Power Icons Legend: Difference between revisions
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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" | ||
|- | |- | ||
! | !Symbol | ||
! | !Description | ||
!Example | |||
!Notes | !Notes | ||
|- | |- | ||
|[[File:Buff,_Accuracy.png]] | |[[File:Buff,_Accuracy.png]] | ||
| | |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. | |||
|- | |- | ||
|[[File:Buff,_Damage.png]] | |[[File:Buff,_Damage.png]] | ||
| | |Increases damage. | ||
|[[Katana|Build Up]] | |||
|- | |- | ||
|[[File:Buff,_Defense.png]] | |[[File:Buff,_Defense.png]] | ||
| | |Increases [[defense]]. | ||
|[[Force Field|Dispersion Bubble]] | |||
|[[ | |||
| | |||
|- | |- | ||
|[[File:Buff,_Defense,_Melee.png]] | |[[File:Buff,_Defense,_Melee.png]] | ||
| | |Increases [[defense]] against powers typed "melee". | ||
| | |[[Ninjitsu|Ninja Reflexes]] | ||
| | |||
|- | |- | ||
|[[File:Buff,_Defense,_Range.png]] | |[[File:Buff,_Defense,_Range.png]] | ||
| | |Increases [[defense]] against powers typed "ranged". | ||
|[[Training and Gadgets|Combat Training: Defensive]] | |||
|- | |- | ||
|[[File:Buff,_Defense,_AoE.png]] | |||
|[[File:Buff,_Defense, | |Increases [[defense]] to powers typed "area of effect" (AoE). | ||
| | |[[Super Reflexes: Evasion]] | ||
|- | |- | ||
|[[File:Buff,_Defense_and_Accuracy.png]] | |[[File:Buff,_Defense_and_Accuracy.png]] | ||
| | |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, 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.