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Enhancements

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Overview

Enhancements are permanent boosts to powers. There are three main types of enhancements: Training enhancements, Dual-Origin enhancements, and Single-Origin enhancements. Training enhancements are usable by any characters. Dual-Origin and Single-Origin enhancements are only usable by characters of specific origins. Within each type of enhancement, there are 26 different aspect enhancements. Each aspect is categorized under different Schedules.

Enhancement Types

  • Dual-Origin Enhancements (DO)
    • Useable only by characters who match one of the two origins.
    • Purchasable at level 15 (useable by level 12's). Possible to drop at lower levels, though unlikely.
    • Can be combined with other DO's as long as one of the origins match the character's origin.
      • EXAMPLE: Science character. Can use Tech/Sci and Mut/Sci. Can combine Tech/Sci and Mut/Sci, can also conbine Tech/Sci and Tech/Sci. Cannot combine Tech/Sci and Nat/Tech.
  • Single-Origin Enhancements (SO)
    • Useable only by characters matching its origin.
    • Purchasable at level 25 (useable by level 22's). Possible to drop at lower levels, usually through a Task/Strike Force or Trial. Still unlikely
    • Can only be combined with enhancements matching its origin
  • Hamidon Enhancements (HO)
    • NOTE: Currently only accessible to Hero characters
    • Useable by any character.
    • Only dropped by the Hamidon in 'The Hive', a level 45+ zone.
    • Enhances 2 or more aspects at the same level as SO's.
    • Can only be combined with other HO's that enhance the same two aspects.
      • EXAMPLE: Centriole Exposure (Damage/Range). and (insert name of Damage/Accuracy)
      • Centriole can be placed in any power that does damage and/or has a range aspect. Can be placed in brawl, but will not increase melee range.
      • 2 Centriole's can be combined.
      • Centriole and (other HO) cannot be combined.

Enhancement Schedules

Modified from official Enhancement Diversificationforum post by CuppaJo

  • Schedule A
    • Accuracy, Confuse, Damage, Defense DeBuff, Drain Endurance, Endurance Discount, Fear, Fly, Heal, Hold, Immobilize, Intangible, Jump, Recharge, Recovery, Run, Sleep, Snare, Stun, Taunt, To Hit Debuff
  • Schedule B
    • Range, Defense Buff, Resist Damage, To Hit Buff
  • Schedule C
    • Interrupt
  • Schedule D
    • Knockback


Enhancement Aspects

  • Accuracy
  • Confusion Duration
  • Damage
  • Defense Buff
  • Defense Debuff
  • Endurance Modification
  • Endurance Reduction
  • Fear Duration
  • Flight Speed
  • Healing
  • Hold Duration
  • Immobilization Duration
  • Intangibility
  • Activation Acceleration
  • Jumping
  • Knockback Distance
  • Range Increase
  • Recharge Reduction
  • Resist Damage
  • Run Speed Increase
  • Sleep Duration
  • Slow
  • Disorient Duration
  • Taunt Duration
  • To Hit Buff
  • Accuracy Debuff

Retired Enhancements

There are currently three enhancements that have been retired. They are:

  • Cone Range enhancements, whose functionality is now within the Range enhancements,
  • Endurance Drain enhancements, whose functionality is now within the Endurance Modification enhancements, and
  • Endurance Recovery enhancements, whose functionality is now within the Endurance Modification enhancements

Links

CuppaJo

Enhancement Disambiguation page with links to other Enhancement articles

Official Forum post on [Enhancment Diversification]