritch secrets to unlock their Energy & Negative Energy Longfang inner powers. As long as they Resistance: Resistance Lieutenant: Levels 26-54 continue to use them in Arachnos' service, of course. Rogue Spiderling Powers/Abilities: Small: Levels 30-35 Resistance: Resistance Powers/Abilities: Suppression: Energy dmg, multiple Lightning Bolt: High Energy & These attack drones are used to targets Endurance drain, moderate range soften up super-powered targets. Arachnos considers them very Slice: Moderate Lethal Cage of Lightning: Minor Energy, Stun, Hold, moderate range expendable, and uses them to Flight record and monitor a threat's abilities before more expensive Lightning Armor: Resist Fire, Cold, troops-such as Tarantulas or Energy & Negative Energy Fortunatas-are deployed.

Volume 1 • Issue 1 Rogue Tarantula Rogue Tarantula Mistress Queen Powers/Abilities: Lieutenant: Levels 29-54 Boss: Levels 29-54 Power Jumping Claw: Moderate Lethal A rare few Fortunatas volunteer What terrible process pushes a for the Tarantula program. Those woman to become one of these Full Auto: Superior Lethal (DoT) who survive integration with the unholy terrors is a subject of INTRODUCTION Chain Gun: Minor Lethal, moderate machine are truly terrors to much speculation. What is known range behold. Their specially-designed is that their suits are little Resistance: Lethal, Smashing, Energy, suits greatly amplify their psychic different from Tarantula Fire, Cold abilities, allowing them to to not Mistresses. Instead, it seems the only communicate the next few user somehow suffers the seconds of time to their allies, but upgrade. Tarantula Queens are all

THE BASICS Tarantulas also to distort reality for their foes incredibly powerful, but also as well. quite mad. The Tarantula Exoskeleton Armor was developed by an Orb Weaver Powers/Abilities: Powers/Abilities: cell named Weaver One. It grants the user incredible strength and Telekinetic Blast: Moderate Smashing, Telekinetic Blast: Moderate Smashing, wires him directly to his weapons Psionic & Knockback Psionic & Knockback ARCHETYPES systems. Rumor is that the pilot Psychic Scream: Moderate Psionic Psychic Scream: Moderate Psionic must undergo a terrible Mental Blast: Moderate Psionic & Slow Mind Link: (AoE) Accuracy & Perception treatment of some sort to buff, resist Confusion properly graft with the suit. Armored Exoskeleton: Resistance Claw Pierce: Moderate Lethal Will Domination: Moderate Psionic, Rogue Tarantula high Sleep

GROUP Claw Shred: Moderate Slashing

DYNAMICS Minion: Levels 29-54 Scramble Thoughts: Minor Psionic, Mental Scramble: Severe Accuracy, moderate Stun Defense & Perception debuff Powers/Abilities: Claw Pierce: Moderate Lethal Venom Bolt: Moderate Smashing & Mind Link: (AoE) Accuracy & Perception buff, resist Confusion Total Domination: AoE sphere, Toxic (DoT) Immobilize, moderate range Venom Burst: Moderate Lethal & Toxic Will Domination: Moderate Psionic,

Zones Claw Shred: Moderate Slashing (DoT) high Sleep Armored Exoskeleton: Resistance Claw Pierce: Moderate Lethal Rogue Toxic Psychic Wail: High Psionic & Stun Claw Shred: Moderate Slashing Tarantula Armored Exoskeleton: Resistance Boss: Levels 29-54 Scrapyarders Rogue Fire Powers/Abilities:

Villains Workers Tarantula Cocoon: Hold Minion: Levels 29-54 Venom Burst: Moderate dmg, Defense These poor chumps think they've debuff, Slow Powers/Abilities: got a chance against the Cage Armored Exoskeleton: Resistance Consortium. Sure they're working Plasma Cannon: Extreme Fire DoT, Claw Pierce: Moderate Lethal conditions are atrocious. If most PvP medium range of them weren't former criminals Toxic Claws: Moderate Slashing Armored Exoskeleton: Resistance and other troublemakers maybe Burning Claws: Moderate Lethal & Fire Web Spitter: Hold, Slow they could have found better jobs in St. Martial or Grandville instead of this dump. Bases

Volume 1 • Issue 1 Enraged Miner Summon Miner: Spawns 1-2 Miners Defense debuff, moderate range Minion: Levels 20-30 Assault: Damage Buff Butt (Adv SMG, AR): Moderate Smashing Powers/Abilities: Hurl: Moderate Smashing & Knockback Punch: Moderate Smashing & Single Shot (AR): Long range, accurate, Sledgehammer: High Smashing & High Lethal, Knockback Knockback Knockback Pick Axe: High Lethal & Defense debuff Haymaker: High Smashing & Private Security Knockback Shovel: High Smashing, Stun Officer Scrap: Moderate Smashing Ghost of Lieutenant: Levels 1-40 Scrapyard Enraged Powers/Abilities: Monster: Level 30 Dockworker Brawl: Moderate Smashing Minion: Levels 20-26 Now this is disturbing. Captain Burst (SMG, Adv SMG): Minor Lethal, Mako tore this guy to pieces years Defense debuff, moderate range These dockworkers are upset ago, yet here he stands, smashing about the working conditions the Tactics: Accuracy & Perception buff, everything in his way with his Family are putting them through resist Confuse spectral hammer. You really hope and have decided to take up arms every cape who has felt your Shotgun: AoE cone, moderate Lethal, against it. wrath doesn't pull this poltergeist Knockback, short range routine. It'll be a busy decade if Riot Baton: Moderate Smashing, Stun Powers/Abilities: they do. Single Shot (AR): Long range, accurate, Sledgehammer: High Smashing & High Lethal, Knockback Knockback Powers/Abilities: Butt (AR): Moderate Smashing Scrap: Moderate Smashing Fissure: Moderate Smashing AoE, Frag Grenade: Minor Smashing, Lethal Knockback Demolitionist & Knockback Spirit Wrack: Moderate Negative Lieutenant: Levels 20-30 Energy, Accuracy debuff Private Security Powers/Abilities: Resistance: Archvillain resistance Captain Dynamite: Minor Smashing, Wave of Shadows: Cone AoE, Moderate Boss: Levels 1-40 Knockback, Stun Neg Energy, Accuracy debuff Powers/Abilities: Fire Bomb: Moderate Smashing, Lethal Maul: Moderate Smashing & Neg & Fire Energy, Disorient Shotgun: AoE cone, moderate Lethal, Knockback, short range Jackhammer: Smashing, Defense debuff Security Frag Grenade: Minor Smashing, Lethal Guards & Knockback Crazed Assault: AoE Damage buff (self & allies) Demolitionist Private Security Maneuvers: AoE Defense buff (self & Pet: Levels 20-30 Guard allies) Burst (Adv SMG): Minor Lethal, Defense Powers/Abilities: Minion: Levels 1-40 debuff, moderate range Kamikaze: PBAoE, high Energy Powers/Abilities: Single Shot (AR): Long range, accurate, Resistance: Resistance Brawl: Moderate Smashing High Lethal, Knockback Foreman Pistol: Moderate Lethal, moderate Spray Lead (Adv SMG): Moderate Lethal, Defense debuff Boss: Levels 20-30 range Heavy Pistol: High Lethal, Knockback, Short Burst (Adv SMG): Heavy Lethal, Powers/Abilities: moderate range Accuracy buff, slow reload Dynamite: Minor Smashing, Riot Baton: Moderate Smashing, Stun Auto Fire (Adv SMG): Heavy Lethal, Accuracy buff, slow reload Knockback, Stun Burst (SMG, Adv SMG): Minor Lethal,

Volume 1 • Issue 1 Shivan Cosmic Burst: High Energy, Stun & Def Destroyer debuff Boss: Levels 15-25 Irradiate: Minor Energy & very high Def Shivan debuff The largest of the Shivans are the Resistance: Resistance Shivan (Minion) Destroyers. They seem little more

INTRODUCTION Minion: Levels 15-25 than ectoplasmic jumbles of destruction and hate. Siren's Call These horrible things are an Phantom amalgamation of human corpses Powers/Abilities: Minion/Lieutenant/Boss: and some sort of weird sentient Radioactive Smash: Heavy Energy & Levels 20-30 goo from beyond the stars. Some Smashing, Disorient, Knockback,

THE BASICS claim a mysterious interplanetary negate Flight, Defense debuff The Soul Storm has drawn in the intelligence thought destroyed in X-Ray Beam: Moderate Energy & Def most vile spirits of the nether the 1950s is the source of the debuff realms to haunt this island! Shivans, but if such a creature Contaminated Strike: Moderate Energy existed, 'Shiva', the Hindu name Powers/Abilities: for the 'Destroyer of Worlds', was & Smashing, Knockback, Defense Scream: Moderate DoT, Slow, kept secret by the governments debuff

ARCHETYPES Resistance debuff of earth. Neutron Bomb: Moderate Energy & Def debuff Shriek: Moderate dmg, Resistance debuff, Slow Powers/Abilities: Electron Haze: AoE cone moderate Contaminated Strike: Moderate Energy Energy, Knockback, & Defense debuff, Ethereal & Smashing, Knockback, Defense moderate range Shout: High damage, Damage debuff GROUP Resistance: Resistance Resistance debuff DYNAMICS Neutrino Bolt: Minor Energy & Def Howl: High damage, short range debuff Shivan Siren's Song: Minor dmg, Sleep Resistance: Resistance Decimator Shockwave: Moderate Lethal & Pet/Boss: Levels 15-25 Shivan Smashers Knockback

Zones Lieutenant: Levels 15-25 This Decimator seems to pulse with ectoplasmic destruction and Slag Golems Smashers are larger versions of hate. Its grotesque form and the Shivans seen all over Bloody radiant energy makes your skin What strange forces gave life to Bay. How the beings formed from crawl. these heaps of cast-off metal? the bones of the dead is a There are those who say they are complete mystery. Powers/Abilities: guardians of this island, born to

Villains stop the Cage Consortium's Radioactive Smash: Heavy Energy & rampant destruction. Beware Powers/Abilities: Smashing, Disorient, Knockback, their incredible strength and Contaminated Strike: Moderate Energy negate Flight, Defense debuff near-indestructible hides. & Smashing, Knockback, Defense X-Ray Beam: Moderate Energy & Def debuff debuff Slag Heap

PvP Neutrino Bolt: Minor Energy & Def Contaminated Strike: Moderate Energy Minion: Levels 20-30 debuff & Smashing, Knockback, Defense Radioactive Smash: Heavy Energy & debuff Powers/Abilities: Smashing, Disorient, Knockback, Neutron Bomb: Moderate Energy & Def Resistance: Slag Golem resistance negate Flight, Defense debuff debuff Slash: High Lethal, Defense debuff X-Ray Beam: Moderate Energy & Def Electron Haze: AoE cone moderate debuff Hurl Debris: Moderate Smashing &

Bases Energy, Knockback, & Defense debuff, Knockback Resistance: Resistance moderate range

Volume 1 • Issue 1 Slag Pile Throwing Dagger: Minor Lethal, short Throwing Dagger: Minor Lethal, short Lieutenant: Levels 20-30 range range Quick: Speed buff Venomous Spit: Toxic (DoT) Powers/Abilities: Quick: Speed buff Resistance: Slag Golem resistance Viper Blade Regenerate: Self-heal Slash: High Lethal, Defense debuff Powers/Abilities: Foot Stomp: Moderate Smashing & Cobra Resistance: Toxic Knockback Boss: Levels 1-19 Vulnerable: Cold Hurl Debris: Moderate Smashing & Knockback Dagger: Minor Lethal Powers/Abilities: Throwing Dagger: Minor Lethal, short Resistance: Toxic Slag Golem range Vulnerable: Cold Boss: Levels 20-30 Quick: Speed buff Brawl: Moderate Smashing, Toxic (DoT) Powers/Abilities: Viper Fang Venomous Spray: Toxic (DoT) Resistance: Slag Golem resistance Slice: Moderate Lethal, Def debuff Slash: High Lethal, Defense debuff Powers/Abilities: Slash: Moderate Lethal, Def debuff Foot Stomp: Moderate Smashing & Resistance: Toxic Mesmerize: Moderate Psionic & Sleep Knockback Vulnerable: Cold Venomous Spit: Toxic (DoT) Hurl Debris: Moderate Smashing & Bite: Minor Lethal Quick: Speed buff Knockback Poison Bite: Minor Lethal, Toxic (DoT) Regenerate: Self-heal Fissure: Knockup, Disorient Throwing Dagger: Minor Lethal, short Smash: Moderate Smashing & range Spectral Knockback Quick: Speed buff Pirates

Snakes Mambas Night Haunt Lieutenants: Levels 1-19 Minion: Levels 5-15 Rumor has it that that Snakes are what's left of the long-vanished Mamba Blade Over the years, pirates and other Children of Enos, the Mu cult that sailors came to the isle and were originally discovered the Rogue Powers/Abilities: slain by the ghosts of Port Oakes. Isles. Or perhaps they were here Resistance: Toxic Their souls are added to this before the Children fled the Vulnerable: Cold ghastly crew, which continues to French authorities, and gobbled grow to this very day. Beware the up the unfortunate refugees who Throwing Dagger: Minor Lethal, short Night Haunt's touch, for their tried to hide here on Mercy Island. range spectral sabers can cut flesh as Venomous Spit: Toxic (DoT) Vipers well as any physical blade. Quick: Speed buff Minions: Levels 1-19 Regenerate: Self-heal Powers/Abilities: Viper Claw Flight Mamba Fang Ghastly Blast: Moderate Negative Powers/Abilities: Energy, Accuracy debuff Powers/Abilities: Resistance: Toxic Resistance: Resistance Resistance: Toxic Vulnerable: Cold Ethereal Vulnerable: Cold Swipe: Moderate Lethal Scimitar: High Lethal & Negative Bite: Minor Lethal Energy, Defense debuff Poison Bite: Minor Lethal, Toxic (DoT)

Volume 1 • Issue 1 Rapier Parry: Moderate Lethal & Def Powers/Abilities: buff Night Terror Flight Life Drain: Moderate Negative Energy, Lieutenant: Levels 5-15 Ghastly Blast: Moderate Negative heal self, Accuracy debuff Energy, Accuracy debuff These ghosts look vaguely like Necroplasmic Grasp: Negative Energy, Resistance: Resistance ethereal French soldiers in their Hold

INTRODUCTION Ethereal dress, but most of this is obscured by their transparent nature. Their Red Terror Life Drain: Moderate Negative Energy, faces are wide-eyed, while their Boss: Levels 10-15 heal self, Accuracy debuff mouths cycle constantly through Necroplasmic Grasp: Negative Energy, a litany of screams and curses. Powers/Abilities: Hold Their hands and arms are pale Flight Smite: Minor Smashing, Negative THE BASICS red, stained with the life-force of Ghastly Blast: Moderate Negative Energy, Accuracy debuff the hundreds they've slain. Energy, Accuracy debuff Shadow Punch: Moderate Smashing & Neg Energy Powers/Abilities: Resistance: Resistance Flight Ethereal Spetsnaz Ghastly Blast: Moderate Negative Rapier Stab: Moderate Lethal & Def ARCHETYPES Energy, Accuracy debuff debuff Commandos Resistance: Resistance Rapier Parry: Moderate Lethal & Def buff The Spetsnaz are Russian special Ethereal forces soldiers. They are experts Life Drain: Moderate Negative Energy, Rapier Stab: Moderate Lethal & Def in close-combat and conventional heal self, Accuracy debuff debuff weapons, and have a reputation GROUP Necroplasmic Grasp: Negative Energy, DYNAMICS Rapier Parry: Moderate Lethal & Def for ruthlessness. Hold buff Whirling Sword: Moderate Lethal & Def Life Drain: Moderate Negative Energy, debuff Ryadovoi heal self, Accuracy debuff Slice: Moderate Lethal, Def debuff Minion: Levels 10-16 Red Hand Zones Powers/Abilities: Boss: Levels 5-15 Ghost Trap Boss: Levels 10-15 Automatic Pistol: Moderate Lethal, In 1717, these unfortunate French moderate range soldiers were slain by Captain Powers/Abilities: Brawl: Moderate Smashing Blackbeard and his bloodthirsty Assimilation Overload: Releases crew. They haunt the old fort now, ectoplasm when limit is exceeded Efreitor

Villains slaying all those who approach Ectoplasmic Containment: Creates Lieutenant: Levels 10-16 their spectral domain and turning containment field them into Night Haunts. The more Powers/Abilities: powerful of their victims become Stectrographic Assimilator: Captures Brawl: Moderate Smashing Night Terrors. ectoplasm of defeated ghosts Rifle Butt: Moderate Smashing Ghost Son PvP Powers/Abilities: Frag Grenade: Minor Smashing, Lethal Flight Boss: Levels 6-12 & Knockback Adv Assault Rifle Burst: High Lethal, Ghastly Blast: Moderate Negative This recently-dead phantom Knockback, Def buff Energy, Accuracy debuff claims to be on Arachnos' side, Resistance: Resistance but there are serious questions Ethereal about his loyalty. Bases Rapier Stab: Moderate Lethal & Def debuff

Volume 1 • Issue 1 Serzhant Eagle Red Ink Man Poison Dart: Minor Lethal, slow regen- Boss: Levels 10-16 eration, Sleep Powers/Abilities: Thunder Kick: Moderate Smashing & Powers/Abilities: Brawl: Moderate Smashing Stun Chain Gun Heavy Burst: Heavy Lethal Kama: Moderate Lethal & Accuracy (DoT) debuff Sorcerer Lieutenant: Levels 30-40 Brawl: Moderate Smashing Bow: High Lethal, moderate range Rifle Butt: Moderate Smashing Siphon Speed: Slow target, Speed self The Tsoo sorcerers are the most in Frag Grenade: Minor Smashing, Lethal Siphon Power: Damage debuff, all touch with the Ancestor Spirits & Knockback types that provide the Tsoo their magic Chain Gun Short Burst: Moderate Super Leap and power. They have a wide Lethal (DoT), Defense debuff variety of powers that allow them Hi Resistance: Poison to either attack whole groups of Tsoo Poison Dart: Minor Lethal, slow regen- enemies or aid large numbers of eration, Sleep friends, making them potent support players in any fight. Red Ink Men Thunder Kick: Moderate Smashing & Stun Minion: Levels 30-40 Powers/Abilities: Tiger Red Ink Man Brawl: Moderate Smashing The enchanted inks used in Tsoo Petrifying Gaze: Hold, moderate range tattoos grant these soldiers Powers/Abilities: special powers. The red ink Darkest Night: High Accuracy & empowers the Tsoo with the Brawl: Moderate Smashing Damage debuff, all Damage types ability to drain the strength and Claws: Moderate Lethal Teleport energy from a victim and add it to Shuriken: Moderate Lethal, short range his own. Red Ink Men are masters Chill of the Night: PBAoE minor Siphon Speed: Slow target, Speed self of using an opponent's strengths Negative Energy & Accuracy debuff against him. Siphon Power: Damage debuff, all Hurricane: PBAoE Accuracy debuff & types Knockback Serpent Red Ink Man Super Leap O2 Boost: Self-heal, buff vs. Sleep, Hi Resistance: Poison Immobilize, Confuse & Stun Powers/Abilities: Poison Dart: Minor Lethal, slow regen- Brawl: Moderate Smashing Ancestor Spirit eration, Sleep Sai: Moderate Lethal & Accuracy Lieutenant: Levels 30-40 Thunder Kick: Moderate Smashing & debuff Stun The monstrous Ancestor Spirits Shuriken: Moderate Lethal, short range are physical manifestations of the Dragon Red Ink Man Siphon Speed: Slow target, Speed self long-dead Tsoo progenitors. Siphon Power: Damage debuff, all They're incredibly strong and Powers/Abilities: types tough in combat, but they're also Brawl: Moderate Smashing Super Leap wily. They have the ability to Slash: High Lethal, Defense debuff become intangible at will, making Hi Resistance: Poison them slippery opponents to pin Hack: Moderate Lethal, Defense debuff Poison Dart: Minor Lethal, slow regen- down in a fight. eration, Sleep Shuriken: Moderate Lethal, short range Thunder Kick: Moderate Smashing & Siphon Speed: Slow target, Speed self Powers/Abilities: Stun Siphon Power: Damage debuff, all Handclap: PBAoE Stun & Knockback types Punch: Moderate Smashing & Super Leap Knockback Hi Resistance: Poison

Volume 1 • Issue 1 Fire Katana Slash: High Lethal, Fire, Powers/Abilities: Defense debuff Mesmerize: Moderate Psionic, Sleep, Haymaker: High Smashing & Flashfire: AoE minor Fire, Stun, long range Knockback moderate range Kama: Moderate Lethal, Accuracy Resistance: Sleep, Fear, Slow, Hold Ring of Fire: Minor Fire, Immobilize, debuff Ethereal moderate range Dominate: Hold, moderate range INTRODUCTION Flight Super Leap Sai: Moderate Lethal, buff Defense Knockout Blow: Heavy Smashing, Hold Hi Resistance: Poison Super Leap Fire Breath: AoE cone moderate Fire, Hi Resistance: Poison Copper Serpent short range Terrify: Cone AoE, Minor Psionic Boss: Levels 30-40

THE BASICS Crescent Members of the Copper Serpent Boss: Levels 30-40 Sky Fall Order suffuse their bodies with Boss: Levels 30-40 toxins to utilize their deadly Masters of the Crescent style have poison-based martial art. Masters learned to tap into the very power The Sky Fall technique requires of the style gain the dreaded of the universe itself and focus it incredible internal power to Body Fang ability, and can create through their own bodies. This master. Those who have attained ARCHETYPES poison thorns on their skin at will. power enhances their strength it become elemental forces and allows them to alter reality empowered with the might of the Powers/Abilities: around their foes. storm. Barb Swipe: Moderate Lethal, Slow, Immobilize, Toxic (DoT) Powers/Abilities: Powers/Abilities:

GROUP Lunge: Moderate Lethal, Slow, Crane Kick: High Smashing, Knockback Bow: High Lethal, moderate ranged DYNAMICS Immobilize, Toxic (DoT) Crush: Moderate Smashing, Katana Hack: High Lethal, Defense Spine Throwing: AoE cone, moderate Immobilize, Slow, moderate range debuff Lethal, Slow, Immobilize, short range, Gravity Distortion: Hold, moderate Thunder Clap: PBAoE sphere Stun Toxic (DoT) range Lightning Storm: Summon storm Impale: Moderate Lethal, Slow, Propel: High Smashing, Knockback, Thunder Strike: Very high Smashing, Zones Immobilize, short range, Toxic (DoT) moderate range Stun Super Leap Cobra Strike: Minor Smashing, Stun Katana Slice: High Lethal, Defense Hi Resistance: Toxic Eagles Claw: High Smashing, Stun, debuff Ripper: High Lethal, Knockback, Lethal Lightning Clap: PBAoE, Stun, Immobilize Super Leap Knockback Whirling Katana: High Lethal, Defense

Villains Hi Resistance: Poison Far Fire Crippling Axe Kick: Moderate debuff Boss: Levels 30-40 Smashing, Immobilize, Slow Katana Slash: High Lethal, Defense The Far Fire style utilizes the debuff Tsoo's internal energy to burn the Herald Snow Storm: AoE Slow, moderate very air. Far Fire masters can hurl Boss: Levels 30-40 range PvP flame at enemies to burn, blind, Hurricane: PBAoE Accuracy debuff, or entrap them. The masters called Heralds have Knockback sharpened their mental focus to a Super Leap Powers/Abilities: deadly weapon. They can use the power of their will to render their Hi Resistance: Poison Flares: Moderate Fire, moderate range enemies helpless before their Fire Katana Hack: High Lethal, Fire, weapons. Bases Defense debuff

Volume 1 • Issue 1 Vahzilok Bone Saw Slice: Moderate Lethal Resistance: Smashing, Lethal Venomous Spray: Toxic (DoT) Resistance (moderate) Faces Dart Gun: High Negative Energy, Slow, Resistance: Protection against Stun, short range Hold, Fear, Confuse, Knockback (high), Resistance to all debuffs (high) Some people will do anything for Bone Saw Hack: Moderate Lethal beauty. And then there are the Faces. Star patients of the Vindicators Valkyrie Facemaker, they've learned the Hero: Levels 40–47 secrets of the Vahzilok and now will do anything they can to make Ms. Liberty Valerie Kellum was an archeol- themselves beautiful. Hero: Levels 40–54 ogist who discovered what she first took for an ancient spear. A Face Reaper Megan is the daughter of the more careful examination led to Minion: Levels 10-16 original Miss Liberty from the the realization that the spear had Golden Age. She has taken up the a technological component. She Powers/Abilities: mantle to fight for freedom, in traveled around Europe looking Cleaver: High Lethal this specific case to free Paragon for ideas about its origin and City from its villain infestation. ended up in a local Crey facility. Bone Saw: Moderate Lethal She has heightened strength and When a Crey security team tried Dart Gun: High Negative Energy, Slow, endurance as well as the power of to take the weapon from her, it short range the Liberty Belt, which was passed activated and injected Valerie on to her by her grandmother. with advanced nanites that trans- Face Harvester formed her into Valkyrie, an Lieutenant: Levels 10-16 Powers/Abilities: extraordinary warrior with a Thunder Kick: Melee, minor damage completely different personality. Powers/Abilities: (Smash), minor Disorient She broke free and traveled to Cleaver: High Lethal Storm Kick: Melee, moderate damage Paragon City where Positron is Bone Saw: Moderate Lethal (Smash) helping her come to terms with her new identity. Dart Gun: High Negative Energy, Slow, Cobra Strike: Melee, minor damage short range (Smash), Disorient Powers/Abilities: Resurrect Zombie: Revive fallen Crane Kick: Melee, high damage Exploding Spear: Ranged AoE Lethal Cadaver/Abomination (Smash), Knockback (high), Smashing (low), Knockback Crippling Axe Kick: Melee, moderate The Facemaker Hack: Melee, high damage (Lethal), damage (Smash), Immobilize, -Speed, -Def Boss: Levels 10-16 -Fly Slash: Melee, moderate damage Eagle’s Claw: Melee, superior damage The woman called the Facemaker (Lethal), -Def (Smash), minor Disorient, +Special was once a disciple of Dr. Vahzilok Slice: Melee (Cone), moderate damage in Paragon City. She still admires Temp Invulnerability: Self +Res (Lethal), -Def (Smash, Lethal) the mad doctor's work, but Parry: Melee, minor damage (Lethal), decided to strike out on her own Dull Pain: Self Heal, +Max HP Self +Def (Melee, Lethal) to pursue her own amoral vision Unstoppable: Self, +Res (Disorient, of life and beauty. Resistance: Lethal Resistance Sleep, Hold, Immobilize, Knockback, all (moderate), Smashing Resistance (low) damage but Psionics) Powers/Abilities: Flying Swords: Ranged Lethal (high), Lightning Bolt: Ranged, high damage Def debuff (high) Whirling Bone Saw: Moderate Lethal, (Energy), -Endurance circle AoE Whirling Sword: PBAoE Melee, Thunder Strike: Melee high damage moderate damage (Lethal), -Def Resurrect Zombie: Revive fallen (Smash), Disorient, Knockback Cadaver/Abomination Disembowel: Melee, Superior damage Super Leap Rapid-Fire Dart Gun: High Negative (Lethal), Knockup, -Def Energy, Slow, short range

Volume 1 • Issue 1 Nova: PBAoE, Extreme damage Levels 46–54 only (Energy/Smash), Knockback, Eviscerate: Melee (Cone), Superior Head Splitter: Melee, Extreme damage self -Recovery damage (Lethal), +Special (Lethal), Knockback, -Def EM Pulse: PBAoE, Hold, -Endurance, Quickness: Auto Self +Recharge, Rise of the Valkyrie: Resurrect -Regen, Special vs. Robots, +Speed, Res (Slow) self -Recovery Resistance: Protection against Stun, Elude: Self +Def, + Speed, +Recovery, INTRODUCTION Hold, Fear, Confuse, Knockback (high), Total Focus: Melee, Extreme damage Res (debuff Def), +Special Resistance to all debuffs (high) (Energy/Smash), Disorient Aurora Borealis Luminary Mynx Boss/Hero: Levels 30-52 Hero: Levels 40–47 Hero: Levels 30–36, 46–54 Katherine Stevens was a young Before the Rikti War, Aurora Scott THE BASICS The current Luminary is an android built by Positron to college student who was trans- was just a fledgling hero doing replace the original Luminary, formed against her will by cruel her best for the city she loved. who retired in 1995. Far from Crey experimentation. After Afterward, she was something being a cold machine, Luminary escaping from Crey, she was else entirely. Aurora played host has developed a strong person- discovered on the streets by to Sister Psyche's mind after the ality under the watchful gaze of Synapse, of the Freedom Phalanx, Freedom Phalanx heroine was ARCHETYPES the android Citadel of the who helped her regain control injured in the war. After gladly Freedom Phalanx. and recover her memory. Now sacrificing her autonomy so that she uses her superhuman Sister Psyche could continue to Powers/Abilities: reflexes and implanted battle serve, Aurora's just now returning claws to hunt crime in the urban to her own life. And she's got a Power Bolt: Ranged, minor damage jungle of Paragon City. few bones to pick with the villains (Energy/Smash), Knockback GROUP who flourished in her absence. DYNAMICS Power Blast: Ranged, moderate Powers/Abilities: damage (Energy/Smash), Knockback Strike: Melee, moderate damage Powers/Abilities: Energy Torrent: Ranged (Cone), (Lethal) Resistance: Archvillain resistance moderate damage (Energy/Smash), Slash: Melee, moderate damage Flight Knockback (Lethal), -Def Telekinetic Blast: Moderate Smashing, Zones Power Burst: Close, high damage Spin: PBAoE Melee, moderate damage Psionic & Knockback (Energy/Smash), Knockback (Lethal) Psychic Scream: Moderate Psionic Power Thrust: Melee, minor damage Follow Up: Melee, moderate damage Light Torrent: Cone AoE, Moderate (Energy/Smash), Knockback (Lethal), Self +damage Energy, Knockback Explosive Blast: Ranged (targeted AoE), Focus: Ranged, high damage (Lethal), Will Domination: Moderate Psionic, moderate damage (Smash/Energy), Knockback high Sleep

Villains Knockback Shockwave: Melee (Cone), moderate Subdue: High Psionic, moderate Energy Punch: Melee, moderate damage (Lethal), Knockback damage (Smash/Energy), Disorient Immobilize & Smashing Focused Fighting: Self +Def (Melee), Light Explosion: Circle AoE, Moderate Bone Smasher: Melee, high damage Res (Confuse, debuff Def) (Smash/Energy), Disorient Energy Feral Flurry: Melee moderate DoT Scramble Thoughts: Minor Psionic, PvP Whirling Hands: PBAoE Melee, (Lethal), -Def moderate damage (Smash/Energy) moderate Stun Super Leap Resistance: Protection against Stun, Psychic Wail: High Psionic & Stun Hold, Fear, Confuse, Knockback (high), Resistance: Protection against Stun, Resistance to all debuffs Hold, Fear, Confuse, Knockback (high), (high),Smashing, Lethal, Psionic Resistance to all debuffs (high) Resistance (moderate) Bases Fly

Volume 1 • Issue 1 Swan Siphon Power: Ranged, -damage, team Flash: PBAoE, Hold Hero: Levels 35–54 +damage Spectral Army: Summon 3 Spectral Siphon Speed: Ranged, -Speed, self Soldiers Lena Elliot was touched by magic +Speed, +Recharge Spectral Terror: Summon Terror from the moment she was born Fulcrum Shift: Ranged ( AoE), -damage, Ranged Fear on the Vernal Equinox. Both her team +damage parents were powerful mystics, Spectral Servant: Summon Spectral and performed a ceremony to Psychic Shockwave: Close (AoE), high Servant bless Lena’s birth. Shortly after damage (Psionic), Disorient, -Recharge Transfusion: Ranged, -Endurance, her 21st birthday, Lena’s parents Resistance: Protection against Stun, -Regen, team Heal were caught in the middle of a Hold, Fear, Confuse, Knockback (high), Siphon Power: Ranged, -damage, team battle between the Circle of Resistance to all debuffs (high), +damage Thorns and the 5th Column. The Negative Energy Resistance (low), groups were seeking a pair of Psionic Resistance (moderate) Tenebrous Tentacles: Ranged (Cone), rings that had been in the Elliot moderate damage (Negative/Smash), Fly family for generations. Lena’s Immobilize, -ACC powers manifested, and she Resistance: Protection against Stun, Night Fall: Ranged (Cone), moderate instinctively protected herself Hold, Fear, Confuse, Knockback (high), damage (Negative), -ACC Resistance to all debuffs (high) and her parents. Manticore had Torrent: Ranged (Cone), minor damage been following the 5th Column (Smashing), -ACC, Knockback group and came to the Elliots’ aid. Malaise The battle was going poorly, when Hero: Levels 35–47 Resistance: Energy and Negative Lena lashed out with her psychic Energy Resistance (moderate) abilities, stunning many of the Jean-Pierre Lourdin was not Resistance: Protection against Stun, villains. Manticore mopped up the always a hero. He began his career Hold, Fear, Confuse, Knockback (high), rest, but not before the 5th as a villain in Europe, using the Resistance to all debuffs (high) Column managed to escape with twisted images in his mind to Lena’s parents. Manticore offered commit robberies. With INTERPOL Woodsman Lena the chance to fight at his hot on his trail, he landed in Hero: Levels 40–54 side, and she jumped at the Paragon City, where his broken opportunity. As Swan, she aids thoughts were detected by Sister The Woodsman was once a him in his relentless war against Psyche. She confronted him, and renowned hero who helped keep the 5th Column, in the hopes that after an intense battle, was able to the world of mankind in balance one day she will find her parents subdue him. She spent months with the forces of nature, fighting alive. healing the damage to his mind, against those who would destroy and has taught him more or corrupt nature for their own Powers/Abilities: productive uses for his abilities. ends. He came to a tragic end Subdue: Ranged, Moderate DMG Sister Psyche vouched for him when he was captured by the (Psionic), Immobilize with the authorities and he has Devouring Earth, who used his been allowed to help with the link with the earth to destroy Psionic Lance: Ranged, minor damage current crisis in Paragon City. Woodvale and carve out their (Psionic), target -Recharge Many are keeping a watchful eye own territories. Though the Psychic Scream: Ranged (Cone), on Malaise, however, for signs of Woodsman's physical body moderate damage (Psionic), -Recharge his madness returning. perished at the hands of the Telekinetic Blast: Melee, minor damage Devouring Earth, his spirit was (Psionic/Smash), Knockback Powers/Abilities: freed through the actions of the Will Domination: Ranged, high damage Spectral Wounds: Ranged, high city's heroes. Now he lives on as a (Psionic), Sleep damage (Psionic), +Special spirit of nature, at one with the Blind: Ranged (targeted AoE), wild places of the Earth, helping Scramble Thoughts: Ranged, minor heroes carry on the fight for the damage (Psionic), Disorient moderate damage (Psionic), Hold/Sleep safety of the world. Repel: Self AoE Knockback Deceive: Ranged, Confuse

Volume 1 • Issue 1 Smashing Wailers Powers/Abilities: Demon Summoning: Spawn 1-3 Demons St. Martial is infested with these Entangle: Ranged, moderate DoT horrid demons. A rumor on a (Smashing, Lethal), Immobilize Resistance: Lethal, Smashing, Energy, Fire, Cold Johnnie 'The Pipes' Sonata fan- Strangler: Ranged, moderate DoT site a few weeks back 'joked' that Resistance: Archvillain resistance INTRODUCTION (Smashing), Hold the singer must have sold his soul Roots: Ranged (targeted AoE), minor Flares: Moderate Fire for his golden voice and the DoT (Smashing, Lethal), Immobilize Chop: High Smashing, moderate Fire & demons are here to collect. Maybe there's some truth to it. Spore Burst: Ranged (targeted AoE), Knockback Sleep Beheader: Very high Smashing, Wailer (Minion) moderate Fire & Knockback THE BASICS Spirit Tree: Place Tree PBAoE Heal Minion: Levels 30-40 Vines: Ranged (targeted AoE), Hold Whirling Axe: Moderate Lethal, Fire & Knockback Seeds of Confusion: Ranged (Cone), Powers/Abilities: Confuse Demon Slash: Moderate Lethal, Def debuff Propel Boulder: Ranged Smash (high), Minion: Levels 1-54 Shriek: Moderate Sonic, Resistance Knockback debuff, Slow ARCHETYPES Stump Toss: Ranged, moderate These vicious creatures serve damage (Smash), Knockback, -Fly Infernal only because he forces Wailer Queen Tuatha Horde: Summon 4 Tuatha them to. By subverting their will Lieutenant: Levels 30-40 minions through the use of ancient mystic rituals he creates permanent Powers/Abilities: Resistance: Smash, Lethal and Toxic, servants. If his control begins to Slash: Moderate Lethal, Def debuff GROUP +Speed wane over a particular demon, he DYNAMICS Resistance: Protection against Stun, performs another ceremony and Shriek: Moderate Sonic, Resistance Hold, Fear, Confuse, Knockback (high), binds it permanently into his debuff, Slow Resistance to all debuffs (high) weapons or armor to increase Song of the Nightingale: Heal ally their strength. Scream: Moderate Sonic DoT, Slow, Infernal Resistance debuff

Zones Powers/Abilities: Boss/Hero: Levels 15-21, 35-41 Siren's Song: Minor Sonic dmg, Sleep Invincibility: High defense to all but A master of demon binding and Psionic Wailer King summoning from another Fire Smash: Moderate Smashing, Boss: Levels 30-40 dimension, Infernal's boundless Knockback & Fire willpower allows him to control Super Leap Powers/Abilities: the many fiends he has forced Villains into his service. As a member of Flares: Moderate Fire Howl: High damage, short range the Vindicators, he often assists Scorch: Moderate Fire Scream: Moderate Sonic DoT, Slow, Numina of the Freedom Phalanx. Resistance debuff Fire Sword: Moderate Lethal, high Fire Shockwave: Moderate Lethal & Minor Resist: Fire Powers/Abilities: Knockback Vulnerability: Cold PvP Fire Aura: Minor Fire Sonic Dispersion: Sphere AoE, buff all Gash: Moderate Lethal, Fire & Resistance except Psionic, buff vs. Knockback Immobilization, Disorient & Hold Pendulum: High Lethal, moderate Fire Shout: High damage, Damage & Knockback Resistance debuff Fire Breath: Moderate Fire Revive: Self-resurrect

Bases Fire Blast: Moderate Fire Fire Ball: Moderate Fire, minor

Volume 1 • Issue 1 Wailer Lord Powers/Abilities: Powers/Abilities: Boss: Levels 35-41 Talon Snap Shot: Minor Lethal, fast Talon Stunning Shot: Minor Lethal, Talon Strike: Moderate Lethal Stun The Wailer Lord is the biggest and Talon Blazing Arrow: Minor Lethal, Fire Bow Strike: Moderate Smashing strongest of the demons that (DoT) infest St. Martial. It's assumed that Talon Aimed Shot: High Lethal the wailers fight for the power Talon Fistful of Arrows: Moderate and the knowledge that Fang Agent Lethal vs. all foes in front of Agent comes with the title in terrible Lieutenant: Levels 5-25 Talon Entangling Arrow: Immobilize, howling brawls that shake walls Slow, negate Flight blocks away. Fang agents have achieved some Talon Explosive Arrow: Moderate trust in the organization and are Lethal & Energy, Knockback Powers/Abilities: given access to Wyvern's special Talon Aimed Shot: High Lethal Howl: High damage, short range weapons - the trademark arrows Talon Flash Arrow: Blind, Accuracy of their founder, Manticore. Scream: Moderate Sonic DoT, Slow, debuff Resistance debuff Talon Rain of Arrows: Moderate Lethal Powers/Abilities: Shockwave: Moderate Lethal & (DoT) Bow Strike: Moderate Smashing Knockback Talon Aimed Shot: High Lethal Wing Agents Sonic Dispersion: Sphere AoE, buff all Resistance except Psionic, buff vs. Talon Fistful of Arrows: Moderate Wing Agents act as air support for Immobilization, Disorient & Hold Lethal vs. all foes in front of Agent their companions. Shout: High damage, Damage Talon Blazing Arrow: Minor Lethal, Fire Resistance debuff (DoT) Wing Talon Agent Minion: Levels 15-30 Sonic Barrier: Ally defense buffs vs. Sting Agent Smashing, Lethal & Sonic Powers/Abilities: Boss: Levels 5-25 Screech: Minor dmg, Stun Talon Snap Shot: Minor Lethal, fast Revive: Self-resurrect Sting Agents have achieved Bow Strike: Moderate Smashing Wyvern's complete trust and are Talon Aimed Shot: High Lethal Wyvern given access to specialized armor Flight piercing arrows. Wyvern is a private agency Wing Fang Agent dedicated to eliminating Powers/Abilities: Lieutenant: Levels 15-30 problems Freedom Corps hasn't Talon Fistful of Arrows: Moderate or won't deal with. Lethal vs. all foes in front of Agent Powers/Abilities: Talon Explosive Arrow: Moderate Bow Strike: Moderate Smashing Agents Lethal & Energy, Knockback Talon Aimed Shot: High Lethal Talon Agent Talon Aimed Shot: High Lethal Talon Fistful of Arrows: Moderate Lethal vs. all foes in front of Agent Minion: Levels 5-25 Talon Blazing Arrow: Minor Lethal, Fire (DoT) Talon Blazing Arrow: Minor Lethal, Fire Talon agents are young opera- Talon Stunning Shot: Minor Lethal, (DoT) tives who have yet to prove Stun Flight themselves in the field. They are Talon Entangling Arrow: Immobilize, given the simplest assignments Slow, negate Flight until they prove their worth, but are extensively trained in close Raptor Agent combat knife fighting, as well as Boss: Levels 10-25 archery. Raptor Agents are senior opera- tives who have achieved Wyvern's complete trust.

Volume 1 • Issue 1 Zigursky Wing Sting Agent Prison Boss: Levels 15-30 The Zigursky Prison, or 'Zig' as it's Powers/Abilities: known on the street, houses the Talon Fistful of Arrows: Moderate most dangerous criminals in INTRODUCTION Lethal vs. all foes in front of Agent Paragon City. Despite the Zig's Talon Explosive Arrow: Moderate advanced security systems, a few Lethal & Energy, Knockback hardened criminals occasionally Talon Aimed Shot: High Lethal escape. With nothing but time on Talon Blazing Arrow: Minor Lethal, Fire their hands, these cons stop at nothing to win their freedom.

THE BASICS (DoT) Talon Stunning Shot: Minor Lethal, Prisoners Stun Minions: Level 1 Talon Entangling Arrow: Immobilize, Slow, negate Flight Hellion Prisoner, Flight Skull Prisoner, Council Prisoner ARCHETYPES Wing Raptor Agent Boss: Levels 15-30 Powers/Abilities: Brawl: Moderate Smashing Powers/Abilities: Rock: Moderate Smashing Talon Stunning Shot: Minor Lethal, Resistance: Resistance

GROUP Stun

DYNAMICS Pipe: Moderate Smashing Talon Blazing Arrow: Minor Lethal, Fire (DoT) Knife: Moderate Lethal Talon Fistful of Arrows: Moderate Revolver: High Lethal, short range Lethal vs. all foes in front of Agent Guard Talon Entangling Arrow: Immobilize, Minion: Level 1

Zones Slow, negate Flight Talon Explosive Arrow: Moderate Working as a private security Lethal & Energy, Knockback guard in a 'city of villains' must be Talon Aimed Shot: High Lethal a very tough job. Talon Flash Arrow: Blind, Accuracy Powers/Abilities: debuff Revolver: High Lethal, short range

Villains Talon Rain of Arrows: Moderate Lethal (DoT) Baton: Moderate Smashing, Stun Flight Resistance: Resistance Downed Police Drone

PvP Minion: Level 1

The convicts have disabled this police drone, but they haven't yet torn it apart. Time for you to take a crack at it!

Bases Powers/Abilities: Resistance: Indestructible

Volume 1 • Issue 1 BASESBASES

NOTE

This section was contributed by uber-designer David “Zeb” Cook (yes, that Zeb Cook).

What does every league of super-villains need? A secret headquarters, of course. In City of Villains your evil Supergroup can create a customized base. Your base is a shared space for all the members of your Supergroup. It can be whatever you want it to be—a place where you share tales of villainous adventures, plan PvP strategies in your battles against Heroes, gather teammates for Strike Forces, and assemble to raid the bases of your rivals. While building a base is not a simple task, having one strengthens the bond between all your members. Only through combined efforts does your Supergroup’s base come into being. Creating the base that’s best for your group requires planning. What kind of Supergroup are you? How large should your base be? What kind of base should you make? Who decides the layout? By thinking about some of these questions in advance your Supergroup will get the best out of base-building and bases. The Basics Prestige

Any Supergroup can create its own base. The leader Prestige is the “coin” used to pay for bases. It is needs to visit the Supergroup Registrar and request a earned by defeating mobs and completing missions, base. Then the Supergroup is given the absolute similar to Infamy. basic base—one room and an Entrance Portal. After There are a few rules, though: that it is up to the group to use the base editing tools to build the base it wants—and can afford. 1. All the Prestige you earn goes to your To build a base, your group has to pay for space, Supergroup, not to you. If you quit a rooms, and equipment by earning Prestige. Supergroup, you don’t take any Prestige with In addition, many useful items can only be built you. What you earned, you earned for the team. by collecting bits of salvage and converting it into If the Supergroup disbands, all the Prestige it useful equipment. earned is lost forever. 2. Prestige cannot be traded. There is no point begging for Prestige since no one can give it to you. To get it, your group has to earn it. 3. You earn Prestige only when you are in Supergroup mode. You have to be willing to show your allegiance to your Supergroup to earn the reputation that Prestige represents. 4. Whether low or high level, members earn approximately the same amount of Prestige per defeat. Now, a higher level character is going to defeat foes faster, but everyone makes contributions equal to their efforts. Don’t think you can only have high-level characters in your Supergroup; a good foundation of all levels will generate considerable Prestige.

Furthermore, higher level players have to decide between earning Prestige and earning Infamy. The higher your level, the less Infamy you earn while in Supergroup mode. From Level 35 on, you will earn no

Volume 1 • Issue 1 Infamy from mobs while in Supergroup Supergroup Badges mode. You have to decide between earning Infamy for yourself or changing modes and earning Many items or the recipes needed to build them are Prestige for your Supergroup. hidden and must be unlocked by the Supergroup before they can be used. These are earned by Salvage collecting Supergroup badges. Supergroup badges are earned for many of the same things a player INTRODUCTION When you create a base, only a few simple items are normally does to get a badge—locations visited, available to you. To build improved and more Prestige earned, damage taken, etc. However, you powerful items requires that you build them using have to be in Supergroup mode for the action to salvage. Salvage is a special reward you earn by count. Because it is a Supergroup badge all the defeating lieutenants and bosses. It is not automatic; members of the group contribute to the same total. as with Enhancements you have a chance of earning Supergroup badges belong to the Supergroup, not THE BASICS salvage with every win. And, as with Prestige, you you as a player. If you quit a group, you’ll lose have to be in Supergroup mode to collect it. whatever badges the group earned. On the other hand, if you join a group, you automatically gain whatever badges that group has earned. Supergroup badges don’t have fancy titles. Instead, each names the base item it unlocks. This

ARCHETYPES way you can see at a glance what special items your group can build. Using the Editor

There are no great secrets to the Base Editor. All you GROUP

DYNAMICS need is a base, Prestige, and editing privileges. The last can be set by the Supergroup leader by going to Supergroup/Options/Permissions. There the leader can choose what ranks are allowed to use the Base Editor. Note that the leader can always edit the base. If your group is tightly focused with a particular

Zones base style to be followed, you might want only one or Every villain and hero group drops a different two clever builders using the editor. Simply make selection of salvage—broken weapons, pieces of sure that only one rank has editing privileges and armor, computer chips. When you have collected the then promote only the players you want as builders right mix of items, you use your base’s workshop to to that rank. On the other hand, if you want members change them into components—tech prototypes, to have lots of participation in base building, you can magical foci, and other refined materials. Then you set the permission to as many ranks as you desire. Villains can take those components and use them in recipes When you are in the Entrance Room of your base to build more powerful base items—better gener- (except during base raids), a window pops up with ators, more sophisticated computers, and, of course, three buttons: Upgrade Plot, Place Item, and Edit even more powerful base defenses. Base. All three may or may not be active, depending Some rare and powerful items require unique on conditions. Members with editing privileges can use the Upgrade Plot and Edit Base buttons. All

PvP pieces of salvage that are not available as drops from mobs. These salvage items are obtained by members can use the Place Item button—but only completing missions in the PvP zones. The first time when they have built an item in the workshop. a group member completes one of these missions, Upgrade Plot allows you to increase the total area the recipe for the item is unlocked and the player is available for base building. This is the red grid that rewarded with the unique salvage piece needed to all your rooms snap to. The plot also determines build that item. After that, other players can the maximum number of rooms you can have in your base. If you are ever not allowed to add a room,

Bases complete the mission, collecting the same salvage piece so more copies of the item can be built. be sure to check your room count vs. your current plot size.

Volume 1 • Issue 1 Place Item lets you set up anything you have built Room size limits the number of items that can be in the workshop, something all players can do with placed in a room. Generally, small rooms can hold their salvage. It opens the Base Editor but shows only one or two items of their main function (power, the items you have built. You can put these anywhere control, etc.) and about two defenses. As room size in your base, provided the item matches room type increases, these numbers rise. Rooms with “Secure,” and does not exceed the limit allowed for that room. “Security,” or “Strongpoint” in the name can have If a room allows four defenses and has four turrets, more defenses than a normal room of the same size. you cannot put a fifth turret there. They also cost more to place. Edit Base takes you to the full Base Editor. The When you place a room it must be linked to camera zooms out to give you a bird’s-eye view of another by a connecting hallway. You cannot place your base. You can move around normally; the rooms immediately against each other. If a room will camera will follow you. If you double-click on any not connect where you want, check the wall section. square, you are instantly moved to that square. This The editor will not let you link a room to a wall where is a good way to move quickly around your base. you have things placed. Page Down will snap the camera close to you, making You can delete any room you have placed by it easier to see details in a room. selecting the Delete button; however, you cannot delete a room if it leaves any others unconnected Rooms to the Entrance Portal. If this happens you have to either remove the isolated rooms first or The Place Room button displays all the rooms you build another connection to them. When you can buy for your base. These are grouped under tabs delete a room, its Prestige cost is returned to your according to their type. After all, aside from their treasury. This way you can experiment with room size, not all rooms are alike. Rooms are organized by layouts without risking any of your group’s hard- function. And the function of the room determines earned funds. the types of items that can be placed there. The room When you select a room, the window on the right categories and what items can be placed in them are shows the current height of the ceiling and floor of listed below: the selected square. Both have three heights and can be changed by clicking on a different level in Defense: defenses, decorative the window. Energy: power, defenses, decorative You can also make a block that fills the entire space Control: control, defenses, decorative by selecting the central section. There are two limits Transportation: teleport, defenses, decorative to this. You cannot completely close off a section of a Workshop: workshop, defenses, decorative room if the sealed portion contains an item that must Medical: medical, defenses, decorative be accessible. These include dimensional anchors, Decorative: decorative Items of Power (and their bases), generators, computers, and any other item that is important for base function. Second, you cannot block off the only doorway to a room. Items

Once you’ve got a few rooms down, it’s time to place items. As noted before, what you can place is determined by the room. The items are organized into categories. Each category is a tab that appears when you choose Place Items. Functional items—turrets, traps, computers, scrying tables, teleporters, and more—can be improved by auxiliaries. These are items that reduce energy or control costs, increase damage, improve accuracy, increase healing, and more. Each room type has a specific number and type of auxiliaries

Volume 1 • Issue 1 that can be used there. The auxiliary • Does your group have a theme (common origin, affects the closest item, and the link is Archetype, etc.)? indicated when you place it. • Does your group want to take part in base Target spots are a special type of auxiliary used raiding or are you a PvE-only group? with turrets. A target spot tells the associated turret to fire on any target that enters the spot. This allows Size you to focus your defenses on specific locations— INTRODUCTION doorways and hallways where raiders enter or on A small Supergroup should plan to build a small base. your Item of Power. It’s just not possible to have all the bells and whistles As with rooms, you can sell back any item you when you don’t have enough members to generate place for its full Prestige cost. But—if you sell back the Prestige needed to pay for those things. an item you built, you lose all the salvage used to However, this rule also applies to large groups when build it. most of the members are alts of just a few players. THE BASICS Remember that each player only plays one character Base-Building Tips at a time (generally), so you still earn only as much prestige as a small group. Building a base seems deceptively simple. When you For these groups, concentrate on getting your create a Supergroup, the Registrar offers to give you important rooms and items built first. Everything a base. Say yes and you have a base. you add increases the upkeep cost, gradually making

ARCHETYPES it harder to save for more rooms and features since Don’t Do It! It’s a Trap more of your Prestige is used to pay the rent. Coalitions Brand-new Supergroups are small and have limited resources. As soon as you start a base, even if you never add another piece to it, your group has to pay Sometimes Supergroups band together using the GROUP Coalition feature to form a mega-Supergroup. The

DYNAMICS upkeep. Those payments come out of the Prestige you are earning to build your base. coalition may include one group for rarely played Instead, let your Supergroup be homeless while it alts, another for “retired” Level 50 characters, another works to collect Prestige. for currently active characters, etc. This is a good The smart thing to do when you create a time to consider each group’s base as providing a Supergroup is to offer membership to as many of different function for coalition. The active group builds a raiding base; the alt base is used for Zones your friends as possible. Play in Supergroup mode 100 percent of the time, especially for those below secondary purposes; and the “retired” group creates Level 25, to maximize Prestige and Infamy earned. a low-upkeep base for chilling and socializing. Build up a stockpile of Prestige (and salvage items). Now you are ready to build a base. Theme

Not All Supergroups Part of the fun of designing a base is to create one to

Villains Are the Same a specific theme. The styles and items provide a starting place for your base’s look, but there is no limit. You can combine styles for different levels of Not so fast! Building a base without considering your the floor, walls, and ceiling. There are different group leads to costly remodeling down the line. A shapes for floor and ceiling trim. The Lighting tab base not suited to the needs of the members can (found on the left window) lets you adjust the even force the Supergroup to disband as players PvP color and intensity of the lights at the floor, mid-, leave to find homes more appropriate to their goals. and ceiling levels. Add decorative items and you To keep that from happening to you, consider the can create a look that matches your group’s following questions before starting your base. evil intentions. • Is your group small or does it have a lot of alts PvP vs. PvE in it? • Does your group belong to a coalition of several Bases Supergroups (one of high-level characters, one By far the biggest factor in base building is whether for alts, one for active characters, etc.)? anyone is going to raid your base or not. This answer

Volume 1 • Issue 1 affects everything from the layout of rooms to what attackers out at their weakest. If you have blocked off goes in them. If you expect attackers then everything most of the room to create a single path, place Tesla about your base needs be built with that in mind. Cages and Slow traps to snare attackers. If you trick For PvE Supergroups, the task is much easier. Many them into thinking it is a hallway, they may not be base items are only useful if the base is raided— expecting the traps you have laid for them. turrets, traps, and fields especially. If you are never For those potential entry points, place defense attacked there is no need to buy these. You can save turrets nearby. Chill Cannons can immobilize a your Prestige for those items your group wants— raiding party as soon as they enter. For a large base teleporters and medical bays. The rest you can use this buys time to get a team there. For a small base, for more rooms, furniture, and all the other fixtures held targets are always the best. to make your home comfortable. For PvP defense, you need to be concerned about Finances everything. The number of rooms, how they are Finally, no matter whether you are building a PvE or a arranged, protecting your vital equipment and Items of PvP base, always keep some Prestige in reserve; 10 Power—all of these decisions shape your base. percent of your initial budget is a good number. You need to pay upkeep on your new base. Plus, you PvP Layout never know when your group might unlock a new For PvP play you need to worry about the number defense, teleport, or other device! and arrangement of rooms in the base. Too few rooms and the attackers can easily get to key points Base Raiding besides your Item of Power. Your generator, control Base raiding lets Supergroups engage in large-scale center, and hospital are all vital. If the first two are PvP battles. These can be for fun, as in the case of destroyed your defenses are immediately offline, Instant Base Raids, or for the prize of capturing an while losing your hospital makes it harder for Item of Power. Whatever the goal, base raiding is defenders to get back in the battle. Too many rooms optional. Before you can be raided (or raid anyone), and your defenders will be spread too thin. Base you need to have your base set up properly. raiders enter your base by teleporting into the You must have an Item of Power installed in your hallways between rooms. The more rooms you have, base before it can be raided. It doesn’t matter where the more hallways connecting them. That means it came from—Supergroup trial or successful raid. there are more entry points for attackers and the What matters is that you have one in your base. Once more places you have to defend. you do, you are an eligible target for base raiding. There is no magic number. Ideally you want your If you don’t have an Item of Power but want to raid power room, control center, and vault down another base, then you need a vault room, six dimen- different dead ends. The central room where each sional anchors, and a raid teleporter in your base. branch meets should have ample defenses. Raise You need the first two to hold the Item of Power you walls to create paths to control the flow of are going to win and the teleporter to get your attackers. You have the advantage since you know attackers into the base. You probably also want a your base’s layout. reclaimator so defeated raiders can get back into the Defenses battle quickly. Once you have these things you’re ready to start. If It’s not enough to just place defenses in your base. your Supergroup is new to raiding, start with some You need to plan where they go and how they are Instant Base Raids first. Find a friendly Supergroup used. Your first priority should be your Item of Power. (one willing to let you practice) and challenge it. Take Since all the enemy has to do is touch it for you to turns being the attacker and defender. Use these lose the raid, make that as hard as possible. The AoE raids to work out the best teams, determine the raid of a pain field will keep your opponents from size that works for your group, and hone your skills. completing the task. Protect that with a force field When you are done you’ll be ready to challenge for and their job becomes that much harder. For softer the real thing. targets like generators, use energy fields to harden In a real base raid, the challenger has advantages them. More importantly, build reserves. Don’t trust and disadvantages. Your biggest advantage is all your power needs to a single generator. knowing what raid size works best for your group. If you have a large central room, a stealth field is a Your biggest weakness is not knowing who you are good investment. It can neutralize the stalker raiding. You will be facing unknown opponents in a advantage, giving you a chance to take your

Volume 1 • Issue 1 strange base. Fast thinking and impro- For attackers, that means making sure you always vising are vital skills for a good base raider. have at least a few players safely away from the Raiding Tips main group. Here are a few suggestions to help you win base raids Super Speed and Stealth. A fast-moving stalker (as attacker or defender)! makes a great scout—especially one with Recall Friend. The stalker can zip through a base to find key Break Free is your friend. Break Free can make the targets and then teleport in the rest of the attacking INTRODUCTION difference between successful attack and face plant. team. Of course, it’s necessary to watch out for traps For raiders it is a good idea to use one before and stealth suppression! stepping through the raid teleporter. This way you’re better protected if there is a Chill Cannon or trap If You Can’t Beat Them, Break Them! Don’t waiting for you at the other end. overlook the power of destruction. If the defenders are keeping you from the win, it’s time to go after Protect Your Masterminds. Masterminds need to other key targets. Taking out generators, control THE BASICS get their henchmen up as soon as they enter. This devices, and medical items not only will make your means other team members should be ready to battle easier, but attacking these may distract the protect the masterminds until their henchmen are in defenders long enough for you to gain victory. place. Don’t go running off until your team is ready! Base Rent Stay. Sit! Defenders, since they know an attack is coming, can use mastermind henchmen to cover the Supergroups pay rent in Prestige every two weeks entrance points. Station one or more henchmen in after they build their base. The rent is not based upon ARCHETYPES each hall section. Masterminds can watch their the size of the base, but rather the Prestige amount henchmen display for clues as to where the enemy the group currently has. This amount is calculated by has entered. If a henchman is taking damage, the adding the Supergroup's current Prestige and the enemy is there! value of the base's Prestige (its plot, room, and item Cannon Fodder. Mastermind henchmen are also costs). So even if a Supergroup has a large Prestige reservoir and only a small base, it'll pay the same

GROUP good for finding traps. Send them through any

DYNAMICS passage first and they should activate any traps. amount in rent as if it had invested that Prestige into Since traps have recycle times you should be able to the base. get your teammates through unharmed—if you are The base costs are reflected as a percentage of the fast enough. Supergroup's total Prestige. For example: The Villain group "The Competition" MASH Units. Base hospitals are great but they have limits. Defenders can find their medical bay overrun has a base with a value of 10,000,000 Prestige and a Zones by raiders or just outright destroyed. For attackers it Prestige amount of another 500,000. This means it can be a long run from their base hospital back into will pay 1.9% or 199,500 Prestige. the defending base. In both cases, having a MASH unit is a handy thing. Station a player with rez ability Base Rent and Recall Friend power at a secure location in the Total Prestige defender base. Make it that person’s job to watch the Tax Rate Amount health of teammates, pulling them out of battle for 1.0% 1,000,000 1.1% 1,250,000

Villains heals and rezzes when things get rough. 1.1% 1,562,500 1.2% 1,953,125 Get Those Pylons! Defenders, if you see an 1.3% 2,441,406 opposing player drop to one knee and start fiddling 1.3% 3,051,758 in a room that does not have a disruptor pylon, 1.4% 3,814,697 1.5% 4,768,372 attack! Odds are the player is trying to use the 1.6% 5,960,464 Disruptor Pylon power. Attackers have only limited 1.7% 7,450,581

PvP charges for this power, so if you can keep them 1.8% 9,313,226 1.9% 11,641,532 from completing the task you can close off this path 2.0% 14,551,915 to victory! 2.1% 18,189,894 2.3% 22,737,368 Boot Them All! After the first 15 minutes of play, 2.4% 28,421,709 2.5% 35,527,137 defenders will win if they can clear the base of all 2.7% 44,408,921 attackers at the same time. This means making a 2.9% 55,511,151 3.0% 69,388,939 coordinated effort to drop all attackers at once or as 3.2% 86,736,174 Bases close to it as possible, forcing them out of the base. 3.4% 108,420,217 3.6% 135,525,272 3.8% 169,406,589

Volume 1 • Issue 1 - NOTES -

Volume 1 • Issue 1 - NOTES - INTRODUCTION THE BASICS ARCHETYPES GROUP DYNAMICS Zones Villains PvP Bases

Volume 1 • Issue 1 - NOTES -

Volume 1 • Issue 1 - NOTES - INTRODUCTION THE BASICS ARCHETYPES GROUP DYNAMICS Zones Villains PvP Bases

Volume 1 • Issue 1 - NOTES -

Volume 1 • Issue 1 - NOTES - INTRODUCTION THE BASICS ARCHETYPES GROUP DYNAMICS Zones Villains PvP Bases

Volume 1 • Issue 1 - NOTES -

Volume 1 • Issue 1 - NOTES - INTRODUCTION THE BASICS ARCHETYPES GROUP DYNAMICS Zones Villains PvP Bases

Volume 1 • Issue 1

The Ultimate Guide to City of Heroes ™

Collectable: Custom CoH-themed binder includes the full City of Heroes guide inside (pre-punched and inserted)

Customizable: No page numbers allow each user to customize the order of the content to fit their individual needs

Current: Retail update packs are released with major game updates to ensure the binder content is always current

Collaborative: The update packs will contain both CoV and CoH information for one low price

Complete: The guide itself will provide full coverage of CoH, including detailed maps, Archetype break- downs, power set descriptions, quest lists, and PvP strategy

primagames.com® The Prima Games logo is a registered trademark of Random House, Inc., registered in the United States and other countries. Primagames.com is a registered trademark of Random House, Inc., registered in the United States. Prima Games is a division of Random House, Inc. AppendixAppendix

Accolades BADGE NAME CRITERIA NOTES REWARD Thorn Robber Complete the CoV Respec Trial one time/ — — Use your first earned Respec Thorn Thief Complete the CoV Respec Trial twice/ — — Use your second earned Respec Thorn Usurper Complete the CoV Respec Trial three times/ — — Use your third earned Respec Passport To be given when a character executes a Server Transfer This is currently only available — to characters on the European servers who transferred from the U.S. servers. Jet Setter Received when logging in during the 2005 Holiday Event Only available during the — Holiday 2005 event Scrooge Complete the 2005 Holiday Event mission You are granted a free session — at the tailor and a Holiday Hat Toy Collector Open 200 presents Only available during the — Holiday 2005 event Chosen One Given to characters who installed the DVD Edition of CoH — — Bloodletter Unlock Captain Mako as your Patron — — Born in Battle Earn the Nigh Indestructible, Soul Taker, Lanista, Raider, — +5% Endurance, +5% Hit Points Swashbuckler, Primal Instinct, Pirate, Triumphant badges Demonic Earn the SoulTaker, Coldblooded, Lorekeeper, Forged — Leaves you resistent to all by Hellfire, Overlord badges — damage types for a short amount of time Headline Stealer Earn the Media Junkie, Electrician, Surging, Strike Buster, — Stolen Immobilizer Ray Crooked Politician, Master of the Airwaves, Crimelord badges Heart of Darkness Received when logging in during the Only available during the Unlocks the toga costume Valentine's 2006 event Valentine's 2006 event option High Pain Threshold Earn the Deathless, Bad Luck, Gangbuster, Spider — +10% Hit Points Smasher, Locked and Loaded, Freak of Nature, Technofreak badges Marshall Earn the Paragon of Vice, Annihilator, The Mongoose, — +5% Endurance The Next Big Thing, Weapon of Mass Destruction, and Arachnos Rising badges Megalomaniac Earn the Crystal Keeper, Strikebreaker, Man in Black, — Doubles duration of Disorient, Last Stand, Triumphant badges Hold, Immobilize, Fear, Confuse, and Sleep powers. It's a Toggle that lasts for 1 minute and is only usable once every 25 minutes Mirage Unlock Scirocco as your Patron — — Reveler Log in character during April 2006 for the 2 year Only available during the — anniversary of City of Heroes April 2006 2 year anniversary Spider's Kiss Unlock Ghost Widow as your Patron — — The Stinger Unlock Black Scorpion as your Patron — —

Volume 1 • Issue 2 Accomplishment BADGE NAME CRITERIA NOTES Member of the Scorpion Clan Complete the Silver Mantis Strike Force — INTRO- DUCTION Binder of the Beasts Complete the Batzul Strike Force — Air Pirate Complete the Sky Raider Strike Force — Leviathan Complete the Water Temple Strike Force — Crystal Keeper Complete the Crystal of Serafina Strike Force — Plague Carrier Do what the radio says to keep the Outbreak — going in Paragon City THE BASICS Mask Maker Steal the secrets of the FaceMaker for Dr. Percey — Stone Cold Take out the traitor to the Vendetti family — Bone Collector Recover the Loa Bone wand for Mr. Bocor — Paragon of Vice Clear out an Arachnos Base in Paragon City —

ARCHETYPES Seaweed Find and kidnap the lover of the hero known as — the Sea Witch to force a final confrontation with her Strikebreaker Breakup the dockworker's strike — Slag Reaper Take out the Slag Golems and steal the living — coral within them Agent of Discord Take down a rival agent belonging to a different — GROUP

DYNAMICS faction of Arachnos Soul Taker Capture the soul of the renegade Circle of Thorns — mage known as Akarist Bad Luck Recover a mystical amulet designed to jinx — everyone around the wearer

Zones Exterminator Clearout a nest of Rikti out of the sewers beneath — Nerva Archipelago Skip Tracer Help Basse shake down a Tank Freak for the — gambling debts he owes. Portal Hopper Help Grant Naylor by crippling Longbow's — Portal sensors

Villains Strawweight Champion Win a Strawweight Tournament — Flyweight Champion Win a Flyweight Tournament — Bantamweight Champion Win a Bantamweight Tournament — Featherweight Champion Win a Featherweight Tournament — Lightweight Champion Win a Lightweight Tournament — PvP Welterweight Champion Win a Welterweight Tournament — Middleweight Champion Win a Middleweight Tournament — Cruiserweight Champion Win a Cruiserweight Tournament — Heavyweight Champion Win a Heavyweight Tournament — Super Heavyweight Champion Win a Super Heavyweight Tournament — Bases Archvillain Defeat Lord Recluse in Strike Force — Blackguard Earn the Oppressor, Destroyer, Dead-eye, Interrogator, — Breakneck, Uppercut badges Breakneck Defeat Synapse in Recluse's Victory, and be a villain — Dead-eye Defeat Manticore in Recluse's Victory, and be a villain — Destroyer Defeat Positron in Recluse's Victory, and be a villain — appendices

Volume 1 • Issue 2 Accomplishment cont. BADGE NAME CRITERIA NOTES Destroyer Defeat Positron in Recluse's Victory, and be a villain — Dreamkiller Complete Barracuda's Task Force — Efficiency Expert Successfully complete all of Pither’s timed pool missions as the mission owner — Heat Seeker Defeat the Arachnos Flier in Grandville — Interrogator Defeat Sister Psyche in Recluse's Victory, and be a villain — Mage Hunter Defeat Selestar for Zuhkara — Media Junkie Destroy a shipment of TVs — Oppressor Defeat Statesman in Recluse's Victory, and be a villain. — Party Crasher Invade a Freakshow Rave and get a sample of metal alloy for Dr. Forrester — Servant of Recluse Complete the Lord Recluse Task Force — Somewhere in Time Take over 100 Pillboxes in Recluse's Victory — Taskmaster Complete Ghost Widow's Task Force — Temporal Agent Control 10 Heavies in Recluse's Victory — Temporal Soldier Control 250 Heavies in Recluse's Victory — Temporal Spy Control 50 Heavies in Recluse's Victory — Time Bandit Take over 1000 Pillboxes in Recluse's Victory — Time Machinist Take over 10 Pillboxes in Recluse's Victory — Uppercut Defeat Back Alley Brawler in Recluse's Victory, and be a villain — Usurper Defeat Statesman in Strike Force —

Achievements BADGE NAME CRITERIA NOTES REWARDS Reinforcement Defeat 20 players in PvP — — Agent Provocateur Destroy the equipment and defeat all the agents — — in a hidden Longbow base in Bloody Bay OR Steal the secret compound and defeat all the agents in a hidden Longbow base in Bloody Bay Irradiated Spend 5 hours in Bloody Bay — — Electrician Defeat 200 Cap au Diable demons — Eradicator Defend successfully in a Base Raid — — Fort Knox Defeat 200 Goldbrikers — — Gangbuster Defeat 200 CoV Family Bosses — — Spectral Trap 100 Cap au Diable ghosts — — Pirate Trap 50 Cap au Diable Ghosts — — Grand Lanista Win 10 Gladiator Matches — — Gunner Take over a firebase in Bloody Bay — — Hammerhead Defeat 100 Scrapyarders from the Ghost of — — Scrapyard Zone Event Disruptor Achieve a PvP Reputation of 200 — — Lanista Participate in one Gladiator Match — — Forward Observer Achieve a PvP Reputation of 400 — — Man in Black Defeat 200 Shivans — — Master Thief Successfully steal an Item of Power during a Base Raid — — Most Wanted Patrol Bloody Bay for Arachnos — — Rocketman Launch the Warburg Rocket 10 times — —

Volume 1 • Issue 2 Achievements cont. BADGE NAME CRITERIA NOTES REWARDS Hammer Down Defeat the Ghost of Scrapyard (Scrapyarder's — — INTRO-

DUCTION Giant Monster) Raider Spend 5 hours in Siren's Call — — Spider Smasher Defeat 200 Arachnos Wolf Spiders — — Strike Buster Defeat 200 Scrapyarders — — The Mongoose Defeat 50 Snakes — — Coldhearted Defeat 200 Cold Demons (Circle of Thorns) — — THE BASICS HellBane Defeat Caleb (CoT Giant Monster) — — Villain Defeat 1000 Freedom Corp members — — Wanted Set bombs and defeat all the agents in a hidden — — Longbow base in Bloody Bay OR Interrogate officer and defeat all the agents in a hidden Longbow base in Bloody Bay ARCHETYPES Web Master Spend 5 hours in Warburg — — Weed Whacker Defeat 50 CoV CoT Bosses — — Analyzer Base Defense Supergroup takes 20,000,000 points of damage in SG mode — — Gas Trap Base Defense Supergroup is slept or held for 30 hours total — —

GROUP Improved Energy Turret Supergroup attempts the Cathedral of — — DYNAMICS Pain mission 20 times Improved Igniter Supergroup defeats 4000 Longbow Flamethrower — — troopers, while in SG mode. Repulsor Base Defense Supergroup removes 1,000,000 debt in SG mode — —

Zones Benedict DR Turret Plans Supergroup does 200 Circle of — — Thorns missions, collectively Benedict DR-3 Turret Plans Supergroup earns 10,000,000 Prestige — — Benedict DR-2 Turret Plans Supergroup earns 1,000,000 Prestige — — SG Mission Computer Supergroup members have had Lackeys for 5 total — — hours, in SG mode

Villains Autonomous Expert System Plans Supergroup deals 50,000,000 damage in SG mode — — Advanced Holodisplay Plans Supergroup wins 10 raids — — Emergency Capacitor Plans Supergroup removes 2,000,000 debt in SG mode — — Fusion Generator Plans Supergroup spends 50 hours total in PvP Zones — — (In SG mode) PvP Auto-Doc Plans Supergroup heals 5,000,000 damage in SG mode — — Robo-Surgery Plans Supergroup heals 25,000,000 damage in SG mode — — Combat Log Plans Supergroup heals 100,000,000 damage in SG mode — — Cold Warrior Defeat 100 Winter Horde (Winter Event) creatures Only available during the 2004 Winter Special Event and Bases the 2005 Holiday Event Visitor Get 10 Badges — — Native Get 25 Badges — — Obsessed Get 50 Badges — — Pathfinder Get 100 Badges — — Stoic Take 100,000 points of damage — — appendices

Volume 1 • Issue 2 Achievements cont. BADGE NAME CRITERIA NOTES REWARDS Hard Case Take 500,000 points of damage — — Ironman Take 1,000,000 points of damage — — Unbreakable Take 10,000,000 points of damage — — Punch Drunk Work off 100,000 debt — — Unbroken Work off 400,000 debt — — Relentless Work off 800,000 debt — — Fixer Heal 250,000 damage — — Doc Heal 1,000,000 damage — — Mad Scientist Heal 2,000,000 damage — — Slacker Be Slept or Stunned for 30 minutes total — — Sleepy Be Slept or Stunned for 2 hours total — — Dazed and Confused Be Slept or Stunned for 10 hours total — — Bling Earn 1,000,000 Infamy — — Mr. Big Earn 10,000,000 Infamy — — Midas Touch Earn 20,000,000 Infamy — — Soldier Make it to level 10 — — Insider Make it to level 20 — — Wiseguy Make it to level 30 — — Captain Make it to level 40 — — Comrade Lackey someone for 8 hours — — Made Make it to level 50 — — Drill Instructor Lackey someone for 40 hours — — Svengali Lackey someone for 100 hours — — Banisher Defeat 200 Banished Pantheon "Spirit of"s — — Tank Buster Defeat 100 Freakshow Bosses — — Bonecrusher Defeat 50 Skull Bosses — — Kill Skulls Defeat 500 Skulls — — Hellspawned Defeat 50 Hellion Bosses — — Privateer Defeat 100 Sky Raider Skiffs — — Devourer Defeat 500 Devouring Earth Emanators — — The Silver Bullet Defeat 200 Council Warwolves — — The Slayer Defeat 200 Council Vampyri — — Soul Binder Defeat 200 CoT Bosses — — Tracer Defeat 200 Tsoo Sorcerers — — Untouchable Defeat 100 Family Bosses — — Nigh Indestructible Take 100,000,000 points of damage — — Invulnerable Take 500,000,000 points of damage — — Immortal Take 1,000,000,000 points of damage — — Deathless Work off 1,200,000 debt — — Undying Work off 2,000,000 debt — — Exalted Work off 10,000,000 debt — — Medical Specialist Heal 10,000,000 damage — —

Volume 1 • Issue 2 Achievements cont. BADGE NAME CRITERIA NOTES REWARDS Medicine Man Heal 50,000,000 damage — — INTRO- DUCTION Empath Heal 1,000,000,000 damage — — Confined Be Held or Slept for 20 hours — — Caged Be Held or Slept for 40 hours — — Jailed Be Held or Slept for 80 hours — — Trendsetter Earn 100,000,000 infamy — —

THE BASICS Popular Earn 1,000,000,000 infamy — — Trillionaire Earn 2,000,000,000 infamy — — Role Model Lackey someone for 20 hours — — Epitome Lackey someone for 40 hours — — Paradigm Lackey someone for 80 hours — —

ARCHETYPES Trailblazer Earn 200 badges — — Mega Monitor Plans Supergroup has 5 Supergroup badges — — Beautiful Complete the two mission story arc for the Only available during Nectar temp power Valentine's 2006 event the Valentine's 2006 event

GROUP Firebug Set 5 buildings on fire during Mayhem Missions — — DYNAMICS Force of Nature Earn the Fire Bug, Impounder, Vandal, Safe Cracker, Hero Slayer, Outlaw and Bow Breaker badges — — Goon Squad Defeat 333 Consortium Guards — — Hero Slayer Defeat 25 generic or signature heroes during Mayhem Missions — — Impounder Destroy 200 cars or trucks during Mayhem Missions — — Zones Invader Earn the Global Threat, King Maker, Road Raged, — — Steel Worker, Tyrannical, Talon of Talos, Brickhouse, Anarchist, and Gate Crasher badges Outlaw Defeat 1000 Paragon Police Dept during Mayhem Missions — — Safe Cracker Blow open 10 vault doors during Mayhem Missions — —

Villains Time Traveller Spend 5 hours in Recluses' Victory — — Toothbreaker Complete the mission for DJ Zero 5 times Only available during — the Valentine's 2006 event Vandal Destroy 25 mailboxes, 25 newspaper vending machines, — —

PvP 25 phones and 25 fire hydrants during Mayhem Missions Venomous Defeat 200 Arachnos Toxic Tarantula Bosses — — Bases appendices

Volume 1 • Issue 2 Atlas Park—Mayhem Mission BADGE NAME TYPE COORDINATES NOTES Global Threat Exploration 1542.9 0.0 660.7 —

Bloody Bay BADGE NAME TYPE COORDINATES NOTES Crooked Politician Exploration 2285.10 129.82 -820.86 -0.1167 -1.8909 0.0000 — All Consuming Exploration -1197.45 0.00 -713.10 -0.3248 3.0578 0.0000 — Imploding Exploration 1907.92 128.50 1334.46 -0.2268 -1.5692 0.0000 — Ghoulish Exploration 115.22 65.00 359.72 -0.3199 -1.5447 0.0000 — Swashbuckler History 623.50 0.00 -150.83 -0.2167 -1.5634 0.0000 Plaque 1 of 4

Breakout BADGE NAME TYPE COORDINATES NOTES Jail Bird Exploration -2324.12 -160.00 963.79 -0.1008 1.6853 0.0000 —

Brickstown BADGE NAME TYPE COORDINATES NOTES Brickhouse Exploration -159.4 0.0 -146.5 —

Cap au Diable BADGE NAME TYPE COORDINATES NOTES Sparky Exploration -2432.50 294.00 -1247.50 -1.0172 -1.9440 0.0000 — Media Junky Exploration -891.81 248.00 -1459.27 -0.8128 -1.1740 0.0000 — Egghead Exploration 958.51 101.82 -1439.52 -0.4832 -1.5980 0.0000 — Lorekeeper History -1702.74 0.00 -1108.59 -0.8420 -1.6066 0.0000 Plaque 4 of 4 Steamed Exploration -2411.22 224.00 -466.51 -1.0172 -1.9440 0.0000 — Sweet Tooth Exploration -456.10 -0.50 -2159.17 -0.5153 3.0799 0.0000 — Technofreak History -2427.41 224.00 -932.17 -0.3260 0.1314 0.0000 Plaque 1 of 3 Technofreak History 2344.04 3.00 1536.89 -0.5000 0.0574 0.0000 Plaque 2 of 3 Technofreak History 914.52 21.50 -1422.04 -0.4640 1.5694 0.0000 Plaque 3 of 3

Founder's Fall—Mayhem Mission BADGE NAME TYPE COORDINATES NOTES Anarchist Exploration 3823.5 0.0 2698.2 —

Volume 1 • Issue 2 Grandville BADGE NAME TYPE COORDINATES NOTES INTRO-

DUCTION Guttersnipe Exploration 2861.5 -475.7 2311.5 — Master of the Airwaves Exploration 2726.5 734.0 1044.5 — Overlord Exploration 1357.5 -441.0 -596.5 — Sewer Dweller Exploration 2681.5 -443.6 -729.5 — Arachnos Rising History 1726.9 -459.0 1515.4 Plaque 4 of 5 Arachnos Rising History 2764.7 -339.9 794.2 Plaque 5 of 5 THE BASICS

Independence Port—Mayhem Mission BADGE NAME TYPE COORDINATES NOTES Tyrannical Exploration -1210.6 -22.3 -2710.7 — ARCHETYPES

King's Row—Mayhem Mission BADGE NAME TYPE COORDINATES NOTES King Maker Exploration -243.9 -42.0 -2517.5 — GROUP DYNAMICS Mercy Island BADGE NAME TYPE COORDINATES NOTES Cesspool Exploration -321.05 67.40 -2660.25 -0.8300 0.0000 0.0000 — Snake Charmer Exploration -388.50 93.68 -1785.25 -0.6620 0.0400 0.0000 — Zones Chum Exploration -4047.37 4.79 -1862.69 -0.4760 -0.0260 0.0000 — Fortified Exploration -2480.49 312.00 -437.29 -0.5060 -1.6800 0.0000 — Lorekeeper History -920.94 96.93 -377.75 -0.3960 1.4112 0.0000 Plaque 3 of 4 The Next Big Thing Exploration -1194.31 242.80 -139.33 -0.5520 -2.1120 0.0000 — Widower Exploration -3877.16 405.04 361.98 -0.5520 -2.1120 0.0000 — Villains

Nerva Archipelago BADGE NAME TYPE COORDINATES NOTES

PvP Watcher on the Knoll Exploration -93.86 88.55 5432.49 -0.9200 -2.8256 0.0000 — Locked and Loaded Exploration 3293.24 125.98 3651.74 -0.5160 -2.4996 0.0000 — Nerva Wreck Exploration 1391.29 10.47 2879.46 -1.1300 -2.5776 0.0000 — Primal Instinct Exploration 2308.87 -109.63 803.93 -0.9800 -2.6196 0.0000 — Swashbuckler History 3812.64 14.50 7742.96 0.0620 -2.3956 0.0000 Plaque 2 of 4 Tree Hugger Exploration -167.48 12.00 -190.19 -0.6863 0.0632 0.0000 — Bases

Peregrine Island—Mayhem Mission BADGE NAME TYPE COORDINATES NOTES Gate Crasher Exploration -1149.6 -0.5 -3073.4 — appendices

Volume 1 • Issue 2 Port Oakes BADGE NAME TYPE COORDINATES NOTES Scurvy Dog Exploration -2833.19 88.20 1203.73 -0.5400 -0.9298 0.0000 — Washed Up Exploration -3888.16 13.71 -1363.28 -0.3280 -1.8880 0.0000 — Powder Monkey Exploration -3731.66 236.72 -1129.17 -0.3280 -1.8880 0.0000 — Driller Exploration 1045.85 12.31 1973.59 -0.9700 -1.1338 0.0000 — Lorekeeper History -1544.09 35.01 1947.15 -0.6800 -1.9138 0.0000 Plaque 1 of 4 Swashbuckler History -3111.59 206.61 -1548.66 -0.6800 -1.9138 0.0000 Plaque 4 of 4

Recluse's Victory BADGE NAME TYPE COORDINATES NOTES Dark Victory Exploration 1032.2 42.0 -1419.1 — Globetrotter Exploration 128.1 15.9 -242.8 — Last Stand Exploration 1078.6 0.1 -133.7 — Raganarok Exploration -848.4 -15.9 -353.3 —

Sharkhead BADGE NAME TYPE COORDINATES NOTES Arachnos Rising History 759.57 32.00 -385.94 -0.4680 0.3066 0.0000 Plaque 3 of 3 Lorekeeper History -836.36 9.94 -417.02 -0.4680 0.3066 0.0000 Plaque 2 of 4 Razor Toothed Exploration 463.59 -14.21 1655.72 -0.9940 -2.6274 0.0000 — Forged by Hellfire Exploration 1973.71 64.00 -184.21 -0.4220 -2.5154 0.0000 — Freak of Nature Exploration 1231.02 91.17 -2178.98 -0.9940 -2.6274 0.0000 — Pit Viper Exploration 147.75 -377.23 1501.68 -1.2963 3.0353 0.0000 —

Siren’s Call BADGE NAME TYPE COORDINATES NOTES Hangman Exploration -1195.71 -167.18 1139.32 -0.4460 2.7766 0.0000 — Politician Exploration 958.21 0.00 -658.14 -0.7840 2.7686 0.0000 — Broad Shoulders Exploration 357.39 -63.87 -248.62 -0.7840 2.7686 0.0000 — Piratical Exploration -869.16 -144.00 1637.80 -0.7840 2.7686 0.0000 — Swashbuckler History -949.96 -143.37 221.59 -0.7840 2.7686 0.0000 Plaque 3 of 4

Skyway City—Mayhem Mission BADGE NAME TYPE COORDINATES NOTES Road Raged Exploration -641.7 -42.0 -4032.1 —

Volume 1 • Issue 2 St. Martial BADGE NAME TYPE COORDINATES NOTES Deuces Wild Exploration -3328.54 -30.19 -446.48 -0.4220 0.2844 0.0000 — INTRO- DUCTION Crimelord Exploration -893.01 8.69 -1501.50 -0.8540 -0.3896 0.0000 — Stonekeeper Exploration -2569.61 119.50 2995.64 -0.5800 0.6404 0.0000 — Camel Snot Exploration -1884.37 595.47 2038.51 -0.6600 -0.0796 0.0000 — Arachnos Rising History 459.91 34.16 1219.93 -0.1820 -0.2996 0.0000 Plaque 2 of 3

THE BASICS Steel Canyon—Mayhem Mission BADGE NAME TYPE COORDINATES NOTES Steel Worker Exploration -4602.5 0.0 1494.2 —

Talos Island—Mayhem Mission

ARCHETYPES BADGE NAME TYPE COORDINATES NOTES Talon of Talos Exploration -1435.2 160.0 6875.5 —

Warburg

GROUP BADGE NAME TYPE COORDINATES NOTES DYNAMICS Weapon of Mass Destruction Exploration -768.09 144.27 -0.72 -0.7440 3.0532 0.0000 — Tunnel Rat Exploration -1248.73 8.32 146.53 -0.4080 1.6435 0.0000 — Triumphant Exploration 222.92 272.81 31.86 -1.1400 1.5635 0.0000 — Arachnos Rising History -1039.35 99.50 -814.91 -0.7580 3.0395 0.0000 Plaque 1 of 3 Zones Super group Beacon Badges BADGE NAME CRITERIA NOTES Mercy Isle Beacon Supergroup visits all the Mercy Isle Tourism Badge locations in SG mode — Port Oakes Beacon Supergroup visits all the Port Oakes Tourism Badge locations in SG mode —

Villains Cap au Diable Beacon Supergroup visits all the Cap au Diable Tourism Badge locations in SG mode — Sharkhead Beacon Supergroup visits all the Sharkhead Tourism Badge locations in SG mode — St. Martial Beacon Supergroup visits all the St. Martial Tourism Badge locations in SG mode — Nerva Beacon Supergroup visits all the Nerva Archipelago Tourism Badge locations in SG mode — PvP Gladiator BADGE NAME CRITERIA REWARD NOTES Arachnobot Earn the Agent of Discord badge Arachnobot — Button Man Gunner Become level 20 Button Man Gunner — Mook Capo Earn the Stone Cold badge Mook/Marcone Capo — Bases Cobra Earn the Snake Charmer badge Cobra — Coralax Blue Hybrid Defeat 100 Coralax Lieutenants and Bosses Coralax Blue — Tellus Legacy of Earth Earn the Member of Scorpion Clan badge Legacy of Earth Boss — Fire Thorn Caster Become level 30 FireThorn Caster — Fortunata Seer Defeat 100 Arachnos Fortunatas Fortunata Seer — appendices

Volume 1 • Issue 2 Gladiator cont. BADGE NAME CRITERIA REWARD NOTES Fungoid Earn the Devourer of Earth badge Fungoid — Gremlin Earn the Electrician badge Gremlin — Hellfrost Earn the Coldhearted badge Hellstrike — Serpent Red Ink Man Defeat 100 Red Ink Men Tsoo Inkman Minion — Juicer Sniper Earn the Watcher on the Knoll badge Juicer Sniper — Hordeling Lasher Defeat 100 CoT Lashers, Hurlers, or Berserkers Hordeling Lasher — Kaolin Legacy of Earth Earn 25 badges Legacy of Earth minion — Ember Legacy of Flame Defeat 200 Legacy Chain Steel Minion, Light Minion, or Flame Minions Legacy of Flame minion — Lucent Legacy of Light Defeat 200 Legacy Chain Lieutenants Legacy of Light Lt. — Longbow Warden 2 Earn the Disruptor badge Longbow Defense Warden — Longbow Rifleman Earn the Locked and Loaded badge Longbow Rifleman — Longbow Warden 1 Earn the Politician badge Longbow Scrap Warden — Mook Earn the Washed Up badge Mook/Marcone — Mu Guardian Defeat 100 Mu Mu Guardian — Nebula Elite Buckshot Become level 10 Nebula Elite Buckshot — Night Widow Earn the Wiseguy badge Night Widow — Longbow Nullifier Earn the Lanista badge Longbow Nullifier — Omega Wolf Earn the Silver Bullet badge Omega Wolf — Night Haunt Earn the Pirate badge Night Haunt — Crey Power Tank Defeat 100 Crey Tanks Crey Power Tank — Raider Engineer Defeat 100 Sky Raider generators Raider Engineer — Red Hand Earn the Spectral badge Red Hands — Shivan Destroyer Earn the Irradiated badge Shivian Destroyer — Slag Pile Earn the Slag Reaper badge Slag Pile — Swift Steel Defeat 300 Tsoo Ancestor Spirits Swift Steel — Wolf Spider Tac Ops Earn the Insider badge Wolf Spider Tac-Op — Tank Smasher Earn the Tank Buster badge Tank Smasher — Hercules Titan Earn the Grand Lanista badge Hercules Titan — Wailer Earn the Stonekeeper badge Wailer — Wailer Queen Earn the Dazed and Confused badge Wailer Queen — Wolf Spider Enforcer Reach level 15 Wolf Spider — Crane Enforcer Earn the Tracer badge Crane Enforcer — Longbow Spec-Ops Earn the Villain badge Longbow Spec-Ops — Arachnoid Earn the Sewer Dweller badge Arachnoid — Sorcerer Earn the Mage Hunter badge Tsoo Sorcerer — Tarantula Earn the Taskmaster badge Tarantula —

Volume 1 • Issue 2 Titles LEVEL 15 LEVEL 25 MAGIC MUTANT NATURAL SCIENCE TECHNOLOGY INTRO-

DUCTION Awful Ancient Animalistic Abominable Abhorrent Automated Brutal Baleful Bestial Bloodthirsty Brutish Bitter Conniving Cursed Crazed Callous Catastrophic Complex Dastardly Demonic Deadly Devious Dangerous Destructive Evil Enigmatic Extreme Elusive Entropic Electrifying Fearsome Frightful Ferocious Fiendish Freakish Formidable

THE BASICS Grim Ghoulish Grotesque Grisly Gruesome Grave Heinous Hellish Hideous Horrid Horrible High-Tech Infamous Infernal Inhuman Insidious Irradiated Ingenious Killer Knavish Jurassic Kamikaze Lethal L33t Loathsome Last Lycanthropic Larcenous Mad Mechanized Malevolent Maleficent Monstrous Maniacal Omnipotent Nihilistic

ARCHETYPES Notorious Ominous Obscene Oppressive Poisonous Outrageous Odious Preternatural Parasitic Pretentious Revolutionary Powerful Potent Quintessential Rampaging Raging Synthetic Quantum Ruthless Rancorous Savage Subversive Toxic Robotic Sinister Sinful Tortured Tyrannical Virulent Shocking

GROUP Terrible Taboo Untamed Unseen Uncaring Treacherous DYNAMICS Unholy Undying Vicious Violent Virulent Uncontrollable Villainous Vile Wild Warlike Weird Voltaic Wrathful Wicked Xenomorphic Wired Zealous Zoomorphic Zones Villains PvP Bases appendices

Volume 1 • Issue 2 PatronsPatrons

Patrons are a unique feature in City of Villains. When Players should carefully read the plaques offered player Villains have reached Level 40, they’ve proven by Arbiter Rein or study the patron powers section. themselves in the eyes of Lord Recluse and Arachnos. There is no chance to change to a different Patron At this point, the Villain can choose one of Lord and his or her power pools later. After accomplishing Recluse’s lead lieutenants to work for: Ghost Widow, the first Patron story arc, a player unlocks the Patron Black Scorpion, Scirocco, or Captain Mako. Patrons power pool and earns a free respec. have individual story arcs and also imbue their followers with special powers. Background and Story Arcs A player reaching Level 40 receives a special Each Patron delivers two story arcs in Levels 40–45 Contact in Grandville: Arbiter Rein. This Contact and two more in the 46–50 range. The Patrons, their explains the basics of Patrons and directs the player backgrounds, and the story arcs are as follows. Villains to read plaques that describe the Patrons and the powers they can bestow upon those who follow their path. CAUTION

CAUTION There are spoilers, so avoid this section if you don’t want to know the storylines ahead of time.

Read the details of these powers, because once a Patron is chosen, the player cannot change. He or Scirocco she will always be associated with that Patron and no other.

After finishing this task, return to Arbiter Rein, who then offers to introduce the successful Villain to one of the four Patrons.

Patron Powers Each Patron opens up a new power pool choice in a Villain’s career; this is roughly equivalent to the ancillary powers of Heroes. These power sets are typically flavored after the powers and background Imad Malak was not always a villain. Once he was a of the Patron: Black Scorpion offers powers that allow Freedom Fighter, battling against tyranny in the players to utilize the brutal Arachnos maces and Middle East. But evil came to him. He was traveling in summon various Arachnos robotic minions. the deep desert near the Baka Valley, fleeing Scirocco’s magical background bestows powers that mercenary death squads, when he discovered an utilize the electrical Magic of Mu. Ghost Widow is the ancient tomb and stumbled inside. The tomb was mistress of the dark, and as such, players who follow that of a long-dead desert hero, and within Malak her can obtain Dark powers and the ability to call found the hero’s scimitar, an ancient weapon that upon the Fortunatas. Captain Mako’s gifts revolve granted the wielder incredible powers. Malak took around water powers and the mysterious Spirit the sword and donned the mantle of Scirocco, the Sharks. These power sets are individualized to each Desert Wind. Archetype: In other words, a Brute and a Mastermind He intended to use the power to free his people, have access to very different powers even with the but in taking the items he fell under a curse. same Patron. Everything he did was tainted, bringing greater evil to the world. Once a hero of the people, he had become a dark stain on their proud heritage, and was cast out. Scirocco continued fighting, earning a grim

Volume 1 • Issue 7 reputation both for his phenomenal powers and for Ghost Widow retaining some vestige of Imad’s old principles. He soon came to the attention of Arachnos and accepted the invitation to join Lord Recluse’s inner circle.

Story Arcs A WIND CALLED SERAFINA patrons While Scirocco’s been immersed in his latest plan, someone or something has been shadowing his every move. As base after base falls to the threat, he looks to you for aid before the sins of his past catch up to him. But can any allies be found in the ranks of Background Arachnos? Will you have to fight Barracuda, Silver Beautiful, mysterious, and deadly: Ghost Widow Mantis, and even the Wretch before you can prevail appears to be an actual spirit from beyond the grave and stop a being composed of pure magic? rather than a super being with some sort of incor- poreal power. Some have said she was once a rising THE HAMMER OF THE WORLD star in the Night Widows when she was slain. Her Scirocco has been working on a secret master plan, thirst for vengeance must have been great, for she and with him as your Patron, you’re bound to help returned from the void and now serves at Recluse’s him complete it. But strange warnings tell you that side. There are rumors that her service isn’t entirely this plan may end in ruin. You’ll battle an alluring voluntary, however. heroine, Mirror Spirit, and a dedicated hero, mayhem missions Foreshadow; fight the Circle of Thorns in the alien Story Arcs halls of Faathim the Kind; clash with the mad artist of MYSTIC MAYHEM fear, Malaise; and be caught between the secret The mysterious Ghost Widow is under siege as some schemes of Scirocco and Arachnos itself, leading to a strange force seeks to undo her every plan. Can you climactic final battle at the fabled floating Crossroads help Ghost Widow track down the clues, gather the of Destiny. elements of her counter-spell, and find the allies she’ll need to banish Numina herself from the Rogue THE VAULTS OF MU Isles for good? The biggest operation in the history of Arachnos is underway, and you are a key part of it. But as you seek LIFE AND DEATH out the secrets of the ancient portal to the beyond Ghost Widow is preparing a strange plan and needs known as “The Tower,” you’ll find danger at every

new villains your help to complete it. You’ll steal from Arachnos, turn. You must crush a rebellion by treacherous Mu take a soul from the afterlife, and worse. But Ghost Mystics, invade the long-lost Vaults of Mu, and travel Widow’s actions may not be in the best interests of to a city of spirits on another plane of existence. The Arachnos, or your own career. Has the cold-hearted only question is if you will be ready for the final battle Ghost Widow found something she wants, and will against the ancient goddess of the Mu. you be forced to stop her from getting it?

TIME AFTER TIME BRAINPOWER Now that all of the elements have been gathered, Operation: DESTINY is about to begin, and there is Operation: DESTINY is ready to begin, and its most much to be done. For Operation: DESTINY to succeed, vital component turns out to be you! As the Destined Arachnos must have the best minds at its disposal, One, it’s up to you to make the future of Arachnos whether or not they want to be there! Under Ghost come true. But is the price for this future too high, Widow’s orders you’ll attack Seraph labs in Paragon even for a Villain? Travel to strange futures, uncover City, battle the Malta Group for scientific minds, and class tables the grim secret of Operation: DESTINY, and face Lord even raid the Portal Corp. campus to secure the Recluse himself in a cataclysmic final confrontation! scientists you need for the greater glory of Arachnos!

Volume 1 • Issue 7 TIME AFTER TIME defenses. The taunting of Ghost Widow’s operatives Now that all of the Time elements have been gathered, finally overwhelms Black Scorpion’s paranoia, and he Operation: DESTINY is ready to begin, and its most vital kidnaps Dr. Aeon, forcing him to create anti-ghost component turns out to be you! As the Destined One, weaponry for you to test. He tries to set up a final it is up to you to make the future of Arachnos come confrontation with Ghost Widow, but the Arbiters true. But is the price for this future too high, even for a intercede, forcing you to betray your Patron on Villain? Travel to strange futures, uncover the grim behalf of Arachnos by rescuing Dr. Aeon from the secret of Operation: DESTINY, and face Lord Recluse clutches of Silver Mantis. himself in a cataclysmic final confrontation. THE DESTINY RAIDS Black Scorpion Arachnos sets in motion its biggest plan ever, as the build-up to Operation: DESTINY begins! And with Black Scorpion as a Patron, you are at the tip of the spear, leading the way. Destroy enemy squadrons on the ground before they can become a threat. Assault Portal Corp. in a daring raid as Arachnos troops battle with Longbow defenders. And just when you thought it was all over, the real battle begins as the Nemesis army makes its move against Grandville island! From the Shadow Shard to the final battle on the beaches of Grandville, the future of Arachnos relies on you.

Background TIME AFTER TIME Ernesto Rodriguez embodies the concept of raw Now that all of the elements have been gathered, power through technology. Whatever it takes, Operation: DESTINY is ready to begin, and its most whatever piece of his body or soul needs to be vital component turns out to be you! As the Destined spliced, altered, or removed to grant him more One, it is up to you to make the future of Arachnos power, Ernesto seems willing to do it. His unbridled come true. But is the price for this future too high, hunger, absolute loyalty, and low intelligence make even for a Villain? Travel to strange futures, uncover him the perfect servant for Lord Recluse. the grim secret of Operation: DESTINY, and face Lord Recluse himself in a cataclysmic final confrontation! Story Arcs ARMOR WARS Captain Mako Black Scorpion has been doing some work on the sly with Crey Industries, an act normally forbidden by Arachnos. When Crey Industries is slow on payment, you are sent to collect, and discover that Crey is well on its way to developing its own version of the Scorpion armor—Scorpinoid Tanks! Dr. Quatrexin, the original creator of Black Scorpion’s power armor, decided to sell a mass-producible version to Crey for them to use as front-line combat operatives. Black Scorpion is furious, and you act as his instrument of vengeance, destroying Crey’s plans and eventually hunting down Dr. Quatrexin. But Quatrexin has a trick Background up his sleeve, having developed a powerful new Gideon Ray is a savage mutant who has evolved into version of the original Scorpion armor for himself! what can only be described as a humanoid shark. His acts are even more terrible than his appearance, and CHINK IN THE ARMOR few foes are identifiable once Mako is through with Black Scorpion has always feared and hated the them. Mako is responsible for the death of Sharkhead ethereal powers of Ghost Widow, believing her to Isle’s most famous hero, Scrapyard. possess a means to get past his formidable armor

Volume 1 • Issue 7 Story Arcs LORD RECLUSE KILLER INSTINCT After a player completes his Patron arcs, he opens a Longbow super-spies have always been a thorn in the special Strike Force from Lord Recluse! The master of side for Arachnos. Infiltration of a number of Paragon Arachnos sits in his boardroom atop the Watchtower City–based Arachnos bases has prompted Mako to in Grandville while he broods over his many schemes hunt down the spy responsible at any cost. During a and plots. The Strike Force level range is 45–50. long game of cat-and-mouse, and a set-up that had STRIKE FORCE DESCRIPTION patrons the Arbiters sending Arachnos troops after you, you eventually track down the Longbow agent. On the To prove yourself the greatest of villains you must same docks where Captain Mako took down take on the greatest of heroes…Statesman! To force Scrapyard, you face agent Ace McKnight with the him into a final battle, you must kidnap Ms. Liberty. help of a special Frenzy Mutagen that Captain Mako Breaking into a Malta base to steal an anti-super had concocted for you. weapon, you get hit by their temporal disruptor and are severely weakened. Arachnos scientists find you THE PERFECT KILLING MACHINE have been temporally split in two and you must go to Captain Mako has long been obsessed with becoming the future to regain your power. As part of the the perfect killing machine. The legends of the condition for aiding you, you must win that future for Leviathan of Sharkhead Isle have always made Mako Lord Recluse by fighting the future Freedom Phalanx. curious, and he wants to know more. After many Returning, you capture Ms. Liberty and force a final inquiries and thefts of lore from various sources, you confrontation with Statesman in Atlas Park. discover the location, tasks, and rituals necessary to As a reward, you receive a special Synthetic steal the essence of the Leviathan. The plot culmi- Hamidon Enhancement from Lord Recluse. nates in the Maw of the Leviathan, where you face mayhem missions the mad Coralax priest known as Calystix the Shaper, and Captain Mako himself!

IRON FIST Many of Arachnos’s plans are quite long-range and involve a combination of subtlety and brute force. Although Black Scorpion handles many of Lord Recluse’s more direct conflicts, Captain Mako is no stranger to surgical combat strikes. While another of Lord Recluse’s agents carries out extraction missions on key personnel required for Operation: DESTINY, you carry out diversionary tactics to draw away new villains security from the target sites. This eventually elicits a counterattack from Longbow forces, but it’s nothing a true disciple of Arachnos can’t handle!

TIME AFTER TIME Lord Recluse’s ultimate plan for world domination, Operation: DESTINY involves looking into the many possible futures and eliminating the unfavorable results from the time continuum so only Lord Recluse’s triumph can be the one true outcome. Unfortunately, you discover that one of the possible futures involves you destroying the world, so Lord Recluse has contingency plans enacted to ensure you class tables are eliminated so that future does not come to pass! You ultimately must face Lord Recluse in his future triumph and bring back a token to show what will happen if his contingency plans are not retracted.

Volume 1 • Issue 7 Mayhem Missions

In Mayhem missions, Villains enter Paragon City with a limited time to create chaos. Destructible objects such as cars, mailboxes, fire hydrants, bus stops, etc. line the streets. You can even target and attack NPCs, though they cannot be hurt. The NPCs either run away or cower when a Villain approaches. The eventual goal is to rob a bank, but Mayhem missions also contain multiple side missions you can unlock and play. Completion of a side mission results in special bonuses and adds time to the mission timer. Gameplay

After reaching Level 5, players receive a Mayhem mission from a Broker any time they would have previously been given a Heist. The old Heist missions are now available through the Newspaper. The Broker has learned of a large sum of money, an artifact, or another valuable item in one of the Paragon City's banks. The window of opportunity is short—so hurry! You arrive in an outdoor mission map in one of Paragon City's zones. The goal is to break into the bank, blow the vault door, and steal the loot. The Paragon City police and other security guards try to prevent you from reaching the bank. After you seize the bank's loot, a masked Hero arrives to stop you. Sometimes this is just one of Paragon City's many masked champions, but occasionally members of the famed Vindicators, Freedom Phalanx, or W.I.S.D.O.M. appear. You must defeat this Hero to complete the mission. If you're defeated during the mission, you'll wake up in a prison holding cell. If there's still time left, you have a second chance to rob the bank after you break out of jail. The first time you complete a particular Mayhem mission map, you receive a special temporary power. You receive this unique reward only once. Accomplishing side missions gives you time back and other rewards specific to the type of side mission completed. Mayhem Mission Maps

Badge Location Arson Key Location Store Location Jail Key Location Bank Location Kidnap Location Store Key Location Raid Location Arson Location Kidnap Key Location Jail Location Raid Key Location Exit Location

LEVELS 5–9: ATLAS PARK LEVELS 10–14: KINGS ROW LEVELS 15–19: SKYWAY CITY

Side Mission: 1 Side Missions: 2 Side Missions: 2 Temp Power Reward: Raptor Pack (flight) Temp Power Reward: Jump Boots (super leap) Temp Power Reward: Resuscitation (self-rez)

Volume 1 • Issue 7 LEVELS 20–24: STEEL CANYON LEVELS 25–29: INDEPENDENCE PORT LEVELS 30–34: TALOS ISLAND patrons

Side Missions: 3 Side Missions: 3 Side Missions: 4 Temp Power Reward: Summon Teammates Temp Power Reward: Movement Increase Temp Power Reward: Endurance Increase (teleport all teammates in the zone to your (boost to Run, Fly, and Jump) (boost to Max Endurance) location) LEVELS 35–40: BRICKSTOWN LEVELS 41–45: FOUNDER’S FALLS LEVELS 46–50: PEREGRINE ISLAND mayhem missions new villains

Side Missions: 4 Side Missions: 5 Side Missions: 5 Temp Power Reward: Health Increase (boost Temp Power Reward: Life Insurance (debt Temp Power Reward: Regeneration Increase to Max Health) protection) (boost to regeneration; suppresses when the character attacks)

Side Missions Each side mission occurs inside a lobby or small mission map. When a Mayhem mission is selected, it Besides the main mission objective, you can unlock will pick between one and five side missions from the special side missions. These diversions have little or pool to activate on the map. nothing to do with the objective but can be very The specific door is normally locked, but an rewarding if you discover and complete them. exterior spawn notifies you of what’s going on. After you encounter and defeat that spawn, you receive a class tables Side mission possibilities are randomly chosen from the five discussed in this section. However, key to the side mission door. A clue explains the story there are no repeats of a side mission type on any behind the side mission. Each side mission displays map. The foes are also determined randomly. an objective marker on the Navigation Window that

Volume 1 • Issue 7 leads you to the appropriate door after it’s active. Breakout These missions reward players with temp powers, You’re not the only one in this city. The good guys Dual Origin and Single Origin Enhancements, and managed to bag another Villain, who is cooped up in extra time. Some side missions also have rewards jail. Fight your way into the jail and bust your cohort that credit in PvP zones. loose! A wave attack tries to stop you before you can escape. Arson Reward: NPC pet version of the Villain. One of the buildings on the map is rigged to go up in flames. You must find the person who’s planning the Smash and Grab job or someone carrying a few flammables and pull it Banks aren’t the only places with good loot in off before the authorities arrive. While you’re in the Paragon City. Plenty of pawn shops and jewelry building, several wave attacks attempt to stop you stores have much lower security and lots of choice from arming the bombs. goods. The security cameras in these stores summon Rewards: Influence, Prestige, and bonus time to wave attacks to stop intruders. the Mayhem mission timer. The stores also have four wall objectives in the outer section and two floor objectives in the more Raid protected vault. Each wall objective is covered by a Someone is storing choice goods in this part of the security camera that will summon one wave attack if city. After you know about it, track the items down triggered. In the outer area, security cameras each and take them for yourself. A wave attack tries to summon one wave attack if triggered. Activating all stop you while you’re in the storage building. Only four wall safes will issue a time bonus reward. In the the person who finds and activates the floor objec- vault area, two sets of dual cameras each summon a tives gains the temp power. three-stage wave attack if triggered. You must Rewards: A temp power and bonus time to the destroy a vault door or reinforced door and activate Mayhem mission timer. the two floor objectives inside to get another time bonus and extra reward. Only the person who Kidnap activates the last floor objective gets the extra Someone wandering in the wrong place at the wrong reward. time has an awfully rich or influential family. Hunt Rewards: Infamy, Prestige, and bonus time to the the victim down and ransom him or her off. Wave Mayhem mission timer for wall objectives; Dual attacks try to stop you when you enter the building Origin Enhancements for Levels 1–25 and Single after the victim has been kidnapped. Origin Enhancements for Levels 26–50 plus bonus Rewards: Infamy, Prestige, and bonus time to the time to the Mayhem mission timer for the floor Mayhem mission timer. objectives; salvage pieces that give credit for the minigames in Warburg and Bloody Bay.

Volume 1 • Issue 7 NewNew villainsVillains Paragon PPD Detective Undercover Cop Police Lieutenant: Levels 1–15 Lieutenant: Levels 6–15 patrons Department Powers/Abilities: Powers/Abilities: (PPD) Brawl: Melee minor Smash damage Hold Out Pistol: Ranged Lethal, Shotgun: Cone Lethal, Knockback moderate damage The police department has Wild Shot: Cone low Lethal damage, evolved over the decades to meet Levels 6–10 -Def the unique challenges of Paragon Shotgun Butt: Melee moderate Smash Brawl: Melee moderate Smash damage City. Because the city has always damage, Disorient Bulletproof Vest: Smash, Lethal Res been a center for super-powered individuals (for reasons still Levels 11–15 Levels 11–15 unexplained), law enforcement Submachine Gun Burst: Ranged DoT Single Shot: Ranged moderate Lethal has special training and tactics to (Lethal), -Def deal with the powerful villain damage, -Def organizations. After the Rikti War, PPD Sergeant Double Shot: Ranged moderate DoT national and local governments (Lethal), -Def Boss: Levels 1–10 mayhem missions increased funding to reinforce Lieutenant: Levels 11–15 Wild Shot: Cone low Lethal damage, - the police with special weaponry Def to increase their capabilities Powers/Abilities: against both mundane and extra- SWAT Officer terrestrial threats. In addition to Single Shot: Ranged moderate Lethal Minion: Levels 16–30 mechanized and psi units, damage, -Def Paragon City’s finest have also Double Shot: Ranged moderate DoT Powers/Abilities: turned to the Kheldian (Lethal), -Def newcomers to help them in the Submachine Gun Burst: Ranged DoT Wild Shot: Cone low Lethal endless struggle for justice and (Lethal), -Def damage, -Def freedom. Rifle Butt: Melee moderate Smash Levels 6–10 damage, Disorient

new villains PPD Cop Assault: PBAoE, team +damage Bulletproof Vest: Smash, Lethal Res Minion: Levels 1–10 Brawl: Melee moderate Smash damage Levels 21–30 Powers/Abilities: PPD Captain Assault Rifle: Ranged DoT (Lethal), -Def Brawl: Melee minor Smash damage Boss: Levels 11–15 Assault Rifle Spray Lead: Cone Lethal, Revolver: Ranged Lethal, moderate Knockback damage Powers/Abilities: Full Auto Attack: Ranged DoT (Lethal), Riot Baton: Melee moderate Smash Brawl: Melee minor Smash damage -Def damage Shotgun: Cone Lethal, Knockback SWAT Sergeant Levels 6–10 Tactics: PBAoE, team +ACC, Res Lieutenant: Levels 16–30 Heavy Pistol: Ranged Lethal, moderate (Confuse), +Perception class tables damage Maneuvers: PBAoE, team +Def Powers/Abilities: Call for Backup: Summon backup cops Assault Rifle Spray Lead: Cone Lethal, Knockback Assault Rifle: Ranged DoT (Lethal), -Def

Volume 1 • Issue 7 Tactics: PBAoE, team +ACC, Res PPD Ghost Energy Punch: Melee, moderate (Confuse), +Perception Minion: Levels 25–35 damage (Smash/Energy), Disorient Rifle Butt: Melee moderate Smash Bone Smasher: Melee, high damage damage, Disorient Powers/Abilities: (Smash/Energy), Disorient Hide: Self Stealth, +Def (Melee, Resistance: Smash, Lethal, Energy Levels 21–30 Ranged, AoE) Full Auto Attack: Ranged DoT (Lethal), SCAR Burst: Ranged moderate Lethal Levels 36–40 -Def damage, DoT (Lethal), -Def Total Focus: Melee, extreme damage Bulletproof Vest: Smash, Lethal Res SCAR High Burst: Ranged moderate (Energy/Smash), Disorient Assault: PBAoE, team +damage Lethal damage, DoT (Lethal), -Def SCAR Snipe: Ranged high Lethal PPD Assault SWAT Grenadier damage Boss: Levels 31–40 Boss: Levels 16–30 Tear Gas: AoE Hold Powers/Abilities: Flashbang Grenades: AoE -ACC, -Def Powers/Abilities: Power Blast: Ranged, moderate damage (Energy/Smash), Knockback Grenade: Targeted AoE Lethal/Smash, NOTE Knockback Power Burst: Close, high damage Ghosts are highly specialized High Grenade: Targeted AoE (Energy/Smash), Knockback officers; usually only one Lethal/Smash, Knockback Explosive Blast: Ranged (targeted AoE), appears in a spawn. Bulletproof Vest: Smash, Lethal Res moderate damage (Smash/Energy), Knockback PPD Operative Levels 21–25 Bone Smasher: Melee, high damage Lieutenant: Levels 21–35 Smoke Grenade: AoE, (Smash/Energy), Disorient -Perception, -ACC Powers/Abilities: Resistance: Smash, Lethal, Energy Bulletproof Vest: Smash, Lethal Res Levels 26–30 Levels 36–40 Sniper Rifle: Ranged high Lethal Incendiary Grenade: AoE, DoT (Fire) Foot Stomp: PBAoE Melee, moderate damage, Knockback damage (Smash), Knockback SWAT Equalizer PPD Shell Protection Shield: Ranged, ally +Def Minion: Levels 21–30 (Fire, Cold, Energy, Negative, Smash, Minion: Levels 31–40 Lethal) Powers/Abilities: Powers/Abilities: Carbine Shot: Ranged Lethal Psi-Cop Minigun Burst: Ranged moderate DoT damage, +KB Minion: Levels 36–45 (Lethal), -Def Web Grenade: Immobilize, -Recharge, Energy Punch: Melee, moderate -Fly Powers/Abilities: damage (Smash/Energy), Disorient Glue Grenade: -Speed, -Recharge Mental Blast: Ranged, moderate Resistance: Smash, Lethal damage (Psionic), target -Recharge Levels 25–30 Psionic Dart: Ranged, Minor DMG Levels 36–40 Acid Mortar: Place Trap: Ranged (AoE), (Psionic), -Recharge Minigun High Burst: Ranged high DoT minor DoT (Toxic), -Res (all), -Def Resistance: Psionic (Lethal), -Def NOTE PPD Hard Suit SWAT Equalizers are highly Lieutenant: Levels 31–40 specialized officers; usually only one appears in a spawn. Powers/Abilities: Laser Burst: High DoT (Energy), -Def Laser Spray: High DoT (Lethal)

Volume 1 • Issue 7 Mental Blast: Ranged, moderate PPD Drone damage (Psionic), target -Recharge Minion: Levels 40–54 PPD Mindslayer Subdue: Ranged, moderate damage Minion: Levels 36–45 (Psionic), Immobilize Powers/Abilities: Mindslayer Resistance: Psionic, Immobilize and Disintegration Beam: Ranged, Hold Protection moderate damage (Energy) Powers/Abilities: Resistance: Lethal, Smash, Energy, Fire, PPD Psi-Captain Cold Psionic Dart: Ranged, minor damage patrons (Psionic), target -Recharge Minion: Levels 36–45 Fly Psychic Scream: Ranged (Cone), Defender PPD Guardian moderate damage (Psionic), -Recharge Lieutenant: Levels 40–54 Mind Probe: Melee, moderate damage Powers/Abilities: (Psionic), target -Recharge Psychic Scream: Ranged (Cone), Powers/Abilities: Will Domination: Ranged, high damage moderate damage (Psionic), -Recharge Laser Burst: Ranged, high damage (Psionic), Sleep Mental Blast: Ranged, moderate (Energy) Resistance: Psionic damage (Psionic), target -Recharge Laser Spray: Cone high DoT (Lethal) Psionic Tornado: Ranged (targeted Subduer Force Shield: +Def (all) AoE), moderate DoT (Psionic), Knockback Repair: Heal Robot Powers/Abilities: Subdue: Ranged, moderate damage Resistance: Lethal, Smash, Energy, Psychic Scream: Ranged (Cone), (Psionic), Immobilize Fire, Cold moderate damage (Psionic), -Recharge mayhem missions Resistance: Psionic, Immobilize and Fly Mental Blast: Ranged, moderate Hold Protection damage (Psionic), target -Recharge PPD Enforcer Subdue: Ranged, moderate damage Controller Boss: Levels 40–54 (Psionic), Immobilize Powers/Abilities: Resistance: Psionic, Immobilize and Powers/Abilities: Hold Protection Mental Blast: Ranged, moderate Tear Gas: Hold damage (Psionic), target -Recharge Grenade: Targeted AoE Lethal/Smash, Telekinetic Dominate: Ranged, moderate damage Knockback (Psionic), Hold Plasma Blast: Ranged moderate Powers/Abilities: Scramble Thoughts: Ranged, minor Energy damage, Knockback, -Regen Telekinetic Blast: Ranged, moderate new villains damage (Psionic), Disorient Seeker Drones: Disorient, -damage, - damage (Smash/Psionic), Knockback Psychic Wail: Close (AoE), extreme ACC, -Perception, low damage (Energy) Levitate: Ranged, moderate damage damage (Psionic), Disorient -Recharge, Barrage: Melee, minor damage (Smash) self -Recovery (Smash/Energy), Disorient Subdue: Ranged, moderate damage Mass Hypnosis: Ranged (targeted AoE), Resistance: Smashing, Lethal, Psionic (Psionic), Immobilize Sleep Resistance: Psionic, Immobilize and Mass Confusion: Ranged (targeted NOTE Hold Protection AoE), Confuse The Enforcers are vulnerable Empath to Energy attacks.

Powers/Abilities: Healing Aura: PBAoE, ally class tables +Regeneration Heal Other: Ally Heal

Volume 1 • Issue 7 PPD Awakened Proton Scatter: Ranged (Cone), PPD Quantum Minion: Levels 46–54 moderate damage (Energy), -Def, Boss: Levels 46–54 Knockback Powers/Abilities: Incandescent Strike: Melee, extreme Powers/Abilities: Gleaming Blast: Ranged, high damage damage (Energy/Smash), -Def, Gleaming Blast: Ranged, high damage (Energy), -Def, Knockback -Fly, Hold (Energy), -Def, Knockback Radiant Strike: Melee, superior damage Essence Boost: Self Heal, +Max HP, Res Radiant Strike: Melee, superior damage (Smash/Energy), -Def, Knockback, -Fly (Toxic) (Smash/Energy), -Def, Knockback, -Fly Energy Flight Glowing Touch: Ally Heal Energy Flight Incandescence: Auto Self +Res Shining Shield: Self +Res (Smash, Incandescence: Auto Self +Res (Energy, Negative) Lethal) (Energy, Negative) Gleaming Bolt: Ranged, minor damage PPD Restore Essence: Self rez (Energy), -Def Transcended Proton Scatter: Ranged (Cone), or Boss: Levels 46–54 moderate damage (Energy), -Def, Glinting Eye: Ranged, moderate Knockback damage (Energy), -Def Powers/Abilities: Luminous Detonation: Ranged Gleaming Blast: Ranged, high damage (targeted AoE), moderate damage PPD Unleashed (Energy), -Def, Knockback (Energy), -Def, Knockback Lieutenant: Levels 46–54 Radiant Strike: Melee, Superior Incandescent Strike: Melee, Extreme damage (Smash/Energy), -Def, damage (Energy/Smash), -Def, Powers/Abilities: Knockback, -Fly -Fly, Hold Gleaming Blast: Ranged, high damage Energy Flight Pulsar: PBAoE, Disorient (Energy), -Def, Knockback Incandescence: Auto Self +Res Photon Seekers: Summon Drones: Radiant Strike: Melee, superior damage (Energy, Negative) Ranged Special, high damage (Energy) (Smash/Energy), -Def, Knockback, -Fly Restore Essence: Self rez Shining Shield: Self +Res (Smash, Energy Flight Proton Scatter: Ranged (Cone), Lethal) Incandescence: Auto Self +Res moderate damage (Energy), -Def, Maneuvers: PBAoE, team +Def (all) (Energy, Negative) Knockback Assault: PBAoE, team +damage, Res Gleaming Bolt: Ranged, minor damage Luminous Detonation: Ranged (Taunt, Placate) (Energy), -Def (targeted AoE), moderate damage (Energy), -Def, Knockback Tactics: PBAoE, team +ACC, Res and (Confuse, Fear), +Perception Incandescent Strike: Melee, extreme Restore Essence: Self rez damage (Energy/Smash), -Def, Light Form: Self, +Res (Disorient, Proton Scatter: Ranged (Cone), -Fly, Hold Sleep, Hold, Immobilize, all damage but Psionics) moderate damage (Energy), -Def, Pulsar: PBAoE, Disorient Knockback White Dwarf: Shapeshift, Tanker form Photon Seekers: Summon Drones Luminous Detonation: Ranged Ranged Special, high damage (Energy) (targeted AoE), moderate damage Essence Boost: Self Heal, +Max HP, Res Nemesis (Energy), -Def, Knockback (Toxic) Incandescent Strike: Melee, extreme Shining Shield: Self +Res (Smash, The Prussian Prince of damage (Energy/Smash), -Def, Lethal) Automatons has turned his -Fly, Hold mechanical eyes toward the Maneuvers: PBAoE, team +Def (all) Shining Shield: Self +Res (Smash, Rogue Isles as a possible base of Assault: PBAoE, team +damage, Res Lethal) operations. Arachnos isn’t thrilled (Taunt, Placate) at the idea of competition, so the Bright Nova: Shapeshift Blaster form Tactics: PBAoE, team +ACC, Res two sides are engaged in an on- or (Confuse, Fear), +Perception again, off-again conflict for the Restore Essence: Self rez White Dwarf: Shapeshift, Tanker form islands. Since the early 19th century, Nemesis has proven a

Volume 1 • Issue 7 thorn in the side of Resists: Confusion, Fear, Stun, Sniper Europe, then America, in Knockup, Knockback, Immobilize Sniper: Levels 40-54 his thirst for ultimate power. Only Sniper: Levels 30-50 time will tell whether Nemesis can Fake Nemesis overcome Lord Recluse and win Boss: Levels 40-54 At first glance, the Nemesis lance control of the Rogue Isles. looks much like the spear from which it takes its name. Though it Jaeger No one alive has ever seen Nemesis's true face. He hides can be used as a spear, it's also a Minion: Levels 39-54 within his finely wrought armor, very powerful, accurate rifle. The patrons safe behind personal force fields Nemesis lance fires explosive Jaegers take their name from the and a variety of armaments. He rounds over long distances German word for ‘hunter.’ They’re has many such suits of armor, and requires great skill to use some of the strangest and most each of which is a robot in its own effectively. advanced combat robots to ever right, capable of acting — and stalk the streets of Paragon City. killing — independently. Powers/Abilities: Nemesis seems to have a limitless Lance: Moderate Lethal supply of these steam-powered Powers/Abilities: killers, each armed with powerful Lace Rifle: AoE sphere moderate Fire, ranged or melee weaponry. Nemesis Staff: High Smashing & Stun Lethal, & Knockback, long range Staff Bolt: High Smashing, Knockback, Vengeance: PBAoE on death, ally buff Stun, very long range Powers/Abilities: Resists: Fear, Confusion Jaeger Gun: Minor Lethal, moderate Personal Force Field: Untouchable range Dispersion Bubble: Defense buff, all NOTE Jaeger Mace: Moderate Smashing attacks The Snipers’ rank rises over mayhem missions & Stun Protection Shield: Defense buff, all levels: Sergeant Major Comet Explode: PBAoE sphere moderate attacks (Levels 40–41), Lieutenant Lethal, Fire, & Knockback Resists: Fear, Confusion, Psionic, Sleep, Comet (42–44), Captain Comet (45–47), and Colonel Resists: Sleep, Confusion, Fear, Stun, Fear, Confusion Comet (48–54). Snipers are Psionic Vulnerability: Cold so highly trained that Warhulk they appear only in special Nemesis situations. Boss: Levels 30-54 ArchVillain: Level 40-54 The War Hulk is the largest and officer Nemesis has had over 100 years to most powerful killing machine perfect his armor and his combat Lieutenant: Levels 40-54 new villains built by the Prussian Prince of skills. He is a formidable, and wily, Automatons. It's a veritable opponent. Nemesis's officers are some of the walking tank, armed with best trained soldiers in the world, flamethrowers, storm cannons, Powers/Abilities: and they show amazing discipline and an impressively brutal power and devotion to their master. claw. Nemesis Staff: High Smashing & Stun They're armed with the Nemesis Staff Bolt: High Smashing, Knockback, lance, a long rifle that can also Powers/Abilities: Stun, very long range operate effectively as a spear. Pummel: High Lethal & Knockback Personal Force Field: Untouchable Their skill with this weapon makes them deadly at any distance. Flamethrower: AoE cone moderate Dispersion Bubble: Defense buff, all Fire, short range attacks Powers/Abilities: Storm Cannon: AoE sphere moderate Protection Shield: Defense buff, all Lethal, Smashing, & Knockback, Lance: Moderate Lethal class tables attacks Lance Rifle: AoE sphere moderate Fire, moderate range Resists: Fear, Confusion Lethal, & Knockback, long range Explode: PBAoE sphere moderate Resists: Knockup, Knockback Lethal, Fire, Knockback

Volume 1 • Issue 7 Vengeance: PBAoE sphere on death, Support Grenadier ally buff Sniper: Levels 40-54 Minion: Levels 40-41 Resists: Fear, Confusion The main support weapon is the The Nemesis army's main support NOTE storm rifle, a long barreled weapon is the storm rifle, a long weapon with a bayonet affixed to barreled weapon with a bayonet The Officers’ rank rises over the end. This seemingly simple affixed to the end. It fires levels: Sergeant Major (Levels weapon is actually quite versatile. compact shells that carry a 40–41), Lieutenant (42–44), The Tirailleurs have modified tremendous punch, exploding Captain (45–47), and Colonel their weapons to fire poison gas with the force of a heavy grenade (48–54). grenades. or rocket shell.

Soldier Powers/Abilities: Powers/Abilities: Minion: Levels 42-54 Bayonet: High Lethal Bayonet: High Lethal Storm Rifle: AoE sphere minor Storm Rifle: AoE sphere minor The elite troops of Nemesis's Smashing, Lethal, & Knockback Smashing, Lethal, & Knockback army have tremendous discipline Gas Grenade: Create gas cloud Resists: Fear, Confusion and skill that allows them to stand fast in the face of danger. They Resists: Fear, Confusion carry a deadly weapon that melds Circle of a scorching flamethrower with a NOTE Thorns powerful Gatling gun, giving The Support “soldiers’” ranks them all the firepower they need rise over levels: Sergeant Guide for any foe. Major Tirailleur (Levels 40–41), Minion: Levels 31–54 Lieutenant Tirailleur (42–44), Powers/Abilities: Captain Tirailleur (45–47), Many who have lost hope go Levels 40-41 Colonel Tirailleur (48–54). The looking in dark places for the Tirailleur are used sparingly Bayonet: High Lethal answers to life’s questions. The because of their intense Nemesis Rifle: Moderate Lethal, followers are those whose search training and specialization. moderate range has taken them to the Circle of Thorns. Now they must prove Resists: Fear, Confusion Lancer Surgeon their true devotion by serving the Minion: Levels 40-41 Circle’s evil will. Levels 42-44 Gatling Gun: Minor Lethal, moderate The Battle Surgeons are charged Powers/Abilities: range with the vital duty of getting Scimitar: Melee Lethal/Negative, high Flamethrower: AoE cone minor Fire, wounded soldiers back into the damage fight as quickly as possible. Most short range Hand Crossbow: Ranged Nemesis officers frown upon Resists: Fear, Confusion Lethal/Negative, low damage those who refuse to fight again; courage in the face of danger is NOTE highly valued in the Nemesis The Soldiers’ rank rises over army ranks. levels: Lancer (Levels 40–41), Cuirasseur (42–44), Hussar Powers/Abilities: (45–47), Dragoon (48–54). Bayonet: High Lethal Nemesis Rifle: Moderate Lethal, moderate range Triage: Heal other + resists to Stun, Hold, Sleep, Immobilize, Confusion, & Fear Resists: Fear, Confusion

Volume 1 • Issue 7 Block of Ice: Ranged, moderate them. They can summon flaming damage (Cold), Hold, -Speed, swords to strike down their Air Thorn Caster -Recharge enemies, or breathe fire from Minion: Levels 40–44 their mouths to incinerate all who Bitter Ice Blast: Ranged, superior stand before them. damage (Cold/Smash), -Recharge, Air Thorn Casters can harness the -Speed, -ACC winds to give themselves the Powers/Abilities: power of flight. They can also Frozen Armor: Self, +Def (Smash, Invincibility: +Def, +ACC (Special) conjure up meteorological Lethal), +Res (Cold) Resistance: Auto Fire patrons menaces from lightning bolts to snowstorms. NOTE Fire Smash: Melee Smash and Fire damage, Knockback Ice Thorn Casters have either Powers/Abilities: Block of Ice, Bitter Ice Blast, or Fire Sword: Melee Lethal, Fire damage, Lightning Bolt: Ranged, high damage neither. DoT Fire (Energy), -Endurance Scorch: Melee Fire damage, DoT Fire Charged Brawl: Melee, minor damage Death Mage Flares: Ranged Fire damage, DoT Fire (Smash/Energy), target Sleep, Boss: Levels 35–54 Behemoth Jumping: Self Auto, +Jump -Endurance The most powerful of all the Gale: Ranged (Cone), minor damage NOTE (Smash), Knockback Circle’s mages, the Masters of Death are lords of the afterlife. Behemoths take extra Thunder Clap: PBAoE, Disorient They help to wrangle and control damage from Cold. Snow Storm: Ranged (targeted AoE), the Behemoths and other beasts -Speed, -Recharge, -Fly the Circle summons, but their Behemoth mayhem missions Fly most fearsome power is the Overlord ability to create a pervasive zone Lieutenant: Levels 36–54 NOTE of death that sucks the life out of any foes in the vicinity. The Behemoth Overlords are— Air Thorn Casters have fortunately—rare. Likewise they Thunder Clap, Snow Storm, or Powers/Abilities: are deadly. Their mastery of fire neither. Falchion: Melee Lethal/Negative, low allows them to immolate multiple enemies simultaneously, and Ice Thorn Caster damage Chill of the Night: Toggle AoE they can quickly heal their own Minion: Levels 45–54 Negative, -ACC wounds by basking in the heat of their infernal fire. The frigid magics of the Ice Dark Pit: Ranged (targeted AoE), new villains Casters take careful study to Disorient Powers/Abilities: master. In the hands of these Gloom: Ranged Negative, DoT, -ACC Fire Breath: Cone DoT (Fire) mages, ice becomes a deadly Tenebrous Tentacles: DoT weapon, either shredding Fire Blast: Ranged Fire damage, DoT (Negative/Smash), Immobilize, -ACC enemies with jagged blasts or (Fire), DoT (Fire) freezing them in place and Twilight Grasp: Ranged, -ACC -damage, Fire Ball: Ranged AoE Fire, Smashing chilling them to their bones. ally Heal damage, DoT (Fire) Kamikaze: AoE Energy damage (high) Fire Sword: Melee Lethal, Fire damage, Powers/Abilities: on defeat DoT (Fire) Ice Blast: Ranged, moderate damage Behemoth Swipe: Melee Lethal damage, DoT (Cold/Smash), -Recharge, -Speed (Fire), Knockback Minion: Levels 43–54 Ice Sword: Melee, moderate damage Healing Flames: Self Heal, Res

class tables (Cold/Lethal), -Recharge, -Speed Summoned from the hellish pits (Disorient) Chilblain: Immobilize, DoT (Cold) of some other dimension, the Resistance: Auto Fire Behemoths are fiery demons who inspire nightmares in all who see

Volume 1 • Issue 7 NOTE Gravity Distortion: Ranged, moderate Elder Viper Behemoths take extra DoT (Smash), Hold, -Fly Minion: Levels 46–52 damage from Cold. Siphon Power: Ranged, -damage, team +damage Powers/Abilities: Possessed Duke Absorb Pain: Ally +HP, Self -HP Stab: Melee Lethal, Toxic (DoT) Mordorgar Chill of the Night: Toggle AoE Venomous Spit: Ranged DoT (Toxic) Boss: Levels 40–47 Negative, -ACC Poison Bite: Melee Lethal/Toxic DoT Dark Pit: Ranged (targeted AoE), Quick: Auto Self +Speed Powers/Abilities: Disorient Resistance: Auto Toxic (high) Falchion: Melee Lethal/Negative, low Gloom: Ranged Negative, DoT, -ACC damage Tenebrous Tentacles: DoT NOTE Chill of the Night: Toggle AoE (Negative/Smash), Immobilize, -ACC The Elder Viper is vulnerable Negative, -ACC Twilight Grasp: Ranged, -ACC -damage, to Cold damage. Dark Pit: Ranged (targeted AoE), ally Heal Disorient Resistance: Smashing, Lethal, Fire, Elder Viper Gloom: Ranged Negative, DoT, -ACC Cold, Energy, Negative Energy, Toxic, Assassin Tenebrous Tentacles: DoT Psionic (high), Resistance to all debuffs Minion: Levels 46–52 (Negative/Smash), Immobilize, -ACC (high), Sleep, Fear, Disorient, Twilight Grasp: Ranged, -ACC -damage, Immobilize, Confuse Protection (high) Powers/Abilities: ally Heal Hide: Self Stealth, +Def (Melee, Kamikaze: AoE Energy damage (high) Snakes Ranged, AoE) on defeat Jump Stab: Melee Lethal, Toxic (DoT) Stheno Stab: Melee Lethal, Toxic (DoT) Akarist Archvillain: Levels 46–52 Venomous Spit: Ranged DoT (Toxic) Archvillain: Levels 45–52 Stheno is the mother of the Poison Bite: Melee Lethal/Toxic DoT The ancient Oranbegan sorcerer Snakes on Mercy Island. Her goal Quick: Auto Self +Speed is to drive away all beings from known as Akarist was once a Resistance: Auto Toxic (high) mortal man, over 14,000 years Mercy Island and claim it for herself! ago. In his original body, his NOTE magical powers were at their peak. Powers/Abilities: Usually only one appears in a Mesmerize: Ranged, moderate spawn; it’s vulnerable to Cold Powers/Abilities: damage (Psionic), Sleep damage. Dominate: Ranged, moderate damage Mass Hypnosis: Ranged (targeted AoE), (Psionic), Hold Sleep Elder Mamba Mesmerize: Ranged, moderate Dominate: Ranged, moderate damage Lieutenant: Levels 46–52 damage (Psionic), Sleep (Psionic), Hold Powers/Abilities: Psychic Scream: Ranged (Cone), Venomous Spray: Ranged Lethal moderate damage (Psionic), -Recharge Snap Shot: Ranged, minor damage Venomous Spit: Ranged DoT (Toxic) Scramble Thoughts: Ranged, minor (Lethal), DoT (Toxic) Summon Snakes: Cone Toxic, Hold damage (Psionic), Disorient Aimed Shot: Ranged, moderate Fortitude: Ally +Def, +damage, +ACC Dreadful Wail: Disorient, -Resist damage (Lethal), DoT (Toxic) Stone Prison: Immobilize, DoT Quick: Auto Self +Speed Fistful of Arrows: Ranged (Cone), (Smashing), -Fly Resistance: Resistance to all debuffs moderate damage (Lethal), DoT (Toxic) Earthquake: Location AoE Knockback (high), Stun, Fear, Hold, Confuse, Snake Arrow: Ranged, Hold, DoT Fossilize: Hold, -Def Knockback Protection (high) (Smashing) Crush: Immobilize, DoT (Smashing), Poison Bite: Melee (Lethal), DoT (Toxic) -Fly

Volume 1 • Issue 7 NOTE Scirocco These take additional damage Archvillain: Levels 40–54 Quick: Auto Self +Speed from Energy attacks. Imad Malak was not always an evil Resistance: Auto Toxic (high) man. Evil came to him from Captain Mako NOTE without. He was traveling in the Archvillain: Levels 40–54 deep desert near the Baka Valley Elder Mambas are vulnerable in the Middle East. There he to Cold damage. Gideon Ray is a savage mutant discovered an ancient tomb and patrons who has evolved into a humanoid stumbled inside. The tomb was Elder Cobra shark. His acts are even more that of a long-dead desert hero, terrible than his appearance, and and contained several objects of Boss: Levels 46–52 few victims are even identifiable power, including the bottle of the after Mako is through with them. djinn Serafina. Also within was the Powers/Abilities: Mako is responsible for the death hero’s scimitar that granted the Swoop: Melee (Cone), moderate of Sharkhead Isle’s most famous wielder incredible powers. Malak damage (Smash), minor DoT (Toxic), hero, Scrapyard. took the sword and donned the Knockback mantle of Scirocco. Poison Beam: Cone Ranged, moderate Powers/Abilities: Unfortunately, he fell under a damage (Energy/Smash), Knockback Strike: Melee Lethal curse, and was driven to commit acts of great evil. He sold the Heal Other: Ally Heal Spin: Melee AoE Lethal other objects off to the highest Poison Bite: Melee (Lethal), DoT (Toxic) Follow Up: Melee, moderate damage bidders, the bottle ending up with Venomous Spray: Ranged Lethal (Lethal), Self +damage the Circle of Thorns. Once a hero mayhem missions Venomous Spit: Ranged DoT (Toxic) Eviscerate: Melee Cone Lethal, very of the people, he is now a dark high damage, Special stain on their proud heritage. Quick: Auto Self +Speed Spirit Shark: Ranged, moderate Imad wishes nothing more than Resistance: Auto Toxic (high) damage (Lethal), Knockback to find some way to rid himself of the curse and find redemption. NOTE Circle of Sharks: Immobilize, DoT Elder Cobras are vulnerable to (Energy) Powers/Abilities: Cold damage. Chum Attack: Ranged, moderate Hack: Melee, high damage (Lethal), damage (Toxic) -Def Quickness: Auto Self +Recharge, Slice: Melee (Cone), moderate damage Arachnos +Speed, +Perception, +Def (Melee, (Lethal), -Def Ranged, AoE), Res (Slow, Confuse) new villains Arachnobot Parry: Melee, minor damage (Lethal), Elude: Self +Def, +Special Self +Def Advanced Bellow: PBAoE, extreme damage Spiderling Whirling Sword: PBAoE Melee, (Energy/Smash), Disorient moderate damage (Lethal), -Def Underling: Levels 40–50 Hide: Self Stealth, +Def (Melee, Disembowel: Melee, superior damage Ranged, AoE) (Lethal), Knockup, -Def Powers/Abilities: Placate: Melee, Placate, Self Head Splitter: Melee, extreme damage Energy Blast: Ranged, Moderate DMG Stealth/Hide (Lethal), Knockback, -Def (Energy/Smash), Knockback Super Leap: Self Auto, +Jump, +Speed Lightning Blast: high damage (Energy), Claw: Moderate Lethal DAM Resistance: Resistance to all debuffs -Endurance Energy Pulse: Medium Range, High (high), Stun, Fear, Hold, Confuse, Cage of Lightning: Ranged low DMG (Energy), Knockback Knockback Protection (Hide) damage (Energy), -Endurance, Sleep

class tables Resistance: Lethal, Smashing NOTE Static Discharge: Cone low damage Resistance (moderate), Psionic (Energy), -Endurance, -Recovery damage (high) When Captain Mako appears in a zone, he’s a Level 50 Giant Shocking Bolt: Ranged moderate Power Jumping: Leaping, Speed boost Monster. damage (Energy), Immobilize

Volume 1 • Issue 7 EM Pulse: Ranged moderate damage Tail Blast: Targeted AoE Smash/Energy, Resistance: Smashing, Lethal, and (Energy), Hold, -Regen, -Endurance Knockback Toxic damage (high), Fire, Cold, Ball Lightning: AoE low damage Tail Sting: Ranged high damage Energy, Negative Energy, Psionic (Energy), DoT (Energy), -Endurance, (Smashing), Hold damage (moderate), resistance to all -Recovery debuffs (high), Stun, Fear, Hold, Tail Lash: PBAoE Melee, moderate Confuse, Knockback Protection (Hide) Dust Devils: Summon Tornado: PBAoE damage (Smash), Knockback minor damage (Smash), Knockback, Rage: Self +damage, +ACC, Delayed NOTE Fear, Disorient Self (Weaken, Special) When Lord Recluse appears in Desert Wind: Ranged (Cone), moderate Super Leap: Self Auto, +Jump, +Speed a zone, he’s a Level 50 Giant damage (Smash), Knockback Monster. Resistance: Smashing, Lethal, Fire, Resistance: Lethal, Energy, Cold Cold Energy, Negative Energy, Psionic, damage Resistance (Moderate) and Toxic damage Resistance (low), Knives of Fly resistance to all debuffs (high), Stun, Artemis Resistance: Resistance to all debuffs Fear, Hold, Confuse, Knockback Protection (Hide) (high), Stun, Fear, Hold, Confuse, The Knives of Artemis is one of Knockback Protection (Hide) NOTE the deadliest groups of mercenary combatants in the NOTE When Black Scorpion appears world. It is rumored that they in a zone, he’s a Level 50 Giant number no more than 100, but no When Scirocco appears in a Monster. zone, he’s a Level 50 Giant one is certain. Masters of stealth Monster. and reconnaissance, they are Lord Recluse highly skilled with all weapons, but the crossbow is their Black Scorpion Archvillain: Levels 40–54 signature. Archvillain: Levels 40–54 Powers/Abilities: Mercenary Ernesto Rodriguez embodies the Energy Punch: Melee, moderate Minion: Levels 41–54 concept of raw power through damage (Smash/Energy), Disorient technology. Whatever it takes, Energy Smash: Melee Smash, Knockup Powers/Abilities: whatever piece of his body or soul needs to be spliced, altered, or Spider Strike: PBAoE Melee, moderate Cloaking Device removed to grant him more damage (Smash), Knockback Hack: Melee, high damage (Lethal), power, Ernesto seems willing to Slice: Melee, high damage (Lethal), DoT -Def do it. His unbridled hunger, (Toxic) Slash: Melee, moderate damage absolute loyalty, and low intelli- Arm Lash: Melee, high damage (Lethal), -Def gence make him the perfect (Lethal), Cone, -Def Slice: Melee (Cone), moderate damage servant for Lord Recluse. Channel Gun: Ranged, high damage (Lethal), -Def Powers/Abilities: (Energy), -Endurance, -Recovery Shuriken: Ranged Lethal, low damage Punch: Melee moderate damage Suppression: Cone high damage Caltrops: Ranged (Location AoE), (Smash), Knockback (Energy), Knockback minor DoT (Lethal), -Speed Haymaker: Melee high damage Summon Bane Spiders: Summon 1 Sleep Dart: Ranged Lethal (low), Sleep (Smash) Knockback Bane Spider Hammer Punch: Melee high damage Super Leap: Self Auto, +Jump, +Speed NOTE (Smashing), Disorient Summon Army: Summon minion, The Mercenaries’ sword and dart attacks are extraordi- Foot Stomp: PBAoE Melee, moderate boss, 2 Lieutenants Bane Spiders narily accurate. damage (Smash), Knockback Arm Blast: Ranged Energy/Smash, Knockback

Volume 1 • Issue 7 Whirling Sword: Melee AoE Lethal Infiltrator (high) Minion: Levels 35–45 Blade of Artemis Exploding Shuriken: Ranged AoE Lethal (high) Powers/Abilities: Minions: Levels 41–54 Head Splitter: Melee, extreme damage Pistol: Ranged Lethal, moderate (Lethal), Knockback, -Def damage Powers/Abilities: Paralytic Dart: Ranged Thunder Kick: Melee, minor damage Hack: Melee, high damage (Lethal), Lethal (low), Hold (Smash), minor Disorient -Def patrons Storm Kick: Melee, moderate damage Slash: Melee, moderate damage (Smash) (Lethal), -Def NOTE The sword and dart attacks of Crane Kick: Melee, high damage Slice: Melee (Cone), moderate damage the Hands of Artemis are (Smash), Knockback (Lethal), -Def extraordinarily accurate. Shuriken: Ranged Lethal, low damage Special Agent Caltrops: Ranged (location AoE), minor Sharpshooter DoT (Lethal), -Speed Crey Lieutenant: Levels 30–54 Sleep Dart: Ranged Lethal (low); Sleep Field Agent The Special Agents are the best of Disembowel: Melee, superior damage Minion: Levels 35–45 Crey’s field operatives. They have (Lethal), Knockup, -Def superb training, the best Poison Dart: Ranged Lethal Toxic (low), The stone-faced, suit-clad Field weapons, and a seemingly preter- Regeneration debuff Agents are Crey’s main inves- natural focus on the task at hand. Web Grenade: Ranged, target tigative branch. They can be They often carry heavy weapons, mayhem missions Immobilize, -Recharge, -Fly found carrying out a variety of because Crey trusts them missions, from espionage to enough to use them discreetly assassination ops. They carry the and appropriately. NOTE latest weapons and receive The sword and dart attacks of intense close-combat training. Powers/Abilities: the Blades of Artemis are Resistance: Auto Lethal Powers/Abilities: extraordinarily accurate. Sniper Rifle: Ranged high damage Brawl: Melee Smash (Lethal), Knockback Hand of Artemis Submachine Gun: Ranged Lethal damage, -Def NOTE Boss: Levels 40–54 Only appears in special new villains Vigilant spawns. Powers/Abilities: Minion: Levels 35–45 Cloaking Device: Self Stealth, +Def (all) Hack: Melee, high damage (Lethal), Powers/Abilities: Crey Voltaic -Def Pistol: Ranged Lethal, moderate Tank Slash: Melee, moderate damage damage Lieutenant: Levels 32–45 (Lethal), -Def Barrage: Melee, minor damage Crey’s perfected Voltaic Armor Slice: Melee (Cone), moderate damage (Smash/Energy), Disorient can turn any soldier into the (Lethal), -Def Energy Punch: Melee, moderate proverbial irresistible force. Shuriken: Ranged Lethal, low damage damage (Smash/Energy), Disorient Voltaic Tanks can generate almost Caltrops: Ranged (location AoE), minor Bone Smasher: Melee, high damage limitless electrical current, which DoT (Lethal), -Speed (Smash/Energy), Disorient they can hurl great distances. class tables Sleep Dart: Ranged Lethal (low); Sleep Powers/Abilities: Stun Grenades: Ranged (targeted AoE) Resistance: Auto Lethal, Smash, Disorient Energy, Fire, Cold

Volume 1 • Issue 7 Power Jumping: Self Auto, +Jump, Crey Power Tank Fire Ball: Ranged (targeted AoE), +Speed Lieutenant: Levels 46–54 moderate damage (Fire/Smash) Charged Bolts: Ranged, moderate Boss: Levels 32–45 Blaze: Close, high damage (Fire) damage (Energy), -Endurance Inferno: PBAoE, extreme damage Crey’s perfected Power Armor can Lightning Bolt: Ranged, high damage (Fire/Smash), self -Recovery turn any soldier into the (Energy), -Endurance proverbial irresistible force. Fly Ball Lightning: Ranged (targeted AoE), Power Tanks can generate almost moderate DoT (Energy), -Endurance limitless power, which they can Shadow Charged Brawl: Melee, minor damage hurl great distances. Powers/Abilities: (Smash/Energy), target Sleep, Shadow Punch: Melee, minor damage -Endurance Powers/Abilities: (Smash/Negative), -ACC Havoc Punch: Melee, moderate Resistance: Auto Lethal, Smash, Smite: Melee, moderate damage damage (Smash/Energy), Sleep, Energy, Fire, Cold (Smash/Negative), -ACC -Endurance Power Jumping: Self Auto, +Jump, Gloom: Ranged, high DoT (Negative), Thunder Strike: Melee (AoE), high +Speed -ACC damage (Smash, Energy), Disorient, Barrage: Melee, minor damage Siphon Life: Melee, moderate damage Knockback (Smash/Energy), Disorient (Negative), -ACC, Self +HP Crey Cryo Tank Energy Punch: Melee, moderate Midnight Grasp: Melee, Superior damage (Smash/Energy), Disorient damage (Negative), Immobilize, -ACC Minion: Levels 46–54 Whirling Hands: PBAoE Melee, Lieutenant: Levels 32–45 Life Drain: Ranged, moderate damage moderate damage (Smash/Energy) (Negative), target -ACC, self +HP Crey’s perfected Cryo Armor can Bone Smasher: Melee, high damage Dark Blast: Ranged, moderate damage turn any soldier into the (Smash/Energy), Disorient (Negative), -ACC proverbial irresistible force. Power Bolt: Ranged, minor damage Tenebrous Tentacles: Ranged (Cone), Cooled with liquid nitrogen, the (Energy/Smash), Knockback moderate damage (Negative/Smash), Cryo Tanks can absorb almost Power Blast: Ranged, moderate Immobilize, -ACC limitless heat and hurl great damage (Energy/Smash), Knockback chunks of ice at their enemies. Fly Explosive Blast: Ranged (targeted AoE), Claws Powers/Abilities: moderate damage (Smash/Energy), Knockback Powers/Abilities: Resistance: Auto Lethal, Smash, Swipe: Melee, minor damage (Lethal) Energy, Fire, Cold NOTE Power Jumping: Self Auto, +Jump, Strike: Melee, moderate damage 1.2 XP multiplier +Speed (Lethal) Frost: Close (Cone), moderate DoT Slash: Melee, moderate damage (Cold), -Recharge, -Speed Paragon (Lethal), -Def Frozen Fists: Melee, minor damage Protector Spin: PBAoE Melee, moderate damage (Cold/Smash), -Recharge, -Speed Boss: Levels 35–54 (Lethal) Eviscerate: Melee (Cone), Superior Ice Bolt: Ranged, minor damage Fire (Cold/Smash), -Recharge, -Speed damage (Lethal), +Special Powers/Abilities: Ice Blast: Ranged, moderate damage Focus: Ranged, high damage (Lethal), (Cold/Smash), -Recharge, -Speed Scorch: Melee, minor damage (Fire) Knockback Freeze Ray: Ranged, minor damage Cremate: Melee, high damage Focused Fighting: Self +Def (Melee), (Cold), Hold (Smash/Fire) Res (Confuse, debuff Def) Incinerate: Melee, high DoT (Fire) Unstoppable: Self, +Res (Disorient, Flares: Ranged, minor damage (Fire) Sleep, Hold, Immobilize, Knockback, all damage but Psionics) Fire Blast: Ranged, moderate damage (Fire) Fly

Volume 1 • Issue 7 Electric Shard Powers/Abilities: Protector Power Charged Bolts: Ranged, moderate Boss: Levels 40–47 Powers/Abilities: damage (Energy), -Endurance Energy Punch: Melee, moderate Lightning Bolt: Ranged, high damage Powers/Abilities: damage (Smash/Energy), Disorient (Energy), -Endurance Fly Whirling Hands: PBAoE Melee, Ball Lightning: Ranged (targeted AoE), Energy Punch: Melee, moderate moderate damage (Smash/Energy) moderate DoT (Energy), -Endurance damage (Smash/Energy), Disorient Bone Smasher: Melee, high damage patrons Charged Brawl: Melee, minor damage Whirling Hands: PBAoE Melee, (Smash/Energy), Disorient (Smash/Energy), target Sleep, moderate damage (Smash/Energy) Total Focus: Melee, extreme damage -Endurance Bone Smasher: Melee, high damage (Energy/Smash), Disorient Havoc Punch: Melee, moderate (Smash/Energy), Disorient Power Bolt: Ranged, minor damage damage (Smash/Energy), Sleep, Total Focus: Melee, extreme damage (Energy/Smash), Knockback -Endurance (Energy/Smash), Disorient Power Blast: Ranged, moderate Thunder Strike: Melee (AoE), high Power Bolt: Ranged, minor damage damage (Energy/Smash), Knockback damage (Smash, Energy), Disorient, (Energy/Smash), Knockback Energy Torrent: Ranged (Cone), Knockback Power Blast: Ranged, moderate moderate damage (Energy/Smash), Fly damage (Energy/Smash), Knockback Knockback Energy Torrent: Ranged (Cone), Explosive Blast: Ranged (targeted AoE), NOTE moderate damage (Energy/Smash), moderate damage (Smash/Energy), All Paragon Protectors have Knockback Knockback 1.4 XP modifier.

mayhem missions Explosive Blast: Ranged (targeted AoE), Dull Pain: Self Heal, +Max HP moderate damage (Smash/Energy), Moment of Glory: Self +Res (all Countess Crey Knockback damage but Psionics), +Def (all Archvillain: Levels 40–54 Dull Pain: Self Heal, +Max HP damage but Psionics), +Recovery, -HP Moment of Glory: Self +Res (all Fly Powers/Abilities: damage but Psionics), +Def (all Spines Resistance: Resistance to all debuffs, damage but Psionics), +Recovery, -HP Protection against Fear, Disorient, Powers/Abilities: Coral Dart: Ranged Lethal, moderate Hold, Confuse, Knockback, Repel, damage Barb Swipe: Melee, minor damage Psionic (Lethal), DoT (Toxic), -Speed, -Recharge Coral Spray: Ranged (Cone), moderate Mass Hypnosis: Ranged (targeted AoE), damage (Lethal) Lunge: Melee, moderate damage Sleep new villains (Lethal), DoT (Toxic) -Speed, -Recharge Psychic Scream: Ranged (Cone), NOTE Impale: Ranged, high damage (Lethal), moderate damage (Psionic), -Recharge DoT (Toxic), Immobilize, -Recharge, 1.4 XP modifier Subdue: Ranged, moderate damage -Fly (Psionic), Immobilize Spine Throwing: PBAoE Melee, Burn Protector Psionic Lance: Sniper, Superior damage moderate damage (Lethal), DoT (Psionic), target -Recharge Boss: Levels 46–52 (Toxic), -Speed, -Recharge Telekinetic Blast: Ranged, moderate Ripper: Melee (Cone), high damage Powers/Abilities: damage (Smash/Psionic), Knockback (Lethal), DoT (Toxic), Knockback, Fire Smash: Melee moderate damage -Speed, -Recharge Will Domination: Ranged, high damage (Smash), DoT (Fire), Knockback (Psionic), Sleep Temp Invulnerability: Self +Res Scorch: Melee, minor damage (Fire) (Smash, Lethal) Psychic Wail: Close (AoE), extreme class tables damage (Psionic), Disorient -Recharge, Blaze: Close, high damage (Fire) Elude: Self +Def, + Speed, +Recovery, Self -Recovery Flares: Ranged, minor damage (Fire) Res (debuff Def), +Special Scramble Thoughts: Ranged, minor Fire Ball: Ranged (targeted AoE), Fly damage (Psionic), Disorient moderate damage (Fire/Smash)

Volume 1 • Issue 7 Combustion: PBAoE, moderate DoT semiretirement, training the next Numina (Fire) generation of heroes. Though he Archvillain: Levels 40–54 rarely goes into the field these Demon Transformation days, his power and fighting skills Numina was born Tammy are still as potent as ever. Arcanus, daughter of Tommy NOTE Arcanus of the Midnight Squad. 1.4 XP modifier Powers/Abilities: Tommy delved so deeply into the Back Alley Power Punch: Melee metaphysical that his very being Crey Scorpinoid moderate damage (Smash/Energy), was affected, and Tammy was Tank Knockback born with magical powers. In the 1960s, Tammy and the Midnight Minion, Lieutenant, Boss: Jab: Melee, minor damage (Smash), minor Disorient Squad were sent into a series of Levels 40–54 caverns surrounding the Earth’s Punch: Melee, moderate damage molten core, where a Soviet villain (Smash), Knockback Powers/Abilities: known as the Red Threat All Hand Clap: PBAoE, foe Disorient, intended to destroy the world. To Barrage: Melee, minor damage Knockback save the Earth, Tammy possessed (Smash/Energy), Disorient Knockout Blow: Melee, extreme the body of the Red Threat. Her Energy Punch: Melee, moderate damage (Smash), foe Hold body was destroyed, but her consciousness survived, trapped damage (Smash/Energy), Disorient Hurl: Ranged, high damage (Smash), within the Red Threat. During the Power Bolt: Ranged, minor damage Knockback, -Fly Rikti Invasion, the Red Threat was (Energy/Smash), Knockback Foot Stomp: PBAoE Melee, moderate destroyed, and Tammy’s astral Power Blast: Ranged, moderate damage (Smash), Knockback form was at last free. She damage (Energy/Smash), Knockback Bone Smasher: Melee, high damage renamed herself Numina, and (Smash/Energy), Disorient threw herself into the war against Lieutenant Bone Smasher: Total Focus: Melee, extreme damage the Rikti. In the war’s aftermath, Melee, high damage (Smash/Energy), (Energy/Smash), foe Disorient Numina uses her abilities to Disorient nurture the next generation of Dull Pain: Self Heal, +Max HP Whirling Hands: PBAoE Melee, heroes. Unyielding: Self +Res (all damage but moderate damage (Smash/Energy) Psionics; Knockback, Sleep, Disorient, Powers/Abilities: Explosive Blast: Ranged (targeted AoE), Hold, Immobilize), Self -Def moderate damage (Smash/Energy), Levitate: Ranged, moderate damage Assault: PBAoE, team +damage, Res Knockback (Smash) (Taunt, Placate) Dominate: Ranged, moderate damage Boss Unstoppable: Self, +Res (Disorient, (Psionic), foe Hold Sleep, Hold, Immobilize, Knockback, all Tail Blast: Targeted AoE Smash/Energy, Total Domination: Ranged (targeted damage but Psionics) Knockback AoE), foe Hold Super Leap Tail Sting: Ranged Smash, Stun Telekinetic Blast: Ranged, moderate Resistance: Protection against Stun, Arm Blast: Ranged Energy/Smash, damage (Smash/Psionic), foe Hold, Fear, Confuse, Knockback (high), Knockback Knockback Resistance to all debuffs (high) Will Domination: Ranged, high damage Freedom Resistance: Protection against Stun, (Psionic), foe Sleep Hold, Fear, Confuse, Knockback (high), Psionic Tornado: Ranged (targeted Phalanx Resistance to all debuffs (high), AoE), moderate DoT (Psionic), foe Smash, Lethal Knockback Back Alley Psychic Wail: Close (AoE), extreme Brawler damage (Psionic), foe Disorient Archvillain: Levels 40–54 -Recharge, self -Recovery Heal Other: Ally Strong Heal, self One of the most veteran heroes in moderate damage (Special) Paragon City, the Brawler is in

Volume 1 • Issue 7 Energy Torrent: Ranged (Cone), Powers/Abilities: moderate damage (Energy/Smash), Resurrect: Ally rez Mesmerize: Ranged, moderate foe Knockback damage (Psionic), foe Sleep Fortitude: Ally +Def (all), Overload: Self +Def (all but Psionics), +damage, +ACC Levitate: Ranged, moderate damage +Recovery, +Max HP, Res (debuff Def), (Smash) Adrenalin Boost: Ranged, ally +Special Dominate: Ranged, moderate damage +Endurance, +Regeneration, Nova: PBAoE, extreme damage (Psionic), foe Hold +Recharge, Res (Slow) (Energy/Smash), foe Knockback, Self Ethereal: Stealth -Recovery Mass Hypnosis: Ranged (targeted AoE), patrons foe Sleep Resistance: Psionic and Negative Entropy Shield: Self +Res (Knockback, Energy Repel, Disorient, Hold, Sleep, Total Domination: Ranged (targeted AoE), foe Hold Resistance: Protection against Stun, Immobilize, Teleport, debuff Def) Hold, Fear, Confuse, Knockback (high), Resistance: Protection against Stun, Psychic Shockwave: Close (AoE, High Resistance to all debuffs (high) Hold, Fear, Confuse, Knockback (high), DMG (Psionic), Disorient, -Recharge Resistance to all debuffs (high) Fly Force Bolt: Ranged, minor damage Fly (Smash), foe Knockback Citadel Power Blast: Ranged, moderate Archvillain: Levels 40–54 Sister Psyche damage (Energy/Smash), foe Archvillain: Levels 40–54 Knockback Citadel was the first android hero. Energy Torrent: Ranged (Cone), Even in her childhood, it was In the initial Rikti onslaught, he moderate damage (Energy/Smash), obvious that Sister Psyche was took heavy damage and was foe Knockback almost destroyed. With Positron’s blessed. The tremendous scope mayhem missions Power Burst: Close, high damage help, scientists at D.A.T.A. created of her mental powers was far (Energy/Smash), foe Knockback a second version of Citadel using beyond that of any hero, past or the old model’s original memory present. When the Rikti War Explosive Blast: Ranged (targeted AoE), core and the remnants of a power descended, Sister Psyche knew moderate damage (Smash/Energy), suit, once worn by the hero she had to make her gift count. foe Knockback Horatio. Citadel does not fully She did, but at a price. She Force Shield: Ally +Def (all) understand human ways, but he exhausted her powers so Personal Force Field: Self +Def, Res is a valiant defender of Paragon thoroughly that she fell into a (all) City. He has recently undergone a coma. A young heroine named major upgrade to his systems. Aurora Borealis offered to play Resistance: Negative Energy and host to Sister Psyche’s projected Energy, Psionic Powers/Abilities: mental self. Of course, this Resistance: Protection against Stun, new villains situation could not last forever. Barrage: Melee, minor damage Hold, Fear, Confuse, Knockback (high), Now back in her own body, Sister (Smash/Energy), foe Disorient Resistance to all debuffs (high) Psyche has dedicated herself to Energy Punch: Melee, moderate helping to shape the tremendous Fly damage (Smash/Energy), foe Disorient gifts of the young Aurora. It’s a Synapse Bone Smasher: Melee, high damage responsibility she takes seriously, (Smash/Energy), Disorient as well as a consolation for the Archvillain: Levels 40–54 Whirling Hands: PBAoE Melee, loss of her former protégé, moderate damage (Smash/Energy) Malaise. When the psychic link Steven Berry was an average man until Crey Industries got hold of Energy Transfer: Melee, extreme between the two women was first him. The Crey scientists were damage (Energy/Smash), foe disrupted, Sister Psyche lost her testing a number of radical proce- Disorient, self -HP mental control over Malaise’s dual personalities. The evil Malaise dures for inducing super powers. Power Burst: Close, high damage Steven was blasted with high class tables reasserted himself, and quickly (Energy/Smash), foe Knockback made his departure. His present doses of electricity for days. It Explosive Blast: Ranged (targeted AoE), whereabouts are as yet unknown. amplified the electrical energy in moderate damage (Smash/Energy), his body, giving him the ability to foe Knockback harness it into super speed and

Volume 1 • Issue 7 electrical blasts. Synapse escaped from himself, he remains Manticore received training in all Crey’s clutches by shorting out imprisoned within his battle suit. manner of mental and physical the lab where he was kept He is constantly searching for a pursuits, but excelled in archery. prisoner. To this day, Crey execu- cure for his condition, but that When he turned 18, Miss Bowman tives deny any knowledge of the does not stop him from revealed to him his true heritage. project in which Synapse was an contributing to the defense of Manticore’s father had once been unwilling participant. Paragon City and contributing a costumed vigilante in England, many other technological break- until he and his wife died at the Powers/Abilities: throughs for the good of all. hands of a German villain called Charged Bolts: Ranged, moderate Protean. Deeply affected by the damage (Energy), foe -Endurance Powers/Abilities: story, Manticore took up his Neutrino Bolt: Ranged, minor damage father’s mantle and vowed to Lightning Bolt: Ranged, high damage bring the 5th Column down. (Energy), foe -Endurance (Energy), foe -Def Ball Lightning: Ranged (targeted AoE), Irradiate: Close (AoE), moderate DoT Powers/Abilities: (Energy), foe -Def moderate DoT (Energy), foe Fistful of Arrows: Ranged (Cone), -Endurance Electron Haze: Close, moderate Cone moderate damage (Lethal) damage (Energy), foe -Def, Knockback Thunderous Blast: AoE Melee Blazing Arrow: Ranged, high damage Smashing Energy (high), Endurance Cosmic Burst: Close, extreme damage (Lethal), minor DoT (Fire) Drain (high) (Energy), foe Disorient, -Def Explosive Arrow: Ranged (targeted Havoc Punch: Melee, moderate Neutron Bomb: Ranged (targeted AoE), AoE), moderate damage damage (Smash/Energy), foe Sleep, moderate damage (Energy), foe -Def (Lethal/Smash), Knockback -Endurance Atomic Blast: AoE, Smashing Stunning Shot: Ranged Disorient, Lightning Clap: PBAoE, foe Disorient, (moderate), Energy (high), Stun, -Def minor damage (Smashing) Knockback Enervating Field: Ranged (targeted Rain of Arrows: Ranged (location AoE), Thunder Strike: Melee (AoE), high AoE), foe -damage, -Res extreme DoT (Lethal) damage (Smash, Energy), foe Lingering Radiation: Ranged (targeted Disorient, Knockback Entangling Arrow: Ranged, target AoE), foe -Speed, -Recharge, -Regen Immobilize, -Fly Synaptic Strike: Melee Smashing and Choking Cloud: PBAoE, foe Hold Energy Ice Arrow: Ranged, foe Hold, -Speed, - EM Pulse: PBAoE, foe Hold, Recharge Whirlwind: PBAoE, foe Knockback -Endurance, -Regen, Special vs. Poison Gas Arrow: Ranged AoE, foe Resistance: Protection against Stun, Robots, self -Recovery -damage, Sleep Hold, Fear, Confuse, Knockback (high), Overcharge: Self +Def (all but Resistance to all debuffs (high), Acid Arrow: Ranged AoE minor DoT Psionics), +Recovery, +Max HP, Res (Toxic), foe -Res (all), -Def increased Recovery, Resistance to (debuff Def) Endurance Drains, Taunt, Run Speed EMP Arrow: AoE, foe Hold, Special vs. debuffs, Immobilize, Jump Height Resistance: Smashing, Lethal and Robots, self -Recovery Energy debuffs, Recharge debuffs, Defense Teleport Arrow: Ranged, high damage boost Fly (Lethal), Knockback Resistance: Protection against Stun, Stealth: Self Stealth, +Def (all) Positron Hold, Fear, Confuse, Knockback (high), Archvillain: Levels 40–54 Resistance to all debuffs (high) Maneuvers: PBAoE, team +Def (all) Resistance: Protection against Stun, Dr. Raymond Keyes developed a Manticore Hold, Fear, Confuse, Knockback (high), high-tech battle suit that allowed Archvillain: Levels 40–54 Resistance to all debuffs (high) him to channel bolts of antimatter into fierce attacks. He Justin Sinclair was raised in a huge used his powers to help defeat mansion in the outskirts of the Rikti, but at a terrible cost. Paragon City by his English nanny, Due to injuries he sustained at Virginia Bowman. The sole benefi- that time, he lost full control of ciary of a huge trust fund, his powers. Now, to protect others

Volume 1 • Issue 7 Roots: Ranged (targeted AoE), minor Eagle’s Claw: Melee, superior damage Statesman DoT (Smashing, Lethal), Immobilize (Smash), minor Disorient, +Special Spore Burst: Ranged (targeted AoE), Caltrops: Ranged (location AoE), minor Archvillain: Levels 40–54 Sleep DoT (Lethal), -Speed Powers/Abilities: Seeds of Confusion: Ranged (Cone), Exploding Shuriken: Ranged AoE Confuse Lethal (high) Punch: Melee, moderate damage (Smash), Knockback Vines: Ranged (targeted AoE), Hold Sleep Dart: Ranged (targeted AoE), Sleep Haymaker: Melee, high damage Carrion Creepers: Summon Creepers, patrons (Smash), Knockback Ranged (location AoE), target -Speed, Poison Dart: Ranged Lethal Toxic (low), -Fly, -Jump Regeneration debuff Hand Clap: PBAoE, foe Disorient, Knockback Fly Trap: Summon Fly Trap Ranged Web Grenade: Ranged, target Control Special Immobilize, -Recharge, -Fly Knockout Blow: Melee, extreme damage (Smash), foe Hold Resistance: Low Def to all attack types, Paralytic Dart: Ranged Resistance to debuffs, Protection Lethal (low), Hold Hurl: Ranged, high damage (Smash), against Hold, Sleep, Immobilize, Fear, Knockback, -Fly Stun Grenades: Ranged (targeted AoE) and Knockback Disorient Foot Stomp: PBAoE Melee, moderate damage (Smash), Knockback Agent Crimson Longbow Hammer of Justice: Melee AoE Archvillain: Levels 46–54 Rifleman Smashing (high), Knockback Minion: Levels 10–54 Dull Pain: Self Heal, +Max HP Rumors abound throughout the villain underground about two Unstoppable: Self, +Res (Disorient, Powers/Abilities: mayhem missions dangerous government opera- Sleep, Hold, Immobilize, Knockback, all Levels 10–19 tives, code-named Agent Crimson damage but Psionics) and Agent Indigo. Crimson is the Adv Assault Rifle Burst: Melee minor Zeus’ Lightning Bolt: Ranged AoE wet-work specialist. A highly damage (Lethal), DoT (Lethal) Energy (high), Endurance Drain (high) trained agent with superhuman Brawl: Melee minor damage Resistance: Smashing, Lethal, Energy senses, Crimson has cut down (Smashing) (high), Fire, Cold (moderate), Negative several potential threats to the Tech Armor: Smash and Lethal Res Energy, Psionic, Toxic (low); world before they could achieve Resistances to all debuffs (high); their plans. Levels 20–29 Protection against Fear, Stun, Confuse, Adv Assault Rifle Slug: Ranged Lethal, Knockback, Immobilize, Taunt (high) Powers/Abilities: +Knockback Cloaking Device: Self Stealth, +Def (all) new villains Longbow Thunder Kick: Melee, minor damage Levels 30–39 (Smash), minor Disorient Adv Assault Rifle Heavy Burst: Ranged Zenflower Storm Kick: Melee, moderate damage DoT (Lethal), -Def Archvillain: Levels 46–54 (Smash) Rifle Butt: Melee moderate damage Cobra Strike: Melee, minor damage (Smashing) Blessed with the powers of (Smash), Disorient nature, the young heroine Levels 40–54 Zenflower fights those who Crane Kick: Melee, high damage would hurt or misuse nature for (Smash), Knockback Frag Grenade: Ranged AoE their own evil ends. Dragon’s Tail: PBAoE Melee, moderate Lethal/Smashing, Knockback damage (Smash), Knockback Powers/Abilities: Quickness: Self +Recharge, +Speed, NOTE Entangle: Ranged, moderate DoT Res (Slow) 1.1 XP modifier class tables (Smashing, Lethal), Immobilize Elude: Self +Def, +Speed, +Recovery, Strangler: Ranged, moderate DoT Res (debuff Def), +Special (Smashing), Hold

Volume 1 • Issue 7 Longbow Minigun Longbow Eagle NOTE Minion: Levels 20–54 Minion: Levels 20–54 1.1 XP modifier, limit 1 per spawn Powers/Abilities: Powers/Abilities: Levels 20–29 Levels 20–29 Nullifier Chain Gun Heavy Burst: Ranged DoT Slug: Ranged low damage (Lethal), Lieutenant: Levels 10–54 (Lethal), -Def Knockback Brawl: Melee minor damage Adv Assault Rifle Burst: Ranged minor Powers/Abilities: (Smashing) damage (Lethal), DoT (Lethal) Levels 10–19 Tech Armor: Smash and Lethal Res Brawl: Melee minor damage Slug: Ranged low damage (Lethal), (Smashing) Knockback Levels 30–39 Fly Burst: Ranged, moderate damage Chain Gun Short Burst: Ranged DoT Tech Armor: Smash and Lethal Res (Lethal), -Def (Lethal), -Def Tech Armor: Smash and Lethal Res Rifle Butt: Melee moderate damage Levels 30–39 Brawl: Melee minor damage (Smashing) Rifle Butt: Melee moderate damage (Smashing) (Smashing) Levels 40–54 Rifle Butt: Melee moderate damage Adv Assault Rifle Heavy Burst: Ranged (Smashing) Frag Grenade: Ranged AoE DoT (Lethal), -Def Lethal/Smashing, Knockback Levels 20–29 Levels 40–54 M30 Grenade: Ranged (targeted AoE), NOTE Frag Grenade: Ranged AoE moderate damage (Lethal/Smash), 1.1 XP modifier Lethal/Smashing, Knockback Knockback

Longbow NOTE Levels 30–39 Flamethrower 1.1 XP modifier Beanbag: Ranged, minor damage Minion: Levels 10–54 (Smash), Disorient Spec-Ops Powers/Abilities: Levels 40–54 Minion: Levels 20–54 Levels 10–29 Sonic Grenade: AoE -Res (all) Flamethrower: Ranged (Cone), Powers/Abilities: extreme DoT (Fire) Levels 30–39 NOTE Brawl: Melee minor damage Stealth: Self Stealth, +Def (all) 1.1 XP modifier (Smashing) Web Grenade: Ranged, target Tech Armor: Smash and Lethal Res Immobilize, -Recharge, -Fly Longbow Officer M30 Grenade: Targeted AoE Boss: Levels 10–54 Levels 30–39 Lethal/Smashing, Knockback Ignite: Ranged (targeted AoE), Powers/Abilities: Slug: Ranged low damage (Lethal), moderate DoT (Fire) Levels 10–19 Knockback Rifle Butt: Melee moderate damage M30 Grenade: Targeted AoE Burst: Ranged, moderate damage (Smashing) Lethal/Smashing, Knockback (Lethal), -Def Buckshot: Ranged (Cone), moderate Brawl: Melee minor damage Levels 40–54 damage (Lethal), Knockback (Smashing) Incendiary Grenade: Targeted AoE Slug: Ranged low damage (Lethal), Tech Armor: Smash and Lethal Res Lethal/Smashing, Knockback Knockback NOTE Levels 40–54 Leadership: PBAoE, team +Def, +damage, +ACC, Res (Confuse), 1.1 XP modifier EMP Grenade: Ranged AoE, foe Hold, +Perception Special vs. Robots, -Endurance

Volume 1 • Issue 7 Warden Martial Arts Boss: Levels 1–54 Scrapper Brawl: Melee minor damage (Smashing) Energy Blaster Powers/Abilities: Rifle Butt: Melee moderate damage Levels 10–15 (Smashing) Powers/Abilities: Thunder Kick: Melee, minor damage Tech Armor: Smash, Lethal and Levels 1–9 (Smash), minor Disorient Psionic Res Power Bolt: Ranged Energy Knockback Storm Kick: Melee, moderate damage Explosive Blast: Targeted AoE (Smash) patrons Levels 20–29 Smash/Energy, Knockback Shuriken: Ranged Lethal, low damage Burst: Ranged, moderate damage Cobra Strike: Melee, minor damage (Lethal), -Def Levels 10–15 (Smash), Disorient Power Blast: Ranged Energy/Smash, Levels 30–54 Knockback Levels 16–20 Full Auto: Ranged (Cone), superior Power Thrust: Melee damage (Lethal), +Special Focused Fighting: Self +Def (Melee), Smashing/Energy, +Knockback Res (Confuse, debuff Def) Ballista Levels 16–20 Levels 21–25 Elite Boss: Levels 20–54 Energy Torrent: Cone Energy/Smash, Crane Kick: Melee, high damage Powers/Abilities: Knockback (Smash), Knockback Levels 20–29 Power Burst: Close, high damage Exploding Shuriken: Ranged AoE Force Bolt: Ranged, minor damage (Energy/Smash), Knockback Lethal (high) mayhem missions (Smash), Knockback Fly Levels 26–30 Bone Smasher: Melee, high damage Ice Blaster (Smash/Energy), Disorient Inner Focus: Self +Def (Melee, ranged, AoE), Res (Confuse), +Perception Energy Punch: Melee, moderate Powers/Abilities: damage (Smash/Energy), Disorient Levels 10–15 Levels 31–35 Energy Torrent: Ranged (Cone), Ice Bolt: Ranged, minor damage Dragon’s Tail: PBAoE Melee, moderate moderate damage (Energy/Smash), (Cold/Smash), -Recharge, -Speed damage (Smash), Knockback Knockback Ice Blast: Ranged, moderate damage Quickness: Auto: Self +Recharge, Explosive Blast: Ranged (targeted AoE), (Cold/Smash), -Recharge, -Speed +Speed, Res (Slow) moderate damage (Smash/Energy), Knockback Fire Sword: Melee, moderate damage Levels 36–40 new villains (Fire/Lethal) Protective Shield: Ranged, ally +Def Elude: Self +Def, + Speed, +Recovery, (Smash, Lethal, Fire, Cold, Energy, Frost Breath: Close (Cone), moderate Res (debuff Def), +Special Negative), Res (Toxic, Endurance Drain) DoT (Cold), -Recharge, -Speed Combustion: Melee (AoE), moderate Resistance: Smash, Lethal, Fire, Cold, Levels 41–54 Energy, Negative Energy, Psionic and DoT (Fire) Eagle’s Claw: Melee, superior damage Toxic, +Recovery, Knockback Ice Storm: Ranged (location AoE), (Smash), minor Disorient, +Special Protection and Resistance minor DoT (Cold, Lethal), -Recharge, -Speed Spines Scrapper Levels 30–39 Levels 16–20 Repulsion Field: Toggle: PBAoE Powers/Abilities: Knockback Bitter Ice Blast: Ranged, superior Levels 1–9 damage (Cold/Smash), -Recharge, Dispersion Bubble: PBAoE, team +Res Barb Swipe: Melee, minor damage

class tables -Speed, -ACC (Hold, Immobilize, Disorient) +Def (all) (Lethal), DoT (Toxic), -Speed, -Recharge Fly Impale: Ranged, high damage (Lethal), Levels 40–54 DoT (Toxic), Immobilize, -Recharge, Detention Field: Ranged, Capture -Fly

Volume 1 • Issue 7 Regeneration: Auto: Self +Recovery, Temp Invulnerability: Toggle: Self Levels 31–40 +Regen +Res (Smash, Lethal) Knockout Blow: Melee, extreme Resistance: Auto Lethal, Smash, Fire, damage (Smash), Hold Levels 10–20 Cold, Energy, Negative Energy, Toxic, Foot Stomp: PBAoE Melee, moderate Lunge: Melee, moderate damage Radiation damage (Smash), Knockback (Lethal), DoT (Toxic) -Speed, -Recharge Spine Burst: PBAoE Melee, moderate Levels 21–40 Levels 41–54 damage (Lethal), DoT (Toxic), -Speed, Laser Beam Eyes: Ranged, moderate Unstoppable: Self, +Res (Disorient, -Recharge damage (Energy), -Def Sleep, Hold, Immobilize, all damage Whirling Hands: PBAoE Melee, but Psionics) Levels 21–30 moderate damage (Smash/Energy) Psychic Defender Quills: PBAoE, minor DoT (Lethal), Unyielding: Self +Res (Knockback, -Speed, -Recharge Sleep, Disorient, Hold, Immobilize, Ripper: Melee (Cone), high damage Fire, Cold, Energy, Negative), self -Def Powers/Abilities: Levels 21–30 (Lethal), DoT (Toxic), Knockback, Fly -Speed, -Recharge Heal Other: Ally Heal Levels 41–54 Healing Aura: PBAoE, team +Heal Levels 31–40 Total Focus: Melee, extreme damage Subdue: Ranged, moderate damage Spine Throwing: Ranged (Cone), (Energy/Smash), Disorient (Psionic), Immobilize moderate damage (Lethal), DoT (Toxic), -Speed, -Recharge Unstoppable: Self, +Res (Disorient, Telekinetic Blast: Ranged, moderate Sleep, Hold, Immobilize, all damage damage (Smash/Psionic), Knockback Reconstruction: Self Heal, +Res (Toxic) but Psionics) Mental Blast: Ranged, moderate damage (Psionic), target -Recharge Levels 41–54 Super Strength Revive: Self Rez Tanker Regeneration Aura: PBAoE, ally +Regeneration Fire Tanker Powers/Abilities: Fly Levels 10–20 Powers/Abilities: Jab: Melee, minor damage (Smash), Levels 31–40 Levels 1–9 minor Disorient Psionic Tornado: Ranged (targeted Combustion: Melee (AoE), moderate Punch: Melee, moderate damage AoE), moderate DoT (Psionic), DoT (Fire) (Smash), Knockback Knockback Fire Sword: Melee, moderate damage Hurl: Ranged, high damage (Smash), Scramble Thoughts: Ranged, minor (Fire/Lethal) Knockback, -Fly damage (Psionic), Disorient Fire Breath: Close (Cone), moderate Temp Invulnerability: Self +Res Levels 41–54 DoT (Fire) (Smash, Lethal) Psychic Wail: Close (AoE), extreme Energy Tanker Resistance: Auto Lethal, Smash, Fire, damage (Psionic), Disorient -Recharge, Cold, Energy, Negative Energy, Toxic, self -Recovery Powers/Abilities: Radiation Levels 10–20 Electric Defender Levels 21–30 Barrage: Melee, minor damage (Smash/Energy), Disorient Haymaker: Melee, high damage Powers/Abilities: (Smash), Knockback Levels 21–30 Energy Punch: Melee, moderate damage (Smash/Energy), Disorient Hand Clap: PBAoE, Disorient, Gale: Ranged (Cone), minor damage Knockback (Smash), Knockback Energy Torrent: Ranged (Cone), moderate damage (Energy/Smash), Unyielding: Self +Res (Knockback, Snow Storm: Ranged (targeted AoE), - Knockback Sleep, Disorient, Hold, Immobilize, Speed, -Recharge, -Fly Fire, Cold, Energy, Negative), self -Def Bone Smasher: Melee, high damage Charged Bolts: Ranged, moderate (Smash/Energy), Disorient Fly damage (Energy), -Endurance

Volume 1 • Issue 7 Radiation Defender Fly Lightning Bolt: Ranged, high damage Powers/Abilities: Levels 41–54 (Energy), -Endurance Levels 21–30 Gravity Distortion: Ranged, moderate Ball Lightning: Ranged (targeted AoE), Neutrino Bolt: Ranged, minor damage DoT (Smash), Hold, -Fly moderate DoT (Energy), -Endurance (Energy), -Def Lightning Storm: Create Storm: X-Ray Beam: Ranged, moderate Mind Controller Ranged, high damage (Energy), damage (Energy), -Def -Endurance Powers/Abilities:

patrons Enervating Field: Ranged (targeted Fly AoE), -damage, -Res Heal Other: Ally Heal Healing Aura: PBAoE, team +Heal Levels 31–40 Electron Haze: Close, moderate Cone damage (Energy), -Def, Knockback Fortitude: Ally +Def (all), Tesla Cage: Ranged, minor damage +damage, +ACC (Energy), Hold, -Endurance Lingering Radiation: Ranged (targeted AoE), -Speed, -Recharge, -Regen Regeneration Aura: PBAoE, ally Thunder Clap: PBAoE, Disorient Cosmic Burst: Close, extreme damage +Regeneration Levels 41–54 (Energy), Disorient, -Def Levitate: Ranged, moderate damage (Smash) Thunderous Blast: Ranged (targeted Fly AoE), extreme damage (Energy), Dominate: Ranged, moderate damage -Endurance, -Recovery, self -Recovery Levels 31–40 (Psionic), Hold Choking Cloud: Toggle: PBAoE, Hold Terrify: Ranged (Cone), minor damage Sonic Defender Neutron Bomb: Ranged (targeted AoE), (Psionic), Fear (Special) moderate damage (Energy), -Def Mass Hypnosis: Ranged (targeted AoE), mayhem missions Powers/Abilities: Sleep Levels 21–30 Levels 41–54 Fly Shriek: Ranged, minor damage Atomic Blast: Close (AoE), extreme (Smash/Energy), -Resist damage (Energy/Smash), Hold, -Def, Levels 41–54 Scream: Ranged, moderate DoT self -Recovery Total Domination: Ranged (targeted (Smashing/Energy), -Res Gravity Controller AoE), Hold Shockwave: Ranged (Cone), minor damage (Smashing/Energy), Illusion Controller Knockback Powers/Abilities: Levels 31–40 Howl: Ranged Cone, moderate Powers/Abilities: damage (Smashing/Energy), -Res (all) Crush: Ranged, moderate DoT Levels 31–40 new villains (Smash), Immobilize, -Fly Sonic Siphon: Ranged, -Res (all) Energy Torrent: Ranged (Cone), Lift: Ranged, moderate damage moderate damage (Energy/Smash), Fly (Smash) Knockback Levels 31–40 Propel: Ranged, high damage (Smash), Force Bolt: Ranged, minor damage Knockback (Smash), Knockback Screech: Ranged, minor damage (Smashing/Energy), Disorient, -Res (all) Transfusion: Ranged, -Endurance, Phantom Army: Summon Decoys -Regen, team Heal Ranged minor damage Liquefy: Ranged (Location AoE), minor (Energy/Special) damage (Smashing/Energy), Hold, Siphon Speed: Ranged, -Speed, self Knockdown, -ACC, -Def +Speed, +Recharge Spectral Terror: Summon Terror Crushing Field: Ranged (targeted AoE), Ranged Fear Levels 41–54 minor DoT (Smash), Immobilize, -Fly Phantasm: Summon Phantasm Dreadful Wail: PBAoE, extreme damage Siphon Power: Ranged, -damage, team Ranged moderate damage (Energy) class tables (Energy/Smash), Disorient, -Resist, self +damage Protection Shield: Ranged, ally +Def -Recovery Singularity: Summon Singularity: (Smash, Lethal, Fire, Cold, Energy, Ranged Control Negative), Res (Toxic)

Volume 1 • Issue 7 Detention Field: Ranged, Capture NOTE (Special) 1.25 XP multiplier Dispersion Bubble: Toggle: PBAoE, team +Res (Hold, Immobilize, Agent Gally Disorient) +Def (all) Boss: Levels 40–48 Fly Powers/Abilities: Levels 41–54 Full Auto: Ranged (Cone), superior Repulsion Bomb: Ranged (targeted damage (Lethal), +Special AoE), Knockback, Disorient Burst: Ranged, moderate damage (Lethal), -Def NOTE M30 Grenade: Targeted AoE 1.25 XP multiplier Lethal/Smashing, Knockback Buckshot: Ranged (Cone), moderate Agent Indigo damage (Lethal), Knockback Archvillain: Levels 31–54 Slug: Ranged low damage (Lethal), Knockback, Brawl, Melee minor Powers/Abilities: damage (Smashing) Levels 35–41 Leadership: PBAoE, team +Def, Cloaking Device: Self Stealth, +Def (all) +damage, +ACC, Res (Confuse), Hack: Melee, high damage (Lethal), +Perception, Rifle Butt, Melee -Def moderate damage (Smashing) Slash: Melee, moderate damage Tech Armor: Smash, Lethal Res (Lethal), -Def Brawl: Melee minor damage Slice: Melee (Cone), moderate damage (Smashing) (Lethal), -Def Rifle Butt: Melee moderate damage Disembowel: Melee, superior damage (Smashing) (Lethal), Knockup, -Def Indomitable Will: Disorient, Sleep, Whirling Sword: PBAoE Melee, Hold, Confuse, Fear Protection, Psi moderate damage (Lethal), -Def Defense Caltrops: Ranged (Location AoE), Mind Over Body: Auto Smash, Lethal minor DoT (Lethal), -Speed and Psionic Res Exploding Shuriken: Ranged AoE NOTE Lethal (high) 1.3 XP modifier Sleep Dart: Ranged (targeted AoE), Sleep Poison Dart: Ranged Lethal Toxic (low), Regeneration debuff Web Grenade: Ranged, target Immobilize, -Recharge, -Fly

Levels 42–54 Head Splitter: Melee, extreme damage (Lethal), Knockback, -Def Paralytic Dart: Ranged Lethal (low), Hold Stun Grenades: Ranged (targeted AoE) Disorient

Volume 1 • Issue 7 ClassClass TablesTables

The tables here give the inherent values for all entities. This does not include any powers that a particular entity might have; most Archvillains, for instance, have an enormous number of resistances and protections. For how to use these tables to determine how a power affects an entity, see the section "Interpreting the Tables." patrons Attributes and Mob Ranks ATTRIBUTE MINION LIEUTENANT BOSS ELITE BOSS ARCHVILLAIN GIANT MONSTER Accuracy 1 1.15 1.3 1.3 1.5 1.5 Confuse -1 -2 -3 -6 -4 -75 Disorient -1 2 -3 -6 -4 -75 Endurance 100 110 200 800 800 800 Fear -1 -2 -3 -6 -4 -75 Fly 0 0 0 0 0 0 Hit Points (Level 50) 431 803 2,570 5,354 28,271 70,679 Hold -1 -2 -3 -6 -4 -75 Immobilize -1 -2 -3 -6 -3 -10 Placate -1 -2 -3 -6 -3 -3 Recovery* 1 1 1 1 1 1 mayhem missions Regeneration* 0.08 0.13 0.13 0.13 0.75 0.75 Sleep -1 -2 -3 -6 -3 -10 Taunt -1 -2 -3 -6 -3 -3 Teleport -1 -2 -3 -6 -99 -99 To Hit 0.5 0.5 0.5 0.5 0.5 0.5

Attributes and Villain Archetypes ATTRIBUTE BRUTE DOMINATOR CORRUPTOR MASTERMIND STALKER Accuracy 1 1 1 1 1 Confuse -1 -1 -1 -1 -1 Disorient -1 -1 -1 -1 -1 new villains Endurance 100 100 100 100 100 Fear -1 -1 -1 -1 -1 Fly 0 0 0 0 0 Hit Points (level 50) 1499 1017 1071 803 1017 Hold -1 -1 -1 -1 -1 Immobilize -1 -1 -1 -1 -1 Placate 0 0 0 0 0 Recovery 1 1 1 1 1 Regeneration 0.25 0.25 0.25 0.25 0.25 Sleep -1 -1 -1 -1 -1 Taunt 0 0 0 0 0 Teleport 0 0 0 0 0

class tables To Hit 0.75 0.75 0.75 0.75 0.75

* A Recovery or Regeneration of 1 means that the entire bar is recovered in one minute. A Regeneration of 0.25 means that it takes four minutes to regain 100 percent Hit Points. A rate of 0.13 would be roughly half that, or eight minutes.

Volume 1 • Issue 7