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User:Fleeting Whisper/Help Menu

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This is a working copy for a modified Help menu. Starting from the basic help-menu in-game, I'm building a more useful one for the playerbase, with the help of any that wish to contribute.

The ultimate goal is to provide a modified help.txt and v_help.txt to players which they can add to their game, and use this page as a living document to update it as the game is updated.

Contents

CoH Help (help.txt)

Combat

Assist

A player can automatically assist another hero by clicking on him. The player's attacks will always target whichever villain the other hero has targeted.

Auto-Attacks

A player may set a single power to auto-attack by hitting the Control key while left clicking on the power's icon in the Power Tray. The power will always activate as soon as it is recharged, provided that the player has enough Endurance and that there is a legal target.

Conning Colors

Whenever a player clicks on or mouses over a target, the target's name appears above its head and in the Target Window. The color of the name represents the difference between the target's level and the hero's. Considering targets in this way is typically called 'conning.'

Grey 3 or more levels below hero
Green 2 levels below the hero
Blue 1 level below the hero
White same level as the hero
Yellow 1 level above the hero
Orange 2 levels above the hero
Red 3 levels above the hero
Purple 4 or more levels above the hero

A villain's Rank also affects its conning colors. A Lieutenant adds a single level to his conning color. A Boss adds two levels. Arch Villains and Monsters con three levels higher than their actual level.

Damage

Damage and Healing numbers appear above the heads of villains and heroes. The number's color indicates whether the value is healing or damage – and its source.
Over the heads of others:
Red/orange damage done by the player
Green healing done by the player
Gray damage/healing others did to them
Over the player's hero:
Red damage
Green healing

Damage Types

There are eight different damage types: Smashing, Lethal, Fire, Cold, Energy, Negative Energy, Toxic, and Psionic. Some villains have resistances to certain damage types. If an attack deals more than one type of damage, several numbers will appear above the target's head - one for each type of damage.

Defense

Some powers give a bonus to a character's Defense. This makes that character harder to hit in combat. All +DEF powers have to be associated with one or more types of Defense. These types protect you from that type of attack. The following is a list of Defense types:

Smashing
Lethal
Energy
Negative Energy
Fire
Cold
Psionic
Melee
Ranged
Area of Effect

When two or more powers affect the same type of Defense, they stack (meaning that they add together). If they don't, and an incoming attack qualifies as two or more qualifying attack types, then only the higher value is taken. EXAMPLE: A character has a power giving them 20% Defense to Ranged attacks, and a different power giving them 10% Defense to Fire attacks. That character has a 20% Defense to Flares (an attack that is both Fire and Range), not 30%. This is because the two powers do not stack and the system looks at the highest value.

Defenses that are typed as "All" or "All Except" include the Melee, Ranged and Area of Effect types as well as the normal damage types, and thus stack with everything else.

Defeat

Whenever a player reaches 0 Hit Points, he is Defeated. A pop-up window asks him whether he'd like to be transported to a hospital. If he prefers to be revived on the spot, he can simply leave this window up. While waiting to be revived, a player can Chat and even Trade. He will not be able to use Powers and Inspirations, except those that are specified as usable after defeat.

If a player chooses to be transported to a hospital, he will be taken to the hospital in the last City Zone he visited.

As a penalty for Defeat, the player incurs Experience Debt. While this debt remains, he must spend half his earned Experience paying it off. The rest of his Experience accumulates normally. A player's debt will never exceed half the Experience Points required for his next Security Level.

Endurance

Endurance is the energy a player uses to activate powers. A player has 100 Endurance points. Unlike Hit Points, this amount doesn't increase with Security Level or differ by Archetype. Players recover Endurance}} at a constant rate, even during combat.
A player can monitor his Endurance in his Status Window.

Hit Points

Hit Points are a measure of how tough a player is - how much damage they can take before Defeat. At each Security Level, a player gains more Hit Points. The number he gains is determined by his Archetype.
A player can monitor his Hit Points in his Status Window.

Security Level

The overall power of a hero or villain is measured by his Security Level. The higher the level, the greater their capabilities. Lone heroes should not tackle foes three or more levels above them. Players should typically team with other heroes within three levels of their own.

Target Window

Whenever a player left clicks on a villain or another hero, information appears in the Target Window.

A targeted villain's name will appear at the top of the window. Directly underneath is his Villain Group. The villain's Endurance and Hit Points are represented by two bars. To their left is the villain's level. To their right is the villain's Rank.

If the target is a hero, similar information is displayed. Instead of a Villain Group, the player's Supergroup (if any) appears beneath his name. Instead of a Rank, the player's Origin and Archetype are provided.

The Target Window also includes an Action Button which lists the actions a player can do to the target. The player selects an action by clicking it. A player can also see the Action Menu by right clicking on a target.

Villain Rank

Villains are divided into a number of Ranks. Each Rank differs in power. The Ranks are as follows:

Underling – These are small annoyances to a hero and can challenge one only in numbers. It takes 5 or more Underlings to threaten a player.

Minion – These are extremely common in every Villain Group. Typically, it takes 3 Minions to challenge a hero, though this number increases as a hero's Security Level rises.

Lieutenant – A Lieutenant is almost powerful enough to challenge a single hero, though he usually needs some minions alongside him.

Boss – Bosses are mighty foes and should not be taken lightly. They can defeat lone heroes with no difficulty and can prove a challenge for two or three.

Archvillain – Arch Villains are the evil masterminds and leaders of the city's many Villain Groups. They are as powerful as five or six heroes combined.

Monster – This Rank covers the various giant creatures that lurk the streets of Paragon City - and its mysterious depths. A Monster is the equal of a full team of eight heroes.

Queue attacks

Each power requires a certain amount of time to execute. If a player attempts to use a power while activating another, the second power is queued. A red circle appears around its icon, and it will activate as soon as possible. A player may only have one power in his queue at any time.

Bases

Who Can Edit?

You need to own City of Villains to use the Base Editing Features

Your base can be edited by any member of your supergroup who has been given permission. The supergroup leader can set Base Editing privileges by going to Supergroup/Options/Permissions. The leader can choose the rank(s) allowed to edit the base. The highest rank is always allowed to edit the base. Only one person can edit at a time.

When you are in the Entrance Room of your base, a pop-up window listing three choices appears: Upgrade Plot, Add Personal Item and Edit Base.

Upgrade Plot

Your plot is the grid that you place all your rooms on. You start with a small plot. To get a larger plot, use Upgrade Plot. Pick the grid you want your current base has to fit entirely within the grid plot you are changing to. You can upgrade (or downgrade) your plot at any time.

Each plot size has a maximum number of each item type that can be placed in it. This is listed in the window on the right. Be sure to choose a plot that will let you place the things you want and take care not too spend too much. You will need Prestige to place rooms, outfit your base, and launch raids.

Add Personal Item

This button is grayed out until you build an item in the workshop. You build items with your salvage. Items you build, you get to place even if you don't have Edit Base privileges.

Edit Base

This puts you into Base Editor mode. You can move around your base normally. If you double-click on a square in any room, you are instantly moved there. Use the right mouse button to view from above or below (to place items on the ceiling). Page Down will snap the camera close to you making it easier to see details in a room.

The window at the bottom of the screen has buttons for what you can do: Create Room, Pick Style, Place Item, and Current Room. Next to these buttons are tabs for different categories. Selecting a tab displays all pieces in that category. To place rooms and items, select the piece and move the mouse to where you want to place it. When it is in a valid location the highlight box changes to blue. Clicking will place it there.

The window on the left gives information about the room you are currently in. The Stats tab lists the types and numbers of items that room can accept. Remember your plot type also has limits on item placement that may be different from individual rooms. The window on the right gives details about the current selection.

Energy and Control

Energy and Control points are needed for base items to operate. Energy is generated by generators and the like; control comes from computers and arcane devices. The amounts of energy and control created and used by your base are shown at the bottom of the screen. Even if you do not produce enough energy or control, you can still place items; however, they will be turned off and will not provide any benefits. Turned off items are grayed out to alert you.

Creating Rooms

Rooms have specific functions that determine what kinds of objects you can place in them. The tabs list the different categories of rooms - energy, control, defense, etc. Within each category are rooms that vary by number of items allowed, types of items and size. The left window provides exact details of each as you select it.

When you place a room, it must connect the Front Entrance either directly or through other rooms. A connecting hallway is automatically added between it and all adjacent rooms. If a room cannot be placed, first make sure it is one square away from all other rooms (rooms cannot touch each other). If a hallway will not appear where you think it should, check to see if there are items on the wall of the linking room since these will block connection.

The Light Tab in Room window allows you to change the color and intensity of the general lighting in the room. There are three lights - high, middle, and low - and you can set each one separately. The display in the right window allows you to change the height of the floor and ceiling in the selected square. You can apply your choice to the entire room or base. You can also change the space to a solid pillar. Note, however, that the editor will not let you place a block if it prevents access to another room or to most functional items.

If you delete a room its Prestige cost (and of all items in it) is returned to your Treasury; however, any salvage that was used to make items is lost forever. You cannot delete a room if that would leave others isolated from the Front Entrance.

Pick Style

Here you can be artistic, changing the look of room. The Styles tab gives the whole room to a pre-set look. The remaining tabs allow you to change specific sections of the walls, ceiling, and floor.

Place Item

This is the where you place useful and decorative items in your base. Each room type has a different selection of items that can be placed in it. Items are divided into three general groups:

Main: These items provide the base functionality for your base. They include generators, ley taps, mainframes, teleporters, resurrection circles, and more.

Aux: Aux items improve main items they are attached to; a circuit breaker adds to the energy produced by a generator, for example. Aux items attach to specific main items. What attaches to what is shown in the Aux tab of the main item. The Aux item attaches to the nearest legal target in the same room. The two (main and aux) will highlight to show the link. Each main item can only have a limited number of aux items attached and this number may be less than the number of aux items allowed in the room.

Decorative: Decorative items do not count toward item limits and are included to let you create your base concept.

You can use the right mouse button to rotate a selected item. You can also click and drag the item to a new location after it has been placed. If you delete an item, you recover the total Prestige cost but will lose any salvage used to build it.

Items cannot completely block doorways or access to key equipment. If an item does not place in a location that appears legal it is usually because a minimum distance is required between objects, especially where they would block a hallway.

Current Room

This displays all items in the selected room.

Building Items

Your base starts with only simple versions of most items. To have better, you must gather recipes and salvage. Some recipes are automatically available to you. Others can be unlocked by earning Supergroup Badges and completing specific missions. You collect salvage by defeating mobs while in Supergroup mode.

All building is done in workshops using worktables. There are three levels of worktables for both Tech and Arcane. Selecting a worktable will display a list of what you can build there.

Building an item is a two-step process. In the first step you use multiple pieces of salvage to build components. Each table can build two types of components such as Tech Material or Arcane Glyph. The second step is to use these components to build the actual item. Every recipe lists the types and numbers of components you need to build it. When you choose to build a component or item, the necessary pieces are automatically removed from your salvage inventory.

Items you build cannot be transferred from one base to another. You must place them in the base where they were built

Contacts

Contact Box

A player can view his current Contacts by clicking on the Contacts Button in the Compass. Each Contact's picture appears in a box, along with his name and Relationship to the player. If the player is currently doing a Task for the Contact, or has recently completed one, this information also appears in the Contact's box. If a player has reached the Friend Relationship with a Contact, a Call Button appears on the right hand side of the box (see Relationship Status).

Relationship Status

As a hero completes Tasks for a Contact, his relationship with the Contact grows (see Tasks). A bar in the Contact box measures the status of this Relationship. The five stages are as follows:

Acquaintance - The hero and the Contact have just met. The hero can request Tasks from the Contact. If the Contact has a store, it may contain a few items.

Colleague - The hero and the Contact have developed a mutual respect. The hero can request Tasks from the Contact. If the Contact has a store, it contains more items or is opened to the player for the first time. The hero is introduced to one or more Contacts of the same level as his current Contact.

Friend - The hero and the Contact are good friends. The hero can request Tasks from the Contact. If the Contact has a store, all items are available to hero. The hero can call the Contact (see Call Button).

Confidant - The hero and the Contact are in a true mentor-student relationship. The Contact will introduce the hero to a higher level Contact.

Call Button

Once a player has reached the Friend Relationship, he no longer needs to travel to the Contact in order to interact (see Relationship Status). He can simply press the Call Button in the Contact box. A player can notify a Contact of a completed Task or receive a new one (see Tasks). However, a player must travel to the Contact in order to access the Contact's store (see Store).

Clues

Clues are items that a player gains through the course of his adventures. A player receives an on-screen message whenever he finds a Clue. He can read the Clue details by clicking the Clues Button on his Compass.

Clues frequently indicate that the player is in the midst of a longer adventure, called a Story Arc. When analyzed by a Contact or another NPC, clues often tell the hero what to do next.

When a player has completed a Mission or Story Arc, a clue sometimes turns into a souvenir. These serve as mementos of the hero's sagas. A player can examine them by clicking on the Souvenir Tab in the Clues Window.

Completed Tasks

When a hero has completed a Task for a Contact, a message appears in the Compass telling him what to do next. After Errands, Patrols, and Defeat Tasks, the hero is asked to return to his Contact. After a player completes a Mission, the Compass says 'Mission Complete.' The player can click on these words to exit the Mission Map immediately. Then the Compass will tell him to return to his Contact.The status of a Task also appears in each Contact's box (see Contact Box).

Defeat Tasks

Defeat Tasks ask heroes to defeat a number of members from a particular Villain Group. Sometimes the Task specifies the Zone in which the player must do this. If the location is not specified, the player can defeat these foes anywhere - including a Mission Map - and work towards fulfilling the Defeat quota. A foe must be of the appropriate Villain Group in order to count toward the Defeat quota; the Villain Group appears directly under the villain's name in the Target Window.

Introductions

A player must be introduced to a Contact before he can interact with the Contact in any way. Initially, a player is assigned a Contact in either City Hall or the Freedom Corps Headquarters. Once a hero achieves Colleague status with this initial Contact, he is given a choice of two new Contacts. This same process repeats whenever a player reaches Colleague or Confidant status with a Contact.

Patrols

On Patrols, a hero must go to a zone and check in at a number of call boxes, by touching them. This lets the Paragon City authorities know the status of that area. The call boxes look like this:
Help Patrolbox.png

Store

Contacts can sell heroes Inspirations and Enhancements. A player must spend Influence to obtain these items from Contacts. A Contact will only provide these items to heroes who have been introduced to him. Higher level Contacts usually offer extremely valuable items at the higher Relationship Levels.

Tasks

There are four basic types of Tasks: Missions, Defeat Tasks, Patrols, and Errands.

A Mission is an instanced map that only the hero and his teammates can enter.

A Defeat Task requires the hero to defeat a certain number of villains from a Villain Group (See Defeat Tasks).

Patrols require the hero to go to a certain zone and check in at a number of call boxes (See Patrols).

Lastly, there are Errands. These typically ask that a hero go to another Contact or NPC for information or a delivery.

Successful completion of Tasks adds to the Relationship Status of a Contact (see Relationship Status).

Team Tasks

When a hero teams up with other heroes, it's up to the team leader to set the Task for the entire group. The team leader can view the current Tasks of all team members by clicking the Mission Button on the bottom of the Compass. The leader has two tabs to view: his own missions (Player) or the team's missions (Team). To select a team Task, the leader clicks on the task, then clicks the Select Task Button at the bottom of the Mission Window. The entire team is now on this Task. This is the ONLY way for players to go into another player's Mission Map.

Defeat Tasks are handled differently. The quota for Defeat Tasks goes down whenever the team defeats the appropriate villains, even if the Defeat Task is not currently selected (See Defeat Tasks).

Nav

Compass

The Compass shows the player which direction he's facing: North, South, East, or West. When a player selects a landmark on the Map, that landmark also appears on his Compass (See Zone Maps for more details).

Fog of War

If a player has never entered an area, it appears on the Map in gray (in a City Zone) or black (in a Hazard Zone, Trial Zone, or Mission Map). As a player enters these areas, their details are revealed on the Map. From this point on, the areas will remain revealed.

Movement

The default movement keys are:
W: forward
S: Backward
A: Left
D: Right
To change directions, a player holds down the right mouse key and moves the mouse in the direction he wishes to travel.
A player can customize the movement keys by clicking on Menu in the Status Window and selecting Options.

Light Rail

Heroes can move from zone to zone through the intra-city Light Rail system. Monorails connect one City Zone to another City Zone. A hero can choose to go to any station along that Light Rail line.

There are two Light Rail lines that form concentric loops around the city. The lines, and the City Zones they connect are as follows:
Yellow: Atlas Park – Steel Canyon – Galaxy City – Kings Row – Skyway City
Green: Independence Port – Brickstown – Talos Island – Steel Canyon

Thumbtacks

A Thumbtack is a temporary mark that a player can place on a City Map. In order to place a Thumbtack, the player needs to left click on a place on the open Map.

Zone Difficulty Levels

Each Zone has a recommended level range. Players cannot enter Hazard or Trial Zones that are above their Security Level, but players can travel through City Zone freely.

City Zones
Atlas Park 1 6
Galaxy City 1 6
Kings Row 5 10
Steel Canyon 10 16
Skyway City 13 19
Talos Island 20 27
Independence Port 22 29
Founders' Falls 31 39
Brickstown 30 38

Hazard Zones
Perez Park 7 14
Boomtown 11 19
Dark Astoria 21 29
Crey's Folly 30 38

Trial Zones
Faultline 14 19
Terra Volta 23 29
Eden 36 40
Sewers 36 40

Zone Maps

Several important icons appear on Zone Maps:
Map Safe.png City Zone door
Map Hazard.png Hazard/Trial Zone door
Map Train.png Light Rail station
Map Neighborhood.png Neighborhood
Map Hospital.png Hospital
Map Arrow You.png Player
Map Arrow Teammate.png Teammates
Map Mission A.png Mission entrance
Map Contact.png Contact
Map Team Leader.png Team Leader
Map Trainer.png Trainer

When a player clicks on one of these icons, it will appear as a Waypoint in the Compass. An indicator on the screen will tell the player how far away his Waypoint is.
Each icon also displays its name on a mouseover. Light Rail stations display the name of the Zone they connect to.

Powers

Opening Up Powers

Powers in the Primary and Secondary Power Sets open up over time. As a player gains Security Levels, he will gain access to more powers in each set.
The powers in the Primary Power Set open as follows:
Power #1 – 1st level
Power #2 – 1st level
Power #3 – 2nd level
Power #4 – 6th level
Power #5 – 8th level
Power #6 – 12th level
Power #7 – 18th level
Power #8 – 26th level
Power #9 – 35th level
The powers in the Secondary Power Set open as follows:
Power #1 – 1st level
Power #2 – 2nd level
Power #3 – 4th level
Power #4 – 10th level
Power #5 – 16th level
Power #6 – 20th level
Power #7 – 28th level
Power #8 – 35th level
Power #9 – 38th leve

Power Descriptions

The name of a power appears if a player mouses over its icon. A player can read an abbreviated summary of a power's effects by right clicking on the icon. To read a more detailed description, a player can right click the power icon, then select “Info.”

The following are the abbreviations of various Power Effects.
- : The power negatively affects the attribute. A “debuff.”
+: The power boosts the attribute. A “buff.”
ACC: “Accuracy.” The power affects the chance to hit.
Ally: The power affects only other heroes.
AOE: “Area of Effect.” The power affects everything within a certain range of the target.
Auto: “Automatic.” The power is always on. It has no Endurance cost.
Cone: The power affects everything in a conical area.
DEF: “Defense.” The power affects the chance that attacks will hit the hero.
Disorient: Affected targets can move, but cannot use powers for a time.
DMG: “Damage.” The power deals damage.
DoT: “Damage Over Time.” The power continues to deal damage over a period of time.
End: “Endurance.” The power affects Endurance.
Foe: The power affects only enemies.
Heal: The power provides Hit Points.
Hold: Affected targets can't move or use powers.
Immobilize: Affected targets can't move.
Intangible: The hero cannot be affected by powers. He cannot use any other powers.
Knockback: Targets have a chance to be tossed backward.
Knockdown: Targets fall down and must take time to get up.
Location: The power must have a target location.
Melee: The power is for use at close range (15 feet or less).
PBAOE: “Player based Area Of Effect.” The power does not need to be targeted. When activated, it affects everything within a certain radius of the hero.
Ranged: The power can be used at a distance.
Recharge: After activation, powers must recharge fully before being used again.
Recovery: The power affects the rate at which targets recover Endurance.
RES: “Resistance.” The power decreases the effect of specified types of damage.
Rez: “Resurrect.” The power resurrects heroes.
Self: The power affects only the hero.
Sleep: Affected targets can't move or use powers for a time. They can be awakened by successful attacks.
Slow: The power decreases the recharge rate of powers.
Speed: The power affects moving speed.
Stealth: The power increases the chance that a player can avoid detection by enemies.
Taunt: The power attracts the attention and attacks of foes.
Team: The power affects only heroes teamed up with the player.
Terror: The power has a chance to frighten the enemy into fleeing.
Toggle: The power remains on until deactivated. While on, the power drains Endurance.

Power Pools

Power Pools are sets of powers that any hero can select. Beginning at level 6, players can choose one of the first two powers from any Power Pool set. Players can choose the third power in the set once they reach Level 14, provided that they've picked one of the first two. They may choose the fourth power at twentieth level, but only if they've chosen two out of the first three powers. Players can select up to four Power Pool power sets.

Power Tray

A player activates his powers through his Power Tray Window. The Power Tray Window is open when a player first starts the game, but it can be closed and opened by left clicking the Tray Button in the hero's Status Window.

At character creation, a player's powers are automatically placed in his Power Tray. When a player gains additional powers, he must move them into the Tray himself. To do this, he left clicks the Powers Button on the Power Tray. This opens the Power Inventory. Then he left clicks the new power and drags it to a slot on the Power Tray.

To move an icon once it's in the Tray, a player left clicks on the icon and drags it to a new position in the Power Tray.

To remove an icon from the Tray, a player right clicks on the icon and selects Remove from Tray.

To quickly add and remove powers, players can left click the power icons in the Power Inventory. If the power is not already in the Power Tray, it is placed in the first available space. If it is already in the Power Tray, it is removed.

The Power Tray contains ten slots which are hotkeyed to the number keys. Hitting a number key activates the power in the same numbered slot.

There are nine Trays, each of which have ten slots. A player can cycle through his Trays by clicking on the arrow keys to the left of the Power Tray Window. This allows players to create Trays appropriate for different situations.

A player can open two Trays<color> simultaneously by <color pink>clicking the arrow on top of the Power Tray Window. This allows the player to access up to 20 powers easily, though only the bottom Tray is hotkeyed to the number keys.

Temporary Powers

Heroes occasionally receive Temporary Powers in the game. A player can access the Temporary Power by clicking the Power Button on the Power Tray Window. This opens the Power Inventory. He can then click and drag the Temporary Power to the Power Tray. Players possess Temporary Powers for only a limited time. When a Temporary Power expires, the power disappears from the Power Tray and Power Inventory.

Rewards

Social

User

Arena

PvP

Invention System

Flashback System

Day Jobs

Merit Rewards

Architect - Creating Stories

Architect - Playing Stories

Architect - Mission Goals

Architect - Custom Characters

Architect - Tips

CoV Help (v_help.txt)

Combat

Bases

Contacts

Nav

Powers

Masterminds

Rewards

Social

User

Arena

See CoH Help > Arena

PvP

Invention System

Flashback System

Day Jobs

Merit Rewards

See CoH Help > Merit Rewards

Architect - Creating Stories

See CoH Help > Architect - Creating Stories

Architect - Playing Stories

See CoH Help > Architect - Playing Stories

Architect - Mission Goals

See CoH Help > Architect - Mission Goals

Architect - Custom Characters

See CoH Help > Architect - Custom Characters

Architect - Tips

See CoH Help > Architect - Tips