Power Icons Legend: Difference between revisions

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imported>Shigmiya64
(Rewrote the overview, added the Borders table. More to come. -Vanden)
imported>Shigmiya64
(Starting work on the inner symbol table, just saving changes. -Vanden)
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== Inner Symbols ==
== Inner Symbols - Buffs ==
 
The following inner symbols denote powers that grant the caster or his allies buffs to various attributes.


{|class="wikitable"
{|class="wikitable"
|-
|-
!Icon Type
!Symbol
!Icon
!Description
!Example
!Notes
!Notes
!Power Example
|-
|-
|Buff, Accuracy
|[[File:Buff,_Accuracy.png]]
|[[File:Buff,_Accuracy.png]]
|Persistent [[accuracy]] or [[ToHit|tohit]] buff.
|Increases [[accuracy]] or [[ToHit|tohit]].
|[[Ice Blast|Aim]]
|Most powers that buff tohit also buff damage, so the use of this symbol normally means that the power is either an accuracy buff, or the tohit buff is particularly large.
|-
|-
|Buff, Damage
|[[File:Buff,_Damage.png]]
|[[File:Buff,_Damage.png]]
|Persistent damage buff.
|Increases damage.
|[[Katana|Build Up]]
|-
|-
|Buff, Defense
|[[File:Buff,_Defense.png]]
|[[File:Buff,_Defense.png]]
|Persistent [[defense]] buff.
|Increases [[defense]].
|-
|[[Force Field|Dispersion Bubble]]
|Buff, Defense, Area of Effect
|[[File:Buff,_Defense,_AoE.png]]
|Persistent buff to area of effect defense.
|-
|Buff, Defense, Energy and Negative Energy
|[[File:Buff,_Defense,_Energy_and_Negative_Energy.png]]
|Persistent buff to energy and negative energy defense.
|-
|-
|Buff, Defense, Fire and Cold
|[[File:Buff,_Defense,_Fire_and_Cold.png]]
|Persistent buff to fire and cold defense.
|-
|Buff, Defense, Melee
|[[File:Buff,_Defense,_Melee.png]]
|[[File:Buff,_Defense,_Melee.png]]
|Persistent buff to melee defense.
|Increases [[defense]] against powers typed "melee".
|-
|[[Ninjitsu|Ninja Reflexes]]
|Buff, Defense, Psionic
|
|Persistent buff to psionic defense.
|-
|-
|Buff, Defense, Ranged
|[[File:Buff,_Defense,_Range.png]]
|[[File:Buff,_Defense,_Range.png]]
|Persistent buff to ranged defense.
|Increases [[defense]] against powers typed "ranged".
|[[Training and Gadgets|Combat Training: Defensive]]
|-
|-
|Buff, Defense, Smashing and Lethal
|[[File:Buff,_Defense,_AoE.png]]
|[[File:Buff,_Defense,_Smashing_and_Lethal.png]]
|Increases [[defense]] to powers typed "area of effect" (AoE).
|Persistent buff to smashing and lethal defense.
|[[Super Reflexes: Evasion]]
|-
|-
|Buff, Defense and To-Hit
|[[File:Buff,_Defense_and_Accuracy.png]]
|[[File:Buff,_Defense_and_Accuracy.png]]
|To-Hit and defense granting buff.
|Increases [[defense]] and [[ToHit|tohit]].
|[[Invulnerability|Invincibility]]
|-
|[[File:Buff,_Hit_Points,_Timed.png]]
|Increases maximum hit points
|[[Regeneration|Dull Pain]]
|Would seem to indicate a healing over time effect (HoT), but is normally used to indicate a buff to maximum HP.  In [[Issue 13]] a [[Pain Domination|power was finally added that actually was a HoT]], but only for one archetype, and then only in [[PvE]].
|-
|-
|Buff, Hit Points
|Buff, Hit Points
|[[File:Buff,_Hit_Points.png]]
|[[File:Buff,_Hit_Points.png]]
|Hit point granting buff.
|Hit point granting buff.
|-
|Buff, Hit Points, Defeated
|[[File:Buff,_Hit_Points,_Defeated.png]]
|Hit point granting buff that requires a defeated target.
|-
|Buff, Hit Points, Timed
|[[File:Buff,_Hit_Points,_Timed.png]]
|Hit point buff for a fixed period of time.
|-
|-
|Buff, Endurance
|Buff, Endurance

Revision as of 05:36, 15 August 2009

Overview

Many video games which give the player a variety of abilities will use icons or symbols to allow players to identify individual powers at a glance, City of Heroes included. However, unlike many of these games, City of Heroes not only uses these icons to quickly denote individual powers, but also to convey the effects and usage of the powers.

A power icon in City of Heroes has three important components: the inner symbol, the border, and the color. The inner symbol indicates one or more of the powers' effects. The border indicates whether the power requires a target to use and whether it affects an area or a single target. Most powers' borders do not, unfortunately, indicate whether the power affects teammates or enemies; this information must be extrapolated by looking at the inner symbol (i.e. if the inner symbol denotes a positive effect, the power most likely affects allies or the caster) The color of an icon indicates the power set that the power belongs to; every power set has its own unique combination of background and foreground colors, although some colors are shared between primary or secondary power sets and Ancillary Power Pools with similar themes, though never within the same archetype. This is done to reduce the footprint of the City of Heroes installation; by having Frozen Armor use the exact same icon in the Ice Armor, Cold Mastery, and Ice Mastery sets, one icon file provides the art for 3 powers, reducing the size of the City of Heroes install.

Borders

Border Description Example
An icon without a border indicates that the power only affects the caster. Reconstruction, Unyielding
The power is single target; it will only affect the currently targeted entity. Deflection Shield, Power Blast
The power affects the target, as well as every valid target (up to the target's target limit) within a conical area in front of the caster. The exact dimensions of the cone area depend on the power. Shadow Maul, Breath of Fire
The power does not require a target; it affects every valid target (up to the power's target limit) within a spherical area centered on the caster. The exact radius of the sphere depends on the power. Inferno, Healing Aura
The power affects the current target, as well as every valid target (up to the power's target limit) within a spherical area centered on the target. The exact radius of the sphere depends on the power. Exploding Arrow, Snow Storm
The power does not require a target; it affects every teammate within a spherical area centered on the caster, including the caster itself. Assault, Group Invisibility
The power affects every target (up to the power's target limit) in a spherical area centered around the targeted teammate. The targeted teammate may or may not be affected, depending on whether the power's effect is a positive or negative one. Disruption Field
The power summons a separate entity at a selected location. Some powers allow the caster to choose the location, while others simply summon the new entity at the caster's feet. Animate Stone, Summon Striker
The power affects every valid target (up to the power's target limit) within a spherical area centered around a location. Some powers allow the caster to choose the location, while others automatically set the location to be the same as the caster's at activation. Spirit Tree, Burn

Inner Symbols - Buffs

The following inner symbols denote powers that grant the caster or his allies buffs to various attributes.

Symbol Description Example Notes
Increases accuracy or tohit. Aim Most powers that buff tohit also buff damage, so the use of this symbol normally means that the power is either an accuracy buff, or the tohit buff is particularly large.
Increases damage. Build Up
Increases defense. Dispersion Bubble
Increases defense against powers typed "melee". Ninja Reflexes
Increases defense against powers typed "ranged". Combat Training: Defensive
Increases defense to powers typed "area of effect" (AoE). Super Reflexes: Evasion
Increases defense and tohit. Invincibility
Increases maximum hit points Dull Pain Would seem to indicate a healing over time effect (HoT), but is normally used to indicate a buff to maximum HP. In Issue 13 a power was finally added that actually was a HoT, but only for one archetype, and then only in PvE.
Buff, Hit Points Hit point granting buff.
Buff, Endurance Endurance granting buff.
Buff, Instant A buff that provides an instant benefit.
Buff, Jump, Height Jump height buff.
Buff, Mega Potent buff to multiple attributes with trade-offs after power expires.
Buff, Multiple Persistent buff to multiple attributes.
Buff, Multiple, Defeated Persistent buff to multiple attributes that requires a defeated target. Vengeance
Buff, Persistent A buff that remains after the power has activated.
Buff, Range Persistent range buff. Boost Range
Buff, Recharge Buff that increases the recharge speed of a targets' powers.
Buff, Recovery Persistent recovery buff.
Buff, Regeneration Persistent regeneration buff.
Buff, Run Speed Increases the run speed of a power.
Buff, Secondary Effects Buffs heals, defense buffs, endurance drains, disorients, holds, immobilizes, knockbacks and more.
Confusion Confuse control effect.
Damage Damage power.
Damage, Assassination An interuptable melee power that does extra damage when hidden.
Damage, Chaining A power that does damage to one target and has the chance "jump" to do damage to another target. Chain Induction
Damage, Defeated Power that requires a defeated target to work.
Damage, Extreme Power with extreme damage.
Damage, Melee, Heavy Power with heavy melee damage.
Damage, Melee, Minor Power with minor melee damage.
Damage, Melee, Moderate Power with moderate melee damage.
Damage, Melee, Over Time Melee power that does damage over time.
Damage, Melee, Superior Power with superior melee damage.
Damage, Over Time Power that does damage over time.
Damage, Ranged, Heavy Ranged damage power that does heavy damage.
Damage, Ranged, Minor, Fast Minor damage ranged power that has a recharge of fast.
Damage, Ranged, Minor, Very Fast Minor damage ranged power that has a recharge of very fast.
Damage, Ranged, Moderate Ranged damage power that does moderate damage.
Damage, Ranged, Short Ranged damage power with decreased range.
Damage, Ranged, Sniper An interuptable ranged damage power with increased range.
Damage, Weapon Power that creates a weapon from one of the four classic elements (air, earth, fire, ice).
Damage, Weapon, Greater Power that creates a superior weapon from one of the four classic elements (air, earth, fire, ice).
Debuff, Accuracy Accuracy or to-hit debuff.
Debuff, Damage Persistent damage debuff.
Debuff, Defense Persistent defense debuff.
Debuff, Endurance Endurance debuff.
Debuff, Hit Points Hit point debuff.
Debuff, Instant Debuff that has an instant effect.
Debuff, Mez Debuff to control-type powers..
Debuff, Multiple Debuff to multiple attributes.
Debuff, Perception Persistent perception debuff.
Debuff, Persistent A debuff with persistent effects.
Debuff, Recovery Persistent recovery debuff.
Debuff, Regeneration Persistent regeneration debuff.
Debuff, Resistance Persistent resistance debuff.
Disorient Disorient control effect.
Effect Over Time A power that has an effect over a period of time.
Endurance Endurance related power.
Exchange A power that exchanges the same attribute between caster and target..
Fear Fear control effect.
Fly Flight related power.
Force Bubble Power that prevents foes from entering and remaining in melee range. Force Bubble
Hold Hold control effect.
Immobilize Immobilization control effect.
Intangibility Intangibility related power.
Invisibility Power that causes invisibility.
Jump, Distance Jump distance power.
Jump, Height Jump height power.
Knockback Knockback related power.
Knockdown Knockdown related power.
Knockup Knockup related power.
Mez Control related power.
Placate Placate related power.
Resistance Damage resistance related power.
Resistance, Cold Power that provides cold resistance.
Resistance, Energy Power that provides energy resistance.
Resistance, Energy and Negative Energy Power that provides energy and negative energy resistance.
Resistance, Fire and Cold Power that provides fire and cold resistance.
Resistance, Negative Energy Power that provides negative energy resistance.
Resistance, Mez Power that provides protection from control-type effects.
Resistance, Psionic Power that provides psionic resistance. Obsidian Shield
Resistance, Smashing and Lethal Power that provides smashing and lethal resistance.
Resurrection Power that revives a fallen character.
Shapeshift Power that shifts form. Granite Armor, Black Dwarf
Sleep Sleep control effect.
Slow, Movement Movement-slowing power.
Slow, Recharge Power that increases target's recharge time.
Slow, Recharge and Movement Power that increases the recharge time and decreases the movement speed of the target(s).
Stealth Power that provides stealth to the target.
Summon Power that summons a pet or henchman.
Summon, Buff, Multiple Power that provides a buff to multiple attributes of a pet or henchman.
Summon, Equip Power that provides a moderate increase to the capabilities of a pet or henchman.
Summon, Extraction Summons one pet or henchman from a defeated target. Dark Extraction, Soul Extraction
Summon, Fear Summons or upgrades a pet or henchman with fear abilities.
Summon, Multiple Summons a large number of pets. Gang War
Summon, One Ally Summons one pet or henchman.
Summon, Placate Summons a pet or henchman with placate abilities.
Summon, Taunt Summons a pet or henchman with taunt abilities.
Summon, Three Allies Summons three pets or henchmen.
Summon, Two Allies Summons two pets or henchmen.
Summon, Upgrade Power that provides further increase to the capabilities of a pet or henchman.
Taunt Taunt related power.
Teleportation Power that teleports target from one location to another without physically touching the space in-between. Teleport
Teleportation, Group Power that teleports a group from one location to another. Team Teleport
Teleportation, Target Power that teleports a foe from one location to another. Teleport Foe

Comments

There are many internal inconsistencies within the game that makes some of this page guesswork rather than fact. If the power rings and the power symbols were consistent within the game, it would be easy to identify what a power does just by it's icon.