Invention Temporary Powers

From City of Heroes: Rebirth Wiki
Jump to navigationJump to search

Overview

The Invention System includes Recipes for several Temporary Powers. Most recipes have multiple "tiers" available, meaning they have up to three salvage combinations possible. However, not all recipes behave this way. These items all come from recipes dropped as part of the Invention System of Issue 9. Recipes are dropped by NPC foes of level 10 or higher.

Temporary Power recipes are part of a seperate recipe drop pool, and are always Level 1, regardless of the enemy from which they drop. As such, even Level 1 characters can utilize crafted temporary powers. Prior to unknown date/patch, Temporary Powers were listed as Level 10. Combining the fact that characters can craft items prior to being able to meet the level requirements and the fact that the temporary power crafted from recipes did not have a level restriction, this meant the Level 10 designation did not actually restrict their use.

Power List

St. Louis Slammer

See also: Temporary Power: St. Louis Slammer
St. Louis Slammer Melee Smash, Med Dam, Knockback
There is nothing like slugging someone in the head with this baseball bat. This has a chance of knocking your opponents down. It can be used 30 times before it breaks.
  • 30 Charges

Gabriel's Hammer

See also: Temporary Power: Gabriel's Hammer
Gabriel's Hammer Melee Smash, High Dam, Knockback
This heavy, but unwieldy and slow sledgehammer can knock down foes. It can be used 30 times before it breaks.
  • 30 Charges

Revolver

See also: Temporary Power: Revolver
Revolver Ranged Lethal, Med Dam
Small caliber side arm. You have 30 bullets.
  • 30 Charges

Ethereal Shift

See also: Temporary Power: Ethereal Shift
Ethereal Shift Self Intangible
You can shift yourself into the Ethereal Plane. Althought 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. Once activated, you will remain shifted for 30 seconds. You cannot rest on the Ethereal Plane. You may use this ability five times.
  • 5 Charges

Power Analyzer Mk I

See also: Temporary Power: Power Analyzer Mk I
Power Analyzer mk I Special
The Power Analyzer mk I enables you to gain significant insight into the abilities, strengths and weakness of your foes. It has 20 charges. It will not function on foes over combat level 20 or on PVP targets.
  • Target level: 1-20
  • 20 Charges

Power Analyzer Mk II

See also: Temporary Power: Power Analyzer Mk II
Power Analyzer mk II Special
The Power Analyzer mk I enables you to gain significant insight into the abilities, strengths and weakness of your foes. It has 20 charges. It will not function on foes over combat level 35 or on PVP targets.
  • Target level: 1-35
  • 20 Charges

Power Analyzer Mk III

See also: Temporary Power: Power Analyzer Mk III
Power Analyzer mk III Special
The Power Analyzer mk I enables you to gain significant insight into the abilities, strengths and weakness of your foes. It has 20 charges. It will not function on PVP targets.
  • Target level: any
  • 20 Charges

Backup Radio

See also: Temporary Power: Backup Radio
Backup Radio Summon: Special Pet
You can use this radio to call for reinforcements. Hero and Vigilante characters will summon a PPD Hardsuit, Villain and Rogue characters will summon a Crabspider Longfang pet. These pets last for 5 minutes.
  • 10 Charges

Envenomed Dagger

See also: Temporary Power: Envenomed Dagger
Envenomed Dagger Ranged Minor DMG(Lethal), Foe Minor DoT(Toxic), -Regen
Foes struck by these envenomed daggers will suffer minor lethal damage and suffer from additional toxic damage over time as well as have their regeneration rate reduced slightly for a short time.
  • 30 Charges

Hand Grenades

See also: Temporary Power: Hand Grenades
Hand Grenades Ranged(Targeted AoE), Moderate DMG (Lethal/Smashing), Foe Knockback
These hand grenades can be hurled at your foe to cause a moderate amount of lethal and smashing damage to a group of foes at range. Foes struck by the explosion are likely to be knocked down.
  • 30 Charges

Jet Pack

See also: Temporary Power: Jet Pack
Jet Pack Toggle: Self Fly
This backpack grants any person the ability to fly for a short period. If you attack a target while this pack is on, your flight speed will be temporarily reduced to Hover speed.
  • 30 Minutes Usage

Kinetic Dampener

See also: Temporary Power: Kinetic Dampener
Kinetic Dampener Self, +Def(Smash, Lethal), +Res(Energy)
This device will reduce the likelihood that you will be struck by smashing or lethal attacks as well as reducing the damage that incoming energy attacks.
  • 30 Minutes Usage

Med Pack

See also: Temporary Power: Med Pack
Med Pack Self Heal
This Med Kit allows you to heal yourself for 1/4 of your maximum hit points.
  • 10 Charges

Plasmatic Taser

See also: Temporary Power: Plasmatic Taser
Plasmatic Taser Ranged Cone, Moderate DMG(Energy/Smash), Foe Knockback
This non-lethal plasma device that is more effective than a normal Stun Blaster. It unleashes a cone of energy that knocks foes back.
  • 24 Charges

Recovery Serum

See also: Temporary Power: Recovery Serum
Recovery Serum Self, +Recovery
This serum will dramatically boost your recovery rate for a short time upon injection.
  • 5 Charges

Resuscitator

See also: Temporary Power: Resuscitator
Resuscitator Close, Ally Rez
This device is capable of reviving a defeated ally with a moderate amount of health. The revived player will also receive debt protection for a short time.
  • 10 Charges

Smoke Flash

See also: Temporary Power: Smoke Flash
Smoke Flash PBAoE, Foe Placate
You throw a smoke bomb at your feet. The resulting flash of light and smoke can briefly distract your foes and Placate them so they can no longer find or target you.
  • 10 Charges

Stun Grenades

See also: Temporary Power: Stun Grenades
Stun Grenades Ranged (Targeted AoE), Minor DMG(Energy), Foe Disorient
These Stun Grenades can disorient a group of targets at range.
  • 20 Charges

See Also