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Powers

Mastermind - Primary Powers

Mercenaries

Burst

Quickly fires a Burst of rounds at a single target at very long range. Damage is average, but the fire rate is fast. can also reduce the target's defense.

Damage: Moderate (DoT), Recharge: Fast

Available at level: 1

AccuracyDamageReduce Endurance CostIncrease RangeDefense BuffRecharge Reduction

Soldiers

Callsf forth one to three Mercenary Soldiers (depending on your level) to do your bidding. The third Soldier you gain will be a Medic. All Soldiers use Sub Machine Guns, but these can be upgraded. You may only have 3 Soldiers under your control at any given time. If you attempt to call Soldiers, you can only replace the ones you have lost in battle. If you already have three, the power will fail.

Recharge: Very Long

Available at level: 1

AccuracyDamageRecharge ReductionReduce Endurance CostTo Hit DeBuffHeal

Slug

Fires a single Slug at a targeted foe. Firing a single Slug is slower than firing a Burst, but deals more damage, is longer range, and can knock down foes.

Damage: High, Recharge: Moderate

Available at level: 2

AccuracyDamageReduce Endurance CostIncrease RangeKnockBack DistanceRecharge Reduction

Equip Mercenary

Equip your Mercenary Henchmen with more advanced munitions and weaponry. This power permanently bestows new weapons and abilities to one Mercenary Henchman. The power gained are unique and dependant upon the target Mercenary Henchman. This power only works on your Mercenary Henchmen and you can only Equip any given Mercenary Henchman Once.

Recharge: Medium

Available at level: 6

Recharge ReductionReduce Endurance CostIncrease Range

M30 Grenade

Launces a Grenade at long range from beneath the barrel of your ASsault Rifle. This explosion affects all within the blast radius, and can knock them back.

Damage: Moderate, Recharge: Slow

Available at level: 8

AccuracyDamageRecharge ReductionReduce Endurance CostIncrease RangeKnockBack Distance

Spec Ops

You can enlist one to two highly skilled Spec Ops Mercenary (depending on your level). Spec Ops weapons are highly accurate and long ranged, and they are adept in many different tactical weapons. Like all Henchmen, Spec Ops can be equipped with even deadlier munitions. You may only have 2 Spec Ops under your control at any given time. If you attempt to summon more Spec Ops, you can only replace the ones you have lost in battle. If you already have two, the power will fail.

Recharge: Very Long

Available at level: 12

AccuracyDamageReduce Endurance CostDamage ResistanceDefense BuffImmobilize DurationHold DurationDisorient DurationTo Hit DeBuff

Serum

You can use a special Serum to turn one Mercenary into a virtually Unstoppable killing machine for a short time. Once the Mercenary is injected with this Serum, his Damage, Accuracy, Endurance Recovery, and Damage REsistance to all damage except Psionics, will be greatly increased. The target Mercenary will also be virtually immune to controlling effects including Disorient, Sleep, Hold, Immobilize and Knockback. after the Serum wares off, the Mercenary will ve exhausted and drained of all Endurance (not able to read rest of description)

Recharge: Very Long

Available at level: 18

RechargeReduce Endurance CostIncrease RangeDamage ResistanceRecharge ReductionTo Hit Buff

Commando

Enlists one highly trained Commando. The Commando is a seasoned professional who favors heavy assault weapons. He is simply a one man army that can leave a wake of destruction in his path. In addition to standard Soldier resistance, the Commandos experience also makes him resistant to Fear and his rugged advanced training makes him slightly resistant to Fire, Cold, and Toxic Damage. You may only have 1 Commando under your control at any given time. If you attempt to summon another Commando, the power will fail.

Recharge: Very Long

Available at level: 26

AccuracyDamageReduce Endurance CostDamage ResistanceDefense BuffKnockBack Distance

Tactical Upgrade

Permanently Upgrade the most advanced tactical weapons and gears to one Mercenary Henchman. The Tactically Upgraded Mercenary will gain powers, weapons and munitions. The powers gained are unique and depndant upon the target Mercenary Henchman that is Upgraded. This power only works on your Mercenary Henchmen and you can only Tactically Upgraded any given Mercenary Henchman once.

Recharge: Medium

Available at level: 32

Recharge ReductionReduce Endurance CostIncrease Range
Enhancement Key
  • Accuracy

    Accuracy

    increases the Accuracy of an attack power


  • Confusion Duration

    Confusion Duration

    increases the duration of a Confuse power


  • Damage

    Damage

    increases the damage of an attack power


  • Damage

    Damage Resistance

    increases the Damage Resistance of a power


  • Defence buff

    Defence Buff

    increases the effectiveness of a Defence buff


  • Defense DeBuff

    Defence DeBuff

    increases the effectiveness of a Defence debuff


  • Endurance Modification

    Endurance Modification

    increases the Endurance Modification ability of a power.


  • Fear Duration

    Fear Duration

    increases the duration of a Fear power


  • Flight Speed

    Flight Speed

    increases the speed of a Flight power


  • Heal

    Heal

    increases the effectiveness of a Healing power


  • Hold Duration

    Hold Duration

    increases the duration of a Hold power


  • immobilize_duration_icon.png

    Immobilize Duration

    increases the duration of an Immob. power


  • Intangibility Duration

    Intangibility Duration

    increases the duration of an Intang. power


  • Decrease Interrupt Time

    Decrease Interrupt Time

    decreases the activation time of a power


  • Jump

    Jump

    increases the height and distance of jumps with a jumping power


  • KnockBack Distance

    KnockBack Distance

    increases the Knockback distance for a power


  • Increase Range

    Increase Range

    increases the range of a ranged power


  • Recharge Reduction

    Recharge Reduction

    decreases a power’s recharge time


  • Reduce Endurance Cost

    Reduce Endurance Cost

    decreases the Endurance cost of a power


  • Run Speed

    Run Speed

    increases the speed of a Run power


  • Sleep Duration

    Sleep Duration

    increases the duration of a Sleep power


  • Slow Duration

    Slow Duration

    increases the effectiveness of a Slow power


  • Disorient Duration

    Disorient Duration

    increases the duration of a Disorient power


  • Taunt Duration

    Taunt Duration

    increases the time a Taunted foe will stay on you


  • To Hit Buff

    To Hit Buff

    increases the effectiveness of an Accuracy buff


  • To Hit DeBuff

    To Hit DeBuff

    increases the effectiveness of an Accuracy debuff