****************************************************************************** * X-Men Legends 2 * * Full Walkthrough * * Playstation 2 version * * Version 1.02 * * December 20, 2006 * * Marshall Stieler * * m s t i e l e r 8 4 8 0 @ a i m . c o m * ****************************************************************************** Table of Contents: Code Title ITTG Introduction to the guide WLKTHR Walkthrough A1 Act 1, Collectibles A1MPOG Military Prison Outpost, Greenland I1TS Interlude 1: The Sanctuary (Xtraction Point) A1TDZ The Dead Zone (Xtraction Point) A1CC Cerci Caverns A1BC Barren Cliffs (Xtraction Point) A1DM Desolate Mesa A1CB Cerci Burrows A1LC Larvae Chambers (Xtraction Point) A1QL Queen's Lair (Xtraction Point) A1GS Genosha Seawall A1SH Southern Habitats (Xtraction Point) A1NP Northern Plaza A1GH Grand Hall (Xtraction Point) A1GC Genosha Council I2TS Interlude 2: The Sanctuary (Xtraction Point) A1SBA Act 1's Secret Bonus Area A2 Act 2, Collectibles I3A Interlude 3: Avalon (Xtraction Point) A2JC Jungle Canal I4A Interlude 4: Avalon (Xtraction Point) A2JR Jungle Ruins (Xtraction Point) A2JP Junlge Pass (Xtraction Point) A2NS Nuwali Shrine A2NC Nuwali Corridors (Xtraction Point) A2NG Nuwali Gateway (Xtraction Point) A2BS Betonder's Sanctum (Xtraction Point) A2ET Elemental Tomb (Xtraction Point) A2MW Mikhail's Warship A2SBA Act 2's Secret Bonus Area A3 Act 3, Collectibles I5WXF Interlude 5: Weapon X Facility (Xtraction Point) A3CI Core Interior A3CS Core Security (Xtraction Point) A3CR Core Reactor (Xtraction Point) A3CC Core Control A3FA Factory Entrance (Xtraction Point) A3IE Infinite Engineering A3GP Genetic Processing A3MFC Mutant Fusion Core A3AF Assembly Factory (Xtraction Point) A3CP Central Processing I6WXF Interlude 6: Weapon X Facility (Xtraction Point) A3MA Madri Antechamber A3HOK Hall of Knowledge (Xtraction Point) A3MCL Madri Cloisters A3MCO Madri Conclave (Xtraction Point) A3MCH Meditation Chamber A3DS Divine Sanctuary A3MCI Monastic Citadel A3SBA Act 3's Secret Bonus Area A4 Act 4, Collectibles I7XM Interlude 7: X-Mansion (Xtraction Point) A4PP Perimeter Platforms A4RAP Radar Array Platforms A4CCP Command Center Platform A4SS Sewers South A4NYSS New York South Side (Xtraction Point) A4NYWS New York West Side A4NYNS New York North Side A4SW Sewers West A4HP Holding Pens (Xtraction Point) A4S Stockade A4BT Brain Trust A4SN Sewers North A4TP The Pantheon (Xtraction Point) A4TE Tower Engineering A4SL Sinister's Lab (Xtraction Point) A4TA Tower Apex A4SBA Act 4's Secret Bonus Area A5 Act 5, Collectibles I8TC Interlude 8: Teleport Chamber (Xtraction Point) A5RM Ra's Mouth A5AL Ancient Labyrinth A5TOA Temple of Anubis A5TOS Temple of Sekhmet A5HOTD Hall of the Head A5VOTA Vault of the Ages SKL Skills Key SKLBIS Bishop SKLCOL Colossus SKLCYC Cyclops SKLBDP Deadpool* SKLGAM Gambit SKLICE Iceman SKLBIM Iron Man* SKLJUG Juggernaut SKLMAG Magneto SKLNIG Nightcrawler SKLJEA Phoenix (Jean Grey) SKLBPX Professor X* SKLROG Rogue SKLSCA Scarlet Witch SKLSTO Storm SKLSUN Sunfire SKLTOA Toad SKLWOL Wolverine ITM Items Key ITMBLT Belts ITMGLV Gloves ITMARM Armors ITMPRE Prefixes ITMSUF Suffixes TTG The Trivia Game Intro A1TTG Act 1 Trivia Game answers A2TTG Act 2 Trivia Game answers A3TTG Act 3 Trivia Game answers A4TTG Act 4 Trivia Game answers A5TTG Act 5 Trivia Game answers DRC Danger Room Computer Courses DRC1 Freshman Course DRC2 Sophomore Course DRC3 Junior Course DRC4 Senior Course DRC5 X-Man Course DRC6 Legend Course UNLOCK Unlockables COST Costumes VERHIS Version History NXTVER Next versions THNX Thanks LGLBS Legal ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ INTRODUCTION TO THE GUIDE (ITTG) ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ Well, here it is: the promised FULL GUIDE. Well, as full as I can do; it's not like I can publish this damn thing. As far as I know, aside from the full item prefix/suffix range, this guide should be 100% complete. Unless something major comes up (big mistake, etc.), there are no updates planned. Also, this guide, as stated at the top, is for the PS2 version. If you have a question about something strange, and are playing on a different system, check on the GameFaqs message boards for that system's board for the game. I don't have the XBox/GameCube/PC/PSP version, so I can't troubleshoot for you. If you have a question about the PS2 version, I can most likely help you. Those of you wondering why my email address is all funny looking is that some people think it's nice to send me viruses. For some reason, I don't think this way. So, for those of you who'd like to send me mail, just remove all the spaces, and mail away. Also, the Code feature. This will be throughout the guide. What yuo can do is use CTRL+F, then type in the Code listing to go directly there. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ WALKTHROUGH (WLKTHR) ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ Act 1: (A1) Hidden Stuff: 3 Comic Books, 9 Concept Art in 3 Sketch Books, 4 Homing Beacons, 4 Data Discs, 6 Tech Stations, 1 Iron Man Armor, 2 Weapon Caches, 4 Danger Room Discs ------------------------------------------------------------------------------ Military Prison Outpost, Greenland (A1MPOG) Available characters: Magneto, Wolverine, Cyclops, Storm Objectives: none What a team to start off with, huh? Well, head the only direction you can go to find your first game tip: GAME TIP #1: Press + to choose which of your teammates will become the active hero. Example: Left-Wolverine; Right-Cyclops; Down-Storm; Up-Magneto (then again, if you've played XML 1, this is all stuff you know) Continue on for tip #2: GAME TIP #2: Press X for a Normal Attack, and O for a Heavy attack. You can Chain attacks together for combos. Example: XXO - Pop-up attack Only one door out of here is functioning. Head that way for tip #3: GAME TIP #3: HULK SMASH BARREL! HULK FIND STUFF! (but seriously, sometimes stuff is hidden in breakable things. Guess how you get to them?) Keep going on, and Mystique and Sabretooth will be separated from you, and you'll get to fight some generic enemies. Um, might I suggest X and O? Continue On. GAME TIP #4: When you get hit, your health goes down (well, DUH!). Press L1 to use a Health Pack. GAME TIP #5: When you hold R2, press a button to use a Mutant Power. This drains EP. Press R1 to use an Energy Pack to fill it back up. In the next room, a cutscene shows a bunch of those generic soldiers coming to get you. OH NO! NOT GENERIC SOLDIERS! But after them, you get your first "Boss" fight against some Genetically-enhanced jackass. Ooh, you're genetically enhanced. Mutants come that way, dumbass, so you're nothing new here! He should drop you an item, as well. GAME TIP #6: Use you mutant powers to solve Blue X puzzles (try using Magneto's Levitation) Use Levitation on the Blue X (hold R2, then hit the button for Levitation) to get at the nifty Health and Energy Packs. Move along down the corridor for GAME TIP #7: Use ranged attacks to blow stuff up safely Use Cyclops' Optic Beam or Storm's Lightning Strike to hit the mines from a distance, so they don't blow you up. There's two to deal with before the next room. Open the door for GAME TIP #8: The automap is your friend. Click R3 to cycle it's various forms There's various destructibles in this room, so go at them for money, Health Packs and Energy Packs. Open the next door for an ambush by some more silly little generics. The next rom hold one of my favorite things from XML1: destructible walls. What's more fun than getting to bust your way in to the next room? Oh, and another of those Genetic-enhanced guys, too. Go through either wall, they both lead to the same area. Though by going through the door, you'll get blasted by guns which is GAME TIP #9: If there's something in your way, there's probably a way around it So, by going through the wall in the previous room, you get a few enemy kills, along with a Genetic-Enhanced guy, and the back route to the guns, which you can then blow up. The way to the next portion is just past the truck, out into the snow. ------------------------------------------------------------------------------ Interlude 1: The Sanctuary (I1TS) Welcome to your base of operations. Prof. X gives you the lowdown on what's going on lately. You finally have objectives! Objectives: In the Blink of an Eye- A Young Genoshan mutant named Blink is lost in the Dead Zone. Locate her and ensure her safety. Step 1: Talk to [Sabretooth] in the {Sanctuary} Step 2: Rescue [Blink] in the {Dead Zone} Into the Void- A Horseman of Apocalypse named Abyss controls all of Genosha. Defeat him and free the city. Wandering around The Sanctuary, we find: Xtraction Point: Used to Save, Load, and travel the world. The Trivia Game: Anyone who used my XML1 guide knows I posted all the answers to the Trivia Game. You won't be let down here. Though, since the questions are broken up by act, I'll have a separate section for them later in the guide. Just use this keyword (TTGA1) to find the answers. Mission Computer: Once you actually GET missions, you'll be able to check out briefings here. I'll refer to it in the walkthrough as MC. Danger Room Computer: Again, anyone who used my XML1 guide knows I mapped out all the Danger Room stuff, too, so check later in the guide (keyword: DRC) for info. Beast: The man with the items. He's got damn near everything you could want, from extra Health and Energy Packs, to equipment for you, to Danger Room Discs, and of course, the good old Grab Bag. Review Computer: The same as the Review screen at the Title screen. Lets you see everything you've unlocked so far. Hero Stash: Anyone who's played Diablo 2 knows what this is. Store anything you want but don't need this instant here. Okay, now on with the game. Head past Prof. X, up the little path, following the yellow ! on the map to get to Sabretooth. Go through his conversation prompts, and you'll see a small scene with Prof. X and the MC, then another with the team. You can go back to the MC for a review of the missions. The only one available now is "Locating Blink". Well, DUH, it's the only mission you've started officially yet. It replays the cutscene you saw (in case you hit Start or whatever to skip it, or just want to see it again). Use the Xtraction Point to save, then proceed out the gate next to Sabretooth, and on to the Dead Zone ------------------------------------------------------------------------------ The Dead Zone (A1TDZ) Suggested characters: Iceman Objectives: Current Objectives In the Blink of an Eye Step 2: Rescue [Blink] in the {Dead Zone} Gained Objectives: Hacker's Delight- A security code is required to enter Genosha. Search for the code in the downed aircraft in the Dead Zone. Step 1: Find a [Security Code Module] in the {Desolate Mesa} Step 2: Find a [Security Code Module] in the {Barren Cliffs} Step 3: Find a [Security Code Module] in the {Cerci Caverns} Optional Objectives: A Radar Array- Locate and destroy the [Radar Array] in {Desolate Mesa} You see some bug creatures dragging off someone in green. Those of you who can read your objectives can guess it's Blink. Right next to your starting point is GAME TIP #10: Use mutant powers to extinguish fires Iceman can accomplish this for you. A little further along is a bridge point along with GAME TIP #11: Use mutant powers to build bridges Guess what? Iceman can do this too. There are a few others who can as well. If an ability can build bridges, it's listed in it's abilities. You can build a bridge here to get down to a few bugs. If you lack someone who can build a bridge, there's a pathway down a little further. Between the bridge point exit and the pathway down is a fire, extinguish it and break the crates for some Techbits and Potions. Follow the path up, fighting the bugs as they come, and off near the lower area is some burning wreckage with Tech Station Striking (A1TS01). These Tech Stations give whoever uses them a permanent bonus to the stat is says. So use them for whomever. This one's good for +2 Strike. Head down the path next to the wreckage for a cutscene. Looks like we have to face off against a special bug to save Blink. Afterwards, talk to Blink, who's lying down on the job. Go through her conversations, then she creates a portal to the next island. This also activates the Blink Portal selection on the pause screen. You have to wait 5 minutes each time after using it to use it again. Also, looks like we've got a few more objectives to complete now. Along with an Xtraction Point and GAME TIP #12: Use Xtraction Points to save the game and change your team. Head along the path, and it you're watching your Automap, you'll see the icon for an exit on it, but no apparent exit. Well, as you walk along, it'll break out under your feet, taking you to Cerci Cavern. Head there if you want, but I'm going to continue on with more of the Dead Zone. Continue along, flying over the entrance to Cerci Caverns if you need to. At the end of the level is a flashing red thing. This is a Homing Beacon, needed to get Iron Man. There are four needed in each Act, leaving three to be found (A1HB1), though there are a total of six in Act 1, just in case . Head back to the Cerci Caverns entrance. ------------------------------------------------------------------------------ Cerci Caverns (A1CC) Suggested characters: Someone who can build bridges Objectives: Current Objectives Hacker's Delight- A security code is required to enter Genosha. Search for the code in the downed aircraft in the Dead Zone. Step 1: Find a [Security Code Module] in the {Cerci Caverns} Step 2: Find a [Security Code Module] in the {Barren Cliffs} Step 3: Find a [Security Code Module] in the {Desolate Mesa} Optional Objectives: A Radar Array- Locate and destroy the [Radar Array] in {Desolate Mesa} Follow along the path, and a small cutscene pops up, about the bugs we've been fighting. Keep along to the red X, and in the large cavern is GAME TIP #13: Sometimes, you must HULK SMASH! walls to continue You can use the Flight Recorder opposite the Game Tip for some Black Box action. Head to the red X to grab the Security Codes. Now that the path's blocked, HULK SMASH the little window-wall looking thing next to the Game Tip to continue. Follow along the path, and in the middle of the path is a Danger Room Disc for Setting 102-Throwing (DRC102). Pick it up, and move along. You'll eventually get to a wide-open cavern, with a fork in the middle. Off the side fork is GAME TIP #14: To fly, press Triangle twice. Once flying, press Triangle to go up and Square to go down So they tell you you can fly to the platform, or use the little blue X and make a bridge. Head over and pick up the Beacon (A1HB2). Head back, and go down the other fork. Follow along the path, and in another large open area (this time not suspended over a bottomless pit) there is another Flight Recorder. Outside this area are a few altered bugs, along with the entrance to Barren Cliffs. ------------------------------------------------------------------------------ Barren Cliffs (A1BC) Suggested characters: Someone who can build bridges Objectives: Current Objectives Hacker's Delight- A security code is required to enter Genosha. Search for the code in the downed aircraft in the Dead Zone. Step 2: Find a [Security Code Module] in the {Barren Cliffs} Step 3: Find a [Security Code Module] in the {Desolate Mesa} Optional Objectives: A Radar Array- Locate and destroy the [Radar Array] in {Desolate Mesa} From where you come out of Cerci Caverns, head out on the pathway and around the wreckage so you're kind of going in a U. You'll see more bugs (and fight some soldiers) and if you look closely, you'll see a little red spinning thing in a bush near the edge. This is a Data Disc (A1DD1). Collect four of these and you'll be able to carry more Health or Energy Packs. Afterwards, head back to the curve of the U to go further. Cross the bridge that's made of wreckage and boulders. Meet Grizzly, and his "robot buddies". Dispose of the buddies, and head out after Grizzly. Just past him is more wreckage. Turn at the wreckage and head along. You'll find a blue X spot to make a bridge. Do so, then follow along for another blue X bridge. At the top of this is a Weapon Cache (A1WC01). These nifty little boxes pop out all sorts of stuff, from Health and Energy Packs to Techbits to items. Collect what's coming to you, then head back to the wreckage that was past Grizzly. You'll find a red X (on the map). Head to the X for the Security Code Module. Keep going, and you'll find a long trench carved in the ground. On one side is a Black Box Recorder, with a message from Magneto. You'd expect him to say something about it if you're listening to it with him in the party, though. Head along the side without the recorder, and you'll spot another red X on the map. Well, isn't that just nice of him? Go past the flaming bit, since we saw in the cutscene they want us to go there. Hey, look! An Xtraction Point! GAME TIP#15: Use Xtraction Points to go to any other Xtraction Point you've been to by selecting Xtract from the Xtraction Point screen Well, as of now there's nothing to do by Xtracting other than saving, so move on. There's another Black Box near you, and past the covered tunnel type thing, up in the wreckage, is the control box for the flaming bit, along with another Black Box. Blow up the control box to stop the flame, and on to Desolate Mesa. ------------------------------------------------------------------------------ Desolate Mesa (A1DM) Objectives: Current Objectives Hacker's Delight- A security code is required to enter Genosha. Search for the code in the downed aircraft in the Dead Zone. Step 3: Find a [Security Code Module] in the {Desolate Mesa} Optional Objectives: A Radar Array- Locate and destroy the [Radar Array] in {Desolate Mesa} Well, just ahead of you is the Radar Array for the optional objective, so blast it for some extra XP. Go past there for more wreckage-that-just- happened-to-fall-where-a-bridge-is-needed. There's another Black Box next to it. Go past the wreckage for a virtual plethora of collectibles: a Tech Station-Focus (A1TS02), Comic Book (A1CB01), and Sketchbook (A1SB01). Oh, and another Black Box. Head back up the wreckage. Up in some more wreckage is another Black Box. Head around either side and you'll meet back up with Grizzly. Looks like he's cornered, so go ahead and whup on him. After he falls, pick up the Security Device. Afterward, Prof. X will talk to you, telling you to come back. So, use a Blink portal or go back to Barren Cliffs and use the Xtraction Point. Though, I'd suggest the latter, so you can go to the Cerci Burrows, located next to the Point. Tough if you do go back, you can have a chat with Angel, though you can do that anytime after you get his prompt. ------------------------------------------------------------------------------ Cerci Burrows (A1CB) Objectives: Gained Objectives: Optional Objectives: Defeat [Insect Drones] in the {Cerci Burrows}- 12 Insect Drones to defeat Head along the pathway, and you'll start seeing red Xs. You'll see that they are your optional objective (well, part of it). Go ahead and kill them off, then head out the side of the cavern. Shortly after, you'll see your next set of two Drones. Continue along the pathway, and in the next room with Drones, there's a Tech Station Speed (A1TS03). Head out for another pair of Drones, and a fork in the path. If you consider the room we just came out of as South, head East. You'll get two more Drones, along with a Sketchbook (A1SB02). Head back to the fork and go West (again, going off of the earlier room with the hole in it as South). Keep going, and we'll reach a room with some wreckage in it, as well as the last two Drones. For killing them all, you get a Homing Beacon (A1HB3). At the end of this large room is the entrance to the Larvae Chambers ------------------------------------------------------------------------------ Larvae Chambers (A1LC) Objectives: Gained Objectives: Optional Objectives: Destroy [Egg Clusters] in the {Larvae Chambers} 4 Clusters to destroy Head on through to the first big room. The Egg Clusters they want us to destroy are the green ones, though it can't hurt blasting the yellow ones, too. The first Egg Cluster is in this room. There's a long, winding pathway leading to a fork. Follow the waterlogged branch of the fork to get to the second Egg Cluster. Keep following the path around the big hole to find Tech Station Health (A1TS04). Keep following the path around and we get back to the other branch of the fork. Though we've already been there, so go on down the other path. Bust out the door, and at the end of this room is a Comic Book (A1CB02). Break out another door and head through. Follow the path along, and you'll get to and Xtraction Point. Go ahead and save, then continue on. The final Egg Cluster's out this way, along with the entrance to the Queen's Lair. ------------------------------------------------------------------------------ Queen's Lair (A1QL) Suggested characters: Someone who can build bridges Objectives: Gained Objectives: Infiltration- Step 1: Defeat [Zealot] Step 2: Find the buried [Genosha Entrance] in the {Queen's Lair} Optional Objectives: Destroy the [Cerci Queens] in the {Queen's Lair} 3 Queens to destroy Well, follow along for a talk with Angel. Then follow along for another chat, this time with some Zealot Minions. They'll explain what's going on, and then you'll stomp them into the ground. Head past them for a fork. If we figure the room we came out of is South, head West. Blast the rubble to open the way to a large room, with a Cerci Queen at one end. Kill her, and you'll see the blue X spot for a bridge. Make one, and on the platform it goes to, there's a Data Disc (A1DD2). Pick it up, then head back to the fork and head East. Go around the corner for a big room. Keep following the "southern" wall, and on to a smaller room, containing Zealot and a bug. Have a chat with him. You'll be left to fight a Cerci Queen. Dispatch her and pick up the Danger Room Disc behind her, containing both Moves 103 - Triple Hit (DRC103) and Moves 104 - Throw (DRC104). Now head back the way you came, plowing through the Zealot Minions and blast the rubble behind them to go through, back to the large room you were just in. Head out the top of this room, and break down another door, as well as the last Cerci Queen and another appearance by Zealot. Kill the Queen, and proceed to the next room, with an Xtraction Point. I'd suggest saving, as there's a boss fight nearby. Guess who: Zealot! After you've stomped him to the ground, keep going down the open area through another doorway, and your next objective is complete. Go ahead and use the Old Console, opening the way to the Genosha Seawall. Also, this gives you another prompt for a mission briefing, so feel free to head back to base for that. ------------------------------------------------------------------------------ Genosha Seawall (A1GS) Suggested characters: At least one Brotherhood character (Magneto, Juggernaut, Toad), a flyer, and someone with Might level 2. Objectives: Gained Objectives: Jailbreak- Step 1: Disable the [Dirigible Moorings] in the {Genosha Seawall}, 8 total Step 2: Help [Mutant Prisoners] escape in the {Southern Habitats}, 11 total Step 3: Help [Mutant Prisoners] escape in the {Northern Plaza}, 6 total Under Pressure- Step 1: Defuse all Bombs on the [Genosha Seawall] by destroying the {Detonators}, 2 total Optional Objectives: Help Blob repair the cracked [Genosha Seawall] before all of Genosha is flooded Okay, head through the door ahead of you to get some objectives. Straight ahead of you are two Moorings. Bust them up, and there's only six left. If you look at your map, you'll see all six right there. I suggest a clockwise path around the place. After you bust all eight Moorings, Varese (the guy who gave you the job) tells you he's set to go. So we are, too. Head up out the other side's steps. From where you enter, head counterclockwise (most likely to the right) and fight through some soldiers and demons to get to a Security Console. Bust out your Brotherhood mutant to open the door for a Homing Beacon (A1HB4), and a bonus Blink portal when you go back. You might want to hold off, though, since the enemies there will beat you silly. Anyways, it's not really necessary to go there until you have four of them opened, since only then can you get all the Iron Man Armor parts and then collect Iron Man. But I'm getting ahead of myself. Head back out, and continue exploring. If you keep going counterclockwise down the hall, and in the second door on your left, then through the room, you'll wind up in a room kind of shaped like a plus sign. In the room off the far end of the room (from where we came in) is a Tech Station Energy (A1TS05). Off of another point of the plus sign room is a room with Blob in it. He gives you another Objective, so feel free to help out. It's not like you're doing anything else, and plus, the Objective points are in the room you're in now! Well, they're up top of the room you're in now. Use a flyer to get up there, then beat on the detonators. Once this is done, an Optional Objective pops up. To accomplish this, use your Might character and go to the big thing in front of Blob, and press square. Now, you get to fight alongside Blob against some soldiers and demons. Now, consider the wall that was behind Blob as north. Head out the west exit, and follow the hallway to the south. Go out the west door, and the exit to the Southern Habitats (and lose a few tons while you're at it). ------------------------------------------------------------------------------ Southern Habitats (A1SH) Suggested characters: Magneto/Jean Grey Objectives: Current Objectives: Jailbreak- Step 2: Help [Mutant Prisoners] escape in the {Southern Habitats}, 11 total Step 3: Help [Mutant Prisoners] escape in the {Northern Plaza}, 6 total Well, first things first is to whomp on Lady Deathstrike. Go figure. Once you're done there, continue past to get to an Xtraction Point and the entrance to the Northern Plaza. Don't go there yet, as we have unfinished business here. Considering the Northern Plaza entrance as north and the Genosha Seawall entrance as south, I'm starting off by going west. Beat on the soldiers and hounds, then head through the (off the previous directions) north door. Go down either side of the corridor to get to a very large room, with a recessed area. Two Prisoners are down there, but it's kind of hostile right now. Kill off all the enemies around, then head up along the paths above the Prisoners. Bust out the glass to get to a small area with two consoles, and some soldiers. Kill the consoles, then use the soldiers.... Wait, reverse that: kill the SOLDIERS, then use the CONSOLES. Head back in to the recessed room, and talk to the two, now freed, Prisoners. Head back to the room just off the big room you fought Lady Deathstrike. Open the door here, and head through. Head along either side, then out to the next room. Talk to the Prisoner here, Caleb-Bann. He opens up a door for you (I believe the XP I found here are replaced by a Homing Beacon if you've not collected 4 by this point; can someone confirm this?). Follow along this area that's not on the map, to another door. There's a few energy doors here, along with a center room with a Console. Um, push the button, maybe? This opens up the energy doors for three more prisoners. Now head back out, across the room you fought Lady Deathstrike, to another room, setup like the one we just came from. Now, you can't get to the control boxes here, so bust out Magneto or Jean Grey and use Levitation or Telekinesis to operate both of them. Both of them lead to essentially the same thing (three prisoners, a control box, and some soldiers and hounds) but the one (again, going by the Northern Plaza entrance as north and the Genosha Seawall entrance as south) to the north has a Comic Book (A1CB03) in the room farthest to the east. Rescue all the Prisoners in each area, and your eleven Prisoner goal is accomplished. Now you can head back to the Northern Plaza entrance and head through, though you might want to save the game at the Xtraction Point. ------------------------------------------------------------------------------ Northern Plaza (A1NP) Objectives: Current Objectives: Jailbreak- Step 3: Help [Mutant Prisoners] escape in the {Northern Plaza}, 6 total Gained Objectives: Jailbreak- Step 4: Speak with [Blink] in the {Sanctuary} Head on down to the lower floor, wiping it with the hounds. Under one of the staircases is a Data Disc (A1DD3). Okay, all the directions I'll give here are based off of the Southern Habitats entrance as being south. Head up the northwestern stairs. Head off to the west, and at the end of the corridor is a room containing two Prisoners. Break down their cell walls and free them. Head back towards the Southern Habitats entrance and go up the northeast stairs. You'll find the setup here to be much like the one you just came from, so do the same, just mirrored. Head back out towards the Southern Habitats entrance, but stay on the top level. Over in the western-most door, there's a Prisoner, along with a Danger Room Disc (DRC100). There's also a console here to listen to Mr. Sinister's lab notes. In the second eastern-most corridor (one that's still heading straight north) is the sixth Prisoner. This updates your Objectives. Head back out and go in the farthest east corridor (the diagonal one). Hey, it's Mr. Sinister! Where you goin'? Damn. At least he left behind some XP (or a Homing Beacon, if you STILL haven't collected four by now). Be nice and bust out the two mutants that are trapped by Sinister's machinery (the two things that kind of look like what Mr. Sinister left by). Now head back out and head up the center straight corridor (the only one we haven't gone down yet). Down the hall here are some hounds, and the entrance to the Grand Hall. Feel free to head back and talk with anybody and everybody back at base, though, since talking to Blink IS one of your Objectives. ------------------------------------------------------------------------------ Grand Hall (A1GH) Objectives: Gained Objectives: Optional Objectives: Save Pyro- Save [Pyro] from the torture device in the {Grand Hall} Look at that! Right off the bat here is GAME TIP #16: Stronger characters can throw people by pressing square and using the left analog stick to direct the throw 'Kay, let's see: three doors, one with two red Xs behind it, one with a console next to it, and one open.... Let's go with the rex X door. It's Pyro! And he wants your help. Um, let's try destroying the things marked with red Xs (the generator-looking things). One door down, two to go. Let's go with the one that's already open (yes, I realize that helping Pyro opened the other one by the console, but that comes later...). Hey, isn't that just nifty! A Tech Station Body (A1TS06). Give it to someone who can use it. Okay, NOW let's go through the door the soldiers were kind enough to break down for us. There's a whole lot of action goin' on here, so be sure not to get lost. On the other side of the first collapsed pillar is a Data Disc (A1DD4). That makes a set, so you'll be able to hold more Energy Packs. On the last balcony on the west side (if the entrance to this room is south) is a Sketch Book (A1SB03). Just past the last balcony on the east side is a collapsed pillar. Between it and the east wall is another Weapon Cache (A1WC02). Head down to the end of the room, and there's an Xtraction Point. Save, then use the console next to the big door and wait for it to go down, then head to the Genosha Council. ------------------------------------------------------------------------------ Genosha Council (A1GC) Objectives: Gained Objectives: Into the Void- Step 1: Defeat [Abyss] Step 2: Speak with [Professor X] in the {Sanctuary} Well, Pyro's left you, and if the loading screen's any idea as to what's coming up, there's a good reason for him to leave. If you forgot to use the Xtraction Point in the Northern Plaza, they have this purple one here for your use. But oh, guess what? It only lets you change your team. Well, head on through the big door. Well, looks like the load screen was right. Big ole boss fight, versus Abyss. I'm a cheater, so I took him down with no problems. You, on the other hand, may not be a cheater, so you might need some help. As of version 1 of this walkthrough, no help here. Go check the boards or something. If people want to send in their strategies for boss fights, feel free, and they'll be added in in the next version. After you whomp on Abyss, he runs away. PANSY! Chase after him, then hop on the blimp. Now, you have to blast the blimp out of the sky. To accomplish this, you have to throw bombs at it. Kindly enough, Abyss tosses them at you. Just be sure to get out of the way when he does so, head over to the bomb, pick it up, and toss it at his blimp. After blasting his blimp out of the sky, he hops over to yours. Continue Abyss' beatdown. Now, he sucks you in to his chest's dimension. Kill off the critters, then arm the two bombs on the level you're currently on. Use the little tornado-looking thing to go to the other level, and arm the two bombs there. Congratulations. You've just survived your first full boss battle. Grizzly and Lady Deathstrike were just sub-bosses. Oh well, on to the Sanctuary! ------------------------------------------------------------------------------ Interlude 2: The Sanctuary (I2TS) Objectives: Current Objectives: Into the Void- Step 2: Speak with [Professor X] in the {Sanctuary} Well, while we're here, even if you're not high enough level to take on the enemies yet, let's go to the Secret Bonus Area opened by collecting four Homing Beacons. Once that's done, talk to Prof. X. ------------------------------------------------------------------------------ Secret Bonus Area (A1SBA) Objectives: none There's only a few things to do here: use the three Consoles, then pick up Ironman's Gauntlets. However, there are a few enemies standing in your way. There's one pair of enemies in front of each Console. There's also one big-ass Titan that pops out once you've used all three Consoles. If you can deal with all that, go ahead and pick up the Gauntlets. Now head back to the Sanctuary. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ Act 2: (A2) Hidden Stuff: 4 Comic Books, 6 Concept Art in 2 Sketch Books, 4 Homing Beacons, 4 Data Discs, 6 Tech Stations, 1 Iron Man Armor, 5 Weapon Caches, 5 Danger Room Discs ------------------------------------------------------------------------------ Interlude 3: Avalon (I3A) Objectives: Gained Objectives: Certain Destiny- Destiny, a mutant with the power to foretell the future, is missing. Mystique may have information on her whereabouts. Step 1: Talk to [Pyro] Step 2: Find [Mystique] in the {Jungle Canal} Well, new environment, same setup. Only now it's Forge instead of Beast (for obvious reasons). Also, the Trivia Game is now opened up for Act 2 (TTGA2). If you have on other business (Danger Room, buying/selling items, etc.) head on down and talk to Pyro (he's in the little area just off the main circular part). Now head on out. ------------------------------------------------------------------------------ Jungle Canal (A2JC) Suggested characters: Someone with Flight Objectives: Current Objectives: Certain Destiny- Step 2: Find [Mystique] in the {Jungle Canal} Gained Objectives: Certain Destiny- Step 3: Defeat [Garokk] Step 4: Rescue [Destiny] in the {Jungle Canal} Step 5: Talk to [Mystique] in {Avalon} Look at that, another one! GAME TIP #17: Use R2 and the directional pad to cycle through your skills. Keep pressing the same direction to change the skill assigned to the button in the same spot (Up=Triangle, Right=O, Left=Square, Down=X) Head on up further. Well, that's one step down. Onward! Soon, we come to a circular area around a tree. Head around the tree for a Danger Room Disc (DRC2CC). Follow along the path, and if you watch your map, you'll see an exit icon there, but no exit. Walk over towards it, and the ground will break, opening the way to the Cave. Just waltz along the way, fighting the bugs that come at you, and you'll find a Data Disc (A2DD1). Break the rocks down that are nearby the Data Disc to open the exit from the Cave. Now, go over to the OTHER Cave entrance. Soon after entering, you'll come to a fork. Head down the part that doesn't have an exit icon to find a Homing Beacon (A2HB1) (this Act's ones are yellow, though this one looks green to me). Head down the other fork to exit the Cave. Team, meet Garokk. Garokk, meet team. Team, kill Garokk. Head on back using the Teleport Pad to take you back to the entrance of the Jungle Canal, then back to Avalon. ------------------------------------------------------------------------------ Interlude 4: Avalon (I4A) Objectives: Current Objectives: Certain Destiny- Step 5: Talk to [Mystique] in {Avalon} Gained Objectives: The New Ice Age- Stop Apocalypse's forces before they destroy the alien Atmospheric Generators and turn the Savage Land into an Antarctic Wasteland. Step 1: Protect the [Atmospheric Generators] in the {Jungle Ruins} In Avalon, there's a whole lot more people to talk to: Angel, Mystique, Destiny and Garokk, even. Talk to the lot of them, though Mystique will finish an Objective for you, and Angel will give you a new one. Now a half-naked due is standing near the other exit of Avalon: Ka-Zar. Head on out through the exit past him into the Jungle Ruins. ------------------------------------------------------------------------------ Jungle Ruins (A2JR) Objectives: Current Objectives: The New Ice Age- Step 1: Protect the [Atmospheric Generators] in the {Jungle Ruins} Gained Objectives: No Way In - No Way Out- Hidden deep within the Savage Land is an ancient Nuwali Monument. Beast may be located here. Find this ancient structure before all is lost. Step 1: Locate the Hidden Entrance to the Ancient Monument in the Jungle. Now why the game won't let you beat on the soldiers WHILE they're beating on the Generator, I don't know. But, that leaves us with two to protect. Head on down the path, and as it starts to curve, there's both a Weapon Cache (A2WC03) and another Homing Beacon (A2HB2). Head on up the path, and you'll see the next Generator, along with a Comic Book (A2CB04). You'll need to protect the Generator from the enemies that spawn nearby for a little while, then you get a message from Angel about the next Generator. Head on down the path once again. You'll find the next Generator here, along with a Tech Station Health (A2TS07). Angel will call again, saying they're attacking the other Generator again, so rush back and whup ass. Oh, and don't worry about using wide-range damage skills, they don't hurt anything you're supposed to protect. You're left with Petrovitch, along with some dialog choices. Clean up afterwards, picking up anything that might have been dropped, save back at the Xtraction Point, and proceed on to the Jungle Pass. ------------------------------------------------------------------------------ Jungle Pass (A2JP) Objectives: Current Objectives: No Way In - No Way Out- Step 1: Locate the Hidden Entrance to the Ancient Monument in the Jungle. Gained Objectives: No Way In - No Way Out- Step 2: Defeat [Sauron] to gain entrance into the Monument Follow the path along, and you'll come to a fork. Head down the right-hand side path, and you'll come to two Cave entrances. Head in the left-hand Cave, and along the path, you'll find a Homing Beacon (A2HB3). Continue along the path for the Cave exit. Head left out of the exit (while the exit's to your back) and you'll come to some ruins. Near the top of the ruins (i.e. not heading along the path) is a Comic Book (A2CB05). If you keep following the path, along the ruins, you'll get back to the original fork. So, go back past the Cave entrance and hop over the fallen log. This leads to the other Cave's exit, where some soldiers were planning an ambush. Emphasis on WERE. (Should you have come out this way instead of going through the left-hand Cave, the soldiers would have sprung a fence around you; just break the Generators nearby and blast the soldiers; you can also Levitate or Telekinesis a soldier into the fence to break it). Now that the whole branching path thing is over with (for now), head on down the unexplored path, and another Cave is visible. Head on in. Here are some laser tripwires. Try using a long range ability to blast the bits with the blue Xs over them. You'll eventually get to a Weapon Cache (A2WC04). Head on out the other Cave exit. Here, you'll find a Tech Station Speed (A3TS08). Head back through the Cave and to the Jungle Pass. Keep following the path along the direction you were heading before you got sidetracked (um, the bit of the map that you haven't got yet). Another Xtraction Point, and another Cave. Save at one, then head in the other. Shortly along the path, after dealing with some soldiers, is a Sketch Book (A2SB04). Keep heading down, and there's a Cave exit. Now is it me, or does Sauron sound like the Crypt Keeper from Tales from the Crypt? Whether he does or doesn't, whomp on him. After doing so, head up to the big door, and enter the Nuwali Shrine. ------------------------------------------------------------------------------ Nuwali Shrine (A2NS) Suggested Characters: someone with Might Objectives: Current Objectives: No Way In - No Way Out- Step 2: Defeat [Sauron] to gain entrance into the Monument Gained Objectives: Beyond the Threshold- Gain entrance to the Beyonder's Council by unlocking the ancient gateway that protects it. Step 1: Locate a [Mystic Stone] in the {Nuwali Shrine} Step 2: Locate a [Mystic Stone] in the {Nuwali Corridors} Step 3: Place the Mystic Stones in the Ancient Doorway Statues of the [Nuwali Gateway], 2 total Well, there's three ways you can head out from this first room. All the directions I'll give are that the entrance of the first room is south. Head through the east door. Follow the path around and you'll get to a small room with two statues you can push. Bust out your Might character and push both of them; a third becomes available for pushing, so do that, too. And the way is opened to.... A Tech Station Body (A2TS09). Once you use the Tech Station, the door nearby opens, so head through. Head down through the southern door and there's a Homing Beacon down towards the southeast corner (A2HB4). Follow the path around, and you'll come to a red X on the map, along with an arrow. Step on the panel the arrow's pointing on. From here, you can head out on the little balcony thing and drop down in the water, head out and pick up the Mystic Stone from the raised stone area. Oh, but wait, you sense a trap. Head through the southern door, and out through the door to the west (not the western door from the entrance room, but the western door from the room just off the "water room"). Down at the far end of this room is a Danger Room Disc (DRC203). Head through the northern door, and through the rooms. Head over to the red X/red arrow and step on the plate. The Mystic Stone is now safe for the taking, so do so from the "water room". Head back through to the entrance room, and head through the west door. There's some breakable bits just past the door; break them to find a Comic Book (A2CB06). The exit here goes to the Nuwali Corridors. ------------------------------------------------------------------------------ Nuwali Corridors (A2NC) Suggested character: someone with both Flight and Might. Rogue is the most likely, as the only other character with both is Iron Man, and on your first play through, you won't have him. Then again, you can use Jean Grey or Magneto, as long as their Telekinesis/Levitation can act as Might level 2. Objectives: Current Objectives: Beyond the Threshold- Step 2: Locate a [Mystic Stone] in the {Nuwali Corridors} Step 3: Place the Mystic Stones in the Ancient Doorway Statues of the [Nuwali Gateway], 2 total Gained Objectives: Tomb Raiders- Discover where the Vibranium is concealed within the Nuwali temple and return it to Ka-Zar before it can be used by the army of Apocalypse Step 1: Locate the Vibranium Idol Well, look at this! A Tech Station Energy (A2TS10) and Xtraction Point, all at the start! Someone must love us. Well, let's try heading down a passageway that DOESN'T start off going to something Nuwali (that would be to the south, since we came west into this room...). Well, this is a big ole room. Head up to the Mystic Stone, but you sense another trap (yay common sense!). So there's three exits out of this room. Head out to the east. Once you get to the end room (with the red X/arrow) there's a Comic Book (A2CB07). As you head in to touch the switch, many Guardians come out to try and make you into a sacrifice. Flip the tables on them. As you head out, look on your map. There's a room with seemingly no entrance (well, you can kind of look on the screen, too). Break down the wall for a room with a Weapon Cache (A2WC05), along with another breakable wall, this time with a Data Disc (A2DD2) behind it. Head back to the room with the Mystic Stone in it, and head through the western door. Uh oh, can't get across? Well, you could if you listened to me and brought along Rogue. Fly on down the corridor, avoiding the obstacles, and pick up the Sketch Book (A2SB05). Push the block out of the way, and trigger the Guardian Switch. No Guardians pop out, this time. Head back to the Mystic Stone, and pick it up (finally). Head out through the doorway to the south, and see the entrance for the Elemental Tomb. You're not going that way, yet (owned!). Head back to the room with the Xtraction Point, and out through the western doorway to the Nuwali Gateway. Yes, I know there was an entrance to the Nuwali Gateway from the Nuwali Shrine, but for what you need to accomplish there, you needed the Mystic Stone from here, first. Hey, if you don't like my guide, try making your own, dammit. ------------------------------------------------------------------------------ Nuwali Gateway (A2NG) Suggested character: someone with Might, someone with Flight (for ease in some areas) Objectives: Current Objectives: Beyond the Threshold- Step 3: Place the Mystic Stones in the Ancient Doorway Statues of the [Nuwali Gateway], 2 total Tomb Raiders- Step 9: Locate the Vibranium Idol Gained Objectives: Wow, right from the start, you're attacked. Try to stay in one area, since you'll have enemies coming from down the corridor and through the doorway that's just ahead of you when you enter. Head down the corridor, and you'll reach a room with little pathways of water. Try to stay on those little pathways, as stepping off near the big statues will get you a blast of fire. Follow along to the end room, where there are three exits (two doors and one breakable wall). Behind the breakable wall, there's a maze that pops up (though all the walls are easily destructible), with some XP (would be a Homing Beacon, if you haven't collected 4 by now). Head back, and through the door that's across from the wall you just broke through to get to this maze room. Have someone fly over to your left as you enter (past the two columns is a safe area to land) and there's a spot for a bridge to be built, so do so. Also nearby to the bridge area is a door you can head through to get to a spot that's not on the map. Inside is a Data Disc (A2DD3). This is a big ass room and it's quite good to have a flyer here, as they can just head around the borders. If you keep along the wall the "hidden room" was on, it will lead to where you would've come in if you'd came straight from the Nuwali Shrine. Keep heading around the edges and you'll get to another "landing area". If you break through the walls here (also through the walls on your right for a Danger Room Disc (DRC204)) you'll get back to the doorway that was across from you when you entered. So, let's head back to the big ass room and fly back to where we came in from. Just follow the pathway, making bridges as you go. The first bridge leads to a box with some Tech Bits on it, along with two Health and Energy Potions. The second bridge just leads back to the area we've already covered, while the third bridge leads to more Tech Bits. There's only one unexplored area left on the map, and that's the other door off of the watery path area, so head back there (move around in the big room until you get to either of the paths heading out that don't go direct to the Nuwali Gateway, and follow the semi-straightforward path back to that crossroads room at the end of the watery path area). Head through the doors, and be assaulted by some enhanced soldiers. Head through, and there's a large room, with more enhanced soldiers, and an Xtraction Point in the middle. There's some weird-looking statues making funny noises, and at the end, the two spots for the Mystic Statues. Go ahead and place them. The door opens ahead of you, and Shanna and Prof. X have a chat with you. BTW, if you saw those green arrows over the switched, it is safe to pull them. They open portals that both head to the area the XP/Homing Beacon was, in the room the maze popped out of. It's also not really necessary to head back, as nothing relevant has popped up, except that Ka-Zar will give you the Mission Briefing for the Anti-Metal mission. So head on through the big ole doors to the Beyonder's Sanctum. ------------------------------------------------------------------------------ Beyonder's Sanctum (A2BS) Suggested character: Iceman Objectives: Current Objectives: Tomb Raiders- Step 9: Locate the Vibranium Idol Gained Objectives: The Beast Within- Rescue Beast before Mikhail's order of execution can be carried out. Well, it would appear the Omega Red will be here, somewhere. Though that's just a guess, given that HE'S ON THE DAMN LOADING SCREEN. Anyways, follow along until you're through a door. There's a Danger Room Disc (DRC200) along one wall, just past some weird blue spinning thing and a blue electronic thing. Can't bust the spinny thing, can bust the electronics. Follow along, and there's stairs leading down to a room with lots of spinny things and electronics. Wedged between one of the far staircases and the wall is a Data Disc (A2DD4). Now you can hold two extra Health Packs! Yay! There's three exits out of the room; two lead the same way (around to a pillar, douse the flame by the pillar and it reveals Tech Station Focus (A2TS11)). Once you do that, head up on the platform with the Xtraction Point and out that door. You might want to save at the Xtraction Point first. Follow the corridor along, and there's the cause for the loading screen: Omega Red. Whomp him down, and a portal opens up. Don't head through yet, since there's more to see here. Diagonally across from the entrance to the room is a Weapon Cache (A2WC06). NOW head through the portal thing that opened to Mikhail's Warship. But wait, that will finish off the Act, without all the Objectives! We can't have that, now can we? Head back to the Nuwali Corridors and to the Elemental Tomb. ------------------------------------------------------------------------------ Elemental Tomb (A2ET) Suggested character: Sunfire (with Ionize as high as you can get it) or Iceman, a Bridge builder or someone with Flight, someone with Flight Objectives: Current Objectives: Tomb Raiders- Step 9: Locate the Vibranium Idol The Beast Within- Gained Objectives: Tomb Raiders- Step 1: Locate the Fire Skull Step 2: Locate the Water Skull Step 3: Locate the Earth Skull Step 4: Locate the Air Skull Step 5: Return the Fire Skull Step 6: Return the Water Skull Step 7: Return the Earth Skull Step 8: Return the Air Skull Step 10: Return to [Ka-Zar] in {Avalon} Hokay, head on up the corridor, and out through the doorway ahead of you. There's a red X, that must be important. Turns out it is, and somehow Ka-Zar can decipher the tablet without being there. Well, on with the new Objectives. Head back to the room you just came out of (the one with three exits) and head out through the side with the collapsed pillar resting on it. Make a left as soon as you enter the larger room with the lava in it. Follow the wall down for some XP (that would be a Homing Beacon if you STILL hadn't picked four up by now). Now, head back to the bridge. Whip out Sunfire here, as the Skull is surrounded by fire. If Sunfire has Ionize up high, it will deal much less damage, and if it's maxed, he'll take none at all. Or, you can use Iceman to freeze the fire (putting it out) so that the whole team can walk out on it. Pick up the Fire Skull, and head down the other bridge (or at least out the door near the other bridge). Follow the path into the next room. Head around either side; both ways lead to a spot you can make a bridge from. Pick up the Water Skull, activate the Xtraction Point nearby, and pick up the Danger Room Disc (DRC2CG) and head out the door nearby. Go through the next door, and downstairs for a Tech Station Striking (A2TS12). Head back up, and through the next door. Follow the hallway around to the Earth room. Nothing special here, just bust down the rocks surrounding the Earth Skull and pick it up. Head through the next door and down the hallway. Wander around the Air room, and you'll find a Weapon Cache (A2WC07), along with the fact that you'll have to fly to get the Skull here. Once you pick that up, head back to the center room (the one with the tablet Ka-Zar deciphered for you). Place the skulls on their respective platforms (you should be able to find them, they're under big red arrows). You'll notice that as you place the Skulls, there's a little platform that rises skull by skull. The Idol pops up here once you place all four Skulls. Like the Objective says, head back and chat with Ka-Zar in Avalon, then head back to the Beyonder's Sanctum and through the portal past where you fought Omega Red, and on to Mikhail's Warship. ------------------------------------------------------------------------------ Mikhail's Warship (A2MW) Suggested character: Colossus (family reunion!) Objectives: Current Objectives: none Gained Objectives: The Beast Within- Step 1: Defeat [Mikhail] Step 2: Free [Beast] from Mikhail's trap Step 3: Talk to [Professor X] in {Avalon} Well, this is certainly a change of scenery, huh? Shortly after arriving, Mikhail's Bodyguards start a fight. Wipe the floor with them, then use the Door Controls, and head on. There's another of those purple Xtraction Points, so if you have any last minute changes to your team to make, do so now. Beat on all on Mikhail's clones. This then sends you to a large room, with some very strange enemies. They turn into Control Panels when defeated. You need to defeat them on the circular bits, once for each bit. Each time you do this, a laser erupts from Mikhail and circles the room. After getting all four, beat on Mikhail some more. WTF? The boss is beaten, but there is more? There's a door across from the entrance to this room (well, actually diagonally across) that opens after Mikhail is beaten. Head through it. The Console isn't functioning, so bust it up. Afterwards, talk to Beast for Blink to open a portal back to Avalon (that saves some time...). Head through, and chat with Prof. X to move on to the next Act. ------------------------------------------------------------------------------ Secret Bonus Area (A2SBA) Objectives: none Just head down the corridor, dealing with the enemies as they come. At the end, bust the last few enemies down, and out pops Ironman's Chest Plate. Pick it up, and head back to Avalon. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ Act 3: (A3) Hidden Stuff: 4 Comic Books, 9 Concept Art in 3 Sketch Books, 4 Homing Beacons, 4 Data Discs, 6 Tech Stations, 1 Iron Man Armor, 10 Weapon Caches, 7 Danger Room Discs ------------------------------------------------------------------------------ Interlude 5: Weapon X Facility (I5WXF) Objectives: New Objectives: Rotten to the Core- The nuclear power plant known as "The Core" is Apocalypse's primary source of power. Destroy it and his forces will be starving for energy. Step 1: Talk to [Angel] Step 2: Take X-Jet to the Core Infinite Possibilities- Shut down the Infinite Factory and stop the endless supply of clones it generates for Apocalypse's army Step 1: Talk to [Heather Hudson] in the {Weapon X Facility} Step 2: Take X-Jet to the Infinite Factory Once again, same stuff, new surroundings. Forge is up on the second floor with some new inventory, along with Angel, who has the Trivia Game (TTGA3) (on the same side); across from them are Heather's room and the room with the Danger Room Computer and Review Computer. Down on the ground floor are Wolverine, Prof. X, the Hero Stash, and the Mission Computer. Chat with Heather and Angel. Oh, and do check out the new alternate costumes for everyone. Everyone has at least one alternate, now. Even the unlockable characters. I especially like running around with Age of Apocalypse Sunfire (the one that all on fire). He's cool (Hah! that was a funny!). Well, there's not a whole lot left you can do, so head on out with the X-Jet (parked out through the door next to the Xtraction Point). And who do we see next to the X-Jet but Havok! Hey Havok, what's goin' on? He's our pilot for these missions, so hop on in the X-Jet and head off to the Core. ------------------------------------------------------------------------------ Core Interior (A3CI) Suggested characters: Iceman (for fires), a character with Might and Flight Objectives: Current Objectives: Rotten to the Core- Step 2: Take X-Jet to the Core Step 3: Attach [Forge's Transmitter] into a core console in the {Core Interior} Step 4: Lower [Core Shields] using Shield Controls in {Core Security} Infinite Possibilities- Step 2: Take X-Jet to the Infinite Factory Well, were' halfway to our objective already! We're in the Core Interior, so all we have to do is find the console thing. With the Recall beacon (where we came in) being south, head west. There's a blue Homing Beacon (A3HB1) here, along with some enemies. Go back to the room you just came from and head east. Around the east side of the room is: GAME TIP #18: (thought you'd seen the last of these, huh?) There are some enemies with invulnerable shields, breakable with a special combo. The combo needed is listed under their name. For example: Popup Shield would require the Popup Combo of X+X+O Around the northwest corner of this room is a Data Disc (A3DD1). Keep following the path around and you'll eventually reach a Security Panel. Use it, and Forge lets you know how he's doing, opening up the doors ahead of you. Head on through. Turn to the south as you enter the next corridor, and the room here has a Danger Room Disc in it (DRC2CI). Head back up the corridor, and in the first door you pass (that you haven't already been in). Up in the top corner of the room here is a situation you've dealt with before: you need a character with both Might and Flight. And if you're playing for the first time, you probably only have one character who can do this: Rogue. Have her fly over to the wall above the blue ring thing, hammer on the wall, and it opens to a Tech Station Speed (A3TS13). Once the wall's busted, any flier/teleporter can get there, so Rogue's not the only person who can use it. Head through the other door here, and back out in the corridor, just past the forcefield. Use the panel to disable the forcefield, and head on down the corridor once more. In this room, there are bastardly enemies: enhanced undercloaks. They can disappear on you, and when they do, they can't be physically attacked. So bust out your wide range energy skills (Iceman's Arctic Burst works wonders, since it slows them, too) and go to town. If it doesn't happen while you're fighting the undercloaks, you'll need to break down the center wall to get into the next room. Out through the next door, look down the short end of the hallway, and behind the breakables is a Weapon Cache (A3WC08). Head through the door at the end to go to Core Security. ------------------------------------------------------------------------------ Core Security (A3CS) Objectives: Current Objectives: Rotten to the Core- Step 4: Lower [Core Shields] using Shield Controls in {Core Security} Step 5: Shut down [Security Gate] in {Core Security} Step 6: Lower [Control Rods] in the Yellow Sector of the {Core Reactor}, 2 total Step 7: Lower [Control Rods] in the Blue Sector of the {Core Reactor}, 2 total Infinite Possibilities- Step 2: Take X-Jet to the Infinite Factory This first room is BIG. With the Core Interior door as south, head east down the corridor. The first door on the left holds a bathroom along with and Xtraction Point. The next door down holds another bathroom. The next door down hold some enemies (as if the previous two had none), though if you head through the door at the top of this room, there's a storage area with a Danger Room Disc (DRC303), along with lots of breakables for lots of Techbits and Potions. Head through the other door in the previous room, as you won't be able to break through the big doors just south of this room with the multiple exits. Break through the southern wall of this office-type area, and head further along the corridor. The Core Security console is just downstairs, but it's non-responsive, so blast it, along with all the surrounding bits. Hey, that worked! Head back to the Core Interior entrance, and down the other part of the corridor. Head through either if the first two doors (as the wall between is destructible) and break the far wall of the second room. Inside is a Weapon Cache (A3WC09). Head back to to the corridor, and in the next door. Okay, granted, the next door has nothing special, just some more enemies and breakables. So on to the next door. There's a big door at the end, along with a control panel. Gee, does one control the other? Let's find out.... Looks like it! Bust up the enemies, then use the Reactor Security Control. Damn, it doesn't work. Well, do what we always do when something doesn't work right away: HULK SMASH! Now why does that always work? Anyways, since we already went the other way and smashed the Security Gate controls, we can move on direct from here. Head back on down the corridor, and the next room you pass has some enemies in it, along with an extra room across from the entrance with some breakables. Keep going down the corridor, and on to the Core Reactor. ------------------------------------------------------------------------------ Core Reactor (A3CR) Objectives: Current Objectives: Rotten to the Core- Step 6: Lower [Control Rods] in the Yellow Sector of the {Core Reactor}, 2 total Step 7: Lower [Control Rods] in the Blue Sector of the {Core Reactor}, 2 total Infinite Possibilities- Step 2: Take X-Jet to the Infinite Factory Gained Objectives: Rotten to the Core- Step 8: Destroy [Coolant Pumps] in {Core Control}, 2 total Well, given that the Objectives refer to a Blue Sector and a Yellow Sector, and there's blue and yellow arrows on the floor, let's head through the door with no arrow in front of it. Oh, wait. We can't. So, let's head to the Yellow Sector. Well, there's a Yellow Control box with a handy green arrow over it, but we need to drop the rods here first. So head on through the door. Follow around to a door with "Reactor" on the ground in front of it. In here, surprisingly, is a reactor, with Yellow Rod Control for yellow rod bundle 1. Go ahead and push the button, then head through to the second Yellow Rod Control. Push that button, too. Now there's two other doors aside from the one we came through. One has "Yellow Sector" in front of it, but you can't open it. The other (across from the door we entered with) is openable, so head through. Keep going on and at the end is another door with "Yellow Sector" on it, and surprisingly enough, like the last one, won't open. So head back to the Yellow Control and hit the button. Head back through the original room, and out through the blue arrow door. Go figure, the rooms here are mirrored versions of the ones over in the Yellow Sector. So follow the last few paragraphs, replacing "Yellow" with "Blue". Once the Blue Control's been tripped, head back to the original room. NOW we can head through that door, picking up the Comic Book (A3CB08) along the way. Head through to the room with a T-junction. Just over the blue reactor pit (i.e. fly over it) is a Homing Beacon (A2HB2). Now head through either door back into the Sectors, and follow the map around to the Xtraction Point (it's in the last room you couldn't get in to before). Save, then head through the door at the top to Core Control. ------------------------------------------------------------------------------ Core Control (A3CC) Suggested characters: someone with Flight Objectives: Current Objectives: Rotten to the Core- Step 8: Destroy [Coolant Pumps] in {Core Control}, 2 total Infinite Possibilities- Step 2: Take X-Jet to the Infinite Factory Gained Objectives: Rotten to the Core- Step 9: Defeat [Sugarman] Step 10: Release [Safety Mechanisms] in {Core Control} Step 11: Talk to [Angel] at the {Weapon X Facility} Looks like a boss battle's looming in the wings, here. Follow the path around, and head in the first door. We'll have to work our way around those lasers, so head in the first door. What? No door out? We'll make one, then. Break through the wall, then head out the door in the next room, and back down the corridor for the Sketch Book (A3SB06). Head down the room here, and in through the first door you come to. This leads to a room with destructible walls, overlooking a Coolant Pump. Destroy it (somehow you just KNOW it's the Yellow Reactor Pump) and head ALL the way back to the level entrance, and head through the other door. Oh, well, guess we should've come here first, then? Given that the walk after destroying this Pump to the now-open door, just past the door to the Yellow Coolant Pump would have been much shorter. But too bad. You go by my guide, you go how I do, dammit. Now head back to the door past the one you took to get to the Yellow Coolant Pump (past the laser grid, just down the hall). Well, now, did I call it or did I call it? Beat on Sugarman some, and afterwards, before you use the Safety Mechanisms, roam around the room to find a Weapon Cache (A3WC10). After that, hit the button for the Primary Power Console. Use the Blink Portal to head back to base, talk with Angel, like the Objective says, do what you will here, then head out via the X-Jet to the Infinite Factory. ------------------------------------------------------------------------------ Factory Entrance (A3FA) Objectives: Current Objectives: Infinite Possibilities- Step 2: Take X-Jet to the Infinite Factory Gained Objectives: Infinite Possibilities- Step 5: Destroy [Infinite Engineering] Step 6: Destroy [Genetic Processing] Step 8: Destroy [Mutant Fusion Core] Optional Objectives: Infinite spy needs codes- A member of Department H needs codes from a computer Console Well, here's Guardian. Oh, it THAT all you want us to do? I thought you might want us to do something DIFFICULT like make toast or something. Just destroy a few places? We can do that. Once again, a game tip: GAME TIP #19: There are some enemies with invulnerable shields, breakable with a special combo. The combo needed is listed under their name. For example: Knockback Shield would require the Knockback Combo of X+O+O+O Head through the small corridor in between the two paths from this main room. Behind the breakables, there's a Decryption Module. Boy, you hid THAT well, Guardian. Even left a big friggin' red X on the map to not tell us where it isn't located. Anyways, head through the door the Game Tip is located. Now that we got why the Game Tip was there behind us, we now have a plus-shaped crossroads. With the way we came in as south, head east. At the next plus crossroads, head south for an Xtraction Point, and further east for the Fusion Core door. Don't head there, yet. Instead, go north at the second crossroads to download some Spy Codes. Go back to the first crossroads and head north. As we head up, in the little area that includes the door to Genetic Processing, there is a Data Disc (A3DD2). Head back to the first crossroads and head west. At the first junction, head south to chat with the Department H operative. While going through the dialog, you give him the Spy Codes, activating and completing the Optional Objective. Sweet. Head back to the junction, and keep going west, leading to the door to Engineering. Head on through. ------------------------------------------------------------------------------ Infinite Engineering (A3IE) Suggested characters: someone with Flight, Sunfire/Iron Man/Bishop/ Cyclops/Scarlet Witch/Gambit/Storm Objectives: Current Objectives: Infinite Possibilities- Step 3: Start the [Power Source] in {Infinite Engineering} Step 4: Turn off [Emergency Override] in {Infinite Engineering} Step 5: Destroy [Infinite Engineering] Step 6: Destroy [Genetic Processing] Step 8: Destroy [Mutant Fusion Core] Gained Objectives: Seemed like it was too easy to be true? Just go in, blast away, and walk back out? Well, it was too good to be true, as Guardian explains. Damn oil pumps. Head on through the two doors, and with the Infinite Engineering entrance as south, head east. In the large room, you can have your Flier go across the room to the balcony across from the entrance for a Danger Room Disc (DRC3CP). There's two ways to go, here, though both of the suggested paths (either the fast way, or the battle a whole bunch of enemies way) use a flier to go through the door past the Danger Room Disc. Head down this corridor, and in the room at the end, use the Power Console. Now, here are your two choices (whichever way you choose, open the door to the Power Source and get the Weapon Cache (A3WC11): The quick way: use one of the characters in the suggested characters to supercharge the Power Source, end of story. I know for a fact Sunfire's Flamethrower, Iron Man's Plasma Charges, Bishop's Sapping Strike, Cyclops' Optic Beam, Scarlet Witch's Hex Locked, Gambit's Card Shuffle, and Storm's Lightning Strike all work here. There are probably more (though I am not taking the load time to find out, thank you), so try some of your own. This skips the "Override" step, and goes straight to destroying Infinite Engineering. The long, battle a whole bunch of enemies way: Head back down the corridor, and turn in at the first door. In here is the Security Panel. Push that, and then head back to the Power Distribution Console. Hit that once more, and the system is overloaded, completing your Objective. You may still want to head through the rest of Infinite Engineering to pick up whatever items the enemies in the other half of the level drop, as Well as another Tech Station. Both ways also open up a teleporter to the Factory Entrance. Head back to the two-way room, and head west. Follow the path around to a Tech Station Striking (A3TS14) and a Fuel Control, which would shut off the flamethrowers here, had we not already blasted the Oil Tanks. Head back to the Factory Entrance, and off to Genetic Processing (north door). You might as well save first, though. ------------------------------------------------------------------------------ Genetic Processing (A3GP) Suggested characters: someone with Might, Sunfire/Iron Man/Bishop/ Cyclops/Scarlet Witch/Gambit/Storm Objectives: Current Objectives: Infinite Possibilities- Step 6: Destroy [Genetic Processing] Step 8: Destroy [Mutant Fusion Core] Gained Objectives: Infinite Possibilities- Step 7: Destroy the [DNA Storage] in {Genetic Processing} Once again, this seems like it's going to be too easy. Well, whatever. Head around either side of this big room in front of us. Well, technically it's three rooms, but there's fully destructible walls in between, so I consider it one room. There's three exits out of the room, one lower corner one, one upper corner one, and one in the center of the wall opposite the other two. The upper exit and the center exit both have doors leading to the same room, so head there. Head around to the side with the crane and the blue X's. Use your Might character to push it into the spinning drums, and head down to get the Tech Station Energy (A3TS15). Head back up, and away from the large room we were just occupying here (the triple room). We come to a plus-crossroads. Well, we came from the south, so that's out. The north's blocked by big-ass crates, so that's out, too (though it's probably where we want to end up). Let's go west first, for a change. At the next crossroads, head north for a Homing Beacon (A3HB3), then continue west. Nothing much here, just a generator for those droid things flying about (well, more hovering about than anything, but you get my point). Head back east, past the three crossroads. Another droid generator. Yay. Head back to the last crossroads, and go north. At the next crossroads, head east again, and apparently Bad Guys'R'Us was having a sale on these damn droid generators. Head back to the west, then dip south to the other side of those big-ass boxes, for a Comic Book (A3CB09). Back up, and at the crossroads, head west. At the end, is yet another droid generator. So back to the last crossroads we go, and head north. In this last room, over on the west side, just north of the big storage tank, is a Weapon Cache (A3WC12). Pick that up, then head to the center of the room, and use the console under the big red arrow. Again, they're giving you two choices here. Either use your Might character and push the two tanks off the platform, or use one of the characters available to charge the Power Source in the last area (Sunfire's Flamethrower, Iron Man's Plasma Charges, Bishop's Sapping Strike, Cyclops' Optic Beam, Scarlet Witch's Hex Locked, Gambit's Card Shuffle, and Storm's Lightning Strike) to charge the power sources next to both of the tanks to blast them off. Or, you can do a combination of the two, one power charge, one Might-powered shove. After the fact, you're done here, and amazingly enough, another Teleporter opened up, this time in the northeastern area of this room. Use it, then when you get back, save and head on out to the east (past the save point) to the Fusion Core. ------------------------------------------------------------------------------ Mutant Fusion Core (A3MFC) Objectives: Current Objectives: Infinite Possibilities- Step 8: Destroy [Mutant Fusion Core] Gained Objectives: Infinite Possibilities- Follow the path around (no I don't know what the little scanning thing does, so don't ask me). Go just past the first junction, and there's a Decryption Module sitting next to a door. Hmm... wonder what that does.... Hey! Nifty! Opensezme! Head inside, and there's a Comic Book (A3CB10) on the ground. Head up the other stairs, and through the door for a Tech Station Health (A3TS16). Head back to that junction you passed a while back, and go up it. Okay, now it's Infinite generators, just like back at the Entrance. Wonderful. Well, this is certainly seeming like a straightforward level, isn't it? Keep on along the path. Once you head in to a very large room (you'll know you're getting close, since all the walls are coated with destructible stuff), stick to the left (when you enter) and you'll come to a Weapon Cache (A3WC13). At the end of this destructo-fest, head through the door. Another scanny-thing, still don't know what they do. A big-ass dude comes barging in on you, and this triggers the Infinite generators in the room to go off, as well. Stomp them all, and proceed. Not far down the path, you'll see your destination. Only one thing to do, and that's blast the crap out of it. After doing so, the Teleporter just past where the Fusion Core was will activate, and you can head back to the Factory Entrance, save, then head back to the entrance of the Entrance, and head down the other path to a big-ass door. Use the nearby Door Controls to open the door, and head through to the Assembly Factory. ------------------------------------------------------------------------------ Assembly Factory (A3AF) Suggested characters: someone with Flight Objectives: Gained Objectives: Infinite Possibilities- Step 9: Shut Down the [Substations] in the Assembly Area, 4 total Step 10: Shut Down the [Substation] for the Cryogenic Monitoring system Step 11: Destroy [Infinite Assembly Factory] Sinister Intentions- Destroy the Super Computer modeled on Mister Sinister's neural patterns before it can rebuild the Infinite Factory. Another smash it all, let them sort it out later job, huh? Well, sounds like fun to me! Head on up the path, up either staircase, and through the door. Lookie here! An Objective point, and an Xtraction Point! We know what to do for both of these, right? Save at one, smash the other. You don't even have to smash the Substation itself, just blow up the wall next to it, and it goes down too. Head along the path, blasting Substations along the way. Once you tag the last one, the doors at either end of the corridor open up. Let's head through the door from the scene. Not a whole lot here, really. Though there is a Homing Beacon (A3HB4) up on some crates, jump or use a flier to get it. It opens up yet another portal back at base. Head along the path here, and in the room with the next Objective, there's a Weapon Cache (A3WC14). Blast the Objective, and Guardian pops in with a new Objective: the Super Computer. Head down through the doors, and see what Mr. Sinister's been working on: Peepsicles! [infomercial] Yes, Peepsicles. The delicious, tasty treat favored by psychotic madmen who want to take over the world. Available in several flavors, but hey, they all taste the same on the inside, though. Peepsicles... try them NOW. Brought to you by Peepsicles, Inc. A division of Scumco. Offer void in all 50 US states, Canada, Mexico and well, pretty much everywhere else they don't condone cannibalism. You might also need the Super Genius Cryo Storage Facility, also made by a division of Scumco. Scumco, for all your evil genius needs. [/infomercial] Sorry about that, couldn't help myself. Anyways, the doors shut, locking you in here with a few enemies. Waste them, an up on the top area, in one of the cryo chambers flanking the inoperational door (that means one of the two things next to the door that don't work) is a Danger Room Disc (DRC3CS). Fly up and snag it. Head through the only door you haven't been able to go through (look at your map, you'll know what I'm talking about). Head through the door, to Central Processing ------------------------------------------------------------------------------ Central Processing (A3CP) Objectives: Gained Objectives: Sinister Intentions- Step 1: Destroy the Super Computer Step 2: Talk to [Heather Hudson] in the {Weapon X Facility} Ooh, looks like another boss battle's coming. Whatever. Head up the path, and at the corner, there's a Sketch Book (A3SB07). Continue along the path. Okay. There's a really big room, contained in glass. On each side, there's a little room, one with a Health Station, one with an Energy Station. Guess what they do? When you head inside the glass, a hologram pops up, telling you what's going on. You get to face off against some old-school X-Men (specifically, Marvel Girl, Iceman, Cyclops, Storm, and Weapon X). In order to stop facing them, you also have to blast the generators they come from. I'd suggest Iceman's first, since he can freeze you all. Afterwards, head back to base. ------------------------------------------------------------------------------ Interlude 6: Weapon X Facility (I6WXF) Objectives: Current Objectives: Sinister Intentions- Step 2: Talk to [Heather Hudson] in the {Weapon X Facility} Gained Objectives: Of Gods and Heroes Step 1: Talk to [Professor X] Chat with Heather, like the game wants you to. Now, chat with Prof. X, as well. Head out on the X-Jet to the Madri Temple. ------------------------------------------------------------------------------ Madri Antechamber (A3MA) Objectives: Gained Objectives: Of Gods and Heroes Step 2: Find the [Body Artifact] in the {Hall of Knowledge} Step 4: Find the [Rage Artifact] in the {Madri Cloisters} Step 6: Find the [Heart Artifact] in the {Meditation Chamber} Step 9: Find the [Soul Artifact] in the {Divine Sanctuary} Step 11: Find the [Mind Artifact] in the {Madri Conclave} Step 13: Locate the Stepford Sisters As you head up to the door, look next to the last pillar on your left. There's some XP (would be a Homing Beacon, if you hadn't picked four up by now). Head through the door, chat with the Madri person, and proceed in to the room. Off to the right side of the room, there's a Danger Room Disc (DRC304). Head through the next door, and in to any of the four doors that are facing each other to chat with another Madri. Looks like there's some exploring to do, now. If you try the door in the center of the previous room (the door with the red arrow over it) you'll find that this is where you need to eventually get to. But to get there, you have to head through and pick up the four Artifacts scattered throughout the Temple. Head through either of the other two doors, each with a diagonal passage leading from them, to get to a door leading to the Hall of Knowledge. ------------------------------------------------------------------------------ Hall of Knowledge (A3HOK) Objectives: Current Objectives: Of Gods and Heroes Step 2: Find the [Body Artifact] in the {Hall of Knowledge} Step 4: Find the [Rage Artifact] in the {Madri Cloisters} Step 6: Find the [Heart Artifact] in the {Meditation Chamber} Step 9: Find the [Soul Artifact] in the {Divine Sanctuary} Step 11: Find the [Mind Artifact] in the {Madri Conclave} Step 13: Locate the Stepford Sisters Gained Objectives: Of Gods and Heroes Step 3: Return the [Body Artifact] to the {Madri Antechamber} 'Altar'ed Reality- Travel to the Madri Temple and deactivate the Psychic Altars used by the Stepford Cuckoos to mentally attack the enemies of Apocalypse. Step 1: Destroy the [Psionic Altar] in the {Madri Cloisters} Step 2: Destroy the [Psionic Altar] in the {Meditation Chamber} Step 3: Destroy the [Psionic Altar] in the {Divine Sanctuary} Attacked as we just get here, huh? Well, mop the floor with them, then head up the staircase across from the entrance. Head down either side of the next room, and through the archway. At the first spot you can head off to your left, do so. Fight the enemies at the end of the hallway, and use the Consumption Statue to open a portal back to the Madri Antechamber. Use the Body Altar nearby, and a Stepford Sister talks to you. Afterwards, head back through the portal, and back to the hallway you came down to get to the Consumption Statue. At the junction you took to head down to the Statue, make a left and keep going until you come to a T junction. Off on the right side is an Xtraction Point. Off to the left side, you'll find Emma Frost, along with some enemies. Fight them off, and chat with Emma. Head down the stairs next to where you met with Emma, and past the altar is a Comic Book (A3CB11). Back up to where Emma was at, and down the hallway (the part you haven't been to yet). Keep following the hallway, and past the open area (don't go down that way yet) is a small room, with some priests and a Tech Station Body (A3TS17). Go back to the open area, and head down. Go down either side in the room, and follow the hallway around a corner, to a very large room. At the end is the exit to the Madri Cloisters. ------------------------------------------------------------------------------ Madri Cloisters (A3MCL) Objectives: Current Objectives: Of Gods and Heroes Step 4: Find the [Rage Artifact] in the {Madri Cloisters} Step 6: Find the [Heart Artifact] in the {Meditation Chamber} Step 9: Find the [Soul Artifact] in the {Divine Sanctuary} Step 11: Find the [Mind Artifact] in the {Madri Conclave} Step 13: Locate the Stepford Sisters 'Altar'ed Reality- Step 1: Destroy the [Psionic Altar] in the {Madri Cloisters} Step 2: Destroy the [Psionic Altar] in the {Meditation Chamber} Step 3: Destroy the [Psionic Altar] in the {Divine Sanctuary} Gained Objectives: Of Gods and Heroes Step 5: Return the [Rage Artifact] to the {Madri Antechamber} Well, the Cloisters area is a very windy, but straightforward path. Just keep following it around, and I'll point out the little extra bits. The first room off to the side just has some Archbishops in it, so it's not necessary, but suggested, to head in there and whomp on them. When you reach the second side room, you can't enter it yet, so head past. Through the door, there's a third room to the side. Head in, and pick up the Danger Room Disc (DRC3CSW). Sacrifice some Techbits at the altar (by making an Offering) to open the door you had to pass up earlier. Head back to that door, and at the other side of the room lies the Rage Artifact. Same situation as before, it opens a portal back to the Antechamber, right in front of the Altar of Rage. Back in the Cloisters, head down the corridor to just past the third side room. Open the door and head through. The corridor takes a sharp turn nearby, but there's a door you can head through, to continue in the direction you've been going in. Too bad you can't head that way yet. Continue along the hallway, and you'll reach a door leading in to a VERY large room. In the center, lies the Cloisters' Psionic Altar. As you approach, a slew of high priests attack. Fend them off, and try to blast the Altar with something heavy while you're doing this. Afterwards, you'll notice there's a few more altars to make "offerings" at, though it seems more like learning Apocalypse's backstory. Once you've read all four, the previous door you couldn't get through is opened. Let's head back there. Here we find a Tech Station Focus (A3TS18) and a Weapon Cache (A3WC15). Head back to the large room, and through the door at the far end. Through the next door, head on to the Madri Conclave. ------------------------------------------------------------------------------ Madri Conclave (A3MCO) Suggested characters: someone with Flight Objectives: Current Objectives: Of Gods and Heroes Step 6: Find the [Heart Artifact] in the {Meditation Chamber} Step 9: Find the [Soul Artifact] in the {Divine Sanctuary} Step 11: Find the [Mind Artifact] in the {Madri Conclave} Step 13: Locate the Stepford Sisters 'Altar'ed Reality- Step 2: Destroy the [Psionic Altar] in the {Meditation Chamber} Step 3: Destroy the [Psionic Altar] in the {Divine Sanctuary} Gained Objectives: Of Gods and Heroes Step 12: Return the [Mind Artifact] to the {Madri Antechamber} Well, there's certainly something to do here (if only to head to two more new areas). Right from the start, at the crossroads, you can head to the Meditation Chamber (east) and the Divine Sanctuary (west), or head back to the Cloisters (south). Let's head north, and see what that gets us. In the next room, head east. This whole area in here (to a point) is destructible, with the fun, destroyable walls. Break through the wall in front of you, and next to some barrels (or where they used to be, at least) is a Data Disc (A3DD3). Head back to the previous junction (not the crossroads leading to the other areas) and go west this time. This whole area in here is more of the same. Head through to the next room, use the Book of Contemplation in the southern area, then head along out the east side. Next to the pool of water (on the west side of it, actually) is the Book of Questions). Use it, and proceed west. In this next room, use the Xtraction Point. The Book of Answers lies to the west; head through this room and around and we wind up on the other side of the pit, across from the Xtraction Point. Here lies the Book of Reflection. Head out to the east, then to the north. The Mind Artifact lies at the far north end of the area. Pick it up, and it opens a portal to the Antechamber, but since you don't have all the Artifacts yet, you can't place this one. It also opens a shortcut back to the crossroads at the beginning of the Conclave (use the "Go down stairs" opening, and at the end of it, use the "Go up stairs" opening). There's also a Weapon Cache (A3WC16) down that way as well. Let's head to the Meditation Chamber next. ------------------------------------------------------------------------------ Meditation Chamber (A3MCH) Objectives: Current Objectives: Of Gods and Heroes Step 6: Find the [Heart Artifact] in the {Meditation Chamber} Step 9: Find the [Soul Artifact] in the {Divine Sanctuary} Step 12: Return the [Mind Artifact] to the {Madri Antechamber} Step 13: Locate the Stepford Sisters 'Altar'ed Reality- Step 2: Destroy the [Psionic Altar] in the {Meditation Chamber} Step 3: Destroy the [Psionic Altar] in the {Divine Sanctuary} Gained Objectives: Of Gods and Heroes Step 7: Lower the Doors protecting the [Heart Artifact] in the {Meditation Chamber}, 4 total Step 8: Return the [Heart Artifact] to the {Madri Antechamber} Chat with the cleric when you arrive, then bust through on a rampage. With the entrance as south, and the door ahead as north, head to the east, then south. Follow this short hallway around and into a large room. In the corner lies both the first Switch to lower a door, as well as the Psionic Altar here. Use the Switch, and destroy the Altar. Head out the other door of the large room, and follow the hallway back west, then north. Head down the next hallway to the east. Again, in the far corner of the room lies the Switch (this time it's in the northeastern corner). Head up the stairs to the west, then continue along the hallway to the west. in the little alcove to the north lies a Danger Room Disc (DRC300). Keep following the hallway to the west, then take the path north, and around into the next big room. And again, in the far corner, lies the Switch. Take the southern exit out of the room, and follow the path along to the south, taking the first turn to the west. As you follow the room around, the Switch is in the center room of the three here in the southwestern corner. Once all four Switched are triggered, head in to the center of the map using any of the four pathways in. Collect the Heart Artifact, head through the portal to the Antechamber, place it in the Altar of the Heart, and return to the Chamber. Once back, head back to the Conclave, and on to the Divine Sanctuary. ------------------------------------------------------------------------------ Divine Sanctuary (A3DS) Suggested characters: someone with Flight Objectives: Current Objectives: Of Gods and Heroes Step 9: Find the [Soul Artifact] in the {Divine Sanctuary} Step 12: Return the [Mind Artifact] to the {Madri Antechamber} Step 13: Locate the Stepford Sisters 'Altar'ed Reality- Step 3: Destroy the [Psionic Altar] in the {Divine Sanctuary} Gained Objectives: Of Gods and Heroes Step 10: Return the [Soul Artifact] to the {Madri Antechamber} Oh my. Looking at our map, there's a slew of red arrows here. Looks like there's going to be a lot to do here. With the entrance as south, at the crossroads (with the big pillar), head east or west. Follow the path along, and down a long slope. Head through the next room, and when you reach the area split with a stream (like up top at the crossroads), head south, into the center room. Here there lies a Weapon Cache (A3WC17). There's also two dropped gates, leading to stairs. Oh well, looks like they'll be important someday.... Continue south, and in this little alcove, you might notice the XP sitting high up on a ledge. Use your flier to go up and grab it (it would be a Homing Beacon, if you hadn't collected four by now). Back out of the small room, head north, along the stream. As you enter the large chamber, you'll spot the last Psionic Altar in the center. Smash it, and that's one more Objective complete. Here before you, there are six chambers to head down, along with a seventh that'll open up. Six Artifacts, all labeled as "Breath Artifact". Only one is the right one, and one of the fakes' rooms holds a Data Disc (A3DD4), the center room on the west side. This one boosts your Energy Pack limit by four. The only Artifact you actually need to pick up is the one in the room on the west side, in the upper room. All the others self-destruct. After you pick up the proper Artifact, that last door opens up, along with a passageway. Head down the nearest passageway entrance (located next to the portal that just opened up) and in the first side room, there's a fire to put out. In the second side room, there's a Sketch Book (A3SB08). Head back to where you came in the passageway, so you can use the portal to go back to the Antechamber, place the Artifact, head through the now-open door, and use the Altar of the Mind. Head through the portal to the Monastic Citadel. ------------------------------------------------------------------------------ Monastic Citadel (A3MCI) Objectives: Current Objectives: Of Gods and Heroes Step 13: Locate the Stepford Sisters Gained Objectives: Of Gods and Heroes Step 14: Talk to [Professor X] Ooh, a boss battle, is it? Looks like fun. There's another of those purple Xtraction Points, if you feel the need to just swap characters. Head through the archway, and meet the Stepford Cuckoos. Not only were they taught by Emma, apparently they were dressed by her, as well. They come out in threes, but only one of the three is damageable. You can see through the other two. After beating the first one, another pops out, though the "fake" Cuckoos stick around. After you beat the second solid one, the last one pops out, and you can now damage all the Cuckoos. Once you've beaten back all nine of them (three solid ones, six "fake" ones), Holocaust shows up. As if we didn't know this was coming. Start beating on him, and a Cuckoo will pop out, in one of the alcove rooms off to the side, with a beam of light coming from above. Beat on the Cuckoo until they go away (otherwise Holocaust is invincible). They'll repeat this (you beat on Holocaust, Cuckoo pops out and makes him invincible, beat on Cuckoo, and repeat). Holocaust can also become invincible while draining the HP from one of the Heretics running around. After you beat him down, Prof. X want to talk. So head back to the Weapon X Facility and do that. You're done with Canada, so select the "We're done in Canada..." choice to move ahead. ------------------------------------------------------------------------------ Secret Bonus Area (A3SBA) Objectives: none Another enemy grind to an objective, then snag the armor. You'll run in to resurrection enemies here, so keep an eye out for them. Hit the Force Field Control Panel, head back, and snag Ironman's Helmet. Head back to the Weapon X Facility. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ Act 4: (A4) Hidden Stuff: 4 Comic Books, 15 Concept Art in 5 Sketch Books, 4 Homing Beacons, 4 Data Discs, 6 Tech Stations, 1 Iron Man Armor, 16 Weapon Caches, 11 Danger Room Discs ------------------------------------------------------------------------------ Interlude 7: X-Mansion (I7XM) Objectives: Gained Objectives: Hellfire to Pay- Moira can help you locate Sebastian Shaw, Leader of the Hellfire Club. He might know of a secret passage into Apocalypse's Tower. Step 1: Talk to [Moira] Step 2: Find [Sebastian Shaw] in the {New York South Side} Sentinel Invasion- Disable Apocalypse's defensive platforms so that Sentinels can aid in a massive airlift and rescue hundreds of people. Step 1: Talk to [Havok] Step 2: Take X-Jet to the Perimeter Platforms Step 3: Destroy all the [Generators] on the {Main Gun Platforms}, 3 total Step 4: Destroy all the [Radars Arrays] on the {Radar Array Platforms}, 3 total Well, welcome home... sort of. Again, the same situation applies, you have an Xtraction Point, Prof. X, Forge, the Danger Room Computer, the Review Computer, the Hero Stash, the Trivia Game (TTGA4); you also have a few other people to talk to. There's Havok (to start a mission), Moira (to start a mission) and Kitty Pryde (AKA Shadowcat). Talk with everyone, buy stuff if you need to, save, then head out on the X-Jet to the Perimeter Platforms. You can also enjoy a few new costumes. ------------------------------------------------------------------------------ Perimeter Platforms (A4PP) Objectives: Current Objectives: Hellfire to Pay- Step 2: Find [Sebastian Shaw] in the {New York South Side} Sentinel Invasion- Step 2: Take X-Jet to the Perimeter Platforms Step 3: Destroy all the [Generators] on the {Main Gun Platforms}, 3 total Step 4: Destroy all the [Radars Arrays] on the {Radar Array Platforms}, 3 total Okay, a timed mission, huh? Let's get everything accomplished first, then run around, picking up the items. Rush straight ahead and blast the Generator. With the area you came in as south, head west. A Sentinel drops down, and reverts back to it's old self, so blast it and head on. At the second platform, blast through the Generator and head on north. The path bends to the east, so blast the Generator on the third and final platform. Now that there's no time limit, we can explore some. At the north end of this third platform, there's a Teleport Console. Don't use it yet if you want to get everything. Let's head back to the first platform, for item hunting purposes. At the east side of the first platform, there's a batch of Energy Packs. The north side holds a Sketch Book (A4SB09). The west side of the second platform has a Danger Room Disc (DRC3CT), while the east side holds a Weapon Cache (A4WC18). The south side of the third platform hold a Homing Beacon (A4HB1), this time it's orange! The east side of the third platform holds more Energy Packs. Now it's okay to use the Teleport Console at the north end of the third platform to head to the Radar Array Platforms. ------------------------------------------------------------------------------ Radar Array Platforms (A4RAP) Suggested characters: Iceman or someone with Flight Objectives: Current Objectives: Hellfire to Pay- Step 2: Find [Sebastian Shaw] in the {New York South Side} Sentinel Invasion- Step 4: Destroy all the [Radars Arrays] on the {Radar Array Platforms}, 3 total Gained Objectives: Sentinel Invasion- Step 5: Protect [Charlie Kilroy] Step 6: Destroy [Console] Step 7: Deactivate [Shielding] Step 8: Destroy [Generator] Given we're supposed to protect this guy, I'd say let's do like we did with the Perimeter Platforms and do the Objectives first, items second. So, let's head on. Kilroy heads up and starts working on the first Radar Array. Protect him from harm from the enemies (why the Sentinels would attack a non-mutant, I don't know), and SHIELD members will secure the site afterwards. Goo for them, as it gets flooded with an infinite supply of Sentinel Mark IIs. Next to the pathway to the next platform is a Tech Station Striking (A4TS19). On the next platform, you'll have to last a little longer in protecting Kilroy. No big worries though (well, big SENTINELS, yes, big worries, no). As you head around to the next platform, stick to the far side of this second platform, and at the furthest away from both paths, is the Weapon Cache (A4WC19). If you're having trouble finding it, just stick along the outside perimeter of the platform, and you should see it shortly. On to platform #3. Well, that certainly must have sucked to be him, huh? Now we get to do his job. On to the platform itself. Head to the left side, and destroy the big thing with the red arrow above it. Now, on to the center of the platform, and use the Radar Shielding Console. Now, use Iceman or your Flight character to get over to the Generator fast (you only get 20 seconds) and bash it good. If you're not able to bash the Generator fast enough, just go back to the Radar Shielding Console and use it to drop the shield around the Generator again. At the far end of this third platform (near the Generator) is a Danger Room Disc (DRC5CR). Head back to the path between the second and third platforms, and use the Teleport Console to the Command Center Platform. ------------------------------------------------------------------------------ Command Center Platform (A4CCP) Objectives: Current Objectives: Hellfire to Pay- Step 2: Find [Sebastian Shaw] in the {New York South Side} Gained Objectives: Sentinel Invasion- Step 9: Defeat Bastion Step 10: Talk to [Havok] at the {X-Mansion} Looks like another boss battle. Bastardion calls down a bunch of Sentinels to help out. Jackass. After you stomp him into the ground, the Sentinels he called come down, so beat on them. Afterwards, Blink opens a portal back to the Mansion, talk to Havok, save, then head out into the Sewers South. ------------------------------------------------------------------------------ Sewers South (A4SS) Suggested characters: someone who can build bridges, Storm Objectives: Current Objectives: Hellfire to Pay- Step 2: Find [Sebastian Shaw] in the {New York South Side} Gained Objectives: Yay. Sewers. With big ole, mutated New York-style bugs. Head along the straightforward path, until we're attacked by Morlocks. I thought Marrow was going to help us? Well, I guess the sentiment hasn't spread. You'll see a Homing Beacon behind a fan, but you can't get at it yet. Walk near it, and whoever you're controlling says something about shutting down the fan. Couldn't we just blast it like everything else? No? Fine. Head on, through the doorway. Follow along the path, like normal. In the big, L-shaped room, at the bend, in the far side is a Danger Room Disc (DRC4CC). In the room just past the L room are two exits. The "land" exit (use the stairs to go into the sewer water, turn to the left, go up the stairs at the end, and follow the pathway around), and the "water" exit (use the stairs to go into the sewer water, go straight, and up the stairs). Head out the "land" exit first. Head through the destructible room, and you'll find near the end of the path, a blue X icon. Use your bridge builder to make a bridge across, and have Storm zap the generator. If you forgot to bring Storm along, head back to the Mansion to swap out. As you're heading back, you may notice a few more enemies than were there before. Packs of three Morlocks with one enhanced await you all along the way back to the Mansion. Once you fry the generator, head back and pick up the Homing Beacon (A4HB2). Back to the crossroads, and on through the "water" exit. Head through, and you'll get to another destructible room. Continue along, and you'll see a scene with a Morlock Outsider. Pursue her, and smite her for being there. Before you head up the ladder to New York South Side, in an alcove in the hallway we were just in, there's a Weapon Cache (A4WC20). On to the South Side. ------------------------------------------------------------------------------ New York South Side (A4NYSS) Suggested characters: someone with Teleport/someone with Flight Objectives: Current Objectives: Hellfire to Pay- Step 2: Find [Sebastian Shaw] in the {New York South Side} Gained Objectives: Hellfire to Pay- Step 3: Find Sebastian Shaw's [HoloDiscs] in the {New York West Side} Step 4: Find the [Master Key] in the {New York South Side} Step 5: Pay Sebastian Shaw 10,000 Techbits Step 6: Return the Master Key to Shaw at the Mansion If the Sewers South entrance is South, and the flaming car is north, use your teleporter/flier to get up on top of the building to the east for a Homing Beacon (A4HB3). Though, if you have no fliers/teleporters, you can follow the path around and it will have a slope up to the top, which you can follow around across a bridge to get the Beacon. However, the other way off that path, towards the lone train car, lies Sebastian Shaw. Chat with him. Yeah, Shaw better have some damn Techbit stashes, cuz 10,000's a lot to pay out of pocket. Head downstairs, and fight off the baddies. Next to the subway entrance is an Xtraction Point. Off in the corner, with the two cars, is a Danger Room Disc (DRC4CN). Head down the street (as the only other way out there is blocked by a train car). Just after you get to the other large open space, there's an alcove on the side (the same side the Danger Room Disc was on) with one of Shaw's Techbit stashes, good for 10,000. Head towards the red X on the map. You'll head over another staircase to the train tracks, and find an enhanced Optic guy guarding the Master Key. For me, he had a shield up, and it's damn near impossible to break a shield on someone who moves around as much as they do. Beat him down, and take the Key. Head out the nearby exit to New York West Side. ------------------------------------------------------------------------------ New York West Side (A4NYWS) Suggested characters: someone with Teleport/someone with Flight Objectives: Current Objectives: Hellfire to Pay- Step 3: Find Sebastian Shaw's [HoloDiscs] in the {New York West Side} Step 5: Pay Sebastian Shaw 10,000 Techbits Step 6: Return the Master Key to Shaw at the Mansion Gained Objectives: Hellfire to Pay- Step 7: Return the HoloDiscs to Shaw at the Mansion Where Angels Fear to Tread- You have learned of a secret entrance into Apocalypse's Tower from Sebastian Shaw Step 1: Find the Abandoned [Sewer Entrance] in the {New York North Side} Hail to the Queen- As final payment to Sebastian Shaw, rescue Selene, the Black Queen, from Apocalypse's Tower Step 1: Find the [Black Queen] in the {Tower} Keep going the same direction up the street until you get to the end (with the orange and white traffic bins). There's a Weapon Cache (A4WC21) here. From the Weapon Cache, head across the street, and behind a fence lies a Danger Room Disc (DRC404). Head back to the junction, and go down the street we haven't been to yet. Head away from the red X, down the street. The entrance for Sewers West is down this way, but we don't need that just yet. Climb the pile of rubble to get on top of a building housing a Tech Station Speed (A4TS20). Head back up the street, to a park-type plaza. Next to this is an overhang, with some Infinite uniforms. You never know what you might need those for. Head up the street, and find the entrance for New York North Side. Nope, not going that way yet either. Head towards the red X on the map. Hey look! The "switch to the enemy's uniform to fool a scanner" bit actually worked! Head over to the HoloDisk and pick it up. The Infinite questions you. No matter what you try, you have to use the "It's no use..." choice that becomes available after you go through either choice. Oh well, nice while it lasted. Use a Blink Portal or head back to the South Side and Xtract back to the Mansion. Chat with Shaw, then head back to the West Side. Given that we know we have to head to the North Side, let's head there. Funny thing here. I went through Sewers West-Holding Pens-Stockade originally before I went to New York North Side. After I went to the North Side, I came back, and the map had reset (so I had no map mapped) and all the enemies were back. So if you want an extra XP run, head through Sewers West-Holding Pens-Stockade first, go to the North Side, then return to have all the enemies and Weapon Caches reset. Well, Sewers West and the Stockade reset, at least. ------------------------------------------------------------------------------ New York North Side (A4NYNS) Objectives: Current Objectives: Where Angels Fear to Tread- Step 1: Find the Abandoned [Sewer Entrance] in the {New York North Side} Hail to the Queen- Step 1: Find the [Black Queen] in the {Tower} Gained Objectives: Where Angels Fear to Tread- Step 2: Defeat [Deadpool] Step 3: Enter [Apocalypse's Tower] through the {North Sewers} Prison of Misery- Free the prisoners from the Pens before they are subjected to harmful DNA scans. Step 1: Destroy the powerful [psychic brains] in the {Brain Trust} The North Side is very big, and shaped like a C, or a U or lowercase N (it all depends on how you look at it). We enter in on the southern center. Head to the west, and on the northern side of the street lies a Tech Station (A4TS21). Head back to the east, all the way down to the end (blocked by barricades and a bus, and to the north is a Comic Book (A4CB12). Head north until you reach the northern wall, then head to the west. Just diagonally up from here (northwest, in the center of the bend in the C/U/n) in an alcove is a Data Disc (A4DD1). As you head along the northern wall and reach the northwest corner, out from the ground pops Deadpool. Wow, what a wacked out dude. BTW, if you have Deadpool in your party (from unlocking him from a previous game), the starting conversation goes a little different. Smack him down, and the Sewers North entrance is available. But there's still more stuff to do ahead of time. So, head south, along the western wall. When you reach the next wall, there's a Sketch Book (A4SB10). We're done here, but let's head down to Sewers West first, and take out the Brain Trust (eventually). So head back to the West Side, and down to Sewers West. ------------------------------------------------------------------------------ Sewers West (A4SW) Suggested characters: someone with Flight, someone with Might Objectives: Current Objectives: Where Angels Fear to Tread- Step 3: Enter [Apocalypse's Tower] through the {North Sewers} Hail to the Queen- Step 1: Find the [Black Queen] in the {Tower} Prison of Misery- Step 1: Destroy the powerful [psychic brains] in the {Brain Trust} Head up, passing the junction. At the next junction, head down it. Use your flier to cross the pit, and pick up the ID Card on the bed. Head back across, and continue down the hallway. On the right side, there's a bus. Use your Might character to push it out of the way, and head inside for a Weapon Cache (A4WC22). Further along the hall, there's some sewer water drainage ditches. Down at the end is a grating you can bust. Break through and head in. At the end of the tunnel is a Comic Book (A4CB13). Head back to the ditches, and follow along the hallway once more. As you enter the large open room, you're trapped by some Morlocks. As if they're that hard, anyways. Beat them down, and continue on. It's Banshee! Too bad he doesn't stick around. Head through the door he went through. Follow the path around, and at the crossroads with one side being where you came in, across from you being an exit, head through the closed door and flip the lever. Go across the crossroads to the room from the scene, and go down to pick up the Data Disc (A4DD2). Head on through to the Holding Pens. ------------------------------------------------------------------------------ Holding Pens (A4HP) Objectives: Current Objectives: Where Angels Fear to Tread- Step 3: Enter [Apocalypse's Tower] through the {North Sewers} Hail to the Queen- Step 1: Find the [Black Queen] in the {Tower} Prison of Misery- Step 1: Destroy the powerful [psychic brains] in the {Brain Trust} There's two ways to go from the start here. All directions will be based off of where you enter as being south. Head west at the junction. Oops. Looks like a trap. Well, east and west are out, so head north. Go around (or through) the wall, and you'll come to the other side of the western laser wall. There's a Console here, so use it and drop the laser grids. Pick up the Homing Beacon (A4HB4), and in doing so, unlock the Secret Bonus Area portal back at the Mansion. Head back to the junction, and go east. Well, south's out, so head north. Follow the path around, and as we head around, a cutscene pops up showing a generator and an electric spot. Take a wild guess what you do here. If you guessed "blast the crap out of the generator", then you guessed right! Though, before you head through the southern door, head east for an Xtraction Point, and the entrance to the Stockade. Don't go there yet. Head back to where the generator was, and go south, picking up the Comic Book (A4CB14) and Weapon Cache (A4WC23). Just down the hallway lies another Weapon Cache (A4WC24) and a Danger Room Disc (DRC503). From here, unless you absolutely need to have every bit of map explored, head back to the Stockade entrance and go through. Otherwise, head on through the northern door, for infinitely spawning Master Riflemen. Once you've had your fill, head to the Stockade. ------------------------------------------------------------------------------ Stockade (A4S) Suggested characters: someone with Teleport, someone with Might Objectives: Current Objectives: Where Angels Fear to Tread- Step 3: Enter [Apocalypse's Tower] through the {North Sewers} Hail to the Queen- Step 1: Find the [Black Queen] in the {Tower} Prison of Misery- Step 1: Destroy the powerful [psychic brains] in the {Brain Trust} Really, the teleporter is just so you can get the Tech Station Body (A4TS22) earlier than normal. Just teleport through the door/gate, use the lever, and proceed. However, the way I'm proceeding with the guide is by going through the door originally available to you. Head along the path, and you're stuck in another trap situation. The way you came, along with the way ahead, are both blocked by lasers. So head through the side, that got busted down by the enemies. Use the control panel situated between the pads the Psychic whatevers come through to drop the forcefield leading to the Tech Station. Head up across from the doorway to the Tech Station, and around the corner, you can deactivate the earlier forcefields. Behind the fence (destroyable) lies a Sketch Book (A4SB11). Past the Sketch Book area, there's a split. To one side, some pushable pipes. To the other, sewer water. No matter which way you go, head to the far room (the sewer water is damaging, as is the fire over on the pipe side) Break the fence in the far room, and find a Weapon Cache (A4WC25). Head over to the room on the side of the pipes & fire. One door leads directly to a laser grid, the other to the Console to disengage the lasers. If you continue on the Console side, you run in to another laser grid. So, head on the other side. If you turn back towards the Console side at the junction, you'll see the Console for this newest set of lasers. Use that Console, and find a Data Disc (A4DD3). Head back to the latest junction, and go across to the path we haven't been to yet. Keep following the path until you come to a large door (well, you'll still be following the path, you just need to stop to open the door), and continue through. As you head in, we see a cutscene showing us what to do. Before you head up to fight the enemies, go down the little area to the side to pick up a Danger Room Disc (DRC403). Head up to the door, and blast the enemies. There's also pads that summon in more of those Psychic Demon things, so be wary. All you're trying to do is break the door down, so do so, heading to the Brain Trust. ------------------------------------------------------------------------------ Brain Trust (A4BT) Objectives: Current Objectives: Where Angels Fear to Tread- Step 3: Enter [Apocalypse's Tower] through the {North Sewers} Hail to the Queen- Step 1: Find the [Black Queen] in the {Tower} Prison of Misery- Step 1: Destroy the powerful [psychic brains] in the {Brain Trust} Gained Objectives: Prison of Misery- Step 2: Defeat [Stryfe] Step 3: Talk to [Banshee] and the {X-Mansion} Optional Objectives: Get Access Code from Mirrin- (like it says) Get Access Codes from Schill- (like it says) Create a Psychic Demon to Help Defeat Stryfe- Use Lenzir's Access code on the Test Chamber Control Panel to disable the test Brain Trust and enable the Psychic Demon Spawn Control Panel. Ooh, a boss battle? Sure looks like it. Banshee pops up, giving you some pointers, detailed in the Optional Objectives. So let's get crackin'. We enter into the Trust in the southwest corner. There's doors to the north and east from the second room (the one just past where we enter). In the room to the north, we find Lenzir. Beat him to get his code. Right nearby is the Test Chamber Control Panel; use it to blast the brain in a jar nearby and make the Psychic Demon Spawn Control (PDSC) operable. Also, in the recessed area, lies a Weapon Cache (A4WC26). Feel free to come back here any time your little Psychic buddy drops dead, to make yourself a new one. Isn't he neat? Too bad he doesn't stick around between levels. Head through the doorway next to the PDSC, and across the room (which has the fun destructible walls) is a Danger Room Disc (DRC4CJ). Head through the door on the south side of this room, and head east. Through the eastern door lies Mirrin. Smack Mirrin down for an Access Code, then use the Brain Extractor Control Panel (BECP) to make two more brains in a jar go splat. Go back west through the door, and north through two doors. We find ourselves in a very large room, with a catwalk going across. Feel free to smack the enemies down here, but head through the door that's to the east from where we came in. Here's Schill. Blast Schill, and use the Access Codes on the Brain Pupae Control Panel (BPCP). Once you've beaten both Mirrin and Schill, and used their codes on the BECP and BPCP, the laser grids between their rooms disappear. Head back to the catwalk room, and cross said catwalk. Follow the hallway, and note that there are three sets of ground emitter/two enemy generators. Destroy the emitters and the generators stop generating. At the end of the hallway lie two Weapon Caches (A4WC27) & (A4WC28). Head on through the door. And here's Stryfe. Feel free to bust the brains in a jar while or after you've whupped on Stryfe. Blink pops open a portal back to the Mansion so you can speak to Banshee. Do so, then head back out to the North Side (via the South Side to the West Side) and down into the Sewers. ------------------------------------------------------------------------------ Sewers North (A4SN) Suggested characters: someone with Teleport or Magneto/Jean Grey Objectives: Current Objectives: Where Angels Fear to Tread- Step 3: Enter [Apocalypse's Tower] through the {North Sewers} Hail to the Queen- Step 1: Find the [Black Queen] in the {Tower} The walls between the first few rooms here are all breakable. I love breakable walls. If you go straight up from the entrance here, you'll run in to a room with a sewage spot. Head over (since there's nothing of note in the rest of the area) and go through the doorway to another heavily-breakable area. If you go straight across from the door we came in (through or around the small square spot), and down the nearest doorway, across from you is a small square spot off to the side with a Sketch Book (A4SB12). To one side of this heavily-breakable area (the side opposite the Sketch Book) is a door with seemingly no way in. The lever to open the door is on the other side. Use Magneto/Jean Grey's Levitation/ Telekinesis or use a teleporter to get inside the room. Inside is some XP (or a Homing Beacon if you haven't collected four by now). Head back across the breakable area (directly across from the XP/ Homing Beacon room) and you'll reach another sewer water area. Just past that are two bridges across. Use either one to get across, then head along the L shaped room and into the room. A trap, with a Morlock Leviathan and some Giants. Nothing we haven't dealt with before. Stomp, and continue. Here is a hallway leading around a room in the center. There's two entrances inside to the room, one at each end of the hallway. The center wall of the room is breakable. Inside the top of the two halves is a Weapon Cache (A4WC29). Head through the door at the top of the hall for a room with an Xtraction Point and the entrance to Apocalypse's Tower. ------------------------------------------------------------------------------ The Pantheon (A4TP) Suggested characters: someone with Flight Objectives: Current Objectives: Where Angels Fear to Tread- Step 3: Enter [Apocalypse's Tower] through the {North Sewers} Hail to the Queen- Step 1: Find the [Black Queen] in the {Tower} Gained Objectives: Evil Revealed- Rendevous with Beast in the Tower Control Room so together you can shutdown the Tower and defeat Apocalypse. Step 1: Meet [Beast] in {Sinister's Lab} Well, just ahead is a Sketch Book in some weird thing with poles around it (A4SB13). When you go to use the door, it recognizes you as an unknown entity, and triggers it's defense mechanisms. Up at the top of the room (across from the entrance) are two poles to bust, and across from the door are two enemy generators. Once you bust the poles, the door opens on to an Xtraction Point. Head down the staircase, and there are enemy generators that pop out War Droids lining the room. Straight ahead of the staircase is a Tech Station Focus (A4TS23). In the center island just past the Tech Station (where you can see two giant feet, have your flier head there to pick up the Danger Room Disc (DRC4CM) and Weapon Cache (A4WC30). Head to the top of the other staircase (the one across from the one you came down; far across the room, in fact), and worry not about enemies up here; there are none. In fact, practically the only thing up here is the teleport pad. Use the controls for it and it locks itself down. Luckily, you can override it, but it takes 30 seconds, which gives the enemies that now teleport in time to die. Afterwards, head on to Tower Engineering. ------------------------------------------------------------------------------ Tower Engineering (A4TE) Objectives: Current Objectives: Hail to the Queen- Step 1: Find the [Black Queen] in the {Tower} Evil Revealed- Step 1: Meet [Beast] in {Sinister's Lab} Gained Objectives: Hail to the Queen- Step 2: Shut down [Power Grid] in the Prison Sector of {Tower Engineering} Step 3: Talk to the [Black Queen] Nothing much in this first room/area, but when you go through the door, we find a large room, with stairs leading down into lower areas, along with another door behind us, next to the one we came in through. Head through that door and chat with the Black Queen. She wants us to bust her out. Go figure. Across from the door you came in through (around the pit) is a Tech Station Health (A4TS24). There are two exits out of this room. The door on the side opposite the Queen holds a Data Disc (A4DD4) that increases your Health Pack limit by 4, as well as a platform in a room with many red arrowed bits. Were' still here to help the Queen right now, so head in the door next to her "cell". The hallway here leads to a teleporter to Sinister's Lab. Okay, so I led you the wrong way. You'll need to go here eventually, so stop yelling at me and start moving back to the really big room with the many red arrowed bits (accessible from the door opposite the Queen's "cell". Bust the four things the red arrows are highlighting to shut down the Power Grid, lowering the forcefield in front of the Queen. Disabling the Power Grid also opens the door between this room and the second room of this area; the room between them holds a Weapon Cache (A4WC31). Also, there's a Danger Room Disc (DRC5CS) up in the center area of the large room that held the Power Grid; it's next to the emitter that's at the top of the steps. Now that the Grid is down, head back and talk to the Queen. I'm pretty sure she's almost as mental as Deadpool, with those mood swings (then again, it could be that time of the month... lol). Head up to the teleporter to Sinister's Lab and go there. ------------------------------------------------------------------------------ Sinister's Lab (A4SL) Suggested characters: someone with Teleport or Magneto/Jean Grey Objectives: Current Objectives: Evil Revealed- Step 1: Meet [Beast] in {Sinister's Lab} Gained Objectives: Evil Revealed- Step 2: Chase after [Beast] into the {Tower Apex} Head on down into the big ole room, and battle the enemies that come. Head up either staircase and on to the upper platform (or just have someone fly up there, either way) and collect the Comic Book (A4CB15) next to the fans. Head up through the door at the top. There's three ways out of this donut room: south (we came in that way so I'm not counting it), west, east, and north. North leads to an Xtraction Point, but it's locked. Like the character you have control of says: you can take the long way, or manipulate the controls from here. Of course, you can always teleport there, too, but you risk the chance of going past the Point and directly to the far room (read on for that). Both the east and west sides are similar, just mirrored. Both have large rooms with destructible walls, each with a small, circular room that's not on the map. The west side's one contains XP (or a Homing Beacon if you STILL haven't got four), while the east side's room hold a Weapon Cache (A4WC32) and a Danger Room Disc (DRC400). Head in to the room with the Xtraction Point, activate the door (if you haven't already by using Magneto/Jean Grey/a teleporter) and SAVE. Head through the northern door from here, into the Lab. Here, we meet Beast and Sabretooth. Well, Sabretooth at least. Beast is... different. Sabretooth gets teleported out, while Beast teleports out, leaving you to fight against several tough enemies. After you best them, pop open the Weapon Cache (A4WC33) just past the teleporter, and go back and save once more. Use the teleporter to go to the Tower Apex. ------------------------------------------------------------------------------ Tower Apex (A4TA) Objectives: Current Objectives: Evil Revealed- Step 2: Chase after [Beast] into the {Tower Apex} Gained Objectives: Evil Revealed- Step 3: Defeat [Archangel] Uh-oh. Another boss fight looms. Or happens. Whatever. After you deal some damage to Archangel, he flies into the teleporter, saying "Leave the teleporter arms alone!" Um, he's the bad guy, so why would you listen to him? Smack those arms down, and he flies off to perch on one of five pedestals. He's still invulnerable, but still gives you pointers in saying "Infinites! Keep the teleporter beam away from me!". The beam follows you around, so just move on the far side of Archangel's current perch, and the beam will eventually tag him. Repeat for all of the pedestals, and Archangel's invulnerability wears off. Blast him once again, being wary of that teleporter beam. Once the battle is through, don't forget to reap your spoils (that means go around the battlefield, picking up any stray items, Potions and Techbits). Afterwards, head towards the teleporter in the center of the area, and Follow Apocalypse to the Teleport Chamber in Egypt. ------------------------------------------------------------------------------ Secret Bonus Area (A4SBA) Objectives: none Once again, an enemy grind to the end of the map (this one's shaped like an N, or a Z, however you look at it). At the end are Ironman's Jet Boots. Head back to the Mansion. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ Act 5: (A5) Hidden Stuff: 9 Concept Art in 3 Sketch Books, 4 Homing Beacons, 4 Data Discs, 6 Tech Stations, 4 Weapon Caches, 4 Danger Room Discs ------------------------------------------------------------------------------ Interlude 8: Teleport Chamber (I8TC) Objectives: Gained Objectives: Survival of the Fittest- Apocalypse has absorbed the powers of "The Four". He must be stopped soon or he will become invincible and the world will be his to command. Step 1: Defeat Apocalypse *Note: I have received emails about the two Temples later in the guide. If you go to them Sekhmet first, then Anubis, the statues necessary to move on might not break for you. Well, that's an easy enough step, huh? Big area to explore here as a base. Prof. X is up in the center of the mini-pyramid, and if you head towards the Xtraction Point and up the steps, you'll see Forge & the Review Computer, as well as the exit to Ra's Mouth. Off on Forge's little side area lies Scarlet Witch, the Danger Room Computer, and some Library Scrolls. The Scrolls are one- or two-line random crap about Apocalypse and the Four, etc, etc. Over on the other side is the Trivia Game (TTGA5), Hero Stash, Mission Computer, and more Library Scrolls. Chat with Prof. X, use the Mission Computer for a more detailed explanation, and continue on to Ra's Mouth. ------------------------------------------------------------------------------ Ra's Mouth (A5RA) Suggested characters: someone with Flight, someone with Might and Flight, someone who can Build Bridges Objectives: Current Objectives: Survival of the Fittest- Step 1: Defeat Apocalypse Gained Objectives: Seal of Fate- Find a way to get past the Great Seal guarding the entrance into Apocalypse's Chamber. Step 1: Rotate the [Sun Mirror] in the {Temple of Anubis} Step 2: Rotate the [Sun Mirror] in the {Temple of Sekhmet} Head along the hall, and we reach a crossroads. Where we entered is south. Head west for a cutscene and fight the Scarabs. Continue west. As the hallway bends, we run into Infinites. Use your flier to get to the little areas on the sides here. The east side one just has a blocked way back to the crossroads (via the north fork), while the west one has a Data Disc (A5DD1) on the far side. Head north once you get back to the "main" path. Continue following the hallway, and we reach some debris to blast in order to open a door. Do so on both counts, and head through. Here we find Beast and Mr. Sinister. Now for a dual boss fight. Beast falls easily enough, but can be brought back by the Resurrector, in the center. You have to use a Nullifier (in the north, south, east and west) to start dealing damage to him, and once his invulnerability shield kicks back on, you have to use three or more Nullifiers. Afterwards, Beast is back to normal, explaining more of the plot. Afterwards, the door to the north opens. But before we head through, let's explore the rest of the Mouth. Head down the east side, and through the door. Follow the hallway around, an the first door has a platform in a large cavernous type room. This will take you to inside the center area just past the northern fork back at the crossroads. Use your Might & Flight character to fly over there and shove the column out of the way. Once you've made it in to the center, open all the doors inside so as to offer yourselves a quick route back and forth. Oh, and pick up the Homing Beacon (A5HB1) as well. Head north here to find a Tech Station Health (A5TS25). Through the door here, we get to the area we fought Beast and Mr. Sinister. Have your Bridge Builder make one across here. Everything that can be had here in the Mouth is taken, so let's head on to the Ancient Labyrinth. ------------------------------------------------------------------------------ Ancient Labyrinth (A5AL) Suggested characters: someone with Flight, someone with Might, Iceman Objectives: Current Objectives: Survival of the Fittest- Step 1: Defeat Apocalypse Seal of Fate- Step 1: Rotate the [Sun Mirror] in the {Temple of Anubis} Step 2: Rotate the [Sun Mirror] in the {Temple of Sekhmet} Gained Objectives: Seal of Fate- Step 3: Find the [Sun Crystal] in the {Ancient Labyrinth} Find and use the Sun Crystal as the final component to open the Great Seal Door Once again, we are faced with a crossroads. A large one, but a crossroads nonetheless. Well, we might as well give north a shot to start with for once. Wow. That's a big drop. Unless you can fly. On the ground, there are four kind of tiles: blank, scarab, man and woman. The blank tiles do nothing, obviously, and so do the woman tiles. When you step on a scarab tile, a Giant Scarab pops up. When you step on the man tiles (I think it might be Apocalypse actually) you take damage. So try to not step on those. Up at the north end of the room, at the top of the stairs, is the Sun Crystal. Apparently, my Indiana Jones instincts told me wrong, since I had originally thought that taking it might trigger something, but the only thing that did was drop the pillars to the northern door. Head on through. As you head into the next room, the statues turn into Anubites and attack. There are two other exits out of here, so let's go east. As we head down the hallway, notice on the walls between here and the rooms on the south, that there's one patch of wall that looks weaker. Go ahead and blast it, opening a way into the southern rooms, which hold nothing but Giant Scarabs and other crap. Back in the hallway, we can go across to a room with big blocks, or follow the hallway, seeing another breakable spot on the wall, and eventually getting back to the crossroads. Let's go back to that breakable spot. Bust through the wall to be confronted by a big ass fire. Blast it with Iceman, and bust through the next break spot. This leads to the door to the Temple of Sekhmet. Don't head in just yet, as there's more to explore. Head back up the hallway (north) to the room with big blocks, using your Might character to push them. Now you have two doors to the east, and one to the west (though it's blocked by pillars at the moment). The southern of the two doors warps you over to a room with a Homing Beacon (A5HB2). Though once you take it, the statues come to life and attack. Head back through the door, and take the northern of the two doors to a room with a lever. Pull it and the pillars drop in front of the western door. Head back through the door and take the now-open western door. If you head in the opening to the north, we find an Xtraction Point. Up in the far northern reaches of this room, we find the Great Seal Door, currently closed by two statues. In the northeast corner of the room lies a Sketch Book (A5SB14). Head back across the big room and down to the corridor just south of it. Head west, through the door. In this square room, there are two doors (east and south), and a breakable wall to the west, leading to a room with a Tech Station Energy (A5TS26) and another breakable wall to the west. Drop down into this room; there's a staircase to the north. Up the staircase is a sarcophagus; open it and two Elite Anubites bust out of the statues to attack. In the northwestern corner of the room, there is a Danger Room Disc (DRC5CB), while in the southwest corner is another breakable wall, at the top of a pile of debris. Down at the south end of this new room is, guess what, another breakable wall, with another at the end, leading into a HUGE room, off of the west fork of the original crossroads. Up in the northeastern corner of the room is a Weapon Cache (A5WC34). Use the southern exit of the room, then head west and break some walls for the entrance to the Temple of Anubis. Head ALL the way back to save, then head back this way to the Temple of Anubis. ------------------------------------------------------------------------------ Temple of Anubis (A5TOA) Suggested characters: Someone with Might Objectives: Current Objectives: Survival of the Fittest- Step 1: Defeat Apocalypse Seal of Fate- Step 1: Rotate the [Sun Mirror] in the {Temple of Anubis} Step 2: Rotate the [Sun Mirror] in the {Temple of Sekhmet} Once again, a crossroads (well, a little ways up at least...). Like always, the way we entered is south. Let's head east. Down in the corner of this large room is a Tech Station Body (A5TS27). As you get the Tech Station, some enemies drop from the ceiling. Afterwards, head through the northern door. Two ways to go in this next room: west, through the doorway, and north, by breaking a bit of busted-looking wall. Let's go north. As the hallway curves around, break another wall to get to the next room. Head through the first northern door into the Sun Mirror room. Here, we need to break the four statues in order; in doing so the Sun Mirror moves forward, and after the fourth statue, into the sunlight. Don't worry about breaking them in order; the game won't let you break one early. If you don't happen to have a projectile user, you can head back into the previous room and in the next northern door to get to the other side. Now that the objective's complete, let's explore. Head back to the previous room, and continue along to the west, and around the corner. Pass up the doorway heading back east, and continue south. In the center of this room is a Homing Beacon (A5HB3). This opens a pit underneath you. Head down, fight off the enemies, and head south. At the southern end of the pit is a Sketch Book (A5SB15). Head through the door on the west side, and up the steps. When you reach the top of the first set of steps, there's a Danger Room Disc (DRC504) up to the west. Head around and up another set of steps, to a lever; pull it, and the door opens; head through and to the east. We're back that the crossroads. Head north this time. If you continue north, you'll see we're blocked by a rockfall from a Data Disc and Weapon Cache. So head east in the previous room (the one just north of the first crossroads). Have your Might character shove the block out of the way, and head up and around into the central room. Go through the southern exit here (fighting enemies all the way) and we reach the other side of the rockfall, for the Data Disc (A5DD2) and Weapon Cache (A5WC35). We're done here now, so head back to the Ancient Labyrinth, and on to the Temple of Sekhmet. ------------------------------------------------------------------------------ Temple of Sekhmet (A5TOS) Suggested characters: someone who can Build Bridges, someone with Teleport Objectives: Current Objectives: Survival of the Fittest- Step 1: Defeat Apocalypse Seal of Fate- Step 2: Rotate the [Sun Mirror] in the {Temple of Sekhmet} Step 3: Find the [Canopic Jars] in the {Temple of Sekhmet}, 4 total Step 4: Place the [Canopic Jars] in the {Canopic Container}, 4 total Step 5: Pass the Great Seal. Head up through the doors into the large room with a bunch of pillars in it. Considering the entrance we came in as south, over on the west side of the southwest pillar, there's a Weapon Cache (A5WC36), while on the west side of the northwest pillar is a Danger Room Disc (DRC5CW). Head up the north stairs and through the doorway. Down the stairs to the west as you enter the room is one of the Canopic Jar things we're looking for, as well as in the second one to the east. Continue on north. At the crossroads, head west. We head through a corridor with semi-destructible walls. At the end of the corridor, head through the doorway into the room. At the western side of the room, another Canopic Jar is on a pedestal, along with a Tech Station Focus (A5TS28) further west. Head back to the crossroads, and continue east. In the room at the far east end, we see a blue X next to a dropoff. We know what to do here, right? Use your bridge builder, and head across to pick up the final Canopic Jar. Head south, and up the southern stairs. Break through the weakened wall, and follow the corridor along to a Data Disc (A5DD3). Now head back to the crossroads, and head north. As we head down the hallway, at the end we see two things: a door to the west, and a blue X for a bridge. Let's skip the X for a moment and head through the door. At the end of the hall, we find a large-ish room with a bridge in the middle, as well as a door to the east and west. The door to the east has another blue X, to head to the same area the other one leads to. Now let's make a bridge at the X and go across. The hallway here is shaped like an M (or a W, a 3 or an E). At the middle point is a Homing Beacon (A5HB4). This opens a portal back in the Teleport Chamber, so feel free to stop in there later. Back at the large-ish room, go to the big box on the other side of the bridge, and on the south side, you can place the Canopic Jars in the box, opening a door to the west. Let's head there now. There's a lever just in front of you; pull it to complete another Objective and gain one more. Head back to the Ancient Labyrinth and through the Great Seal Door, located near the Xtraction Point, to move on to the Hall of the Dead. ------------------------------------------------------------------------------ Hall of the Dead (A5HOTD) Objectives: Current Objectives: Survival of the Fittest- Step 1: Defeat Apocalypse In the same room you start in, in a corner is a Danger Room Disc (DRC500). If you want to complete the courses, do so now, since you can not get all of them (once you complete the one you just got, it opens the Legend course). It's looking like a boss battle's looming soon. Head through the door. Hey, at least they busted out the boss right off, huh? So we're fighting the Living Monolith. You see his life bar's in the blue, so there's a trick to getting him to take damage. Follow one of the light beams to a pedestal. Stand on it, and it'll rise. Once it rises up, his life bar goes to red, and will start taking damage. If his bar goes back to blue, just do the same thing. Also, the more of the pedestals you drop, the more damage he takes. After the Monolith's toast, head up through the door on the other side of the room. There's two ways to go here: straight or to the side (straight meaning through the door opposite where we entered). Let's head to the side. Head down the hall, and down to the recessed area in the room at the end. Down in a corner is a Data Disc (A5DD4), which will increase both your Health Pack and Energy Pack limits by six. Now, head to the front of the upper area (head back to the door, and drop down between the two breakable pillars) and we find a Loose Stone; go ahead and use it. This opens a panel between the two seated statues, containing XP (or a Homing Beacon if you haven't picked four up by now). Head back to the large room, and go down the other path (would have been straight). Head through the room, and next to the door is a statue that has glowing eyes. Head up and use the Gleaming Jewel in the statue; this brings up a Tech Station Speed (A5TS29) and some Scarabs. Head through the door for a room with an Xtraction Point. Opposite the Point (across the raised area we came in through) is a Weapon Cache (A5WC37), while diagonally across from it (opposite the Point in the other direction) and tucked in a corner is a Sketch Book (A5SB16). Up the stairs is a door leading to the Vault of the Ages, with Health and Energy Stations to the sides of the stairs. Save, then head through to the Vault. ------------------------------------------------------------------------------ Vault of the Ages (A5VOTA) Suggested characters: someone with Flight Objectives: Current Objectives: Survival of the Fittest- Step 1: Defeat Apocalypse Once again, one of those funny purple Xtraction Points, as if the full Point in the room before wasn't good enough. Head through the door, follow the path around, and head through the open doorway to fight Apocalypse. Fight off the first Apocalypse, and another appears in the center. For more fun, though, have a character head in to the center, when Apoc's not there. Ooh, new powers. In order to pick up EVERYTHING the game has, you'll need to hop in there. Use the R2+O move (Quicksilver's Dash) to move around faster. These directions will be based off of the entrance to Apocalypse's Chamber (the spot with the powerup machine and all) as south (this is where we entered). Dash (R2+O) through the door to the north. Here is some XP, and it would be a Homing Beacon if we hadn’t picked up four by now. Dash through the east door, then north at the junction, Dashing through any bars/walls you come to, the floor will drop out from underneath you. Change over to your flier and fly up to the upper part to get a Tech Station Striking (A5TS30). Now it's time to whup on Apocalypse. You may have noticed, while running around in Beefy Mode (this is how I'll refer to the effect of Apoc's machine), that there are Harmonic DNA things left behind by defeated enemies. By picking these up, they give you a longer time with Beefy Mode's powers. There's a Beefy Mode bar down in the bottom left of the screen, in yellow, just above the Xtreme bar. While in Beefy Mode, head down the east door, and head south at the junction. Follow the path around, and you'll find Apocalypse in front of a generator. Knock him down (it doesn't take much in Beefy Mode) and attack the generator. You'll probably get out of Beefy Mode after you've destroyed it, so head back to the center, charge up, and head out west. Do the same thing at the end of the hall here (blast through Apoc, smash the generator), and with both down, head back to Apocalypse, who should be somewhere around the center. Oh, damn! Check that out! When we head in to the central room, four statues bust out into the Four Horsemen! So now, we're fighting Apocalypse, Archangel, Abyss, Mikhail, and Holocaust! Damn! When you down a Horseman, they turn back into a statue, so smash them, just to be sure. You'll have to smack Apoc down a couple times, but if you made it this far, you can do it. Enjoy the final cutscene (not as foreboding as the end to XML1, but still somewhat). You did it! Pat yourself on the back (or have someone do it for you). ------------------------------------------------------------------------------ Secret Bonus Area (A5SBA) Suggested characters: someone who can build bridges Objectives: none Well, the objective (not to be confused with Objective) here is to make it around the circle, using the various objects (Gleaming Jewel, blast the rubble, Loose Stone) to light the three fires in the center. Once those are lit, a platform rises. Head through the one pathway not blocked by a big statue, and talk to Tony Stark. Afterward, head back to the Teleport chamber, and enjoy you new character. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ SKILLS (SKL) ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ Key: ------------------------------------------------------------------------------ Hero Name Skill Name Skill Type Requirements Details Level X: Abilities ------------------------------------------------------------------------------ Bishop (SKLBIS) Bio Beam Beam none Basic Beam damage Level 1: 11-15 Energy, 14 EP Level 4: 21-26 Energy, 20 EP Level 7: 32-38 Energy, 27 EP Level 9: 43-50 Energy, 33 EP Level 13: 54-62 Energy, 40 EP Level 15: 65-74 Energy, 47 EP Level 18: 76-86 Energy, 53 EP Level 21: 86-98 Energy, 60 EP Level 25: 97-110 Energy, 67 EP Level 28: 108-122 Energy, 73 EP Level 30: 119-134 Energy, 80 EP Level 33: 130-146 Energy, 86 EP Level 36: 141-158 Energy, 93 EP Level 40: 151-170 Energy, 100 EP Level 42: 162-182 Energy, 106 EP Level 45: 173-194 Energy, 113 EP Level 49: 184-206 Energy, 120 EP Level 51: 195-218 Energy, 126 EP Level 55: 206-230 Energy, 133 EP Level 58: 217-242 Energy, 140 EP Plasma Blaster Projectile (Hold) none Uses guns to fire stunning projectiles Level 1: 11-15 Energy, 1 Second Stun, 12 EP/Second Level 4: 20-25 Energy, 1 Second Stun, 18 EP/Second Level 7: 30-36 Energy, 1 Second Stun, 24 EP/Second Level 9: 40-46 Energy, 1 Second Stun, 29 EP/Second Level 13: 49-57 Energy, 1 Second Stun, 36 EP/Second Level 15: 59-68 Energy, 1 Second Stun, 41 EP/Second Level 18: 69-78 Energy, 1 Second Stun, 47 EP/Second Level 21: 78-89 Energy, 2 Second Stun, 53 EP/Second Level 25: 88-100 Energy, 2 Second Stun, 60 EP/Second Level 28: 98-110 Energy, 2 Second Stun, 66 EP/Second Level 30: 107-121 Energy, 2 Second Stun, 71 EP/Second Level 33: 117-131 Energy, 2 Second Stun, 77 EP/Second Level 36: 127-142 Energy, 2 Second Stun, 83 EP/Second Level 40: 136-153 Energy, 3 Second Stun, 90 EP/Second Level 42: 146-163 Energy, 3 Second Stun, 95 EP/Second Level 45: 156-174 Energy, 3 Second Stun, 101 EP/Second Level 49: 165-185 Energy, 3 Second Stun, 108 EP/Second Level 51: 175-195 Energy, 3 Second Stun, 113 EP/Second Level 55: 185-206 Energy, 3 Second Stun, 120 EP/Second Level 58: 195-217 Energy, 4 Second Stun, 126 EP/Second Sapping Strike Melee Level 7 Victims do 50% less damage; Drains batteries Level 7: 30-36 Energy, 2 Seconds, 22 EP Level 10: 39-46 Energy, 2 Seconds, 28 EP Level 13: 49-57 Energy, 2 Seconds, 34 EP Level 15: 59-67 Energy, 2 Seconds, 40 EP Level 19: 68-78 Energy, 2 Seconds, 46 EP Level 21: 78-89 Energy, 3 Seconds, 52 EP Level 24: 88-99 Energy, 3 Seconds, 58 EP Level 27: 97-110 Energy, 3 Seconds, 64 EP Level 31: 107-121 Energy, 3 Seconds, 70 EP Level 33: 117-131 Energy, 4 Seconds, 77 EP Level 36: 127-142 Energy, 4 Seconds, 83 EP Level 39: 136-153 Energy, 4 Seconds, 89 EP Level 42: 146-163 Energy, 4 Seconds, 95 EP Level 46: 156-174 Energy, 5 Seconds, 101 EP Level 48: 165-185 Energy, 5 Seconds, 107 EP Level 52: 175-195 Energy, 5 Seconds, 113 EP Level 55: 185-206 Energy, 5 Seconds, 119 EP Level 58: 195-217 Energy, 6 Seconds, 126 EP Full Auto Projectile (Hold) Level 14, Plasma Blaster Fires both guns in a spray causing Radiation damage Level 14: 30-36 Radiation over 1 Second, 36 EP/Second Level 17: 35-42 Radiation over 1 Second, 43 EP/Second Level 20: 41-48 Radiation over 1 Second, 50 EP/Second Level 23: 47-55 Radiation over 1 Second, 57 EP/Second Level 26: 53-61 Radiation over 1 Second, 64 EP/Second Level 29: 59-68 Radiation over 1 Second, 71 EP/Second Level 32: 64-74 Radiation over 1 Second, 78 EP/Second Level 35: 70-80 Radiation over 1 Second, 85 EP/Second Level 38: 76-87 Radiation over 1 Second, 92 EP/Second Level 40: 82-93 Radiation over 1 Second, 99 EP/Second Level 44: 88-100 Radiation over 1 Second, 106 EP/Second Level 46: 93-106 Radiation over 1 Second, 113 EP/Second Level 50: 99-112 Radiation over 1 Second, 120 EP/Second Level 53: 105-119 Radiation over 1 Second, 127 EP/Second Level 56: 111-125 Radiation over 1 Second, 134 EP/Second Level 59: 117-132 Radiation over 1 Second, 142 EP/Second Rapid Fire Projectile Level 21, Full Auto Fires both guns, sweeping with Radiation rounds Level 21: 43-50 Radiation over 3 Seconds, 52 EP Level 24: 49-56 Radiation over 3 Seconds, 59 EP Level 27: 55-63 Radiation over 3 Seconds, 66 EP Level 30: 61-69 Radiation over 3 Seconds, 73 EP Level 33: 67-76 Radiation over 3 Seconds, 80 EP Level 36: 73-82 Radiation over 3 Seconds, 87 EP Level 39: 79-89 Radiation over 3 Seconds, 94 EP Level 41: 84-95 Radiation over 3 Seconds, 101 EP Level 45: 91-102 Radiation over 3 Seconds, 108 EP Level 48: 97-108 Radiation over 3 Seconds, 115 EP Level 51: 103-115 Radiation over 3 Seconds, 122 EP Level 54: 109-121 Radiation over 3 Seconds, 129 EP Level 57: 115-128 Radiation over 3 Seconds, 136 EP Level 60: 121-135 Radiation over 3 Seconds, 144 EP Bombardment Radial Level 28 High-powered rounds are fired into the air, then crash down Level 28: 43-50 Energy, 84 EP Level 31: 47-54 Energy, 93 EP Level 34: 51-59 Energy, 103 EP Level 36: 55-63 Energy, 112 EP Level 40: 59-68 Energy, 122 EP Level 43: 64-73 Energy, 132 EP Level 45: 68-77 Energy, 141 EP Level 48: 72-82 Energy, 151 EP Level 52: 76-86 Energy, 160 EP Level 54: 80-91 Energy, 170 EP Level 58: 85-96 Energy, 180 EP Bio Blast Radial Level 28, Sapping Strike Radial attack, chance of causing Deadly Strike (instant 33% HP loss) Level 28: 46-54 Energy, 5% Deadly Strike, 92 EP Level 31: 50-59 Energy, 6% Deadly Strike, 102 EP Level 34: 55-64 Energy, 7% Deadly Strike, 113 EP Level 36: 60-69 Energy, 9% Deadly Strike, 123 EP Level 40: 65-75 Energy, 10% Deadly Strike, 134 EP Level 43: 70-80 Energy, 12% Deadly Strike, 145 EP Level 45: 75-85 Energy, 13% Deadly Strike, 155 EP Level 48: 80-91 Energy, 14% Deadly Strike, 166 EP Level 52: 85-96 Energy, 16% Deadly Strike, 176 EP Level 54: 90-101 Energy, 17% Deadly Strike, 187 EP Level 58: 95-107 Energy, 19% Deadly Strike, 198 EP BIG BANG Radial Level 15 Violent explosion that nullifies enemy powers Level 15: 85-96 Energy, 2 Second Nullify Level 20: 117-131 Energy, 2 Second Nullify Level 25: 149-167 Energy, 3 Second Nullify Level 30: 182-202 Energy, 4 Second Nullify Level 35: 214-238 Energy, 4 Second Nullify Level 39: 246-273 Energy, 5 Second Nullify Level 45: 279-309 Energy, 6 Second Nullify SUPERCONDUCTOR Boost Level 20 The whole party spends no EP and takes no Energy damage Level 20: 15 Seconds Level 25: 22 Seconds Level 30: 30 Seconds Level 35: 37 Seconds Level 40: 45 Seconds Absorption Boost Level 7 Absorbs Energy damage as HP and boosts DEF and Physical Resistance Level 7: 45% Energy as HP, +20% DEF, +10% Physical Resist, 13 Seconds, 88 EP Level 10: 45% Energy as HP, +29% DEF, +10% Physical Resist, 15 Seconds, 111 EP Level 13: 45% Energy as HP, +37% DEF, +11% Physical Resist, 17 Seconds, 134 EP Level 15: 45% Energy as HP, +45% DEF, +11% Physical Resist, 20 Seconds, 157 EP Level 19: 46% Energy as HP, +53% DEF, +12% Physical Resist, 22 Seconds, 180 EP Level 21: 46% Energy as HP, +62% DEF, +13% Physical Resist, 25 Seconds, 203 EP Level 24: 46% Energy as HP, +70% DEF, +13% Physical Resist, 27 Seconds, 226 EP Level 27: 47% Energy as HP, +78% DEF, +14% Physical Resist, 30 Seconds, 249 EP Level 31: 47% Energy as HP, +86% DEF, +14% Physical Resist, 32 Seconds, 272 EP Level 33: 47% Energy as HP, +95% DEF, +15% Physical Resist, 35 Seconds, 295 EP Level 36: 48% Energy as HP, +103% DEF, +15% Physical Resist, 37 Seconds, 318 EP Level 39: 48% Energy as HP, +111% DEF, +16% Physical Resist, 40 Seconds, 341 EP Level 42: 48% Energy as HP, +119% DEF, +17% Physical Resist, 42 Seconds, 364 EP Level 46: 48% Energy as HP, +128% DEF, +17% Physical Resist, 45 Seconds, 387 EP Level 48: 49% Energy as HP, +136% DEF, +18% Physical Resist, 47 Seconds, 410 EP Level 52: 49% Energy as HP, +144% DEF, +18% Physical Resist, 50 Seconds, 433 EP Level 55: 49% Energy as HP, +152% DEF, +19% Physical Resist, 52 Seconds, 456 EP Level 58: 50% Energy as HP, +160% DEF, +20% Physical Resist, 55 Seconds, 480 EP Energy Fury Boost Level 14, Absorption Whole party gets Energy damage added to melee attacks Level 14: +5% Energy, +20% ATK, 13 Seconds, 132 EP Level 17: +8% Energy, +30% ATK, 15 Seconds, 157 EP Level 20: +11% Energy, +39% ATK, 18 Seconds, 183 EP Level 23: +14% Energy, +48% ATK, 21 Seconds, 208 EP Level 26: +17% Energy, +58% ATK, 24 Seconds, 234 EP Level 29: +19% Energy, +67% ATK, 27 Seconds, 260 EP Level 32: +22% Energy, +76% ATK, 29 Seconds, 285 EP Level 35: +25% Energy, +86% ATK, 32 Seconds, 311 EP Level 38: +28% Energy, +95% ATK, 35 Seconds, 336 EP Level 40: +31% Energy, +104% ATK, 38 Seconds, 362 EP Level 44: +33% Energy, +114% ATK, 41 Seconds, 388 EP Level 46: +36% Energy, +123% ATK, 43 Seconds, 413 EP Level 50: +39% Energy, +132% ATK, 46 Seconds, 439 EP Level 53: +42% Energy, +142% ATK, 49 Seconds, 464 EP Level 56: +45% Energy, +151% ATK, 52 Seconds, 490 EP Level 59: +47% Energy, +160% ATK, 55 Seconds, 516 EP Energy Combat Passive none Adds Energy damage to melee attacks Level 1: +50% Damage as Energy Level 2: +65% Damage as Energy Level 3: +80% Damage as Energy Level 4: +95% Damage as Energy Level 5: +110% Damage as Energy Level 5: +125% Damage as Energy Level 7: +140% Damage as Energy Level 8: +155% Damage as Energy Level 9: +170% Damage as Energy Level 9: +185% Damage as Energy Level 10: +200% Damage as Energy Level 11: +215% Damage as Energy Level 13: +230% Damage as Energy Level 13: +245% Damage as Energy Level 15: +260% Damage as Energy Gun Mastery Passive Level 14, Mustant Master Increase Gun damage and chance for critical Level 14: +5% Damage, +1% Critical Chance Level 15: +9% Damage, +1% Critical Chance Level 16: +12% Damage, +2% Critical Chance Level 17: +15% Damage, +2% Critical Chance Level 18: +18% Damage, +3% Critical Chance Level 18: +22% Damage, +3% Critical Chance Level 20: +25% Damage, +4% Critical Chance Level 21: +28% Damage, +4% Critical Chance Level 22: +31% Damage, +5% Critical Chance Level 22: +34% Damage, +5% Critical Chance Level 23: +38% Damage, +6% Critical Chance Level 24: +41% Damage, +6% Critical Chance Level 26: +44% Damage, +7% Critical Chance Level 26: +47% Damage, +7% Critical Chance Level 28: +50% Damage, +8% Critical Chance Power Trip Passive Level 21, Sapping Strike Adds to DEF, movement speed and Energy Resistance Level 21: +115% DEF, +3% Movement speed, +10% Energy Resist Level 21: +122% DEF, +5% Movement speed, +13% Energy Resist Level 21: +129% DEF, +7% Movement speed, +16% Energy Resist Level 21: +136% DEF, +9% Movement speed, +19% Energy Resist Level 22: +143% DEF, +11% Movement speed, +22% Energy Resist Level 22: +150% DEF, +13% Movement speed, +25% Energy Resist Level 22: +157% DEF, +15% Movement speed, +28% Energy Resist Level 23: +164% DEF, +17% Movement speed, +31% Energy Resist Level 23: +171% DEF, +19% Movement speed, +34% Energy Resist Level 23: +178% DEF, +21% Movement speed, +37% Energy Resist Level 23: +185% DEF, +23% Movement speed, +40% Energy Resist Level 24: +192% DEF, +25% Movement speed, +43% Energy Resist Level 24: +199% DEF, +27% Movement speed, +46% Energy Resist Level 24: +206% DEF, +29% Movement speed, +49% Energy Resist Level 25: +213% DEF, +31% Movement speed, +52% Energy Resist Mutant Master Passive Level 7 Increase EP Regeneration rate Level 7: +30% EP Regeneration Level 8: +42% EP Regeneration Level 9: +54% EP Regeneration Level 10: +66% EP Regeneration Level 11: +78% EP Regeneration Level 11: +90% EP Regeneration Level 13: +102% EP Regeneration Level 14: +114% EP Regeneration Level 15: +126% EP Regeneration Level 15: +138% EP Regeneration Level 16: +150% EP Regeneration Level 17: +162% EP Regeneration Level 19: +174% EP Regeneration Level 19: +186% EP Regeneration Level 21: +198% EP Regeneration ------------------------------------------------------------------------------ Colossus (SKLCOL) Iron Fist Melee none Melee + Knockback Level 1: +250% Physical, 40 Knockback, 8 EP Level 4: +280% Physical, 53 Knockback, 11 EP Level 7: +310% Physical, 67 Knockback, 15 EP Level 9: +340% Physical, 81 Knockback, 18 EP Level 13: +370% Physical, 95 Knockback, 22 EP Level 15: +400% Physical, 109 Knockback, 25 EP Level 18: +430% Physical, 123 Knockback, 29 EP Level 21: +460% Physical, 137 Knockback, 33 EP Level 25: +490% Physical, 151 Knockback, 36 EP Level 28: +520% Physical, 165 Knockback, 40 EP Level 30: +550% Physical, 179 Knockback, 43 EP Level 33: +580% Physical, 193 Knockback, 47 EP Level 36: +610% Physical, 207 Knockback, 50 EP Level 40: +640% Physical, 221 Knockback, 54 EP Level 42: +670% Physical, 235 Knockback, 58 EP Level 45: +700% Physical, 249 Knockback, 61 EP Level 49: +730% Physical, 263 Knockback, 65 EP Level 51: +760% Physical, 277 Knockback, 68 EP Level 55: +790% Physical, 291 Knockback, 72 EP Level 58: +820% Physical, 305 Knockback, 76 EP Uppercut Melee Level 7, Iron Fist Melee + Popup Level 7: +310% Physical, 14 EP Level 10: +340% Physical, 17 EP Level 13: +370% Physical, 21 EP Level 15: +400% Physical, 24 EP Level 19: +430% Physical, 28 EP Level 21: +460% Physical, 32 EP Level 24: +490% Physical, 35 EP Level 27: +520% Physical, 39 EP Level 31: +550% Physical, 43 EP Level 33: +580% Physical, 46 EP Level 36: +610% Physical, 50 EP Level 39: +640% Physical, 54 EP Level 42: +670% Physical, 57 EP Level 46: +700% Physical, 61 EP Level 48: +730% Physical, 65 EP Level 52: +760% Physical, 68 EP Level 55: +790% Physical, 72 EP Level 58: +820% Physical, 76 EP Thunder Clap Radial Level 14 Wide radius melee Level 14: +230% Physical, 120 Radius, 24 EP Level 17: +250% Physical, 121 Radius, 28 EP Level 20: +270% Physical, 123 Radius, 32 EP Level 23: +289% Physical, 124 Radius, 36 EP Level 26: +309% Physical, 126 Radius, 40 EP Level 29: +329% Physical, 128 Radius, 44 EP Level 32: +348% Physical, 129 Radius, 48 EP Level 35: +368% Physical, 131 Radius, 52 EP Level 38: +388% Physical, 132 Radius, 57 EP Level 40: +407% Physical, 134 Radius, 61 EP Level 44: +427% Physical, 136 Radius, 65 EP Level 46: +447% Physical, 137 Radius, 69 EP Level 50: +466% Physical, 139 Radius, 73 EP Level 53: +486% Physical, 140 Radius, 77 EP Level 56: +506% Physical, 142 Radius, 81 EP Level 59: +525% Physical, 144 Radius, 86 EP Massive Strike Melee Level 21, Uppercut Melee + chance of causing Deadly Strike (instant 33% HP loss) Level 21: +540% Physical, 16% Deadly Strike, 28 EP Level 24: +566% Physical, 17% Deadly Strike, 32 EP Level 27: +592% Physical, 18% Deadly Strike, 36 EP Level 30: +618% Physical, 19% Deadly Strike, 40 EP Level 33: +644% Physical, 20% Deadly Strike, 44 EP Level 36: +669% Physical, 21% Deadly Strike, 48 EP Level 39: +695% Physical, 22% Deadly Strike, 52 EP Level 41: +721% Physical, 23% Deadly Strike, 55 EP Level 45: +747% Physical, 24% Deadly Strike, 60 EP Level 48: +772% Physical, 25% Deadly Strike, 64 EP Level 51: +798% Physical, 26% Deadly Strike, 68 EP Level 54: +824% Physical, 27% Deadly Strike, 72 EP Level 57: +850% Physical, 29% Deadly Strike, 76 EP Level 60: +875% Physical, 30% Deadly Strike, 80 EP Bounding Smash Radial Level 28, Thunder Clap Massive leap landing in a shockwave Level 28: +275% Physical, 245 Knockback, 51 EP Level 31: +288% Physical, 282 Knockback, 56 EP Level 34: +300% Physical, 320 Knockback, 62 EP Level 36: +313% Physical, 357 Knockback, 68 EP Level 40: +325% Physical, 395 Knockback, 74 EP Level 43: +338% Physical, 432 Knockback, 80 EP Level 45: +350% Physical, 469 Knockback, 85 EP Level 48: +363% Physical, 507 Knockback, 91 EP Level 52: +375% Physical, 545 Knockback, 97 EP Level 54: +388% Physical, 582 Knockback, 103 EP Level 58: +400% Physical, 620 Knockback, 109 EP Siberian Express Charge (Hold) Level 28, Massive Strike Charge into enemies and objects Level 28: +575% Physical, 245 Knockback, 48 EP/Second Level 31: +610% Physical, 282 Knockback, 53 EP/Second Level 34: +645% Physical, 320 Knockback, 58 EP/Second Level 36: +680% Physical, 357 Knockback, 63 EP/Second Level 40: +715% Physical, 395 Knockback, 68 EP/Second Level 43: +750% Physical, 432 Knockback, 74 EP/Second Level 45: +785% Physical, 469 Knockback, 79 EP/Second Level 48: +820% Physical, 507 Knockback, 84 EP/Second Level 52: +855% Physical, 545 Knockback, 89 EP/Second Level 54: +890% Physical, 582 Knockback, 94 EP/Second Level 58: +925% Physical, 620 Knockback, 100 EP/Second DEMOLITION Radial Level 15 Xtreme concussion attack Level 15: +550% Physical Level 20: +700% Physical Level 25: +850% Physical Level 30: +1000% Physical Level 35: +1150% Physical Level 39: +1300% Physical Level 45: +1450% Physical UNBREAKABLE Boost Level 20 Invincibility + double damage Level 20: +100% damage, 15 seconds Level 25: +100% damage, 22 seconds Level 30: +100% damage, 30 seconds Level 35: +100% damage, 37 seconds Level 40: +100% damage, 45 seconds Steel Skin Boost none Absorbs damage Level 1: 15 Physical absorbed, 32 EP Level 4: 17 Physical absorbed, 46 EP Level 7: 20 Physical absorbed, 60 EP Level 9: 23 Physical absorbed, 74 EP Level 13: 26 Physical absorbed, 89 EP Level 15: 29 Physical absorbed, 103 EP Level 18: 32 Physical absorbed, 117 EP Level 21: 35 Physical absorbed, 132 EP Level 25: 38 Physical absorbed, 146 EP Level 28: 41 Physical absorbed, 160 EP Level 30: 44 Physical absorbed, 175 EP Level 33: 47 Physical absorbed, 189 EP Level 36: 50 Physical absorbed, 203 EP Level 40: 53 Physical absorbed, 218 EP Level 42: 56 Physical absorbed, 232 EP Level 45: 59 Physical absorbed, 246 EP Level 49: 62 Physical absorbed, 261 EP Level 51: 65 Physical absorbed, 275 EP Level 55: 68 Physical absorbed, 289 EP Level 58: 71 Physical absorbed, 304 EP Roar Boost Level 14, Steel Skin Whole party gets a Stat bonus Level 14: 13 Seconds, +2 Strength Speed Body and Focus, 84 EP Level 17: 15 Seconds, +2 Strength Speed Body and Focus, 98 EP Level 20: 18 Seconds, +3 Strength Speed Body and Focus, 113 EP Level 23: 21 Seconds, +4 Strength Speed Body and Focus, 128 EP Level 26: 24 Seconds, +5 Strength Speed Body and Focus, 143 EP Level 29: 27 Seconds, +6 Strength Speed Body and Focus, 158 EP Level 32: 29 Seconds, +7 Strength Speed Body and Focus, 173 EP Level 35: 32 Seconds, +8 Strength Speed Body and Focus, 188 EP Level 38: 35 Seconds, +9 Strength Speed Body and Focus, 203 EP Level 40: 38 Seconds, +10 Strength Speed Body and Focus, 218 EP Level 44: 41 Seconds, +11 Strength Speed Body and Focus, 233 EP Level 46: 43 Seconds, +12 Strength Speed Body and Focus, 248 EP Level 50: 46 Seconds, +13 Strength Speed Body and Focus, 263 EP Level 53: 49 Seconds, +14 Strength Speed Body and Focus, 278 EP Level 56: 52 Seconds, +15 Strength Speed Body and Focus, 293 EP Level 59: 55 Seconds, +16 Strength Speed Body and Focus, 308 EP Block Ability Level 7 Block all attack damage by reducing EP Level 7: 100% EP per damage blocked Level 10: 87% EP per damage blocked Level 14: 75% EP per damage blocked Level 17: 62% EP per damage blocked Level 21: 50% EP per damage blocked Brawler Passive none Increase ATK Level 1: +20% ATK Level 1: +30% ATK Level 1: +40% ATK Level 1: +50% ATK Level 1: +60% ATK Level 1: +70% ATK Level 1: +80% ATK Level 1: +90% ATK Level 1: +100% ATK Level 1: +110% ATK Level 1: +120% ATK Level 1: +130% ATK Level 1: +140% ATK Level 1: +150% ATK Level 1: +160% ATK NOTE: The levels here aren't typos. Colossus just kicks that much ass. Galvanize Passive Brawler Increase DEF Level 1: +15% DEF Level 1: +23% DEF Level 1: +31% DEF Level 1: +39% DEF Level 1: +47% DEF Level 1: +55% DEF Level 1: +63% DEF Level 1: +71% DEF Level 1: +79% DEF Level 1: +87% DEF Level 1: +95% DEF Level 1: +103% DEF Level 1: +111% DEF Level 1: +119% DEF Level 1: +127% DEF NOTE: The levels here aren't typos. Colossus just kicks that much ass. Metallurgy Passive Galvanize Increase Energy, Mental and Elemental Resist Level 1: +5% Energy Mental and Elemental Resist Level 1: +8% Energy Mental and Elemental Resist Level 1: +11% Energy Mental and Elemental Resist Level 1: +14% Energy Mental and Elemental Resist Level 1: +17% Energy Mental and Elemental Resist Level 1: +20% Energy Mental and Elemental Resist Level 1: +23% Energy Mental and Elemental Resist Level 1: +26% Energy Mental and Elemental Resist Level 1: +29% Energy Mental and Elemental Resist Level 1: +32% Energy Mental and Elemental Resist Level 1: +35% Energy Mental and Elemental Resist Level 1: +38% Energy Mental and Elemental Resist Level 1: +41% Energy Mental and Elemental Resist Level 1: +44% Energy Mental and Elemental Resist Level 1: +47% Energy Mental and Elemental Resist NOTE: The levels here aren't typos. Colossus just kicks that much ass. Might Ability none Increase lifting strength and object damage Level 1: Lift Heavy objects, damage Reinforced walls and objects Level 5: Lift Massive objects, damage Reinforced walls and objects Mutant Master Passive Level 7 Increase EP Regeneration rate Level 7: +30% EP Regeneration Level 8: +42% EP Regeneration Level 9: +54% EP Regeneration Level 10: +66% EP Regeneration Level 11: +78% EP Regeneration Level 11: +90% EP Regeneration Level 13: +102% EP Regeneration Level 14: +114% EP Regeneration Level 15: +126% EP Regeneration Level 15: +138% EP Regeneration Level 16: +150% EP Regeneration Level 17: +162% EP Regeneration Level 19: +174% EP Regeneration Level 19: +186% EP Regeneration Level 21: +198% EP Regeneration ------------------------------------------------------------------------------ Cyclops (SKLCYC) Optic Beam Beam none Basic beam damage Level 1: 11-15 Energy, 12 EP Level 4: 20-25 Energy, +6% attack speed, 18 EP Level 7: 30-36 Energy, +11% attack speed, 24 EP Level 9: 40-46 Energy, +16% attack speed, 29 EP Level 15: 59-68 Energy, +27% attack speed, 41 EP Level 18: 69-78 Energy, +32% attack speed, 47 EP Level 21: 78-89 Energy, +37% attack speed, 53 EP Level 25: 88-100 Energy, +43% attack speed, 60 EP Level 28: 98-110 Energy, +48% attack speed, 66 EP Level 30: 107-121 Energy, +53% attack speed, 71 EP Level 33: 117-131 Energy, +58% attack speed, 77 EP Level 36: 127-142 Energy, +64% attack speed, 83 EP Level 40: 136-153 Energy, +69% attack speed, 90 EP Level 42: 146-163 Energy, +74% attack speed, 95 EP Level 45: 156-174 Energy, +79% attack speed, 101 EP Level 49: 165-185 Energy, +85% attack speed, 108 EP Level 51: 175-195 Energy, +90% attack speed, 113 EP Level 55: 185-205 Energy, +95% attack speed, 120 EP Level 58: 195-217 Energy, +100% attack speed, 126 EP Optic Slam Beam none A wide beam with knockback Level 1: 6-9 Energy, 40 Knockback, 14 EP Level 4: 11-15 Energy, 70 Knockback, 20 EP Level 7: 17-21 Energy, 101 Knockback, 27 EP Level 9: 23-28 Energy, 131 Knockback, 33 EP Level 13: 29-34 Energy, 162 Knockback, 40 EP Level 15: 35-41 Energy, 192 Knockback, 47 EP Level 18: 41-47 Energy, 223 Knockback, 53 EP Level 21: 46-54 Energy, 253 Knockback, 60 EP Level 25: 52-60 Energy, 284 Knockback, 67 EP Level 28: 58-67 Energy, 314 Knockback, 73 EP Level 30: 64-73 Energy, 345 Knockback, 80 EP Level 33: 70-80 Energy, 375 Knockback, 86 EP Level 36: 76-86 Energy, 406 Knockback, 93 EP Level 40: 81-93 Energy, 436 Knockback, 100 EP Level 42: 87-99 Energy, 467 Knockback, 106 EP Level 45: 93-106 Energy, 497 Knockback, 113 EP Level 49: 99-112 Energy, 528 Knockback, 120 EP Level 51: 105-119 Energy, 558 Knockback, 126 EP Level 55: 111-125 Energy, 589 Knockback, 133 EP Level 58: 117-132 Energy, 620 Knockback, 140 EP Optic Flash Debuff Level 7, Optic Slam Stun and damage enemies Level 7: 6-9 Energy, 1 Second Stun, 12 Foot Range, 28 EP Level 10: 8-12 Energy, 1 Second Stun, 12 Foot Range, 36 EP Level 13: 11-15 Energy, 1 Second Stun, 12 Foot Range, 44 EP Level 15: 14-18 Energy, 1 Second Stun, 12 Foot Range, 51 EP Level 19: 17-22 Energy, 1 Second Stun, 12 Foot Range, 60 EP Level 21: 20-25 Energy, 1 Second Stun, 12 Foot Range, 67 EP Level 24: 23-28 Energy, 2 Second Stun, 12 Foot Range, 75 EP Level 27: 26-32 Energy, 2 Second Stun, 12 Foot Range, 83 EP Level 31: 29-35 Energy, 2 Second Stun, 12 Foot Range, 92 EP Level 33: 32-38 Energy, 2 Second Stun, 12 Foot Range, 99 EP Level 36: 35-41 Energy, 2 Second Stun, 12 Foot Range, 107 EP Level 39: 38-45 Energy, 3 Second Stun, 12 Foot Range, 115 EP Level 42: 41-48 Energy, 3 Second Stun, 12 Foot Range, 123 EP Level 46: 44-51 Energy, 3 Second Stun, 12 Foot Range, 132 EP Level 48: 47-55 Energy, 3 Second Stun, 12 Foot Range, 139 EP Level 52: 50-58 Energy, 3 Second Stun, 12 Foot Range, 148 EP Level 55: 53-61 Energy, 4 Second Stun, 12 Foot Range, 156 EP Level 58: 56-65 Energy, 4 Second Stun, 12 Foot Range, 164 EP Auto Artillery Trap Level 14, Optic Flash Electric wave trap Level 14: 21-26 Electric/Second, 12 Seconds, 40 Trap HP, 44 EP Level 17: 24-30 Electric/Second, 12 Seconds, 42 Trap HP, 52 EP Level 20: 28-34 Electric/Second, 13 Seconds, 45 Trap HP, 60 EP Level 23: 32-38 Electric/Second, 14 Seconds, 48 Trap HP, 68 EP Level 26: 36-42 Electric/Second, 15 Seconds, 51 Trap HP, 77 EP Level 29: 40-47 Electric/Second, 16 Seconds, 55 Trap HP, 85 EP Level 32: 44-51 Electric/Second, 17 Seconds, 56 Trap HP, 93 EP Level 35: 48-55 Electric/Second, 18 Seconds, 59 Trap HP, 101 EP Level 38: 51-59 Electric/Second, 19 Seconds, 62 Trap HP, 110 EP Level 40: 55-63 Electric/Second, 20 Seconds, 65 Trap HP, 118 EP Level 44: 59-68 Electric/Second, 21 Seconds, 68 Trap HP, 126 EP Level 46: 63-72 Electric/Second, 22 Seconds, 70 Trap HP, 134 EP Level 50: 67-76 Electric/Second, 23 Seconds, 73 Trap HP, 143 EP Level 53: 71-80 Electric/Second, 24 Seconds, 76 Trap HP, 151 EP Level 56: 75-84 Electric/Second, 25 Seconds, 79 Trap HP, 159 EP Level 59: 79-89 Electric/Second, 26 Seconds, 82 Trap HP, 168 EP Fusion Beam Beam Level 21, Optic Beam Beam + Radiation Damage Level 21: 101-114 Radiation over 3 Seconds, 46 EP Level 24: 114-128 Radiation over 3 Seconds, 52 EP Level 27: 127-142 Radiation over 3 Seconds, 59 EP Level 30: 140-157 Radiation over 3 Seconds, 65 EP Level 33: 153-171 Radiation over 3 Seconds, 72 EP Level 36: 166-186 Radiation over 3 Seconds, 79 EP Level 39: 179-200 Radiation over 3 Seconds, 85 EP Level 41: 193-215 Radiation over 3 Seconds, 92 EP Level 45: 206-229 Radiation over 3 Seconds, 98 EP Level 48: 219-244 Radiation over 3 Seconds, 105 EP Level 51: 232-258 Radiation over 3 Seconds, 112 EP Level 54: 245-273 Radiation over 3 Seconds, 118 EP Level 57: 258-287 Radiation over 3 Seconds, 125 EP Level 60: 272-302 Radiation over 3 Seconds, 132 EP Focused Beam Beam Level 28, Fusion Beam Piercing beam Level 28: 69-79 Energy, 78 EP Level 31: 76-86 Energy, 86 EP Level 34: 83-94 Energy, 95 EP Level 36: 90-102 Energy, 104 EP Level 40: 97-110 Energy, 113 EP Level 43: 104-118 Energy, 122 EP Level 45: 111-125 Energy, 130 EP Level 48: 118-133 Energy, 139 EP Level 52: 125-141 Energy, 148 EP Level 54: 132-149 Energy, 157 EP Level 58: 140-157 Energy, 166 EP Polarized Beam Beam Level 28, Auto Artillery When the beam hits, it splits in to 3 beams Level 28: 66-75 Energy main target, 53-61 Energy secondary target, 72 EP Level 31: 72-82 Energy main target, 58-66 Energy secondary target, 80 EP Level 34: 78-89 Energy main target, 63-72 Energy secondary target, 88 EP Level 36: 85-96 Energy main target, 68-78 Energy secondary target, 95 EP Level 40: 91-103 Energy main target, 73-83 Energy secondary target, 104 EP Level 43: 98-110 Energy main target, 79-89 Energy secondary target, 112 EP Level 45: 104-117 Energy main target, 84-95 Energy secondary target, 119 EP Level 48: 110-124 Energy main target, 89-100 Energy secondary target, 127 EP Level 52: 117-131 Energy main target, 94-106 Energy secondary target, 136 EP Level 54: 123-138 Energy main target, 99-112 Energy secondary target, 143 EP Level 58: 130-146 Energy main target, 105-118 Energy secondary target, 152 EP OPTIC RAGE Beam Level 15 XTreme arc spray attack Level 15: 101-114 Energy Level 20: 135-151 Energy Level 25: 170-189 Energy Level 30: 204-226 Energy Level 35: 239-264 Energy Level 39: 273-301 Energy Level 45: 308-339 Energy FLAWLESS TACTICS Boost Level 20 Increase experience for the whole party Level 20: 200% EXP earned, 15 seconds Level 25: 200% EXP earned, 22 seconds Level 30: 200% EXP earned, 30 seconds Level 35: 200% EXP earned, 37 seconds Level 40: 200% EXP earned, 45 seconds Tactics Boost Level 7 Increase whole party's defense Level 7: +20% DEF, 13 Seconds, 88 EP Level 10: +25% DEF, 15 Seconds, 112 EP Level 13: +29% DEF, 17 Seconds, 136 EP Level 15: +33% DEF, 20 Seconds, 161 EP Level 19: +37% DEF, 22 Seconds, 189 EP Level 21: +41% DEF, 25 Seconds, 210 EP Level 24: +45% DEF, 27 Seconds, 234 EP Level 27: +49% DEF, 30 Seconds, 259 EP Level 31: +53% DEF, 32 Seconds, 283 EP Level 33: +58% DEF, 35 Seconds, 308 EP Level 36: +62% DEF, 37 Seconds, 332 EP Level 39: +66% DEF, 40 Seconds, 357 EP Level 42: +70% DEF, 42 Seconds, 381 EP Level 46: +74% DEF, 45 Seconds, 406 EP Level 48: +78% DEF, 47 Seconds, 430 EP Level 52: +82% DEF, 50 Seconds, 455 EP Level 55: +86% DEF, 52 Seconds, 479 EP Level 58: +90% DEF, 55 Seconds, 504 EP Command Boost Level 14, Tactics The whole party's skills increase in level Level 14: All Skills +1, 13 Seconds, 132 EP Level 17: All Skills +1, 15 Seconds, 157 EP Level 20: All Skills +1, 18 Seconds, 183 EP Level 23: All Skills +1, 21 Seconds, 208 EP Level 26: All Skills +1, 24 Seconds, 234 EP Level 29: All Skills +1, 27 Seconds, 260 EP Level 32: All Skills +1, 29 Seconds, 285 EP Level 35: All Skills +1, 32 Seconds, 311 EP Level 38: All Skills +2, 35 Seconds, 336 EP Level 40: All Skills +2, 38 Seconds, 362 EP Level 44: All Skills +2, 41 Seconds, 388 EP Level 46: All Skills +2, 43 Seconds, 413 EP Level 50: All Skills +2, 46 Seconds, 439 EP Level 53: All Skills +2, 49 Seconds, 464 EP Level 56: All Skills +2, 52 Seconds, 490 EP Level 59: All Skills +3, 55 Seconds, 516 EP Defense Grid Passive Level 14, Leadership Chance to block incoming missile attacks Level 14: 8% chance to block Level 15: 11% chance to block Level 16: 14% chance to block Level 17: 17% chance to block Level 18: 20% chance to block Level 18: 23% chance to block Level 20: 26% chance to block Level 21: 29% chance to block Level 22: 32% chance to block Level 22: 35% chance to block Level 23: 38% chance to block Level 24: 41% chance to block Level 26: 44% chance to block Level 26: 47% chance to block Level 28: 50% chance to block Visor Upgrade Passive Level 21, Mutant Master Increase Beam damage and chance for critical Level 21: +5% Damage, +1% Critical Chance Level 22: +9% Damage, +1% Critical Chance Level 23: +12% Damage, +2% Critical Chance Level 24: +15% Damage, +2% Critical Chance Level 25: +18% Damage, +3% Critical Chance Level 25: +22% Damage, +3% Critical Chance Level 27: +25% Damage, +4% Critical Chance Level 28: +28% Damage, +4% Critical Chance Level 29: +31% Damage, +5% Critical Chance Level 29: +34% Damage, +5% Critical Chance Level 30: +38% Damage, +6% Critical Chance Level 31: +41% Damage, +6% Critical Chance Level 33: +44% Damage, +7% Critical Chance Level 33: +47% Damage, +7% Critical Chance Level 35: +50% Damage, +8% Critical Chance Leadership Passive none Increase Combo XP & Critical Chance Level 1: +2% Critical Chance, +8% Combo XP Level 2: +2% Critical Chance, +14% Combo XP Level 3: +3% Critical Chance, +20% Combo XP Level 4: +3% Critical Chance, +26% Combo XP Level 5: +4% Critical Chance, +32% Combo XP Level 5: +4% Critical Chance, +38% Combo XP Level 7: +5% Critical Chance, +44% Combo XP Level 8: +5% Critical Chance, +50% Combo XP Level 9: +6% Critical Chance, +56% Combo XP Level 9: +6% Critical Chance, +62% Combo XP Level 10: +7% Critical Chance, +68% Combo XP Level 11: +7% Critical Chance, +74% Combo XP Level 13: +8% Critical Chance, +80% Combo XP Level 13: +8% Critical Chance, +86% Combo XP Level 15: +9% Critical Chance, +92% Combo XP Mutant Master Passive Level 7 Increase EP Regeneration rate Level 7: +30% EP Regeneration Level 8: +42% EP Regeneration Level 9: +54% EP Regeneration Level 10: +66% EP Regeneration Level 11: +78% EP Regeneration Level 11: +90% EP Regeneration Level 13: +102% EP Regeneration Level 14: +114% EP Regeneration Level 15: +126% EP Regeneration Level 15: +138% EP Regeneration Level 16: +150% EP Regeneration Level 17: +162% EP Regeneration Level 19: +174% EP Regeneration Level 19: +186% EP Regeneration Level 21: +198% EP Regeneration ------------------------------------------------------------------------------ Deadpool* (SKLBDP) Rupturing Jab Melee none Quick sword attack Level 1: +240% Physical, 3-5 Bleed Damage over 4 Seconds, 10 EP Level 4: +287% Physical, 5-7 Bleed Damage over 4 Seconds, 14 EP Level 7: +333% Physical, 8-10 Bleed Damage over 4 Seconds, 18 EP Level 9: +379% Physical, 10-13 Bleed Damage over 4 Seconds, 23 EP Level 13: +426% Physical, 13-16 Bleed Damage over 4 Seconds, 27 EP Level 15: +472% Physical, 16-19 Bleed Damage over 4 Seconds, 32 EP Level 18: +518% Physical, 18-22 Bleed Damage over 4 Seconds, 36 EP Level 21: +565% Physical, 21-25 Bleed Damage over 4 Seconds, 40 EP Level 25: +611% Physical, 24-28 Bleed Damage over 4 Seconds, 45 EP Level 28: +657% Physical, 26-31 Bleed Damage over 4 Seconds, 49 EP Level 30: +704% Physical, 29-34 Bleed Damage over 4 Seconds, 54 EP Level 33: +750% Physical, 31-37 Bleed Damage over 4 Seconds, 58 EP Level 36: +796% Physical, 34-40 Bleed Damage over 4 Seconds, 63 EP Level 40: +843% Physical, 37-43 Bleed Damage over 4 Seconds, 67 EP Level 42: +889% Physical, 39-46 Bleed Damage over 4 Seconds, 71 EP Level 45: +935% Physical, 42-49 Bleed Damage over 4 Seconds, 76 EP Level 49: +982% Physical, 45-52 Bleed Damage over 4 Seconds, 80 EP Level 51: +1028% Physical, 47-55 Bleed Damage over 4 Seconds, 85 EP Level 55: +1074% Physical, 50-58 Bleed Damage over 4 Seconds, 89 EP Level 58: +1120% Physical, 53-61 Bleed Damage over 4 Seconds, 94 EP Teleport Special none Teleportation (duh!) Level 1: 20 foot range, 8 EP Level 4: 22 foot range, 10 EP Level 7: 24 foot range, 12 EP Level 9: 26 foot range, can carry allies, 14 EP Level 13: 28 foot range, can carry allies, 16 EP Level 15: 30 foot range, can carry allies, 19 EP Level 18: 32 foot range, can carry allies, 21 EP Level 21: 34 foot range, can carry allies, 23 EP Level 25: 36 foot range, can carry allies, 25 EP Level 28: 38 foot range, can carry allies, 27 EP Level 30: 41 foot range, can carry allies, 30 EP Level 33: 43 foot range, can carry allies, 32 EP Level 36: 45 foot range, can carry allies, 33 EP Level 40: 47 foot range, can carry allies, 36 EP Level 42: 49 foot range, can carry allies, 38 EP Level 45: 51 foot range, can carry allies, 41 EP Level 49: 53 foot range, can carry allies, 43 EP Level 51: 55 foot range, can carry allies, 45 EP Level 55: 57 foot range, can carry allies, 47 EP Level 58: 60 foot range, can carry allies, 50 EP Dual Shot Projectile (Hold) Level 7 Shoot with two pistols Level 7: 30-36 per bullet, 1% Trip chance, 18 EP/Second Level 10: 36-42 per bullet, 1% Trip chance, 23 EP/Second Level 13: 42-49 per bullet, 1% Trip chance, 28 EP/Second Level 15: 48-56 per bullet, 1% Trip chance, 33 EP/Second Level 19: 54-62 per bullet, 2% Trip chance, 38 EP/Second Level 21: 60-69 per bullet, 2% Trip chance, 43 EP/Second Level 24: 66-76 per bullet, 2% Trip chance, 48 EP/Second Level 27: 72-82 per bullet, 3% Trip chance, 53 EP/Second Level 31: 78-89 per bullet, 3% Trip chance, 58 EP/Second Level 33: 85-96 per bullet, 3% Trip chance, 63 EP/Second Level 36: 91-103 per bullet, 4% Trip chance, 68 EP/Second Level 39: 97-109 per bullet, 4% Trip chance, 73 EP/Second Level 42: 103-116 per bullet, 4% Trip chance, 78 EP/Second Level 46: 109-123 per bullet, 4% Trip chance, 83 EP/Second Level 48: 115-129 per bullet, 5% Trip chance, 88 EP/Second Level 52: 121-136 per bullet, 5% Trip chance, 93 EP/Second Level 55: 127-143 per bullet, 5% Trip chance, 98 EP/Second Level 58: 134-150 per bullet, 6% Trip chance, 104 EP/Second Butterfly Kick Melee Level 7 Kick + sword attack Level 7: +350% Physical, 18 EP Level 10: +386% Physical, 22 EP Level 13: +421% Physical, 26 EP Level 15: +456% Physical, 31 EP Level 19: +492% Physical, 35 EP Level 21: +527% Physical, 40 EP Level 24: +562% Physical, 44 EP Level 27: +598% Physical, 49 EP Level 31: +633% Physical, 53 EP Level 33: +668% Physical, 58 EP Level 36: +703% Physical, 62 EP Level 39: +739% Physical, 67 EP Level 42: +774% Physical, 71 EP Level 46: +809% Physical, 76 EP Level 48: +845% Physical, 80 EP Level 52: +880% Physical, 85 EP Level 55: +915% Physical, 89 EP Level 58: +950% Physical, 94 EP Blade Cyclone Charge (Hold) Level 21 Radial sword spin attack Level 21: +350% Physical/Second, 44 EP/Second Level 24: +381% Physical/Second, 50 EP/Second Level 27: +412% Physical/Second, 56 EP/Second Level 30: +443% Physical/Second, 63 EP/Second Level 33: +474% Physical/Second, 69 EP/Second Level 36: +504% Physical/Second, 76 EP/Second Level 39: +535% Physical/Second, 82 EP/Second Level 41: +566% Physical/Second, 89 EP/Second Level 45: +597% Physical/Second, 95 EP/Second Level 48: +627% Physical/Second, 102 EP/Second Level 51: +658% Physical/Second, 108 EP/Second Level 54: +689% Physical/Second, 115 EP/Second Level 57: +720% Physical/Second, 121 EP/Second Level 60: +750% Physical/Second, 128 EP/Second NITROGEN BLAST Blast Level 15 A freezing and slowing explosion Level 15: 85-96 Cold, 4.0 Second Freeze, 5.0 Second Slow, 70% Slow Level 20: 117-131 Cold, 4.7 Second Freeze, 6.2 Second Slow, 62% Slow Level 25: 149-167 Cold, 5.3 Second Freeze, 7.3 Second Slow, 55% Slow Level 30: 182-202 Cold, 6.0 Second Freeze, 8.5 Second Slow, 47% Slow Level 35: 214-238 Cold, 6.7 Second Freeze, 9.7 Second Slow, 40% Slow Level 39: 246-273 Cold, 7.3 Second Freeze, 10.8 Second Slow, 32% Slow Level 45: 279-309 Cold, 8.0 Second Freeze, 12.0 Second Slow, 25% Slow Wisecrack Boost Level 14 Taunt enemies to get them to fight Level 14: -10% ATK & DEF, 7 Seconds, 100 EP Level 17: -14% ATK & DEF, 7 Seconds, 118 EP Level 20: -18% ATK & DEF, 8 Seconds, 137 EP Level 23: -23% ATK & DEF, 9 Seconds, 156 EP Level 26: -27% ATK & DEF, 10 Seconds, 175 EP Level 29: -31% ATK & DEF, 11 Seconds, 194 EP Level 32: -36% ATK & DEF, 12 Seconds, 213 EP Level 35: -40% ATK & DEF, 13 Seconds, 232 EP Level 38: -44% ATK & DEF, 14 Seconds, 251 EP Level 40: -49% ATK & DEF, 15 Seconds, 270 EP Level 44: -53% ATK & DEF, 16 Seconds, 289 EP Level 46: -57% ATK & DEF, 17 Seconds, 308 EP Level 50: -62% ATK & DEF, 18 Seconds, 327 EP Level 53: -66% ATK & DEF, 19 Seconds, 346 EP Level 56: -70% ATK & DEF, 20 Seconds, 365 EP Level 59: -75% ATK & DEF, 21 Seconds, 384 EP Block Ability Level 7 Block all attack damage by reducing EP Level 7: 100% EP per damage blocked Level 10: 87% EP per damage blocked Level 14: 75% EP per damage blocked Level 17: 62% EP per damage blocked Level 21: 50% EP per damage blocked Regeneration Passive none Heal over time Level 1: 1.0% of max HP every 6 Seconds Level 1: 1.4% of max HP every 6 Seconds Level 1: 1.7% of max HP every 6 Seconds Level 1: 2.1% of max HP every 6 Seconds Level 1: 2.4% of max HP every 6 Seconds Level 1: 2.8% of max HP every 6 Seconds Level 1: 3.1% of max HP every 6 Seconds Level 1: 3.5% of max HP every 6 Seconds Level 1: 3.9% of max HP every 6 Seconds Level 1: 4.2% of max HP every 6 Seconds Level 1: 4.6% of max HP every 6 Seconds Level 1: 4.9% of max HP every 6 Seconds Level 1: 5.3% of max HP every 6 Seconds Level 1: 5.6% of max HP every 6 Seconds Level 1: 6.0% of max HP every 6 Seconds NOTE: The levels here aren't typos. Deadpool just kicks that much ass. Stealth Passive Level 14 Increase Melee damage and chance for critical Level 14: +18% Damage, +1% Critical chance Level 15: +26% Damage, +2% Critical chance Level 16: +34% Damage, +3% Critical chance Level 18: +42% Damage, +4% Critical chance Level 19: +50% Damage, +5% Critical chance Level 20: +58% Damage, +6% Critical chance Level 22: +66% Damage, +7% Critical chance Level 23: +74% Damage, +8% Critical chance Level 24: +82% Damage, +9% Critical chance Level 26: +90% Damage, +10% Critical chance Level 27: +98% Damage, +11% Critical chance Level 28: +106% Damage, +12% Critical chance Level 30: +114% Damage, +13% Critical chance Level 31: +122% Damage, +14% Critical chance Level 33: +130% Damage, +15% Critical chance Weapons Mastery Passive Level 21, Mutant Master Increase Gun/Sword damage and chance for critical Level 21: +5% Damage, +1% Critical Chance Level 22: +9% Damage, +1% Critical Chance Level 23: +12% Damage, +2% Critical Chance Level 25: +15% Damage, +2% Critical Chance Level 26: +18% Damage, +3% Critical Chance Level 27: +22% Damage, +3% Critical Chance Level 29: +25% Damage, +4% Critical Chance Level 30: +28% Damage, +4% Critical Chance Level 31: +31% Damage, +5% Critical Chance Level 33: +34% Damage, +5% Critical Chance Level 34: +38% Damage, +6% Critical Chance Level 35: +41% Damage, +6% Critical Chance Level 37: +44% Damage, +7% Critical Chance Level 38: +47% Damage, +7% Critical Chance Level 40: +50% Damage, +8% Critical Chance Mutant Master Passive Level 7 Increase EP Regeneration rate Level 7: +30% EP Regeneration Level 8: +42% EP Regeneration Level 9: +54% EP Regeneration Level 10: +66% EP Regeneration Level 11: +78% EP Regeneration Level 11: +90% EP Regeneration Level 13: +102% EP Regeneration Level 14: +114% EP Regeneration Level 15: +126% EP Regeneration Level 15: +138% EP Regeneration Level 16: +150% EP Regeneration Level 17: +162% EP Regeneration Level 19: +174% EP Regeneration Level 19: +186% EP Regeneration Level 21: +198% EP Regeneration ------------------------------------------------------------------------------ Gambit (SKLGAM) Card Shuffle Projectile none Multiple card attack Level 1: 6-9 Energy, 1 Card, 14 EP Level 4: 11-15 Energy, 1 Card, 20 EP Level 7: 17-21 Energy, 1 Card, 27 EP Level 9: 23-28 Energy, 1 Card, 33 EP Level 13: 29-34 Energy, 2 Cards, 40 EP Level 15: 35-41 Energy, 2 Cards, 47 EP Level 18: 41-47 Energy, 2 Cards, 53 EP Level 21: 46-54 Energy, 3 Cards, 60 EP Level 25: 52-60 Energy, 3 Cards, 67 EP Level 28: 58-67 Energy, 3 Cards, 73 EP Level 30: 64-73 Energy, 4 Cards, 80 EP Level 33: 70-80 Energy, 4 Cards, 86 EP Level 36: 76-86 Energy, 4 Cards, 93 EP Level 40: 81-93 Energy, 5 Cards, 100 EP Level 42: 87-99 Energy, 5 Cards, 106 EP Level 45: 93-106 Energy, 5 Cards, 113 EP Level 49: 99-112 Energy, 6 Cards, 120 EP Level 51: 105-119 Energy, 6 Cards, 126 EP Level 55: 111-125 Energy, 6 Cards, 133 EP Level 58: 117-132 Energy, 7 Cards, 140 EP Staff Assault Melee Level 7 Multi-hit staff attack Level 7: 17-22 Energy, 24 EP Level 10: 22-28 Energy, 30 EP Level 13: 28-34 Energy, 37 EP Level 15: 34-41 Energy, 44 EP Level 19: 40-47 Energy, 51 EP Level 21: 46-54 Energy, 58 EP Level 24: 52-60 Energy, 64 EP Level 27: 58-67 Energy, 71 EP Level 31: 64-73 Energy, 78 EP Level 33: 69-80 Energy, 85 EP Level 36: 75-86 Energy, 92 EP Level 39: 81-93 Energy, 99 EP Level 42: 87-99 Energy, 105 EP Level 46: 93-106 Energy, 112 EP Level 48: 99-112 Energy, 119 EP Level 52: 105-119 Energy, 126 EP Level 55: 111-125 Energy, 133 EP Level 58: 117-132 Energy, 140 EP Ace of Spades Trap Level 14, Card Shuffle Radioactive cards are thrown on the ground, causing damage to enemies nearby. Level 14: 43-50 Radiation over 4 Seconds, 1 Card, 36 EP Level 17: 51-59 Radiation over 4 Seconds, 1 Card, 43 EP Level 20: 59-68 Radiation over 4 Seconds, 1 Card, 50 EP Level 23: 68-77 Radiation over 4 Seconds, 1 Card, 57 EP Level 26: 76-87 Radiation over 4 Seconds, 2 Cards, 64 EP Level 29: 85-96 Radiation over 4 Seconds, 2 Cards, 71 EP Level 32: 93-105 Radiation over 4 Seconds, 2 Cards, 78 EP Level 35: 101-114 Radiation over 4 Seconds, 2 Cards, 85 EP Level 38: 110-124 Radiation over 4 Seconds, 3 Cards, 92 EP Level 40: 118-133 Radiation over 4 Seconds, 3 Cards, 99 EP Level 44: 127-142 Radiation over 4 Seconds, 3 Cards, 106 EP Level 46: 135-151 Radiation over 4 Seconds, 3 Cards, 113 EP Level 50: 143-161 Radiation over 4 Seconds, 4 Cards, 120 EP Level 53: 152-170 Radiation over 4 Seconds, 4 Cards, 127 EP Level 56: 160-179 Radiation over 4 Seconds, 4 Cards, 134 EP Level 59: 169-189 Radiation over 4 Seconds, 5 Cards, 142 EP Staff Slam Radial Level 21, Staff Assault Radial energy attack Level 21: 30-36 Energy, 10 Feet, 60 EP Level 24: 34-40 Energy, 10 Feet, 68 EP Level 27: 38-44 Energy, 10 Feet, 76 EP Level 30: 42-49 Energy, 10 Feet, 85 EP Level 33: 46-53 Energy, 10 Feet, 93 EP Level 36: 50-57 Energy, 10 Feet, 102 EP Level 39: 54-62 Energy, 10 Feet, 110 EP Level 41: 57-66 Energy, 11 Feet, 119 EP Level 45: 62-71 Energy, 11 Feet, 127 EP Level 48: 66-75 Energy, 11 Feet, 136 EP Level 51: 70-79 Energy, 11 Feet, 144 EP Level 54: 74-84 Energy, 11 Feet, 153 EP Level 57: 78-88 Energy, 11 Feet, 161 EP Level 60: 82-93 Energy, 12 Feet, 170 EP Full House Trap Level 28, Ace of Spades Exploding cards are thrown on the ground, causing popup damage to enemies. Level 28: 66-75 Energy, 2 Cards, 72 EP Level 31: 72-82 Energy, 2 Cards, 80 EP Level 34: 78-89 Energy, 2 Cards, 88 EP Level 36: 85-96 Energy, 3 Cards, 95 EP Level 40: 91-103 Energy, 3 Cards, 104 EP Level 43: 98-110 Energy, 4 Cards, 112 EP Level 45: 104-117 Energy, 4 Cards, 119 EP Level 48: 110-124 Energy, 4 Cards, 127 EP Level 52: 117-131 Energy, 5 Cards, 136 EP Level 54: 123-138 Energy, 5 Cards, 143 EP Level 58: 130-146 Energy, 6 Cards, 152 EP Detonation Special Level 28, Staff Slam Charge an object or enemy. Causes knockback for enemies. Level 28: 108-121 Energy, 190 Knockback, 66 EP Level 31: 118-132 Energy, 214 Knockback, 73 EP Level 34: 129-144 Energy, 238 Knockback, 80 EP Level 36: 139-156 Energy, 261 Knockback, 88 EP Level 40: 150-167 Energy, 286 Knockback, 95 EP Level 43: 161-179 Energy, 310 Knockback, 103 EP Level 45: 171-191 Energy, 333 Knockback, 110 EP Level 48: 182-202 Energy, 357 Knockback, 117 EP Level 52: 192-214 Energy, 382 Knockback, 125 EP Level 54: 203-226 Energy, 405 Knockback, 132 EP Level 58: 214-238 Energy, 430 Knockback, 140 EP 52 PICKUP Radial Level 15 Cards are thrown in the air, raining down for damage. Level 15: 88-100 Energy Level 20: 120-135 Energy Level 25: 152-171 Energy Level 30: 185-206 Energy Level 35: 217-242 Energy Level 39: 249-277 Energy Level 45: 282-313 Energy PRINCE OF THIEVES Boost Level 20 Increases Techbit, Health Pack and Energy Pack drop chance. Level 20: 200% Health & Energy Pack, 400% Techbits, 15 Seconds Level 25: 200% Health & Energy Pack, 400% Techbits, 22 Seconds Level 30: 200% Health & Energy Pack, 400% Techbits, 30 Seconds Level 35: 200% Health & Energy Pack, 400% Techbits, 37 Seconds Level 40: 200% Health & Energy Pack, 400% Techbits, 45 Seconds Energy Form Boost none Increases ATK, DEF and Movement Level 1: +10% ATK, +30% DEF, +25% Movement, 13 Seconds, 48 EP Level 4: +16% ATK, +35% DEF, +30% Movement, 15 Seconds, 72 EP Level 7: +21% ATK, +39% DEF, +34% Movement, 17 Seconds, 96 EP Level 9: +26% ATK, +43% DEF, +39% Movement, 19 Seconds, 119 EP Level 13: +31% ATK, +47% DEF, +43% Movement, 21 Seconds, 114 EP Level 15: +36% ATK, +51% DEF, +48% Movement, 25 Seconds, 167 EP Level 18: +41% ATK, +55% DEF, +52% Movement, 26 Seconds, 191 EP Level 21: +47% ATK, +60% DEF, +56% Movement, 28 Seconds, 215 EP Level 25: +52% ATK, +64% DEF, +61% Movement, 30 Seconds, 240 EP Level 28: +57% ATK, +68% DEF, +65% Movement, 32 Seconds, 264 EP Level 30: +62% ATK, +72% DEF, +70% Movement, 35 Seconds, 287 EP Level 33: +67% ATK, +76% DEF, +74% Movement, 37 Seconds, 311 EP Level 36: +72% ATK, +80% DEF, +79% Movement, 39 Seconds, 335 EP Level 40: +78% ATK, +85% DEF, +83% Movement, 41 Seconds, 360 EP Level 42: +83% ATK, +89% DEF, +87% Movement, 43 Seconds, 383 EP Level 45: +88% ATK, +93% DEF, +92% Movement, 46 Seconds, 407 EP Level 49: +93% ATK, +97% DEF, +96% Movement, 48 Seconds, 432 EP Level 51: +98% ATK, +101% DEF, +101% Movement, 50 Seconds, 455 EP Level 55: +103% ATK, +105% DEF, +105% Movement, 52 Seconds, 480 EP Level 58: +108% ATK, +109% DEF, +109% Movement, 55 Seconds, 504 EP Energy Fury Boost Level 14, Energy Form Adds Energy damage for the whole party Level 14: +5% Energy, +20% ATK, 13 Seconds, 132 EP Level 17: +8% Energy, +30% ATK, 15 Seconds, 157 EP Level 20: +11% Energy, +39% ATK, 18 Seconds, 183 EP Level 23: +14% Energy, +48% ATK, 21 Seconds, 208 EP Level 26: +17% Energy, +58% ATK, 24 Seconds, 234 EP Level 29: +19% Energy, +67% ATK, 27 Seconds, 260 EP Level 32: +22% Energy, +76% ATK, 29 Seconds, 285 EP Level 35: +25% Energy, +86% ATK, 32 Seconds, 311 EP Level 38: +28% Energy, +95% ATK, 35 Seconds, 336 EP Level 40: +31% Energy, +104% ATK, 38 Seconds, 362 EP Level 44: +33% Energy, +114% ATK, 41 Seconds, 388 EP Level 46: +36% Energy, +123% ATK, 43 Seconds, 413 EP Level 50: +39% Energy, +132% ATK, 46 Seconds, 439 EP Level 53: +42% Energy, +142% ATK, 49 Seconds, 464 EP Level 56: +45% Energy, +151% ATK, 52 Seconds, 490 EP Level 59: +47% Energy, +160% ATK, 55 Seconds, 516 EP Block Ability Level 7 Block all attack damage by reducing EP Level 7: 100% EP per damage blocked Level 10: 87% EP per damage blocked Level 14: 75% EP per damage blocked Level 17: 62% EP per damage blocked Level 21: 50% EP per damage blocked Energy Combat Passive none Adds Energy damage to melee attacks Level 1: +50% Damage as Energy for non-power attacks Level 2: +65% Damage as Energy for non-power attacks Level 3: +80% Damage as Energy for non-power attacks Level 4: +95% Damage as Energy for non-power attacks Level 5: +110% Damage as Energy for non-power attacks Level 5: +125% Damage as Energy for non-power attacks Level 7: +140% Damage as Energy for non-power attacks Level 8: +155% Damage as Energy for non-power attacks Level 9: +170% Damage as Energy for non-power attacks Level 9: +185% Damage as Energy for non-power attacks Level 10: +200% Damage as Energy for non-power attacks Level 11: +215% Damage as Energy for non-power attacks Level 13: +230% Damage as Energy for non-power attacks Level 13: +245% Damage as Energy for non-power attacks Level 15: +260% Damage as Energy for non-power attacks Evade Passive Level 14, Energy Combat Chance to evade incoming melee attacks Level 14: 8% chance to dodge Level 15: 11% chance to dodge Level 16: 14% chance to dodge Level 17: 17% chance to dodge Level 18: 20% chance to dodge Level 18: 23% chance to dodge Level 20: 26% chance to dodge Level 21: 29% chance to dodge Level 22: 32% chance to dodge Level 22: 35% chance to dodge Level 23: 38% chance to dodge Level 24: 41% chance to dodge Level 26: 44% chance to dodge Level 26: 47% chance to dodge Level 28: 50% chance to dodge Card Mastery Passive Level 21, Mutant Master Increase Card damage and chance for critical Level 21: +5% Damage, +1% Critical Chance Level 22: +9% Damage, +1% Critical Chance Level 23: +12% Damage, +2% Critical Chance Level 24: +15% Damage, +2% Critical Chance Level 25: +18% Damage, +3% Critical Chance Level 25: +22% Damage, +3% Critical Chance Level 27: +25% Damage, +4% Critical Chance Level 28: +28% Damage, +4% Critical Chance Level 29: +31% Damage, +5% Critical Chance Level 29: +34% Damage, +5% Critical Chance Level 30: +38% Damage, +6% Critical Chance Level 31: +41% Damage, +6% Critical Chance Level 33: +44% Damage, +7% Critical Chance Level 33: +47% Damage, +7% Critical Chance Level 35: +50% Damage, +8% Critical Chance Mutant Master Passive Level 7 Increase EP Regeneration rate Level 7: +30% EP Regeneration Level 8: +42% EP Regeneration Level 9: +54% EP Regeneration Level 10: +66% EP Regeneration Level 11: +78% EP Regeneration Level 11: +90% EP Regeneration Level 13: +102% EP Regeneration Level 14: +114% EP Regeneration Level 15: +126% EP Regeneration Level 15: +138% EP Regeneration Level 16: +150% EP Regeneration Level 17: +162% EP Regeneration Level 19: +174% EP Regeneration Level 19: +186% EP Regeneration Level 21: +198% EP Regeneration ------------------------------------------------------------------------------ Iceman (SKLICE) Slow Beam Beam none A slowing beam; can Build Bridges Level 1: 11-15 Cold, 70% Slow, 4 Second Slow, 12 EP Level 4: 20-25 Cold, 67% Slow, 4 Second Slow, 18 EP Level 7: 30-36 Cold, 65% Slow, 4 Second Slow, 24 EP Level 9: 40-46 Cold, 62% Slow, 5 Second Slow, 29 EP Level 13: 49-57 Cold, 60% Slow, 5 Second Slow, 36 EP Level 15: 59-68 Cold, 58% Slow, 6 Second Slow, 41 EP Level 18: 69-78 Cold, 55% Slow, 6 Second Slow, 47 EP Level 21: 78-89 Cold, 53% Slow, 6 Second Slow, 53 EP Level 24: 88-100 Cold, 51% Slow, 7 Second Slow, 60 EP Level 28: 98-110 Cold, 48% Slow, 7 Second Slow, 66 EP Level 30: 107-121 Cold, 46% Slow, 8 Second Slow, 71 EP Level 33: 117-131 Cold, 44% Slow, 8 Second Slow, 77 EP Level 36: 127-142 Cold, 41% Slow, 9 Second Slow, 83 EP Level 40: 136-153 Cold, 39% Slow, 9 Second Slow, 90 EP Level 42: 146-163 Cold, 36% Slow, 9 Second Slow, 95 EP Level 45: 156-174 Cold, 34% Slow, 10 Second Slow, 101 EP Level 49: 165-185 Cold, 32% Slow, 10 Second Slow, 108 EP Level 51: 175-195 Cold, 29% Slow, 11 Second Slow, 113 EP Level 55: 185-206 Cold, 27% Slow, 11 Second Slow, 120 EP Level 58: 195-217 Cold, 25% Slow, 12 Second Slow, 126 EP Ice Shards Projectile none Throw shards of ice at enemies Level 1: 6-9 Cold, 1 Shard, 14 EP Level 4: 11-15 Cold, 1 Shard, 20 EP Level 7: 17-21 Cold, 1 Shard, 27 EP Level 9: 23-28 Cold, 1 Shard, 33 EP Level 13: 29-34 Cold, 1 Shard, 40 EP Level 15: 35-41 Cold, 3 Shards, 47 EP Level 18: 41-47 Cold, 3 Shards, 53 EP Level 21: 46-54 Cold, 3 Shards, 60 EP Level 25: 52-60 Cold, 3 Shards, 67 EP Level 28: 58-67 Cold, 3 Shards, 73 EP Level 30: 64-73 Cold, 3 Shards, 80 EP Level 33: 70-80 Cold, 3 Shards, 86 EP Level 36: 76-86 Cold, 5 Shards, 93 EP Level 40: 81-93 Cold, 5 Shards, 100 EP Level 42: 87-99 Cold, 5 Shards, 106 EP Level 45: 93-106 Cold, 5 Shards, 113 EP Level 49: 99-112 Cold, 5 Shards, 120 EP Level 51: 105-119 Cold, 5 Shards, 126 EP Level 55: 111-125 Cold, 5 Shards, 133 EP Level 58: 117-132 Cold, 7 Shards, 140 EP Freeze Beam Beam Level 7, Slow Beam A freezing beam; can Build Bridges Level 7: 30-36 Cold, 2.0 Second Freeze, 22 EP Level 10: 39-46 Cold, 2.2 Second Freeze, 28 EP Level 13: 49-57 Cold, 2.5 Second Freeze, 34 EP Level 15: 59-67 Cold, 2.7 Second Freeze, 40 EP Level 19: 68-78 Cold, 2.9 Second Freeze, 46 EP Level 21: 78-89 Cold, 3.2 Second Freeze, 52 EP Level 24: 88-99 Cold, 3.4 Second Freeze, 58 EP Level 27: 97-110 Cold, 3.6 Second Freeze, 64 EP Level 31: 107-121 Cold, 3.9 Second Freeze, 70 EP Level 33: 117-131 Cold, 4.1 Second Freeze, 77 EP Level 36: 127-142 Cold, 4.4 Second Freeze, 83 EP Level 39: 136-153 Cold, 4.6 Second Freeze, 89 EP Level 42: 146-163 Cold, 4.8 Second Freeze, 95 EP Level 46: 156-174 Cold, 5.1 Second Freeze, 101 EP Level 48: 165-185 Cold, 5.3 Second Freeze, 107 EP Level 52: 175-195 Cold, 5.5 Second Freeze, 113 EP Level 55: 185-206 Cold, 5.8 Second Freeze, 119 EP Level 58: 195-217 Cold, 6.0 Second Freeze, 126 EP Ice Slide Charge Level 14 Slide on an ice sled, damaging and slowing enemies Level 14: 53-61 Cold, 40 Knockback, 50% Slow for 4 Seconds, 34 EP/Second Level 17: 62-71 Cold, 53 Knockback, 50% Slow for 4 Seconds, 40 EP/Second Level 20: 72-82 Cold, 67 Knockback, 50% Slow for 4 Seconds, 46 EP/Second Level 23: 82-92 Cold, 81 Knockback, 50% Slow for 4 Seconds, 53 EP/Second Level 26: 91-103 Cold, 94 Knockback, 50% Slow for 4 Seconds, 59 EP/Second Level 29: 101-114 Cold, 109 Knockback, 50% Slow for 4 Seconds, 66 EP/Second Level 32: 111-124 Cold, 122 Knockback, 50% Slow for 4 Seconds, 72 EP/Second Level 35: 120-135 Cold, 135 Knockback, 50% Slow for 4 Seconds, 78 EP/Second Level 38: 130-145 Cold, 149 Knockback, 50% Slow for 4 Seconds, 85 EP/Second Level 40: 139-156 Cold, 162 Knockback, 50% Slow for 4 Seconds, 91 EP/Second Level 44: 149-167 Cold, 176 Knockback, 50% Slow for 4 Seconds, 98 EP/Second Level 46: 159-177 Cold, 190 Knockback, 50% Slow for 4 Seconds, 104 EP/Second Level 50: 169-188 Cold, 204 Knockback, 50% Slow for 4 Seconds, 110 EP/Second Level 53: 178-198 Cold, 217 Knockback, 50% Slow for 4 Seconds, 117 EP/Second Level 56: 188-209 Cold, 231 Knockback, 50% Slow for 4 Seconds, 123 EP/Second Level 59: 198-220 Cold, 245 Knockback, 50% Slow for 4 Seconds, 130 EP/Second Arctic Burst Radial Level 21, Freeze Beam Radial blast, slowing and damaging enemies Level 21: 30-36 Cold, 75% Slow, 4.0 Seconds, 60 EP Level 24: 34-40 Cold, 71% Slow, 4.5 Seconds, 68 EP Level 27: 38-44 Cold, 67% Slow, 5.1 Seconds, 76 EP Level 30: 42-49 Cold, 63% Slow, 5.6 Seconds, 85 EP Level 33: 46-53 Cold, 59% Slow, 6.2 Seconds, 93 EP Level 36: 50-57 Cold, 55% Slow, 6.7 Seconds, 102 EP Level 39: 54-62 Cold, 52% Slow, 7.2 Seconds, 110 EP Level 41: 57-66 Cold, 48% Slow, 7.8 Seconds, 119 EP Level 45: 62-71 Cold, 44% Slow, 8.3 Seconds, 127 EP Level 48: 66-75 Cold, 40% Slow, 8.8 Seconds, 136 EP Level 51: 70-79 Cold, 36% Slow, 9.4 Seconds, 144 EP Level 54: 74-84 Cold, 32% Slow, 9.9 Seconds, 153 EP Level 57: 78-88 Cold, 28% Slow, 10.5 Seconds, 161 EP Level 60: 82-93 Cold, 25% Slow, 11.0 Seconds, 170 EP Cold Crush Projectile Level 28, Ice Slide Freeze target, slows those in radius; can Build Bridges Level 28: 69-79 Cold, 53-61 Cold explosion, 70% Slow for 3.0 Seconds, 78 EP Level 31: 76-86 Cold, 59-68 Cold explosion, 65% Slow for 3.0 Seconds, 86 EP Level 34: 83-94 Cold, 65-75 Cold explosion, 61% Slow for 3.0 Seconds, 95 EP Level 36: 90-102 Cold, 72-82 Cold explosion, 56% Slow for 3.0 Seconds, 104 EP Level 40: 97-110 Cold, 78-89 Cold explosion, 52% Slow for 3.0 Seconds, 113 EP Level 43: 104-118 Cold, 85-96 Cold explosion, 47% Slow for 3.0 Seconds, 122 EP Level 45: 111-125 Cold, 91-103 Cold explosion, 43% Slow for 3.0 Seconds, 130 EP Level 48: 118-133 Cold, 97-110 Cold explosion, 38% Slow for 3.0 Seconds, 139 EP Level 52: 125-141 Cold, 104-117 Cold explosion, 34% Slow for 3.0 Seconds, 148 EP Level 54: 132-149 Cold, 110-124 Cold explosion, 29% Slow for 3.0 Seconds, 157 EP Level 58: 140-157 Cold, 117-132 Cold explosion, 25% Slow for 3.0 Seconds, 166 EP Ice Pillar Blast Level 28, Arctic Burst Ice pillars pop enemies up in the air Level 28: 66-75 Cold, 2 Pillars, 72 EP Level 31: 72-82 Cold, 2 Pillars, 80 EP Level 34: 78-89 Cold, 2 Pillars, 88 EP Level 36: 85-96 Cold, 3 Pillars, 95 EP Level 40: 91-103 Cold, 3 Pillars, 104 EP Level 43: 98-110 Cold, 4 Pillars, 112 EP Level 45: 104-117 Cold, 4 Pillars, 119 EP Level 48: 110-124 Cold, 4 Pillars, 127 EP Level 52: 117-131 Cold, 5 Pillars, 136 EP Level 54: 123-138 Cold, 5 Pillars, 143 EP Level 58: 130-146 Cold, 6 Pillars, 152 EP COLD SNAP Radial Level 15 Damage everything in sight; freezes nearby enemies, slows distant ones Level 15: 85-96 Cold, 4.0 Second Freeze, 70% Slow for 5.0 Seconds Level 20: 117-131 Cold, 4.7 Second Freeze, 62% Slow for 6.2 Seconds Level 24: 149-167 Cold, 5.3 Second Freeze, 55% Slow for 7.3 Seconds Level 30: 182-202 Cold, 6.0 Second Freeze, 47% Slow for 8.5 Seconds Level 35: 214-238 Cold, 6.7 Second Freeze, 40% Slow for 9.7 Seconds Level 39: 246-273 Cold, 7.3 Second Freeze, 32% Slow for 10.8 Seconds Level 45: 279-309 Cold, 8.0 Second Freeze, 25% Slow for 12.0 Seconds ICE SIDEKICK Special Level 20 Create an ice entity to fight alongside you Level 20: 15 Seconds, 50% of Iceman's Max HP & Damage Level 25: 22 Seconds, 62% of Iceman's Max HP, 68% of Iceman's Damage Level 30: 30 Seconds, 75% of Iceman's Max HP, 87% of Iceman's Damage Level 35: 37 Seconds, 87% of Iceman's Max HP, 106% of Iceman's Damage Level 40: 45 Seconds, 100% of Iceman's Max HP, 125% of Iceman's Damage Ice Armor Boost Level 7 Absorbs damage, damages and slows attackers Level 7: 35 Damage absorbed, 1-2 Cold, 50% Slow for 3.0 Seconds, 88 EP Level 10: 38 Damage absorbed, 1-3 Cold, 50% Slow for 3.0 Seconds, 112 EP Level 13: 41 Damage absorbed, 2-4 Cold, 50% Slow for 3.0 Seconds, 136 EP Level 15: 44 Damage absorbed, 3-4 Cold, 50% Slow for 3.0 Seconds, 161 EP Level 19: 48 Damage absorbed, 4-6 Cold, 50% Slow for 3.0 Seconds, 185 EP Level 21: 51 Damage absorbed, 4-6 Cold, 50% Slow for 3.0 Seconds, 210 EP Level 24: 54 Damage absorbed, 5-7 Cold, 50% Slow for 3.0 Seconds, 234 EP Level 27: 58 Damage absorbed, 6-8 Cold, 50% Slow for 3.0 Seconds, 259 EP Level 31: 61 Damage absorbed, 7-9 Cold, 50% Slow for 3.0 Seconds, 283 EP Level 33: 64 Damage absorbed, 7-10 Cold, 50% Slow for 3.0 Seconds, 308 EP Level 36: 67 Damage absorbed, 8-11 Cold, 50% Slow for 3.0 Seconds, 332 EP Level 39: 71 Damage absorbed, 9-12 Cold, 50% Slow for 3.0 Seconds, 357 EP Level 42: 74 Damage absorbed, 10-13 Cold, 50% Slow for 3.0 Seconds, 381 EP Level 46: 77 Damage absorbed, 10-15 Cold, 50% Slow for 3.0 Seconds, 406 EP Level 48: 81 Damage absorbed, 11-15 Cold, 50% Slow for 3.0 Seconds, 430 EP Level 52: 84 Damage absorbed, 12-17 Cold, 50% Slow for 3.0 Seconds, 455 EP Level 55: 87 Damage absorbed, 13-18 Cold, 50% Slow for 3.0 Seconds, 479 EP Level 58: 91 Damage absorbed, 14-19 Cold, 50% Slow for 3.0 Seconds, 504 EP Ice Gloves Boost Level 14, Ice Armor Whole party gets Cold damage added to melee, along with an ATK bonus Level 14: +5% Cold, +1 ATK, 13.0 Seconds, 132 EP Level 17: +7% Cold, +1 ATK, 15.8 Seconds, 157 EP Level 20: +10% Cold, +1 ATK, 18.6 Seconds, 183 EP Level 23: +13% Cold, +1 ATK, 21.4 Seconds, 208 EP Level 26: +16% Cold, +1 ATK, 24.2 Seconds, 234 EP Level 29: +19% Cold, +1 ATK, 27.0 Seconds, 260 EP Level 32: +21% Cold, +1 ATK, 29.8 Seconds, 285 EP Level 35: +24% Cold, +1 ATK, 32.6 Seconds, 311 EP Level 38: +27% Cold, +1 ATK, 35.4 Seconds, 336 EP Level 40: +30% Cold, +1 ATK, 38.2 Seconds, 362 EP Level 44: +33% Cold, +2 ATK, 41.0 Seconds, 388 EP Level 46: +35% Cold, +2 ATK, 43.8 Seconds, 413 EP Level 50: +38% Cold, +2 ATK, 46.6 Seconds, 439 EP Level 53: +41% Cold, +2 ATK, 49.4 Seconds, 464 EP Level 56: +44% Cold, +2 ATK, 52.2 Seconds, 490 EP Level 59: +47% Cold, +2 ATK, 55.0 Seconds, 516 EP Ice Combat Passive none Add Cold damage to melee attacks Level 1: +50% Damage as Cold Level 2: +65% Damage as Cold Level 3: +80% Damage as Cold Level 4: +95% Damage as Cold Level 5: +110% Damage as Cold Level 5: +125% Damage as Cold Level 7: +140% Damage as Cold Level 8: +155% Damage as Cold Level 9: +170% Damage as Cold Level 9: +185% Damage as Cold Level 10: +200% Damage as Cold Level 11: +215% Damage as Cold Level 13: +230% Damage as Cold Level 13: +245% Damage as Cold Level 15: +260% Damage as Cold Cold Mastery Passive Level 14, Mutant Master Adds Cold damage and chance for Critical to all attacks, along with Cold Resist Level 14: +5% Damage, +1% Critical Chance, +25% Cold Resist Level 15: +9% Damage, +2% Critical Chance, +30% Cold Resist Level 16: +12% Damage, +2% Critical Chance, +35% Cold Resist Level 17: +15% Damage, +3% Critical Chance, +41% Cold Resist Level 18: +18% Damage, +3% Critical Chance, +46% Cold Resist Level 18: +22% Damage, +4% Critical Chance, +51% Cold Resist Level 20: +25% Damage, +4% Critical Chance, +57% Cold Resist Level 21: +28% Damage, +5% Critical Chance, +62% Cold Resist Level 22: +31% Damage, +5% Critical Chance, +67% Cold Resist Level 22: +34% Damage, +6% Critical Chance, +73% Cold Resist Level 23: +38% Damage, +6% Critical Chance, +78% Cold Resist Level 24: +41% Damage, +7% Critical Chance, +84% Cold Resist Level 26: +44% Damage, +7% Critical Chance, +89% Cold Resist Level 26: +47% Damage, +8% Critical Chance, +94% Cold Resist Level 28: +50% Damage, +8% Critical Chance, +100% Cold Resist Piercing Cold Passive Level 21, Ice Combat Increases chance of a piercing hit with Beams and Ice Shards Level 21: 20% Chance Level 22: 24% Chance Level 23: 28% Chance Level 24: 32% Chance Level 25: 36% Chance Level 25: 40% Chance Level 27: 44% Chance Level 28: 48% Chance Level 29: 52% Chance Level 29: 56% Chance Level 30: 60% Chance Level 31: 64% Chance Level 33: 68% Chance Level 33: 72% Chance Level 35: 76% Chance Mutant Master Passive Level 7 Increase EP Regeneration rate Level 7: +30% EP Regeneration Level 8: +42% EP Regeneration Level 9: +54% EP Regeneration Level 10: +66% EP Regeneration Level 11: +78% EP Regeneration Level 11: +90% EP Regeneration Level 13: +102% EP Regeneration Level 14: +114% EP Regeneration Level 15: +126% EP Regeneration Level 15: +138% EP Regeneration Level 16: +150% EP Regeneration Level 17: +162% EP Regeneration Level 19: +174% EP Regeneration Level 19: +186% EP Regeneration Level 21: +198% EP Regeneration ------------------------------------------------------------------------------ Iron Man* (SKLBIM) Uni-Beam Beam none Basic Beam attack Level 1: 11-15 Energy, 12 EP Level 4: 20-25 Energy, 18 EP Level 7: 30-36 Energy, 24 EP Level 9: 40-46 Energy, 29 EP Level 13: 49-57 Energy, 36 EP Level 15: 59-68 Energy, 41 EP Level 18: 69-78 Energy, 47 EP Level 21: 78-89 Energy, 53 EP Level 25: 88-100 Energy, 60 EP Level 28: 98-110 Energy, 66 EP Level 30: 107-121 Energy, 71 EP Level 33: 117-131 Energy, 77 EP Level 36: 127-142 Energy, 83 EP Level 40: 136-153 Energy, 90 EP Level 42: 146-163 Energy, 95 EP Level 45: 156-174 Energy, 101 EP Level 49: 165-185 Energy, 108 EP Level 51: 175-195 Energy, 113 EP Level 55: 185-206 Energy, 120 EP Level 58: 195-217 Energy, 126 EP Plasma Charges Projectile none Multi-blast attack Level 1: 1 Charge, 6-9 Energy, 14 EP Level 4: 1 Charge, 11-15 Energy, 20 EP Level 7: 1 Charge, 17-21 Energy, 27 EP Level 9: 1 Charge, 23-28 Energy, 33 EP Level 13: 2 Charges, 29-34 Energy, 40 EP Level 15: 2 Charges, 35-41 Energy, 47 EP Level 18: 2 Charges, 41-47 Energy, 53 EP Level 21: 3 Charges, 46-54 Energy, 60 EP Level 25: 3 Charges, 52-60 Energy, 67 EP Level 28: 3 Charges, 58-67 Energy, 73 EP Level 30: 4 Charges, 64-73 Energy, 80 EP Level 33: 4 Charges, 70-80 Energy, 86 EP Level 36: 4 Charges, 76-86 Energy, 93 EP Level 50: 5 Charges, 81-93 Energy, 100 EP Level 42: 5 Charges, 87-99 Energy, 106 EP Level 45: 5 Charges, 93-106 Energy, 113 EP Level 49: 6 Charges, 99-112 Energy, 120 EP Level 51: 6 Charges, 105-119 Energy, 126 EP Level 55: 6 Charges, 111-125 Energy, 133 EP Level 58: 7 Charges, 117-132 Energy, 140 EP Disruptor Shock Blast Level 7, Uni-Beam Radiation burst Level 7: 17-22 Radiation, 1.0 Second Stun, 28 EP Level 10: 22-27 Radiation, 1.2 Second Stun, 36 EP Level 13: 27-33 Radiation, 1.4 Second Stun, 44 EP Level 15: 32-38 Radiation, 1.6 Second Stun, 51 EP Level 19: 37-44 Radiation, 1.8 Second Stun, 60 EP Level 21: 42-50 Radiation, 1.9 Second Stun, 67 EP Level 24: 48-55 Radiation, 2.1 Second Stun, 75 EP Level 27: 53-61 Radiation, 2.3 Second Stun, 83 EP Level 31: 58-67 Radiation, 2.5 Second Stun, 92 EP Level 33: 63-72 Radiation, 2.7 Second Stun, 99 EP Level 36: 68-78 Radiation, 2.9 Second Stun, 107 EP Level 39: 73-84 Radiation, 3.1 Second Stun, 115 EP Level 42: 79-89 Radiation, 3.3 Second Stun, 123 EP Level 46: 84-95 Radiation, 3.4 Second Stun, 132 EP Level 48: 89-101 Radiation, 3.6 Second Stun, 139 EP Level 52: 94-106 Radiation, 3.8 Second Stun, 148 EP Level 55: 99-112 Radiation, 4.0 Second Stun, 156 EP Level 58: 105-118 Radiation, 4.2 Second Stun, 164 EP Auto Turret Trap Level 14, Plasma Charges An Elemental damage dealing turret Level 14: 53-61 Elemental, 40 Turret HP, 12 Seconds, 34 EP Level 17: 62-81 Elemental, 42 Turret HP, 12 Seconds, 40 EP Level 20: 72-82 Elemental, 45 Turret HP, 13 Seconds, 46 EP Level 23: 82-92 Elemental, 48 Turret HP, 14 Seconds, 53 EP Level 26: 91-103 Elemental, 51 Turret HP, 15 Seconds, 59 EP Level 29: 101-114 Elemental, 54 Turret HP, 16 Seconds, 66 EP Level 32: 111-124 Elemental, 56 Turret HP, 17 Seconds, 72 EP Level 35: 120-135 Elemental, 59 Turret HP, 18 Seconds, 78 EP Level 38: 130-145 Elemental, 62 Turret HP, 19 Seconds, 85 EP Level 40: 139-156 Elemental, 65 Turret HP, 20 Seconds, 91 EP Level 44: 149-167 Elemental, 68 Turret HP, 21 Seconds, 98 EP Level 46: 159-177 Elemental, 70 Turret HP, 22 Seconds, 104 EP Level 50: 169-188 Elemental, 73 Turret HP, 23 Seconds, 110 EP Level 53: 178-198 Elemental, 76 Turret HP, 24 Seconds, 117 EP Level 56: 188-209 Elemental, 79 Turret HP, 25 Seconds, 123 EP Level 59: 198-220 Elemental, 82 Turret HP, 26 Seconds, 130 EP Repulsor Rays Projectile (Hold) Level 21, Disruptor Shock Rapid-fire lasers Level 21: 43-50 Energy, 50 EP/Second Level 24: 49-56 Energy, 57 EP/Second Level 27: 55-63 Energy, 64 EP/Second Level 30: 61-69 Energy, 71 EP/Second Level 33: 67-76 Energy, 78 EP/Second Level 36: 73-82 Energy, 86 EP/Second Level 39: 79-89 Energy, 93 EP/Second Level 41: 84-95 Energy, 100 EP/Second Level 45: 91-102 Energy, 107 EP/Second Level 48: 97-108 Energy, 115 EP/Second Level 51: 103-115 Energy, 122 EP/Second Level 54: 109-121 Energy, 129 EP/Second Level 57: 115-128 Energy, 136 EP/Second Level 60: 121-135 Energy, 144 EP/Second Gamma Bolts Projectile Level 28, Auto Turret 3 piercing, bouncing bolts Level 28: 66-75 Radiation, 2 Seconds, 2 Bounces, 72 EP Level 31: 72-82 Radiation, 2 Seconds, 2 Bounces, 80 EP Level 34: 78-89 Radiation, 2 Seconds, 2 Bounces, 88 EP Level 36: 85-96 Radiation, 2 Seconds, 3 Bounces, 95 EP Level 40: 91-103 Radiation, 2 Seconds, 3 Bounces, 104 EP Level 43: 98-110 Radiation, 3 Seconds, 4 Bounces, 112 EP Level 45: 104-117 Radiation, 3 Seconds, 4 Bounces, 119 EP Level 48: 110-124 Radiation, 3 Seconds, 4 Bounces, 127 EP Level 52: 117-131 Radiation, 3 Seconds, 5 Bounces, 136 EP Level 54: 123-138 Radiation, 3 Seconds, 5 Bounces, 143 EP Level 58: 130-146 Radiation, 4 Seconds, 6 Bounces, 152 EP Tractor Beam Blast Level 28, Repulsor Rays Targeted enemy sucks other enemies in for damage + Stun Level 28: 43-50 Damage main, 27-33 Damage secondary, 84 EP Level 31: 47-54 Damage main, 31-37 Damage secondary, 93 EP Level 34: 51-59 Damage main, 35-42 Damage secondary, 103 EP Level 36: 55-63 Damage main, 39-46 Damage secondary, 112 EP Level 40: 59-68 Damage main, 43-51 Damage secondary, 122 EP Level 43: 64-73 Damage main, 48-56 Damage secondary, 132 EP Level 45: 68-77 Damage main, 52-60 Damage secondary, 141 EP Level 48: 72-82 Damage main, 56-65 Damage secondary, 151 EP Level 52: 76-86 Damage main, 60-69 Damage secondary, 160 EP Level 54: 90-91 Damage main, 64-74 Damage secondary, 170 EP Level 58: 85-96 Damage main, 69-79 Damage secondary, 180 EP CONCUSSIVE OVERLOAD Radial Level 15 Deals 4 kind of damage Level 15: 27-33 Energy, 27-33 Elemental, 27-33 Radiation, 21-26 EMP (Robots only) Level 20: 37-44 Energy, 37-44 Elemental, 37-44 Radiation, 37-43 EMP (Robots only) Level 25: 48-56 Energy, 48-56 Elemental, 48-56 Radiation, 53-61 EMP (Robots only) Level 30: 59-68 Energy, 59-68 Elemental, 59-68 Radiation, 69-79 EMP (Robots only) Level 35: 70-80 Energy, 70-80 Elemental, 70-80 Radiation, 85-96 EMP (Robots only) Level 39: 81-92 Energy, 81-92 Elemental, 81-92 Radiation, 100-114 EMP (Robots only) Level 45: 92-104 Energy, 92-104 Elemental, 92-104 Radiation, 117-132 EMP (Robots only) SYSTEM OVERRIDE Boost Level 20 Revives Iron Man automatically if killed while active Level 20: 10% of Max HP, 180 Seconds Level 25: 26% of Max HP, 210 Seconds Level 30: 42% of Max HP, 240 Seconds Level 35: 58% of Max HP, 270 Seconds Level 40: 75% of Max HP, 300 Seconds Energy Shield Boost Level 7 Turns Energy into HP, along with a Physical and DEF bonus Level 7: Absorbs 45% Energy, +20% DEF, +10% Physical, 13 Seconds, 88 EP Level 10: Absorbs 47% Energy, +29% DEF, +11% Physical, 13 Seconds, 112 EP Level 13: Absorbs 50% Energy, +37% DEF, +12% Physical, 13 Seconds, 136 EP Level 15: Absorbs 52% Energy, +45% DEF, +12% Physical, 13 Seconds, 161 EP Level 19: Absorbs 54% Energy, +53% DEF, +13% Physical, 13 Seconds, 185 EP Level 21: Absorbs 57% Energy, +62% DEF, +13% Physical, 13 Seconds, 210 EP Level 24: Absorbs 59% Energy, +70% DEF, +14% Physical, 13 Seconds, 234 EP Level 27: Absorbs 62% Energy, +78% DEF, +15% Physical, 13 Seconds, 259 EP Level 31: Absorbs 64% Energy, +86% DEF, +15% Physical, 13 Seconds, 283 EP Level 33: Absorbs 67% Energy, +95% DEF, +16% Physical, 13 Seconds, 308 EP Level 36: Absorbs 89% Energy, +103% DEF, +16% Physical, 13 Seconds, 332 EP Level 39: Absorbs 72% Energy, +111% DEF, +17% Physical, 13 Seconds, 357 EP Level 42: Absorbs 74% Energy, +119% DEF, +18% Physical, 13 Seconds, 381 EP Level 46: Absorbs 77% Energy, +128% DEF, +18% Physical, 13 Seconds, 406 EP Level 48: Absorbs 79% Energy, +136% DEF, +19% Physical, 13 Seconds, 430 EP Level 52: Absorbs 82% Energy, +144% DEF, +19% Physical, 13 Seconds, 455 EP Level 55: Absorbs 84% Energy, +152% DEF, +20% Physical, 13 Seconds, 479 EP Level 58: Absorbs 87% Energy, +160% DEF, +20% Physical, 13 Seconds, 504 EP Motion Amplifier Boost Level 14, Energy Shield Increases ATK, Attack speed, and Melee damage Level 14: +75% Attack speed, +80% ATK, +375% Melee damage, 13 Seconds, 22 EP Level 14: +80% Attack speed, +88% ATK, +397% Melee damage, 15 Seconds, 22 EP Level 15: +85% Attack speed, +95% ATK, +419% Melee damage, 18 Seconds, 23 EP Level 16: +90% Attack speed, +103% ATK, +440% Melee damage, 21 Seconds, 24 EP Level 17: +95% Attack speed, +110% ATK, +462% Melee damage, 24 Seconds, 24 EP Level 18: +100% Attack speed, +118% ATK, +484% Melee damage, 27 Seconds, 25 EP Level 19: +105% Attack speed, +125% ATK, +505% Melee damage, 29 Seconds, 26 EP Level 20: +110% Attack speed, +133% ATK, +527% Melee damage, 32 Seconds, 26 EP Level 21: +115% Attack speed, +140% ATK, +549% Melee damage, 35 Seconds, 27 EP Level 22: +120% Attack speed, +148% ATK, +570% Melee damage, 38 Seconds, 27 EP Level 23: +125% Attack speed, +155% ATK, +592% Melee damage, 41 Seconds, 28 EP Level 24: +130% Attack speed, +163% ATK, +614% Melee damage, 43 Seconds, 29 EP Level 25: +135% Attack speed, +170% ATK, +635% Melee damage, 46 Seconds, 30 EP Level 26: +140% Attack speed, +178% ATK, +657% Melee damage, 49 Seconds, 30 EP Level 27: +145% Attack speed, +185% ATK, +679% Melee damage, 52 Seconds, 31 EP Level 28: +150% Attack speed, +192% ATK, +700% Melee damage, 55 Seconds, 32 EP Auto Medic Passive none Increased HP Regeneration Level 1: 1.0% of Max HP/7 Seconds Level 2: 1.4% of Max HP/7 Seconds Level 3: 1.7% of Max HP/7 Seconds Level 4: 2.1% of Max HP/7 Seconds Level 5: 2.4% of Max HP/7 Seconds Level 5: 2.8% of Max HP/7 Seconds Level 7: 3.1% of Max HP/7 Seconds Level 8: 3.5% of Max HP/7 Seconds Level 9: 3.9% of Max HP/7 Seconds Level 9: 4.2% of Max HP/7 Seconds Level 10: 4.6% of Max HP/7 Seconds Level 11: 4.9% of Max HP/7 Seconds Level 13: 5.3% of Max HP/7 Seconds Level 13: 5.6% of Max HP/7 Seconds Level 15: 6.0% of Max HP/7 Seconds Mark VIII Upgrade Passive Level 14, Mutant Master Increase Energy damage and chance for critical Level 14: +5% Damage, +1% Critical Chance Level 15: +9% Damage, +2% Critical Chance Level 17: +12% Damage, +2% Critical Chance Level 18: +15% Damage, +3% Critical Chance Level 20: +18% Damage, +3% Critical Chance Level 21: +22% Damage, +4% Critical Chance Level 23: +25% Damage, +4% Critical Chance Level 24: +28% Damage, +5% Critical Chance Level 26: +31% Damage, +5% Critical Chance Level 27: +34% Damage, +6% Critical Chance Level 28: +38% Damage, +6% Critical Chance Level 30: +41% Damage, +7% Critical Chance Level 32: +44% Damage, +7% Critical Chance Level 33: +47% Damage, +8% Critical Chance Level 35: +50% Damage, +8% Critical Chance Environmental Suit Passive Level 21, Auto Medic Increase all resistances Level 21: +5% for all Resistances Level 22: +8% for all Resistances Level 23: +11% for all Resistances Level 24: +14% for all Resistances Level 25: +17% for all Resistances Level 25: +20% for all Resistances Level 27: +23% for all Resistances Level 28: +26% for all Resistances Level 29: +29% for all Resistances Level 29: +32% for all Resistances Level 30: +35% for all Resistances Level 31: +38% for all Resistances Level 33: +41% for all Resistances Level 33: +44% for all Resistances Level 35: +47% for all Resistances Might Ability none Increase lifting strength and object damage Level 1: Lift Heavy objects, damage Reinforced walls and objects Level 5: Lift Massive objects, damage Reinforced walls and objects Flight Ability none Allows flight and improves flight mastery Level 1: 10 EP/Second Level 2: 8 EP/Second Level 3: 6 EP/Second Level 4: 4 EP/Second Level 5: 3 EP/Second Mutant Master Passive Level 7 Increase EP Regeneration rate Level 7: +30% EP Regeneration Level 8: +42% EP Regeneration Level 9: +54% EP Regeneration Level 10: +66% EP Regeneration Level 11: +78% EP Regeneration Level 11: +90% EP Regeneration Level 13: +102% EP Regeneration Level 14: +114% EP Regeneration Level 15: +126% EP Regeneration Level 15: +138% EP Regeneration Level 16: +150% EP Regeneration Level 17: +162% EP Regeneration Level 19: +174% EP Regeneration Level 19: +186% EP Regeneration Level 21: +198% EP Regeneration ------------------------------------------------------------------------------ Juggernaut (SKLJUG) Thunder Punch Melee none Melee + Stun Level 1: +250% Physical, 1 Second Stun, 8 EP Level 4: +280% Physical, 1 Second Stun, 11 EP Level 7: +310% Physical, 1 Second Stun, 15 EP Level 9: +340% Physical, 1 Second Stun, 18 EP Level 13: +370% Physical, 1 Second Stun, 22 EP Level 15: +400% Physical, 1 Second Stun, 25 EP Level 18: +430% Physical, 1 Second Stun, 29 EP Level 21: +460% Physical, 1 Second Stun, 33 EP Level 25: +490% Physical, 1 Second Stun, 36 EP Level 28: +520% Physical, 2 Second Stun, 40 EP Level 30: +550% Physical, 2 Second Stun, 43 EP Level 33: +580% Physical, 2 Second Stun, 47 EP Level 36: +610% Physical, 2 Second Stun, 50 EP Level 40: +640% Physical, 2 Second Stun, 54 EP Level 42: +670% Physical, 2 Second Stun, 58 EP Level 45: +700% Physical, 2 Second Stun, 61 EP Level 49: +730% Physical, 2 Second Stun, 65 EP Level 51: +760% Physical, 2 Second Stun, 68 EP Level 55: +790% Physical, 3 Second Stun, 72 EP Level 58: +820% Physical, 3 Second Stun, 76 EP Brutal Blitz Melee Level 7 Spin and hit surrounding enemies Level 7: +130% Physical, 18 EP Level 10: +143% Physical, 22 EP Level 13: +155% Physical, 27 EP Level 15: +168% Physical, 32 EP Level 19: +180% Physical, 36 EP Level 21: +192% Physical, 41 EP Level 24: +205% Physical, 46 EP Level 27: +217% Physical, 50 EP Level 31: +229% Physical, 55 EP Level 33: +242% Physical, 60 EP Level 36: +254% Physical, 65 EP Level 39: +266% Physical, 69 EP Level 42: +279% Physical, 74 EP Level 46: +291% Physical, 79 EP Level 48: +303% Physical, 83 EP Level 52: +316% Physical, 88 EP Level 55: +328% Physical, 93 EP Level 58: +340% Physical, 98 EP Arcane Fist Radial Level 14, Brutal Blitz A Radial energy ground blast Level 14: 21-26 Energy, 28 EP Level 17: 24-30 Energy, 32 EP Level 20: 28-34 Energy, 37 EP Level 23: 32-38 Energy, 42 EP Level 26: 36-42 Energy, 47 EP Level 29: 40-47 Energy, 52 EP Level 32: 44-51 Energy, 56 EP Level 35: 48-55 Energy, 61 EP Level 38: 51-59 Energy, 66 EP Level 40: 55-63 Energy, 71 EP Level 44: 59-68 Energy, 76 EP Level 46: 63-72 Energy, 80 EP Level 50: 67-76 Energy, 85 EP Level 53: 71-80 Energy, 90 EP Level 56: 74-84 Energy, 95 EP Level 59: 79-89 Energy, 100 EP Bullrush Charge (Hold) Level 21, Block Charge into enemies and objects Level 21: +450% Physical, 245 Knockback, 34 EP/Second Level 24: +483% Physical, 273 Knockback, 38 EP/Second Level 27: +516% Physical, 302 Knockback, 43 EP/Second Level 30: +549% Physical, 331 Knockback, 48 EP/Second Level 33: +581% Physical, 360 Knockback, 53 EP/Second Level 36: +614% Physical, 389 Knockback, 57 EP/Second Level 39: +647% Physical, 418 Knockback, 62 EP/Second Level 41: +679% Physical, 446 Knockback, 67 EP/Second Level 45: +712% Physical, 475 Knockback, 72 EP/Second Level 48: +745% Physical, 504 Knockback, 76 EP/Second Level 51: +777% Physical, 533 Knockback, 81 EP/Second Level 54: +810% Physical, 562 Knockback, 86 EP/Second Level 57: +843% Physical, 591 Knockback, 91 EP/Second Level 60: +875% Physical, 620 Knockback, 96 EP/Second Widowmaker Melee Level 28, Thunder Punch Massive melee damage, weakens Juggernaut Level 28: +700% Physical, +50% Physical to self, 4 Second Weaken, 48 EP Level 31: +740% Physical, +53% Physical to self, 4 Second Weaken, 53 EP Level 34: +780% Physical, +56% Physical to self, 4 Second Weaken, 58 EP Level 36: +820% Physical, +59% Physical to self, 4 Second Weaken, 63 EP Level 40: +860% Physical, +62% Physical to self, 4 Second Weaken, 68 EP Level 43: +900% Physical, +64% Physical to self, 4 Second Weaken, 74 EP Level 45: +940% Physical, +67% Physical to self, 4 Second Weaken, 79 EP Level 48: +980% Physical, +70% Physical to self, 4 Second Weaken, 84 EP Level 52: +1020% Physical, +73% Physical to self, 4 Second Weaken, 89 EP Level 54: +1060% Physical, +76% Physical to self, 4 Second Weaken, 94 EP Level 58: +1100% Physical, +78% Physical to self, 4 Second Weaken, 100 EP Crimson Rage Melee Level 28, Cyttorak Shield Multi-hit attack, damage increases per hit Level 28: +575% Physical, +5% Physical per hit for 3 Seconds, 40 EP Level 31: +610% Physical, +6% Physical per hit for 3 Seconds, 44 EP Level 34: +645% Physical, +6% Physical per hit for 3 Seconds, 48 EP Level 36: +680% Physical, +7% Physical per hit for 4 Seconds, 53 EP Level 40: +715% Physical, +7% Physical per hit for 4 Seconds, 57 EP Level 43: +750% Physical, +7% Physical per hit for 5 Seconds, 62 EP Level 45: +785% Physical, +8% Physical per hit for 5 Seconds, 66 EP Level 48: +820% Physical, +8% Physical per hit for 5 Seconds, 70 EP Level 52: +855% Physical, +9% Physical per hit for 6 Seconds, 75 EP Level 54: +890% Physical, +9% Physical per hit for 6 Seconds, 79 EP Level 58: +925% Physical, +9% Physical per hit for 7 Seconds, 84 EP CRIMSON DEVASTATION Radial Level 15 Energy damage plus Stun Level 15: 85-96 Energy, 2 Second Stun Level 20: 117-131 Energy, 2 Second Stun Level 25: 149-167 Energy, 3 Second Stun Level 30: 182-202 Energy, 4 Second Stun Level 35: 214-238 Energy, 4 Second Stun Level 39: 246-273 Energy, 5 Second Stun Level 45: 279-309 Energy, 6 Second Stun PATH OF DESTRUCTION Boost Level 20 Break through objects effortlessly, and kill most enemies in 1 hit Level 20: 15 Seconds Level 25: 22 Seconds Level 30: 30 Seconds Level 35: 37 Seconds Level 40: 45 Seconds Cyttorak Shield Boost none Whole party gets a shield that relects Physical damage Level 1: 15% damage reflected, 13 Seconds, 32 EP Level 4: 17% damage reflected, 15 Seconds, 46 EP Level 7: 19% damage reflected, 17 Seconds, 60 EP Level 9: 21% damage reflected, 19 Seconds, 74 EP Level 13: 23% damage reflected, 21 Seconds, 89 EP Level 15: 26% damage reflected, 24 Seconds, 103 EP Level 18: 28% damage reflected, 26 Seconds, 117 EP Level 21: 30% damage reflected, 28 Seconds, 132 EP Level 25: 32% damage reflected, 30 Seconds, 146 EP Level 28: 34% damage reflected, 32 Seconds, 160 EP Level 30: 37% damage reflected, 35 Seconds, 175 EP Level 33: 39% damage reflected, 37 Seconds, 189 EP Level 36: 41% damage reflected, 39 Seconds, 203 EP Level 40: 43% damage reflected, 41 Seconds, 218 EP Level 42: 46% damage reflected, 43 Seconds, 232 EP Level 45: 48% damage reflected, 46 Seconds, 246 EP Level 49: 50% damage reflected, 48 Seconds, 261 EP Level 51: 52% damage reflected, 50 Seconds, 275 EP Level 55: 54% damage reflected, 52 Seconds, 289 EP Level 58: 57% damage reflected, 55 Seconds, 304 EP Cyttorak Transfer Boost Level 14, Cyttorak Shield Elemental and Energy damage for the party is converted to HP for Juggernaut; everyone but Juggernaut gains DEF and Strike bonuses Level 14: 7% damage converted, +5% DEF, +6 Strike, 13 Seconds, 84 EP Level 17: 9% damage converted, +6% DEF, +6 Strike, 15 Seconds, 98 EP Level 20: 12% damage converted, +7% DEF, +7 Strike, 18 Seconds, 113 EP Level 23: 15% damage converted, +8% DEF, +8 Strike, 21 Seconds, 128 EP Level 26: 18% damage converted, +9% DEF, +9 Strike, 24 Seconds, 143 EP Level 29: 21% damage converted, +10% DEF, +10 Strike, 27 Seconds, 158 EP Level 32: 23% damage converted, +11% DEF, +11 Strike, 29 Seconds, 173 EP Level 35: 26% damage converted, +12% DEF, +12 Strike, 32 Seconds, 188 EP Level 38: 29% damage converted, +13% DEF, +13 Strike, 35 Seconds, 203 EP Level 40: 32% damage converted, +14% DEF, +14 Strike, 38 Seconds, 218 EP Level 44: 35% damage converted, +15% DEF, +15 Strike, 41 Seconds, 233 EP Level 46: 37% damage converted, +16% DEF, +16 Strike, 43 Seconds, 248 EP Level 50: 40% damage converted, +17% DEF, +17 Strike, 46 Seconds, 263 EP Level 53: 43% damage converted, +18% DEF, +18 Strike, 49 Seconds, 278 EP Level 56: 46% damage converted, +19% DEF, +19 Strike, 52 Seconds, 293 EP Level 59: 49% damage converted, +19% DEF, +20 Strike, 55 Seconds, 308 EP Block Ability Level 7 Block all attack damage by reducing EP Level 7: 100% EP per damage blocked Level 10: 87% EP per damage blocked Level 14: 75% EP per damage blocked Level 17: 62% EP per damage blocked Level 21: 50% EP per damage blocked Precision Passive Level 7 Increase ATK Level 7: +20% ATK Level 8: +30% ATK Level 9: +40% ATK Level 10: +50% ATK Level 11: +60% ATK Level 11: +70% ATK Level 13: +80% ATK Level 14: +90% ATK Level 15: +100% ATK Level 15: +110% ATK Level 16: +120% ATK Level 17: +130% ATK Level 19: +140% ATK Level 19: +150% ATK Level 21: +160% ATK Cyttorak's Folly Passive Level 14, Critical Strike Chance of converting Physical into EP Level 14: 10% chance Level 15: 14% chance Level 16: 18% chance Level 17: 22% chance Level 18: 26% chance Level 18: 30% chance Level 20: 34% chance Level 21: 38% chance Level 22: 42% chance Level 22: 46% chance Level 23: 50% chance Level 24: 54% chance Level 26: 58% chance Level 26: 62% chance Level 28: 66% chance Balanced Form Passive Level 21, Precision Increase DEF and attack speed Level 21: +15% DEF, +8% attack speed Level 22: +23% DEF, +11% attack speed Level 23: +31% DEF, +14% attack speed Level 24: +39% DEF, +17% attack speed Level 25: +47% DEF, +20% attack speed Level 25: +55% DEF, +23% attack speed Level 27: +63% DEF, +26% attack speed Level 28: +71% DEF, +29% attack speed Level 29: +79% DEF, +32% attack speed Level 29: +87% DEF, +35% attack speed Level 30: +95% DEF, +38% attack speed Level 31: +103% DEF, +41% attack speed Level 33: +111% DEF, +44% attack speed Level 33: +119% DEF, +47% attack speed Level 35: +127% DEF, +50% attack speed Critical Strike Passive none Increase chance for Criticals for Melee attacks Level 1: +5% Level 2: +7% Level 3: +9% Level 4: +11% Level 5: +13% Level 5: +15% Level 7: +17% Level 8: +19% Level 9: +21% Level 9: +23% Level 10: +25% Level 11: +27% Level 13: +29% Level 13: +31% Level 15: +33% Might Ability none Increase lifting strength and object damage Level 1: Lift Heavy objects, damage Reinforced walls and objects Level 5: Lift Massive objects, damage Reinforced walls and objects ------------------------------------------------------------------------------ Magneto (SKLMAG) Levitation Special (Hold) none Lift and throw Objects and Enemies; Can build Bridges Level 1: Heavy Objects/Enemies, 11-15 Mental, 9-12 Physical, 12 EP/Second Level 4: Heavy Objects/Enemies, 20-25 Mental, 12-16 Physical, 18 EP/Second Level 7: Heavy Objects/Enemies, 30-36 Mental, 16-20 Physical, 24 EP/Second Level 9: Heavy Objects/Enemies, 40-46 Mental, 20-24 Physical, 29 EP/Second Level 13: Heavy Objects/Enemies, 49-57 Mental, 23-28 Physical, 36 EP/Second Level 15: Heavy Objects/Enemies, 59-68 Mental, 27-32 Physical, 41 EP/Second Level 18: Heavy Objects/Enemies, 69-78 Mental, 31-36 Physical, 47 EP/Second Level 21: Massive Objects/Enemies, 78-89 Mental, 34-40 Physical, 53 EP/Second Level 25: Massive Objects/Enemies, 88-100 Mental, 38-44 Physical, 60 EP/Second Level 28: Massive Objects/Enemies, 98-110 Mental, 42-48 Physical, 66 EP/Second Level 30: Massive Objects/Enemies, 107-121 Mental, 45-52 Physical, 71 EP/Second Level 33: Massive Objects/Enemies, 117-131 Mental, 49-56 Physical, 77 EP/Second Level 36: Massive Objects/Enemies, 127-142 Mental, 53-60 Physical, 83 EP/Second Level 40: Massive Objects/Enemies, 136-153 Mental, 56-64 Physical, 90 EP/Second Level 42: Massive Objects/Enemies, 146-163 Mental, 60-68 Physical, 95 EP/Second Level 45: Massive Objects/Enemies, 156-174 Mental, 64-72 Physical, 101 EP/Second Level 49: Massive Objects/Enemies, 165-185 Mental, 67-76 Physical, 108 EP/Second Level 51: Massive Objects/Enemies, 175-195 Mental, 71-80 Physical, 113 EP/Second Level 55: Massive Objects/Enemies, 185-206 Mental, 75-84 Physical, 120 EP/Second Level 58: Massive Objects/Enemies, 195-217 Mental, 79-89 Physical, 126 EP/Second Magnetic Shell Beam Level 7 Forms a metal shell around victim, inflicting damage and holding them in place Level 7: 30-36 Energy, 3.0 Seconds, 22 EP Level 10: 39-46 Energy, 3.2 Seconds, 28 EP Level 13: 49-59 Energy, 3.5 Seconds, 34 EP Level 15: 59-67 Energy, 3.7 Seconds, 40 EP Level 19: 68-78 Energy, 3.9 Seconds, 46 EP Level 21: 78-89 Energy, 4.2 Seconds, 52 EP Level 24: 88-99 Energy, 4.4 Seconds, 58 EP Level 27: 97-110 Energy, 4.6 Seconds, 64 EP Level 31: 107-121 Energy, 4.9 Seconds, 70 EP Level 33: 117-131 Energy, 5.1 Seconds, 77 EP Level 36: 127-142 Energy, 5.4 Seconds, 83 EP Level 39: 136-153 Energy, 5.6 Seconds, 89 EP Level 42: 146-163 Energy, 5.8 Seconds, 95 EP Level 46: 156-174 Energy, 6.1 Seconds, 101 EP Level 48: 165-185 Energy, 6.3 Seconds, 107 EP Level 52: 175-195 Energy, 6.5 Seconds, 113 EP Level 55: 185-206 Energy, 6.8 Seconds, 119 EP Level 58: 195-217 Energy, 7.0 Seconds, 126 EP Metal Spikes Projectile Level 14, Levitation Forms metal spikes and hurls them at enemies Level 14: 30-36 Physical, 1 Spike, 36 EP Level 17: 36-42 Physical, 1 Spike, 43 EP Level 20: 42-49 Physical, 1 Spike, 50 EP Level 23: 48-55 Physical, 1 Spike, 57 EP Level 26: 54-62 Physical, 2 Spikes, 64 EP Level 29: 60-69 Physical, 2 Spikes, 71 EP Level 32: 66-75 Physical, 2 Spikes, 78 EP Level 35: 72-82 Physical, 2 Spikes, 85 EP Level 38: 78-88 Physical, 3 Spikes, 92 EP Level 40: 84-95 Physical, 3 Spikes, 99 EP Level 44: 90-102 Physical, 3 Spikes, 106 EP Level 46: 96-108 Physical, 3 Spikes, 113 EP Level 50: 102-115 Physical, 4 Spikes, 120 EP Level 53: 108-121 Physical, 4 Spikes, 127 EP Level 56: 114-128 Physical, 4 Spikes, 134 EP Level 59: 121-135 Physical, 5 Spikes, 142 EP Shrapnel Sentry Trap Level 14, Magnetic Shell Metal shards on the ground damage enemies that come near Level 14: 2 Piles, 34-40 Physical, 40 EP Level 17: 2 Piles, 40-47 Physical, 47 EP Level 20: 2 Piles, 46-54 Physical, 55 EP Level 23: 2 Piles, 53-61 Physical, 63 EP Level 26: 3 Piles, 59-68 Physical, 70 EP Level 29: 3 Piles, 66-75 Physical, 78 EP Level 32: 3 Piles, 72-82 Physical, 86 EP Level 35: 3 Piles, 78-89 Physical, 94 EP Level 38: 4 Piles, 85-96 Physical, 101 EP Level 40: 4 Piles, 91-103 Physical, 109 EP Level 44: 4 Piles, 98-110 Physical, 117 EP Level 46: 4 Piles, 104-117 Physical, 125 EP Level 50: 5 Piles, 110-124 Physical, 132 EP Level 53: 5 Piles, 117-131 Physical, 140 EP Level 56: 5 Piles, 123-138 Physical, 148 EP Level 59: 6 Piles, 130-146 Physical, 156 EP Magnetic Grasp Radial (Hold) Level 21, Metal Spikes Pull in surrounding enemies & objects, damaging on contact Level 21: 34-40 Physical, 60 EP/Second Level 24: 37-44 Physical, 68 EP/Second Level 27: 41-48 Physical, 76 EP/Second Level 30: 45-52 Physical, 85 EP/Second Level 33: 48-56 Physical, 93 EP/Second Level 36: 52-60 Physical, 102 EP/Second Level 39: 56-64 Physical, 110 EP/Second Level 41: 59-68 Physical, 119 EP/Second Level 45: 63-72 Physical, 127 EP/Second Level 48: 67-76 Physical, 136 EP/Second Level 51: 70-80 Physical, 144 EP/Second Level 54: 74-84 Physical, 153 EP/Second Level 57: 78-88 Physical, 161 EP/Second Level 60: 82-93 Physical, 170 EP/Second Magnetic Blast Blast Level 28, Shrapnel Sentry Confuse and damage enemies Level 28: 43-50 Energy, 25% Confuse, 5 Seconds, 84 EP Level 31: 47-54 Energy, 27% Confuse, 5 Seconds, 93 EP Level 34: 51-59 Energy, 30% Confuse, 6 Seconds, 103 EP Level 36: 55-63 Energy, 33% Confuse, 7 Seconds, 112 EP Level 40: 59-68 Energy, 36% Confuse, 7 Seconds, 122 EP Level 43: 64-73 Energy, 39% Confuse, 8 Seconds, 132 EP Level 45: 68-77 Energy, 41% Confuse, 9 Seconds, 141 EP Level 48: 72-82 Energy, 44% Confuse, 9 Seconds, 151 EP Level 52: 76-86 Energy, 47% Confuse, 10 Seconds, 160 EP Level 54: 80-91 Energy, 50% Confuse, 11 Seconds, 170 EP Level 58: 85-96 Energy, 53% Confuse, 12 Seconds, 180 EP Death Trap Debuff Level 28, Magnetic Grasp Reflects enemy damage back to them Level 28: 15% damage returned as Physical, 13 Seconds, 84 EP Level 31: 28% damage returned as Physical, 17 Seconds, 93 EP Level 34: 42% damage returned as Physical, 21 Seconds, 103 EP Level 36: 55% damage returned as Physical, 25 Seconds, 112 EP Level 40: 69% damage returned as Physical, 29 Seconds, 122 EP Level 43: 82% damage returned as Physical, 34 Seconds, 132 EP Level 45: 96% damage returned as Physical, 38 Seconds, 141 EP Level 48: 109% damage returned as Physical, 42 Seconds, 151 EP Level 52: 123% damage returned as Physical, 46 Seconds, 160 EP Level 54: 136% damage returned as Physical, 50 Seconds, 170 EP Level 58: 150% damage returned as Physical, 55 Seconds, 180 EP METALLIC MAYHEM Radial Level 15 Blasts surrounding enemies Level 15: 85-96 Energy Level 20: 117-131 Energy Level 25: 149-167 Energy Level 30: 182-202 Energy Level 35: 214-238 Energy Level 39: 246-273 Energy Level 45: 279-309 Energy METAL MINION Special Level 20 Create a metal entity to fight alongside you Level 20: 15 Seconds, 50% of Magneto's Max HP & Melee Damage Level 24: 22 Seconds, 62% of Magneto's Max HP, 68% of Magneto's Melee Damage Level 30: 30 Seconds, 75% of Magneto's Max HP, 87% of Magneto's Melee Damage Level 35: 37 Seconds, 87% of Magneto's Max HP, 106% of Magneto's Melee Damage Level 40: 45 Seconds, 100% of Magneto's Max HP, 125% of Magneto's Melee Damage Polarized Shield Boost none Chance to block incoming attacks Level 1: 25% Chance, 13 Seconds, 48 EP Level 4: 27% Chance, 15 Seconds, 72 EP Level 7: 29% Chance, 17 Seconds, 96 EP Level 9: 31% Chance, 19 Seconds, 119 EP Level 13: 33% Chance, 21 Seconds, 144 EP Level 15: 36% Chance, 24 Seconds, 167 EP Level 18: 38% Chance, 26 Seconds, 191 EP Level 21: 40% Chance, 28 Seconds, 215 EP Level 25: 42% Chance, 30 Seconds, 240 EP Level 28: 44% Chance, 32 Seconds, 264 EP Level 30: 47% Chance, 35 Seconds, 287 EP Level 33: 49% Chance, 37 Seconds, 311 EP Level 36: 51% Chance, 39 Seconds, 335 EP Level 40: 53% Chance, 41 Seconds, 360 EP Level 42: 56% Chance, 43 Seconds, 383 EP Level 45: 58% Chance, 46 Seconds, 407 EP Level 49: 60% Chance, 48 Seconds, 432 EP Level 51: 62% Chance, 50 Seconds, 455 EP Level 55: 64% Chance, 52 Seconds, 480 EP Level 58: 67% Chance, 55 Seconds, 504 EP Supremacy Boost Level 7, Polarized Shield The whole party's skills increase in level Level 7: All Skills +1, 13 Seconds, 88 EP Level 10: All Skills +1, 15 Seconds, 147 EP Level 13: All Skills +1, 17 Seconds, 206 EP Level 15: All Skills +1, 20 Seconds, 266 EP Level 19: All Skills +1, 22 Seconds, 325 EP Level 21: All Skills +1, 25 Seconds, 385 EP Level 24: All Skills +1, 27 Seconds, 444 EP Level 27: All Skills +1, 30 Seconds, 504 EP Level 31: All Skills +1, 32 Seconds, 504 EP Level 33: All Skills +2, 35 Seconds, 504 EP Level 36: All Skills +2, 37 Seconds, 504 EP Level 39: All Skills +2, 40 Seconds, 504 EP Level 42: All Skills +2, 42 Seconds, 504 EP Level 46: All Skills +2, 45 Seconds, 504 EP Level 48: All Skills +2, 47 Seconds, 504 EP Level 52: All Skills +2, 50 Seconds, 504 EP Level 55: All Skills +2, 52 Seconds, 504 EP Level 58: All Skills +3, 55 Seconds, 504 EP Magnetic Deflection Passive Level 14, Mutant Master Chance to block incoming missile attacks Level 14: 8% chance to block Level 15: 11% chance to block Level 16: 14% chance to block Level 17: 17% chance to block Level 18: 20% chance to block Level 18: 23% chance to block Level 20: 26% chance to block Level 21: 29% chance to block Level 22: 32% chance to block Level 22: 35% chance to block Level 23: 38% chance to block Level 24: 41% chance to block Level 26: 44% chance to block Level 26: 47% chance to block Level 28: 50% chance to block Intimidation Passive Level 21, Leadership Increase DEF and lower Physical damage taken Level 21: +15% DEF, -3% Physical Level 22: +23% DEF, -5% Physical Level 23: +31% DEF, -7% Physical Level 24: +39% DEF, -9% Physical Level 25: +47% DEF, -11% Physical Level 25: +55% DEF, -12% Physical Level 27: +63% DEF, -15% Physical Level 28: +71% DEF, -17% Physical Level 29: +79% DEF, -18% Physical Level 29: +87% DEF, -21% Physical Level 30: +95% DEF, -23% Physical Level 31: +103% DEF, -25% Physical Level 33: +111% DEF, -26% Physical Level 33: +119% DEF, -29% Physical Level 35: +127% DEF, -31% Physical Leadership Passive none Increase Combo XP & Critical Chance Level 1: +2% Critical Chance, +8% Combo XP Level 2: +2% Critical Chance, +14% Combo XP Level 3: +3% Critical Chance, +20% Combo XP Level 4: +3% Critical Chance, +26% Combo XP Level 5: +4% Critical Chance, +32% Combo XP Level 5: +4% Critical Chance, +38% Combo XP Level 7: +5% Critical Chance, +44% Combo XP Level 8: +5% Critical Chance, +50% Combo XP Level 9: +6% Critical Chance, +56% Combo XP Level 9: +6% Critical Chance, +62% Combo XP Level 10: +7% Critical Chance, +68% Combo XP Level 11: +7% Critical Chance, +74% Combo XP Level 13: +8% Critical Chance, +80% Combo XP Level 13: +8% Critical Chance, +86% Combo XP Level 15: +9% Critical Chance, +92% Combo XP Flight Ability none Allows flight and improves flight mastery Level 1: 10 EP/Second Level 2: 8 EP/Second Level 3: 6 EP/Second Level 4: 4 EP/Second Level 5: 3 EP/Second Mutant Master Passive Level 7 Increase EP Regeneration rate Level 7: +30% EP Regeneration Level 8: +42% EP Regeneration Level 9: +54% EP Regeneration Level 10: +66% EP Regeneration Level 11: +78% EP Regeneration Level 11: +90% EP Regeneration Level 13: +102% EP Regeneration Level 14: +114% EP Regeneration Level 15: +126% EP Regeneration Level 15: +138% EP Regeneration Level 16: +150% EP Regeneration Level 17: +162% EP Regeneration Level 19: +174% EP Regeneration Level 19: +186% EP Regeneration Level 21: +198% EP Regeneration ------------------------------------------------------------------------------ Nightcrawler (SKLNIG) Divine Blades Melee none Multi-hit melee attack Level 1: 11-15 per attack, 10 EP Level 4: 20-25 per attack, 14 EP Level 7: 30-36 per attack, 18 EP Level 9: 40-46 per attack, 23 EP Level 13: 49-57 per attack, 27 EP Level 15: 59-68 per attack, 32 EP Level 18: 69-78 per attack, 36 EP Level 21: 78-89 per attack, 40 EP Level 25: 88-100 per attack, 45 EP Level 28: 98-110 per attack, 49 EP Level 30: 107-121 per attack, 54 EP Level 33: 117-131 per attack, 58 EP Level 36: 127-142 per attack, 63 EP Level 40: 136-153 per attack, 67 EP Level 42: 146-163 per attack, 71 EP Level 45: 156-174 per attack, 76 EP Level 49: 165-185 per attack, 80 EP Level 51: 175-195 per attack, 85 EP Level 55: 185-206 per attack, 89 EP Level 58: 195-217 per attack, 94 EP Teleport Special none Teleportation (duh!) Level 1: 20 foot range, 8 EP Level 4: 30 foot range, 18 EP Level 8: 40 foot range, can carry allies, 29 EP Level 11: 50 foot range, can carry allies, 39 EP Level 15: 60 foot range, can carry allies, 50 EP Teleport Attack Melee Level 7, Teleport Teleport with boosted melee attack Level 7: +200% damage, 20 EP Level 10: +218% damage, 25 EP Level 13: +236% damage, 31 EP Level 15: +253% damage, 36 EP Level 19: +271% damage, 42 EP Level 21: +289% damage, 47 EP Level 24: +306% damage, 53 EP Level 27: +324% damage, 59 EP Level 31: +342% damage, 64 EP Level 33: +359% damage, 70 EP Level 36: +377% damage, 75 EP Level 39: +395% damage, 81 EP Level 42: +412% damage, 87 EP Level 46: +430% damage, 92 EP Level 48: +448% damage, 98 EP Level 52: +465% damage, 103 EP Level 55: +483% damage, 109 EP Level 58: +500% damage, 115 EP Piercing Strike Melee Level 21, Block Sword attack as Bleed damage Level 21: 101-114 Bleed over 4 Seconds, 34 EP Level 24: 114-128 Bleed over 4 Seconds, 38 EP Level 27: 127-142 Bleed over 4 Seconds, 43 EP Level 30: 140-157 Bleed over 4 Seconds, 48 EP Level 33: 153-171 Bleed over 4 Seconds, 53 EP Level 36: 166-186 Bleed over 4 Seconds, 58 EP Level 39: 179-200 Bleed over 4 Seconds, 63 EP Level 41: 193-215 Bleed over 4 Seconds, 68 EP Level 45: 206-229 Bleed over 4 Seconds, 73 EP Level 48: 219-244 Bleed over 4 Seconds, 78 EP Level 51: 232-258 Bleed over 4 Seconds, 83 EP Level 54: 245-273 Bleed over 4 Seconds, 88 EP Level 57: 258-287 Bleed over 4 Seconds, 93 EP Level 60: 272-302 Bleed over 4 Seconds, 98 EP Teleport Frenzy Melee Level 28, Teleport Multiple rapid teleport attacks + stun Level 28: +230% Damage, 1.0 Second Stun, 2 attacks, 62 EP Level 31: +245% Damage, 1.4 Second Stun, 2 attacks, 69 EP Level 34: +259% Damage, 1.8 Second Stun, 2 attacks, 77 EP Level 36: +274% Damage, 2.3 Second Stun, 3 attacks, 85 EP Level 40: +288% Damage, 2.7 Second Stun, 3 attacks, 93 EP Level 43: +303% Damage, 3.1 Second Stun, 4 attacks, 101 EP Level 45: +317% Damage, 3.5 Second Stun, 4 attacks, 108 EP Level 48: +332% Damage, 3.9 Second Stun, 4 attacks, 116 EP Level 52: +346% Damage, 4.4 Second Stun, 5 attacks, 124 EP Level 54: +361% Damage, 4.8 Second Stun, 5 attacks, 132 EP Level 58: +375% Damage, 5.2 Second Stun, 6 attacks, 140 EP Sword Whirlwind Melee (Hold) Level 28, Piercing Strike Sword spin attack, you can still move around Level 28: 43-50 Physical per attack, 64 EP/Second Level 31: 47-54 Physical per attack, 71 EP/Second Level 34: 51-59 Physical per attack, 78 EP/Second Level 36: 55-63 Physical per attack, 84 EP/Second Level 40: 59-68 Physical per attack, 92 EP/Second Level 43: 64-73 Physical per attack, 99 EP/Second Level 45: 68-77 Physical per attack, 105 EP/Second Level 48: 72-82 Physical per attack, 112 EP/Second Level 52: 76-86 Physical per attack, 120 EP/Second Level 54: 80-91 Physical per attack, 126 EP/Second Level 58: 85-96 Physical per attack, 134 EP/Second MASTER OF CHAOS Charge Level 15 Multiple teleport attack, with multiple attacks per enemy Level 15: +550% Damage, 4 Attacks Level 20: +700% Damage, 5 Attacks Level 25: +850% Damage, 6 Attacks Level 30: +1000% Damage, 7 Attacks Level 35: +1150% Damage, 8 Attacks Level 39: +1300% Damage, 8 Attacks Level 45: +1450% Damage, 10 Attacks DISAPPEARING ACT Boost Level 20 Whoel party becomes invisible, with DEF and XP bonus Level 20: +15% Def, +50% XP, 15 Seconds Level 25: +15% Def, +50% XP, 22 Seconds Level 30: +15% Def, +50% XP, 30 Seconds Level 35: +15% Def, +50% XP, 37 Seconds Level 40: +15% Def, +50% XP, 45 Seconds Worship Boost Level 14 Reduced EP cost for whole party Level 14: -10% EP cost, 13 Seconds, 100 EP Level 17: -11% EP cost, 13 Seconds, 118 EP Level 20: -13% EP cost, 13 Seconds, 137 EP Level 23: -15% EP cost, 13 Seconds, 156 EP Level 26: -17% EP cost, 13 Seconds, 175 EP Level 29: -19% EP cost, 13 Seconds, 194 EP Level 32: -21% EP cost, 13 Seconds, 213 EP Level 35: -23% EP cost, 13 Seconds, 232 EP Level 38: -24% EP cost, 13 Seconds, 251 EP Level 40: -26% EP cost, 13 Seconds, 270 EP Level 44: -28% EP cost, 13 Seconds, 289 EP Level 46: -30% EP cost, 13 Seconds, 308 EP Level 50: -32% EP cost, 13 Seconds, 327 EP Level 53: -34% EP cost, 13 Seconds, 346 EP Level 56: -36% EP cost, 13 Seconds, 365 EP Level 59: -38% EP cost, 13 Seconds, 384 EP Shadow Master Boost Level 14 Increase in ATK & DEF Level 14: +40% DEF, +10% ATK, 13 Seconds, 100 EP Level 17: +50% DEF, +15% ATK, 15 Seconds, 118 EP Level 20: +59% DEF, +20% ATK, 18 Seconds, 137 EP Level 23: +68% DEF, +24% ATK, 21 Seconds, 156 EP Level 26: +78% DEF, +29% ATK, 24 Seconds, 175 EP Level 29: +87% DEF, +34% ATK, 27 Seconds, 194 EP Level 32: +96% DEF, +38% ATK, 29 Seconds, 213 EP Level 35: +106% DEF, +43% ATK, 32 Seconds, 232 EP Level 38: +115% DEF, +48% ATK, 35 Seconds, 251 EP Level 40: +124% DEF, +52% ATK, 38 Seconds, 270 EP Level 44: +134% DEF, +57% ATK, 41 Seconds, 289 EP Level 46: +143% DEF, +62% ATK, 43 Seconds, 308 EP Level 50: +152% DEF, +66% ATK, 46 Seconds, 327 EP Level 53: +162% DEF, +71% ATK, 49 Seconds, 346 EP Level 56: +171% DEF, +76% ATK, 52 Seconds, 365 EP Level 59: +180% DEF, +80% ATK, 55 Seconds, 384 EP Block Ability Level 7 Block all attack damage by reducing EP Level 7: 100% EP per damage blocked Level 10: 87% EP per damage blocked Level 14: 75% EP per damage blocked Level 17: 62% EP per damage blocked Level 21: 50% EP per damage blocked Sword Mastery Passive none Increase Sword damage and chance for critical Level 1: +5% Damage, +1% Critical Chance Level 2: +9% Damage, +1% Critical Chance Level 4: +12% Damage, +2% Critical Chance Level 6: +15% Damage, +2% Critical Chance Level 8: +18% Damage, +3% Critical Chance Level 10: +22% Damage, +3% Critical Chance Level 12: +25% Damage, +4% Critical Chance Level 14: +28% Damage, +4% Critical Chance Level 16: +31% Damage, +5% Critical Chance Level 18: +34% Damage, +5% Critical Chance Level 20: +38% Damage, +6% Critical Chance Level 22: +41% Damage, +6% Critical Chance Level 24: +44% Damage, +7% Critical Chance Level 26: +47% Damage, +7% Critical Chance Level 28: +50% Damage, +8% Critical Chance Teleport Mastery Passive none Increase Sword damage and chance for critical Level 1: +5% Damage, +1% Critical Chance Level 5: +9% Damage, +1% Critical Chance Level 9: +12% Damage, +2% Critical Chance Level 13: +15% Damage, +2% Critical Chance Level 17: +18% Damage, +3% Critical Chance Level 22: +22% Damage, +3% Critical Chance Level 26: +25% Damage, +4% Critical Chance Level 30: +28% Damage, +4% Critical Chance Level 34: +31% Damage, +5% Critical Chance Level 38: +34% Damage, +5% Critical Chance Level 43: +38% Damage, +6% Critical Chance Level 47: +41% Damage, +6% Critical Chance Level 51: +44% Damage, +7% Critical Chance Level 55: +47% Damage, +7% Critical Chance Level 60: +50% Damage, +8% Critical Chance Uncanny Reflexes Passive none Chance to evade incoming melee attacks Level 1: 5% chance to dodge Level 2: 8% chance to dodge Level 3: 11% chance to dodge Level 5: 14% chance to dodge Level 6: 17% chance to dodge Level 7: 21% chance to dodge Level 9: 24% chance to dodge Level 10: 27% chance to dodge Level 11: 30% chance to dodge Level 13: 34% chance to dodge Level 14: 37% chance to dodge Level 15: 40% chance to dodge Level 17: 43% chance to dodge Level 18: 46% chance to dodge Level 20: 50% chance to dodge Leap of Faith Passive Level 20 While under AI control, and once per minuite, a chance to rescue friends as they die within range Level 20: 50% chance within 15 Feet Level 40: 75% chance within 37 Feet Level 60: 100% chance within 60 Feet Critical Strike Passive none Increase chance for Criticals for Melee attacks Level 1: +5% Level 2: +7% Level 3: +9% Level 4: +11% Level 5: +13% Level 5: +15% Level 7: +17% Level 8: +19% Level 9: +21% Level 9: +23% Level 10: +25% Level 11: +27% Level 13: +29% Level 13: +31% Level 15: +33% ------------------------------------------------------------------------------ Jean Grey (Phoenix) (SKLJEA) Telekinesis Special (Hold) none Lift and throw Objects and Enemies; Can build Bridges Level 1: Heavy Objects/Enemies, 11-15 Mental, 8-11 Physical, 16 EP/Second Level 4: Heavy Objects/Enemies, 20-25 Mental, 11-15 Physical, 21 EP/Second Level 7: Heavy Objects/Enemies, 30-36 Mental, 15-19 Physical, 27 EP/Second Level 9: Heavy Objects/Enemies, 40-46 Mental, 19-23 Physical, 33 EP/Second Level 13: Heavy Objects/Enemies, 49-57 Mental, 22-27 Physical, 39 EP/Second Level 15: Heavy Objects/Enemies, 59-68 Mental, 26-31 Physical, 45 EP/Second Level 18: Heavy Objects/Enemies, 69-78 Mental, 30-35 Physical, 51 EP/Second Level 21: Massive Objects/Enemies, 78-89 Mental, 34-39 Physical, 57 EP/Second Level 25: Massive Objects/Enemies, 88-100 Mental, 37-43 Physical, 63 EP/Second Level 28: Massive Objects/Enemies, 98-110 Mental, 41-47 Physical, 69 EP/Second Level 30: Massive Objects/Enemies, 107-121 Mental, 45-52 Physical, 74 EP/Second Level 33: Massive Objects/Enemies, 117-131 Mental, 49-56 Physical, 80 EP/Second Level 36: Massive Objects/Enemies, 127-142 Mental, 52-60 Physical, 86 EP/Second Level 40: Massive Objects/Enemies, 136-153 Mental, 56-64 Physical, 92 EP/Second Level 42: Massive Objects/Enemies, 146-163 Mental, 60-68 Physical, 98 EP/Second Level 45: Massive Objects/Enemies, 156-174 Mental, 64-72 Physical, 104 EP/Second Level 49: Massive Objects/Enemies, 165-185 Mental, 67-76 Physical, 110 EP/Second Level 51: Massive Objects/Enemies, 175-195 Mental, 71-80 Physical, 116 EP/Second Level 55: Massive Objects/Enemies, 185-206 Mental, 75-84 Physical, 122 EP/Second Level 58: Massive Objects/Enemies, 195-217 Mental, 79-89 Physical, 128 EP/Second Psychic Spike Projectile Level 7 A homing projectile Level 7: 30-36 Mental, 24 EP Level 10: 39-46 Mental, 30 EP Level 13: 49-57 Mental, 36 EP Level 15: 59-67 Mental, 42 EP Level 19: 68-78 Mental, 48 EP Level 21: 78-89 Mental, 54 EP Level 24: 88-99 Mental, 60 EP Level 27: 97-110 Mental, 66 EP Level 31: 107-121 Mental, 72 EP Level 33: 117-131 Mental, 79 EP Level 36: 127-142 Mental, 85 EP Level 39: 136-153 Mental, 91 EP Level 42: 146-163 Mental, 97 EP Level 46: 156-174 Mental, 103 EP Level 48: 165-185 Mental, 109 EP Level 52: 175-195 Mental, 115 EP Level 55: 185-206 Mental, 121 EP Level 58: 195-217 Mental, 128 EP Psionic Boom Radial Level 14, Telekinesis Mental damage, plus reduce the damage enemy can deal Level 14: 21-26 Mental, -25% Damage, 5 Seconds, 46 EP Level 16: 24-30 Mental, -26% Damage, 5 Seconds, 54 EP Level 19: 28-34 Mental, -28% Damage, 6 Seconds, 62 EP Level 22: 32-38 Mental, -30% Damage, 7 Seconds, 70 EP Level 25: 36-42 Mental, -31% Damage, 7 Seconds, 79 EP Level 28: 40-47 Mental, -33% Damage, 8 Seconds, 87 EP Level 31: 44-51 Mental, -35% Damage, 9 Seconds, 95 EP Level 34: 48-55 Mental, -36% Damage, 9 Seconds, 103 EP Level 37: 51-59 Mental, -38% Damage, 10 Seconds, 112 EP Level 40: 55-63 Mental, -39% Damage, 10 Seconds, 120 EP Level 43: 59-68 Mental, -41% Damage, 11 Seconds, 128 EP Level 46: 63-72 Mental, -43% Damage, 12 Seconds, 136 EP Level 49: 67-76 Mental, -44% Damage, 13 Seconds, 145 EP Level 52: 71-80 Mental, -46% Damage, 13 Seconds, 153 EP Level 55: 75-84 Mental, -48% Damage, 14 Seconds, 161 EP Level 58: 79-89 Mental, -50% Damage, 15 Seconds, 170 EP Memory Wipe Radial Level 21, Psychic Spike Damage + Confusion (makes them run away) Level 21: 30-36 Mental, 10% Confusion, 62 EP Level 24: 34-40 Mental, 15% Confusion, 70 EP Level 27: 38-44 Mental, 20% Confusion, 79 EP Level 30: 42-49 Mental, 25% Confusion, 87 EP Level 33: 46-53 Mental, 30% Confusion, 96 EP Level 36: 50-57 Mental, 35% Confusion, 104 EP Level 39: 54-62 Mental, 40% Confusion, 113 EP Level 41: 57-66 Mental, 45% Confusion, 121 EP Level 45: 62-71 Mental, 50% Confusion, 130 EP Level 48: 66-75 Mental, 55% Confusion, 138 EP Level 51: 70-79 Mental, 60% Confusion, 147 EP Level 54: 74-84 Mental, 65% Confusion, 155 EP Level 57: 78-88 Mental, 70% Confusion, 164 EP Level 60: 82-93 Mental, 75% Confusion, 173 EP Dark Phoenix Blast Level 28 Mental damage + Physical damage from fallen enemies Level 28: 43-50 Mental, 25% of foe's max HP as Physical, 1 Blast, 74 EP Level 31: 47-54 Mental, 27% of foe's max HP as Physical, 1 Blast, 82 EP Level 34: 51-59 Mental, 30% of foe's max HP as Physical, 2 Blasts, 90 EP Level 36: 55-63 Mental, 32% of foe's max HP as Physical, 2 Blasts, 98 EP Level 40: 59-68 Mental, 35% of foe's max HP as Physical, 3 Blasts, 106 EP Level 43: 64-73 Mental, 37% of foe's max HP as Physical, 3 Blasts, 115 EP Level 45: 68-77 Mental, 40% of foe's max HP as Physical, 3 Blasts, 123 EP Level 48: 72-82 Mental, 42% of foe's max HP as Physical, 4 Blasts, 131 EP Level 52: 76-86 Mental, 45% of foe's max HP as Physical, 5 Blasts, 139 EP Level 54: 80-91 Mental, 47% of foe's max HP as Physical, 5 Blasts, 147 EP Level 58: 85-96 Mental, 50% of foe's max HP as Physical, 6 Blasts, 156 EP Level 58: 85-96 Mental, 50% of foe's max HP as Physical, 6 Blasts, 156 EP Level 58: 85-96 Mental, 50% of foe's max HP as Physical, 6 Blasts, 156 EP Level 58: 85-96 Mental, 50% of foe's max HP as Physical, 6 Blasts, 156 EP Level 58: 85-96 Mental, 50% of foe's max HP as Physical, 6 Blasts, 156 EP Note: These aren't typos. They put 5 levels of the same thing here. Mental Guardian Trap Level 28, Psychic Spike Summon a mental guardian Level 28: 108-121 Mental, 12 Seconds, 40 Guardian HP, 68 EP Level 29: 118-132 Mental, 13 Seconds, 44 Guardian HP, 75 EP Level 30: 129-144 Mental, 14 Seconds, 48 Guardian HP, 82 EP Level 32: 139-156 Mental, 16 Seconds, 52 Guardian HP, 90 EP Level 33: 150-167 Mental, 17 Seconds, 56 Guardian HP, 97 EP Level 35: 161-179 Mental, 19 Seconds, 61 Guardian HP, 105 EP Level 36: 171-191 Mental, 20 Seconds, 65 Guardian HP, 112 EP Level 37: 182-202 Mental, 21 Seconds, 69 Guardian HP, 119 EP Level 39: 192-214 Mental, 23 Seconds, 73 Guardian HP, 127 EP Level 40: 203-226 Mental, 24 Seconds, 77 Guardian HP, 134 EP Level 42: 214-238 Mental, 26 Seconds, 82 Guardian HP, 142 EP PHOENIX FORCE Radial Level 15 Xtreme damage + chance for enemy conversion (so they fight on your side) Level 15: 85-96 Mental, 8% Conversion, 20 Second Conversion Level 20: 117-131 Mental, 15% Conversion, 22 Second Conversion Level 25: 149-167 Mental, 22% Conversion, 24 Second Conversion Level 30: 182-202 Mental, 29% Conversion, 27 Second Conversion Level 35: 214-238 Mental, 36% Conversion, 29 Second Conversion Level 39: 246-273 Mental, 43% Conversion, 31 Second Conversion Level 45: 279-309 Mental, 50% Conversion, 34 Second Conversion FROM THE ASHES Boost Level 20 Resurrect 1 Ally Level 20: With 10% Max HP Level 25: With 32% Max HP Level 30: With 55% Max HP Level 35: With 77% Max HP Level 40: With 100% Max HP Mental Vortex Boost none Convert 20% of damage dealt to EP Level 1: 13 Seconds, 60 EP Level 4: 15 Seconds, 83 EP Level 7: 17 Seconds, 107 EP Level 9: 19 Seconds, 131 EP Level 13: 21 Seconds, 155 EP Level 15: 24 Seconds, 178 EP Level 18: 26 Seconds, 202 EP Level 21: 28 Seconds, 226 EP Level 25: 30 Seconds, 250 EP Level 28: 32 Seconds, 274 EP Level 30: 35 Seconds, 297 EP Level 33: 37 Seconds, 321 EP Level 36: 39 Seconds, 345 EP Level 40: 41 Seconds, 369 EP Level 42: 43 Seconds, 393 EP Level 45: 46 Seconds, 416 EP Level 49: 48 Seconds, 440 EP Level 51: 50 Seconds, 464 EP Level 55: 52 Seconds, 488 EP Level 58: 55 Seconds, 512 EP Calming Presence Boost Level 14, Mental Vortex Increase EP regeneration for whole party Level 14: +100% EP regeneration, 10 Seconds, 96 EP Level 14: +114% EP regeneration, 10 Seconds, 120 EP Level 15: +128% EP regeneration, 10 Seconds, 144 EP Level 16: +142% EP regeneration, 10 Seconds, 169 EP Level 17: +156% EP regeneration, 10 Seconds, 193 EP Level 18: +170% EP regeneration, 10 Seconds, 218 EP Level 18: +184% EP regeneration, 10 Seconds, 242 EP Level 18: +198% EP regeneration, 10 Seconds, 267 EP Level 20: +212% EP regeneration, 10 Seconds, 291 EP Level 21: +226% EP regeneration, 10 Seconds, 316 EP Level 22: +240% EP regeneration, 10 Seconds, 340 EP Level 23: +254% EP regeneration, 10 Seconds, 365 EP Level 23: +268% EP regeneration, 10 Seconds, 389 EP Level 24: +282% EP regeneration, 10 Seconds, 414 EP Level 25: +296% EP regeneration, 10 Seconds, 438 EP Level 26: +310% EP regeneration, 10 Seconds, 463 EP Level 27: +324% EP regeneration, 10 Seconds, 487 EP Level 28: +338% EP regeneration, 10 Seconds, 512 EP Psychic Fury Boost Level 14, Calming Presence Whole party adds Mental damage to melee attacks, as well as an ATK boost Level 14: +5% Damage as Mental, +20% ATK, 13 Seconds, 144 EP Level 17: +7% Damage as Mental, +30% ATK, 15 Seconds, 169 EP Level 20: +10% Damage as Mental, +39% ATK, 18 Seconds, 194 EP Level 23: +13% Damage as Mental, +48% ATK, 21 Seconds, 219 EP Level 26: +16% Damage as Mental, +58% ATK, 24 Seconds, 244 EP Level 29: +19% Damage as Mental, +67% ATK, 27 Seconds, 269 EP Level 32: +21% Damage as Mental, +76% ATK, 29 Seconds, 294 EP Level 35: +24% Damage as Mental, +86% ATK, 32 Seconds, 319 EP Level 38: +27% Damage as Mental, +95% ATK, 35 Seconds, 344 EP Level 40: +30% Damage as Mental, +104% ATK, 38 Seconds, 369 EP Level 44: +33% Damage as Mental, +114% ATK, 41 Seconds, 394 EP Level 46: +35% Damage as Mental, +123% ATK, 43 Seconds, 419 EP Level 50: +38% Damage as Mental, +132% ATK, 46 Seconds, 444 EP Level 53: +41% Damage as Mental, +142% ATK, 49 Seconds, 469 EP Level 56: +44% Damage as Mental, +151% ATK, 52 Seconds, 494 EP Level 59: +47% Damage as Mental, +160% ATK, 55 Seconds, 520 EP Psionic Combat Passive none Adds Energy damage to melee attacks Level 1: +50% Damage as Energy Level 2: +72% Damage as Energy Level 3: +94% Damage as Energy Level 4: +116% Damage as Energy Level 5: +138% Damage as Energy Level 5: +160% Damage as Energy Level 7: +182% Damage as Energy Level 8: +205% Damage as Energy Level 9: +227% Damage as Energy Level 9: +249% Damage as Energy Level 10: +271% Damage as Energy Level 11: +293% Damage as Energy Level 13: +315% Damage as Energy Level 13: +337% Damage as Energy Level 15: +360% Damage as Energy Psionic Net Passive Level 14, Psionic Combat Chance to block incoming missile attacks Level 14: 8% chance to block Level 15: 11% chance to block Level 16: 14% chance to block Level 17: 17% chance to block Level 18: 20% chance to block Level 18: 23% chance to block Level 20: 26% chance to block Level 21: 29% chance to block Level 22: 32% chance to block Level 22: 35% chance to block Level 23: 38% chance to block Level 24: 41% chance to block Level 26: 44% chance to block Level 26: 47% chance to block Level 28: 50% chance to block Mental Mastery Passive Level 21, Mutant Master Increase Mental damage Level 21: +5% Damage Level 22: +9% Damage Level 23: +12% Damage Level 24: +15% Damage Level 25: +18% Damage Level 25: +22% Damage Level 27: +25% Damage Level 28: +28% Damage Level 29: +31% Damage Level 29: +34% Damage Level 30: +38% Damage Level 31: +41% Damage Level 33: +44% Damage Level 33: +47% Damage Level 35: +50% Damage Flight Ability none Allows flight and improves flight mastery Level 1: 10 EP/Second Level 2: 8 EP/Second Level 3: 6 EP/Second Level 4: 4 EP/Second Level 5: 3 EP/Second Mutant Master Passive Level 7 Increase EP Regeneration rate Level 7: +30% EP Regeneration Level 8: +42% EP Regeneration Level 9: +54% EP Regeneration Level 10: +66% EP Regeneration Level 11: +78% EP Regeneration Level 11: +90% EP Regeneration Level 13: +102% EP Regeneration Level 14: +114% EP Regeneration Level 15: +126% EP Regeneration Level 15: +138% EP Regeneration Level 16: +150% EP Regeneration Level 17: +162% EP Regeneration Level 19: +174% EP Regeneration Level 19: +186% EP Regeneration Level 21: +198% EP Regeneration ------------------------------------------------------------------------------ Professor X* (SKLBPX) Wow! This time around they gave him different levels for his skills! Amazing! Cleave Melee none Sword attack with a chance for Deadly Strike (instant 33% HP loss) Level 1: 35-60 Physical, 16% Chance, 12 EP Level 4: 39-65 Physical, 16% Chance, 18 EP Level 7: 42-70 Physical, 17% Chance, 24 EP Level 9: 45-75 Physical, 18% Chance, 29 EP Level 13: 48-81 Physical, 19% Chance, 36 EP Level 15: 51-86 Physical, 19% Chance, 41 EP Level 18: 54-91 Physical, 20% Chance, 47 EP Level 21: 58-96 Physical, 21% Chance, 53 EP Level 25: 60-101 Physical, 21% Chance, 60 EP Level 28: 63-106 Physical, 22% Chance, 66 EP Level 30: 66-111 Physical, 23% Chance, 71 EP Level 33: 69-117 Physical, 24% Chance, 77 EP Level 36: 72-122 Physical, 24% Chance, 83 EP Level 40: 75-127 Physical, 25% Chance, 90 EP Level 42: 78-132 Physical, 26% Chance, 95 EP Level 45: 81-137 Physical, 27% Chance, 101 EP Level 49: 84-142 Physical, 27% Chance, 108 EP Level 51: 87-147 Physical, 28% Chance, 113 EP Level 55: 90-153 Physical, 29% Chance, 120 EP Level 58: 93-158 Physical, 30% Chance, 126 EP Crushing Ego Blast Level 7 Radial Energy attack that can hold enemies Level 7: 11-15 Mental, 3-5 Bleed over 4 Seconds, 4 Second Hold, 28 EP Level 10: 15-19 Mental, 4-7 Bleed over 4 Seconds, 4 Second Hold, 36 EP Level 13: 19-23 Mental, 6-9 Bleed over 4 Seconds, 4 Second Hold, 44 EP Level 15: 22-28 Mental, 8-11 Bleed over 4 Seconds, 4 Second Hold, 51 EP Level 19: 27-32 Mental, 10-13 Bleed over 4 Seconds, 4 Second Hold, 60 EP Level 21: 30-36 Mental, 12-15 Bleed over 4 Seconds, 4 Second Hold, 67 EP Level 24: 34-41 Mental, 13-17 Bleed over 4 Seconds, 4 Second Hold, 75 EP Level 27: 38-45 Mental, 15-19 Bleed over 4 Seconds, 4 Second Hold, 83 EP Level 31: 43-49 Mental, 17-21 Bleed over 4 Seconds, 4 Second Hold, 92 EP Level 33: 46-54 Mental, 19-23 Bleed over 4 Seconds, 4 Second Hold, 99 EP Level 36: 50-58 Mental, 21-25 Bleed over 4 Seconds, 4 Second Hold, 107 EP Level 39: 54-62 Mental, 23-27 Bleed over 4 Seconds, 4 Second Hold, 115 EP Level 42: 58-67 Mental, 24-29 Bleed over 4 Seconds, 4 Second Hold, 123 EP Level 46: 63-71 Mental, 26-31 Bleed over 4 Seconds, 4 Second Hold, 132 EP Level 48: 66-75 Mental, 28-33 Bleed over 4 Seconds, 4 Second Hold, 139 EP Level 52: 71-80 Mental, 30-35 Bleed over 4 Seconds, 4 Second Hold, 148 EP Level 55: 75-84 Mental, 32-37 Bleed over 4 Seconds, 4 Second Hold, 156 EP Level 58: 79-89 Mental, 34-40 Bleed over 4 Seconds, 4 Second Hold, 164 EP Psychic Storm Special (Hold) Level 21 Mental lightning bounces from enemy to enemy Level 21: 30-36 Energy/Second main, 17-22 Energy/Second secondary, 60 EP/Second Level 24: 34-40 Energy/Second main, 20-25 Energy/Second secondary, 68 EP/Second Level 27: 38-44 Energy/Second main, 24-29 Energy/Second secondary, 76 EP/Second Level 30: 42-49 Energy/Second main, 27-33 Energy/Second secondary, 85 EP/Second Level 33: 46-53 Energy/Second main, 31-37 Energy/Second secondary, 93 EP/Second Level 36: 50-57 Energy/Second main, 34-41 Energy/Second secondary, 102 EP/Second Level 39: 54-62 Energy/Second main, 38-45 Energy/Second secondary, 110 EP/Second Level 41: 57-66 Energy/Second main, 41-48 Energy/Second secondary, 119 EP/Second Level 45: 62-71 Energy/Second main, 45-52 Energy/Second secondary, 127 EP/Second Level 48: 66-75 Energy/Second main, 48-56 Energy/Second secondary, 136 EP/Second Level 51: 70-79 Energy/Second main, 52-60 Energy/Second secondary, 144 EP/Second Level 54: 74-84 Energy/Second main, 55-64 Energy/Second secondary, 153 EP/Second Level 57: 78-88 Energy/Second main, 59-68 Energy/Second secondary, 161 EP/Second Level 60: 82-93 Energy/Second main, 63-72 Energy/Second secondary, 170 EP/Second PSYCHIC SHOCK Special Level 15 Resurrect nearby fallen allies & enemies; fallen enemies are turned to fight for your side, then die again Level 15: 15% HP restored, 13 Seconds of resurrection for enemies Level 20: 25% HP restored, 16 Seconds of resurrection for enemies Level 25: 35% HP restored, 19 Seconds of resurrection for enemies Level 30: 45% HP restored, 23 Seconds of resurrection for enemies Level 35: 55% HP restored, 26 Seconds of resurrection for enemies Level 39: 65% HP restored, 29 Seconds of resurrection for enemies Level 45: 75% HP restored, 33 Seconds of resurrection for enemies Telepathic Link Boost Level 14 Increase the whole party's ATK and damage Level 14: +5% Damage for all attack types, +20% ATK, 13 Seconds, 132 EP Level 17: +7% Damage for all attack types, +30% ATK, 15 Seconds, 157 EP Level 20: +9% Damage for all attack types, +39% ATK, 18 Seconds, 183 EP Level 23: +11% Damage for all attack types, +48% ATK, 21 Seconds, 208 EP Level 26: +13% Damage for all attack types, +58% ATK, 24 Seconds, 234 EP Level 29: +15% Damage for all attack types, +67% ATK, 27 Seconds, 260 EP Level 32: +17% Damage for all attack types, +76% ATK, 29 Seconds, 285 EP Level 35: +19% Damage for all attack types, +86% ATK, 32 Seconds, 311 EP Level 38: +20% Damage for all attack types, +95% ATK, 35 Seconds, 336 EP Level 40: +22% Damage for all attack types, +104% ATK, 38 Seconds, 362 EP Level 44: +24% Damage for all attack types, +114% ATK, 41 Seconds, 388 EP Level 46: +26% Damage for all attack types, +123% ATK, 43 Seconds, 413 EP Level 50: +28% Damage for all attack types, +132% ATK, 46 Seconds, 439 EP Level 53: +30% Damage for all attack types, +142% ATK, 49 Seconds, 464 EP Level 56: +32% Damage for all attack types, +151% ATK, 52 Seconds, 490 EP Level 59: +33% Damage for all attack types, +160% ATK, 55 Seconds, 516 EP Reveal Intent Passive Level 14 Increases DEF Level 14: +15% DEF Level 15: +23% DEF Level 16: +30% DEF Level 18: +37% DEF Level 19: +45% DEF Level 20: +52% DEF Level 22: +59% DEF Level 23: +66% DEF Level 24: +74% DEF Level 26: +81% DEF Level 27: +88% DEF Level 28: +96% DEF Level 30: +103% DEF Level 31: +110% DEF Level 33: +117% DEF Clairvoyance Passive Level 21 Increases movement speed; decreases damage taken Level 21: +8% Movement speed, -5% Damage taken Level 22: +11% Movement speed, -6% Damage taken Level 23: +14% Movement speed, -7% Damage taken Level 25: +17% Movement speed, -9% Damage taken Level 26: +20% Movement speed, -10% Damage taken Level 27: +23% Movement speed, -11% Damage taken Level 29: +26% Movement speed, -13% Damage taken Level 30: +29% Movement speed, -14% Damage taken Level 31: +32% Movement speed, -15% Damage taken Level 33: +35% Movement speed, -17% Damage taken Level 34: +38% Movement speed, -18% Damage taken Level 35: +41% Movement speed, -19% Damage taken Level 37: +44% Movement speed, -21% Damage taken Level 38: +47% Movement speed, -22% Damage taken Level 40: +50% Movement speed, -24% Damage taken Leadership Passive none Increase Combo XP & Critical Chance Level 1: +2% Critical Chance, +8% Combo XP Level 2: +2% Critical Chance, +14% Combo XP Level 3: +3% Critical Chance, +20% Combo XP Level 4: +3% Critical Chance, +26% Combo XP Level 5: +4% Critical Chance, +32% Combo XP Level 5: +4% Critical Chance, +38% Combo XP Level 7: +5% Critical Chance, +44% Combo XP Level 8: +5% Critical Chance, +50% Combo XP Level 9: +6% Critical Chance, +56% Combo XP Level 9: +6% Critical Chance, +62% Combo XP Level 10: +7% Critical Chance, +68% Combo XP Level 11: +7% Critical Chance, +74% Combo XP Level 13: +8% Critical Chance, +80% Combo XP Level 13: +8% Critical Chance, +86% Combo XP Level 15: +9% Critical Chance, +92% Combo XP Mutant Master Passive Level 7 Increase EP Regeneration rate Level 7: +30% EP Regeneration Level 8: +42% EP Regeneration Level 9: +54% EP Regeneration Level 10: +66% EP Regeneration Level 11: +78% EP Regeneration Level 11: +90% EP Regeneration Level 13: +102% EP Regeneration Level 14: +114% EP Regeneration Level 15: +126% EP Regeneration Level 15: +138% EP Regeneration Level 16: +150% EP Regeneration Level 17: +162% EP Regeneration Level 19: +174% EP Regeneration Level 19: +186% EP Regeneration Level 21: +198% EP Regeneration ------------------------------------------------------------------------------ Rogue (SKLROG) Smash Melee none Melee + Knockback Level 1: +250% Physical, 40 Knockback, 8 EP Level 4: +280% Physical, 70 Knockback, 11 EP Level 7: +310% Physical, 101 Knockback, 15 EP Level 9: +340% Physical, 131 Knockback, 18 EP Level 13: +370% Physical, 162 Knockback, 22 EP Level 15: +400% Physical, 192 Knockback, 25 EP Level 18: +430% Physical, 223 Knockback, 29 EP Level 21: +460% Physical, 253 Knockback, 33 EP Level 25: +490% Physical, 284 Knockback, 36 EP Level 28: +520% Physical, 314 Knockback, 40 EP Level 30: +550% Physical, 345 Knockback, 43 EP Level 33: +580% Physical, 375 Knockback, 47 EP Level 36: +610% Physical, 406 Knockback, 50 EP Level 40: +640% Physical, 436 Knockback, 54 EP Level 42: +670% Physical, 467 Knockback, 58 EP Level 45: +700% Physical, 497 Knockback, 61 EP Level 49: +730% Physical, 528 Knockback, 65 EP Level 51: +760% Physical, 558 Knockback, 68 EP Level 55: +790% Physical, 589 Knockback, 72 EP Level 58: +820% Physical, 620 Knockback, 76 EP Bedazzle Debuff none Taunt nearby enemies into attacking Rogue; lowers their stats Level 1: -10% ATK, -10% DEF, 7 Seconds, 32 EP Level 4: -12% ATK, -12% DEF, 7 Seconds, 46 EP Level 7: -14% ATK, -14% DEF, 8 Seconds, 60 EP Level 9: -16% ATK, -16% DEF, 9 Seconds, 74 EP Level 13: -18% ATK, -18% DEF, 9 Seconds, 89 EP Level 15: -21% ATK, -21% DEF, 10 Seconds, 103 EP Level 18: -23% ATK, -23% DEF, 11 Seconds, 117 EP Level 21: -25% ATK, -25% DEF, 12 Seconds, 132 EP Level 25: -27% ATK, -27% DEF, 12 Seconds, 146 EP Level 28: -29% ATK, -29% DEF, 13 Seconds, 160 EP Level 30: -32% ATK, -32% DEF, 14 Seconds, 175 EP Level 33: -34% ATK, -34% DEF, 15 Seconds, 189 EP Level 36: -36% ATK, -36% DEF, 15 Seconds, 203 EP Level 40: -38% ATK, -38% DEF, 16 Seconds, 218 EP Level 42: -40% ATK, -40% DEF, 17 Seconds, 232 EP Level 45: -43% ATK, -43% DEF, 18 Seconds, 246 EP Level 49: -45% ATK, -45% DEF, 18 Seconds, 261 EP Level 51: -47% ATK, -47% DEF, 19 Seconds, 275 EP Level 55: -49% ATK, -49% DEF, 20 Seconds, 289 EP Level 58: -52% ATK, -52% DEF, 21 Seconds, 304 EP Power Theft Special Level 7, Smash Steal a power from target (if possible) + Stun Level 7: +200% stolen power damage, 13 Second steal, 1 Second Stun, 14 EP Level 10: +221% stolen power damage, 15 Second steal, 1 Second Stun, 17 EP Level 13: +242% stolen power damage, 17 Second steal, 1 Second Stun, 21 EP Level 15: +262% stolen power damage, 20 Second steal, 1 Second Stun, 24 EP Level 19: +283% stolen power damage, 22 Second steal, 1 Second Stun, 28 EP Level 21: +303% stolen power damage, 25 Second steal, 2 Second Stun, 32 EP Level 24: +324% stolen power damage, 27 Second steal, 2 Second Stun, 35 EP Level 27: +345% stolen power damage, 30 Second steal, 2 Second Stun, 39 EP Level 31: +365% stolen power damage, 32 Second steal, 2 Second Stun, 43 EP Level 33: +386% stolen power damage, 35 Second steal, 3 Second Stun, 46 EP Level 36: +406% stolen power damage, 37 Second steal, 3 Second Stun, 50 EP Level 39: +427% stolen power damage, 40 Second steal, 3 Second Stun, 54 EP Level 42: +448% stolen power damage, 42 Second steal, 3 Second Stun, 57 EP Level 46: +468% stolen power damage, 45 Second steal, 4 Second Stun, 61 EP Level 48: +489% stolen power damage, 47 Second steal, 4 Second Stun, 65 EP Level 52: +509% stolen power damage, 50 Second steal, 4 Second Stun, 68 EP Level 55: +530% stolen power damage, 52 Second steal, 4 Second Stun, 72 EP Level 58: +550% stolen power damage, 55 Second steal, 5 Second Stun, 76 EP Energy Overflow Radial Level 14, Power Theft Radial energy attack Level 14: 34-40 Energy, 24 EP Level 17: 39-46 Energy, 28 EP Level 20: 42-52 Energy, 32 EP Level 23: 51-59 Energy, 36 EP Level 26: 57-65 Energy, 40 EP Level 29: 63-71 Energy, 44 EP Level 32: 68-78 Energy, 48 EP Level 35: 74-84 Energy, 52 EP Level 38: 80-90 Energy, 56 EP Level 40: 86-96 Energy, 59 EP Level 44: 92-103 Energy, 64 EP Level 46: 97-109 Energy, 67 EP Level 50: 103-116 Energy, 72 EP Level 53: 109-122 Energy, 76 EP Level 56: 115-128 Energy, 80 EP Level 59: 121-135 Energy, 84 EP Torpedo Strike Charge Level 21 Physical attack Level 21: +450% Physical, 28 EP Level 24: +481% Physical, 32 EP Level 27: +512% Physical, 36 EP Level 30: +543% Physical, 40 EP Level 33: +574% Physical, 44 EP Level 36: +604% Physical, 48 EP Level 39: +635% Physical, 52 EP Level 41: +666% Physical, 55 EP Level 45: +697% Physical, 60 EP Level 48: +727% Physical, 64 EP Level 51: +758% Physical, 68 EP Level 54: +789% Physical, 72 EP Level 57: +820% Physical, 76 EP Level 60: +850% Physical, 80 EP Tremor Melee Level 28, Torpedo Strike Leaping smash + Stun Level 28: +230% Physical, 1 Second Stun, 52 EP Level 31: +244% Physical, 1 Second Stun, 57 EP Level 34: +258% Physical, 1 Second Stun, 63 EP Level 36: +272% Physical, 2 Second Stun, 69 EP Level 40: +286% Physical, 2 Second Stun, 75 EP Level 43: +300% Physical, 3 Second Stun, 81 EP Level 45: +314% Physical, 3 Second Stun, 86 EP Level 48: +328% Physical, 3 Second Stun, 92 EP Level 52: +342% Physical, 4 Second Stun, 98 EP Level 54: +356% Physical, 4 Second Stun, 104 EP Level 58: +370% Physical, 5 Second Stun, 110 EP MANIC SLAM Charge Level 15 Damage, drain EP from, Stun, and prevent enemies from using their powers Level 15: 85-96 Physical, 25% Damage gained as EP, 5 Second Stun, 5 Seconds without powers Level 20: 117-131 Physical, 37% Damage gained as EP, 6 Second Stun 5 Seconds without powers Level 25: 149-167 Physical, 50% Damage gained as EP, 8 Second Stun 6 Seconds without powers Level 30: 182-202 Physical, 62% Damage gained as EP, 10 Second Stun 7 Seconds without powers Level 35: 214-238 Physical, 75% Damage gained as EP, 11 Second Stun 8 Seconds without powers Level 39: 246-273 Physical, 87% Damage gained as EP, 13 Second Stun 9 Seconds without powers Level 45: 279-309 Physical, 100% Damage gained as EP, 15 Second Stun 10 Seconds without powers REFLECTIVE AURA Boost Level 20 Reflect all damage taken to enemies Level 20: 15 Seconds Level 21: 17 Seconds Level 22: 19 Seconds Level 24: 21 Seconds Level 25: 23 Seconds Level 27: 25 Seconds Level 28: 27 Seconds Level 30: 30 Seconds Level 31: 32 Seconds Level 32: 34 Seconds Level 34: 36 Seconds Level 35: 38 Seconds Level 37: 40 Seconds Level 38: 42 Seconds Level 40: 45 Seconds Heal Boost Level 14, Bedazzle Damages Rogue for 10% HP, while raising Party's HP regeneration rate and removing all harmful effects Level 14: +1% HP/Second, 13 Seconds, 84 EP Level 17: +1% HP/Second, 15 Seconds, 98 EP Level 20: +1% HP/Second, 18 Seconds, 113 EP Level 23: +1% HP/Second, 21 Seconds, 128 EP Level 26: +1% HP/Second, 24 Seconds, 143 EP Level 29: +2% HP/Second, 27 Seconds, 158 EP Level 32: +2% HP/Second, 29 Seconds, 173 EP Level 35: +2% HP/Second, 32 Seconds, 188 EP Level 38: +2% HP/Second, 35 Seconds, 203 EP Level 40: +2% HP/Second, 38 Seconds, 218 EP Level 44: +3% HP/Second, 41 Seconds, 233 EP Level 46: +3% HP/Second, 43 Seconds, 248 EP Level 50: +3% HP/Second, 46 Seconds, 263 EP Level 53: +3% HP/Second, 49 Seconds, 278 EP Level 56: +3% HP/Second, 52 Seconds, 293 EP Level 59: +4% HP/Second, 55 Seconds, 308 EP Southern Shout Boost Level 28, Heal Increase party's max HP & EP Level 28: +20% Max HP & EP, 45 Seconds, 144 EP Level 31: +21% Max HP & EP, 52 Seconds, 160 EP Level 34: +22% Max HP & EP, 60 Seconds, 176 EP Level 36: +23% Max HP & EP, 67 Seconds, 191 EP Level 40: +24% Max HP & EP, 75 Seconds, 207 EP Level 43: +24% Max HP & EP, 82 Seconds, 224 EP Level 45: +25% Max HP & EP, 89 Seconds, 239 EP Level 48: +26% Max HP & EP, 97 Seconds, 255 EP Level 52: +27% Max HP & EP, 105 Seconds, 272 EP Level 54: +28% Max HP & EP, 112 Seconds, 287 EP Level 58: +28% Max HP & EP, 120 Seconds, 304 EP Block Ability Level 7 Block all attack damage by reducing EP Level 7: 100% EP per damage blocked Level 10: 87% EP per damage blocked Level 14: 75% EP per damage blocked Level 17: 62% EP per damage blocked Level 21: 50% EP per damage blocked Hardened Passive none Increase DEF Level 1: +10% DEF Level 5: +17% DEF Level 9: +23% DEF Level 13: +30% DEF Level 17: +36% DEF Level 22: +43% DEF Level 26: +49% DEF Level 30: +55% DEF Level 34: +62% DEF Level 38: +68% DEF Level 43: +75% DEF Level 47: +81% DEF Level 51: +88% DEF Level 55: +94% DEF Level 60: +100% DEF Prism Shield Passive Level 21 Increase resistances Level 21: +5% for all Resistances Level 22: +9% for all Resistances Level 23: +12% for all Resistances Level 24: +16% for all Resistances Level 25: +20% for all Resistances Level 25: +24% for all Resistances Level 27: +28% for all Resistances Level 28: +32% for all Resistances Level 29: +36% for all Resistances Level 29: +40% for all Resistances Level 30: +44% for all Resistances Level 31: +48% for all Resistances Level 33: +52% for all Resistances Level 33: +56% for all Resistances Level 35: +60% for all Resistances Critical Strike Passive none Increase chance for Criticals for Melee attacks Level 1: +5% Level 2: +7% Level 3: +9% Level 4: +11% Level 5: +13% Level 5: +15% Level 7: +17% Level 8: +19% Level 9: +21% Level 9: +23% Level 10: +25% Level 11: +27% Level 13: +29% Level 13: +31% Level 15: +33% Might Ability none Increase lifting strength and object damage Level 1: Lift Heavy objects, damage Reinforced walls and objects Level 5: Lift Massive objects, damage Reinforced walls and objects Flight Ability none Allows flight and improves flight mastery Level 1: 10 EP/Second Level 2: 8 EP/Second Level 3: 6 EP/Second Level 4: 4 EP/Second Level 5: 3 EP/Second ------------------------------------------------------------------------------ Scarlet Witch (SKLSCA) Misfortune Boost Reality Shift Reflect enemy damage Level 1: 200% damage reflected, 74 EP Level 1: 228% damage reflected, 82 EP Level 1: 256% damage reflected, 90 EP Level 1: 284% damage reflected, 98 EP Level 1: 312% damage reflected, 106 EP Level 1: 340% damage reflected, 114 EP Level 1: 368% damage reflected, 122 EP Level 1: 396% damage reflected, 130 EP Level 1: 424% damage reflected, 138 EP Level 1: 452% damage reflected, 146 EP Level 1: 480% damage reflected, 155 EP Hex Bolt Projectile none 1 Hex Bolt Level 1: 11-15 Energy, 16 EP Level 4: 20-25 Energy, 21 EP Level 7: 30-36 Energy, 27 EP Level 9: 40-46 Energy, 33 EP Level 13: 49-57 Energy, 39 EP Level 15: 59-68 Energy, 45 EP Level 18: 69-78 Energy, 51 EP Level 21: 78-89 Energy, 57 EP Level 25: 88-100 Energy, 63 EP Level 28: 98-110 Energy, 69 EP Level 30: 107-121 Energy, 74 EP Level 33: 117-131 Energy, 80 EP Level 36: 127-142 Energy, 86 EP Level 40: 136-153 Energy, 92 EP Level 42: 146-163 Energy, 98 EP Level 45: 156-174 Energy, 104 EP Level 49: 165-185 Energy, 110 EP Level 51: 175-195 Energy, 116 EP Level 55: 185-206 Energy, 122 EP Level 58: 195-217 Energy, 128 EP Combustion Radial Level 7 Physical damage to random enemies Level 7: 30-36 Physical, 24 EP Level 10: 39-46 Physical, 30 EP Level 13: 49-57 Physical, 36 EP Level 15: 59-67 Physical, 41 EP Level 19: 68-78 Physical, 48 EP Level 21: 78-89 Physical, 53 EP Level 24: 88-99 Physical, 59 EP Level 27: 97-110 Physical, 65 EP Level 31: 107-121 Physical, 72 EP Level 33: 117-131 Physical, 77 EP Level 36: 127-142 Physical, 83 EP Level 39: 136-153 Physical, 89 EP Level 42: 146-163 Physical, 95 EP Level 46: 156-174 Physical, 102 EP Level 48: 165-185 Physical, 107 EP Level 52: 175-195 Physical, 114 EP Level 55: 185-206 Physical, 120 EP Level 58: 195-217 Physical, 126 EP Reality Shift Special Level 14, Combustion A Hex Bolt with a chance of turning enemy into a crate with items Level 14: 53-61 Energy, 10% Chance, 36 EP Level 17: 62-71 Energy, 10% Chance, 42 EP Level 20: 72-82 Energy, 11% Chance, 48 EP Level 23: 82-92 Energy, 12% Chance, 54 EP Level 26: 91-103 Energy, 12% Chance, 61 EP Level 29: 101-114 Energy, 13% Chance, 67 EP Level 32: 111-124 Energy, 14% Chance, 73 EP Level 35: 120-135 Energy, 14% Chance, 79 EP Level 27: 130-145 Energy, 15% Chance, 86 EP Level 40: 139-156 Energy, 16% Chance, 92 EP Level 44: 149-167 Energy, 16% Chance, 98 EP Level 46: 159-177 Energy, 17% Chance, 104 EP Level 50: 169-188 Energy, 18% Chance, 111 EP Level 53: 178-198 Energy, 18% Chance, 117 EP Level 56: 188-209 Energy, 19% Chance, 123 EP Level 59: 198-220 Energy, 20% Chance, 130 EP Hex Locked Projectile Level 21, Hex Bolt Multiple Hex Bolts with a chance for Deadly Strike (instant 33% HP loss) Level 21: 1 Hex Bolt, 43-50 Energy, 16% Chance, 52 EP Level 24: 1 Hex Bolt, 49-56 Energy, 17% Chance, 59 EP Level 27: 1 Hex Bolt, 55-63 Energy, 18% Chance, 66 EP Level 30: 1 Hex Bolt, 61-69 Energy, 19% Chance, 73 EP Level 33: 2 Hex Bolts, 67-76 Energy, 20% Chance, 80 EP Level 36: 2 Hex Bolts, 73-82 Energy, 21% Chance, 88 EP Level 28: 2 Hex Bolts, 79-89 Energy, 22% Chance, 95 EP Level 41: 3 Hex Bolts, 84-95 Energy, 23% Chance, 102 EP Level 45: 3 Hex Bolts, 91-102 Energy, 24% Chance, 109 EP Level 48: 3 Hex Bolts, 97-108 Energy, 25% Chance, 117 EP Level 51: 4 Hex Bolts, 103-115 Energy, 26% Chance, 124 EP Level 54: 4 Hex Bolts, 109-121 Energy, 27% Chance, 131 EP Level 57: 4 Hex Bolts, 115-128 Energy, 29% Chance, 138 EP Level 60: 5 Hex Bolts, 121-135 Energy, 30% Chance, 146 EP Hex Explosion Projectile Level 28, Hex Locked Hex Bolt + Explosion damage Level 28: 69-79 Energy, 37-43 Energy explosion, 82 EP Level 31: 76-86 Energy, 45-51 Energy explosion, 90 EP Level 34: 83-94 Energy, 53-60 Energy explosion, 99 EP Level 36: 90-102 Energy, 60-69 Energy explosion, 108 EP Level 40: 97-110 Energy, 69-78 Energy explosion, 117 EP Level 43: 104-118 Energy, 77-87 Energy explosion, 126 EP Level 45: 111-125 Energy, 84-96 Energy explosion, 134 EP Level 48: 118-133 Energy, 92-105 Energy explosion, 143 EP Level 52: 125-141 Energy, 101-114 Energy explosion, 152 EP Level 54: 132-149 Energy, 108-123 Energy explosion, 161 EP Level 58: 140-157 Energy, 117-132 Energy explosion, 170 EP ANARCHY ASSAULT Radial Level 15 Random damage type attack + chance for enemy conversion (so they fight for you) Level 15: 85-96 Damage, 8% chance for a 20 Second Conversion Level 20: 117-131 Damage, 15% chance for a 22 Second Conversion Level 25: 149-167 Damage, 22% chance for a 24 Second Conversion Level 30: 182-202 Damage, 29% chance for a 27 Second Conversion Level 35: 214-238 Damage, 36% chance for a 29 Second Conversion Level 39: 246-273 Damage, 43% chance for a 31 Second Conversion Level 45: 279-309 Damage, 50% chance for a 34 Second Conversion REVITALIZE Xtreme Boost Level 20 Raise max HP for the whole party and restore all HP Level 20: +25% Max HP, 15 Seconds Level 25: +25% Max HP, 22 Seconds Level 30: +25% Max HP, 30 Seconds Level 35: +25% Max HP, 37 Seconds Level 40: +25% Max HP, 45 Seconds Probability Syphon Boost none Whole party absorbs 20% of damage dealt as EP Level 1: 13 Seconds, 60 EP Level 4: 15 Seconds, 83 EP Level 7: 17 Seconds, 107 EP Level 9: 19 Seconds, 131 EP Level 13: 21 Seconds, 155 EP Level 15: 24 Seconds, 178 EP Level 18: 26 Seconds, 202 EP Level 21: 28 Seconds, 226 EP Level 25: 30 Seconds, 250 EP Level 28: 32 Seconds, 274 EP Level 30: 35 Seconds, 297 EP Level 33: 37 Seconds, 321 EP Level 36: 39 Seconds, 345 EP Level 40: 41 Seconds, 369 EP Level 42: 43 Seconds, 393 EP Level 45: 46 Seconds, 416 EP Level 49: 48 Seconds, 440 EP Level 51: 50 Seconds, 464 EP Level 55: 52 Seconds, 488 EP Level 58: 55 Seconds, 512 EP Amplify Luck Boost Level 7, Probability Syphon Increase damage and chance for sritical for whole party Level 7: +5% Damage, +5% Critical chance, 13 Seconds, 96 EP Level 10: +6% Damage, +6% Critical chance, 15 Seconds, 120 EP Level 13: +7% Damage, +6% Critical chance, 17 Seconds, 144 EP Level 15: +8% Damage, +7% Critical chance, 20 Seconds, 169 EP Level 19: +9% Damage, +7% Critical chance, 22 Seconds, 193 EP Level 21: +10% Damage, +8% Critical chance, 25 Seconds, 218 EP Level 24: +10% Damage, +8% Critical chance, 27 Seconds, 242 EP Level 27: +11% Damage, +8% Critical chance, 30 Seconds, 267 EP Level 31: +12% Damage, +9% Critical chance, 32 Seconds, 291 EP Level 33: +13% Damage, +9% Critical chance, 35 Seconds, 316 EP Level 36: +14% Damage, +10% Critical chance, 37 Seconds, 340 EP Level 39: +15% Damage, +10% Critical chance, 40 Seconds, 365 EP Level 42: +15% Damage, +10% Critical chance, 42 Seconds, 389 EP Level 46: +16% Damage, +11% Critical chance, 45 Seconds, 414 EP Level 48: +17% Damage, +11% Critical chance, 47 Seconds, 438 EP Level 52: +18% Damage, +12% Critical chance, 50 Seconds, 463 EP Level 55: +19% Damage, +12% Critical chance, 54 Seconds, 487 EP Level 58: +19% Damage, +12% Critical chance, 55 Seconds, 512 EP Heal Boost Level 14, Amplify Luck Whole party gains regenerative abilities for a time Level 14: 1% HP/Second, 144 EP Level 17: 1% HP/Second, 169 EP Level 20: 1% HP/Second, 194 EP Level 23: 1% HP/Second, 219 EP Level 26: 1% HP/Second, 244 EP Level 29: 2% HP/Second, 269 EP Level 32: 2% HP/Second, 294 EP Level 35: 2% HP/Second, 319 EP Level 38: 2% HP/Second, 344 EP Level 40: 2% HP/Second, 369 EP Level 44: 3% HP/Second, 394 EP Level 46: 3% HP/Second, 419 EP Level 50: 3% HP/Second, 444 EP Level 53: 3% HP/Second, 469 EP Level 56: 3% HP/Second, 494 EP Level 59: 4% HP/Second, 520 EP Scarlet's Touch Passive none Increase chance for Critical Level 1: +3.0% chance Level 2: +3.5% chance Level 3: +4.0% chance Level 4: +4.5% chance Level 5: +5.0% chance Level 5: +5.5% chance Level 7: +6.0% chance Level 8: +6.5% chance Level 9: +7.0% chance Level 9: +7.5% chance Level 10: +8.0% chance Level 11: +8.5% chance Level 13: +9.0% chance Level 13: +9.5% chance Level 15: +10.0% chance Deflect Missiles Passive Level 14, Scarlet's Touch Chance to block incoming missile attacks Level 14: 8% chance to block Level 15: 11% chance to block Level 16: 14% chance to block Level 17: 17% chance to block Level 18: 20% chance to block Level 18: 23% chance to block Level 20: 26% chance to block Level 21: 29% chance to block Level 22: 32% chance to block Level 22: 35% chance to block Level 23: 38% chance to block Level 24: 41% chance to block Level 26: 44% chance to block Level 26: 47% chance to block Level 28: 50% chance to block Hex Mastery Passive Level 21, Mutant Master Increase Hex Bolt damage and chance for critical Level 21: +5% Damage, +1% Critical Chance Level 22: +9% Damage, +2% Critical Chance Level 23: +12% Damage, +2% Critical Chance Level 24: +15% Damage, +3% Critical Chance Level 25: +18% Damage, +3% Critical Chance Level 25: +22% Damage, +4% Critical Chance Level 27: +25% Damage, +4% Critical Chance Level 28: +28% Damage, +5% Critical Chance Level 29: +31% Damage, +5% Critical Chance Level 29: +34% Damage, +6% Critical Chance Level 30: +38% Damage, +6% Critical Chance Level 31: +41% Damage, +7% Critical Chance Level 33: +44% Damage, +7% Critical Chance Level 33: +47% Damage, +8% Critical Chance Level 35: +50% Damage, +8% Critical Chance Mutant Master Passive Level 7 Increase EP Regeneration rate Level 7: +30% EP Regeneration Level 8: +42% EP Regeneration Level 9: +54% EP Regeneration Level 10: +66% EP Regeneration Level 11: +78% EP Regeneration Level 11: +90% EP Regeneration Level 13: +102% EP Regeneration Level 14: +114% EP Regeneration Level 15: +126% EP Regeneration Level 15: +138% EP Regeneration Level 16: +150% EP Regeneration Level 17: +162% EP Regeneration Level 19: +174% EP Regeneration Level 19: +186% EP Regeneration Level 21: +198% EP Regeneration ------------------------------------------------------------------------------ Storm (SKLSTO) Lightning Strike Blast none 1 Lightning bolt Level 1: 11-15 Energy, 16 EP Level 4: 20-25 Energy, 21 EP Level 7: 30-36 Energy, 27 EP Level 9: 40-46 Energy, 33 EP Level 13: 49-57 Energy, 39 EP Level 15: 59-68 Energy, 45 EP Level 18: 69-78 Energy, 51 EP Level 21: 78-89 Energy, 57 EP Level 25: 88-100 Energy, 63 EP Level 28: 98-110 Energy, 69 EP Level 30: 107-121 Energy, 74 EP Level 33: 117-131 Energy, 80 EP Level 36: 127-142 Energy, 86 EP Level 40: 136-153 Energy, 92 EP Level 42: 146-163 Energy, 98 EP Level 45: 156-174 Energy, 104 EP Level 49: 165-185 Energy, 110 EP Level 51: 175-195 Energy, 116 EP Level 55: 185-206 Energy, 122 EP Level 58: 195-217 Energy, 128 EP Funnels Trap none Two funnels that move outward for damage and stun Level 1: 6-9 Wind per funnel, 3 Seconds, 0.5 Second Stun, 16 EP Level 4: 11-15 Wind per funnel, 3 Seconds, 0.5 Second Stun, 22 EP Level 7: 17-21 Wind per funnel, 3 Seconds, 0.5 Second Stun, 29 EP Level 9: 23-28 Wind per funnel, 3 Seconds, 0.6 Second Stun, 35 EP Level 13: 29-34 Wind per funnel, 3 Seconds, 0.6 Second Stun, 42 EP Level 15: 35-41 Wind per funnel, 4 Seconds, 0.6 Second Stun, 49 EP Level 18: 41-47 Wind per funnel, 4 Seconds, 0.6 Second Stun, 55 EP Level 21: 46-54 Wind per funnel, 4 Seconds, 0.6 Second Stun, 62 EP Level 25: 52-60 Wind per funnel, 4 Seconds, 0.7 Second Stun, 69 EP Level 28: 58-67 Wind per funnel, 4 Seconds, 0.7 Second Stun, 75 EP Level 30: 64-73 Wind per funnel, 5 Seconds, 0.7 Second Stun, 82 EP Level 33: 70-80 Wind per funnel, 5 Seconds, 0.7 Second Stun, 88 EP Level 36: 76-86 Wind per funnel, 5 Seconds, 0.8 Second Stun, 95 EP Level 40: 81-93 Wind per funnel, 5 Seconds, 0.8 Second Stun, 102 EP Level 42: 87-99 Wind per funnel, 5 Seconds, 0.8 Second Stun, 108 EP Level 45: 93-106 Wind per funnel, 6 Seconds, 0.8 Second Stun, 115 EP Level 49: 99-112 Wind per funnel, 6 Seconds, 0.8 Second Stun, 122 EP Level 51: 105-119 Wind per funnel, 6 Seconds, 0.9 Second Stun, 128 EP Level 55: 111-125 Wind per funnel, 6 Seconds, 0.9 Second Stun, 135 EP Level 58: 117-132 Wind per funnel, 7 Seconds, 0.9 Second Stun, 142 EP Blizzard Debuff Level 7, Funnels Attaches a blizzard to an enemy that damages nearby enemies Level 7: 17-22 Wind, 9-12 Wind/Second for 4 Seconds, 26 EP Level 10: 22-28 Wind, 12-16 Wind/Second for 4 Seconds, 32 EP Level 13: 28-34 Wind, 16-20 Wind/Second for 4 Seconds, 39 EP Level 15: 34-41 Wind, 20-25 Wind/Second for 5 Seconds, 46 EP Level 19: 40-47 Wind, 24-29 Wind/Second for 5 Seconds, 53 EP Level 21: 46-54 Wind, 28-33 Wind/Second for 6 Seconds, 60 EP Level 24: 52-60 Wind, 21-38 Wind/Second for 6 Seconds, 66 EP Level 27: 58-67 Wind, 36-42 Wind/Second for 6 Seconds, 73 EP Level 31: 64-73 Wind, 40-46 Wind/Second for 7 Seconds, 80 EP Level 33: 69-80 Wind, 43-51 Wind/Second for 7 Seconds, 87 EP Level 36: 75-86 Wind, 47-55 Wind/Second for 8 Seconds, 94 EP Level 39: 81-93 Wind, 51-59 Wind/Second for 8 Seconds, 101 EP Level 42: 87-99 Wind, 55-64 Wind/Second for 8 Seconds, 107 EP Level 46: 93-106 Wind, 59-68 Wind/Second for 9 Seconds, 114 EP Level 48: 99-112 Wind, 63-72 Wind/Second for 9 Seconds, 121 EP Level 52: 105-119 Wind, 67-77 Wind/Second for 10 Seconds, 128 EP Level 55: 111-125 Wind, 71-81 Wind/Second for 10 Seconds, 135 EP Level 58: 117-132 Wind, 75-86 Wind/Second for 11 Seconds, 142 EP Electric Shock Radial Level 14, Lightning Strike An electric pulse radiates outward Level 14: 21-26 Electricity, 46 EP Level 17: 24-30 Electricity, 54 EP Level 20: 28-34 Electricity, 62 EP Level 23: 32-38 Electricity, 70 EP Level 26: 36-42 Electricity, 78 EP Level 29: 40-47 Electricity, 87 EP Level 32: 44-51 Electricity, 95 EP Level 35: 48-55 Electricity, 103 EP Level 38: 51-59 Electricity, 111 EP Level 40: 55-63 Electricity, 119 EP Level 44: 59-68 Electricity, 128 EP Level 46: 63-72 Electricity, 136 EP Level 50: 67-76 Electricity, 144 EP Level 53: 71-80 Electricity, 152 EP Level 56: 75-84 Electricity, 160 EP Level 59: 79-89 Electricity, 169 EP Whirlwind Trap Level 21, Blizzard A wind vortex that throws objects and enemies around Level 21: 27-33 Wind/Second for 4 Seconds, 62 EP Level 24: 31-37 Wind/Second for 4 Seconds, 70 EP Level 27: 35-41 Wind/Second for 5 Seconds, 79 EP Level 30: 39-45 Wind/Second for 5 Seconds, 87 EP Level 33: 43-50 Wind/Second for 6 Seconds, 96 EP Level 36: 47-54 Wind/Second for 6 Seconds, 105 EP Level 39: 51-58 Wind/Second for 7 Seconds, 113 EP Level 41: 54-63 Wind/Second for 7 Seconds, 122 EP Level 45: 59-67 Wind/Second for 8 Seconds, 130 EP Level 48: 63-71 Wind/Second for 8 Seconds, 139 EP Level 51: 67-76 Wind/Second for 9 Seconds, 148 EP Level 54: 71-80 Wind/Second for 9 Seconds, 156 EP Level 57: 75-84 Wind/Second for 10 Seconds, 165 EP Level 60: 79-89 Wind/Second for 11 Seconds, 174 EP Chain Lightning Blast (Hold) Level 28, Lightning Strke Lightning bounces from enemy to enemy Level 28: 66-75 Electric/Second, 46-54 Electric/Second per chain, 2 chains, 94 EP/Second Level 31: 72-81 Electric/Second, 51-60 Electric/Second per chain, 2 chains, 100 EP/Second Level 34: 78-88 Electric/Second, 57-66 Electric/Second per chain, 3 chains, 106 EP/Second Level 36: 84-95 Electric/Second, 62-71 Electric/Second per chain, 4 chains, 112 EP/Second Level 40: 90-102 Electric/Second, 68-78 Electric/Second per chain, 4 chains, 118 EP/Second Level 43: 96-109 Electric/Second, 73-84 Electric/Second per chain, 5 chains, 124 EP/Second Level 45: 102-115 Electric/Second, 78-89 Electric/Second per chain, 6 chains, 130 EP/Second Level 48: 108-122 Electric/Second, 84-95 Electric/Second per chain, 6 chains, 136 EP/Second Level 52: 114-129 Electric/Second, 90-102 Electric/Second per chain, 7 chains, 142 EP/Second Level 54: 120-136 Electric/Second, 95-107 Electric/Second per chain, 8 chains, 148 EP/Second Level 58: 127-143 Electric/Second, 101-114 Electric/Second per chain, 9 chains, 155 EP/Second Static Charge Debuff Level 28, Whirlwind Increase enemy damage taken Level 28: +75% Damage, 13 Seconds, 80 EP Level 31: +81% Damage, 17 Seconds, 88 EP Level 34: +87% Damage, 21 Seconds, 97 EP Level 36: +92% Damage, 25 Seconds, 105 EP Level 40: +98% Damage, 29 Seconds, 114 EP Level 43: +103% Damage, 34 Seconds, 123 EP Level 45: +109% Damage, 38 Seconds, 131 EP Level 48: +115% Damage, 42 Seconds, 140 EP Level 52: +120% Damage, 46 Seconds, 148 EP Level 54: +126% Damage, 50 Seconds, 157 EP Level 58: +131% Damage, 55 Seconds, 166 EP RAGING TEMPEST Radial Level 15 Lightning and Wind attack Level 15: 85-96 Electric Level 20: 117-131 Electric Level 25: 149-167 Electric Level 30: 182-202 Electric Level 35: 214-238 Electric Level 39: 246-273 Electric Level 45: 279-309 Electric WILL OF THE GODDESS Boost Level 20 Makes the whole party INvulnerable and increases max EP Level 20: +25% Max EP, 15 Seconds Level 25: +25% Max EP, 22 Seconds Level 30: +25% Max EP, 30 Seconds Level 35: +25% Max EP, 37 Seconds Level 40: +25% Max EP, 45 Seconds Whirlwind Armor Boost Level 7 Absorb Energy and Radiation Damage, Damage any that touch Level 7: 35 Damage absorbed, 2-3 Wind, 13 Seconds, 96 EP Level 10: 38 Damage absorbed, 2-4 Wind, 15 Seconds, 120 EP Level 13: 41 Damage absorbed, 3-5 Wind, 17 Seconds, 144 EP Level 15: 44 Damage absorbed, 4-6 Wind, 20 Seconds, 169 EP Level 19: 48 Damage absorbed, 5-7 Wind, 22 Seconds, 193 EP Level 21: 51 Damage absorbed, 6-8 Wind, 25 Seconds, 218 EP Level 24: 54 Damage absorbed, 7-9 Wind, 27 Seconds, 242 EP Level 27: 58 Damage absorbed, 8-10 Wind, 30 Seconds, 267 EP Level 31: 61 Damage absorbed, 9-11 Wind, 32 Seconds, 291 EP Level 33: 64 Damage absorbed, 9-13 Wind, 35 Seconds, 316 EP Level 36: 67 Damage absorbed, 10-14 Wind, 37 Seconds, 340 EP Level 39: 71 Damage absorbed, 11-15 Wind, 40 Seconds, 365 EP Level 42: 74 Damage absorbed, 12-16 Wind, 42 Seconds, 389 EP Level 46: 77 Damage absorbed, 13-17 Wind, 45 Seconds, 414 EP Level 48: 81 Damage absorbed, 14-18 Wind, 47 Seconds, 438 EP Level 52: 84 Damage absorbed, 15-19 Wind, 50 Seconds, 463 EP Level 55: 87 Damage absorbed, 16-20 Wind, 52 Seconds, 487 EP Level 58: 91 Damage absorbed, 17-22 Wind, 55 Seconds, 512 EP Storm Shield Boost Level 14, Whirlwind Armor Increases resistances for the party Level 14: +5% Elemental and Energy resistance, 13 Seconds, 144 EP Level 17: +7% Elemental and Energy resistance, 15 Seconds, 169 EP Level 20: +10% Elemental and Energy resistance, 18 Seconds, 194 EP Level 23: +13% Elemental and Energy resistance, 21 Seconds, 219 EP Level 26: +16% Elemental and Energy resistance, 24 Seconds, 244 EP Level 29: +19% Elemental and Energy resistance, 27 Seconds, 269 EP Level 32: +21% Elemental and Energy resistance, 29 Seconds, 294 EP Level 35: +24% Elemental and Energy resistance, 32 Seconds, 319 EP Level 38: +27% Elemental and Energy resistance, 35 Seconds, 344 EP Level 40: +30% Elemental and Energy resistance, 38 Seconds, 369 EP Level 44: +33% Elemental and Energy resistance, 41 Seconds, 394 EP Level 46: +35% Elemental and Energy resistance, 43 Seconds, 419 EP Level 50: +38% Elemental and Energy resistance, 46 Seconds, 444 EP Level 53: +41% Elemental and Energy resistance, 49 Seconds, 469 EP Level 56: +44% Elemental and Energy resistance, 52 Seconds, 494 EP Level 59: +47% Elemental and Energy resistance, 55 Seconds, 520 EP Elemental Combat Passive none Add Electric damage to melee attacks Level 1: +50% Damage as Electric Level 2: +65% Damage as Electric Level 3: +80% Damage as Electric Level 4: +95% Damage as Electric Level 5: +110% Damage as Electric Level 5: +125% Damage as Electric Level 7: +140% Damage as Electric Level 8: +155% Damage as Electric Level 9: +170% Damage as Electric Level 9: +185% Damage as Electric Level 10: +200% Damage as Electric Level 11: +215% Damage as Electric Level 13: +230% Damage as Electric Level 13: +245% Damage as Electric Level 15: +260% Damage as Electric Wind Mastery Passive Level 14, Mutant Master Increase Wind damage and chance for critical Level 14: +5% Damage, +1% Critical Chance Level 15: +9% Damage, +1% Critical Chance Level 16: +12% Damage, +2% Critical Chance Level 17: +15% Damage, +2% Critical Chance Level 18: +18% Damage, +3% Critical Chance Level 18: +22% Damage, +3% Critical Chance Level 20: +25% Damage, +4% Critical Chance Level 21: +28% Damage, +4% Critical Chance Level 22: +31% Damage, +5% Critical Chance Level 22: +34% Damage, +5% Critical Chance Level 23: +38% Damage, +6% Critical Chance Level 24: +41% Damage, +6% Critical Chance Level 26: +44% Damage, +7% Critical Chance Level 26: +47% Damage, +7% Critical Chance Level 28: +50% Damage, +8% Critical Chance Lightning Mastery Passive Level 21, Mutant Master Increase Electric damage and chance for critical Level 21: +5% Damage, +1% Critical Chance Level 22: +9% Damage, +1% Critical Chance Level 23: +12% Damage, +2% Critical Chance Level 24: +15% Damage, +2% Critical Chance Level 25: +18% Damage, +3% Critical Chance Level 25: +22% Damage, +3% Critical Chance Level 27: +25% Damage, +4% Critical Chance Level 28: +28% Damage, +4% Critical Chance Level 29: +31% Damage, +5% Critical Chance Level 29: +34% Damage, +5% Critical Chance Level 30: +38% Damage, +6% Critical Chance Level 31: +41% Damage, +6% Critical Chance Level 33: +44% Damage, +7% Critical Chance Level 33: +47% Damage, +7% Critical Chance Level 35: +50% Damage, +8% Critical Chance Flight Ability none Allows flight and improves flight mastery Level 1: 10 EP/Second Level 2: 8 EP/Second Level 3: 6 EP/Second Level 4: 4 EP/Second Level 5: 3 EP/Second Mutant Master Passive Level 7 Increase EP Regeneration rate Level 7: +30% EP Regeneration Level 8: +42% EP Regeneration Level 9: +54% EP Regeneration Level 10: +66% EP Regeneration Level 11: +78% EP Regeneration Level 11: +90% EP Regeneration Level 13: +102% EP Regeneration Level 14: +114% EP Regeneration Level 15: +126% EP Regeneration Level 15: +138% EP Regeneration Level 16: +150% EP Regeneration Level 17: +162% EP Regeneration Level 19: +174% EP Regeneration Level 19: +186% EP Regeneration Level 21: +198% EP Regeneration ------------------------------------------------------------------------------ Sunfire (SKLSUN) Ignite Blast none Nearby enemies burst into flames Level 1: 11-15 Fire, 12 EP Level 4: 20-25 Fire, 18 EP Level 7: 30-36 Fire, 24 EP Level 9: 40-46 Fire, 29 EP Level 13: 49-57 Fire, 36 EP Level 15: 59-68 Fire, 41 EP Level 18: 69-78 Fire, 47 EP Level 21: 78-89 Fire, 53 EP Level 25: 88-100 Fire, 60 EP Level 28: 98-110 Fire, 66 EP Level 30: 107-121 Fire, 71 EP Level 33: 117-131 Fire, 77 EP Level 36: 127-142 Fire, 83 EP Level 40: 136-153 Fire, 90 EP Level 42: 146-163 Fire, 95 EP Level 45: 156-174 Fire, 101 EP Level 49: 165-185 Fire, 108 EP Level 51: 175-195 Fire, 113 EP Level 55: 185-206 Fire, 120 EP Level 58: 195-217 Fire, 126 EP Flamethrower Special (Hold) none Shoot flames in an arc Level 1: 6-9 Fire, 10 foot range, 14 EP/Second Level 1: 11-15 Fire, 10 foot range, 20 EP/Second Level 2: 17-21 Fire, 10 foot range, 27 EP/Second Level 3: 23-28 Fire, 10 foot range, 33 EP/Second Level 3: 29-34 Fire, 10 foot range, 40 EP/Second Level 4: 35-41 Fire, 10 foot range, 47 EP/Second Level 5: 41-47 Fire, 10 foot range, 53 EP/Second Level 6: 46-54 Fire, 10 foot range, 60 EP/Second Level 6: 52-60 Fire, 10 foot range, 67 EP/Second Level 7: 58-67 Fire, 10 foot range, 73 EP/Second Level 8: 64-73 Fire, 11 foot range, 80 EP/Second Level 9: 70-80 Fire, 11 foot range, 86 EP/Second Level 9: 76-86 Fire, 11 foot range, 93 EP/Second Level 10: 81-93 Fire, 11 foot range, 100 EP/Second Level 11: 87-99 Fire, 11 foot range, 106 EP/Second Level 12: 93-106 Fire, 11 foot range, 113 EP/Second Level 12: 99-112 Fire, 11 foot range, 120 EP/Second Level 13: 105-119 Fire, 11 foot range, 126 EP/Second Level 14: 111-125 Fire, 11 foot range, 133 EP/Second Level 15: 117-132 Fire, 12 foot range, 140 EP/Second Atomic Charge Projectile Level 7, Ignite A homing projectile with radiation damage Level 7: 43-50 Radiation over 6 Seconds, 22 EP Level 10: 55-64 Radiation over 6 Seconds, 22 EP Level 13: 68-78 Radiation over 6 Seconds, 22 EP Level 15: 81-92 Radiation over 6 Seconds, 22 EP Level 19: 94-106 Radiation over 6 Seconds, 22 EP Level 21: 107-120 Radiation over 6 Seconds, 23 EP Level 24: 120-135 Radiation over 6 Seconds, 23 EP Level 27: 133-149 Radiation over 6 Seconds, 23 EP Level 31: 146-163 Radiation over 6 Seconds, 23 EP Level 33: 159-177 Radiation over 6 Seconds, 24 EP Level 36: 172-191 Radiation over 6 Seconds, 24 EP Level 39: 185-205 Radiation over 6 Seconds, 24 EP Level 42: 198-220 Radiation over 6 Seconds, 24 EP Level 46: 211-234 Radiation over 6 Seconds, 25 EP Level 48: 224-248 Radiation over 6 Seconds, 25 EP Level 52: 237-262 Radiation over 6 Seconds, 25 EP Level 55: 250-276 Radiation over 6 Seconds, 25 EP Level 58: 263-291 Radiation over 6 Seconds, 26 EP Fiery Geyser Radial Level 7, Flamethrower A column of flame Level 7: 11-15 Fire, 370 Knockback, 28 EP Level 10: 15-19 Fire, 384 Knockback, 36 EP Level 13: 19-23 Fire, 399 Knockback, 44 EP Level 15: 22-28 Fire, 414 Knockback, 51 EP Level 19: 27-32 Fire, 428 Knockback, 60 EP Level 21: 30-36 Fire, 443 Knockback, 67 EP Level 24: 34-41 Fire, 458 Knockback, 75 EP Level 27: 38-45 Fire, 472 Knockback, 83 EP Level 31: 43-49 Fire, 487 Knockback, 92 EP Level 33: 46-54 Fire, 502 Knockback, 99 EP Level 36: 50-58 Fire, 517 Knockback, 107 EP Level 39: 54-62 Fire, 531 Knockback, 115 EP Level 42: 58-67 Fire, 546 Knockback, 123 EP Level 46: 63-71 Fire, 561 Knockback, 132 EP Level 48: 66-75 Fire, 575 Knockback, 139 EP Level 52: 71-80 Fire, 590 Knockback, 148 EP Level 55: 75-84 Fire, 605 Knockback, 156 EP Level 58: 79-89 Fire, 620 Knockback, 164 EP Blazing Barrage Projectile Level 14, Atomic Charge Multi-Fireball attack Level 14: 30-36 Fire, 1 Fireball, 36 EP Level 17: 35-42 Fire, 1 Fireball, 43 EP Level 20: 41-48 Fire, 1 Fireball, 50 EP Level 23: 45-54 Fire, 2 Fireballs, 57 EP Level 26: 52-60 Fire, 2 Fireballs, 64 EP Level 29: 58-66 Fire, 3 Fireballs, 71 EP Level 32: 63-72 Fire, 3 Fireballs, 78 EP Level 35: 69-78 Fire, 3 Fireballs, 85 EP Level 38: 74-85 Fire, 4 Fireballs, 92 EP Level 40: 80-91 Fire, 4 Fireballs, 99 EP Level 44: 86-97 Fire, 5 Fireballs, 106 EP Level 46: 91-103 Fire, 5 Fireballs, 113 EP Level 50: 97-109 Fire, 5 Fireballs, 120 EP Level 53: 102-115 Fire, 6 Fireballs, 127 EP Level 56: 108-121 Fire, 6 Fireballs, 134 EP Level 59: 114-128 Fire, 7 Fireballs, 142 EP Flame Sword Melee Level 21, Flamethrower Sweeping Fire arc with increased Critical chance Level 21: 75-86 Fire, +15% Critical chance, 46 EP Level 24: 84-96 Fire, +19% Critical chance, 52 EP Level 27: 94-107 Fire, +23% Critical chance, 59 EP Level 30: 104-117 Fire, +28% Critical chance, 65 EP Level 33: 113-128 Fire, +32% Critical chance, 72 EP Level 36: 123-139 Fire, +36% Critical chance, 79 EP Level 39: 133-149 Fire, +40% Critical chance, 85 EP Level 41: 142-160 Fire, +45% Critical chance, 92 EP Level 45: 152-170 Fire, +49% Critical chance, 98 EP Level 48: 162-181 Fire, +53% Critical chance, 105 EP Level 51: 171-192 Fire, +58% Critical chance, 112 EP Level 54: 181-202 Fire, +62% Critical chance, 118 EP Level 57: 191-213 Fire, +66% Critical chance, 125 EP Level 60: 201-224 Fire, +71% Critical chance, 132 EP Inferno Projectile Level 21, Blazing Barrage A fireball with lingering fire damage Level 21: 59-68 Fire, 3-5 Fire/Second, 72 EP Level 24: 66-75 Fire, 8-10 Fire/Second, 80 EP Level 28: 73-83 Fire, 13-16 Fire/Second, 88 EP Level 32: 80-91 Fire, 17-21 Fire/Second, 95 EP Level 35: 87-99 Fire, 23-27 Fire/Second, 104 EP Level 39: 94-107 Fire, 28-33 Fire/Second, 112 EP Level 43: 101-114 Fire, 32-38 Fire/Second, 119 EP Level 46: 108-122 Fire, 37-44 Fire/Second, 127 EP Level 50: 115-130 Fire, 43-49 Fire/Second, 136 EP Level 54: 122-138 Fire, 47-55 Fire/Second, 143 EP Level 58: 130-146 Fire, 53-61 Fire/Second, 152 EP SUPER NOVA Radial Level 15 Fire + Radiation damage (like you couldn't figure that from the abilities) Level 15: 37-43 Fire, 72-82 Radiation Level 20: 42-49 Fire, 80-90 Radiation Level 25: 48-56 Fire, 88-99 Radiation Level 30: 54-62 Fire, 96-108 Radiation Level 35: 60-69 Fire, 104-117 Radiation Level 39: 65-75 Fire, 112-126 Radiation Level 45: 72-82 Fire, 121-135 Radiation RISING SUN Boost Level 20 Invincibility + double damage Level 20: +100% Damage, 15 Seconds Level 25: +100% damage, 22 seconds Level 30: +100% damage, 30 seconds Level 35: +100% damage, 37 seconds Level 40: +100% damage, 45 seconds Flaming Fury Boost Level 14 Adds Fire damage to whole party's melee + increases ATK Level 14: +5% Fire, +20% ATK, 13 Seconds, 132 EP Level 17: +8% Fire, +30% ATK, 15 Seconds, 157 EP Level 20: +11% Fire, +39% ATK, 18 Seconds, 183 EP Level 23: +14% Fire, +48% ATK, 21 Seconds, 208 EP Level 26: +17% Fire, +58% ATK, 24 Seconds, 234 EP Level 29: +19% Fire, +67% ATK, 27 Seconds, 260 EP Level 32: +22% Fire, +76% ATK, 29 Seconds, 285 EP Level 35: +25% Fire, +86% ATK, 32 Seconds, 311 EP Level 38: +28% Fire, +95% ATK, 35 Seconds, 336 EP Level 40: +31% Fire, +104% ATK, 38 Seconds, 362 EP Level 44: +33% Fire, +114% ATK, 41 Seconds, 388 EP Level 46: +36% Fire, +123% ATK, 43 Seconds, 413 EP Level 50: +39% Fire, +132% ATK, 46 Seconds, 439 EP Level 53: +42% Fire, +142% ATK, 49 Seconds, 464 EP Level 56: +45% Fire, +151% ATK, 52 Seconds, 490 EP Level 59: +47% Fire, +160% ATK, 55 Seconds, 516 EP Ion Shield Boost Level 28, Flaming Fury Increase DEF + damage enemies that touch Level 28: +1 DEF, 3-5 Fire/Second, 13 Seconds, 236 EP Level 31: +1 DEF, 4-7 Fire/Second, 17 Seconds, 262 EP Level 34: +1 DEF, 6-9 Fire/Second, 21 Seconds, 289 EP Level 36: +1 DEF, 8-11 Fire/Second, 25 Seconds, 316 EP Level 40: +1 DEF, 10-13 Fire/Second, 29 Seconds, 343 EP Level 43: +2 DEF, 12-15 Fire/Second, 34 Seconds, 370 EP Level 45: +2 DEF, 13-17 Fire/Second, 38 Seconds, 396 EP Level 48: +2 DEF, 15-19 Fire/Second, 42 Seconds, 423 EP Level 52: +2 DEF, 17-21 Fire/Second, 46 Seconds, 450 EP Level 54: +2 DEF, 19-23 Fire/Second, 50 Seconds, 477 EP Level 58: +2 DEF, 21-26 Fire/Second, 55 Seconds, 504 EP Fire Mastery Passive none Increase Fire damage and chance for critical Level 1: +5% Damage, +1% Critical Chance Level 1: +9% Damage, +1% Critical Chance Level 1: +12% Damage, +2% Critical Chance Level 1: +15% Damage, +2% Critical Chance Level 1: +18% Damage, +3% Critical Chance Level 1: +22% Damage, +3% Critical Chance Level 1: +25% Damage, +4% Critical Chance Level 1: +28% Damage, +4% Critical Chance Level 1: +31% Damage, +5% Critical Chance Level 1: +34% Damage, +5% Critical Chance Level 1: +38% Damage, +6% Critical Chance Level 1: +41% Damage, +6% Critical Chance Level 1: +44% Damage, +7% Critical Chance Level 1: +47% Damage, +7% Critical Chance Level 1: +50% Damage, +8% Critical Chance NOTE: The levels here aren't typos. Sunfire just kicks that much ass. Elemental Combat Passive none Add Fire damage to melee attacks Level 1: +50% Damage as Fire Level 1: +65% Damage as Fire Level 1: +80% Damage as Fire Level 1: +95% Damage as Fire Level 1: +110% Damage as Fire Level 1: +125% Damage as Fire Level 1: +140% Damage as Fire Level 1: +155% Damage as Fire Level 1: +170% Damage as Fire Level 1: +185% Damage as Fire Level 1: +200% Damage as Fire Level 1: +215% Damage as Fire Level 1: +230% Damage as Fire Level 1: +245% Damage as Fire Level 1: +260% Damage as Fire NOTE: The levels here aren't typos. Sunfire just kicks that much ass. Ionize Passive none Increase all resistances and Fire Level 1: +5% for all Resistances, +25% Resist to Fire Level 1: +8% for all Resistances, +30% Resist to Fire Level 1: +11% for all Resistances, +35% Resist to Fire Level 1: +14% for all Resistances, +41% Resist to Fire Level 1: +17% for all Resistances, +46% Resist to Fire Level 1: +20% for all Resistances, +51% Resist to Fire Level 1: +23% for all Resistances, +57% Resist to Fire Level 1: +26% for all Resistances, +62% Resist to Fire Level 1: +29% for all Resistances, +67% Resist to Fire Level 1: +32% for all Resistances, +73% Resist to Fire Level 1: +35% for all Resistances, +78% Resist to Fire Level 1: +38% for all Resistances, +84% Resist to Fire Level 1: +41% for all Resistances, +89% Resist to Fire Level 1: +44% for all Resistances, +94% Resist to Fire Level 1: +47% for all Resistances, +100% Resist to Fire NOTE: The levels here aren't typos. Sunfire just kicks that much ass. Flight Ability none Allows flight and improves flight mastery Level 1: 10 EP/Second Level 2: 8 EP/Second Level 3: 6 EP/Second Level 4: 4 EP/Second Level 5: 3 EP/Second Mutant Master Passive Level 7 Increase EP Regeneration rate Level 7: +30% EP Regeneration Level 8: +42% EP Regeneration Level 9: +54% EP Regeneration Level 10: +66% EP Regeneration Level 11: +78% EP Regeneration Level 11: +90% EP Regeneration Level 13: +102% EP Regeneration Level 14: +114% EP Regeneration Level 15: +126% EP Regeneration Level 15: +138% EP Regeneration Level 16: +150% EP Regeneration Level 17: +162% EP Regeneration Level 19: +174% EP Regeneration Level 19: +186% EP Regeneration Level 21: +198% EP Regeneration ------------------------------------------------------------------------------ Toad (SKLTOA) Hammer Kick Melee none Melee + Lowers enemy DEF Level 1: +250% Physical, +15% ATK, -5% Enemy DEF, 3.0 Seconds, 10 EP Level 4: +280% Physical, +19% ATK, -5% Enemy DEF, 3.2 Seconds, 14 EP Level 7: +310% Physical, +23% ATK, -6% Enemy DEF, 3.4 Seconds, 18 EP Level 9: +340% Physical, +27% ATK, -7% Enemy DEF, 3.6 Seconds, 23 EP Level 13: +370% Physical, +30% ATK, -7% Enemy DEF, 3.8 Seconds, 27 EP Level 15: +400% Physical, +34% ATK, -8% Enemy DEF, 4.1 Seconds, 32 EP Level 18: +430% Physical, +38% ATK, -9% Enemy DEF, 4.3 Seconds, 36 EP Level 21: +460% Physical, +41% ATK, -10% Enemy DEF, 4.5 Seconds, 40 EP Level 25: +490% Physical, +45% ATK, -10% Enemy DEF, 4.7 Seconds, 45 EP Level 28: +520% Physical, +49% ATK, -11% Enemy DEF, 4.9 Seconds, 49 EP Level 30: +550% Physical, +52% ATK, -12% Enemy DEF, 5.1 Seconds, 54 EP Level 33: +580% Physical, +56% ATK, -13% Enemy DEF, 5.3 Seconds, 58 EP Level 36: +610% Physical, +60% ATK, -13% Enemy DEF, 5.5 Seconds, 63 EP Level 40: +640% Physical, +63% ATK, -14% Enemy DEF, 5.7 Seconds, 67 EP Level 42: +670% Physical, +67% ATK, -15% Enemy DEF, 5.9 Seconds, 71 EP Level 45: +700% Physical, +71% ATK, -16% Enemy DEF, 6.2 Seconds, 76 EP Level 49: +730% Physical, +75% ATK, -16% Enemy DEF, 6.4 Seconds, 80 EP Level 51: +760% Physical, +78% ATK, -17% Enemy DEF, 6.6 Seconds, 85 EP Level 55: +790% Physical, +82% ATK, -18% Enemy DEF, 6.8 Seconds, 89 EP Level 58: +820% Physical, +85% ATK, -19% Enemy DEF, 7.0 Seconds, 94 EP Tongue Strike Melee Level 7 Tongue attack + Stun Level 7: +310% Physical, +25% ATK, 1.0 Second Stun, 18 EP Level 10: +340% Physical, +30% ATK, 1.2 Second Stun, 22 EP Level 13: +370% Physical, +34% ATK, 1.4 Second Stun, 26 EP Level 15: +400% Physical, +38% ATK, 1.5 Second Stun, 31 EP Level 19: +430% Physical, +42% ATK, 1.7 Second Stun, 35 EP Level 21: +460% Physical, +46% ATK, 1.9 Second Stun, 40 EP Level 24: +490% Physical, +50% ATK, 2.1 Second Stun, 44 EP Level 27: +520% Physical, +54% ATK, 2.2 Second Stun, 49 EP Level 31: +550% Physical, +58% ATK, 2.4 Second Stun, 53 EP Level 33: +580% Physical, +63% ATK, 2.6 Second Stun, 58 EP Level 36: +610% Physical, +67% ATK, 2.8 Second Stun, 62 EP Level 39: +640% Physical, +71% ATK, 2.9 Second Stun, 67 EP Level 42: +670% Physical, +75% ATK, 3.1 Second Stun, 71 EP Level 46: +700% Physical, +79% ATK, 3.3 Second Stun, 76 EP Level 48: +730% Physical, +83% ATK, 3.5 Second Stun, 80 EP Level 52: +760% Physical, +87% ATK, 3.6 Second Stun, 85 EP Level 55: +790% Physical, +91% ATK, 3.8 Second Stun, 89 EP Level 58: +820% Physical, +95% ATK, 4.0 Second Stun, 94 EP Mucous Spit Projectile Level 14 Explosive projectile; leaves sticky spot on ground (Eww...) Level 14: 53-61 Physical, 4.0 Second spot, 26 EP Level 17: 62-71 Physical, 4.3 Second spot, 30 EP Level 20: 72-82 Physical, 4.5 Second spot, 35 EP Level 23: 82-92 Physical, 4.8 Second spot, 40 EP Level 26: 91-103 Physical, 5.1 Second spot, 44 EP Level 29: 101-114 Physical, 5.3 Second spot, 49 EP Level 32: 111-124 Physical, 5.6 Second spot, 54 EP Level 35: 120-135 Physical, 5.9 Second spot, 58 EP Level 38: 130-145 Physical, 6.1 Second spot, 63 EP Level 40: 139-156 Physical, 6.4 Second spot, 67 EP Level 44: 149-167 Physical, 6.7 Second spot, 72 EP Level 46: 159-177 Physical, 6.9 Second spot, 77 EP Level 50: 169-188 Physical, 7.2 Second spot, 82 EP Level 53: 178-198 Physical, 7.5 Second spot, 86 EP Level 56: 188-209 Physical, 7.7 Second spot, 91 EP Level 59: 198-220 Physical, 8.0 Second spot, 96 EP Tongue Lash Melee Level 21, Hammer Kick Wider Tongue attack + Popup Level 21: +270% Physical, +40% ATK, 38 EP Level 24: +289% Physical, +49% ATK, 43 EP Level 27: +307% Physical, +58% ATK, 48 EP Level 30: +326% Physical, +66% ATK, 54 EP Level 33: +344% Physical, +75% ATK, 59 EP Level 36: +363% Physical, +84% ATK, 64 EP Level 39: +381% Physical, +92% ATK, 70 EP Level 41: +400% Physical, +101% ATK, 75 EP Level 45: +418% Physical, +109% ATK, 81 EP Level 48: +437% Physical, +118% ATK, 86 EP Level 51: +455% Physical, +127% ATK, 91 EP Level 54: +474% Physical, +135% ATK, 97 EP Level 57: +492% Physical, +144% ATK, 102 EP Level 60: +510% Physical, +152% ATK, 108 EP Noxious Spew Projectile Level 28, Mucous Spit Radiation projectile that splits to multiple enemies Level 28: 72-82 Radiation main target, 21-26 Physical secondary target, 54 EP Level 31: 78-89 Radiation main target, 25-30 Physical secondary target, 60 EP Level 34: 85-97 Radiation main target, 30-35 Physical secondary target, 66 EP Level 36: 92-104 Radiation main target, 34-40 Physical secondary target, 71 EP Level 40: 99-112 Radiation main target, 39-45 Physical secondary target, 78 EP Level 43: 106-119 Radiation main target, 43-50 Physical secondary target, 84 EP Level 45: 112-126 Radiation main target, 47-55 Physical secondary target, 89 EP Level 48: 119-134 Radiation main target, 52-60 Physical secondary target, 95 EP Level 52: 126-142 Radiation main target, 57-65 Physical secondary target, 102 EP Level 54: 133-149 Radiation main target, 61-70 Physical secondary target, 107 EP Level 58: 140-157 Radiation main target, 66-75 Physical secondary target, 114 EP Leap Attack Charge Level 28, Tongue Lash Leap for radial damage (hold for longer leap) Level 28: +350% Physical, 40 Knockback, 48 EP Level 30: +370% Physical, 98 Knockback, 53 EP Level 32: +390% Physical, 156 Knockback, 59 EP Level 35: +410% Physical, 213 Knockback, 64 EP Level 37: +430% Physical, 272 Knockback, 70 EP Level 40: +450% Physical, 330 Knockback, 76 EP Level 42: +470% Physical, 387 Knockback, 81 EP Level 44: +490% Physical, 445 Knockback, 87 EP Level 47: +510% Physical, 504 Knockback, 92 EP Level 49: +530% Physical, 561 Knockback, 98 EP Level 52: +550% Physical, 620 Knockback, 104 EP TONGUE WHIP Radial Level 15 360 degree tongue strike Level 15: +550% Physical, +75% EP Level 20: +700% Physical, +99% EP Level 25: +850% Physical, +122% EP Level 30: +1000% Physical, +145% EP Level 35: +1150% Physical, +169% EP Level 39: +1300% Physical, +192% EP Level 45: +1450% Physical, +215% EP PLUNDER Boost Level 20 Increase Potion and Techbits dropped by enemies Level 20: 300% Posiotns dropped, 200% Techbits dropped, 15 Seconds Level 25: 300% Potions dropped, 200% Techbits dropped, 22 Seconds Level 30: 300% Potions dropped, 200% Techbits dropped, 30 Seconds Level 35: 300% Potions dropped, 200% Techbits dropped, 37 Seconds Level 40: 300% Potions dropped, 200% Techbits dropped, 45 Seconds Secretion Boost none Increase whole party's Movement speed & melee damage Level 1: +10% Movement Speed, +30% Damage, 13 Seconds, 40 EP Level 4: +13% Movement Speed, +33% Damage, 15 Seconds, 57 EP Level 7: +15% Movement Speed, +36% Damage, 17 Seconds, 75 EP Level 9: +17% Movement Speed, +39% Damage, 19 Seconds, 93 EP Level 13: +19% Movement Speed, +42% Damage, 21 Seconds, 110 EP Level 15: +22% Movement Speed, +45% Damage, 24 Seconds, 128 EP Level 18: +24% Movement Speed, +48% Damage, 26 Seconds, 146 EP Level 21: +26% Movement Speed, +51% Damage, 28 Seconds, 163 EP Level 25: +28% Movement Speed, +54% Damage, 30 Seconds, 181 EP Level 28: +30% Movement Speed, +57% Damage, 32 Seconds, 199 EP Level 30: +33% Movement Speed, +60% Damage, 35 Seconds, 216 EP Level 33: +35% Movement Speed, +63% Damage, 37 Seconds, 234 EP Level 36: +37% Movement Speed, +66% Damage, 39 Seconds, 252 EP Level 40: +39% Movement Speed, +69% Damage, 41 Seconds, 269 EP Level 42: +41% Movement Speed, +72% Damage, 43 Seconds, 287 EP Level 45: +44% Movement Speed, +75% Damage, 46 Seconds, 305 EP Level 49: +46% Movement Speed, +78% Damage, 48 Seconds, 322 EP Level 51: +48% Movement Speed, +81% Damage, 50 Seconds, 340 EP Level 55: +50% Movement Speed, +84% Damage, 52 Seconds, 358 EP Level 58: +52% Movement Speed, +86% Damage, 55 Seconds, 376 EP Taunt Debuff Level 14, Secretion Taunt nearby enemies into attacking Toad; lowers their stats Level 14: -10% ATK, -10% DEF, 7 Seconds, 100 EP Level 17: -12% ATK & DEF, 7 Seconds, 118 EP Level 20: -15% ATK & DEF, 8 Seconds, 137 EP Level 23: -18% ATK & DEF, 9 Seconds, 156 EP Level 26: -21% ATK & DEF, 10 Seconds, 175 EP Level 29: -24% ATK & DEF, 11 Seconds, 194 EP Level 32: -26% ATK & DEF, 12 Seconds, 213 EP Level 35: -29% ATK & DEF, 13 Seconds, 232 EP Level 38: -32% ATK & DEF, 14 Seconds, 251 EP Level 40: -35% ATK & DEF, 15 Seconds, 270 EP Level 44: -37% ATK & DEF, 16 Seconds, 289 EP Level 46: -40% ATK & DEF, 17 Seconds, 308 EP Level 50: -43% ATK & DEF, 18 Seconds, 327 EP Level 53: -46% ATK & DEF, 19 Seconds, 346 EP Level 56: -49% ATK & DEF, 20 Seconds, 365 EP Level 59: -52% ATK & DEF, 21 Seconds, 384 EP Block Ability Level 7 Block all attack damage by reducing EP Level 7: 100% EP per damage blocked Level 10: 87% EP per damage blocked Level 14: 75% EP per damage blocked Level 17: 62% EP per damage blocked Level 21: 50% EP per damage blocked Spit Mastery Passive Level 14, Mutant Master Increase Spit damage and chance for critical Level 14: +5% Damage, +1% Critical Chance Level 15: +9% Damage, +2% Critical Chance Level 17: +12% Damage, +2% Critical Chance Level 18: +15% Damage, +3% Critical Chance Level 20: +18% Damage, +3% Critical Chance Level 21: +22% Damage, +4% Critical Chance Level 23: +25% Damage, +4% Critical Chance Level 24: +28% Damage, +5% Critical Chance Level 26: +31% Damage, +5% Critical Chance Level 27: +34% Damage, +6% Critical Chance Level 28: +38% Damage, +6% Critical Chance Level 30: +41% Damage, +7% Critical Chance Level 32: +44% Damage, +7% Critical Chance Level 33: +47% Damage, +8% Critical Chance Level 35: +50% Damage, +8% Critical Chance Tongue Mastery Passive Level 21, Mutant Master Increase Tongue damage and chance for critical Level 21: +5% Damage, +1% Critical Chance Level 22: +9% Damage, +2% Critical Chance Level 23: +12% Damage, +2% Critical Chance Level 24: +15% Damage, +3% Critical Chance Level 25: +18% Damage, +3% Critical Chance Level 25: +22% Damage, +4% Critical Chance Level 27: +25% Damage, +4% Critical Chance Level 28: +28% Damage, +5% Critical Chance Level 29: +31% Damage, +5% Critical Chance Level 29: +34% Damage, +6% Critical Chance Level 30: +38% Damage, +6% Critical Chance Level 31: +41% Damage, +7% Critical Chance Level 33: +44% Damage, +7% Critical Chance Level 33: +47% Damage, +8% Critical Chance Level 35: +50% Damage, +8% Critical Chance Critical Strike Passive none Increase chance for Criticals for Melee attacks Level 1: +5% Level 2: +7% Level 3: +9% Level 4: +11% Level 5: +13% Level 5: +15% Level 7: +17% Level 8: +19% Level 9: +21% Level 9: +23% Level 10: +25% Level 11: +27% Level 13: +29% Level 13: +31% Level 15: +33% Mutant Master Passive Level 7 Increase EP Regeneration rate Level 7: +30% EP Regeneration Level 8: +42% EP Regeneration Level 9: +54% EP Regeneration Level 10: +66% EP Regeneration Level 11: +78% EP Regeneration Level 11: +90% EP Regeneration Level 13: +102% EP Regeneration Level 14: +114% EP Regeneration Level 15: +126% EP Regeneration Level 15: +138% EP Regeneration Level 16: +150% EP Regeneration Level 17: +162% EP Regeneration Level 19: +174% EP Regeneration Level 19: +186% EP Regeneration Level 21: +198% EP Regeneration ------------------------------------------------------------------------------ Wolverine (SKLWOL) Feral Slash Melee none Increased melee attack + knockback Level 1: +300% Physical, 40 Knockback, 10 EP Level 4: +337% Physical, 50 Knockback, 14 EP Level 7: +373% Physical, 61 Knockback, 18 EP Level 9: +409% Physical, 72 Knockback, 22 EP Level 13: +446% Physical, 83 Knockback, 27 EP Level 15: +482% Physical, 93 Knockback, 31 EP Level 18: +518% Physical, 104 Knockback, 35 EP Level 21: +555% Physical, 115 Knockback, 40 EP Level 25: +591% Physical, 126 Knockback, 44 EP Level 28: +627% Physical, 137 Knockback, 48 EP Level 30: +664% Physical, 147 Knockback, 53 EP Level 33: +700% Physical, 158 Knockback, 57 EP Level 36: +736% Physical, 169 Knockback, 61 EP Level 40: +773% Physical, 180 Knockback, 66 EP Level 42: +809% Physical, 191 Knockback, 70 EP Level 45: +845% Physical, 201 Knockback, 74 EP Level 49: +882% Physical, 212 Knockback, 79 EP Level 51: +918% Physical, 223 Knockback, 83 EP Level 55: +954% Physical, 234 Knockback, 87 EP Level 58: +990% Physical, 245 Knockback, 92 EP Claw Flurry Melee Level 7, Feral Slash Increased melee attack + stun Level 7: +210% Physical, 1 Second Stun, 16 EP Level 10: +228% Physical, 1 Second Stun, 20 EP Level 13: +245% Physical, 1 Second Stun, 24 EP Level 15: +262% Physical, 1 Second Stun, 27 EP Level 19: +279% Physical, 1 Second Stun, 32 EP Level 21: +296% Physical, 1 Second Stun, 35 EP Level 24: +313% Physical, 1 Second Stun, 39 EP Level 27: +330% Physical, 2 Second Stun, 43 EP Level 31: +347% Physical, 2 Second Stun, 48 EP Level 33: +364% Physical, 2 Second Stun, 51 EP Level 36: +381% Physical, 2 Second Stun, 55 EP Level 39: +398% Physical, 2 Second Stun, 59 EP Level 42: +415% Physical, 2 Second Stun, 63 EP Level 46: +432% Physical, 3 Second Stun, 68 EP Level 48: +449% Physical, 3 Second Stun, 71 EP Level 52: +466% Physical, 3 Second Stun, 76 EP Level 55: +483% Physical, 3 Second Stun, 80 EP Level 58: +500% Physical, 3 Second Stun, 84 EP Bloodlust Melee Level 14, Feral Slash Increased melee attack as Bleed damage Level 14: +440% Bleed over 3 Seconds, 44 EP Level 17: +453% Bleed over 3 Seconds, 47 EP Level 20: +466% Bleed over 3 Seconds, 50 EP Level 23: +480% Bleed over 3 Seconds, 53 EP Level 26: +493% Bleed over 3 Seconds, 56 EP Level 29: +506% Bleed over 3 Seconds, 60 EP Level 32: +520% Bleed over 3 Seconds, 63 EP Level 35: +533% Bleed over 3 Seconds, 66 EP Level 38: +546% Bleed over 3 Seconds, 69 EP Level 40: +560% Bleed over 3 Seconds, 72 EP Level 44: +573% Bleed over 3 Seconds, 76 EP Level 46: +586% Bleed over 3 Seconds, 79 EP Level 50: +600% Bleed over 3 Seconds, 82 EP Level 53: +613% Bleed over 3 Seconds, 85 EP Level 56: +626% Bleed over 3 Seconds, 88 EP Level 59: +640% Bleed over 3 Seconds, 92 EP Eviscerate Melee Level 21, Claw Flurry Increased melee attack + Extra damage taken Level 21: +675% Physical, +50% damage taken for 4 Seconds, 42 EP Level 24: +720% Physical, +53% damage taken for 4 Seconds, 48 EP Level 27: +764% Physical, +55% damage taken for 4 Seconds, 54 EP Level 30: +800% Physical, +57% damage taken for 4 Seconds, 60 EP Level 33: +852% Physical, +59% damage taken for 4 Seconds, 66 EP Level 36: +897% Physical, +61% damage taken for 4 Seconds, 72 EP Level 39: +941% Physical, +63% damage taken for 4 Seconds, 78 EP Level 41: +985% Physical, +66% damage taken for 4 Seconds, 83 EP Level 45: +1029% Physical, +68% damage taken for 4 Seconds, 90 EP Level 48: +1074% Physical, +70% damage taken for 4 Seconds, 96 EP Level 51: +1118% Physical, +72% damage taken for 4 Seconds, 102 EP Level 54: +1162% Physical, +74% damage taken for 4 Seconds, 108 EP Level 57: +1206% Physical, +76% damage taken for 4 Seconds, 114 EP Level 60: +1250% Physical, +78% damage taken for 4 Seconds, 120 EP Lethal Lunge Melee Level 28, Bloodlust Increased melee attack + Knockback & chance of KO Level 28: +575% Physical, 25% chance of KO, 40 Knockback, 40 EP Level 29: +608% Physical, 30% chance of KO, 98 Knockback, 44 EP Level 30: +640% Physical, 36% chance of KO, 156 Knockback, 48 EP Level 32: +673% Physical, 41% chance of KO, 213 Knockback, 53 EP Level 33: +705% Physical, 47% chance of KO, 272 Knockback, 57 EP Level 35: +738% Physical, 52% chance of KO, 330 Knockback, 62 EP Level 36: +770% Physical, 58% chance of KO, 387 Knockback, 66 EP Level 37: +803% Physical, 63% chance of KO, 445 Knockback, 70 EP Level 39: +835% Physical, 69% chance of KO, 504 Knockback, 75 EP Level 40: +868% Physical, 74% chance of KO, 561 Knockback, 79 EP Level 42: +900% Physical, 80% chance of KO, 620 Knockback, 84 EP Claw Frenzy Melee Level 28, Eviscerate Increased melee attack + Increased Speed for Wolverine Level 28: +340% Physical, +10% Speed for 3 Seconds, 44 EP Level 31: +360% Physical, +10% Speed for 3 Seconds, 48 EP Level 34: +380% Physical, +11% Speed for 3 Seconds, 53 EP Level 36: +400% Physical, +12% Speed for 4 Seconds, 58 EP Level 40: +420% Physical, +12% Speed for 4 Seconds, 63 EP Level 43: +440% Physical, +13% Speed for 5 Seconds, 68 EP Level 45: +460% Physical, +14% Speed for 5 Seconds, 72 EP Level 48: +480% Physical, +14% Speed for 5 Seconds, 77 EP Level 52: +500% Physical, +15% Speed for 6 Seconds, 82 EP Level 54: +520% Physical, +16% Speed for 6 Seconds, 87 EP Level 58: +540% Physical, +17% Speed for 7 Seconds, 92 EP BERSERKER FURY Radial Level 15 Increased melee attack for multiple targets Level 15: +650% Physical, 3 Targets Level 20: +784% Physical, 4 Targets Level 25: +917% Physical, 5 Targets Level 30: +1050% Physical, 6 Targets Level 35: +1184% Physical, 7 Targets Level 39: +1317% Physical, 8 Targets Level 45: +1450% Physical, 10 Targets RUDE AWAKENING Boost Level 20 Resurrection if death is while ability's running Level 20: 10% of max HP, 180 seconds Level 25: 26% of max HP, 210 seconds Level 30: 42% of max HP, 240 seconds Level 34: 58% of max HP, 270 seconds Level 40: 75% of max HP, 300 seconds Berserker Rage Boost none Increase DEF and speed Level 1: +40% DEF, +10% Speed, 13 Seconds, 32 EP Level 4: +48% DEF, +14% Speed, 15 Seconds, 46 EP Level 7: +55% DEF, +18% Speed, 17 Seconds, 60 EP Level 10: +63% DEF, +22% Speed, 19 Seconds, 74 EP Level 13: +70% DEF, +26% Speed, 21 Seconds, 89 EP Level 16: +77% DEF, +30% Speed, 24 Seconds, 103 EP Level 19: +85% DEF, +34% Speed, 26 Seconds, 117 EP Level 22: +92% DEF, +38% Speed, 28 Seconds, 132 EP Level 25: +99% DEF, +42% Speed, 30 Seconds, 146 EP Level 28: +107% DEF, +46% Speed, 32 Seconds, 160 EP Level 31: +114% DEF, +50% Speed, 35 Seconds, 175 EP Level 34: +122% DEF, +54% Speed, 37 Seconds, 189 EP Level 37: +129% DEF, +58% Speed, 39 Seconds, 203 EP Level 40: +136% DEF, +62% Speed, 41 Seconds, 218 EP Level 43: +144% DEF, +66% Speed, 43 Seconds, 232 EP Level 46: +151% DEF, +70% Speed, 46 Seconds, 246 EP Level 49: +158% DEF, +74% Speed, 48 Seconds, 261 EP Level 52: +166% DEF, +78% Speed, 50 Seconds, 275 EP Level 55: +173% DEF, +82% Speed, 52 Seconds, 289 EP Level 59: +180% DEF, +85% Speed, 55 Seconds, 304 EP Scream Debuff Level 14, Berserker Rage Decrease enemy DEF and cause them to run Level 14: -20% DEF, 2 Seconds, 84 EP Level 17: -22% DEF, 2 Seconds, 98 EP Level 20: -25% DEF, 2 Seconds, 113 EP Level 23: -28% DEF, 2 Seconds, 128 EP Level 26: -31% DEF, 3 Seconds, 143 EP Level 29: -34% DEF, 3 Seconds, 158 EP Level 32: -36% DEF, 3 Seconds, 173 EP Level 35: -39% DEF, 3 Seconds, 188 EP Level 38: -42% DEF, 4 Seconds, 203 EP Level 40: -45% DEF, 4 Seconds, 218 EP Level 44: -48% DEF, 4 Seconds, 233 EP Level 46: -50% DEF, 4 Seconds, 248 EP Level 50: -53% DEF, 5 Seconds, 263 EP Level 53: -56% DEF, 5 Seconds, 278 EP Level 56: -59% DEF, 5 Seconds, 293 EP Level 59: -62% DEF, 6 Seconds, 308 EP Block Ability Level 7 Block all attack damage by reducing EP Level 7: 100% EP per damage blocked Level 10: 87% EP per damage blocked Level 14: 75% EP per damage blocked Level 17: 62% EP per damage blocked Level 21: 50% EP per damage blocked Claw Master Passive none Increase Claw damage and chance for critical Level 1: +5% Damage, +1% Critical Chance Level 1: +9% Damage, +1% Critical Chance Level 1: +12% Damage, +2% Critical Chance Level 1: +15% Damage, +2% Critical Chance Level 1: +18% Damage, +3% Critical Chance Level 1: +22% Damage, +3% Critical Chance Level 1: +25% Damage, +4% Critical Chance Level 1: +28% Damage, +4% Critical Chance Level 1: +31% Damage, +5% Critical Chance Level 1: +34% Damage, +5% Critical Chance Level 1: +38% Damage, +6% Critical Chance Level 1: +41% Damage, +6% Critical Chance Level 1: +44% Damage, +7% Critical Chance Level 1: +47% Damage, +7% Critical Chance Level 1: +50% Damage, +8% Critical Chance NOTE: The levels here aren't typos. Wolverine just kicks that much ass. Enhanced Senses Passive none Increase ATK and DEF Level 1: +10% ATK, +5% DEF Level 1: +15% ATK, +10% DEF Level 1: +20% ATK, +15% DEF Level 1: +25% ATK, +20% DEF Level 1: +30% ATK, +25% DEF Level 1: +35% ATK, +30% DEF Level 1: +40% ATK, +35% DEF Level 1: +45% ATK, +40% DEF Level 1: +50% ATK, +45% DEF Level 1: +55% ATK, +50% DEF Level 1: +60% ATK, +55% DEF, Reveals hidden enemies Level 1: +65% ATK, +60% DEF, Reveals hidden enemies Level 1: +70% ATK, +65% DEF, Reveals hidden enemies Level 1: +75% ATK, +70% DEF, Reveals hidden enemies Level 1: +80% ATK, +75% DEF, Reveals hidden enemies NOTE: The levels here aren't typos. Wolverine just kicks that much ass. Strong Willed Passive none Increase all resistances Level 1: +5% for all Resistances Level 1: +8% for all Resistances Level 1: +11% for all Resistances Level 1: +14% for all Resistances Level 1: +17% for all Resistances Level 1: +20% for all Resistances Level 1: +23% for all Resistances Level 1: +26% for all Resistances Level 1: +29% for all Resistances Level 1: +32% for all Resistances Level 1: +35% for all Resistances Level 1: +38% for all Resistances Level 1: +41% for all Resistances Level 1: +44% for all Resistances Level 1: +47% for all Resistances NOTE: The levels here aren't typos. Wolverine just kicks that much ass. Regeneration Passive none Heal over time Level 1: 1.0% of max HP every 6 Seconds Level 1: 1.4% of max HP every 6 Seconds Level 1: 1.7% of max HP every 6 Seconds Level 1: 2.1% of max HP every 6 Seconds Level 1: 2.4% of max HP every 6 Seconds Level 1: 2.8% of max HP every 6 Seconds Level 1: 3.1% of max HP every 6 Seconds Level 1: 3.5% of max HP every 6 Seconds Level 1: 3.9% of max HP every 6 Seconds Level 1: 4.2% of max HP every 6 Seconds Level 1: 4.6% of max HP every 6 Seconds Level 1: 4.9% of max HP every 6 Seconds Level 1: 5.3% of max HP every 6 Seconds Level 1: 5.6% of max HP every 6 Seconds Level 1: 6.0% of max HP every 6 Seconds NOTE: The levels here aren't typos. Wolverine just kicks that much ass. Might Ability none Increase lifting strength and object damage Level 1: Lift Heavy objects, damage Reinforced walls and objects ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ ITEMS (ITM) ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ Key: Items marked with a @ are Unique (Green Text) Items marked with a * are Rare (Yellow text), and are random, aside from their name. They are character specific, and boost a random character skill. Belts (ITMBLT) Name Effect Apocalypse's Bane@ +75 ATK, +125 DEF, +9% All Resists [Level 25] Bishop's Chain* +Random DEF, +Random to a Skill [Bishop] Bishop's Harness* +Random DEF, +Random to a Skill [Bishop] Cryogenic Booster@ +100 ATK, +300 DEF, Double Cold, +25 Body [Iceman] Cyttorak Enhancer@ +200 ATK, +200 DEF, Immune to Slow, +9% Movement, [Juggernaut] Essence of the Corona@ +50 ATK, +200 DEF, +60 Radiation over 5 Seconds, +50% Radiation Resist [Sunfire] Iceman's Cord* +Random DEF, +Random to a Skill [Iceman] Iceman's Harness* +Random DEF, +Random to a Skill [Iceman] Juggernaut's Cord* +Random DEF, +Random to a Skill [Juggernaut] Juggernaut's Harness* +Random DEF, +Random to a Skill [Juggernaut] Magneto's Harness* +Random DEF, +Random to a Skill [Magneto] Nightcrawler's Belt* +Random DEF, +Random to a Skill [Nightcrawler] Nightcrawler's Cord* +Random DEF, +Random to a Skill [Nightcrawler] Phoenix's Belt* +Random DEF, +Random to a Skill [Jean Grey] Phoenix's Cord* +Random DEF, +Random to a Skill [Jean Grey] Rogue's Cord* +Random DEF, +Random to a Skill [Rogue] Storm's Harness* +Random DEF, +Random to a Skill [Storm] Sunfire's Belt* +Random DEF, +Random to a Skill [Sunfire] Sunfire's Chain* +Random DEF, +Random to a Skill [Sunfire] Toad's Belt* +Random DEF, +Random to a Skill [Toad] Toad's Chain* +Random DEF, +Random to a Skill [Toad] WebSlinger@ +225 DEF, +10 Strike, +20 Speed [Level 35] Gloves (ITMGLV) Name Effect Accellerated Visor@ +250 ATK, +9% Movement, +25 Damage [Cyclops] Cyclops's Gloves* +Random ATK, +Random to a Skill [Cyclops] Fists of Weapon X@ +250 ATK, +125 DEF, +50% Physical damage, +10 Strike [Wolverine] Iceman's Gauntlets* +Random ATK, +Random to a Skill [Iceman] Juggernaut's Bracers* +Random ATK, +Random to a Skill [Juggernaut] Juggernaut's Gloves* +Random ATK, +Random to a Skill [Juggernaut] Magneto's Bracers* +Random ATK, +Random to a Skill [Magneto] Magneto's Gauntlets* +Random ATK, +Random to a Skill [Magneto] Nanocore Staff@ +250 ATK, +100 DEF, +25 Energy, +50% Elemental Resist [Gambit] Nightcrawler's Gauntlets* +Random ATK, +Random to a Skill [Nightcrawler] Orb of Chaos@ +100 ATK, +25% Critical Chance, 29% of Damage turned into EP, +14% All Resists [Scarlet Witch] Phase Pistol@ +225 ATK, +125 DEF, +50 Damage [Bishop] Quantum Swords@ +175 ATK, +125 DEF, +9% Movement rate [Nightcrawler] Scarlet Witch's Bracers* +Random ATK, +Random to a Skill [Scarlet Witch] Storm's Bracers* +Random ATK, +Random to a Skill [Storm] Sunfire's Bracers* +Random ATK, +Random to a Skill [Sunfire] Toad's Gloves* +Random ATK, +Random to a Skill [Toad] Toad's Hammer* +Random ATK, +Random to a Skill [Toad] Touch of Death@ +125 ATK, +100 DEF, +8 EP/KO [Rogue] Touch of the Phoenix@ +250 ATK, +25 Focues, +50% Mental Resist, +8 EP/KO, [Jean Grey] Wolverine's Gloves* +Random ATK, +Random to a Skill [Wolverine] Wolverine's Hammer* +Random ATK, +Random to a Skill [Wolverine] Armors (ITMARM) Name Effect Advanced Magneto Helmet@ +50 ATK, +600 DEF, +75% Mental Resist [Magneto] Amphibian Scales@ +50 ATK, +500 DEF, +9% Movement, +50% Knockback [Toad] Colossus's Coat* +Random DEF, +Random to a Skill [Colossus] Cyclops's Mantle* +Random DEF, +Random to a Skill [Cyclops] Eric the Red's Armor@ +500 DEF, +29% Energy and Elemental Resist [Level 30] Gambit's Armor* +Random DEF, +Random to a Skill [Gambit] Gambit's Mantle* +Random DEF, +Random to a Skill [Gambit] Goddess Mantle@ +600 DEF, +50 Electric, +75% Elemental Resist [Storm] Juggernaut's Coat* +Random DEF, +Random to a Skill [Juggernaut] Magneto's Armor* +Random DEF, +Random to a Skill [Magneto] Magneto's Mantle* +Random DEF, +Random to a Skill [Magneto] Nightcrawler's Mantle* +Random DEF, +Random to a Skill [Nightcrawler] Phoenix's Armor* +Random DEF, +Random to a Skill [Jean Grey] Phoenix's Cloak* +Random DEF, +Random to a Skill [Jean Grey] Phoenix's Mantle* +Random DEF, +Random to a Skill [Jean Grey] Regenerative Plating@ +700 DEF, +25% All Resists, +5 HP Regeneration, +15 Body [Colossus] Rogue's Mantle* +Random DEF, +Random to a Skill [Rogue] Storm's Cloak* +Random DEF, +Random to a Skill [Storm] Sunfire's Armor* +Random DEF, +Random to a Skill [Sunfire] Prefixes and Suffixes are for Enhanced Items (Blue Text). They apply to Rare (Yellow Text) items, but are applied without name. Anyone who's played Diablo 2 knows how this works. Enhanced items can have one Prefix and/or one Suffix. Most Rare Items can have multiple Prefix and/or Suffix Effects, all mixed together. Prefixes (ITMPRE) Prefix Effect Abnormal +2 HP Absolute +7-8 EP/KO Abstract +16 Minimum Damage Accurate +13-20 Energy Amazing +12-14 Damage Angelic +4 Minimum Damage Astonishing +11-18 Electric Astounding +31-38 Damage Avenging +4 Maximum Damage Atomic +60 Radiation over 5 Seconds Celestial +11 Minimum Damage Complete +31-45 Minimum Damage Consuming +4-5 HP/KO Deviant +59 HP Devouring +19-25 HP/KO Divine +1-2 Minimum Damage Elite +36-37 Electric Emitting +15 Radiation over 3 Seconds Epic +82-105 Damage Eternal +85-108 Mental Evolved +102-137 HP Excellent +140 ATK Extreme +42-48 HP Fabulous +21-24 Damage Fantastic +35-42 ATK Flawless +2 Damage Reduction Fortified +2-3 EP/KO Fusion +30 Radiation over 4 Seconds Genetic +10-15 HP Godly +83-108 Energy Healthy +2-3 HP/KO Impressive +22-29 ATK Incredible +22-30 Electric Industrial +2 Maximum Damage Infinite +20-24 EP/KO Inspired +27-30 Energy Legendary +32-44 Damage Reduction Marvelous +3-4 Damage Mythical +6-9 Minimum Damage Nemesis +34-36 Energy Nuclear +120 Radiation over 6 Seconds Optimum +14 Damage Reduction Perpetual +4-5 EP/KO Plutonium +120 Radiation over 6 Seconds Psychic +8-9 Mental Robotic +32-39 Maximum Damage Seasonal +5-10 Electric Sentient +34-38 Mental Spliced +16-18 HP Superior +82-105 Electric Supreme +6-7 Damage Reduction Technical +6-8 Maximum Damage Telepathic +24-26 Mental Terrific +14 ATK Towering +3-5 Damage Reduction Uncanny +9 Energy Visionary +12-19 Mental Vital +7-8 HP/KO Wired +13 Maximum Damage Wondrous +? ATK Suffixes (ITMSUF) Suffix Effect Nature +2-4% All Resists of Agility +1 Speed of Apollo +58% Elemental Resist of Aptitude +9-10 Focus of Ash +54% Radiation Resist of Atlas +30-39 Body of Balance +62-68% Mental Resist of Body +1-2 Body of Calm +21% Mental Resist of Change +11-13 EP of Cooling +10-13% Radiation Resist of Cover +18% Radiation Resist of Defense +17-21 DEF of Dust +12-13% Elemental Resist of Echoes +8-12% Mental Resist of Essence +52-59% Energy Resist of Finesse +15 Speed of Focus +1-2 Focus of Harmony +16-23% All Resists of Honor +? DEF of Immunity +35% All Resists of Intellect +30-39 Focus of Justice +49 DEF of Legend +43 EP of Mystery +10-13% All Resists of Myth +102-139 EP of Physique +7 Body of Power +30-37 Strike of Precision Bypass enemy DEF of Quickness +5-8 Speed of Safety +99 Electric of Science +19-28 EP of Security +31 DEF of Sense +6-7 Focus of Shadow +6-8% All Resists of Shielding +3-5% Radiation Resist of Speed +32-40 Speed of Stamina +3-4 Body of Strength +11-13 Strike of Strife +64-68% Elemental Resist of Striking +1-2 Strike of Survival +3-4 EP of Swiftness +3-4 Speed of Symmetry +12-13 Speed of the Beast +5-8 Strike of the Brute +3-4 Strike of the Earth +24% Elemental Resist of the Hero +3-5% Energy Resist of the Mind +3-5% Mental Resist of the Moon +3-5% Energy Resist of Thought +4 Focus of Vigor +10-13 Body of Webbing +141-167 DEF of Wonder +63-69% Radiation Resist of Zeus +61-69% Electric Resist ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ THE TRIVIA GAME (TTG) ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ Intro The Trivia Game is a nery nice and easy way to get experience. Each Act's Trivia Game questions open up as you start the Act. ------------------------------------------------------------------------------ Act 1 (TTGA1) All questions here are worth 50 XP each Sabretooth's Archenemy is: 3. Wolverine In the video game X-Men: Legends, Iceman had a crush on: 4. Alison Crestmere [you remember, Magma] Juggernaut first appeared in X-Men number: 2. 12 As a young man, Gambit wed and assassin named: 2. Bella Donna Boudreaux What is Victor Creed's mutant code name? 2. Sabretooth Forge has been romantically linked to: 2. Storm While growing up in an orphanage, Cyclops was bullied by a boy named Nathan, who was really: 3. Mister Sinister Which is true of Colossus in his armored form? 4. Even his eyeballs become steel-like Beast was born a mutant because: 1. His father was exposed to a massive amount of radiation What is Apocalypse's real name? 1. En Sabah Nur Before joining the X-Men, Angel was a crime fighter who worked under the name: 4. Avenging Angel Abyss is able to: 2. Pull enemies into an inder-dimensional cavity in his chest Blink's real name is: 4. Clarice Ferguson What is Lorna Dane's X-Men code name? 1. Polaris Blob is originally from: 3. Lubbock, Texas Grizzly worked for which team? 4. Six Pack Why does Lady Deathstrike hate Wolverine? 4. She thinks he stole her father's work in adamantium Quicksilver's mutant power is: 1. Super speed What id Polaris' mutant power? 3. Magnetic manipulation Blink's protector is: 4. Sabretooth Which X-Man saved Polaris from Mesmero? 3. Iceman Before joining the Brotherhood, Blob worked at: 1. A traveling circus What color hair does Polaris have? 2. Green Quicksilver and his sister were raised by: 3. Gypsies What secret project did both Wolverine and Sabretooth both belong to? 4. Weapon X Cable, Domino, Grizzly, George Washington Bridge, Hammer and Kane form what group? 4. Six Pack Blink is able to teleport: 4. As far away as the moon Zealot is the bitter enemy of: 4. Magneto Quicksilver's real name is: 3. Pietro Maximoff Sabretooth made his debut in which Marvel comic book? 3. Iron Fist Jean's psychic powers awoke when: 3. Her friend was hit by a car Juggernaut frequently teams up with which of the following mutants? 2. Black Tom Cassidy Who did Sabretooth have a son with? 3. Mystique What is Lady Deathstrike's real name? 2. Yuriko Oyama Who are the children of Magneto? 4. Scarlet Witch and Quicksilver Which Marvel hero's comic did Mystique first appear in 1978? 3. Ms. Marvel Lady Deathstrike's father developed a process for: 4. Bonding adamantium to bone Abyss works for 3. Apocalypse Where is Genosha located? 2. The Indian Ocean Professor Xavier attended which university? 1. Oxford On average, if Rogue touches a mutant for a minute, how long does she retain that mutant's powers? 3. 60 minutes Which of these mutants can't fly? 4. Wolverine What time traveling team of mutants does Blink belong to? 2. Exiles Who here is not a mutant? 3. Juggernaut What group of criminals did Lady Deathstrike join after her attempt to kill Wolverine failed? 3. The Reavers Blob is able to generate: 4. A gravitational force that makes him immovable What X-Man did Polaris have a relationship with? 2. Havok Forge was contracted by the U.S. government to develop a way to detect an alien race known as: 2. Dire Wraiths Who is Sabretooth's son? 2. Graydon Creed Beast was born in: 3. Dunfee, Illinois ------------------------------------------------------------------------------ Act 2 (TTGA2) All questions here are worth 200 XP each Angel is: 1. Extremely wealthy Wolverine made his debut in 1974 in which comic book series? 3. Incredible Hulk In the video game, X-Men: Legends, what was the name of the base Magneto had in orbit of Earth? 2. Asteroid M Which of the following X-Men was at one time Apocalypse's horseman Death? 2. Wolverine Destiny belonged to which super villain team? 2. The Brotherhood of Evil Mutants Garokk was originally: 2. A british sailor In the video game, X-Men: Legends, who was the first playable character at the very beginning in New York City? 2. Wolverine How many fingers does Nightcrawler have on each hand? 3. Three Who is Ka-Zar's wife? 2. Shanna O'Hara Which person is Mystique not connected to? 3. Mikhail Rasputin Which X-Man was involved romantically with Magneto? 4. Rogue Joseph is a clone of which mutant? 1. Magneto Iceman's real name is: 2. Bobby Drake Who is not a member of the Brotherhood? 3. Lupa As a boy, Nightcrawler's hero was: 3. Errol Flynn Who served alongside Cable in his mercenary group, Six Pack? 3. Domino What is Bishop's mutant power? 2. Absorb energy and rechannel it Ka-Zar's father came to the Savage Land in search of what? 1. Anti-metal What are Forge's powers? 1. Inventing new technology and mystic powers Ka-Zar was originally named: 3. Kevin Plunder Colossus' brother Mikhail first appeared in UNcanny X-Men number: 3. 285 What evil villain is also known as Cain Marko? 3. Juggernaut Heather Cameron is known as which X-Man? 2. Lifeguard Magneto first appeared in 1963 in X-Men number: 1. 1 What name does Magneto go by? 1. Erik Lensherr Mikhail is the brother of: 3. Colossus Colossus first learned he could turn into metal when he: 3. Saved his sister from a runaway tractor In the video game, X-Men: Legends, what was the code name of the young woman the X-Men saved in New York City from Blob and Mystique? 2. Magma Bishop is a time traveler from which century? 3. 21st What is Omega Red's real name? 3. Arkady Gregorovich Nightcrawler was once the leader of which of the following groups? 3. Excalibur Pyro's real name is: 1. St. John Allerdyce Approximately how old is Apocalypse? 3. 5000 yrs old What is Sauron's real name? 4. Karl Lykos Shanna at one time: 2. Worked at a zoo in New York City Death, War, Pestilence, and Famine together form what group? 4. The Four Horsemen What is Pyro's mutant ability? 2. He can control fire What is Sunfire's real name? 1. Shiro Yoshida Ororo Munroe's X-Men code name is: 2. Storm Omega Red's arm coils are made from what material? 3. Carbonadium Toad first appeared in: 3. X-Men number 4 Where is the Savage Land located? 2. Antarctica Who is Mystique's best friend? 4. Destiny The Savage Land is protected from freezing temperatures by: 2. Alien Technology Mikhail Rasputin has been: 1. A Russian cosmonaut Nightcrawler grew up working in a circus as: 2. An acrobat What animal protected Ka-Zar as he grew up in the Savage Land? 3. A sabretooth tiger What was Shanna known as in the Savage Land? 2. Shanna the She-Devil Garokk was ship wrecked in the Savage Land in what time period? 4. 1400s Bishop has a sister named: 3. Shard ------------------------------------------------------------------------------ Act 3 (TTGA3) All questions here are worth 450 XP each Sunfire's sister's code name was: 2. Sunpyre Wolverine wound up killing the father of the woman he loved: 3. Mariko Yashido What Hellfire Club leader first appeared in X-Men number 129 in 1980? 2. Sebastian Shaw Storm was once the leader of which of the following groups? 3. The Morlocks What is Heather Hudson's Alpha Flight code name? 1. Vindicator Who oversaw the Weapon X program during Wolverine's transformation? 3. The Professor Who is not a member of Alpha Flight? 4. Prism Cyclops's father is the captain of a spaceship named: 1. Starjammer Which super team was Wolverine originally intended to lead? 3. Alpha Flight Who is the leader of the team known as the Hellions? 4. Emma Frost Who is Heather Hudson's husband? 2. Guardian There is speculation that Professor Xavier's father at one time: 3. Was part of the Weapon X project that worked on Wolverine Havok's real name is: 3. Alex Summers What is James MacDonald Hudson's Alpha Flight code name? 3. Guardian Which of the following X-Men has also been a member of the Avengers? 3. Wolverine Who saved Apocalypse as a child? 3. Baal The process of bonding adamantium to Wolverine's bones would have killed him if not for: 2. Wolverine's healing power What super hero team does Heather Hudson belong to? 3. Alpha Flight What is Sebastian Shaw's title in the Hellfire Club? 4. Black King Toad is from: 1. England Ororo Munroe, better known as Storm, first appeared in 1975 in which comic book? 2. X-Men Giant-Size number 1 Where did Juggernaut find the Ruby of Cyttorak? 2. Korea Jean Grey's main powers are: 3. Telekinesis, Telepathy What super team does James MacDonald Hudson belong to? 4. Alpha Flight Sebastian Shaw belongs to which New York Social Club? 3. The Hellfire Club Apocalypse first appeared in X-factor number 5 in: 2. 1986 Who headed the facility failed Weapon X experiments, like Deadpool, were sent to? 3. Dr. Killebrew Cable founded which team comprised mostly from former Xavier school students? 3. X-Force The leader of the Brotherhood is: 4. Magneto What is Sebastian Shaw's mutant power? 1. Absorb and rechannel energy Who did Apocalypse kidnap and raise to be as cruel as he is? 2. Stryfe Who took control of Iceman's body and discovered his powers were greater than he realized? 4. Emma Frost Who is James MacDonald Hudson's wife? 3. Vindicator Sugar Man is originally from a timeline where: 3. Xavier is dead and Apocalypse nearly rules the world Magneto once raised a mysterious city from the ocean in what part of the world? 4. The Bermuda Triangle Who was not a subject of the Weapon X project? 3. Shard Betsy Braddock is known as which X-Man? 2. Psylocke Scarlet Witch's real name is: 4. Wanda Maximoff Rogue first appeared in which 1981 comic book? 3. Avengers Annual number 10 Before turning to crime, Pyro was a: 2. Writer Who were students of Emma Frost? 3. The Stepford Cuckoos The Weapon X facility is located in: 3. Canada Infinite Soldiers are clones created by: 4. Mister Sinister Sugar Man is a traveler from which alternate reality? 2. The Age of Apocalypse Sunfire is a member of Japanese super hero team known in English as: 4. Big Hero 6 After escaping from the Weapon X facility Wolverine was discovered and befriended by: 3. James and Heather Hudson What is untrue of Guardian? 1. Is a mutant What does Rogue absorb when she touches people? 4. All the above While working for the government in Dallas, Texas, Forge had a penthouse known as: 1. Eagle's Nest What color is Beast's fur? 2. Blue ------------------------------------------------------------------------------ Act 4 (TTGA4) All questions here are worth 800 XP each Nick Fury is the leader of: 2. SHIELD The mutant sewer dwellers of New York City are known as: 1. The Morlocks What is Wolverine's real name? 2. James Howlet Moira MacTaggart's Mutant Research Facility is located: 2. On Muir Island In World War II, Nick Fury commanded: 1. The Howling Commandos Angel's secondary mutation allows him to: 2. Accelerate his healing factor Banshee has the mutant power to: 4. Generate a sonic scream Bastion assembled which organization? 2. Operation: Zero Tolerance What is the Black Queen's real name? 1. Selene What is the name of the machine Professor Charles Xavier uses to find mutant around the world? 1. Cerebro Deadpool wears a mask: 3. To cover his scarred face Banshee's daughter uses the code name: 3. Syrin Who is the evil clone of Cable? 1. Stryfe Colossus's sister's code name was: 2. Magik What is Professor Xavier's middle name? 4. Francis What is the Black Queen's mutant ability? 3. Drain other's life force to maintain her beauty Who is the great-grandfather of Bishop? 1. Gateway Sean Cassidy, better known as Banshee, first appeared in 1975 in which comic book? 2. Uncanny X-Men number 28 Magneto once disguised himself as what mutant to infiltrate the Xavier Institute? 3. Xorn Sunfire's powers first manifested when: 1. He touched radioactive soil Deadpool is a victim of: 1. Weapon X Scarlet Witch's power is to: 1. Affect probability and make the improbable become possible Who is Banshee's cousin? 4. Black Tom Cassidy What was the name of the boy Rogue kissed and almost killed just as her powers were beginning to emerge? 1. Cody Robbins Who is Kitty Pryde's loyal compainion? 3. Lockheed Which of Apocalypse's four hoursemen if Archangel? 2. Death As a child, Storm was a: 2. Pickpocket in Cairo, Egypt Toad is devoted to: 4. Magneto How many adamantium claws does Wolverine have on each hand? 3. Three Deadpool joined the Weapon X program because: 1. He had cancer Who has not served in the Hellfire Club's inner circle? 3. Lorna Dane Which Hellfire Club member is really a non-mutant cyborg? 3. Donald Pierce What was Emma Frost's title in the Hellfire Club? 4. White Queen Who was Kitty Pryde's mentor? 1. Wolverine Moira MacTaggart had a son named Kevin who also went by the name of: 3. Proteus Which X-Man is romantically linked with Kitty Pryde? 4. Colossus Lockheed, Kitty Pryde's small dragon companion, first appeared on which Aliens' homeworld? 1. The Brood Where do Wolvewrine's claws appear? 1. Between his knuckles What is Marrow's real name? 2. Sarah In the video game X-Men Legends: The Rise of Apocalypse, what is the name of Magneto's secret hideaway near Genosha? 1. Sanctuary Bastion is really: 2. A hybrid Sentinel in disguise For a time, Bishop worked: 3. As a detective Forge was trained in magic by: 2. The Cheyenne shaman Naze The Hellfire Club originally started in: 3. London In the video game X-Men: Legends, who is the leader of the Morlocks? 4. Marrow For a time, Banshee worked for: 1. Interpol What is the name of the room where the X-Men do their training exercises? 2. The Danger Room In the Hellfire Club, Sebastian Shaw goes by the code name: 2. Black King Deadpool possesses the ability to: 1. Heal quickly Kick Fury is blind in which eye? 2. Left ------------------------------------------------------------------------------ Act 5 (TTGA5) All questions here are worth 1250 XP each Beast grew blue fur because of: 1. A serum he took Cable's hair is what color? 3. White Which of the following X-Men was at one time a host for Apocalypse? 2. Cyclops Ahmer Abdol is also known as: 3. Living Monolith In X-Men Legends 2 - Rise of Apocalypse, who was responsible for transforming the X-Man Angel into Archangel? 2. Mr. Sinister Bishop was a part of what security force in the future? 3. Xavier Security Enforcers Scott Summers works under the code name: 4. Cyclops Colossus has a brother named: 2. Mikhail Who is the one person Havok's power can't hurt? 3. Scott Summers Which two X-Men were at different times Death, one of Apocalypse's four horsemen? 3. Wolverine and Angel When Bobby Drake's powers first activated, he: 1. Was locked in jail for his own protection When consumed by her powers, Jean Grey becomes: 1. The Dark Phoenix What is Mr. Sinister's real name? 3. Nathaniel Essex Bishop's sister is named: 3. Shard What is the name of Apocalypse's 4 lieutenants? 4. The Four Horsemen What was Juggernaut's occupation when he found the Ruby of Cyttorak? 2. Soldier Madeline Pryor was: 2. Created by Mister Sinister to be an exact copy of Jean Grey Where was Apocalypse born? 2. Egypt Who was Bishop pursuing through time when he first encountered the X-Men? 2. Trevor Fitzroy Who is not related to Scott Summers? 4. Mr. Sinister Gambit is from: 3. New Orleans Apocalypse's Horsemen first appeared in 1987 in which comic book? 2. X-Factor Who did Magneto have twins with? 3. Magda What mutant team did Forge and Mystique belong to? 3. X-Factor What is the sound made when Nightcrawler teleports? 4. Bamf Who did Rogue permanently absorb the powers of? 4. Ms. Marvel What color hair does Ororo have? 2. White Which alien race have the X-Men never encountered? 1. Skrulls Which of the following is not one of Wolverine's alias'? 3. War What is the other team that Nightcrawler and Shadowcat serve together on? 3. Excalibur Gambit's real name is: 3. Remy LeBeau Who is Kurt Wagner's adopted sister? 3. Rogue Professor Charles Xavier lost the use of his legs: 4. While battling a tyrant named Lucifer in the Himalayas Scarlet Witch first appearance was in X-Men number 4 in: 2. 1964 Who trained Storm in the ways of thievery as a child? 2. Achmed El-Gibar Who is considered by some to be the very first mutant? 4. Apocalypse Which member of the X-Men had previously worked for Mister Sinister? 1. Gambit What was Mr. Sinister's occupation when he met Apocalypse? 2. Geneticist Colossus is romantically involved with: 4. Kitty Pryde Which mutant is from the future? 4. Bishop Who formed the X-Men? 4. Professor Charles Xavier Before turning into the Living Monolith, Ahmet Abdol had been a: 2. Professor of Archeology Sunfire is from: 3. Japan What color are Nightcrawler's eyes? 3. Yellow What material isused in Cyclop's visor? 1. Ruby quartz When Jean was manipulated into working for the Hellfire Club, she was known as: 3. The Black Queen Rogue is from: 1. Mississippi Scarlet Witch has a brother named: 4. Pietro Who proposed the Mutant Registration Act? 1. Senator Robert Kelly What are the names of Iceman's parents? 3. William and Madeline ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ DANGER ROOM COURSES (DRC) ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ Freshman Course (DRC1) Name: Setting 101 - Hidden Goods (DRC101) Requirements: none Objectives: Destroy all crates within 1:30 Titanium: Beat the course Prize: 200 XP Adamantium: Beat the course within 0:45 Prize: +1 Strike Vibranium: Beat the course within 0:30 Prize: An item Name: Setting 102 - Throwing (DRC102) Requirements: Purchase from Beast for 10 OR Find in Act 1: Cerci Caverns Objectives: Execute a pickup and throw move 5 times Titanium: Beat the course Prize: 300 XP Adamantium: Beat the course within 0:45 Prize: +1 Speed Vibranium: Beat the course within 0:30 Prize: An item Name: Moves 103 - Triple Hit (DRC103) Requirements: Purchase from Beast for 40 OR Find in Act 1: Queen's Lair Objectives: Strike enemies with the Triple Hit 5 times Titanium: Beat the course Prize: 450 XP Adamantium: Beat the course within 1:00 Prize: +1 Strike Vibranium: Beat the course within 0:45 Prize: An item Name: Moves 104 - Throw (DRC104) Requirements: Purchase from Beast for 90 OR unlocked if you FIND Moves 103 Objectives: Throw an enemy 5 times Titanium: Beat the course Prize: 600 XP Adamantium: Beat the course within 0:45 Prize: +1 Body Vibranium: 0:30 Prize: An item Name: Teamwork 105 (DRC105) Requirements: Purchase from Beast for 160 Objectives: Defeat 10 enemies; call on help 5 times Titanium: Beat the course Prize: 750 XP Adamantium: Beat the course within 1:15 Prize: +1 Focus Vibranium: 0:45 Prize: An item Name: Moves 106 - Knockback (DRC106) Requirements: Purchase from Beast for 250 Objectives: Strike enemies with the Knockback attack 10 times Titanium: Beat the course within 2:00 Prize: 1000 XP Adamantium: Beat the course within 1:30 Prize: +1 Body Vibranium: Beat the course within 1:00 Prize: An item Name: Combined Powers 107 (DRC107) Requirements: Purchase from Beast for 360 Objectives: Use 10 power combos Titanium: Beat the course within 3:00 Prize: 1250 XP Adamantium: Beat the course within 2:30 Prize: +1 Speed Vibranium: Beat the course within 2:00 Prize: An item Name: Moves 108 - Stun (DRC108) Requirements: Purchase from Beast for 490 Objectives: Use Stunning Blow 10 times Titanium: Beat the course within 2:00 Prize: 1500 XP Adamantium: Beat the course within 1:30 Prize: +1 Focus Vibranium: Beat the course within 1:00 Prize: An item Name: Qualifying Exam 100 (DRC100) Requirements: Fight Lady Deathstrike Objectives: Purchase from Beast for 640 OR Find in Act 1: Northern Plaza Titanium: Beat the course Prize: 300 XP and unlock Sophomore Course Adamantium: Beat the course within 5:00 Prize: +1 Focus Vibranium: Beat the course within 3:00 Prize: Free Talent Point ------------------------------------------------------------------------------ Sophomore Course (DRC2) Name: Moves 201 - Trip (DRC201) Requirements: Complete Qualifying Exam 100 Objectives: Use Trip 10 times Titanium: Beat the course within 1:30 Prize: 2500 XP Adamantium: Beat the course within 1:15 Prize: +1 Focus Vibranium: Beat the course within 1:00 Prize: An Enhanced item Name: Moves 202 - Popup (DRC202) Requirements: Complete Qualifying Exam 100 Objectives: Use Popup 10 times Titanium: Beat the course within 1:30 Prize: 3000 XP Adamantium: Beat the course within 1:15 Prize: +1 Body Vibranium: Beat the course within 1:00 Prize: An Enhanced item Name: Assault 203 (DRC203) Requirements: Purchase from Beast for 1210, or find in Act 2: Nuwali Shrine Objectives: Defeat 30 Enemies Titanium: Beat the course Prize: 3350 XP Adamantium: Beat the course within 3:00 Prize: +1 Strike Vibranium: Beat the course within 2:00 Prize: An Enhanced item Name: Defend 204 (DRC204) Requirements: Purchase from Beast for 1440, or find in Act 2: Nuwali Gateway Objectives: Defend Beast, survive for 2:00 Titanium: Beat the course Prize: 3500 XP Adamantium: Defeat 15 enemies Prize: +1 Speed Vibranium: Defeat 20 enemies Prize: An Enhanced item Name: Qualifying Exam 200 (DRC200) Requirements: Purchase from Beast for 640, or find in Act 2: Beyonder's Sanctum Objectives: Defeat Sauron Titanium: Beat the course Prize: 3000 XP and unlock Junior Course Adamantium: Beat the course within 5:00 Prize: +1 Focus Vibranium: Beat the course within 3:00 Prize: Free Talent Point Name: Challenge - Cyclops (DRC2CC) Requirements: Purchase from Beast's Grab Bag, or find in Act 2: Jungle Canal Objectives: Protect all bookcases, survive for 2:00 Titanium: Beat the course Prize: Accelerated Visor Adamantium: Defeat 10 enemies Prize: Cyclops gets +1 Body Vibranium: Defeat 20 Enemies Prize: Cyclops gets +1 Level Name: Challenge - Gambit (DRC2CG) Requirements: Purchase from Beast's Grab Bag, or find in Act 2: Elemental Tomb Objectives: Defeat 5 enemies, Destroy the Stone Head Titanium: Beat the course within 2:00 Prize: Nanocore Staff Adamantium: Beat the course within 1:00 Prize: Gambit gets +1 Strike Vibranium: Beat the course within 0:45 Prize: Gambit gets +1 Level Name: Challenge - Iceman (DRC2CI) Requirements: Purchase from Beast's Grab Bag, or find in Act 3: Core Interior Objectives: Survive for 2:00 Titanium: Beat the course Prize: Cryogenic Booster Adamantium: Defeat 15 enemies Prize: Iceman gets +1 Strike Vibranium: Defeat 30 enemies Prize: Iceman gets +1 Level ------------------------------------------------------------------------------ Junior Course (DRC3) Name: Survival 301 (DRC301) Requirements: Complete Qualifying Exam 200 Objectives: Survive for 3:00 Titanium: Beat the course Prize: 4500 XP Adamantium: Defeat 20 enemies Prize: +1 Body Vibranium: Defeat 40 enemies Prize: An Enhanced item Name: Teamwork 302 (DRC302) Requirements: Complete Qualifying Exam 200 Objectives: Execute 10 Power Combos, beat the course within 2:00 Titanium: Beat the course Prize: 4750 XP Adamantium: Defeat 10 enemies Prize: +1 Strike Vibranium: Defeat 20 enemies Prize: An Enhanced item Name: Assault 303 (DRC303) Requirements: Purchase from Beast for 2890, or find in Act 3: Core Security Objectives: Defeat 40 enemies, destroy all barrels Titanium: Beat the course Prize: 5000 XP Adamantium: Beat the course within 4:00 Prize: +1 Body Vibranium: Beat the course within 2:30 Prize: An Enhanced item Name: Destroy 304 (DRC304) Requirements: Purchase from Beast for 3240, or find in Act 3: Madri Antechamber Objectives: Destroy all small urns Titanium: Beat the course within 1:45 Prize: 5500 XP Adamantium: Beat the course within 1:15 Prize: +1 Speed Vibranium: Beat the course within 1:00 Prize: An Enhanced item Name: Qualifying Exam 300 (DRC300) Requirements: Purchase from Beast for 4000, or find in Act 3: Meditation Chamber Objectives: Defeat Sugarman Titanium: Beat the course Prize: 10000 XP and unlock Junior Course Adamantium: Beat the course within 5:00 Prize: +1 Speed Vibranium: Beat the course within 3:00 Prize: Free Talent Point Name: Challenge - Toad (DRC3CT) Requirements: Purchase from Beast's Grab Bag, or find in Act 4: Perimeter Platforms Objectives: Defeat Madri High Priest Titanium: Beat the course Prize: Amphibian Scales Adamantium: Beat the course within 1:00 Prize: Toad gets +1 Speed Vibranium: Beat the course within 0:45 Prize: Toad gets +1 Level Name: Challenge - Phoenix (DRC3CP) Requirements: Purchase from Beast's Grab Bag, or find in Act 3: Engineering Objectives: Defeat 20 enemies Titanium: Beat the course Prize: Touch of the Phoenix Adamantium: Beat the course within 2:00 Prize: Phoenix gets +1 Focus Vibranium: Beat the course within 1:30 Prize: Phoenix gets +1 Level Name: Challenge - Scarlet Witch (DRC3CSW) Requirements: Purchase from Beast's Grab Bag, or find in Act 3: Madri Cloisters Objectives: Survive for 2:00 Titanium: Beat the course Prize: Orb of Chaos Adamantium: Defeat 10 Enemies Prize: Scarlet Witch gets +1 Speed Vibranium: Defeat 15 enemies Prize: Scarlet Witch gets +1 Level Name: Challenge - Sunfire (DRC3CS) Requirements: Purchase from Beast's Grab Bag, or find in Act 3: Assembly Factory Objectives: Defeat 5 enemies, destroy all Tactical Displays Titanium: Beat the course Prize: Essence of the Corona Adamantium: Beat the course within 2:00 Prize: Sunfire gets +1 Speed Vibranium: Beat the course within 1:30 Prize: Sunfire gets +1 Level ------------------------------------------------------------------------------ Senior Course (DRC4) Name: Sabotage 401 (DRC401) Requirements: Complete Qualifying Exam 300 Objectives: Defeat Infinite Mark V, destroy all barrels Titanium: Beat the course within 2:00 Prize: 6250 XP Adamantium: Beat the course within 1:30 Prize: +1 Body Vibranium: Beat the course within 1:00 Prize: A Rare item Name: Defend 402 (DRC402) Requirements: Complete Qualifying Exam 300 Objectives: Defend Havok, Survive for 2:00 Titanium: Beat the course Prize: 6750 XP Adamantium: Defeat 30 enemies Prize: +1 Strike Vibranium: Defeat 45 enemies Prize: A Rare item Name: Teamwork 403 (DRC403) Requirements: Purchase from Beast for 5290, or find in Act 4: Stockade Objectives: Defeat 15 enemies, use 10 Power Combos Titanium: Beat the course within 2:00 Prize: 7500 XP Adamantium: Beat the course within 1:30 Prize: +1 Focus Vibranium: Beat the course within 1:00 Prize: A Rare item Name: Survival 404 (DRC404) Requirements: Purchase from Beast for 5760, or find in Act 4: New York West Side Objectives: Survive for 3:00 Titanium: Beat the course Prize: 8000 XP Adamantium: Defeat 15 enemies Prize: +1 Body Vibranium: Defeat 30 enemies Prize: A Rare item Name: Graduation Exam 400 (DRC400) Requirements: Purchase from Beast for 6250, or find in Act 4: Sinister's Lab Objectives: Defeat Bastion Titanium: Beat the course Prize: 12500 XP and unlock X-Man Course Adamantium: Beat the course within 5:00 Prize: +1 Speed Vibranium: Beat the course within 3:00 Prize: Free Talent Point Name: Challenge - Colossus (DRC4CC) Requirements: Purchase from Beast's Grab Bag, or find in Act 4: Sewers South Objectives: Defeat 30 enemies Titanium: Beat the course within 3:00 Prize: Regenerative Plating Adamantium: Beat the course within 1:30 Prize: Colossus gets +1 Strike Vibranium: Beat the course within 1:00 Prize: Colossus gets +1 Level Name: Challenge - Magneto (DRC4CM) Requirements: Purchase from Beast's Grab Bag, or find in Act 4: The Pantheon Objectives: Defeat 20 enemies Titanium: Beat the course within 2:00 Prize: Advanced Magneto Adamantium: Beat the course within 1:30 Prize: Magneto gets +1 Focus Vibranium: Beat the course within 1:00 Prize: Magneto gets +1 Level Name: Challenge - Juggernaut (DRC4CJ) Requirements: Purchase from Beast's Grab Bag, or find in Act 4: Brain Trust Objectives: Defeat 20 Enemies Titanium: Beat the course Prize: Cyttorak Enhancer Adamantium: Beat the course within 2:00 Prize: Juggernaut gets +1 Body Vibranium: Beat the course within 1:30 Prize: Juggernaut gets +1 Level Name: Challenge - Nightcrawler (DRC4CN) Requirements: Purchase from Beast's Grab Bag, or find in Act 4: New York South Side Objectives: Destroy all small urns, survive for 3:00 Titanium: Beat the course Prize: Quantum Swords Adamantium: Defeat 15 enemies Prize: Nightcrawler gets +1 Speed Vibranium: Defeat 30 enemies Prize: Nightcrawler gets +1 Level ------------------------------------------------------------------------------ X-Man Course (DRC5) Name: Protect 501 (DRC501) Requirements: Complete Graduation Exam 400 Objectives: Protect all crates, survive for 2:00 Titanium: Beat the course Prize: 10000 XP Adamantium: Defeat 10 enemies Prize: +1 Speed Vibranium: Defeat 20 enemies Prize: A Rare item Name: Assault 502 (DRC502) Requirements: Complete Graduation Exam 400 Objectives: Defeat 30 enemies Titanium: Beat the course Prize: 11000 XP Adamantium: Beat the course within 4:00 Prize: +1 Strike Vibranium: Beat the course within 3:00 Prize: A Rare item Name: Defend 503 (DRC503) Requirements: Find in Act 4: Holding Pens Objectives: Defend Genoshan Prisoner, survive for 2:00 Titanium: Beat the course Prize: 12000 XP Adamantium: Defeat 15 enemies Prize: +1 Focus Vibranium: Defeat 30 enemies Prize: A Rare item Name: Survival 504 (DRC504) Requirements: Find in Act 5: Temple of Anubis Objectives: Survive for 3:00 Titanium: Beat the course Prize: 13000 XP Adamantium: Defeat 20 enemies Prize: +1 Body Vibranium: Defeat 30 enemies Prize: A Rare item Name: Qualifying Exam 500 (DRC500) Requirements: Find in Act 5: Hall of the Dead Objectives: Defeat Stryfe Titanium: Beat the course Prize: 20000 XP and unlock Legend grade Adamantium: Within 5:00 Prize: +1 Focus Vibranium: Within 3:00 Prize: Free Talent Point Name: Challenge - Bishop (DRC5CB) Requirements: Purchase from Beast's Grab Bag, or find in Act 5: Ancient Labyrinth Objectives: Protect all crates, survive for 1:30 Titanium: Beat the course Prize: Phase Pistol Adamantium: Defeat 10 enemies Prize: Bishop gets +1 Strike Vibranium: Defeat 15 enemies Prize: Bishop gets +1 Level Name: Challenge - Storm (DRC5CS) Requirements: Purchase from Beast's Grab Bag, or find in Act 4: Tower Engineering Objectives: Survive for 2:00 Titanium: Beat the course Prize: Goddess Mantle Adamantium: Defeat 10 Enemies Prize: Storm gets +1 Speed Vibranium: Defeat 15 enemies Prize: Storm gets +1 Level Name: Challenge - Rogue (DRC5CR) Requirements: Purchase from Beast's Grab Bag, or find in Act 4: Radar Array Platforms Objectives: Defeat 5 enemies, destroy all flaming barrels Titanium: Beat the course within 2:00 Prize: Touch of Death Adamantium: Beat the course within 1:30 Prize: Rogue gets +1 Focus Vibranium: Beat the course within 1:00 Prize: gets +1 Level Name: Challenge - Wolverine (DRC5CW) Requirements: Purchase from Beast's Grab Bag, or find in Act 5: Temple of Sekmeht Objectives: Defeat 20 enemies Titanium: Beat the course Prize: Fists of Weapon X Adamantium: Beat the course within 2:00 Prize: Wolverine gets +1 Speed Vibranium: Beat the course within 1:30 Prize: Wolverine gets +1 Level ------------------------------------------------------------------------------ Legend Course (DRC6) Name: Nightmare 501 - Deathstrike Requirements: Complete Qualifying Exam 500 Objectives: none Titanium: Beat the course Prize: 25000 XP Adamantium: Within 4:00 Prize: +1 Speed Vibranium: Within : Prize: A Rare item Name: Nightmare 502 - Sauron Requirements: Complete Qualifying Exam 500 Objectives: none Titanium: Beat the course Prize: 30000 XP Adamantium: Within 4:00 Prize: +1 Focus Vibranium: Within 3:00 Prize: Free Talent Point Name: Nightmare 503 - Sugarman Requirements: Complete Qualifying Exam 500 Objectives: none Titanium: Beat the course Prize: 35000 XP Adamantium: Within 4:00 Prize: +1 Strike Vibranium: Within 3:00 Prize: Free Talent Point Name: Nightmare 504 - Bastion Requirements: Complete Qualifying Exam 500 Objectives: none Titanium: Beat the course Prize: 40000 XP Adamantium: Within 4:00 Prize: +1 Body Vibranium: Within 3:00 Prize: Free Talent Point Name: Nightmare 505 - Stryfe Requirements: Complete Qualifying Exam 500 Objectives: none Titanium: Beat the course Prize: 50000 XP Adamantium: Within 4:00 Prize: +1 Focus Vibranium: Within 3:00 Prize: Free Talent Point ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ UNLOCKABLES (UNLOCK) ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ Costumes for characters (COST): Bishop Normal: Bald; blue suit with yellow gloves; two holsters with guns: moustache & goatee Old School: Dreadlocks pulled back; elbows exposed, light blue suit; red bandana; blue gloves with yellow wristbands; two holsters with guns; moustache & goatee Age of Apocalypse: Bald, cyber implant thing over left eye; grey suit; blue cape-type thing over shoulders and chest; blue gloves; two guns with holsters Colossus Normal: Dark grey suit; metal skin active; dark grey gloves; yellow boots; "army cut" hair Old School: Red & yellow suit, black gloves & boots; metal skin active; "army cut" hair Age of Apocalypse: Red bandana, shorts, boots, and wristbands; metal skin active Newer Old School: Red & yellow covering shoulders, chest, stomach & shorts; red boots, red & black wristbands, metal skin active, "army cut" hair Gladiator: Bronze all over, brown shorts; gladiator-sytle helmet Red & Black: Red & black suit, arms exposed; black gloves; metal skin active; "army cut" hair No Metal: (same as "Normal, but without metal skin) Cyclops Normal: Dark grey suit, yellow belt, visor, gloves and boots; short hair Old School: Blue suit, silver visor; only visible skin is nose & mouth Age of Apocalypse: Dark grey suit, right arm uncovered except for glove; yellow visor, belt bandolier and gloves; hair long on left side Older School: Blue & yellow suit, yellow visor; only visible skin is nose & mouth Oldest School: Blue & yellow suit, yellow visor, boots, & shorts; only visible skin is nose & mouth Camouflage: Green jacket, brown pants; no visor, short hair SHIELD: Grey & black suit, black boots & gloves; no visor; brown shorts; short hair Deadpool Normal: Mask on, red & black suit; right thigh and both ankles with bands; holding one sword, one sword on back No Mask: (same as "Normal", but with no mask) Gambit Normal: Long brown jacket, black shirt, blue pants; silver boots Age of Apocalypse: Short brown jacket, blue suit; brown boots; red scarf; Brown & Blue: Long brown jacket, blue suit; black gloves Brown & Red: Long light brown jacket, red & black suit; dark brown gloves Iceman Normal: Ice active; armband on left arm Age of Apocalypse: Ice active; spikes on shoulders, knees & elbows Old School: Looks like a snowman with boots on Camouflage: No ice active; black suit; beret; arms and feet exposed Ironman Normal: Red & yellow suit Futuristic: Red & yellow suit, has big shoulders Black & White: Black & white suit (or light grey/dark grey) Juggernaut Normal: Black armor; shoulders exposed Old School: Red armor; shoulders exposed Age of Apocalypse: Bald; brown outfit; head, neck, shoulders & upper arms exposed No Helmet: Red armor; head & shoulders exposed; short hair Magneto Normal: Black helmet; dark grey suit; red cape; blue boots No helmet: (same as "Normal", but with no helmet; silver hair) Age of Apocalypse: Red helmet; red outfit; purple gloves, shorts & boots; red cape Nightcrawler Normal: Yellow & dark blue suit, wristbands, and shin bands Old School: Red & black suit; white gloves & boots Age of Apocalypse: Black suit; red shoulders, wristguards & shinguards; white gloves & boots; two swords strapped to back Older School: (same as "Old School", but red goes further down in suit) SHIELD: Red & black striped suit with spikes Jean Grey Normal: Long hair; dark grey top & shorts; yellow boots & gloves; bare midriff Dark Phoenix (I think): Long hair; red suit; yellow boots, gloves & belt Age of Apocalypse: Short hair; red & dark blue suit; yellow belt Old School: Long hair; blue & yellow costume; blue mask; yellow boots & gloves Phoenix (I think): Long hair; green suit; yellow boots, gloves & belt Professor X Normal: Blue & yellow suit, yellow crosses in an X Psychic World: White & grey suit, grey crosses in an X Rogue Normal: Dark blue suit; yellow boots & gloves Old School: Green & yellow suit; long black coat Age of Apocalypse: Green & yellow suit; spiky hair Scarlet Witch Normal: Black & red suit; face & shoulders bare Stripper: Red Boots, gloves, shorts, top & hat; showing as much skin as they can get away with in a T-rated game Old School: Red Boots, gloves, one-piece top & hat; pink covering everything else but face & hair Storm Normal: Dark blue pants & top; yellow gloves & boots; short hair; bare midriff Old school: Black suit; long hair; arms and as much chest bare as they can get away with in a T-rated game Age of Apocalypse: Black & white Karate-type getup; REALLY short hair; white boots Older School: Black, bathing suit-type getup; black boots; long hair Camouflage: Blue hoodie, green pants; hair in ponytail out the back of the hood SHIELD: Grey & black suit, black boots & gloves; no visor; brown shorts; short hair Sunfire Normal: Red mask, red & black suit, black boots & gloves; hair Old School: Red mask over whole head; Red & white shirt, red pants & arms Age of Apocalypse: He's ON FIRE. You can't really say much more Toad Normal: Blue suit & bandana; exposed feet & arms; three toes per foot Old School: Brown suit & bandana; exposed feet & arms; three toes per foot Age of Apocalypse: Red suit; no hat; exposed feet; two toes per foot Wolverine Normal: Dark blue suit with yellow stripes on top Old School: Blue & yellow suit with mask Age of Apocalypse: Blue & red suit; only one hand Older School: Brown & yellow suit with mask Weapon X: White shorts with monitors; bare everywhere else Camouflage: Brown jacket, dark blue pants SHIELD: Dark brown & light brown suit with spikes ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ VERSION HISTORY (VERHIS) ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ Version 1.00 First version. No other revisions planned. Version 1.01 Added note about Act 5's Temples of Anubis and Sekhmet; Added tip about using Iceman instead of Sunfire in the Elemental Tomb. Version 1.02 Updated email address ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ NEXT VERSIONS (NXTVER) ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ No next versions planned.... ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ THANKS (THX) ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ Major thanks go to Stan Lee, for, you know, MARVEL and all... Also to the creators of the game, Activision, Raven, Vicarious Visions, Sofdec, and of course: Marvel Also to CJayC, and all of Gamefaqs (I know that's kind of redundant, but hey) Thanks to cmgsccc.com, for the Codebreaker (the best cheat device out there) Thanks to Ryan Siereveld for pointing out that Toad's Taunt doesn't make enemies attack Rogue. Thanks to John Tucker for pointing out that you can use Iceman in the Elelental Tomb to put out the fire, as opposed to using Sunfire with Ionize. As well as to you, for reading this. And all of you other people out there, even the ones who DIDN'T read this. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ LEGAL (LGLBS) ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. This guide, Copyright 2005 Marshall Stieler