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Guide to Understanding Enhancements

Author: GD

The permanent boosts all heroes seek are called Enhancements. Every power comes with a certain number of inventory slots. Enhancements can be put into these slots to augment an aspect of a power - range, damage, duration, etc. An Enhancement to a power is just that, something that enhances a particular aspect of a power. Putting a damage enhancement on a power increases the amount of damage it does, putting a range increase enhancement on a power will increase its range, etc. There are 3 categories of enhancements, which are:

  1. Training (Generic)
  2. Dual Origin
  3. Single Origin

Within those 3 categories are a total of 10 different sub-categories or types of enhancements that are related to your Origin. These sub-categories/types are:

Focus Genetic Alterations Gadgets Inventions Relics

Second Mutation Cybernetics Dimentional entities Techniques Experiments

A player needs to pay close attention to how he equips his enhancements; they are permanent once placed into a power slot. Heroes gain Enhancement slots automatically as they level up so that they can keep up with the increasing power of the villains they face. As you level you can only use Enhancements that are 3 levels above, equal too, or below your combat level. If you are level 10, they highest level Enhancement you are allowed to use is a 13 and the lowest would be 7. A player needs to gain a new enhancement and combine it with his current one. Through combination, a player can raise the higher of the two Enhancements by one level. This process isn't automatic; there is a chance of failure that is affected by how much each Enhancement differs.

You can easily tell if you can use an enhancement for your Origin if you look at the enhancement's icon. Each Origin has a unique border on an enhancement. You can quickly look at the enhancement and see if it fits your Origin.

There are currently 27 different kinds of Enhancements. The "Power 5" is the ones that appear most commonly, and are used in the largest % of powers. These are: Endurance Reduction, Recharge Reduction, Range Increase, Damage Increase, and Accuracy Increase. Colors determine how strong the Enhancement is to your level. Green numbers are Strong or Very Strong, White numbers are Average, Yellow numbers are Weak or Very Weak, and Red means unusable

When you start combining enhancements you will notice that the number will acquire a + on the end of it. This denotes that the enhancement has been combined once, and if it has been combined twice it will have a ++ . Treat the + as "+1". So a 10+ is the exact same in functionality as a 11. You will never see a "+++", as that denotes 3 Combines were performed on the Enhancement. So a 11 is better then a 9++ for the sole reason that it can be combined with others and the 9++ can’t, but the 9++ gives the same benefits as the 11. Also it is better to have 2 Enhancements of the same type than to combine them.

Example: Having a level 12 Generic Damage Enhancements and a 13+ Generic Damage Enhancements will give you a better bonus to damage than merging them into a 13++ Damage Enhancements. However, this would open up an Enhancements slot and allow you to put something else into that power if you so wanted. The only exception to this rule is if one or both of the Enhancements are more than 3 levels below your combat level (the Enhancement should be red in color). If an Enhancement is more than 3 levels below your level, it is not giving your power any bonus and it should be destroyed or combined with something else.

Players receive enhancements in two main ways. First, they can purchase them with Influence from contacts. The sorts of enhancements a player can earn depend upon the profession of the contact. A scientist contact will tend to have Cybernetics, Accident, Gadget or Invention Enhancements. Second, a player can receive an Enhancement from a fallen foe. In this case, the Enhancement category depends upon the type of villain. Your contacts don't buy enhancements they only sell them. You need to find one of the in-game stores to sell your Enhancements. Near Ms. Liberty and Back Alley Brawler are Freedom Corp Trainers who you can sell Enhancements too. Other Stores are physical locations in the game, and at the top levels are NPCs. Below is the location of these stores:

Steel Canyon

Store Levels 15 - 20

Cooke's Electronics - Technological
Orion Labs - Science
Pandora's Box - Magic
Subgenetics - Mutant
Image, Inc. - Natural
Freedom Corp - Generic

(Click to enlarge)

Cooke's Electronics, Blyde Square, Steel Canyon
Freedom Corp, Bronze Way, Steel Canyon
Image Inc, Gimry Ridge, Steel Canyon
Pandora's Box, Platinum Lake, Steel Canyon
Subgenetics, Copper District, Steel Canyon
Orion Labs, Royal Outlook, Steel Canyon

Skyway City

Store Levels 15 - 20

Cooke's Electronics - Technological
Orion Labs - Science
Pandora's Box - Magic
Subgenetics - Mutant
Image, Inc. - Natural
Freedom Corp - Generic

(Click to enlarge)

Cooke's Electronics, Astral District, Skyway City
Freedom Force, Astral District, Skyway City
Subgenetics, Land of the Lost, Skyway City
Image Inc, The Gruff, Skyway City
Orion Labs, Vista Plaza, Skyway City
Pandora's Box, Vista Plaza, Skyway City

Talos Island

Store Levels 25 - 30

Exarch Industries - Technological
Diemos Innovations - Science
Tabitha Fabish - Magic
Biotechnix - Mutant
Future Dynamics - Natural
Freedom Corp - Generic

(Click to enlarge)

BioTechniX, New Corinth, Talos Island
Deimos Innovations, New Sparta, Talos Island
Exarc Industries, New Troy, Talos Island
Freedom Corps, New Thebes, Talos Island
Future Dynamics, New Sparta, Talos Island
Tabitha Fabish, New Thebes, Talos Island

Independence Port

Store Levels 25 - 30

Exarch Industries - Technological
Diemos Innovations - Science
Tabitha Fabish - Magic
Biotechnix - Mutant
Future Dynamics - Natural
Freedom Corp - Generic

(Click to enlarge)

BioTechniX, Crey Crove, Talos Island
Deimos Innovations, Crey Cove, Independence Port
Exarc Industries, Liberty Quay, Independence Port
Freedom Force, Industry Pier, Independence Port
Future Dynamics, Wave Landing, Independence Port
Tabitha Fabish, Justice Quay, Independence Port

Brickstown

Store Levels 35 - 40 NPC Enhancement

Serafina - Magic
Holsten Armitage - Science

(Click to enlarge)

Serafina, Seven Gates, Brickstown (Magic)
Holsten Armitage, The Ziggurat, Brickstown (Science)

Tip: You must first complete a mission for the NPC before they will sell any enhancements.

Founders Falls

Store Levels 35 - 40 NPC Enhancement

Agent Six - Natural
Mark IV - Technology Penny Preston - Mutant

(Click to enlarge)

Agent Six, The Gaspee, Founders Falls (Natural)
Mark IV, The Gaspee, Founders Falls (Technology)
Penny Preston, Liberty Town, Founders Falls (Mutant)

Tip: You must first complete a mission for the NPC before they will sell any enhancements.

As stated above you can also find enhancements on the various villains that you defeat. Your Origin plays a role in this, and as I finish this guide here are some helpful enhancement hunting tips:

Generics that drop from level 1 to 19 will be Villain Level, VL-1, or VL-2.

Generics that drop from level 20 to 29 will be Villain Level, VL+1, or VL-1.

Generics that drop from level 30 to 40 will be Villain Level, VL+1, or VL+2.

Dual Origins that drop from level 15 to 29 will be Villain Level, VL-1, or VL-2.

Dual Origins that drop from level 30 to 40 will be Villain Level, VL+1, or VL-1.

Single Origins will always be Villain Level, VL-1 or VL-2.

Training (Generic) Enhancements drop exclusively in levels 1 to 14.

Level 15 to 19 Clockwork have a very rare chance of dropping a Gadget (Tech/Natural).

Level 15 to 19 Vahzilok have a very rare chance of dropping a Genetic Alteration (Mutant/Science).

Level 15 to 19 Tsoo have a very rare chance of dropping a Focusing Device (Mutant/Magic).

All other Level 15 to 19 villains have a very rare chance of dropping any Dual Origin Enhancement

Level 20 to 24 Banished Pantheon occasionally drop a Relic (Magic/Natural).

Level 20 to 24 Freakshow occasionally drop a Gadget (Natural/Tech).

Level 20 to 24 Sky Raiders occasionally drop an Invention (Tech/Science).

Level 20 to 24 Tsoo occasionally drop a Focus (Mutant/Magic).

All other Level 20 to 24 occasionally drop any Dual Origin Enhancement.

Level 25 to 29 5th Column occasionally drop a Focus (Mutant/Magic) and a very rare chance of dropping any Single Origin Enhancement.

Level 25 to 29 Devouring occasionally drop a Genetic Alteration (Science/Mutant) and a very rare chance of dropping any Single Origin Enhancement.

All other Level 25 to 29 are the same as 20 to 24, except for a very rare chance of dropping any Single Origin Enhancement.

Level 30 to 34 Freakshow occasionally drop a Gadget (Tech/Natural) or a Cybernetic (Tech).

Level 30 to 40 5th Column occasionally drop a Genetic Alteration (Science/Mutant) or a Secondary Mutation (Mutant).

Level 30 to 40 Circle of Thorns occasionally drop a Relic (Natural/Magic) or a Dimensional Entity (Magic).

Level 30 to 40 Crey occasionally drop an Invention (Tech/Science) or a Technique (Natural).

Level 30 to 40 Devouring Earth occasionally drop a Focus (Mutant/Magic) or an Experiment (Science).

Level 30 to 40 Nemesis occasionally drop a Gadget (Tech/Natural) or a Cybernetic (Tech).



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