In the massively multiplayer online role-playing computer games City of Heroes and City of Villains, character creation consists of several steps. If the player owns both games, the player must first choose a faction (Hero or Villain). Then the player selects an , then an , and then a primary and secondary power set from their Archetype. Next the actual avatar with its is created. And finally the player chooses a name and can optionally write a background story and a battle cry to add some flavor to the character.
Origins
When creating a character, the player must first choose the origin of his character's powers which determines which of five origin specific powers they are granted, who the player's early NPC contacts are (only in City of Heroes), what type of enhancements they can use, and what titles they can choose from at level 25.
:Natural — Natural characters train themselves to surpass normal human limits. It is also possible that a Natural is not human at all, and their "powers" are simply their own natural abilities, like an alien who is part of a race who all have the same powers.
:Superman and Catwoman from DC Comics and The Punisher and Kingpin from Marvel Comics are examples of this. Within the game, the signature hero Manticore is a character of Natural Origin.
:Mutation — Mutant characters have unique genetic structures that they are born with.
:Nearly every character in Marvel Comics' X-Men series and DC Comics' metahumans fall under this category. Within the game, the signature villain Captain Mako is a character of Mutation Origin.
:Science — Science characters gained their powers as the result of a scientific process, intentional or otherwise: e.g. Radiation exposure in a test lab.
:The Flash and Bizarro from DC and Spider-Man and the Lizard from Marvel are examples. Within the game, the signature hero Synapse is a character of Science Origin.
:Technology — Technology characters often have no true powers as such, but instead use an array of advanced devices.
:Iron Man and Shocker from Marvel Comics and Cyborg and Captain Cold from DC are examples of this origin. Within the game, the signature hero Positron and the signature villain Black Scorpion are characters of Technology Origin.
:Magic — Magic characters gain their powers from a Supernatural source, such as a magical amulet or a pact made with other-worldly forces.
:Doctor Strange and Dr. Doom from Marvel and Zatanna and Solomon Grundy from DC reside in this category. Within the game and comic series, the signature heroes War Witch, the Statesman and Ms. Liberty are characters of Magic Origin.
Archetypes
The superpowers of each character are chosen based on archetypes (similar to the character classes of other MMOGs). The player chooses their Primary Power Set and Secondary Power Set from a list of sets that are individual to each Archetype. However, there are some shared Power Sets. For example, the Primary Power Sets available to the Blaster are almost identical to the Secondary Power Sets of the Defender.
City of Heroes was launched with only the five basic Archetypes, but the Issue 3 expansion introduced two new "Epic" archetypes. They are two types of aliens known as the Kheldians (Warshades and Peacebringers). The ability to play as a Kheldian is made available only to players who have achieved level 50 with another hero character first. City of Villains was launched with five new basic archetypes.
Heroic Archetypes
These Archetypes are unique to City of Heroes.
Blaster
Blasters are based almost completely around offense. Having no defensive powers Blasters rely on their overwhelming damage to protect them. Solo Blasters can easily defeat most enemies one-on-one, but can get into trouble if they face multiple enemies. In a group, Blasters can overcome their lack of defence by letting Tankers and Scrappers distract the enemy before they unleash their attacks.
:Primary powers: A Blaster’s Primary Powers are long range attacks.
:Secondary powers: A Blaster’s Secondary Powers are generally strong melee attacks mixed in with self buffs and crowd control powers.
:Inherent power: Defiance. Every time a Blaster hits with an attack they gain a damage boost for a short time. They can also use their first powers even while under the effects of hold, sleep or other such power.
Marvel Comics' Cyclops and DC Comics' Starfire are examples of Blasters. Within the game, the signature hero Synapse is a Blaster.
Controller
Controllers are an Archetype that, as their name suggests, are based around controlling powers. Their abilities are used to halt foes in their tracks, sometimes making them completely helpless. Most controllers eventually gain the ability to summon "Pets" to fight alongside them. Although the Pets are not very intelligent and cannot be controlled, they draw fire away from the team and often contribute damage or holds of their own. Overall the Controller’s primary function is to incapacitate foes, either to be finished off by the Controller or his team.
:Primary Powers: Control powers focused on immobilizing, holding, terrifying, confusing or putting one or more enemies to sleep, as well as pets, if any.
:Secondary Powers: These powers usually consist of buffs for team mates or debuffs for enemies.
:Inherent Power: Containment. This doubles the damage a Controller does to a foe affected by a control power.
DC's Piper or Marvel's Jean Grey are examples of Controllers. Within the game, the signature hero Sister Psyche is a Controller.
Defender
Although they can successfully complete missions solo, Defenders are designed around aiding their teammates. They can either buff heroes considerably or weaken foes until they no longer pose a threat. They are often mistakenly referred to as the healing Archetype, despite the fact only some power sets have heals. Their secondary power sets are essentially Blaster Primary Sets with weaker damage.
:Primary Powers: Buffs (which may include healing) for allies and debuffs for enemies.
:Secondary Powers: Long range blasts with boosted secondary effects to help weaken foes.
:Inherent Power: Vigilance. This allows a Defender’s powers to use less endurance the lower his team's health is. This is to make sure their life saving powers are always there when they need them.
Marvel Comics' The Invisible Woman (Sue Richards) of The Fantastic Four and DC Comics' Raven are examples of Defenders. Within the game, the signature heroes Manticore and Positron are Defenders.
Scrapper
Scrappers are melee fighters, they fight up close and personal with little or no ranged powers. Scrappers can either fight bare handed or with weapons. They generally have good defensive abilities allowing them to not only dish out, but take damage. A Scrapper’s role is to be on the front lines taking foes down, and as such they are generally considered a preferred Archetype for solo play.
:Primary Powers: Mainly melee attacks with the occasional ranged power as well as damage buffs.
:Secondary Powers: Defense powers aimed at keeping the Scrapper alive during prolonged fights.
:Inherent Power: Critical Hit. This power lets a Scrapper occasionally hit double damage. The tougher the foe, the more likely a Critical Hit will land.
Marvel Comics' Wolverine and DC's Batman are examples of Scrappers. Within the game, the signature hero Ms. Liberty is a scrapper.
Tanker
Tankers by nature have the strongest defense and highest hit points in the game. A Tanker is always on the front lines drawing enemy attention away from his teammates. Tankers have very few ranged powers and generally have low damage output compared to Blasters and Scrappers. Their role is to protect teammates by absorbing vast amounts of damage that the other Archetypes simply could not manage.
:Primary Powers: Strong defense powers that either let them absorb huge amounts of damage or avoid it completely. They also have enemy debuffs and self heals.
:Secondary Powers: Melee attacks and damage buffs.
:Inherent Power: Gauntlet. Often called Punch-Voke (a portmanteau of "Punch" and "Provoke") by the community, a Tanker can draw attention away from his friends by simply attacking enemies. This creates an aura effect taunting up to five of the surrounding enemies as well.
Marvel's Colossus and DC’s Cyborg are examples of Tankers. Within the game, the signature hero the Statesman is a Tanker.
Villainous Archetypes
These Archetypes are unique to City of Villains.
Brute
Brutes are close-ranged melee specialists with high hit points and damage. They could be considered a mix of the hero archetypes, Tanker and Scrapper. Brutes are meant to do damage first and provide team defense second, so Brutes learn the power Taunt at a much later level than Tankers (like Scrappers).
:Primary Powers: Mainly melee attacks as well as damage buffs.
:Secondary Powers: Defense powers aimed at keeping the Brute alive during prolonged fights along with damage inducing auras.
:Inherent power: Fury. The strength of the Brute's damage increases as he attacks or is attacked by enemies. However, this bonus soon wears off if the Brute is not attacking or being attacked.
Examples of the Brute could be Blockbuster from DC Comics, or Rhino from Marvel Comics. Within the game, the signature villain Black Scorpion is a Brute.
Corruptor
Corruptors specialize in ranged attacks as well as buffs and debuffs. They are essentially the reverse of the Defender, however their buffs and debuffs are weaker while their damage output is closer to that of Blasters. As such, they have many powers in common with the Blasters and the Defenders.
:Primary Powers: Long range blasts with boosted secondary effects to weaken foes.
:Secondary Powers: Buffs for allies and debuffs for foes. Not many healing-type powers, when compared to the Buff/Debuff sets of Defenders and Controllers.
:Inherent Power: Scourge. As the foe's health drops to low levels, Scourge kicks in and doubles the damage done by the Corruptor.
The Crimson Dynamo from Marvel or The Shade of DC could be considered Corruptors. Within the game, the signature villain Scirocco is a Corruptor.
Dominator
Dominators mix control powers with a combination of melee and ranged attack powers. Most of the primary power sets are borrowed from City of Heroes Controller sets, and their secondary sets are amalgamations of various ranged and melee powers.
:Primary Powers: Control powers focused on immobilizing, holding, terrifying, confusing or putting one or more enemies to sleep, as well as pets, if any.
:Secondary Powers: Various ranged and melee attacks from other archetypes, and some self buffs.
:Inherent Power: Domination. Allows them to infrequently but dramatically increase their control and damage capabilities, while giving them protection from such effects.
Poison Ivy from DC comics and Scarlet Witch from Marvel Comics can both be considered Dominators in some incarnations. Within the game, the signature villain Ghost Widow is considered a Dominator.
Mastermind
Masterminds have control over summonable henchmen, buffs/debuffs, and some offensive powers. The quantity and quality of minions increases as the Mastermind's level increases, depending upon which specific powers in a primary set are chosen. Masterminds currently have mercenary soldiers, the undead, ninja, robots, or street thugs at their disposal.
:Primary Powers: Summonings of Henchmen, powers to improve the abilities of Henchmen, and a few ranged powers, usually consisting of one weak ranged power, one stronger ranged power, and a ranged cone power.
:Secondary Powers: Buffs for Henchmen and allies and debuffs for foes. Resurrecting powers cannot be used on Henchmen.
:Inherent Power: Supremacy. All henchmen within a certain range of the Mastermind gain an accuracy and damage buff. Additionally, under certain circumstances, henchmen under the effect of Supremacy protect the Mastermind from part of the damage he'd take.
Possible examples of Masterminds would be The Kingpin from Marvel or Lex Luthor from DC, as they often have others do the dirty work for them. Within the game, the signature villain and leader of Arachnos, Lord Recluse, is a Mastermind.
Stalker
Stalkers are the assassins and rogues of City of Villains. Their primary means of attack is to hide in plain sight, and then strike their target, as they lay unaware. Stalkers have an "Assassin's Strike" attack that does more damage while they are "Hidden" as well as a power called "Placate" that allows them to temporarily hide from foes and avoid detection.
:Primary Powers: Melee attacks with the special "Assassin's Strike" and "Placate" powers.
:Secondary Powers: Defensive powers, particularly "Hide" which allows the Stalker to remain undetected until they attack.
:Inherent Power: Assassination. While Hidden, if a Stalker uses a melee attack on a foe, it will be a Critical Hit (2x damage). If the Stalker uses the "Assassin's Strike" attack, it will do six times the normal damage.
Examples of Stalkers would be Elektra from Marvel Comics and Deathstroke the Terminator from DC Comics. Within the game, the signature villain Captain Mako is a stalker.
Epic Archetypes
Epic archetypes are not available to players at first, but must be unlocked during play. These Archetypes are not any more powerful than the other Archetypes, but require an advanced knowledge of play due to their complexity of creation. Currently only the Kheldian archetypes are available and solely to Heroes. Existing naturally as beings of pure energy, they merge with humans to form the player character. They also get story arcs unique to their Archetype (although the story arcs for both factions intersect after a certain level of play) in addition to the regular arcs. The developers have stated that several more Epic Archetypes will likely be added to the game in the future.
3 basic types of Kheldians are known to exist: The Peacebringers, who represent the original Kheldian race and the Warshades, who are reformed Nictus; these 2 groups are available as player archetypes and are detailed below. The 3rd type are the Nictus, altered Kheldians that pursue a path of darkness and evil. They are presented as an enemy faction to the others, and are not available as a player archetype.
Peacebringers are characterised by a bluish/white glow that emits from their bodies when they use their powers, compared to the Warshades who emit a purple/black glow. When not using their powers, both appear to be normal humans. In much the same way as Superman with Kryptonite, all Kheldian archetypes are shown to have a signature weakness that does not affect the other archetypes - they are highly vulnerable to a form of quantum energy that can stop them in their tracks with as little as 2 shots.
Peacebringer
Peacebringers are members of an alien race known as Kheldians that have fused with a willing human host. Although they cannot access Flight or Teleport pools, Peacebringers have a wide range of powers at their disposal, making them (along with Warshades) one of the most diverse Archetypes in the game.
Peacebringers can transform into Bright Novas, giving them Blaster-like abilities, or into White Dwarfs, allowing them to have Tanker-like abilities. Peacebringers naturally have the ability to fly from level 1. Their origin is always natural, no other option is available during character creation.
:Primary Powers: Most ranged and melee attacks with a heal other power and the ability to summon three kamikaze pets.
:Secondary Powers: Mainly defensive powers including damage resistance and a self heal as well as some buffs.
:Inherent Powers:
:*Cosmic Balance: Depending on the teammate this power gives the Peacebringer a boost in damage, damage resistance, or protection from status effects. The effect works to balance the team's strengths.
:*Energy Flight: Peacebringers can inherently fly. This is the same as the Flight Power Pool's Fly.
:*Combat Flight: A slower and more maneuverable way to fly, with a defensive buff. This is the same as Flight Power Pool's Hover.
The hero Horus from the Blue King Studios publication of the City of Heroes comic book was revealed to be a Peacebringer. The contacts Sunstorm and Moonfire are NPC examples of a Peacebringer.
Warshade
A Warshade is a fusion between a human and a scientifically altered Kheldian known as a Nictus. While the Kheldians and the Nictus are at war with each other, the Warshades are a Nictus faction that have reformed from their path of darkness & evil to ally themselves with the Kheldian Peacebringers. Good or evil, a Nictus symbiote cannot forcibly take over a host (though some Nictus have experimented with brainwashing techniques to weaken the wills of otherwise unwilling participants). Much like the Peacebringers, Warshades cannot access Flight or Teleport pools and share several powers and themes, but unlike Peacebringers they have control-type powers instead of melee attacks. Many of their powers require enemies, living or defeated, to work. Warshades can transform into Dark Novas, giving them Blaster-like abilities, or Black Dwarfs giving them Tanker-like abilities. Warshades can naturally teleport from level 1. Their origin is always science, no other option is available during character creation.
:Primary Powers: Ranged attacks and control powers, as well as a self heal. They also gain the ability to summon a Pet from the body of a defeated foe.
:Secondary Powers: Defensive powers mixed in with heals, buffs and crowd control.
:Inherent Powers:
:*Dark Sustenance: Depending on the teammate this power gives the Warshade a boost in damage, damage resistance, or protection from status effects. The effect works to amplify the team's existing strengths.
:*Shadow Step: Warshades can inherently teleport. This is the same as the Teleportation Power Pool's Teleport.
:*Shadow Recall: Warshades can teleport allies, as well. This is the same as the Teleportation Power Pool's Recall Friend.
There have not been any notable Warshades outside of the City of Heroes game. The contact Shadowstar is the only NPC example of a Warshade.
Future Archetypes
Other "Epic" Archetypes that have been announced for possible future expansions include Incarnates, Blood of the Black Stream, Coralax and Nictus. The following information has been released in a series of hints and rumors planted either in the course of the storyline of City of Heroes or on the official forums. All of these future Epic Archetypes will require either completing a Task Force/Strike Force/Trial in either game or the purchase of an expansion to the games.
*City of Villains will be getting two known epic Archetypes: the Nictus Archetype for City of Villains, confirmed by developer Matt "Positron" Miller to be like Warshades and an evil version of Peacebringers whose name is currently unknown.
*The Coralax are an aquatic-based civilization that were created from living coral by the god Merulina. Their society is based heavily around a hierarchy of 'Shapers'. Hybrids of Coralax and humans can be found as an NPC Enemy Group in City of Villains. In addition, Villains who take Captain Mako as their Patron have a power that allows them to summon either a true Coralax Guardian or a Coralax Hybrid.
*There is little known about the Blood of the Black Stream except that they have some connection with Ancient Egypt as seen in the Alderac Entertainment Group CoH CCG contest winner's entry that was altered by game developer Sean Michael "Manticore" Fish to fit in with the storyline of the group. It has been said by the development team that they are a shapeshifting archetype. They are also mentioned in an early story arc in City of Villains.
*The Incarnate Archetype has also been confirmed by the development team but there has been little information regarding it. What is known is that it will possibly be a dual Archetype according to two characters that are already identified as Incarnates in the franchise. For example an Incarnate can also be a Tanker or Mastermind (as Statesman and Lord Recluse are). The name for the Archetype comes from the fact that such characters will be connected to some sort of deity. The Statesman is an Incarnate of Zeus (as seen in the Top Cow run of the City of Heroes comics) and he can control lightning due to his connection to Zeus. Lord Recluse is revealed to be an Incarnate of Tartarus in the novel The Freedom Phalanx, however the powers he gains from this deity are unknown.
Costumes
City of Heroes includes the most extensive avatar and costume generator of all current MMORPGs.
First the player chooses either a female, male or huge male basic body type, which then can be modified by changing its size (4 to 8 feet) and its proportions (shoulder, chest, and hip size, etc.). Finally even the facial features can be changed by resizing and distorting parts of the head such as the cranium, chin, nose, cheeks, etc.
Subsequently the actual costume is created. The costume creation process offers literally millions of combinations. Features of the costume that can be changed include: faces, masks, hair styles, hats, helmets, horns, antennae, jackets, tops, emblems, shoulderpads, sleeves, robotic arms, gloves, belts, robes, pants, boots and more. Additionally each selection can be individually colored and most of them can also be overlaid with patterns.
Inside the game the character can visit a tailor where the costume can be modified at the cost of some influence/infamy (ingame currency). The tailor shops are known as "Icon" for heroes and "Facemaker" for villains. When a character reaches level 20 and completes a specific mission handed out by the representative in the City Hall of Atlas Park (for Heroes) or, depending on which contact was chosen at the character's creation, Kalinda the Fortunata or Burke the Mercenary (for Villains), a cape can be added to the costume at the tailor's shop. Similar to unlocking the cape, at level 30 a character can complete a mission and unlock various aura-effects, such as a glow, sparkles, crumbling rocks, or bolts of electricity, to place on their costume. At levels 20, 30 and 40 a character can gain additional costume "slots", which allows the player to freely switch between costumes while playing the game; these missions are handed out by the head tailors at the individual tailor shops.
After one of the patches of August 2006 the costume selector panel now changed to indicate a fifth costume slot that is activated by collecting four special pieces of Salvage during the 2006 Halloween Event. With the introduction of the Consignment House and the Black Market, these pieces of Salvage can be bought at any time and redeemed with the proper contacts.
Origins
When creating a character, the player must first choose the origin of his character's powers which determines which of five origin specific powers they are granted, who the player's early NPC contacts are (only in City of Heroes), what type of enhancements they can use, and what titles they can choose from at level 25.
:Natural — Natural characters train themselves to surpass normal human limits. It is also possible that a Natural is not human at all, and their "powers" are simply their own natural abilities, like an alien who is part of a race who all have the same powers.
:Superman and Catwoman from DC Comics and The Punisher and Kingpin from Marvel Comics are examples of this. Within the game, the signature hero Manticore is a character of Natural Origin.
:Mutation — Mutant characters have unique genetic structures that they are born with.
:Nearly every character in Marvel Comics' X-Men series and DC Comics' metahumans fall under this category. Within the game, the signature villain Captain Mako is a character of Mutation Origin.
:Science — Science characters gained their powers as the result of a scientific process, intentional or otherwise: e.g. Radiation exposure in a test lab.
:The Flash and Bizarro from DC and Spider-Man and the Lizard from Marvel are examples. Within the game, the signature hero Synapse is a character of Science Origin.
:Technology — Technology characters often have no true powers as such, but instead use an array of advanced devices.
:Iron Man and Shocker from Marvel Comics and Cyborg and Captain Cold from DC are examples of this origin. Within the game, the signature hero Positron and the signature villain Black Scorpion are characters of Technology Origin.
:Magic — Magic characters gain their powers from a Supernatural source, such as a magical amulet or a pact made with other-worldly forces.
:Doctor Strange and Dr. Doom from Marvel and Zatanna and Solomon Grundy from DC reside in this category. Within the game and comic series, the signature heroes War Witch, the Statesman and Ms. Liberty are characters of Magic Origin.
Archetypes
The superpowers of each character are chosen based on archetypes (similar to the character classes of other MMOGs). The player chooses their Primary Power Set and Secondary Power Set from a list of sets that are individual to each Archetype. However, there are some shared Power Sets. For example, the Primary Power Sets available to the Blaster are almost identical to the Secondary Power Sets of the Defender.
City of Heroes was launched with only the five basic Archetypes, but the Issue 3 expansion introduced two new "Epic" archetypes. They are two types of aliens known as the Kheldians (Warshades and Peacebringers). The ability to play as a Kheldian is made available only to players who have achieved level 50 with another hero character first. City of Villains was launched with five new basic archetypes.
Heroic Archetypes
These Archetypes are unique to City of Heroes.
Blaster
Blasters are based almost completely around offense. Having no defensive powers Blasters rely on their overwhelming damage to protect them. Solo Blasters can easily defeat most enemies one-on-one, but can get into trouble if they face multiple enemies. In a group, Blasters can overcome their lack of defence by letting Tankers and Scrappers distract the enemy before they unleash their attacks.
:Primary powers: A Blaster’s Primary Powers are long range attacks.
:Secondary powers: A Blaster’s Secondary Powers are generally strong melee attacks mixed in with self buffs and crowd control powers.
:Inherent power: Defiance. Every time a Blaster hits with an attack they gain a damage boost for a short time. They can also use their first powers even while under the effects of hold, sleep or other such power.
Marvel Comics' Cyclops and DC Comics' Starfire are examples of Blasters. Within the game, the signature hero Synapse is a Blaster.
Controller
Controllers are an Archetype that, as their name suggests, are based around controlling powers. Their abilities are used to halt foes in their tracks, sometimes making them completely helpless. Most controllers eventually gain the ability to summon "Pets" to fight alongside them. Although the Pets are not very intelligent and cannot be controlled, they draw fire away from the team and often contribute damage or holds of their own. Overall the Controller’s primary function is to incapacitate foes, either to be finished off by the Controller or his team.
:Primary Powers: Control powers focused on immobilizing, holding, terrifying, confusing or putting one or more enemies to sleep, as well as pets, if any.
:Secondary Powers: These powers usually consist of buffs for team mates or debuffs for enemies.
:Inherent Power: Containment. This doubles the damage a Controller does to a foe affected by a control power.
DC's Piper or Marvel's Jean Grey are examples of Controllers. Within the game, the signature hero Sister Psyche is a Controller.
Defender
Although they can successfully complete missions solo, Defenders are designed around aiding their teammates. They can either buff heroes considerably or weaken foes until they no longer pose a threat. They are often mistakenly referred to as the healing Archetype, despite the fact only some power sets have heals. Their secondary power sets are essentially Blaster Primary Sets with weaker damage.
:Primary Powers: Buffs (which may include healing) for allies and debuffs for enemies.
:Secondary Powers: Long range blasts with boosted secondary effects to help weaken foes.
:Inherent Power: Vigilance. This allows a Defender’s powers to use less endurance the lower his team's health is. This is to make sure their life saving powers are always there when they need them.
Marvel Comics' The Invisible Woman (Sue Richards) of The Fantastic Four and DC Comics' Raven are examples of Defenders. Within the game, the signature heroes Manticore and Positron are Defenders.
Scrapper
Scrappers are melee fighters, they fight up close and personal with little or no ranged powers. Scrappers can either fight bare handed or with weapons. They generally have good defensive abilities allowing them to not only dish out, but take damage. A Scrapper’s role is to be on the front lines taking foes down, and as such they are generally considered a preferred Archetype for solo play.
:Primary Powers: Mainly melee attacks with the occasional ranged power as well as damage buffs.
:Secondary Powers: Defense powers aimed at keeping the Scrapper alive during prolonged fights.
:Inherent Power: Critical Hit. This power lets a Scrapper occasionally hit double damage. The tougher the foe, the more likely a Critical Hit will land.
Marvel Comics' Wolverine and DC's Batman are examples of Scrappers. Within the game, the signature hero Ms. Liberty is a scrapper.
Tanker
Tankers by nature have the strongest defense and highest hit points in the game. A Tanker is always on the front lines drawing enemy attention away from his teammates. Tankers have very few ranged powers and generally have low damage output compared to Blasters and Scrappers. Their role is to protect teammates by absorbing vast amounts of damage that the other Archetypes simply could not manage.
:Primary Powers: Strong defense powers that either let them absorb huge amounts of damage or avoid it completely. They also have enemy debuffs and self heals.
:Secondary Powers: Melee attacks and damage buffs.
:Inherent Power: Gauntlet. Often called Punch-Voke (a portmanteau of "Punch" and "Provoke") by the community, a Tanker can draw attention away from his friends by simply attacking enemies. This creates an aura effect taunting up to five of the surrounding enemies as well.
Marvel's Colossus and DC’s Cyborg are examples of Tankers. Within the game, the signature hero the Statesman is a Tanker.
Villainous Archetypes
These Archetypes are unique to City of Villains.
Brute
Brutes are close-ranged melee specialists with high hit points and damage. They could be considered a mix of the hero archetypes, Tanker and Scrapper. Brutes are meant to do damage first and provide team defense second, so Brutes learn the power Taunt at a much later level than Tankers (like Scrappers).
:Primary Powers: Mainly melee attacks as well as damage buffs.
:Secondary Powers: Defense powers aimed at keeping the Brute alive during prolonged fights along with damage inducing auras.
:Inherent power: Fury. The strength of the Brute's damage increases as he attacks or is attacked by enemies. However, this bonus soon wears off if the Brute is not attacking or being attacked.
Examples of the Brute could be Blockbuster from DC Comics, or Rhino from Marvel Comics. Within the game, the signature villain Black Scorpion is a Brute.
Corruptor
Corruptors specialize in ranged attacks as well as buffs and debuffs. They are essentially the reverse of the Defender, however their buffs and debuffs are weaker while their damage output is closer to that of Blasters. As such, they have many powers in common with the Blasters and the Defenders.
:Primary Powers: Long range blasts with boosted secondary effects to weaken foes.
:Secondary Powers: Buffs for allies and debuffs for foes. Not many healing-type powers, when compared to the Buff/Debuff sets of Defenders and Controllers.
:Inherent Power: Scourge. As the foe's health drops to low levels, Scourge kicks in and doubles the damage done by the Corruptor.
The Crimson Dynamo from Marvel or The Shade of DC could be considered Corruptors. Within the game, the signature villain Scirocco is a Corruptor.
Dominator
Dominators mix control powers with a combination of melee and ranged attack powers. Most of the primary power sets are borrowed from City of Heroes Controller sets, and their secondary sets are amalgamations of various ranged and melee powers.
:Primary Powers: Control powers focused on immobilizing, holding, terrifying, confusing or putting one or more enemies to sleep, as well as pets, if any.
:Secondary Powers: Various ranged and melee attacks from other archetypes, and some self buffs.
:Inherent Power: Domination. Allows them to infrequently but dramatically increase their control and damage capabilities, while giving them protection from such effects.
Poison Ivy from DC comics and Scarlet Witch from Marvel Comics can both be considered Dominators in some incarnations. Within the game, the signature villain Ghost Widow is considered a Dominator.
Mastermind
Masterminds have control over summonable henchmen, buffs/debuffs, and some offensive powers. The quantity and quality of minions increases as the Mastermind's level increases, depending upon which specific powers in a primary set are chosen. Masterminds currently have mercenary soldiers, the undead, ninja, robots, or street thugs at their disposal.
:Primary Powers: Summonings of Henchmen, powers to improve the abilities of Henchmen, and a few ranged powers, usually consisting of one weak ranged power, one stronger ranged power, and a ranged cone power.
:Secondary Powers: Buffs for Henchmen and allies and debuffs for foes. Resurrecting powers cannot be used on Henchmen.
:Inherent Power: Supremacy. All henchmen within a certain range of the Mastermind gain an accuracy and damage buff. Additionally, under certain circumstances, henchmen under the effect of Supremacy protect the Mastermind from part of the damage he'd take.
Possible examples of Masterminds would be The Kingpin from Marvel or Lex Luthor from DC, as they often have others do the dirty work for them. Within the game, the signature villain and leader of Arachnos, Lord Recluse, is a Mastermind.
Stalker
Stalkers are the assassins and rogues of City of Villains. Their primary means of attack is to hide in plain sight, and then strike their target, as they lay unaware. Stalkers have an "Assassin's Strike" attack that does more damage while they are "Hidden" as well as a power called "Placate" that allows them to temporarily hide from foes and avoid detection.
:Primary Powers: Melee attacks with the special "Assassin's Strike" and "Placate" powers.
:Secondary Powers: Defensive powers, particularly "Hide" which allows the Stalker to remain undetected until they attack.
:Inherent Power: Assassination. While Hidden, if a Stalker uses a melee attack on a foe, it will be a Critical Hit (2x damage). If the Stalker uses the "Assassin's Strike" attack, it will do six times the normal damage.
Examples of Stalkers would be Elektra from Marvel Comics and Deathstroke the Terminator from DC Comics. Within the game, the signature villain Captain Mako is a stalker.
Epic Archetypes
Epic archetypes are not available to players at first, but must be unlocked during play. These Archetypes are not any more powerful than the other Archetypes, but require an advanced knowledge of play due to their complexity of creation. Currently only the Kheldian archetypes are available and solely to Heroes. Existing naturally as beings of pure energy, they merge with humans to form the player character. They also get story arcs unique to their Archetype (although the story arcs for both factions intersect after a certain level of play) in addition to the regular arcs. The developers have stated that several more Epic Archetypes will likely be added to the game in the future.
3 basic types of Kheldians are known to exist: The Peacebringers, who represent the original Kheldian race and the Warshades, who are reformed Nictus; these 2 groups are available as player archetypes and are detailed below. The 3rd type are the Nictus, altered Kheldians that pursue a path of darkness and evil. They are presented as an enemy faction to the others, and are not available as a player archetype.
Peacebringers are characterised by a bluish/white glow that emits from their bodies when they use their powers, compared to the Warshades who emit a purple/black glow. When not using their powers, both appear to be normal humans. In much the same way as Superman with Kryptonite, all Kheldian archetypes are shown to have a signature weakness that does not affect the other archetypes - they are highly vulnerable to a form of quantum energy that can stop them in their tracks with as little as 2 shots.
Peacebringer
Peacebringers are members of an alien race known as Kheldians that have fused with a willing human host. Although they cannot access Flight or Teleport pools, Peacebringers have a wide range of powers at their disposal, making them (along with Warshades) one of the most diverse Archetypes in the game.
Peacebringers can transform into Bright Novas, giving them Blaster-like abilities, or into White Dwarfs, allowing them to have Tanker-like abilities. Peacebringers naturally have the ability to fly from level 1. Their origin is always natural, no other option is available during character creation.
:Primary Powers: Most ranged and melee attacks with a heal other power and the ability to summon three kamikaze pets.
:Secondary Powers: Mainly defensive powers including damage resistance and a self heal as well as some buffs.
:Inherent Powers:
:*Cosmic Balance: Depending on the teammate this power gives the Peacebringer a boost in damage, damage resistance, or protection from status effects. The effect works to balance the team's strengths.
:*Energy Flight: Peacebringers can inherently fly. This is the same as the Flight Power Pool's Fly.
:*Combat Flight: A slower and more maneuverable way to fly, with a defensive buff. This is the same as Flight Power Pool's Hover.
The hero Horus from the Blue King Studios publication of the City of Heroes comic book was revealed to be a Peacebringer. The contacts Sunstorm and Moonfire are NPC examples of a Peacebringer.
Warshade
A Warshade is a fusion between a human and a scientifically altered Kheldian known as a Nictus. While the Kheldians and the Nictus are at war with each other, the Warshades are a Nictus faction that have reformed from their path of darkness & evil to ally themselves with the Kheldian Peacebringers. Good or evil, a Nictus symbiote cannot forcibly take over a host (though some Nictus have experimented with brainwashing techniques to weaken the wills of otherwise unwilling participants). Much like the Peacebringers, Warshades cannot access Flight or Teleport pools and share several powers and themes, but unlike Peacebringers they have control-type powers instead of melee attacks. Many of their powers require enemies, living or defeated, to work. Warshades can transform into Dark Novas, giving them Blaster-like abilities, or Black Dwarfs giving them Tanker-like abilities. Warshades can naturally teleport from level 1. Their origin is always science, no other option is available during character creation.
:Primary Powers: Ranged attacks and control powers, as well as a self heal. They also gain the ability to summon a Pet from the body of a defeated foe.
:Secondary Powers: Defensive powers mixed in with heals, buffs and crowd control.
:Inherent Powers:
:*Dark Sustenance: Depending on the teammate this power gives the Warshade a boost in damage, damage resistance, or protection from status effects. The effect works to amplify the team's existing strengths.
:*Shadow Step: Warshades can inherently teleport. This is the same as the Teleportation Power Pool's Teleport.
:*Shadow Recall: Warshades can teleport allies, as well. This is the same as the Teleportation Power Pool's Recall Friend.
There have not been any notable Warshades outside of the City of Heroes game. The contact Shadowstar is the only NPC example of a Warshade.
Future Archetypes
Other "Epic" Archetypes that have been announced for possible future expansions include Incarnates, Blood of the Black Stream, Coralax and Nictus. The following information has been released in a series of hints and rumors planted either in the course of the storyline of City of Heroes or on the official forums. All of these future Epic Archetypes will require either completing a Task Force/Strike Force/Trial in either game or the purchase of an expansion to the games.
*City of Villains will be getting two known epic Archetypes: the Nictus Archetype for City of Villains, confirmed by developer Matt "Positron" Miller to be like Warshades and an evil version of Peacebringers whose name is currently unknown.
*The Coralax are an aquatic-based civilization that were created from living coral by the god Merulina. Their society is based heavily around a hierarchy of 'Shapers'. Hybrids of Coralax and humans can be found as an NPC Enemy Group in City of Villains. In addition, Villains who take Captain Mako as their Patron have a power that allows them to summon either a true Coralax Guardian or a Coralax Hybrid.
*There is little known about the Blood of the Black Stream except that they have some connection with Ancient Egypt as seen in the Alderac Entertainment Group CoH CCG contest winner's entry that was altered by game developer Sean Michael "Manticore" Fish to fit in with the storyline of the group. It has been said by the development team that they are a shapeshifting archetype. They are also mentioned in an early story arc in City of Villains.
*The Incarnate Archetype has also been confirmed by the development team but there has been little information regarding it. What is known is that it will possibly be a dual Archetype according to two characters that are already identified as Incarnates in the franchise. For example an Incarnate can also be a Tanker or Mastermind (as Statesman and Lord Recluse are). The name for the Archetype comes from the fact that such characters will be connected to some sort of deity. The Statesman is an Incarnate of Zeus (as seen in the Top Cow run of the City of Heroes comics) and he can control lightning due to his connection to Zeus. Lord Recluse is revealed to be an Incarnate of Tartarus in the novel The Freedom Phalanx, however the powers he gains from this deity are unknown.
Costumes
City of Heroes includes the most extensive avatar and costume generator of all current MMORPGs.
First the player chooses either a female, male or huge male basic body type, which then can be modified by changing its size (4 to 8 feet) and its proportions (shoulder, chest, and hip size, etc.). Finally even the facial features can be changed by resizing and distorting parts of the head such as the cranium, chin, nose, cheeks, etc.
Subsequently the actual costume is created. The costume creation process offers literally millions of combinations. Features of the costume that can be changed include: faces, masks, hair styles, hats, helmets, horns, antennae, jackets, tops, emblems, shoulderpads, sleeves, robotic arms, gloves, belts, robes, pants, boots and more. Additionally each selection can be individually colored and most of them can also be overlaid with patterns.
Inside the game the character can visit a tailor where the costume can be modified at the cost of some influence/infamy (ingame currency). The tailor shops are known as "Icon" for heroes and "Facemaker" for villains. When a character reaches level 20 and completes a specific mission handed out by the representative in the City Hall of Atlas Park (for Heroes) or, depending on which contact was chosen at the character's creation, Kalinda the Fortunata or Burke the Mercenary (for Villains), a cape can be added to the costume at the tailor's shop. Similar to unlocking the cape, at level 30 a character can complete a mission and unlock various aura-effects, such as a glow, sparkles, crumbling rocks, or bolts of electricity, to place on their costume. At levels 20, 30 and 40 a character can gain additional costume "slots", which allows the player to freely switch between costumes while playing the game; these missions are handed out by the head tailors at the individual tailor shops.
After one of the patches of August 2006 the costume selector panel now changed to indicate a fifth costume slot that is activated by collecting four special pieces of Salvage during the 2006 Halloween Event. With the introduction of the Consignment House and the Black Market, these pieces of Salvage can be bought at any time and redeemed with the proper contacts.
This is a list of spells in the paper-and-pencil game Spellbinder (also known as Waving Hands). Gestures in lower-case letters must be made with both hands simultaneously.
Protection Spells
Shield (Gesture: P)
This spell protects the subject from all attacks from summoned monsters, from Magic Missile spells, and from stabs by Warlocks. The shield will block any number of such attacks but lasts for only one round. The shield protects the subject on the turn in which it is cast.
Remove Enchantment (gestures: PDWP)
Terminates the effects of all Enchantment Spells that have been cast on the subject including those that were cast on the subject in the same turn as the Remove Enchantment.
Effects that have already taken place are not cancelled, for example, the victim of a Blindness spell will not be able to see what their opponent's gestures were on the same turn that the Blindness is removed. All enchantments are removed and the caster may not pick and choose. Remove Enchantment also destroys any monster upon which it is cast, although the monster can still attack in that turn. Warlocks suffer no adverse effects from this spell, aside from the removal of their enchantments.
Magic Mirror (gestures: cw)
Any spell cast at a subject protected by Magic Mirror is reflected back upon the caster of the spell. The Magic Mirror protects only during the turn in which it was cast. The protection includes spells like Magic Missile and Lightning Bolt but does not include attacks by monsters or stabs from Warlocks. A Magic Mirror will not deflect spells cast by the Warlock that the mirror protects.
For the purpose of enchantments (eg. Charm Person), if a spell is reflected from a Magic Mirror, the original target becomes the caster, and gets to modify the gestures of the original caster.
The mirror is countered totally if a Counter Spell is cast on the subject in the same turn as the mirror. The mirror has no effect on spells which affect more than one person (such as Fire Storm).
In the unlikely event of a spell being cast such that it would reflect from more than one Magic Mirror (this requires the collusion of three Warlocks, or some help from a Delay Effect), the spell is reflected only once. See also the unexpected.
Counter Spell (gestures: WPP or WWS)
Any other spell cast upon the subject in the same turn has no effect. In the case of blanket spells, which affect more than one person, the subject of the Counter Spell alone is protected. For example, a Fire Storm spell could kill off a monster but not if a Counter Spell were cast on the monster in the same turn. Everyone else would be affected as usual by the Fire Storm unless they had their own protection.
Counter Spell works on all spells except Dispel Magic and Finger of Death, and also works as a Shield for its Target.
Dispel Magic (gestures: cDPW)
This spell acts as a combination of Counter Spell and Remove Enchantment, but its effects are universal rather than limited to the subject of the spell. It will stop any spell cast in the same turn from working (apart from another Dispel Magic spell), and will remove all enchantments from all beings before they have effect - except Blindness and Invisibility still prevent Warlocks from seeing Gestures that turn. In addition, all monsters are destroyed although they can attack that turn. Stab and Surrender still take effect, as they are not magical. As with a Counter Spell, Dispel Magic also acts as a Shield for its subject.
Cure Light Wounds (gestures: DFW)
The subject is cured by one Health point, up to a maximum of their starting health plus 1. If damage is inflicted in the same turn which would otherwise result in the subject's death (ie. if they are on 5 Health, and hit by a Lightning Bolt), the subject survives.
Cure Heavy Wounds (gestures: DFPW)
This spell is similar to Cure Light Wounds in effect but two points of damage are cured. This spell will also cure any diseases the subject might have at the time.
Summoning Spells
Summon Goblin (gestures: SFW)
This spell creates a goblin under the control of the target of the spell (or the target's controller, if the target is a monster). Note that the spell target becomes the controller, not the victim.
The goblin can attack immediately and its victim will be an opponent of its controller. It does one point of damage to its victim per turn and is destroyed after one point of damage is inflicted upon it. The summoning spell cannot be cast at an elemental, and if cast at something which doesn't exist, the spell has no effect.
Summon Ogre (gestures: PSFW)
This spell is the same as Summon Goblin but the ogre created inflicts and is destroyed by two points of damage rather than one.
Summon Troll (gestures: FPSFW)
This spell is the same as Summon Goblin but the troll created inflicts and is destroyed by three points of damage rather than one.
Summon Giant (gestures: WFPSFW)
This spell is the same as Summon Goblin but the giant created inflicts and is destroyed by four points of damage rather than one.
Summon Ice Elemental (gestures: cSWWS)
This spell creates an ice elemental. Casting this spell will cause an elemental to be created, even if no target is specified.
Summon Fire Elemental (gestures: cWSSW)
This spell creates a fire elemental. Casting this spell will cause an elemental to be created, even if no target is specified.
Damaging Spells
Magic Missile (gestures: SD)
This spell creates a material object of hard substance which is hurled towards the subject of the spell and causes him one point of damage. The spell is thwarted by a Shield.
Finger Of Death (gestures: PWPFSSSD)
Kills the subject stone dead. This spell is so powerful that it is unaffected by a Counter Spell, although a Dispel Magic spell cast upon the final gesture will stop it.
The usual way to prevent being harmed by this spell is to prevent its casting using, for example, an Anti Spell.
Lightning Bolt (gestures: DFFDD)
The subject of this spell is hit by a bolt of lightning and sustains five points of damage. A Shield spell offers no defence.
Clap of Lightning (gestures: WDDc)
The subject of this spell is hit by a bolt of lightning and sustains five points of damage. A Shield spell offers no defence. This spell may only be cast once per Warlock in any one Battle. (Note - if it is blocked by a counter-spell, it still may not be cast again. If it is prevented by Dispel Magic, it can be cast again.)
Cause Light Wounds (gestures: WFP)
The subject of this spell is inflicted with two points of damage. A Shield spell offers no defence.
Cause Heavy Wounds (gestures: WPFD)
This has the same effect as Cause Light Wounds but inflicts three points of damage instead of two.
Fireball (gestures: FSSDD)
The subject of this spell is hit by a ball of fire and sustains five points of damage unless he is resistant to fire. If at the same time an Ice Storm prevails, the subject of the Fireball is instead not harmed by either spell, although the storm will affect others as normal. If directed at an ice elemental, the fireball will destroy it before it can attack.
Fire Storm (gestures: SWWc)
Everything not resistant to heat sustains 5 points of damage that turn. The spell cancels wholly, causing no damage, with either an Ice Storm or an ice elemental. It will destroy but not be destroyed by a fire elemental. Two Fire Storms act as one.
A Counter Spell will not prevent a Fire Storm, but it will protect the target of the Counter Spell.
Ice Storm (gestures: WSSc)
Everything not resistant to cold sustains 5 points of damage that turn. The spell cancels wholly, causing no damage, with either a Fire Storm or a fire elemental, and will cancel locally with a Fireball. It will destroy but not be destroyed by an ice elemental. Two Ice Storms act as one.
A Counter Spell will not prevent an Ice Storm, but it will protect the target of the Counter Spell.
Enchantment Spells
Amnesia (gestures: DPP)
If the subject of this spell is a Warlock, next turn he will repeat identically the gestures he made in the current turn.
If the subject of the spell is a monster or elemental, it forgets to attack in that round.
If the subject is simultaneously the subject of any of Paralysis, Confusion, Charm Person, Charm Monster, Fear or another Amnesia then none of the spells work.
Confusion (gestures: DSF)
If the subject of this spell is a Warlock, next turn he submits orders as usual. However, during resolution of the round, the server will randomly determine which hand is affected, and will randomly replace the ordered gesture with one of the eight possible gestures.
If the subject of the spell is a monster, it attacks a random victim that turn.
If the subject is also the subject of any of: Paralysis, Amnesia, another Confusion, Charm Person, Charm Monster, or Fear, none of the spells work.
Charm Person (gestures: PSDF)
Except for cancellation with other enchantments, this spell only affects Warlocks. The subject of the spell submits orders as normal, but the caster of the spell also submits a gesture for one of the subject's hands. The subject uses the gesture submitted by the caster for the next turn. If the subject is only so because of a reflection from a Magic Mirror the subject of the mirror assumes the role of caster and decides his opponent's gesture.
If the subject is also the subject of any of Paralysis, Amnesia, Confusion, another Charm Person, Charm Monster, or Fear, none of the spells work.
Charm Monster (gestures: PSDD)
Except for cancellation with other enchantments, this spell only affects monsters (excluding elementals). Control of the monster is transferred to the caster of the spell (or retained by him) as of this turn, i.e. the monster will attack whosoever its new controller directs, from that turn onwards including that turn. Further charms are, of course, possible, transferring as before.
If the subject of the charm is also the subject of any of: Paralysis, Amnesia, Confusion, Charm Person, another Charm Monster, or Fear none of the spells work.
Paralysis (gestures: FFF)
If the subject of the spell is a Warlock, then for the following turn the caster selects one of the Warlock's hands and on that turn, the selected hand is paralysed. If the target Warlock already had a paralysed hand, paralysed by the same caster, the caster will not have the choice - the same hand will be paralysed again.
If the hand being paralysed is, at the time the spell is cast, performing a C, S or W it is instead paralysed into F, D or P respectively, for the next turn. Otherwise it will repeat the original position (this allows repeated stabs).
If the subject of the spell is a monster or an elemental it simply does not attack in the turn in which the spell was cast.
If the subject of the spell is also the subject of any of Amnesia, Confusion, Charm Person, Charm Monster, Fear or another Paralysis, none of the spells work.
Fear (gestures: SWD)
If the subject of this spell is a Warlock, then on the turn following the casting of this spell, the subject cannot perform a C, D, F or S gesture (if they submit orders to make one of these gestures, their gesture will be replaced with '-' - no gesture).
If the subject of the spell is a monster (excluding elementals, which are unaffected), it will be too afraid to attack in that round.
If the subject is also the subject of Paralysis, Amnesia, Confusion, Charm Person, Charm Monster, or another Fear, then none of the spells work.
Anti Spell (gestures: SPFP)
On the turn following the casting of this spell, the subject cannot include any gestures made on or before this turn in a spell sequence and must restart a new spell from the beginning of that spell sequence. The spell does not affect spells which are cast on the same turn nor does it affect monsters.
Protection (gestures: WWP)
For this turn and the following two turns the subject of this spell is protected as if using a Shield spell, thus leaving both hands free. Concurrent Shield spells offer no further protection and compound Protection spells merely overlap offering no extra cover.
Resist Heat (gestures: WWFP)
The subject of this spell becomes totally resistant to all forms of heat attack (Fireball, Fire Storm and fire elementals). Only Dispel Magic or Remove Enchantment will terminate this resistance once started (although a Counter Spell will prevent it from working if cast at the subject at the same time as this spell). A Resist Heat cast directly on a fire elemental will destroy it before it can attack that turn, but there is no effect on ice elementals.
Resist Cold (gestures: SSFP)
The effects of this spell are identical to Resist Heat but resistance is to cold (Ice Storm and ice elementals) and it destroys ice elementals if they are the subject of the spell but doesn't affect fire elementals.
Disease (gestures: DSFFFc)
The subject of this spell immediately contracts a deadly (non contagious) disease which will kill him at the end of the sixth turn following the one upon which the spell is cast. A counter in the warlock's status bar indicates the number of turns he has left to live. When the counter reaches zero, the warlock dies. The malady is cured by Remove Enchantment or Cure Heavy Wounds or Dispel Magic in the meantime. If the subject of the spell is a monster, it dies immediately, but still gets to attack that turn.
Poison (gestures: DWWFWD)
This is the same as the disease spell except that Cure Heavy Wounds does not stop its effects.
Blindness (gestures: DWFFd or DFWFd)
For the next 3 turns not including the one in which the spell was cast, the subject is unable to see. If he is a Warlock, he cannot tell what his opponents' gestures are, although he will be informed of the effects of spells cast. He can control his monsters (he can say 'Attack that cursed Zarquon'), but he cannot direct his spells at things that he cannot see.
Blinded monsters (including Elementals) are instantly destroyed and cannot attack in that turn.
Invisibility (gestures: PPws)
This spell is similar to Blindness only the subject of the spell becomes invisible to his opponent and his monsters. His gestures cannot be seen by his opponents, and he cannot be attacked by any monsters or hit by any target-specific Spells, although they can be directed at him in case he becomes visible prematurely. Warlocks can still stab at him, with the same hope.
Any monster made invisible is destroyed due to the unstable nature of such magically created creatures, and doesn't get to attack that turn.
Haste (gestures: PWPWWc)
For the next 3 turns, the subject (but not his monsters if a Warlock) makes an extra set of gestures due to being speeded up. This takes effect immediately, so that immediately after the turn in which the Haste is cast the Hastened Warlock gets a "free" set of orders. Non-hastened Warlocks and monsters can see everything the hastened individual is doing.
Note that any spells cast during a non-hastened turn do not expire before the end of the extra hastened turn. This means that (for example) a Shield cast by a non-hastened Warlock would also protect him against a stab from a hastened Warlock in the hastened Warlock's free turn.
Note also that lasting spells cast during the hastened turn will begin to time out before the next turn. For example, a Shield cast during the free turn is not effective in the next.
Finally, note that enchantments are still effective during a Hasted turn, but, if the caster doesn't submit orders that turn, and the enchantment requires direction (as Paralysis and Charm Person do), then it will not take effect.
Time Stop (gestures: SPPFD or SPPc)
The subject of this spell takes an extra turn immediately at the end of the current turn, assuming they are still alive. During the extra turn, no-one can see the gestures he makes (though they can detect the effects of spells he casts). All beings have no resistance to any form of attack during a Time-Stopped turn, e.g. a Warlock halfway through the duration of a Protection spell can be harmed by a monster which has had its time stopped. Time stopped monsters attack whoever they were attacking in the round Time Stop is cast, and time stopped elementals affect everyone, resistance to heat or cold being immaterial. Also, enchantments which affect a Warlock's gestures are not effective during the time-stopped turn (though they still take effect afterwards). It's possible, therefore, to negate an enchantment by casting another on yourself during a time-stopped turn. Essentially, no persistent effects are relevant in a time-stopped turn. Also, a counter-spell or shield cast during a time-stopped turn will not last into the next turn. A time-stopped monster will attack before a surrender is recognised, though a time-stopped player will not.
Finally, if two Warlocks are both time-stopped in the same turn, they can both see the other.
Delay Effect (gestures: DWSSSP)
This spell only works if cast upon a Warlock. One of the next spells he completes, provided it is on one of the next 3 turns (not including the turn in which Delay Effect is cast), is "banked" until needed, i.e. it fails to work until its caster desires. The spell to be banked can be selected with a radio button while Delay Effect is active. Note that spells banked are those cast by the subject not those cast at him. The target of the spell is banked along with the spell itself (i.e. the complete effect of the spell, including target, is what gets saved).
Remember that Surrender is not a spell. A Warlock may only have one spell banked at any one time. Banking a second spell will overwrite the first.
When a spell is banked, a Warlock can fire it when he elects to do so. A banked spell will not be removed by Dispel Magic or Remove Enchantment. To counter a banked spell, you must cast the counter-spell on the turn the spell is fired - you cannot counter it on the turn in which it is banked.
Permanency (gestures: SPFPSDW)
This spell only works if cast upon a Warlock. Any spell he completes (i.e. completes the gestures of and casts), provided it is on one of the next 3 turns, and which falls into the category of "Enchantments" (except Anti Spell, Disease, Poison, or Time Stop) can have its effect made permanent. Delay Effect and Permanency can be made permanent, which prevents the three turn timeout, but they are still used up after being triggered.
Note that the person who has his spell made permanent does not necessarily have to make himself the subject of the spell. A Permanency spell cannot increase the duration of a spell which is being banked by Delay Effect.
Note that an attempt to make permanent an enchantment spell that is countered (or fails for any other reason) still uses up the Permanency. Note: Cast Permanency at yourself!
Permanency doesn't work with Charm Monster, as that spell has an instant effect rather than actually behaving as an enchantment.
Non Spells
Surrender (gestures: p)
This is not a spell and consequently cannot be cast at anyone. The Warlock making these gestures, irrespective of whether they terminate spells or not, surrenders and the contest is over. If the gestures do complete spells, those spells will be cast as usual - the surrender does not happen until the end of the round. The surrendering Warlock is deemed to have lost unless his gestures completed spells which killed all remaining opponents, in which case he is deemed to have won.
Two or more simultaneous surrenders count as a draw, in the same way as two or more simultaneous deaths - none of the Warlocks gain or lose any points, even those which died earlier in the Battle.
It is a skill for Warlocks to work their spells so that they never accidentally perform 2 P gestures simultaneously. It is too late to surrender on the turn you are killed - if you are killed as you make the surrender gesture, you will still die. However, if you live to the end of the turn, the referee will cure any diseases, poisons etc. in time for your next battle.
Stab (gesture: >)
This is not a spell but an attack which can be directed at any individual monster or Warlock. Unless protected in that turn by a Shield spell or another spell with the same effect, the stabbed being suffers 1 point of damage. The Warlock only has one knife so can only stab with one hand in any turn - if a Warlock's gestures are such that he stabs with both hands, only the right hand will do damage. The stab cannot be reflected by a Magic Mirror or stopped by Dispel Magic (although its Shield effect could stop the stab). Clumsy Warlocks are allowed to stab themselves. Knives cannot be thrown.
Protection Spells
Shield (Gesture: P)
This spell protects the subject from all attacks from summoned monsters, from Magic Missile spells, and from stabs by Warlocks. The shield will block any number of such attacks but lasts for only one round. The shield protects the subject on the turn in which it is cast.
Remove Enchantment (gestures: PDWP)
Terminates the effects of all Enchantment Spells that have been cast on the subject including those that were cast on the subject in the same turn as the Remove Enchantment.
Effects that have already taken place are not cancelled, for example, the victim of a Blindness spell will not be able to see what their opponent's gestures were on the same turn that the Blindness is removed. All enchantments are removed and the caster may not pick and choose. Remove Enchantment also destroys any monster upon which it is cast, although the monster can still attack in that turn. Warlocks suffer no adverse effects from this spell, aside from the removal of their enchantments.
Magic Mirror (gestures: cw)
Any spell cast at a subject protected by Magic Mirror is reflected back upon the caster of the spell. The Magic Mirror protects only during the turn in which it was cast. The protection includes spells like Magic Missile and Lightning Bolt but does not include attacks by monsters or stabs from Warlocks. A Magic Mirror will not deflect spells cast by the Warlock that the mirror protects.
For the purpose of enchantments (eg. Charm Person), if a spell is reflected from a Magic Mirror, the original target becomes the caster, and gets to modify the gestures of the original caster.
The mirror is countered totally if a Counter Spell is cast on the subject in the same turn as the mirror. The mirror has no effect on spells which affect more than one person (such as Fire Storm).
In the unlikely event of a spell being cast such that it would reflect from more than one Magic Mirror (this requires the collusion of three Warlocks, or some help from a Delay Effect), the spell is reflected only once. See also the unexpected.
Counter Spell (gestures: WPP or WWS)
Any other spell cast upon the subject in the same turn has no effect. In the case of blanket spells, which affect more than one person, the subject of the Counter Spell alone is protected. For example, a Fire Storm spell could kill off a monster but not if a Counter Spell were cast on the monster in the same turn. Everyone else would be affected as usual by the Fire Storm unless they had their own protection.
Counter Spell works on all spells except Dispel Magic and Finger of Death, and also works as a Shield for its Target.
Dispel Magic (gestures: cDPW)
This spell acts as a combination of Counter Spell and Remove Enchantment, but its effects are universal rather than limited to the subject of the spell. It will stop any spell cast in the same turn from working (apart from another Dispel Magic spell), and will remove all enchantments from all beings before they have effect - except Blindness and Invisibility still prevent Warlocks from seeing Gestures that turn. In addition, all monsters are destroyed although they can attack that turn. Stab and Surrender still take effect, as they are not magical. As with a Counter Spell, Dispel Magic also acts as a Shield for its subject.
Cure Light Wounds (gestures: DFW)
The subject is cured by one Health point, up to a maximum of their starting health plus 1. If damage is inflicted in the same turn which would otherwise result in the subject's death (ie. if they are on 5 Health, and hit by a Lightning Bolt), the subject survives.
Cure Heavy Wounds (gestures: DFPW)
This spell is similar to Cure Light Wounds in effect but two points of damage are cured. This spell will also cure any diseases the subject might have at the time.
Summoning Spells
Summon Goblin (gestures: SFW)
This spell creates a goblin under the control of the target of the spell (or the target's controller, if the target is a monster). Note that the spell target becomes the controller, not the victim.
The goblin can attack immediately and its victim will be an opponent of its controller. It does one point of damage to its victim per turn and is destroyed after one point of damage is inflicted upon it. The summoning spell cannot be cast at an elemental, and if cast at something which doesn't exist, the spell has no effect.
Summon Ogre (gestures: PSFW)
This spell is the same as Summon Goblin but the ogre created inflicts and is destroyed by two points of damage rather than one.
Summon Troll (gestures: FPSFW)
This spell is the same as Summon Goblin but the troll created inflicts and is destroyed by three points of damage rather than one.
Summon Giant (gestures: WFPSFW)
This spell is the same as Summon Goblin but the giant created inflicts and is destroyed by four points of damage rather than one.
Summon Ice Elemental (gestures: cSWWS)
This spell creates an ice elemental. Casting this spell will cause an elemental to be created, even if no target is specified.
Summon Fire Elemental (gestures: cWSSW)
This spell creates a fire elemental. Casting this spell will cause an elemental to be created, even if no target is specified.
Damaging Spells
Magic Missile (gestures: SD)
This spell creates a material object of hard substance which is hurled towards the subject of the spell and causes him one point of damage. The spell is thwarted by a Shield.
Finger Of Death (gestures: PWPFSSSD)
Kills the subject stone dead. This spell is so powerful that it is unaffected by a Counter Spell, although a Dispel Magic spell cast upon the final gesture will stop it.
The usual way to prevent being harmed by this spell is to prevent its casting using, for example, an Anti Spell.
Lightning Bolt (gestures: DFFDD)
The subject of this spell is hit by a bolt of lightning and sustains five points of damage. A Shield spell offers no defence.
Clap of Lightning (gestures: WDDc)
The subject of this spell is hit by a bolt of lightning and sustains five points of damage. A Shield spell offers no defence. This spell may only be cast once per Warlock in any one Battle. (Note - if it is blocked by a counter-spell, it still may not be cast again. If it is prevented by Dispel Magic, it can be cast again.)
Cause Light Wounds (gestures: WFP)
The subject of this spell is inflicted with two points of damage. A Shield spell offers no defence.
Cause Heavy Wounds (gestures: WPFD)
This has the same effect as Cause Light Wounds but inflicts three points of damage instead of two.
Fireball (gestures: FSSDD)
The subject of this spell is hit by a ball of fire and sustains five points of damage unless he is resistant to fire. If at the same time an Ice Storm prevails, the subject of the Fireball is instead not harmed by either spell, although the storm will affect others as normal. If directed at an ice elemental, the fireball will destroy it before it can attack.
Fire Storm (gestures: SWWc)
Everything not resistant to heat sustains 5 points of damage that turn. The spell cancels wholly, causing no damage, with either an Ice Storm or an ice elemental. It will destroy but not be destroyed by a fire elemental. Two Fire Storms act as one.
A Counter Spell will not prevent a Fire Storm, but it will protect the target of the Counter Spell.
Ice Storm (gestures: WSSc)
Everything not resistant to cold sustains 5 points of damage that turn. The spell cancels wholly, causing no damage, with either a Fire Storm or a fire elemental, and will cancel locally with a Fireball. It will destroy but not be destroyed by an ice elemental. Two Ice Storms act as one.
A Counter Spell will not prevent an Ice Storm, but it will protect the target of the Counter Spell.
Enchantment Spells
Amnesia (gestures: DPP)
If the subject of this spell is a Warlock, next turn he will repeat identically the gestures he made in the current turn.
If the subject of the spell is a monster or elemental, it forgets to attack in that round.
If the subject is simultaneously the subject of any of Paralysis, Confusion, Charm Person, Charm Monster, Fear or another Amnesia then none of the spells work.
Confusion (gestures: DSF)
If the subject of this spell is a Warlock, next turn he submits orders as usual. However, during resolution of the round, the server will randomly determine which hand is affected, and will randomly replace the ordered gesture with one of the eight possible gestures.
If the subject of the spell is a monster, it attacks a random victim that turn.
If the subject is also the subject of any of: Paralysis, Amnesia, another Confusion, Charm Person, Charm Monster, or Fear, none of the spells work.
Charm Person (gestures: PSDF)
Except for cancellation with other enchantments, this spell only affects Warlocks. The subject of the spell submits orders as normal, but the caster of the spell also submits a gesture for one of the subject's hands. The subject uses the gesture submitted by the caster for the next turn. If the subject is only so because of a reflection from a Magic Mirror the subject of the mirror assumes the role of caster and decides his opponent's gesture.
If the subject is also the subject of any of Paralysis, Amnesia, Confusion, another Charm Person, Charm Monster, or Fear, none of the spells work.
Charm Monster (gestures: PSDD)
Except for cancellation with other enchantments, this spell only affects monsters (excluding elementals). Control of the monster is transferred to the caster of the spell (or retained by him) as of this turn, i.e. the monster will attack whosoever its new controller directs, from that turn onwards including that turn. Further charms are, of course, possible, transferring as before.
If the subject of the charm is also the subject of any of: Paralysis, Amnesia, Confusion, Charm Person, another Charm Monster, or Fear none of the spells work.
Paralysis (gestures: FFF)
If the subject of the spell is a Warlock, then for the following turn the caster selects one of the Warlock's hands and on that turn, the selected hand is paralysed. If the target Warlock already had a paralysed hand, paralysed by the same caster, the caster will not have the choice - the same hand will be paralysed again.
If the hand being paralysed is, at the time the spell is cast, performing a C, S or W it is instead paralysed into F, D or P respectively, for the next turn. Otherwise it will repeat the original position (this allows repeated stabs).
If the subject of the spell is a monster or an elemental it simply does not attack in the turn in which the spell was cast.
If the subject of the spell is also the subject of any of Amnesia, Confusion, Charm Person, Charm Monster, Fear or another Paralysis, none of the spells work.
Fear (gestures: SWD)
If the subject of this spell is a Warlock, then on the turn following the casting of this spell, the subject cannot perform a C, D, F or S gesture (if they submit orders to make one of these gestures, their gesture will be replaced with '-' - no gesture).
If the subject of the spell is a monster (excluding elementals, which are unaffected), it will be too afraid to attack in that round.
If the subject is also the subject of Paralysis, Amnesia, Confusion, Charm Person, Charm Monster, or another Fear, then none of the spells work.
Anti Spell (gestures: SPFP)
On the turn following the casting of this spell, the subject cannot include any gestures made on or before this turn in a spell sequence and must restart a new spell from the beginning of that spell sequence. The spell does not affect spells which are cast on the same turn nor does it affect monsters.
Protection (gestures: WWP)
For this turn and the following two turns the subject of this spell is protected as if using a Shield spell, thus leaving both hands free. Concurrent Shield spells offer no further protection and compound Protection spells merely overlap offering no extra cover.
Resist Heat (gestures: WWFP)
The subject of this spell becomes totally resistant to all forms of heat attack (Fireball, Fire Storm and fire elementals). Only Dispel Magic or Remove Enchantment will terminate this resistance once started (although a Counter Spell will prevent it from working if cast at the subject at the same time as this spell). A Resist Heat cast directly on a fire elemental will destroy it before it can attack that turn, but there is no effect on ice elementals.
Resist Cold (gestures: SSFP)
The effects of this spell are identical to Resist Heat but resistance is to cold (Ice Storm and ice elementals) and it destroys ice elementals if they are the subject of the spell but doesn't affect fire elementals.
Disease (gestures: DSFFFc)
The subject of this spell immediately contracts a deadly (non contagious) disease which will kill him at the end of the sixth turn following the one upon which the spell is cast. A counter in the warlock's status bar indicates the number of turns he has left to live. When the counter reaches zero, the warlock dies. The malady is cured by Remove Enchantment or Cure Heavy Wounds or Dispel Magic in the meantime. If the subject of the spell is a monster, it dies immediately, but still gets to attack that turn.
Poison (gestures: DWWFWD)
This is the same as the disease spell except that Cure Heavy Wounds does not stop its effects.
Blindness (gestures: DWFFd or DFWFd)
For the next 3 turns not including the one in which the spell was cast, the subject is unable to see. If he is a Warlock, he cannot tell what his opponents' gestures are, although he will be informed of the effects of spells cast. He can control his monsters (he can say 'Attack that cursed Zarquon'), but he cannot direct his spells at things that he cannot see.
Blinded monsters (including Elementals) are instantly destroyed and cannot attack in that turn.
Invisibility (gestures: PPws)
This spell is similar to Blindness only the subject of the spell becomes invisible to his opponent and his monsters. His gestures cannot be seen by his opponents, and he cannot be attacked by any monsters or hit by any target-specific Spells, although they can be directed at him in case he becomes visible prematurely. Warlocks can still stab at him, with the same hope.
Any monster made invisible is destroyed due to the unstable nature of such magically created creatures, and doesn't get to attack that turn.
Haste (gestures: PWPWWc)
For the next 3 turns, the subject (but not his monsters if a Warlock) makes an extra set of gestures due to being speeded up. This takes effect immediately, so that immediately after the turn in which the Haste is cast the Hastened Warlock gets a "free" set of orders. Non-hastened Warlocks and monsters can see everything the hastened individual is doing.
Note that any spells cast during a non-hastened turn do not expire before the end of the extra hastened turn. This means that (for example) a Shield cast by a non-hastened Warlock would also protect him against a stab from a hastened Warlock in the hastened Warlock's free turn.
Note also that lasting spells cast during the hastened turn will begin to time out before the next turn. For example, a Shield cast during the free turn is not effective in the next.
Finally, note that enchantments are still effective during a Hasted turn, but, if the caster doesn't submit orders that turn, and the enchantment requires direction (as Paralysis and Charm Person do), then it will not take effect.
Time Stop (gestures: SPPFD or SPPc)
The subject of this spell takes an extra turn immediately at the end of the current turn, assuming they are still alive. During the extra turn, no-one can see the gestures he makes (though they can detect the effects of spells he casts). All beings have no resistance to any form of attack during a Time-Stopped turn, e.g. a Warlock halfway through the duration of a Protection spell can be harmed by a monster which has had its time stopped. Time stopped monsters attack whoever they were attacking in the round Time Stop is cast, and time stopped elementals affect everyone, resistance to heat or cold being immaterial. Also, enchantments which affect a Warlock's gestures are not effective during the time-stopped turn (though they still take effect afterwards). It's possible, therefore, to negate an enchantment by casting another on yourself during a time-stopped turn. Essentially, no persistent effects are relevant in a time-stopped turn. Also, a counter-spell or shield cast during a time-stopped turn will not last into the next turn. A time-stopped monster will attack before a surrender is recognised, though a time-stopped player will not.
Finally, if two Warlocks are both time-stopped in the same turn, they can both see the other.
Delay Effect (gestures: DWSSSP)
This spell only works if cast upon a Warlock. One of the next spells he completes, provided it is on one of the next 3 turns (not including the turn in which Delay Effect is cast), is "banked" until needed, i.e. it fails to work until its caster desires. The spell to be banked can be selected with a radio button while Delay Effect is active. Note that spells banked are those cast by the subject not those cast at him. The target of the spell is banked along with the spell itself (i.e. the complete effect of the spell, including target, is what gets saved).
Remember that Surrender is not a spell. A Warlock may only have one spell banked at any one time. Banking a second spell will overwrite the first.
When a spell is banked, a Warlock can fire it when he elects to do so. A banked spell will not be removed by Dispel Magic or Remove Enchantment. To counter a banked spell, you must cast the counter-spell on the turn the spell is fired - you cannot counter it on the turn in which it is banked.
Permanency (gestures: SPFPSDW)
This spell only works if cast upon a Warlock. Any spell he completes (i.e. completes the gestures of and casts), provided it is on one of the next 3 turns, and which falls into the category of "Enchantments" (except Anti Spell, Disease, Poison, or Time Stop) can have its effect made permanent. Delay Effect and Permanency can be made permanent, which prevents the three turn timeout, but they are still used up after being triggered.
Note that the person who has his spell made permanent does not necessarily have to make himself the subject of the spell. A Permanency spell cannot increase the duration of a spell which is being banked by Delay Effect.
Note that an attempt to make permanent an enchantment spell that is countered (or fails for any other reason) still uses up the Permanency. Note: Cast Permanency at yourself!
Permanency doesn't work with Charm Monster, as that spell has an instant effect rather than actually behaving as an enchantment.
Non Spells
Surrender (gestures: p)
This is not a spell and consequently cannot be cast at anyone. The Warlock making these gestures, irrespective of whether they terminate spells or not, surrenders and the contest is over. If the gestures do complete spells, those spells will be cast as usual - the surrender does not happen until the end of the round. The surrendering Warlock is deemed to have lost unless his gestures completed spells which killed all remaining opponents, in which case he is deemed to have won.
Two or more simultaneous surrenders count as a draw, in the same way as two or more simultaneous deaths - none of the Warlocks gain or lose any points, even those which died earlier in the Battle.
It is a skill for Warlocks to work their spells so that they never accidentally perform 2 P gestures simultaneously. It is too late to surrender on the turn you are killed - if you are killed as you make the surrender gesture, you will still die. However, if you live to the end of the turn, the referee will cure any diseases, poisons etc. in time for your next battle.
Stab (gesture: >)
This is not a spell but an attack which can be directed at any individual monster or Warlock. Unless protected in that turn by a Shield spell or another spell with the same effect, the stabbed being suffers 1 point of damage. The Warlock only has one knife so can only stab with one hand in any turn - if a Warlock's gestures are such that he stabs with both hands, only the right hand will do damage. The stab cannot be reflected by a Magic Mirror or stopped by Dispel Magic (although its Shield effect could stop the stab). Clumsy Warlocks are allowed to stab themselves. Knives cannot be thrown.
The story was about a Mexican teenager named Ramon Salazar who works with his father finding and selling pearls. One day, Ramon went diving in an underwater cave in search of pearls and found a pearl bigger than his fist. It was so shiny and big that he thought that it was called the Pearl of Heaven. The pearl was found in a lagoon that belonged to an Indian who warned Ramon that the pearl belonged to the Manta Diablo.
This book was Published in 1967 and printed in 1977.
Author: Scott O'Dell
Plot Summary
From the depths of a cave in the Vermilion Sea, Ramon Salazar has wrested a black pearl so lustrous and captivating that his father, an expert pearl dealer, is certain Ramon has found the legendary Pearl of Heaven. Such a treasure is sure to bring great joy to the villagers of their tiny coastal town, and even greater renown to the Salazar name. No diver, not even the swaggering Gaspar Ruiz, has ever found a pearl like this!
But is there a price to pay for a prize so great? When a terrible tragedy strikes the village, old Luzon's warning about El Diablo returns to haunt Ramon. If El Diablo actually exists, it will take all Ramon's courage to face the winged creature waiting for him offshore.
The book Summary on the back
Old Salazar held the pearl to the light and turned it around and around. He gave it to his son, who had found the peral in the underwater cave of the lagoon "You have in your hand the Pearl of the Universe, the paragon of Pearls, the Great Pearl of Heaven!" he said
When the pearl merchants wouldn't meet his price, Blas Salazar presented the fabulous gem to the madonna of the church of La Paz. "the House of Salazar shall be favored in heaven, now and forever," he proudly proclaimed and firmly believed.
But there were others who belived a curse had surly been brought down upon Salazar and Son and their fleet, for the Manta Diablo, monster devilfish, would reclaim his treasure.
And it was young Ramon who would have to undo the evil he had begun.
Film adaptation
In 1977, Saul Swimmer directed the U.S.-Spanish co-production The Black Pearl aka La Perla Negra.
This book was Published in 1967 and printed in 1977.
Author: Scott O'Dell
Plot Summary
From the depths of a cave in the Vermilion Sea, Ramon Salazar has wrested a black pearl so lustrous and captivating that his father, an expert pearl dealer, is certain Ramon has found the legendary Pearl of Heaven. Such a treasure is sure to bring great joy to the villagers of their tiny coastal town, and even greater renown to the Salazar name. No diver, not even the swaggering Gaspar Ruiz, has ever found a pearl like this!
But is there a price to pay for a prize so great? When a terrible tragedy strikes the village, old Luzon's warning about El Diablo returns to haunt Ramon. If El Diablo actually exists, it will take all Ramon's courage to face the winged creature waiting for him offshore.
The book Summary on the back
Old Salazar held the pearl to the light and turned it around and around. He gave it to his son, who had found the peral in the underwater cave of the lagoon "You have in your hand the Pearl of the Universe, the paragon of Pearls, the Great Pearl of Heaven!" he said
When the pearl merchants wouldn't meet his price, Blas Salazar presented the fabulous gem to the madonna of the church of La Paz. "the House of Salazar shall be favored in heaven, now and forever," he proudly proclaimed and firmly believed.
But there were others who belived a curse had surly been brought down upon Salazar and Son and their fleet, for the Manta Diablo, monster devilfish, would reclaim his treasure.
And it was young Ramon who would have to undo the evil he had begun.
Film adaptation
In 1977, Saul Swimmer directed the U.S.-Spanish co-production The Black Pearl aka La Perla Negra.
Woomail is a web-based e-mail and messaging service designed to combat the security problems associated with conventional e-mail, most notably spam, virus sending and spyware. Users can send messages to regular e-mail accounts as normal, but in order to reply the recipient must use the Woomail user's contact page, otherwise the return e-mail is ignored, unless the address is added to a contact list. Only then, or if the addressee also signs up for a Woomail account, can the two users reply directly to each other's messages.
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Woomail also provides "merchant keys", a special address such as ama119094548465@woomail.com which can be used to register for sites that require an e-mail address, including forums and online shopping sites. The user generates a new merchant key for each site they sign up to, allowing them to see if any site has passed on their address. Deleting a merchant key will block any incoming message to that address.