Inherent powers are permanent powers that a hero or villain automatically has without having to train to obtain. The two main types of inherent powers are powers that are specific to an archetype and powers that all heroes have.
The following are inherent powers are specific to the archetypes available in City of Heroes and City of Villains.
Controllers are the masters at locking down and controlling their opponents. Few can escape their will. Controllers do extra damage to any target that is already Held, Immobilized, Slept, or Disoriented.
Type: Archetype-Specific (Controllers) Effects: Self: Critical Damage (Special)
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.
Type: Archetype-Specific (Brutes) Effects: Self: +Damage (Special)
Although many try, few can withstand the irresistible force of the Tanker. Each time a Tanker attacks, he enrages the target, and those around him, enticing them to attack the Tanker. Each punch continues to provoke your enemies and allows the Tanker to do what he does best.
This power is also referred to as "Punch-voke".
Type: Archetype-Specific (Tankers) Effects: Taunt
The Defender primary focus is to protect the team. When his allies are in danger, the Defender is able to look deep within him or herself and rise to the occasion. As a Defender's teammates are in danger of being defeated, the Defender gains an endurance discount and can activate their powers at a reduced cost. The more teammates in trouble, the greater the discount.
Type: Archetype-Specific (Defenders) Effects: Endurance Discount
Universal Inherent Powers
When all else fails, you have only your two fists to depend on.
Damage: Minor Recharge: Fast Effects: Foe Minor Smashing Damage Enhancements: Reduce Endurance Cost Enhance Recharge Speed Enhance Damage Enhance Accuracy
Activate Rest to heal Hit Points and recover Endurance. While Resting you cannot attack, and you are extremely vulnerable to attack and damage. Activatation of Rest can be interrupted, and the power must be active for a few seconds before you start to recuperate.
Heroes and villains receive this ability on advancing to Level 2.
Minimum Level: 2 Effects: Self Heal Recover -Defense Enhancements: Enhance Endurance Modification Reduce Interrupt Time Enhance Recharge Speed Enhance Heal
Sprint allows you to travel, or run away, slightly faster than normal, while slightly draining your Endurance.
Effects: Boost Run Seed Enhancements: Reduce Endurance Cost Enhance Running Speed Enhance Jump