text:
City Of Heroes/Task Forces

A Task Force is a series of missions given by a special contact which must be completed by a single team. No new members may be added to the team once the TF starts. People can quit, but once the team drops down to a single player, the task force is over. No contacts other than the special TF contact will give you missions or sell you inspirations. While the task force is going on, you can only do task force missions. You can log off, and then log back on later to complete the TF, as long as and your teammates don't actually quit from the TF. You must fall within the level range listed below to begin the task force, though you may outlevel it during the course of the TF. People can SK on a TF, but still must be the minimum level in order to join. People can exemplar down to join a TF. The game now sports an auto-exemplar feature, so even a group composed entirely of 50th level characters can do Positron. They will all be auto-exemplared down to 16th. Exemplared characters receive no experience points, but they do get twice the normal amount of influence. Note: villains will spawn at the highest level of the TF, without regard for the levels of the heroes in the TF. This list contains spoilers

Positron (Steel Canyon): The Rule of Three
Level Range: 10-16 (Characters 16 and above get no experience points, just influence) Minimum Team Size: 3 Approximate Time Required: 6 hours Summary: Battle Clockwork, Vahzilok, and Circle of Thorns to thwart their efforts to damage the dam.

Synapse (Skyway): The Fall of the Clockwork King
Level Range: 15-21 Minimum Team Size: 4 Approximate Time Required: 5 hours Summary:

Sister Psyche (Independence Port): Clamor and Destruction
Level Range: 20-26 Minimum Team Size: 5 Approximate Time Required: 5 hours Summary: 1A. Invetigate Freakshow.(Boomtown) 1B. Defeat gang leader and his crew (The Hollows) 2. Take Device to a man in Talos, anyone can do this 3. Stop Punkadelic and his crew, destroy device (Board Train) 4. Defeat Devastation and his crew, destroy last device (Board Train) 5. Defeat all Freaks and Soldiers (Talos) 6. Speak to Robert Koslowski (Talos) 7. Defeat all soldiers in base (Steel Canyon or The Hollows) 8. Defeat all Freaks and Soldiers, save 3 workers (Steel Canyon or The Hollows) 9. Patrol Talos 10. Bust Freak leader and his crew (Talos) 11. Disable the Sonic Devices (Kings Row) 12. Disable the Second Device (Skyway) 13. Defeat Clamor and her crew (Skyway)

Moonfire (Striga Isle): The Kheldian War
Level Range: 23-28 Minimum Team Size: 6 Approximate Time Required: 3 hours Summary: * 1 - Defeat all vampyri in cave (Striga) * 2 - Defeat all Wolves in Cave (Striga) * 3 - Goto Stephenie Peebles (Striga) * 4 - Hunt 20 Council (Striga) * 5 - Find and free hostage in council base, can be breezed through with Invisiblity and Teleport (Striga) * 6 - Defeat all enemies, Look for Clues (one flashie) in Council Base (Striga) * 7 - Take Schematics to Dr. Engles (Skyway city) * 8 - Defeat Archon Salavatore and his men (Striga) * 9 - Defeat 20 Council (Striga) * 10 - Defeat Arakhn (Striga) * Arakhn has a number of annoying traits, including Instant Healing, which totally replenishes her life after about 2 minutes. So, you MUST have enough damage dealing to accommodate for this. Additionally, she's keen on stunning those adjacent to her.

Actually, if you stay out of melee range, you can avoid her AoE vampyric heal move. It has a long recharge, so then you can go beat up on her some more.

We couldn't take her out, and our attempt to complete this listing failed. Hopefully another will seize the reins and complete the guide (Wiki rocks)

 * We had more luck, beating her with 2 scrappers, an illusion / bubbler, and an emp / dark. We took out her guards, retreated, rested and buffed, then waded in. Though she kept healing (not always to full) we kept plugging. After about 5 minutes of solid thrashing she bit the dust. Everyone got an xp bonus and an SO (no badge).

 * I fought her today in a team of 7: 1 Archery/Ice Blaster, 1 Energy/Devices Blaster, 1 Ice/EM Tank, 1 Fire/Fire Tank, 1 Storm/Electricity Defender (who did not have O2 Boost at her exemplared level), and Two Peacebringers. I stealthed to her and found a nice spot at the beginning of the room to teleport everyone. The two tanks ran in and four of us summoned Shivan Shard pets. Arakhn did not last even 15 seconds. The only person with any type of heal was the Peacebringer, but was only casually healing when someone got down to the red (this wasn't often). Just as a tip, here is my #1 Rule: :::Don't start a taskforce unless you have Shivan pets.::: This Moonfire Taskforce was completed in less then 2 hours and 30 minutes on Heroic with what I think was only 3 deaths total. This is one of my favorite Task Forces. - @OoBe Kheldian

Jane Hallaway (Independence Port): Save the Terra Volta Reactor
Level Range: 24-32 Minimum Team Size: 4 Approximate Time Required: 3 hours Summary: Sky Raiders Missions: * Speak to NPC - Terra Volta * Defeat 25 Sky Raiders - Terra Volta * Defeat Sgt. Clayton + men - Talos Island * Save reactor - Terra Volta

URBAN LEGEND: The glowies are just there for storyline flavor, they contain radiation suits and other equipment. They have nothing to do with making any of the missions harder, it's only an urban legend.

I run respec trials ALOT whether I need the respec or not. About half the time, someone will insist that the glowie-clicking will result in failure, more bosses or "max debt". It's almost pointless to argue with them. Usually it's someone who has run the trial only a couple of times and failed it.

The funny thing is that there is almost always a player on the same team that doesn't pay attention and clicks the glowies anyway... -@OoBe Kheldian

Bastion (Talos Island): Bastion's Children
Level Range: 25-31 Minimum Team Size: 6 Approximate Time Required: 5 hours Summary: *1: Investigate Council base.(Defeat All)(Independence Port) *2: Defeat all soldiers in base. (Independence Port) *3: Defeat base leader & his guards.(Find evidence, 3 computers to disable) (Talos Island) *4: Take parts to Fareed Abdullah. (Steel Canyon) (Delivery) *5: Defeat base leader & his guards (Skyway City) *6: Defeat base leader & his guards (Talos Island) *7: Question Council soldiers. (Defeat 40 Council) (Independence Port seems like the best place to do this.) *8: Defeat all soldiers in base. (3 computer systems to disable) (Talos Island) *9: Defeat all soldiers in base (3 computer systems to disable) (Independence Port) *10: Defeat all soldiers in base (4 computer systems to disable) (Dark Astoria) *Bulwark (Elite Boss): This monstrosity of a Mech man was made using the same technology that powers Citadel. it is no fit legacy for the heroic android, and must be destroyed. *11: Part 11: Defeat Vandal and his minions. (Talos Island or Dark Astoria)

This Task Force contact is no longer Bastion. The contact has been RE-NAMED to Citadel because he first appeared in MARVEL comic: X-Men #52 (May 1996). -@OoBe Kheldian
 * We did this with a team of 6: 1 Archery/Ice Blaster, 1 Ice/Fire Tank, 1 Gravity/Storm Controller, 1 Empathy/psy Defender, 1 Broadsword/Invincbility Scrapper, 1 Katana/Regen Scrapper. On the final ArchVillain, I had summoned a Shivan pet and a Warwolf pet. At around 25% health, the AV disapeared. I guess it was because I blinked, and lost sight, I don't know. The Vandal ran off into the other side of the room and gave us Agro because he had Snow Storm still on him. Just before Running off, he killed both my Shivan AND my Warwolf. How rude... It took 2 hours to 2 and 1/2 hours to complete this TF, which is about average. Minimal deaths only because Zenith Hoverbots can see through temporary power Invisibility while trying to stealth through missions.

Manticore (Brickstown): Following Countess Crey
Level Range: 30-35 Minimum Team Size: 7 Approximate Time Required: 5 hours Summary:

Captain James Harlan (Founder's Falls): Save the Terra Volta Reactor
Level Range: 34-43 Minimum Team Size: 4 Approximate Time Required: 3 hours Summary: Freakshow

Numina (Founder's Falls): Soul of the Woodsman
Level Range: 35-38 Minimum Team Size: 4 Approximate Time Required: 5 hours Summary:

Woodsman (Eden)
Level Range: 39-41 Minimum Team Size: 8 Approximate Time Required: 3 hours Summary: Devoured Earth (mission descriptions to come later tonight)

Dr. Quaterfield (Fire Base Zulu): Explorers and Exploiters
Level Range: 40-44 Minimum Team Size: 8 Approximate Time Required: 12 hours! Summary: 1 Fight Rularuu Around Foxtrot (Firebase Zulu) Defeat 50 Soldiers of Rularuu 2 Rescue Exploration Team (Firebase Zulu) 7 Explorers to Rescue 3 Examine Creatures at Bravo (Firebase Zulu) Defeat 50 Soldiers of Rularuu 4 Defeat Rularuu at X-Ray (Firebase Zulu) Defeat 50 Soldiers of Rularuu 5 Rescue the Explorers (Firebase Zulu) 9 Explorers to Rescue 6 Defeat Rularuu, Crey (Firebase Zulu) Defeat 25 Soldiers of Rularuu, 25 Crey 7 Defeat Crey Leader & Guards (Firebase Zulu) 5 Explorers to Rescue 8 Fight Crey Around Zulu (Firebase Zulu) Defeat 50 Crey 9 Defeat Crey Base Leaders (Firebase Zulu) 10 Defeat All Crey at Base (Firebase Zulu) 11 Defeat All Crey at Base (Firebase Zulu) 12 Defeat All Crey at Base (Firebase Zulu) 13 Defeat Crey Base Leaders (Founder's Falls) Search for Clues 14 Defeat Crey Base Leaders (Brickstown) 8 Samples, Search for Clues 15 Defeat All Enemies in Base (Brickstown) Find Information, Contain Creatures 16 Defeat Negotiators (Peregrine Island) Find Information 17 Defeat All Nemesis Army in Base (Firebase Zulu) ? 18 Defeat Nemesis Base Leaders (Firebase Zulu) Find Information, ? 19 Defeat Portal Base Boss (Firebase Zulu) 2 Portal Computers 20 Defeat All Crey (Firebase Zulu) 2 Portal Computers 21 Defeat Portal Base Boss (Firebase Zulu) 4 Portal Computers 22 Defeat Portal Base Boss (Firebase Zulu) 4 Portal Computers, 2 Rularuu Portals 23 Defeat Portal Base Boss (Skyway City) 4 Portal Computers 24 Defeat all escaped Rularuu (Talos Island) 2 Rularuu Portals

A FULL TEAM CAN FINISH THIS TASK FORCE IN 6 HOURS! Having people log in to start the TF, then log off and have only 4 people solo the missions until the last mission will cut this Task Force's Approximate Time Required in half. Make sure you know everyone's @Global so you can reach them again. I suggest using the CoH Forums to find people Interested. Some people try to span this TF over two-three nights because they don't play the game 16 hours a day like some of us(*cough*) Please try to avoid doing this TF with completely retarded gamers. It is one of the longest Task Forces in the game so if you are starting with a pick-up group *EXPECT* players to unplug their internet and make it look like they lost connection. Having Teleport Self or Flight will cut down alot of time. Teleport Friend makes it even faster. I suggest not even trying this unless you can find SOMEONE with teleport friend AND teleport group, or group flight, or group energy flight. Some of the missions REQUIRE 4 players to be present at the same time to simutaniously activate Portal Computers (same time). Running from one computer to the one in the next room will NOT work. - @OoBe Kheldian

Sara Moore TF: The Legend of Ruladak
Level Range: 40-50 Minimum Team Size: 8 Approximate Time Required: 7 hours Summary: When Sara Moore asked for your help to find out who had been kidnapping natives, you couldn't have known that it would lead you to uncover The Legend of Ruladak. You fought the Nemesis Army troops around the Cascade Archipelago, and found that they were under order to do just that. You then rescued several natives who had been captured by the Nemesis Army, who were interrogating them to find out about a native legend about a monster called 'Ruladak'. You liberated more captives from the Nemesis Army who were also being interrogated about the myths of Ruladak, including a man called 'Old Fred' who seemed to know more than he was telling. On your return, Sara Moore told you the myth of Ruladak, about a monster that tried to force natives to worship the Rularuu after 'the madness broke the world', but was imprisoned by kindness. You next struck a Nemesis Army base, and recovered a letter to a 'General Fort' of the Nemesis army, talking about plans to awaken some sleeping power and ally with the Rularuu. You next learned that Old Fred, one of the oldest and wisest of the people in the Shadow Shard, had been kidnapped by the Circle of Thorns when he was looking for a book written by his father about Ruladak. You rescued him, and he told you that Ruladak was real! The Circle, however, had already taken the book back to Oranbega. You returned to Paragon City and recovered the book from Oranbega. It detailed a great deal of information about how Ruladak the Strong had been bound by the 'Kind One'. While the book was off being analyzed, you went off looking for another group of natives who had been kidnapped. You found that they had actually been taken by the Rularuu, who were interrogating the natives for what they knew of the Nemesis Army. The worst came to pass when you attacked a Nemesis base and found that a Nemesis Army leader named General Fort had signed a treaty with the Rularuu to free Ruladak and ally with the creature in an attempt to sieze control of the Nemesis Army. You began the battle to stop the Nemesis Army from awakening Ruladak the Strong. The Nemesis Army had already gotten to the first of the 4 seals that held Ruladak imprisoned. You secured the second seal, which could be used by trained mystics to weaken Ruladak should he awaken. You were also able to secure the third seal, which kept Ruladak from fully re-connecting with the Rularuu. You went after the last seal, only to find it missing. You then battled the Nemesis Army to find the location of the 4th seal. You recovered the seal and defeated General Fort, only to learn that Fort had been used and that Ruladak the Strong was already about to awaken. You entered deep into his lair and battled Ruladak the Strong. Sara Moore could hardly contain herself, as she had just seen mythic heroes write the end chapter of the Legend of Ruladak.

Location: Cascade Archipelago/Molepoint Charlie It will be one of 3 ports by the IP gate.

Bugs: Fanclubs once again rear their ugly head - but there's only one or two. Generally, if a mission looks ghostable, it can be. Glowies in this tf are invisible, but fortunately not inaudible - turn up your volume and locate them by sound.

Unique art: The final mission is a redress of the tunnels maps. Look closely at the walls and you can see faces carved in them.

AV: Ruladak the Strong himself. Ruladak only deals out Smashing/Lethal damage, but a lot of it, so you will need a tank to deal with him. He's accompanied by a typical mob of Rularuu with their usual psionic/toggle-dropping/generally irritating attacks. The map he's on is very dark, but don't worry, you can't stumble on him accidentally - there's a click-to-open door first.

Justin Augustine (The Chantry): The Saga of Faathim
Level Range: 40-50 (44 minimum?) Minimum Team Size: 8 Approximate Time Required: 4 hours Summary:

Faathim the Kind (The Chantry): The Saga of Lanaru
Level Range: 44-50 Minimum Team Size: 8, can go down to 4, but not lower unless you've beaten the Baphomet mission! Approximate Time Required: 7 hours [4.5 hours with excellent team] Missions: NOTE: You will NOT get Faathim's contact number. Ever. Missions listed below with the same number do not require returning to Faathim. * 1a) Defeat all Rularuu in first cave - Chantry vs. Rularuu  * 1b) Defeat all Rularuu in second cave - Chantry vs. Rularuu * 1c) Defeat all Rularuu in third cave - Chantry vs. Rularuu  * 2a) Anger: Defeat Malaise (AV) + 4 simultaneous glowys - Storm Palace vs. Nemesis and AV Praetorian * 2b) Malace: Defeat Mother Mayhem (AV) + 4 simultaneous glowys - Storm Palace vs. Nemesis and AV Praetorian  * 3a) Torment: Defeat Nemesis army + 4 simultaneous glowys - Storm Palace vs. Nemesis * 3b) Hatred: Defeat Nemesis army (w/ Nemesis? AV) + 4 simultaneous glowys - Storm Palace vs. Nemesis         and Rikti   * 4a) Fury: Defeat Rikti + 4 simultaneous glowys - Storm Palace vs. Rikti and Knives of Artemis * 4b) Destruction: Defeat Rikti + 4 NON-simultaneous glowys - Storm Palace vs. Rikti and Malta  * 5a) Find Key of Destruction + Kill Boss and Company - Steel Canyon vs. Malta, Knives (few), and CoT (named boss) * 5b) Speak with Azuria - Atlas Park  * 5c) Find Key of Madness - Brickstown vs. Circle of Thorns * 5d) Speak with Azuria - Atlas Park  * 5e) Defeat Baphomet (AV) + 4 simultaneous glowys - Train vs. Circle of Thorns * 6a-g) Use keys on monuments (7 different clicks) - Storm Palace  * 6h) Defeat Lanaru the Mad (AV) - Storm Palace vs. Lanaruu and Rularuu - Very short

Major Richard Flagg (Rikti Crash Site): Save the Terra Volta Reactor
Level Range: 44-50 Minimum Team Size: 4 Approximate Time Required: 3 hours Villains: Rikti Missions: * Defeat 30 Rikti - Rikti Crash Site * Defeat all in base + Rescue scientist - Peregrine Island * Patrol 3 points - Rikti Crash Site * Defeat all in base + Seek clues (1) - Rikti Crash Site * Save reactor - Terra Volta

title: City Of Heroes/Task Forces


text:
User talk:41.121.121.75

--SHB2000 (discuss • contribs) 23:14, 19 August 2023 (UTC)

license: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/4.0/

title: User talk:41.121.121.75


text: Talk:Writing Adolescent Fiction/Dialogue


text: Category:Book:Advanced Geometry

title: Category:Book:Advanced Geometry


text: Category:Book:Canadian Employment Law

title: Category:Book:Canadian Employment Law


text: Category:Book:Differential Programming Languages


text: Category:Book:Dynamical Systems

title: Category:Book:Dynamical Systems


text: Category:Book:Engineering Analysis of Biological Systems


text: Category:Book:Environmental Science

title: Category:Book:Environmental Science


text: Category:Book:Fourier Analysis

title: Category:Book:Fourier Analysis


text: Category:Book:IB Mathematics

title: Category:Book:IB Mathematics


text: Category:Book:Learning number theory with Gauß


text: Category:Book:Linear matrix inequalities and control theory


text: Category:Book:Markup Languages

title: Category:Book:Markup Languages


text: Category:Book:Metric Geometry

title: Category:Book:Metric Geometry


text: Category:Book:Old Saxon

title: Category:Book:Old Saxon


text: Category:Book:Operator Algebra

title: Category:Book:Operator Algebra


text: Category:Book:Scala Programming

title: Category:Book:Scala Programming


text: Category:Book:The History of Microsoft

title: Category:Book:The History of Microsoft


text:
Wikijunior:Country Alphabet

Wikijunior Country Alphabet -- /A/ /B/  /C/  /D/  /E/  /F/  /G/  /H/  /I/  /J/  /K/  /L/  /M/  /N/  /O/  /P/  /Q/  /R/  /S/  /T/  /U/  /V/  /W/  /X/  /Y/  /Z/ --

title: Wikijunior:Country Alphabet


text:
Wikijunior:Country Alphabet/A

A is for Australia

title: Wikijunior:Country Alphabet/A


text: Category:Book:Wikijunior:Country Alphabet


text:
Wikijunior:Country Alphabet/B

B is for Brazil

title: Wikijunior:Country Alphabet/B


text:
Wikijunior:Country Alphabet/C

C is for Canada

title: Wikijunior:Country Alphabet/C


text:
Wikijunior:Country Alphabet/D

D is for Denmark

title: Wikijunior:Country Alphabet/D


text:
Wikijunior:Country Alphabet/E

E is for Ethiopia

Ethiopia has one of Africa's lowest points, the Danakil Depression.

title: Wikijunior:Country Alphabet/E


text:
Wikijunior:Country Alphabet/F

F is for France

title: Wikijunior:Country Alphabet/F


text:
Wikijunior:Country Alphabet/G

G is for Germany

title: Wikijunior:Country Alphabet/G


text:
Wikijunior:Country Alphabet/H

H is for Honduras

title: Wikijunior:Country Alphabet/H


text:
Wikijunior:Country Alphabet/I

I is for India

title: Wikijunior:Country Alphabet/I


text:
Wikijunior:Country Alphabet/J

J is for Japan

title: Wikijunior:Country Alphabet/J


text:
Wikijunior:Country Alphabet/K

K is for Kuwait

title: Wikijunior:Country Alphabet/K


text:
Wikijunior:Country Alphabet/L

L is for Libya

title: Wikijunior:Country Alphabet/L


text:
Wikijunior:Country Alphabet/M

M is for Malaysia

title: Wikijunior:Country Alphabet/M


text:
Wikijunior:Country Alphabet/N

N is for Netherlands

title: Wikijunior:Country Alphabet/N


text:
Wikijunior:Country Alphabet/O

O is for Oman

title: Wikijunior:Country Alphabet/O


text:
Wikijunior:Country Alphabet/P

P is for Philippines

title: Wikijunior:Country Alphabet/P


text:
Wikijunior:Country Alphabet/Q

Q is for Qatar

title: Wikijunior:Country Alphabet/Q


text:
Wikijunior:Country Alphabet/R

R is for Russia

title: Wikijunior:Country Alphabet/R


text:
Wikijunior:Country Alphabet/S

S is for Spain

title: Wikijunior:Country Alphabet/S


text:
Wikijunior:Country Alphabet/T

T is for Türkiye

title: Wikijunior:Country Alphabet/T


text:
Wikijunior:Country Alphabet/U

U is for United Kingdom

title: Wikijunior:Country Alphabet/U


text:
Wikijunior:Country Alphabet/V

V is for Venezuela

title: Wikijunior:Country Alphabet/V


text:
Wikijunior:Country Alphabet/W

W is for Western Sahara (part of Morocco)

title: Wikijunior:Country Alphabet/W


text:
Wikijunior:Country Alphabet/X

X appears in Mexico

title: Wikijunior:Country Alphabet/X


text:
Wikijunior:Country Alphabet/Y

Y is for Yemen

title: Wikijunior:Country Alphabet/Y


text:
Wikijunior:Country Alphabet/Z

Z is for Zambia

title: Wikijunior:Country Alphabet/Z


text:
Wikijunior:Zoo Animal Alphabet/A

A is for Alligator

title: Wikijunior:Zoo Animal Alphabet/A


text:
Wikijunior:Zoo Animal Alphabet/B

B is for Bear

title: Wikijunior:Zoo Animal Alphabet/B


text:
Wikijunior:Zoo Animal Alphabet/C

C is for Camel

title: Wikijunior:Zoo Animal Alphabet/C


text:
Wikijunior:Zoo Animal Alphabet/D

D is for Deer

title: Wikijunior:Zoo Animal Alphabet/D


text:
Wikijunior:Zoo Animal Alphabet/E

E is for Elephant

title: Wikijunior:Zoo Animal Alphabet/E


text: Category:Book:Wikijunior:History Alphabet


text:
Wikijunior:History Alphabet/A

A is for Axis Powers

title: Wikijunior:History Alphabet/A


text:
Wikijunior:History Alphabet

Wikijunior History Alphabet -- /A/ /B/  /C/  /D/  /E/  /F/  /G/  /H/  /I/  /J/  /K/  /L/  /M/  /N/  /O/  /P/  /Q/  /R/  /S/  /T/  /U/  /V/  /W/  /X/  /Y/  /Z/ --

title: Wikijunior:History Alphabet


text: Shelf:Ukrainian language

title: Shelf:Ukrainian language


text:
Wikijunior talk:Country Alphabet

This map needs re-doing with correct, internationally-recognised, borders.--Xania   talk 03:00, 21 August 2023 (UTC)

title: Wikijunior talk:Country Alphabet


text: Shelf:Ukrainian language/ancestry

title: Shelf:Ukrainian language/ancestry


text: Category:Shelf:Ukrainian language/all books


text: Category:Shelf:Ukrainian language

title: Category:Shelf:Ukrainian language


text: Category:Subject:Ukrainian language

title: Category:Subject:Ukrainian language


text: Subject:Ukrainian language

title: Subject:Ukrainian language


text: Category:Subject:Ukrainian language/all books


text: Shelf:Russian language

title: Shelf:Russian language


text: Shelf:Russian language/ancestry

title: Shelf:Russian language/ancestry


text: Category:Shelf:Russian language/all books


text: Category:Shelf:Russian language

title: Category:Shelf:Russian language


text: Category:Subject:Russian language

title: Category:Subject:Russian language


text: Subject:Russian language

title: Subject:Russian language


text: Category:Subject:Russian language/all books


text:
History of video games/Platforms/Lenovo Legion Go

History
In the summer of 2023, rumors about a potential Steam Deck competitor from Lenovo began to surface, attracting media attention.

On Friday September 1st, 2023, the console was announced officially.

Hardware
The system features a battery with a capacity of 49.2 watt hours.

Including controllers, the system weighs 854 g.

Add Ons
The system was designed to be used with optional "Legion Glasses".


text:
History of video games/Platforms/LaVie Mini

History
The device was described a collaborative effort from Lenovo and it's NEC brand subsidiary.


text:
History of video games/Platforms/AOKZOE A1 Pro

History
It is speculated by the publication PC Gamer that the console may have some relation to the OneXPlayer line.


text:
Wikijunior talk:Country Alphabet/W

Using Western Sahara as an example
I think this example could come out as politically contentious – should a similar approach be taken as does with Wikijunior:Country Alphabet/X? --SHB2000 (discuss • contribs) 09:07, 21 August 2023 (UTC)
 * Wales wouldn't be a bad one.--Xania [[Image:Flag_of_Estonia.svg|15px]] [[Image:Flag_of_Ukraine.svg|15px]] talk 01:00, 22 August 2023 (UTC)
 * Wales would also be a bad example since it's an internal subdivision of a sovereign state, irrespective of what it's called – but then I might be overthinking this as I doubt a 5-year-old would find it problematic (I guess that's what happens when I spend too much time on Wikivoyage). --SHB2000 (discuss • contribs) 01:27, 22 August 2023 (UTC)

title: Wikijunior talk:Country Alphabet/W


text:
User:Markan A. Keita

Markan A.Keita, Innovative platform on Wikipedia

title: User:Markan A. Keita


text: User talk:Lusalune

title: User talk:Lusalune


text:
Talk:Mirad Lexicon/English-Mirad-Y

Yemima?
https://www.instagram.com/p/Ct-M5Z1p6N3/comments/?hl=en

According to this post. There is a girl named yemima, but i have no idea why her parents decided to name her yemima for no reason at all? This name baffled me for totally most foreign language in the world! 2404:8000:1027:2C72:6451:3869:4516:8E58 (discuss) 15:14, 21 August 2023 (UTC)

title: Talk:Mirad Lexicon/English-Mirad-Y


text:
Canadian Refugee Procedure/15-17 - Immigration to Canada - Examination

IRPA Sections 15-17
Sections 15-17 of the Immigration and Refugee Protection Act read: DIVISION 2

Examination

Examination by officer 15 (1) An officer is authorized to proceed with an examination if a person makes an application to the officer in accordance with this Act or if an application is made under subsection 11(1.01).

Provincial criteria 15(2) In the case of a foreign national referred to in subsection 9(1), an examination of whether the foreign national complies with the applicable selection criteria shall be conducted solely on the basis of documents delivered by the province indicating that the competent authority of the province is of the opinion that the foreign national complies with the province’s selection criteria.

Inspection (3) An officer may board and inspect any means of transportation bringing persons to Canada, examine any person carried by that means of transportation and any record or document respecting that person, seize and remove the record or document to obtain copies or extracts and hold the means of transportation until the inspection and examination are completed.

Instructions (4) The officer shall conduct the examination in accordance with any instructions that the Minister may give.

Health insurance policy 15.1 A health insurance policy purchased from an insurance company outside Canada that is approved by the Minister satisfies any requirement in an instruction given under subsection 15(4) that a foreign national who applies for a temporary resident visa in order to visit their Canadian citizen or permanent resident child or grandchild for an extended period must have private health insurance.

Obligation — answer truthfully 16 (1) A person who makes an application must answer truthfully all questions put to them for the purpose of the examination and must produce a visa and all relevant evidence and documents that the officer reasonably requires.

Obligation — appear for examination (1.1) A person who makes an application must, on request of an officer, appear for an examination.

An officer has jurisdiction and authority to examine a refugee claimant pursuant to subsection 16(1.1) after the claim has been referred to the Refugee Protection Division for determination
A delegate of the Minister of Public Safety and Emergency Preparedness has jurisdiction and authority to examine a refugee claimant pursuant to subsection 16(1.1) of the Immigration and Refugee Protection Act about his or her refugee claim after the claim has been referred to the Refugee Protection Division for determination. Obligation — relevant evidence (2) In the case of a foreign national, (a) the relevant evidence referred to in subsection (1) includes photographic and fingerprint evidence; and (b) subject to the regulations, the foreign national must submit to a medical examination.

Obligation — interview (2.1) A foreign national who makes an application must, on request of an officer, appear for an interview for the purpose of an investigation conducted by the Canadian Security Intelligence Service under section 15 of the Canadian Security Intelligence Service Act for the purpose of providing advice or information to the Minister under section 14 of that Act and must answer truthfully all questions put to them during the interview.

Evidence relating to identity (3) An officer may require or obtain from a permanent resident or a foreign national who is arrested, detained, subject to an examination or subject to a removal order, any evidence — photographic, fingerprint or otherwise — that may be used to establish their identity or compliance with this Act.

Regulations 17 The regulations may provide for any matter relating to the application of this Division, and may include provisions respecting the conduct of examinations.


text:
Canadian Refugee Procedure/IRPR ss. 28-52 - Conduct of Examination

IRPR ss. 28-52
The text of the relevant sections of the regulation read: DIVISION 3 Conduct of Examination General Examination

28 For the purposes of subsection 15(1) of the Act, a person makes an application in accordance with the Act by

(a) submitting an application in writing;

(b) seeking to enter Canada;

(c) seeking to transit through Canada as provided in section 35; or

(d) making a claim for refugee protection.

Medical examination

29 For the purposes of paragraph 16(2)(b) of the Act, a medical examination includes any or all of the following:

(a) physical examination;

(b) mental examination;

(c) review of past medical history;

(d) laboratory test;

(e) diagnostic test; and

(f) medical assessment of records respecting the applicant.

Exemptions from medical examination requirement

30 (1) For the purposes of paragraph 16(2)(b) of the Act, the following foreign nationals are exempt from the requirement to submit to a medical examination:

(a) foreign nationals other than

(i) subject to paragraph (g), foreign nationals who are applying for a permanent resident visa or applying to remain in Canada as a permanent resident, as well as their family members, whether accompanying or not,

(ii) foreign nationals who are seeking to work in Canada in an occupation in which the protection of public health is essential,

(iii) foreign nationals who

(A) are seeking to enter Canada or applying for renewal of their work or study permit or authorization to remain in Canada as a temporary resident for a period in excess of six consecutive months, including an actual or proposed period of absence from Canada of less than 14 days, and

(B) have resided or stayed for a period of six consecutive months, at any time during the one-year period immediately preceding the date that they sought entry or made their application, in an area that the Minister determines, after consultation with the Minister of Health, has a higher incidence of serious communicable disease than Canada,

(iv) foreign nationals who an officer, or the Immigration Division, has reasonable grounds to believe are inadmissible under subsection 38(1) of the Act,

(v) foreign nationals who claim refugee protection in Canada, and

(vi) foreign nationals who are seeking to enter or remain in Canada and who may apply to the Minister for protection under subsection 112(1) of the Act, other than foreign nationals who have not left Canada since their claim for refugee protection or application for protection was rejected;

(b) a person described in paragraph 186(b) who is entering or is in Canada to carry out official duties, unless they seek to engage or continue in secondary employment in Canada;

(c) a family member of a person described in paragraph 186(b), unless that family member seeks to engage or continue in employment in Canada;

(d) a member of the armed forces of a country that is a designated state as defined in the Visiting Forces Act, who is entering or is in Canada to carry out official duties, other than a person who has been designated as a civilian component of those armed forces, unless that member seeks to engage or continue in secondary employment in Canada;

(e) a family member of a protected person, if the family member is not included in the protected person’s application to remain in Canada as a permanent resident; and

(f) a non-accompanying family member of a foreign national who has applied for refugee protection outside Canada.

(g) [Repealed, SOR/2017-78, s. 3]

Subsequent examination

(2) Every foreign national who has undergone a medical examination as required under paragraph 16(2)(b) of the Act must submit to a new medical examination before entering Canada if, after being authorized to enter and remain in Canada, they have resided or stayed for a total period in excess of six months in an area that the Minister determines, after consultation with the Minister of Health, has a higher incidence of serious communicable disease than Canada.

Medical certificate

(3) Every foreign national who must submit to a medical examination, as required under paragraph 16(2)(b) of the Act, and who seeks to enter Canada must hold a medical certificate — based on the most recent medical examination to which they were required to submit under that paragraph and which took place within the previous 12 months — that indicates that their health condition is not likely to be a danger to public health or public safety and, unless subsection 38(2) of the Act applies, is not reasonably expected to cause excessive demand.

SOR/2004-167, s. 9SOR/2010-78, s. 1SOR/2012-154, s. 3SOR/2017-78, s. 3 Public health

31 Before opining whether a foreign national’s health condition is likely to be a danger to public health, an officer who is assessing the foreign national’s health condition shall consider

(a) any report made by a health practitioner or medical laboratory with respect to the foreign national;

(b) the communicability of any disease that the foreign national is affected by or carries; and

(c) the impact that the disease could have on other persons living in Canada.

SOR/2022-39, s. 3 Conditions

32 In addition to the conditions that are imposed on a foreign national who makes an application as a member of a class, an officer may impose, vary or cancel the following conditions in respect of any foreign national who is required to submit to a medical examination under paragraph 16(2)(b) of the Act:

(a) to report at the specified times and places for medical examination, surveillance or treatment; and

(b) to provide proof, at the specified times and places, of compliance with the conditions imposed.

SOR/2012-154, s. 4 Public safety

33 Before opining whether a foreign national’s health condition is likely to be a danger to public safety, an officer who is assessing the foreign national’s health condition shall consider

(a) any reports made by a health practitioner or medical laboratory with respect to the foreign national; and

(b) the risk of a sudden incapacity or of unpredictable or violent behaviour of the foreign national that would create a danger to the health or safety of persons living in Canada.

SOR/2022-39, s. 4 Excessive demand

34 (1) An officer who is assessing a foreign national’s health condition shall analyze all relevant medical factors that apply to a determination of whether the foreign national’s health condition might reasonably be expected to cause excessive demand and shall prepare an opinion based on their analysis.

Medical factors

(2) Medical factors referred to in subsection (1) include

(a) any reports made by a health practitioner or medical laboratory with respect to the foreign national;

(b) any condition identified by a medical examination required under paragraph 16(2)(b) of the Act;

(c) the availability of and anticipated costs for health services and social services arising from the foreign national’s health status; and

(d) a consideration of whether a mitigation plan, if any, submitted by the foreign national would provide for appropriate treatment for the health condition and would be permitted under the rules regulating the delivery of health care in Canada.

Non-medical factors

(3) The officer shall not consider non-medical factors, including

(a) the foreign national’s intent and financial ability to mitigate any excessive demand; and

(b) the feasibility of a mitigation plan, if any, submitted by the foreign national.

SOR/2022-39, s. 5 Transit

35 (1) Subject to subsection (2), the following persons are not seeking to enter Canada but are making an application under subsection 15(1) of the Act to transit through Canada:

(a) in airports where there are United States’ in-transit preclearance facilities, in-transit preclearance passengers; and

(b) in any airport, passengers who are arriving from any country and who are transiting to a country other than Canada and remain in a sterile transit area.

Obligatory examination

(2) Any person seeking to leave a sterile transit area must appear immediately for examination.

Actions not constituting a complete examination

36 An inspection carried out aboard a means of transportation bringing persons to Canada or the questioning of persons embarking on or disembarking from a means of transportation, or the examination of any record or document respecting such persons before they appear for examination at a port of entry, is part of an examination but does not constitute a complete examination.

End of examination

37 (1) Subject to subsection (2), the examination of a person who seeks to enter Canada, or who makes an application to transit through Canada, ends only when

(a) a determination is made that the person has a right to enter Canada, or is authorized to enter Canada as a temporary resident or permanent resident, the person is authorized to leave the port of entry at which the examination takes place and the person leaves the port of entry;

(b) if the person is an in-transit passenger, the person departs from Canada;

(c) the person is authorized to withdraw their application to enter Canada and an officer verifies their departure from Canada; or

(d) a decision in respect of the person is made under subsection 44(2) of the Act and the person leaves the port of entry.

End of examination — claim for refugee protection

(2) The examination of a person who makes a claim for refugee protection at a port of entry or inside Canada other than at a port of entry ends when the later of the following occurs:

(a) an officer determines that their claim is ineligible under section 101 of the Act or the Refugee Protection Division accepts or rejects their claim under section 107 of the Act;

(b) a decision in respect of the person is made under subsection 44(2) of the Act and, in the case of a claim made at a port of entry, the person leaves the port of entry.

SOR/2004-167, s. 10(F)SOR/2016-136, s. 3(F)SOR/2018-60, s. 1 Alternative Means of Examination Means

38 For the purposes of subsection 18(1) of the Act, the following persons may — unless otherwise directed by an officer — be examined by the means indicated as alternative to appearing for an examination by an officer at a port of entry:

(a) persons who have previously been examined and hold an authorization issued under section 11.1 of the Customs Act, in which case examination is effected by the presentation of the authorization by those persons at a port of entry;

(b) persons who are seeking to enter Canada at a port of entry where facilities are in place for automatic screening of persons seeking to enter Canada, in which case examination is performed by automatic screening;

(c) persons who leave Canada and proceed directly to a marine installation or structure to which the Oceans Act applies, and who return directly to Canada from the installation or structure without entering the territorial waters of a foreign state, in which case examination is conducted by an officer by telephone or other means of telecommunication;

(d) members of a crew of a ship that transports oil or liquid natural gas and that docks at a marine installation or structure to which the Oceans Act applies, for the purpose of loading oil or liquid natural gas, in which case examination is conducted by an officer by telephone or other means of telecommunication;

(e) members of a crew of a ship registered in a foreign country, other than members of a crew referred to in paragraph (d), in which case examination is conducted by an officer by telephone or other means of telecommunication;

(f) members of a crew of a ship registered in Canada, in which case examination is conducted by an officer by telephone or other means of telecommunication;

(g) citizens or permanent residents of Canada or the United States who are seeking to enter Canada at remote locations where no officer is assigned or where there are no means by which the persons may report for examination, in which case examination is conducted by an officer by telephone or other means of telecommunication; and

(h) citizens or permanent residents of Canada or the United States who seek to enter Canada at places, other than a port of entry, where no officer is assigned, in which case examination is conducted by an officer by telephone or other means of telecommunication.

Permitted Entry Entry permitted

39 An officer shall allow the following persons to enter Canada following an examination:

(a) persons who have been returned to Canada as a result of a refusal of another country to allow them entry after they were removed from or otherwise left Canada after a removal order was made against them;

(b) persons returning to Canada under a transfer order made under the Mutual Legal Assistance in Criminal Matters Act and who, immediately before being transferred to a foreign state under the transfer order, were subject to an unenforced removal order; and

(c) persons who are in possession of refugee travel papers issued to them by the Minister that are valid for return to Canada.

SOR/2015-46, s. 1 Conduct of Examination Measures Direction to leave

40 (1) Except in the case of protected persons within the meaning of subsection 95(2) of the Act and refugee protection claimants, an officer who is unable to examine a person who is seeking to enter Canada at a port of entry shall, in writing, direct the person to leave Canada.

Service

(2) A copy of the direction shall be served on the person as well as on the owner or person in control of the means of transportation, if any, that brought the person to Canada.

Ceasing to have effect

(3) The direction ceases to have effect when the person appears again at a port of entry and an officer proceeds to examine the person.

IRPR s. 41 - Direct back
Direct back 41 Unless an authorization has been given under section 23 of the Act, an officer who examines a foreign national who is seeking to enter Canada from the United States shall direct them to return temporarily to the United States if (a) no officer is able to complete an examination; (b) the Minister is not available to consider, under subsection 44(2) of the Act, a report prepared with respect to the person; (c) an admissibility hearing cannot be held by the Immigration Division; or (d) the foreign national is prohibited from entering Canada by an order or regulation made by the Governor in Council under the Emergencies Act or the Quarantine Act.

Commentary
Canada and the US have both employed what is termed the "direct back policy", which is related to, but distinct from the Safe Third Country Agreement. The "direct back policy” refers to the process whereby an asylum seeker approaches a port of entry at a time when border officials are unable to process the claim and the asylum seeker is returned to the other country (primarily, returned to the U.S. from Canada ) after having been given a scheduled time to return for an interview. Prior to 21 May 1986, claimants arriving from the United States to claim refugee status remained temporarily in the United States until a Canadian immigration inquiry could be scheduled. On 21 May 1986, a blanket admission policy was introduced, allowing individuals to wait inside Canada for determination of their claim, or to receive an automatic permit to remain and work, depending on their country of origin. From then on, until 2003, the direct back policy was used only in exceptional cases. However, it was used enough that policies considered its implications, for example a 1989 pamphlet entitled The backlog clearance process: Refugee claims made in Canada before January 1, 1989 described the Refugee Claimants Designated Class Regulations as applying to persons who were in Canada before January 1, 1989 or, prior to that date, must have been directed back to the United States to await an immigration inquiry scheduled after January 1, 1989. In 2003, after the Safe Third Country Agreement was signed, but before it was implemented, the direct back policy was used as there was a large and sudden influx of persons arriving from the United States who wanted to lodge their claims in Canada before the entry into force of the Safe Third Country Agreement. The procedure prompted a complaint in 2004 by several national and international organizations to the Inter-American Commission on Human Rights. The UNHCR subsequently criticized this policy on the basis that many claimants were not allowed to subsequently re-enter Canada to attend their scheduled interviews, writing in a report on the subject that "This has been especially problematic for asylum-seekers directed back from Canada to the United States, as a number were detained in the United States and unable to attend their scheduled interviews." Canadian authorities stated that they largely phased out the use of “direct back policies” as of August 2006, and going forward, they would be used only in exceptional cases. See the 2007 amendments to Canadian policy manuals for details regarding the current parameters of Canada's direct back policy. The “direct back policy” was revived again during the Covid-19 pandemic as part of the implementation of an Order-in-Council restricting travel into Canada.

See also: Canadian Refugee Procedure/IRPR s. 159 - Safe Third Countries.

IRPR s. 42 - Withdrawing application
Withdrawing application 42 (1) Subject to subsection (2), an officer who examines a foreign national who is seeking to enter Canada and who has indicated that they want to withdraw their application to enter Canada shall allow the foreign national to withdraw their application and leave Canada.

Exception — report

(2) If a report is being prepared or has been prepared under subsection 44(1) of the Act in respect of a foreign national who indicates that they want to withdraw their application to enter Canada, the officer shall not allow the foreign national to withdraw their application or leave Canada unless the Minister decides either not to make a removal order or not to refer the report to the Immigration Division for an admissibility hearing.

Obligation to confirm departure

(3) A foreign national who is allowed to withdraw their application to enter Canada must appear without delay before an officer at a port of entry to confirm their departure from Canada.

SOR/2018-5, s. 1 Application of Section 23 of the Act Conditions

43 (1) An officer must impose the following conditions on every person authorized to enter Canada under section 23 of the Act:

(a) to report in person at the time and place specified for the completion of the examination or the admissibility hearing;

(b) to not engage in any work in Canada;

(c) to not attend any educational institution in Canada;

(d) to report in person to an officer at a port of entry if the person withdraws their application to enter Canada; and

(e) to comply with all requirements imposed on them by an order or regulation made under the Emergencies Act or the Quarantine Act.

Effect of authorization to enter

(2) A foreign national who is authorized to enter Canada under section 23 of the Act does not, by reason only of that authorization, become a temporary resident or a permanent resident.

SOR/2020-91, s. 3 Obligation to Appear at an Admissibility Hearing Class

44 (1) The class of persons who are the subject of a report referred for an admissibility hearing under subsection 44(2) of the Act is prescribed as a class of persons.

Members

(2) The members of the class of persons who are the subject of a report referred for an admissibility hearing under subsection 44(2) of the Act are the persons who are the subject of such a report.

Obligation

(3) Every member of the class prescribed under subsection (1) must appear at their admissibility hearing before the Immigration Division if they are given notice of the hearing by the Division.

Deposits or Guarantees Deposit or guarantee required on entry

45 (1) An officer can require, in respect of a person or group of persons seeking to enter Canada, the payment of a deposit or the posting of a guarantee, or both, to the Minister for compliance with any conditions imposed.

Amount

(2) The amount of the deposit or guarantee is fixed by an officer on the basis of

(a) the financial resources of the person or group;

(b) the obligations that result from the conditions imposed;

(c) the costs that would likely be incurred to locate and arrest the person or group, to detain them, to hold an admissibility hearing and to remove them from Canada; and

(d) in the case of a guarantee, the costs that would likely be incurred to enforce it.

SOR/2004-167, s. 11(F) Application

46 Sections 47 to 49 apply to deposits and guarantees required under subsections 44(3), 56(1), 58(3) and 58.1(3) of the Act and section 45 of these Regulations.

SOR/2020-92, s. 1 General requirements

47 (1) A person who pays a deposit or posts a guarantee

(a) must not have signed or co-signed another guarantee that is in default; and

(b) must have the capacity to contract in the province where the deposit is paid or the guarantee is posted.

Requirements if guarantee posted

(2) A person who posts a guarantee must

(a) be a Canadian citizen or a permanent resident, physically present and residing in Canada;

(b) be able to ensure that the person or group of persons in respect of whom the guarantee is required will comply with the conditions imposed; and

(c) present to an officer evidence of their ability to fulfil the obligation arising from the guarantee.

Money illegally obtained

(3) If an officer has reasonable grounds to believe that a sum of money offered by a person as a deposit was not legally obtained, or that a sum of money that a person may be obliged to pay under a guarantee would not be legally obtained, the officer shall not allow that person to pay a deposit or post a guarantee.

Factors to consider

(4) An officer, the Immigration Division or the Minister must consider the following factors in assessing whether the person who posts a guarantee has the ability to ensure that the person or group of persons in respect of whom the guarantee is required will comply with the conditions imposed:

(a) their relationship to the person or group of persons in respect of whom the guarantee is required;

(b) their financial situation;

(c) any previous history posting a guarantee;

(d) their criminal record; and

(e) any other relevant factor in determining their ability to ensure that the person or group of persons in respect of whom the guarantee is required will comply with the conditions imposed.

SOR/2004-167, s. 12(F)SOR/2020-92, s. 2 Conditions if guarantee posted

48 (1) In addition to any other conditions that are imposed, the following conditions are imposed on a person or group of persons in respect of whom a guarantee is required:

(a) to provide the Department or the Canada Border Services Agency, depending on which one requires the information, with the address of the person posting the guarantee and to advise the Department or the Canada Border Services Agency, as the case may be, before any change in that address; and

(b) to present themself or themselves at the time and place that an officer or the Immigration Division requires them to appear to comply with any obligation imposed on them under the Act.

Conditions if deposit paid

(2) In addition to any other conditions that are imposed, the following conditions are imposed on a person or group of persons in respect of whom a deposit is required:

(a) to provide the Department or the Canada Border Services Agency, depending on which one requires the information, with their address and to advise the Department or the Canada Border Services Agency, as the case may be, before any change in that address; and

(b) to present themself or themselves at the time and place that an officer or the Immigration Division requires them to appear to comply with any obligation imposed on them under the Act.

SOR/2010-195, s. 1(F)SOR/2017-214, s. 2 Acknowledgment of consequences of failure to comply with conditions

49 (1) A person who pays a deposit or posts a guarantee must acknowledge in writing

(a) that they have been informed of the conditions imposed; and

(b) that they have been informed that non-compliance with any conditions imposed will result in the forfeiture of the deposit or enforcement of the guarantee.

Receipt

(2) An officer shall issue a receipt for the deposit or a copy of the guarantee, and a copy of the conditions imposed.

Return of deposit

(3) If an officer determines that the person or group of persons in respect of whom the deposit was required has complied with the conditions imposed, the deposit shall be returned.

Breach of condition

(4) A sum of money deposited is forfeited, or a guarantee posted becomes enforceable, on the failure of the person or any member of the group of persons in respect of whom the deposit or guarantee was required to comply with a condition imposed.

IRPR s. 50 - Documents Required
Documents Required

Documents — permanent residents 50 (1) In addition to the permanent resident visa required of a foreign national who is a member of a class referred to in subsection 70(2), a foreign national seeking to become a permanent resident must hold (a) a passport, other than a diplomatic, official or similar passport, that was issued by the country of which the foreign national is a citizen or national; (b) a travel document that was issued by the country of which the foreign national is a citizen or national; (c) an identity or travel document that was issued by a country to non-national residents, refugees or stateless persons who are unable to obtain a passport or other travel document from their country of citizenship or nationality or who have no country of citizenship or nationality; (d) a travel document that was issued by the International Committee of the Red Cross in Geneva, Switzerland, to enable and facilitate emigration; (e) a passport or travel document that was issued by the Palestinian Authority; (f) an exit visa that was issued by the Government of the Union of Soviet Socialist Republics to its citizens who were compelled to relinquish their Soviet nationality in order to emigrate from that country; (g) a passport issued by the United Kingdom to a British National (Overseas), as a person born, naturalized or registered in Hong Kong; (h) a passport issued by the Hong Kong Special Administrative Region of the People’s Republic of China; or (i) a passport issued by the United Kingdom to a British Subject.

Exception — protected persons (2) Subsection (1) does not apply to a person who is a protected person within the meaning of subsection 95(2) of the Act and holds a permanent resident visa when it is not possible for the person to obtain a passport or an identity or travel document referred to in subsection (1).

IRPR s. 50.1 - Designation of unreliable travel documents
Designation of unreliable travel documents 50.1 (1) The Minister may designate, individually or by class, passports or travel or identity documents that do not constitute reliable proof of identity or nationality.

Factors (2) The Minister shall consider the following factors in determining whether to designate any passport or travel or identity document, or class of passport or travel or identity document, as not being reliable proof of identity or nationality: (a) the adequacy of security features incorporated into the passport or document for the purpose of deterring its misuse or unauthorized alteration, reproduction or issuance; and (b) information respecting the security or integrity of the process leading to the issuance of the passport or document.

Effect of designation (3) A passport or travel or identity document that has been designated under subsection (1) is not a passport or travel or identity document for the purpose of subsection 50(1) or 52(1).

Public notice (4) The Minister shall make available to the public a list of all passports or travel or identity documents designated under subsection (1).

Commentary
See: Canadian Refugee Procedure/RPD Rules 3-13 - Information and Documents to be Provided.

See also the following list of unrelaible travel documents: https://www.canada.ca/en/immigration-refugees-citizenship/corporate/publications-manuals/operational-bulletins-manuals/bulletins-2010/190-march-12-2010.html.

IRPR s. 51 - Examination - permanent residents
Examination — permanent residents

51 A foreign national who holds a permanent resident visa and is seeking to become a permanent resident must, at the time of their examination,

(a) inform the officer if

(i) the foreign national has become a spouse or common-law partner or has ceased to be a spouse, common-law partner or conjugal partner after the visa was issued, or

(ii) material facts relevant to the issuance of the visa have changed since the visa was issued or were not divulged when it was issued; and

(b) establish that they and their family members, whether accompanying or not, meet the requirements of the Act and these Regulations.

SOR/2008-253, s. 2 Documents — temporary residents

52 (1) In addition to the other requirements of these Regulations, a foreign national seeking to become a temporary resident must hold one of the following documents that is valid for the period authorized for their stay:

(a) a passport that was issued by the country of which the foreign national is a citizen or national, that does not prohibit travel to Canada and that the foreign national may use to enter the country of issue;

(b) a travel document that was issued by the country of which the foreign national is a citizen or national, that does not prohibit travel to Canada and that the foreign national may use to enter the country of issue;

(c) an identity or travel document that was issued by a country, that does not prohibit travel to Canada, that the foreign national may use to enter the country of issue and that is of the type issued by that country to non-national residents, refugees or stateless persons who are unable to obtain a passport or other travel document from their country of citizenship or nationality or who have no country of citizenship or nationality;

(d) a laissez-passer that was issued by the United Nations;

(e) a passport or travel document that was issued by the Palestinian Authority;

(f) a document that was issued by the Organization of American States and is entitled “Official Travel Document”;

(g) a passport issued by the United Kingdom to a British Overseas Citizen;

(h) a passport issued by the United Kingdom to a British National (Overseas), as a person born, naturalized or registered in Hong Kong;

(i) a passport issued by the Hong Kong Special Administrative Region of the People’s Republic of China; or

(j) a passport issued by the United Kingdom to a British Subject.

(1.1) [Repealed, SOR/2003-260, s. 1]

Exceptions

(2) Subsection (1) does not apply to

(a) citizens of the United States;

(b) persons seeking to enter Canada from the United States or St. Pierre and Miquelon who have been lawfully admitted to the United States for permanent residence;

(c) residents of Greenland seeking to enter Canada from Greenland;

(d) persons seeking to enter Canada from St. Pierre and Miquelon who are citizens of France and residents of St. Pierre and Miquelon;

(e) members of the armed forces of a country that is a designated state for the purposes of the Visiting Forces Act who are seeking entry in order to carry out official duties, other than persons who have been designated as a civilian component of those armed forces;

(f) persons who are seeking to enter Canada as, or in order to become, members of a crew of a means of air transportation and who hold an airline flight crew licence or crew member certificate issued in accordance with International Civil Aviation Organization specifications; or

(g) persons seeking to enter Canada as members of a crew who hold a seafarer’s identity document issued under International Labour Organization conventions and are members of the crew of the vessel that carries them to Canada.

(3) [Repealed, SOR/2010-54, s. 3]

SOR/2003-197, s. 1SOR/2003-260, s. 1SOR/2004-167, s. 14(F)SOR/2010-54, s. 3SOR/2010-195, s. 2(F)SOR/2011-125, s. 2


text:
City Of Heroes/Archetypes/PowerPools/Concealment

Stealth

Invisibility

Grant Invisibility

Phase Shift


text:
City Of Heroes/Archetypes/PowerPools/Fitness

Quick

Hurdle

Health

Stamina


text:
City Of Heroes/Archetypes/PowerPools/Flight

Hover

Air Superiority

Fly

Group Fly


text:
City Of Heroes/Archetypes/PowerPools/Leadership

Defense

Tactics

Assault

Vengeance


text:
City Of Heroes/Archetypes/PowerPools/Leaping

Jump Kick - An attack that knocks fliers to the ground.

Combat Jumping - Enhances jumping ability, and buffs defense.

Super Jump - A good travel power with high speed and good altitude. A sensible middle ground between Super Speed and Flying.

Acrobatics - Effectively prevents knockback from having any effect.


text:
City Of Heroes/Archetypes/PowerPools/Medicine

Heal Other

Stimulant

Heal Self

Resuscitate


text:
City Of Heroes/Archetypes/PowerPools/Presence

Provoke

Provoke Group

Fear

Group Fear


text:
City Of Heroes/Archetypes/PowerPools/Speed

Flurry

Hasten

Speed

Whirlwind


text:
City Of Heroes/Archetypes/PowerPools/Teleportation

Recall Friend

Teleport Foe

Teleport

Team Teleport


text:
City Of Heroes/Archetypes/Ancillary Pools/Blasters

Cold Mastery

Flame Mastery

Force Mastery

Munition Mastery


text:
City Of Heroes/Archetypes/Ancillary Pools/Controllers

Ice Mastery

Primal Forces Mastery

Psionic Mastery

Stone Mastery


text:
City Of Heroes/Archetypes/Ancillary Pools/Defenders

Dark Mastery

Electricity Mastery

Power Mastery

Psychic Mastery


text:
City Of Heroes/Archetypes/Ancillary Pools/Scrappers

Body Mastery

Darkness Mastery

Weapon Mastery


text:
City Of Heroes/Archetypes/Ancillary Pools/Tankers

Earth Mastery

Energy Mastery

Pyre Mastery


text:
City Of Heroes/General Help/MrNoj

This guide is far from complete and any information in it is from my own experience and not necessarily how everyone plays the game. With that said, on with the guide! – User:Mrnoj

Quick tips and Hints
Heals wake people up. Any change in HP will break sleep, including both heals and damage.

Never try and pull a boss from a group… he will bring all of his lieutenants and minions with him. Instead, go for the minions that are walking around and not too near the group, or the ones that are facing a different direction than the rest, they tend to be the easiest to pull alone or in small groups.

A quick way to get out of debt or gain some quick influence is to exemplar to someone in the 1-10 level range. To do this, have them right click on you (or your name in the team window) and select ‘invite exemplar’, accept the invitation and you will notice many of your powers grey out. You cannot use these powers for the duration of the exemplar, but soon you should be out of debt or have the influence that you needed.

Team often, and team with people you know, this is where people tend to have the most fun and the quickest level gains. Pick up groups can be fun, but they can also be frustrating. Teams work best when people know what the other players on the team are capable of.

Choose your powers wisely. It is usually a bad idea to have more than one transport power before you hit level 28, around that time some people will pick up a second transport power, especially so in the case of Super Speed and Super Jump. On the flip side of the coin, most people have some form of transport power when they hit level 14.

Make your power pool powers count. They aren’t as powerful as your primary and secondary power sets, so if you have something that is very similar to a power pool power that you are considering, think hard about it. Many people will choose the fitness pool for the Health and Stamina powers that are available at the later levels. Another common choice is Hasten from the Speed power pool.

Avoid over-using power pools. You are only allowed 4 different power pools, but you can pick as many of the 4 powers in each of those pools as you like. Generally it is not a good idea to get more than 5 or 6 pool powers over the lifetime of your character.

title: City Of Heroes/General Help/MrNoj


text:
City Of Heroes/General Help/Influence

How to gain Influence
Influence at early levels can be hard to come by, and for many new players, this can be annoying. But there are several ways to gain influence quickly.

Exemplar
For those of you who have no debt, this can be a great way to go. For those of you with debt, this is a way to get rid of it. The best way to pull this off is to find someone around lvl 2-5, and ask them to exemplar you. Tell them to right click on you and select 'Invite Exemplar'. Many of your powers will be greyed out, they won't be useable. The reason why you choose someone in such a low level range is because missions go quickly and you get that ending xp in no time. Another reason is because you get to help out a lowbie a bit... some people actually consider this a benefit.

"Sell" Missions
When you get the 'missing fortune teller' mission (from a magic contact around lvl 10-15), head to the green line and make a full round of all the stations, yell out in broadcast that you have the find the missing fortune teller mission, the one that gives the spelunker badge, and then go back to steel canyon and head for perez park... by the time you get there you should have a full team asking to join you. Don't outright ask for influence... it's implied... trust me. At the end of the mission, you'll have at least one of the team members come up to you and invite you to trade. I've made up to 1 million influence from this mission alone.

title: City Of Heroes/General Help/Influence


text:
City Of Heroes/General Help/Story Arcs

Story arcs are somewhere in between regular missions and task forces. Like a task force, there is a series of connected missions which tell a story. Story arcs come from your regular contacts, though, and you can do them at your own pace, with a group or solo, or even with different groups on different days. Each mission will give you a clue, and the clues will pile up in your clue window until the arc is done. You know that you are doing a story arc when you see a clue which says, "It all started when..." When you finish a story arc, you receive an enhancement and a souvenir. The souvenir includes text summarizing the missions in the arc.

You can only have two story arcs running at a time. If you outlevel a story arc, don't worry. You can still do the missions and get the rewards, without having to exemplar down. The bad guys have a maximum level, though, and if you are beyond it then the fights aren't going to be very interesting. If you have missed any story arcs, go back to your very first contact and talk to them in person, and work your way up. Eventually, someone will give you either a mission or a new contact.

Names in boldface are nominees for the Best Story Arc award, from the contest held on CoH's first anniversary.

Level Range / Story Name         /         Souvenir
10-14       The Clockwork Captive        (An etched Clockwork piece)

10-14       The Bonefire Plot            (Skulls bandana)

10-14       The Vahzilok Pollutant Plot  (Water department ID badge)

15-19       The Mind of a King           (Damaged power source)

15-19       The Tsoo Shenanigans         (Rage ampoule)

15-19       The Vahzilok Plague          (Hypodermic needle) (* First Archvillain)

20-24       The Tsoo Coup                (Tsoo dagger)

20-24       A Hand of Iron               (Iron Hand's Badge)

20-24       The Sky Raider Secret        (Captain Indomitable's Uni-Bands)

20-24       The Wheel of Destruction (Hub of the Wheel of Destruction) (* Great temp powers!)

25-29       The Scroll of Tielekku       (Translation of the Scroll of Tielekku)

25-29       The Mysterious General Z     (Small cog from a Lockhart Aerotech jet pack)

25-29       Ubelmann the Unknown         (Letter from Requiem)

25-29       An Unnatural Order           (Will of the Earth sample)

25-29       The Freaklympics             (Freaklympics Gold Medal)

30-34       The Library of Souls         (Note from Akarist)

30-34       The Freakshow War            (Page from Schwarzwald's notebook)

30-34       The Rise of the Vampyri      (Dosier on Victor Sieger)

30-34       Corporate Culture            (Crey data disc)

30-34       The Unity Plague             (Sample of the Unity cure)

35-39       A Path Into Darkness         (The Book 'The Rites of the Dark')

35-39       The Envoy of Shadow          (The Envoy's True Name)

35-39       Revenant Hero Project        (Invisible Falcon's Mask)

35-39       The Terra Conspiracy         (Hamidon's letter)

35-39       Mass Duplicity               (Nemesis battle suit blueprints)

35-39       The Organ Grinders           (Omega level clearance badge)

40-44       To Save a Soul               (Madeline Casey's pendant)

40-44       The Evil Countess Crey       (Julianne's diary)

40-44       Melvin and the Mysterious Malta Group (A painting called Gentlemen of Malta)

40-44       The Eternal Nemesis (The Face of Nemesis)

40-44       The Praetorian War            (Blue Clockwork piece)

40-44       Division: Line             (C'Kelkah's cermonial blade)

45-49       Upon the Psychic Plane      (Vanessa DeVore's mask)

45-49       Project: World Wide Red     (The thanks of the world)

45-49       To Save A Thousand Worlds   (Pure flame)

45-49       A Hero's Hero               (Statesman's face plate)

title: City Of Heroes/General Help/Story Arcs


text:
City Of Heroes/General Help/TeamLead

= Leading a Team =

In Paragon City, any Joe Shmoe can shoot lightning from their fingertips, but it takes somebody special to build and lead a successful team.

1. Learn your own powers 2. Learn everyone else's powers 3. The search tool 4. Recruiting 5. Missions 6. Downtime

Learn your own powers.
Before you can lead others, you must, as the sages say, "know thyself." You can read about your powers here on the wiki or on the official forums. All printed materials are sadly out of date. The best way to learn your own powers is to use them. Try them out solo at first, until you get the hang of them. Then use them in a team. You will probably develop a few questions, which can best be answered either on the forums or with carefully controlled experiments while you are solo or with a friend. You should also understand other people's expectations of your powers and your powersets.

Learn everyone else's powers
From reading and teaming and asking questions in game, you should learn all you can about other people's powers. Pay attention to how those powers interact with each other and with your own powers. Some archetypes and powersets complement each other particularly well. Learn to recognize other powers by name when reading bios, and by the sight of their animations, or even by sound. You don't need to master every aspect of every power in the game before you send out your first invitation, but the more you know the more effectively you can lead.

The Search Tool
Ready to start building your team? Fire up the search tool. Up on the top of the chat box, open the Team window. Click the button to find members. You will get a list, probably a rather short one. This list should show the people in your zone who are looking for a team. Depending on when and where you play, there may not be many options here. Luckily, at the top of the screen, you will see a number of options. Play around. You want to run a mission? Try finding all of the people near your level in your zone, or one connected to your zone by tunnel or train, who are looking for missions or who are up for anything. Hopefully you will have a much larger list now. Note the column at the end: search comments. Here is where people can tell you exactly what they are looking for, or exactly what they have to offer. Read them; respect them. If someone says they don't want to do the Frostfire mission again, don't invite them to do the Frostfire mission again. If you can't find enough people, go ahead and search through all the zones. Remember, though, the farther away someone is, the greater an imposition you are making when you ask them to travel all the way to you. If you still can't find enough people to fill your team, then you can look for people who are not seeking a team. Some of these people are already on a team; their names are shaded out. If the name is bright blue, then they are available, but remember - they are NOT looking for a team. Sending them an invitation out of the blue is impolite. Send a /tell first, and be very polite.

Recruiting
By now you should have a good list of candidates. Who do you invite and how? Putting together a team can be a very challenging and frustrating task. Your search tool tells you people's archetype, but not their powersets. Even if you knew their powersets, some people make weird choices when it comes to powers. Others have a fine selection of powers, but made some unfortunate decisions in slotting. Even if someone is playing a perfect cookie cutter build, they might just be a lousy player who uses the wrong powers at the wrong time in the wrong way. Even the most skillful player might be a jerk who isn't fun to team with. Even if you manage to find some really great players, they might quit after one mission and you are back to searching. It's tempting to spend a long time trying to build the perfect team, but it just isn't worth the effort. When you are recruiting for a supergroup, that's another matter, but for a pick up group it's better to just follow a few rules of thumb, put together a group, and start tromping villainy.

Guidelines on who to invite

 * The more heroes you have, the more villains you will face. If you are struggling with a mission, adding more heroes can make things worse instead of better.
 * Remember what you learned about how archetypes and powersets go together.
 * Almost any team can succeed with good tactics, but a well built team can succeed with lousy tactics.
 * In general, a good mix of archetypes and powersets is wise. This is especially true of defenders.  Two identical defenders are not nearly as good as two different defenders.
 * All defenders are useful. There are far too many people who think that only an empathy defender, a "healer", can contribute.  All defenders can either buff your team or debuff the enemy, resulting in more damage dished out and less damage taken.  Healing should be a last resort, not a first.
 * In the end, the goal is to dish out damage. Blasters and Scrappers do that very well.  Some tanks and defenders can dish out more damage than others.
 * You need some way to survive the incoming damage. Controllers can stop bad guys from attacking, tanks can absorb damage, defenders can prevent or heal damage.  Mixing different types of defense is more effective than doubling up on one type of defense.

Guidelines on how to invite

 * If someone is looking for a team, go ahead and send an invitation
 * If someone's search comment specifically asks for a tell, or asks you not to send a blind invite, then you should send a tell first
 * If you are inviting someone who is not looking for a team, definitely send them a tell first.
 * When you send a tell before inviting someone, include the level and location of the villains, at least. "Want to help with some lvl 28 Tsoo in Talos?" for example.
 * You may also want to send a tell first to ask some questions, to make sure that the person is a good match for your team. Be polite, and remember that they will have just as many questions as you do.
 * Do NOT ask a defender if he or she is a healer. Most defenders find this very annoying, even if they do have empathy as a primary.  As mentioned above, all defenders are useful.

Missions
So now you have your team. Say hello to everyone as they join. Set the team task from your list of missions. Once your mission is done, take turns doing other people's missions. Arrange sidekicks and exemplars as necessary to get everyone close to the same level. Get everyone safely to the mission. Recall friend is helpful here. You may need to escort some people, or clear out a villain spawn near the mission door. If this mission has clickies/glowies, you should tell people upfront if you want to click on them yourself or if anyone can click them.

Once you are in the mission, either lead the team or clearly designate a leader. There are two vital rules of combat which you must enforce: nobody attacks until everybody is ready, and everybody fights the same group of bad guys. Breaking those rules usually results in disaster. As long as everyone follows those two rules, a good group can steamroll over everything in their path. Sometimes, though, you will come across a truly challenging battle. There are three strategies to keep in mind.

First, thin the herd. The technique you use is called "pulling" and there is a lot more to it than many people realize. Here are a few basic tips. First, start with the minions and work your way up. Second, choose the villain who is farthest away from the rest of the pack. Third, once you shoot them, make sure everyone on the team moves to break the line of sight so the bad guy has to chase after you. Once the bad guys is safely removed from his friends, pounce. Repeat as often as necessary/possible.

Second, concentrate your attacks. Have one person, often a tank, draw the aggro of the entire pack, and then lead them into an ambush. If you can keep all the bad guys clumped up together, then all of your AoE attacks and holds and debuffs can be put to maximum use. Corners, crates, fences, and dumpsters are good tools to break the line of sight and bring the bad guys into a tight little pack when they come after you.

Third, plan for an orderly retreat. Let your team know ahead of time that you will call for a retreat, and they should try not to panic when things go wrong. It's ok if an individual falls back when injured, but the whole team shouldn't break and run just because one person was hurt or defeated. When you do call for a retreat, have a plan in place, based on the powers of your team. In general, the healthiest and sturdiest players should be the last to retreat. Support characters should be the first. They should retreat around a corner, to escape from ranged attacks, and then wait. When the melee fighters fall back to the corner, the support characters can take a moment to heal, buff, debuff, attack, hold, slow, etc, and then fall back some more.

Hopefully it won't come to that, and your team will plow through the mission, having fun and racking up xp.

Downtime
In between missions, give people a chance to sell, visit contacts, and train up. Maybe not after every mission, but try to have everyone do chores like that at the same time. Some people may need to leave, so you will probably have to do more recruiting. Together you can decide what mission to run next. If someone is causing trouble, and a few polite private tells aren't helping, then now is the time to kick them from the team. Booting someone while you are in a mission will leave them free to run around causing trouble for you and your team. If you are lucky, then you won't need to worry about that. You will be too busy adding new people to your friends list!

title: City Of Heroes/General Help/TeamLead


text:
City Of Heroes/General Help/Brawl Index

= Blaster Primaries =

 * Archery
 * Snap Shot -
 * Aimed Shot -
 * Fistful of Arrows -
 * Blazing Arrow -
 * Explosive Arrow -
 * Ranged Shot -
 * Stunning Shot -
 * Rain of Arrows - (pet)

 * Assault Rifle
 * Burst - 0.7500 Lethal ×4
 * Slug - 4.5556 Lethal
 * Buckshot - 2.5333 Lethal
 * M30 Grenade - 0.8333 Smashing + 1.6667 Lethal
 * Beanbag - 0.5556 Smashing
 * Sniper Rifle - 7.6667 Lethal
 * Flamethrower - 0.6667 Fire ×8
 * Ignite - 0.2222 Fire ×30 (pet) (second opinion please!)
 * Full Auto - 0.4500 Lethal ×18 + 2.7778 Lethal (if critical)

 * Electrical Blast
 * Charged Bolts - 2.7778 Energy
 * Lightning Bolt - 4.5556 Energy
 * Ball Lightning - 0.8333 Energy + 0.5000 Energy ×4
 * Short Circuit - 0.5000 Energy ×5
 * Zapp - 7.6667 Energy
 * Tesla Cage - 0.4167 Energy
 * Volatic Sentinel - 2.2222 Energy ×10 (pet)
 * Thunderous Blast - 2.7778 Smashing + 5.5556 Energy + 2.7778 Energy ×(0~2) (25% chance of ×0, 37.5% chance of ×1, 37.5% chance of ×2)

 * Energy Blast
 * Power Bolt - 2.2222 Energy + 0.5556 Smashing
 * Power Blast - 2.7778 Energy + 1.7778 Smashing
 * Energy Torrent - 1.8333 Energy + 0.8333 Smashing
 * Power Burst - 3.1111 Energy + 2.1111 Smashing
 * Sniper Blast - 5.5556 Energy + 2.1111 Smashing
 * Power Push - 0.5556 Energy + 0.5556 Smashing
 * Explosive Blast - 1.1111 Energy + 1.3889 Smashing
 * Nova - 2.7778 Smashing + 5.5556 Energy + 4.1667 Energy ×(0~2) (25% chance of ×0, 37.5% chance of ×1, 37.5% chance of ×2)

 * Fire Blast
 * Flares - 1.9722 Fire + 0.5556 Fire
 * Fire Blast - 2.7778 Fire + 0.2778 Fire ×(0~5)
 * Fire Ball - 0.5556 Smashing + 1.9444 Fire + 0.2778 Fire ×(0~5)
 * Rain Of Fire - 0.2778 Fire per second (15 seconds) + 0.2778 Fire ×(0~5) (pet)
 * Fire Breath - 1.6250 Fire ×3
 * Blaze - 5.8889 Fire + 0.4167 Fire ×(0~5)
 * Blazing Bolt - 7.6667 Fire + 0.4167 Fire ×(0~5)
 * Inferno - 2.7778 Smashing + 5.5556 Fire + 0.5556 Fire ×(0~10) + 4.1667 Fire ×(0~2) (25% chance of ×0, 37.5% chance of ×1, 37.5% chance of ×2)

 * Ice Blast
 * Ice Bolt - 2.2222 Cold + 0.5556 Smashing
 * Ice Blast - 2.7778 Cold + 1.7778 Smashing
 * Frost Breath - 1.9444 Cold ×2
 * Freeze Ray - 0.2778 Cold
 * Ice Storm - (0.1389 Lethal + 0.1389 Cold) per second (15 seconds) (pet)
 * Bitter Ice Blast - 3.5556 Cold + 2.7778 Smashing
 * Bitter Freeze Ray - 3.6667 Cold
 * Blizzard - (0.4167 Lethal + 0.4167 Cold) per second (25 seconds) (pet)

 * Sonic Attack
 * Shriek - 1.1667 Smashing + 1.1667 Energy
 * Scream - (0.3667 Smashing + 0.3667 Energy) ×5
 * Howl - 1.1250 Smashing + 1.1250 Energy
 * Shockwave - 0.8889 Smashing + 0.8889 Energy
 * Shout -
 * Siren's Song -
 * Screech -
 * Dreadful Wail -

= Blaster Secondaries =

 * Devices
 * Caltrops - 0.1389 Lethal ×45 (pet)
 * Taser - 0.6944 Energy
 * Trip Mine - 2.7778 Fire + 5.5556 Lethal + 2.7778 Lethal (if foe is very close to mine) (pet)
 * Time Bomb - 5.5556 Fire + 8.3333 Lethal (pet)
 * Auto Turret - (0.4556 Lethal ×8) ×14 (pet) (This may be very innacurate. Second opinion please!)

 * Electrical Manipulation
 * Electric Fence - 0.5556 Energy ×5
 * Charged Brawl - 2.7778 Smashing + 2.6667 Energy
 * Lightning Field - 0.4722 Energy per 2 seconds
 * Havoc Punch - 5.5556 Smashing + 1.6667 Energy
 * Thunder Strike - 7.1111 Energy + (pet?)
 * Shocking Grasp - 0.8333 Energy ×6

 * Energy Manipulation
 * Power Thrust - 1.1111 Energy + 1.1111 Smashing
 * Energy Punch - 2.6667 Energy + 2.7778 Smashing
 * Bone Smasher - 1.6667 Energy + 5.5556 Smashing
 * Stun - 0.4167 Smashing + 0.2778 Energy (Guess, second opinion please!)
 * Total Focus - 2.7778 Smashing + 7.1111 Energy

 * Fire Manipulation
 * Ring of Fire - 0.6111 Fire ×5
 * Fire Sword - 2.7778 Lethal + 2.6667 Fire + 0.2778 Fire ×(0~5)
 * Combustion - 1.3889 Fire + 0.2778 Fire ×8
 * Fire Sword Circle - 2.1556 Lethal + 2.1556 Fire + 0.2778 Fire ×(0~5)
 * Blazing Aura -
 * Consume -
 * Hot Feet -

 * Ice Manipulation
 * Chilblain - 0.5556 Cold ×5
 * Frozen Fists - 2.7778 Smashing + 1.7778 Cold
 * Ice Sword - 2.7778 Lethal + 2.6667 Cold (Guess, second opinion please!)
 * Freezing Touch -

= Blaster Ancillaries =

= Brute Primaries =

 * Dark Melee

 * Fiery Melee
 * Fiery Melee

 * Stone Melee

 * Super Strength

= Brute Secondaries =

 * Dark Armor

 * Energy Aura

 * Fiery Aura

 * Invulnerability

 * Stone Armor

= Controller Primaries =

 * Earth Control

 * Fire Control

 * Gravity Control

 * Ice Control

 * Illusion Control

 * Mind Control

= Controller Secondaries =

 * Empathy

 * Force Field

 * Kinetics

 * Radiation Emission

 * Sonic Resonance

 * Storm Summoning

 * Trick Arrow

= Controller Ancillaries =

= Corruptor Primaries =

 * Assault Rifle

 * Dark Blast

 * Energy Blast

 * Fire Blast

 * Ice Blast

 * Radiation Blast

 * Sonic Attack

= Corruptor Secondaries =

 * Cold Domination

 * Dark Miasma

 * Kinetics

 * Radiation Emission

 * Sonic Resonance

 * Thermal Radiation

 * Traps

= Defender Primaries =

 * Dark Miasma

 * Empathy

 * Force Field

 * Kinetics

 * Radiation Emission

 * Sonic Resonance

 * Storm Summoning

 * Trick Arrow

= Defender Secondaries =

 * Archery

 * Dark Blast

 * Electrical Blast

 * Energy Blast

 * Psychic Blast

 * Radiation Blast

 * Sonic Attack

= Defender Ancillaries =

= Dominator Primaries =

 * Fire Control

 * Gravity Control

 * Ice Control

 * Mind Control

 * Plant Control

= Dominator Secondaries =

 * Energy Assault

 * Fiery Assault

 * Ice Assault

 * Psychic Assault

 * Thorny Assault

= Mastermind Primaries =

 * Mercenaries

 * Necromancy

 * Ninjas

 * Robotics

= Mastermind Secondaries =

 * Dark Miasma

 * Force Field

 * Poison

 * Traps

 * Trick Arrow

= Peacebringer Powers =

 * Luminous Blast

 * Luminous Aura

= Scrapper Primaries =

 * Broad Sword

 * Claws

 * Dark Melee

 * Katana

 * Martial Arts

 * Spines

= Scrapper Secondaries =

 * Dark Armor

 * Invulnerability

 * Regeneration

 * Super Reflexes

= Scrapper Ancillaries =

= Stalker Primaries =

 * Claws

 * Energy Melee

 * Martial Arts

 * Ninja Blade

 * Spines

 * Dark Melee

= Stalker Secondaries =

 * Dark Armor

 * Energy Aura

 * Ninjitsu

 * Regeneration

 * Super Reflexes

= Tanker Primaries =

 * Fiery Aura

 * Ice Armor

 * Invulnerability

 * Stone Armor

= Tanker Secondaries =

 * Battle Axe

 * Energy Melee

 * Fiery Melee

 * Ice Melee

 * Stone Melee

 * Super Strength

 * War Mace

= Tanker Ancillaries =

= Temporary Powers =
 * Origin Inherents
 * Arena Store/PvP Zone Rewards
 * PvE Mission Rewards

= Warshade Powers =

 * Umbral Blast

 * Umbral Aura

title: City Of Heroes/General Help/Brawl Index


text:
City Of Heroes/Enhancements/Obtaining

How Do I Get Enhancements?
There are four ways to obtain enhancements. First, it is possible to receive an enhancement from another player. High level players will often give away high level enhancements as they pass through low level zones on their way to a mission. Often these gifts are a reward for well written bio or a well designed costume. Please don't beg; it only annoys people. You may also receive enhancements as a reward for completing a task force or a story arc. The enhancement will always match your origin, either as a DO or an SO, and you will be able to choose from a limited menu of enhancements. The third, and much more common, method of obtaining enhancements is by defeating villains. Every time you defeat a villain, or are on a team which does, there is a chance that you will receive an enhancement. The enhancement is usually the same level as the villain, give or take one level. You are less likely to receive enhancements from villains who are below your level, and more likely to receive them from villains who are higher than your level. Up through level 14, all enhancement drops will be Training Enhancements. Dual Origin (DO) enhancements begin to appear at level 15, and become more common at higher levels. SO enhancements start to drop around level 22. Even at level 50, you will still sometimes receive a Training Enhancement. Unfortunately, most dropped enhancements will not be useful except to sell for influence. The final method of getting enhancements is to buy them in the stores. Shopping is the only way to guarantee that you receive something you can use.

Which Villain Drops Which Enhancement?
All villains will sometimes drop TO enhancements. On rare occasions, just about anybody could drop almost anything. Here are the standard drops for each villain group:

Hellion and Skull: Training Enhancements only

Clockwork: Tech/Natural DO

Vahzilok: Mutant/Science DO

Circle of Thorns: Natural/Magic DO, Magic SO

Lost:

Igneous

Tsoo: Mutant/Magic DO

Troll:

Outcast:

Banished Pantheon: Magic/Natural DO

Freakshow: Natural/Tech DO, Tech SO

Warriors:

Sky Raiders: Tech/Science DO

Council: Mutant/Magic DO, Mutant SO

Family:

Rikti:

Devouring Earth: Science/Mutant DO, Science SO

Nemesis: Tech/Natural DO, Tech SO

Malta

Carnival

Where Can I Buy Enhancements?
You can buy enhancements from your regular contacts, from stores, and from special contacts. At first, you'll probably be shopping with the Freedom Corps Field Trainers, found in Atlas Park, Galaxy City, and a single one in Skyway City. Another option is buying from contacts. The more missions you do for them, the more enhancements they will offer to you. There are no stores in King's Row, or any of the Hazard Zones, like Perez Park and the Hollows. Steel Canyon, Skyway City, Talos, and Independence Port have stores where you can buy and sell enhancements. Each store deals with enhancements for one Origin. At higher levels, there are special contacts who will sell enhancements, one contact per origin. You must complete a mission in order to buy enhancements from one of these contacts. For the highest level heroes, there is one contact who sells enhancements for all origins. The easiest way to find the stores and special contacts is to check the maps on http://www.vidiotmaps.com/coh.

title: City Of Heroes/Enhancements/Obtaining


text:
City Of Heroes/Enhancements/Math

Types of Enhancements
There are five known types of enhancements in City of Heroes: Training Enhancements (TO), Dual Origin Enhancements (DO), Single Origin Enhancements (SO), Trial Reward Enhancements (TR), and Hamidon Enhancements (HO).

Enhancements are broken down into two categories. Range, cone range, defense and damage resist enhancements use the lower of the two numbers in the following table; all other enhancements use the higher number.

Effect of Level
The level of the enhancement does not directly affect the benefit that enhancement. However, the level of the enhancement relative to the level of the hero does. Enhancements at a higher level than the hero provide a 5% bonus per level difference; those at a lower level have a 10% reduction per level difference. To calculate the value of an enhancement, take its base strength (e.g., 33% for a single-origin damage enhancement), and multiply it by the level modifier (one of .7, .8, .9, 1, 1.05, 1.1, and 1.15).

To calculate the effect of multiple enhancements for a single power, calculate the modifying factor as follows: $$Modifying Factor = 1 + \sum Base Enhancement Strength * Level Modifier$$

For instance, if a level 32 hero has three single-origin damage enhancements (levels 31, 32 and 35) and one dual-origin damage enhancement (level 33) in one attack, the modifying factor will be: $$1 + .3333*.9 + .3333*1 + .3333*1.15 + .1666*1.05 = 2.19$$

To see how this affects the power, either multiply or divide the power's basic "value" by the modifying factor (depending on whether the "value" is being increased or decreased). For instance, the above-mentioned hero will be doing 2.19 times as much damage with that attack. Or, if those were endurance reduction enhancements instead, that attack would use $$1/2.19 = 46%$$ of the base endurance.

Note that accuracy enhancements are affected by level difference, but are additive to your base to-hit instead of being multiplied.

title: City Of Heroes/Enhancements/Math


text:
City Of Heroes/Enhancements/Hamidon

Nucleolus - Damage + Accuracy

Centriole - Damage + Range

Peroxisome - Damage + 'Mez' Effect

Endoplasm - Accuracy + 'Mez' Effect

Golgi - Healing Rate + Endurace Cost Reduction

Ribosome - Resistance + Endurace Cost Reduction

Microfilament - Travel Speed + Endurace Cost Reduction

Lysosome - To Hit Buff + Defense DeBuff + Accuracy

Enzyme - To Hit DeBuff + Defense DeBuff + Endurace Cost Reduction

Membrane - To Hit Buff + Defense Buff + Recharge Time Reduction

Cytoskeleton - To Hit Buff + Defense Buff + Endurace Cost Reduction

title: City Of Heroes/Enhancements/Hamidon