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Section 4 Abilities

Players begin with a basic ability with two actions and one normal action called Punch (explained in next section). Ability actions cost Energy Points (EP) and every successful action will give self Experience (Exp). The Exp gained for every successful action is the original EP cost of the action divided by 5.

A. Ability Use Rules

1. You can't use your ability on non-friends or non-group members unless in a Free-for-all zone.

2. You can't use harmful actions on group members and if you KO a group member in a FFA zone, you will not be awarded any bonus experience.

3. You can only use abilities on targets in your location, unless you're using an action that is precognitive or a any mental branch action under "supercharged" status.

4. Though you can use harmful actions on friends, it won't effect their HP unless they are in FFA.

B. Ability Point System and Ability Tree

Ability Points (AP): Every level the player recieves 5 ability points (AP) and starting from level 15 the player gets 5 extra bonus AP every 5 levels (which means the player gets 10 AP every 5 levels from level 15 and beyond).

Learning Abilities: Abilities learned (usually) come with two primary actions by default.Players need 40 AP to learn another a basic ability of the same branch and 60 AP to learn an ability from a different branch. With 90 AP, the player can learn an advanced ability, but they must have a basic abiliy from the same branch first. Demi-God abilities will cost 120 AP and you must have a basic ability from the same branch.

Improving Abilities: Improving an action costs 3 AP. Players under level 25 can only improve actions to level 4, players over level 25 can level actions to level 9. Players at level 50 and up can improve to level 10.

Unlearning Abilities: At the Secret Lab in Toronto Canada (see Section 10 on locations), the option to unlearn an abilities will appear in the side panel. This option lets players unlearn actions (with a 50% probability rate unless you have precognition), which will cost players Credits (game currency earned by Koing most NPCs or doing missions) and will redeem them their AP. 18 Cr would redeem 1 AP, so unlearning an action that cost you 10 AP would cost 180Cr.

The Ability Tree

Ability Type Basic Abilities Advanced Abilities Demi-God Abilities
  • Matter
  • Cryokinesis
  • Electric Manipulation
  • Healing
  • Pyrokinesis
  • Molecular Manipulation
  • Radiation Manipulation
  • Supercharging
  • Mind
  • Memory Manipulation
  • Precognition
  • Telekinesis
  • Telepathy
  • Deadly Illness
  • Illusion
  • Mind Control
  • Teleportation
  • Time Manipulation
  • Power Negation
  • Physical
  • Flight
  • Superhuman Speed
  • Superhuman Strength
  • Invisibility
  • Spontaneous Regeneration
  • Ability Replication


C. Matter Branch

1. Basic Abilities

I. Cryokinesis

A. Description: The ability to freeze objects and generate ice

B. Types of Actions: Ice

C. Actions:

Cold - hit target with a chill of cold air

Gives "Cold" status for 120min, causing target to inflict 30% less damage

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

5

5

5

5

5

4

4

4

4

4

Dmg.

41-59

60-73

72-88

83-102

94-116

105-131

116-145

128-160

139-174

150-188

Acc.

130%

135%

139%

144%

148%

152%

157%

161%

166%

170%

Make Snowman - make a snowman for target (can target self if one wants to)

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

4

4

4

4

4

4

4

4

4

4

Acc.

86%

87%

89%

90%

92%

93%

95%

96%

98%

100%

Slip On Ice - make target slip on ice

Cost: 5AP

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

4

4

4

4

4

4

4

4

4

4

Dmg.

60-67

67-89

73-99

80-108

86-118

92-128

99-137

105-142

112-156

118-166

Acc.

60%

64%

67%

70%

74%

77%

80%

83%

87%

90%

Ice Wall - create a wall of ice around target (can target self if one wants to)

Cost: 8 AP

Gives "Protected" status for 20min, causing target to receive 20% less damage from electric, ice, physical, and projectile attacks

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

10

10

9

9

8

8

8

7

7

6

Acc.

100%

100%

100%

100%

100%

100%

100%

100%

100%

100%


Freeze Feet - Freezes target so they can't move

Cost: 10 AP

Gives the "immobile" status for 15min, causing target to be unable to perform any physical, covert, or restorative actions

-There's a 10% chance of losing this status while using any physical action

-Target Cannot travel while under this status

-Targets with the Teleportation ability are immune to this status

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

10

10

10

10

9

9

9

9

9

8

Acc.

80%

84%

87%

90%

94%

97%

100%

103%

107%

110%


Ice Storm - create ice storm, hitting target massive shards of ice and others surrounding them

Cost: 20 AP

Area of Effect: 2-5 Targets

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

18

18

18

18

18

18

18

18

18

18

Dmg.

121-201

138-224

155-247

172-269

190-292

207-315

224-338

241-361

258-383

275-406

Acc.

90%

92%

95%

97%

99%

101%

103%

106%

108%

110%


Ice Age - create powerful blast of ice shards to hit target at high speeds and others surrounding them

Cost: 30 AP

Gives "Cold" status for 120min, causing target to inflict 30% less damage

Area of Effect: 6-11 targets

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

184

183

182

181

180

179

178

177

176

175

Dmg.

208-369

228-417

249-465

270-513

291-561

312-609

332-657

353-705

374-753

359-801

Acc.

90%

92%

95%

97%

99%

101%

103%

106%

108%

110%


II. Pyrokinesis

A. Description: The ability to generate and manipulate fire

B. Types of Actions: Fire

C. Actions:

Small Flame- burn target with a small flame

Gives "Burned" status for 120min, causing target to receive 30% more physical or projectile damage

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

5

5

5

5

5

4

4

4

4

4

Dmg.

37-48

46-61

55-74

65-87

74-100

83-113

92-126

101-139

110-152

119-165

Acc.

100%

105%

109%

114%

118%

122%

127%

131%

136%

140%


Heat Up- heat up target's surroundings, making them feel warmer

-Removes :"Cold" status

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

5

5

5

5

5

4

4

4

4

4

Acc.

100%

100%

100%

100%

100%

100%

100%

100%

100%

100%

Fireball- create a fireball and throw it at target

Cost: 10 AP

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

10

10

10

10

9

9

9

9

9

8

Dmg.

93-184

101-189

109-213

117-227

124-241

132-256

140-270

184-284

156-299

163-313

Acc.

80%

84%

87%

90%

94%

97%

100%

103%

107%

110%

Inferno- create a huge inferno that envelopes target and those around them and others surrounding them

Cost: 20 AP

Gives "Burned" status for 120min, causing target to receive 30% more physical or projectile damage

Area of Effect: 2-5 targets

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

20

20

20

20

20

20

20

20

20

20

Dmg.

118-161

131-182

144-203

156-224

169-244

182-265

195-286

208-307

220-328

233-348

Acc.

90%

92%

95%

97%

99%

101%

103%

106%

108%

110%

Supernova- create a supernova in the sky, causing a rain of flames to fall on target and others surrounding

Cost: 30 AP

Gives "Burned" status for 120min, causing target to receive 30% more physical or projectile damage

Area of effect: 6-11 targets

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

185

184

183

182

181

180

179

178

176

175

Dmg.

159-414

176-462

193-510

210-559

227-607

244-655

261-703

278-751

295-799

312-847

Acc.

90%

92%

95%

97%

99%

101%

103%

106%

108%

110%

III. Healing

A. Description: The ability to heal other organisms

B. Types of Actions: Restorative

C. Actions

Heal Minor Injuries- heal minor injuries on target (can target self if one wants to)

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

5

5

5

5

5

4

4

4

4

4

Restores

19-68

28-68

37-104

46-122

55-140

64-158

73-176

82-194

91-212

100-230

Acc.

100%

100%

100%

100%

100%

100%

100%

100%

100%

100%


Calm Down- calm target down, making them feel better (can target self if one wants to)

Removes "Scared" and "Fearful" statuses

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

5

5

5

5

5

4

4

4

4

4

Acc.

100%

100%

100%

100%

100%

100%

100%

100%

100%

100%


Sanity Restoration- restore target's sanity (can target self if one wants to)

Cost: 5 AP

Removes "Schizophrenic" status

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

7

7

7

6

6

6

5

5

5

5

Acc.

100%

100%

100%

100%

100%

100%

100%

100%

100%

100%


Spinal Restoration- restore feeling in target's body (can target self if one wants to)

Cost: 10 AP

Removes "Paralyzed" and "Stunned" statuses

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

15

15

15

14

14

14

13

13

13

12

Acc.

100%

100%

100%

100%

100%

100%

100%

100%

100%

100%


Heal Major Wounds- heal major wounds on target (can target self if one wants to)

AP: 11

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

16

16

15

15

14

14

14

13

13

12

Restores

130-300

160-350

190-400

220-450

250-500

280-550

310-600

340-650

370-700

400-750

Acc.

100%

100%

100%

100%

100%

100%

100%

100%

100%

100%

Strength Restoration- restore target's strength (can target self if one wants to)

Cost: 18 AP

Removes "weak" status

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

25

25

24

24

23

23

23

22

22

21

Acc.

100%

100%

100%

100%

100%

100%

100%

100%

100%

100%

Mental Restoration- restore target's mind to a normal state (can target self if one wants to)

Cost: 20 AP

Removes "Forgetful", "Confused", "Disoriented", and "Schizophrenic" statuses

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

25

24

23

22

21

20

19

18

17

16

Acc.

100%

100%

100%

100%

100%

100%

100%

100%

100%

100%


IV. Electric Manipulation

A. Description: The ability to create electricity without external sources

B. Types of Actions: Electric

C. Actions

Zap- zap target a small jolt of electricity

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

5

5

5

5

5

4

4

4

4

4

Dmg.

40-60

45-74

52-88

59-102

65-117

72-131

78-146

85-160

91-174

98-189

Acc.

100%

105%

109%

114%

118%

122%

127%

131%

136%

140%


Illuminate - illuminate target's room (can target self if one wants to) Gives "Illuminated" status for 60min, raising target's accuracy by 30% for all actions except mental and psychokinetic actions

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

5

5

5

5

5

4

4

4

4

4

Acc.

100%

104%

107%

110%

114%

117%

120%

123%

127%

130%


Static Charge - conjure a powerful charge of static electricity which surrounds the target

Cost: 8 AP

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

9

9

9

9

8

8

8

8

8

7

Dmg.

129-155

138-171

148-186

157-201

167-216

176-231

186-247

195-262

205-277

214-275

Acc.

100%

104%

107%

110%

114%

117%

120%

123%

127%

130%


Fry - fry target with a lightning bolt

Cost: 10 AP

Gives "Burned" status for 120min, causing target to receive 30% more physical or projectile damage

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

10

10

10

10

10

10

10

10

10

10

Dmg.

77-165

89-180

100-195

112-210

123-226

134-241

146-256

157-271

169-286

180-302

Acc.

70%

75%

79%

83%

88%

92%

97%

101%

106%

110%


Shock - short out the nerves in the target's body, paralyzing them

Cost: 10 AP

Gives "Paralyzed" status for 15min, causing a 50% chance of target failing any attack except projectile, mental, or psychokinetic

-Target cannot travel while under status for 30 seconds

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

10

10

10

10

10

10

10

10

10

9

Dmg.

25-64

28-72

31-79

34-85

37-95

40-102

43-110

46-177

49-125

52-133

Acc.

100%

102%

105%

107%

109%

111%

113%

116%

118%

120%


Electric Surge - conjure a powerful surge electricity to surround the target, causing ultimate yet random devastation

Cost: 30 AP

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

40

40

40

40

40

40

40

40

40

40

Dmg.

10-800

20-864

30-928

40-992

50-1056

60-1120

70-1184

80--1248

90-1312

100-1376

Acc.

100%

105%

109%

114%

118%

122%

127%

131%

136%

140%


2. Advanced Abilities

I. Radiation Manipulation

A. Description: The ability to generate and manipulate radiation

B. Types of Actions: Radioactive

C. Actions

Bright Flash- blind target with a bright flash of radiation

Gives "Blind" status for 15 min, causing target's accuracy to drop 80%

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

15

15

15

15

15

15

15

15

15

15

Dmg.

8-12

11-19

14-26

17-33

20-40

23-47

26-54

29-61

32-68

35-75

Acc.

83%

87%

90%

93%

97%

100%

103%

106%

110%

113%


Explosion- cause an explosion near target

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

20

20

20

20

20

20

20

20

20

20

Dmg.

120-175

104-200

160-225

180-250

200-275

220-300

240-325

260-350

280-375

500-600

Acc.

180%

185%

190%

195%

200%

205%

210%

215%

220%

225%


Mutation- emit radiation, causing target to mutate in unexpected ways

Cost: 15 AP

Gives target a random negative status

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

15

15

15

15

15

15

15

15

15

15

Acc.

70%

74%

77%

80%

84%

87%

90%

93%

97%

100%

Nuke- explode near target like a nuclear bomb, shaking the foundations and blasts everyone away

Cost: 35 AP

Area of Effect: 6-11 targets

Limit: This action can only be used once a day

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

420

419

418

417

416

415

414

412

411

410

Dmg.

991-1513

1011-1545

1031-1576

1051-1608

1071-1639

1091-1671

1111-1702

1130-1733

1150-1765

1170-1880

Acc.

100%

100%

100%

100%

100%

100%

100%

100%

100%

100%


II. Molecular Manipulation

A. Description: The ability to manipulate molecules & objects at a molecular level

B. Types of Actions: Psychokinetic (except for the Projectile action)

C. Actions

Molecular Attack- form a projectile out of particles and fling it at target

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

10

10

10

10

10

10

10

10

10

10

Dmg.

80-190

89-202

98-214

107-226

116-238

125-250

134-262

143-274

152-286

260-300

Acc.

100%

105%

110%

115%

120%

125%

130%

135%

140%

145%


Iron Cage- imprison target by creating an iron cage around them

Gives the "immobile" status for 15min, causing target to be unable to perform any physical, covert, or restorative actions

-There's a 10% chance of losing this status while using any physical action

-Target Cannot travel while under this status -Targets with the Teleportation ability are immune to this status

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

8

8

8

8

8

8

8

8

8

8

Acc.

100%

102%

105%

107%

109%

111%

113%

116%

118%

120%


Liquefation- liquify target's body tissue

Cost: 20 AP

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

40

40

40

40

40

40

40

40

40

40

Dmg.

15% HP

16% HP

16% HP

17% HP

18% HP

19% HP

20% HP

20% HP

21% HP

22% HP

Acc.

78%

81%

84%

87%

90%

93%

96%

99%

102%

105%


3. Demi-God Ability

I. Supercharging

A. Description: the ability to supercharge abilities shoot lighting arcs

B. Types of Actions: Matter

C. Actions:

Supercharge- supercharge target's abilities

Removes all negative statuses except burned and blind

Gives “Supercharged” status for 20 min

- Allows one to use mental attacks on targets out of range unless they have “shielded status” or have telepthy

- Allows players to use nice mental branch action on targets that are out of range

- Raises damage inflicted on target by 40%

Level

1

2

3

4

5

6

7

8

9

10

EP

40

40

40

40

40

40

40

40

40

40

Accuracy

100%

100%

100%

100%

100%

100%

100%

100%

100%

100%

D. Mental Branch

1. Basic Abilities

I. Precognition

A. Description: The ability to perceive future events before they occur

B.Innate Effects: +40% chance of evading all attacks

Precognitive actions have unlimited range (target doesn't have to be in your location)

C. Types of Actions: Mental

D.Actions:

Paint Future- paint target's future (can target self if one wants)

Gives "Informed" status, raising target's accuracy by 50%

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

5

5

5

5

5

4

4

4

4

4

Acc.

300%

300%

300%

300%

300%

300%

300%

300%

300%

300%


Death Prediction- predict when target will die (can target self if one wants)

Gives "Scared" status for 60min, causing target to inflict 15% less damage

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

5

5

5

5

5

4

4

4

4

4

Acc.

300%

302%

305%

307%

309%

311%

313%

316%

318%

320%


Predict Events- predict course of event's in target's life (can target self if one wants)

Cost: 5 AP

Gives "Enlightened" status, causing target to receive 1 more Exp than usual for every successful action

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

25

24

24

23

23

22

22

21

21

20

Acc.

300%

300%

300%

300%

300%

300%

300%

300%

300%

300%


Predict Good Luck- predict that the target will have a good fortune (can target self if one wants)

Cost: 5 AP

Gives "Lucky" status, causing target to inflict 30% more damage

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

5

5

5

5

5

4

4

4

4

4

Acc.

300%

300%

300%

300%

300%

300%

300%

300%

300%

300%


Predict Bad Luck- predict that target will have a bad fortune (can target self if one wants)

Cost: 5 AP

Gives "Cautious" Status,

-causes the target's psychokinetic attacks to Inflict 20% less damage, yet adds 20% evasion

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

5

5

5

5

5

4

4

4

4

4

Acc.

300%

300%

300%

300%

300%

300%

300%

300%

300%

300%


II. Telekinesis

A. Description:

The ability to mentally move, manipulate, and control objects without physical contact

B. Inate Effects: receive 10% less physical and projectile damage

C. Types of Actions: Psychokinetic (except for Pebble Storm, which is projectile)

D. Actions:

Levitate- levitate target off the ground (can target self if one wants)

Gives "Levitating" status for 120min, raising target's evasion by 20%

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

5

5

5

5

5

4

4

4

4

4

Acc.

100%

100%

100%

100%

100%

100%

100%

100%

100%

100%


Thrust- slam target against the wall with the thrust of a hand

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

5

5

5

5

5

4

4

4

4

4

Dmg.

43-54

54-68

66-83

76-97

88-112

99-126

110-140

121-155

132-169

144-184

Acc.

120%

125%

129%

134%

138%

142%

147%

151%

156%

160%


Pebble Storm- whirl debris around you at high speeds and sending them off to hit target

Cost: AP 8

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

7

7

7

7

7

7

7

7

7

7

Dmg.

49-136

56-183

63-107

70-188

77-206

84-225

91-241

98-259

105-276

112-294

Acc.

100%

104%

107%

110%

114%

117%

120%

123%

127%

130%

Choke- choke target

Cost: 10 AP

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

10

10

10

10

10

10

10

10

10

10

Dmg.

99-169

112-182

124-202

137-223

150-244

163-265

176-286

188-309

201-327

214-348

Acc.

140%

145%

149%

154%

158%

162%

167%

171%

176%

180%


Slice Head Open- slice target's head open

Cost: 30 AP

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

50

49

48

47

46

44

43

42

41

40

Dmg.

408-704

437-744

465-784

494-820

522-864

551-904

579-944

608-984

636-1024

665-1064

Acc.

90%

92%

95%

97%

99%

101%

103%

106%

108%

110%


Forcefield- create a Forcefield for target that slows all matter passing through it (can target self if one wants)

Cost: 10 AP

Gives "Shielded" status for 30min, causing target to receive 20% less fire, ice, radioactive, physical, and projectile damage

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

20

19

18

17

16

15

14

13

12

11

Acc.

100%

100%

100%

100%

100%

100%

100%

100%

100%

100%

III. Telepathy

A. Description: The ability to read minds and transfer thoughts to other minds

B.Innate Effects:

+25% more accuracy for all attacks

+25% chance of evading any attack except radioctive ones

C. Types of Actions: Mental

D.Actions

Read Thoughts- read target's thoughts

Gives "Scared" status for 60min, causing target to inflict 15% less damage

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

5

5

5

5

5

4

4

4

4

4

Acc.

120%

124%

127%

130%

134%

137%

140%

143%

147%

150%


Read Mind- scan target's mind to discover their inner mosts secrets

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

5

5

5

5

5

4

4

4

4

4

Acc.

300%

300%

300%

300%

300%

300%

300%

300%

300%

300%


Disorder Thoughts- disorder target's thoughts

Gives "Disoriented" status for 15 min, reducing target's accuracy and evasion by 10%

Cost: 5 AP

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

5

5

5

5

5

4

4

4

4

4

Acc.

120%

124%

127%

130%

134%

137%

140%

143%

147%

150%


Make Hallucinate- make target hallucinate

Cost: 8 AP

Gives "Schizophrenic" status for 20min, causing a 30% chance that target will attack a different target

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

10

10

10

9

9

9

8

8

8

7

Acc.

120%

124%

127%

130%

134%

137%

140%

143%

147%

150%


Mind Shout- shout into target's mind, inflicting extreme mental pain

Cost: 15 AP

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

15

15

15

15

15

15

15

15

15

15

Dmg.

83-148

157-172

117-197

134-222

152-247

169-271

186-296

203-321

220-345

237-532

Acc.

250%

254%

257%

260%

264%

267%

270%

273%

277%

280%


Mental Shield- shield target's mind, protecting it from harm (can target self if one wants)

Cost: 15 AP

Gives "Guarded" status, causing target to receive 20% less mental and psychokinetic damage

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

20

19

18

17

16

15

14

13

12

11

Acc.

100%

100%

100%

100%

100%

100%

100%

100%

100%

100%


IV. Memory Manipulation

A. Description:

The ability to manipulate or remove memories from another person

B.Innate Effects:

+20% chance of evading fire, ice, electric, physical, and covert attacks

C. Types of Actions: Mental

D.Actions

Make Forgetful- make target forget some of their memories

Gives "Forgetful" status for 120min, causing target to lose 15% accuracy

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

5

5

5

5

5

4

4

4

4

4

Acc.

150%

154%

157%

160%

164%

167%

170%

173%

177%

180%


Implant False Memory- implant false memory into target's mind

Gives "Confused" status for 110min, causing target to lose 25% accuracy

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

10

10

10

9

9

9

8

8

8

7

Acc.

150%

154%

157%

160%

164%

167%

170%

173%

177%

180%


Blackout- make target blackout by removing their most recent memories

Cost: 10 AP

Gives "Disoriented" status for 15min, causing target to lose 10% accuracy and 10% evasion

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

20

19

19

18

18

17

17

16

16

15

Acc.

150%

154%

157%

160%

164%

167%

170%

173%

177%

180%


Fearfulness- Instill fear in target by bringing back target's worst fears

Cost: 12 AP

Gives "Fearful" status for 80min, causing target to inflict 30% less damage

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

20

19

19

18

18

17

17

16

16

15

Acc.

150%

154%

157%

160%

164%

167%

170%

173%

177%

180%


Remove Memory- take away important memory from target

Cost: 15 AP

Takes away 5 Exp from target

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

25

25

25

25

25

25

25

25

25

25

Acc.

80%

82%

85%

87%

89%

91%

93%

96%

98%

100%


Share Memory- share some of your own experiences with target, making them more wise

Cost: 15 AP

Gives target 6 Exp

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

25

25

24

24

23

23

23

22

22

21

Acc.

100%

100%

100%

100%

100%

100%

100%

100%

100%

100%


V. Deadly Illness

A. Description - the ability to cause a deadly sickness

Note: This ability only available to NPCs or by replicating the ability

B. Type: Mental

C. Action Sickness- inflict target with sickness

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

20 20 19 19 18 18 17 17 16 15

Dmg.

100-200 150-250 200-300 350-400 400-450 430-470 490-500 520-560 600-620 650-700

Acc.

180% 185% 189% 194% 198% 202% 207% 211% 216% 220%

2. Advanced Abilities

I. Illusion

A. Description: The ability to project sensory information into the minds of others

B. Innate Effects:

+15% chance of evading all attacks

+15% more accuracy for all attacks

C. Types of Actions: Mental

D.Actions

Decoy- create a fake clone of the target as a decoy (can target self)

Gives "Cloned" status for 10min, causing target's accuracy to raise 50%

-There's a 4% chance of losing this status when attackes

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

25

25

25

25

25

25

24

24

24

24

Acc.

100%

100%

100%

100%

100%

100%

100%

100%

100%

100%


Impersonate- disguise yourself as target

When used on target, it gives one's self the "Disguised" status for 180min

One's own Picture, hero/heroine name, group, and level shows up as the target's

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

30

29

28

27

26

24

23

22

21

20

Acc.

100%

100%

100%

100%

100%

100%

100%

100%

100%

100%


II. Mind Control

A. Description: The ability to control someone's mind

B.Innate Effects:

+5% accuracy for all actions

Receive 5% less damage

C. Types of Actions: Control is mental and Self-Inflict is psychokinetic

D. Actions

Control- take control of target's mind

This action gives target "Controlled" status for 2min, causing target unable to preform any action

Using this action allows player to control the target's actions

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

50

50

49

49

48

47

47

46

46

45

Acc.

70%

75%

80%

85%

90%

95%

100%

105%

110%

115%


Self-Inflict- cause target to self-inflict

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

27

26

25

24

23

22

21

20

19

8

Dmg.

90-121

100-132

110-143

120-154

130-165

140-176

150-187

160-198

170-209

180-270

Acc.

70%

75%

80%

85%

90%

95%

100%

105%

110%

115%


III. Teleportation

A. Description: The ability to instantly move from one point in space to another

B.Innate Effects:

+15% chance of evading any attack except mental attacks

+15% accuracy for all actions

Instant Travel to most places for 5 EP

Immune to immobile status

C. Types of Actions: Mental (except for Surprise Attack, which is covert)

D.Actions

Surprise Attack- teleport right behind target and attack them by surprise

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

12

12

12

12

12

11

11

11

11

11

Dmg.

40-150

48-164

56-179

64-193

62-151

72-208

50-222

88-236

96-251

104-266

Acc.

180%

185%

189%

194%

198%

202%

207%

211%

216%

220%


Rescue- teleport target out of their confines, rescuing them from their imprisonment

Removes "Immobile" status

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

15

15

14

12

13

11

11

11

11

11

Acc.

100%

104%

107%

110%

114%

117%

120%

123%

127%

130%


Random Teleport- take target by surprise and teleport them with you to a random location

Cost: 15 AP

Gives target "Disoriented" status for 15min, causing target to lose 10% accuracy and 10% evasion

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

20

19

18

17

16

15

14

13

12

11

Acc.

100%

104%

107%

110%

114%

117%

120%

123%

127%

130%


IV. Time Manipulation

A. Description: The ability to manipulate time

B.Innate Effects:

+15% chance of evading all attacks

+15% accuracy for all actions

C. Types of Actions: Mental

D.Actions

Delay Time- slow time for target, causing all statuses effects on target to last longer

Gives "Slowed" status for 180min, causing all statuses of the target to last twice as long

If target is already slowed, nothing will happen

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

14

13

13

12

12

11

11

10

10

9

Acc.

200%

205%

209%

214%

218%

222%

227%

231%

236%

240%


Warp Time- warp time around target, causing them to become disoriented

Gives "Disoriented" status for 15min, causing target to lose 10% accuracy and 10% evasion

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

20

19

19

18

18

17

17

16

16

15

Acc.

170%

174%

177%

180%

184%

187%

190%

193%

197%

200%


Speed Up Recovery- speed up time inside target, making them recover energy faster

Cost: 25 AP

Gives "Energized" status for 160min, causing target's energy to recover 2x faster

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

48

48

47

47

47

47

47

46

46

46

Acc.

100%

100%

100%

100%

100%

100%

100%

100%

100%

100%


Time Disruption- alter target's past making them wonder what happened

Cost: 15 AP

Gives "Confused" status for 110min, causing target to lose 25% accuracy

Removes random positive status

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

35

33

32

30

29

27

26

24

23

21

Acc.

65%

70%

75%

80%

85%

90%

95%

100%

105%

110%


3. Demi-God Ability

I. Power Negation

A. Description: the ability to negate another's abilities

B. Innate Effects:

+50% evasion from all attacks

When in FFA, you have the "Run Away" option

C. Types of Actions: Mental

D.Actions

Suppress Abilities- suppress target's abilities

Gives targets "Suppressed" status for 2min, stripping them of all innate effects of their abilities

Area of effect: 2-5 targets

Level

1

2

3

4

5

6

7

8

9

10

EP

40

40

40

40

40

40

40

40

40

40

Accuracy

100%

100%

100%

100%

100%

100%

100%

100%

100%

100%

Render Powerless render target powerless

Gives target “Powerless” status for 2min, causing all of their abilities to fail

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

40

40

40

40

40

40

40

40

40

40

Acc.

150%

154%

157%

160%

164%

167%

170%

173%

177%

180%


E. Physical Branch

4. Basic Ability

I. Flight

A. Description: The ability to move one's self through the air

B.Innate Effects:

+35% chance of evading any attack except mental and psychokinetic attacks

+5% accuracy for all actions except mental and psychokinetic action

5 second travel to most places for 5 EP

C. Types of Actions: Physical (except Aerial Surveillance, which is covert)

D.Actions

Fly to Visit- Fly to visit target

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

5

5

5

5

5

4

4

4

4

4

Acc.

100%

100%

100%

100%

100%

100%

100%

100%

100%

100%


Aerial Surveillance- spy on target from mid air

Gives "Cautious" Status, causing the target's psychokinetic attacks to Inflict 20% less damage, yet adds 20% evasion

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

5

5

5

5

5

4

4

4

4

4

Acc.

100%

102%

105%

107%

109%

111%

113%

116%

118%

120%


Aerial Toss- pick up and drop target from mid-air

Cost: 10 AP

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

10

10

10

9

9

9

8

8

8

7

Dmg.

29-62

34-72

39-83

44-93

49-104

54-114

59-124

64-135

69-145

74-156

Acc.

150%

155%

159%

164%

168%

172%

177%

181%

186%

190%


Flight Tackle- fly at high speeds and tackle target

Cost: 10 AP

Removes the "Floating" status

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

10

10

10

10

10

10

10

10

10

10

Dmg.

53-110

60-126

67-142

74-158

81-174

88-119

95-206

102-222

109-238

116-254

Acc.

70%

75%

79%

84%

88%

92%

97%

101%

106%

110%


Supersonic Attack- fly at supersonic speeds and attack target

Cost: 20 AP

Gives "Stunned" status, causing a 50% that target will fail using any action

-Target cannottravel while under this status for 30 second with this status

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

18

18

18

18

18

18

18

18

18

18

Dmg.

78-184

84-196

90-209

96-222

102-234

108-184

114-260

120-273

126-286

132-299

Acc.

60%

64%

67%

70%

74%

77%

80%

83%

87%

90%


II. Superhuman Speed

A. Description: The ability to move faster than normal

B.Innate Effects:

+20% accuracy for all actions except mental and psychokinetic actions

+15% chance of evading any attack except mental and radioactive attacks

C. Types of Actions: Physical

D.Actions

Speed Tackle- shove them backwards with a tackle done at high speeds

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

5

5

5

5

5

4

4

4

4

4

Dmg.

28-39

34-52

40-65

46-78

52-91

58-104

64-117

70-130

76-143

82-156

Acc.

120%

125%

129%

134%

138%

142%

147%

151%

156%

160%


Make Dizzy- run circles around target, making them dazed and slow to react

Gives "Disoriented" status for 15min, causing target to lose 10% accuracy and 10% evasion

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

5

5

5

5

5

4

4

4

4

4

Acc.

100%

105%

109%

114%

118%

122%

127%

131%

136%

140%


Speedy Kick- kick target in rapid succession, causing a furry of pain in their body

Cost: 10 AP

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

16

16

16

16

16

15

15

15

15

15

Dmg.

74-102

88-117

101-131

114-145

127-160

140-174

157-188

167-202

180-217

193-231

Acc.

171%

176%

182%

187%

193%

198%

204%

209%

215%

220%


Twister- spin around so fast that it creates a twister that envelopes target and others surrounding them

Cost: 10 AP

Area of Effect: 2-5 targets

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

12

12

12

12

12

11

11

11

11

11

Dmg.

35-45

40-53

42-61

46-69

50-76

42-65

58-92

62-100

66-107

70-115

Acc.

100%

104%

107%

110%

114%

117%

120%

123%

127%

130%


III. Superhuman Strength

A. Description:

The ability to lift excessive weight that would normally be impossible

B. Innate Effects

Inflict 30% more physical damage

Receive 25% less physical and projectile damage

C. Types of Actions: Physical

D. Actions

Pick up- pick target off the ground with no effort at all

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

5

5

5

5

5

4

4

4

4

4

Acc.

100%

105%

109%

114%

118%

122%

127%

131%

136%

140%


Super Punch- super punch target

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

5

5

5

5

5

4

4

4

4

4

Dmg.

26-36

32-46

38-57

44-67

50-78

56-88

62-98

68-109

74-119

80-130

Acc.

100%

105%

109%

114%

118%

122%

127%

131%

136%

140%


Slam Against Wall- slam target against the wall

Cost: 5 AP

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

10

10

10

10

10

9

9

9

9

9

Dmg.

55-127

61-139

67-150

73-162

79-174

85-184

91-197

97-209

103-220

109-232

Acc.

70%

74%

77%

80%

84%

87%

90%

93%

97%

100%


Steal Beam Attack- slam target with a steal beam and leave them paralyzed

Cost: 8 AP

Gives "Paralyzed" status for 15min, causing a 50% chance of target failing any attack except projectile, mental, or psychokinetic -Target cannot travel while under status for 30 seconds

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

11

11

11

11

11

11

11

11

11

11

Dmg.

106-137

114-149

122-161

130-173

138-185

146-197

154-209

162-221

170-233

178-245

Acc.

45%

48%

51%

53%

56%

59%

62%

64%

67%

70%


Super Kick- super kick target, causing them to fly across the room

Cost: 8 AP

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

10

10

10

10

10

10

10

10

10

10

Dmg.

55-132

61-150

67-186

73-185

79-203

85-220

91-149

97-256

103-273

109-291

Acc.

120%

125%

129%

134%

138%

142%

147%

151%

156%

160%


Rip Apart- rip target's body apart, causing extreme agony

Cost: 28 AP

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

40

40

39

39

38

38

38

37

37

36

Dmg.

180-608

190-636

200-665

210-694

220-722

230-750

240-779

250-425

260-836

270-864

Acc.

80%

84%

87%

90%

94%

97%

100%

103%

107%

110%


5. Advanced Ability

I. Invisibility

A. Description: The ability to walk in plain view of others without being seen

B.Innate Effects:

+10% accuracy for all actions

+20% chance of evading any attack except mental and radioactive attacks

C. Types of Actions: Covert (except for Turn Invisible)

D.Actions

Become Invisible- turn yourself invisible (can only target self)

Gives "Invisible" status, raising accuracy by 20%, and evasion by 30%

-Hero Picture is replaced with a silhouette and Hero Name become "(Invisible)"

-Hidden in Free for All areas until an action is used (except harmless mental or restorative ones)

-5% chance of losing this status for while using any action

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

30

29

28

27

26

25

24

23

22

21

Acc.

100%

100%

100%

100%

100%

100%

100%

100%

100%

100%


Stalk- stalk on target while invisible

Gives "Scared" status for 60min, causing target to inflict 15% less damage

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

12

12

11

11

10

10

10

9

9

8

Acc.

100%

104%

107%

110%

114%

117%

120%

123%

127%

130%


Eavesdrop- eavesdrop on target while invisible

Cost: 10 AP

Using this action gives self 30 Exp

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

10

10

10

10

10

10

10

10

10

10

Acc.

72%

76%

79%

82%

86%

89%

92%

95%

99%

102%


Pickpocket- steal Cr from target while invisible

Cost: 15 AP

Gives "Confused" status for 110min, causing target to lose 25% accuracy

Credits stolen from target range from 0 to 45

Limit: can only be used once a day

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

20

20

19

19

18

18

18

17

17

16

Acc.

30%

34%

37%

40%

44%

47%

50%

53%

57%

60%


II. Spontaneous Regeneration

A. Description: The ability to heal and regenerate bodily tissue very rapidly

B. Innate Effects:

Regenerate HP 12x faster

Immune to burned, paralyzed, cold, and blind statuses

C.' 'Types of Actions: Physical

D. Actions

Donate Blood- share your blood with target, making them heal

Removes burned, paralyzed, cold, and blind statuses from target

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

40

40

39

39

38

38

38

37

37

36

Restores

50-150

55-165

60-180

65-195

70-210

75-225

80-240

85-255

90-270

95-285

Acc.

100%

100%

100%

100%

100%

100%

100%

100%

100%

100%


Knock Down- knock target down with full force

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

12

12

12

12

11

11

11

11

11

10

Dmg.

93-117

99-128

105-139

111-150

117-161

123-172

129-183

135-194

141-205

147-216

Acc.

84%

88%

92%

96%

100%

104%

108%

112%

116%

120%


6. Demi-God Ability

I. Ability Replication

A. Description: the ability to replicate another's abilities

B. Action Type: Physical

C. Action:

Replicate Ability - replicate target's abilities

Gives self "Replicating" status for 20min

This ability allows you to copy one of the target's abilities (options will show up on the top of the screen).

The replicated ability will have the same actions improved to the same level as target's

Replicated abilities can be unlearned for free

Level

1

2

3

4

5

6

7

8

9

10

EP Cost

30

30

30

30

30

30

30

30

30

30

Acc.

150%

150%

150%

150%

150%

150%

150%

150%

150%

150%

Section 5 Normal Actions Normal actions cost no EP and will not give experience points. They also can't be unlearned.

A. Punch

All playerd will have the punch action along with their starting ability.

Actions

Damage

Punch

30-40

B. Weapons

Leave this out as a part of future plans

These weapon actions could be bought with Hero Points at HeroCorp and when enabled it would replace the Punch action. More information on the HeroCorp will be in the section that concerns game navigation.

Weapon

Damage Range

Hero Point Cost

Knuckles

40-50

0

Broken Bottle

40-60

5

Bat

50-60

10

Crowbar

50-60

10

Pistol

50-80

15

Katana

80-110

20

Knives

80-110

20

Machine Gun

25-150

20

Colt

221-307

25

Gun

290-320

30

Rifle

990-1100

40

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