Consumables:
Orbital Cannon Designator - Fires the Orbital Cannon. First it builds up for 7 seconds, slowing enemies for 25% in a 400 AoE. Then it deals 26,666 plasma damage and stuns for 10 seconds in a 400 AoE. The after-effects of the blast deal 1,333 damage per second over 5 seconds in a 300 AoE (6,666 damage total). Has 3 charges.
Cooldown: 5
Note: This item is obtained by successfully completing the "Imperial Officer - Orbital Cannon" event. The Imperial Officer NPC must be allowed to program the Orbital Cannon Designator for 60 seconds before it becomes operable.
Aegis - Activates the Aegis kinetic shield, granting +1000 armor and +100 life regeneration to all allies globally for 30 seconds. Has 3 charges.
Cooldown: 30
Note: This item is obtained by successfully completing the "Imperial Officer - Aegis" event. The Imperial Officer NPC must be allowed to program the Aegis for 60 seconds before it becomes operable.
Detonation Charge - Places an immobile explosive which will detonate after 10 seconds or recieving too much damage. Deals 20,000 physical damage in an AoE of 500, and 1250 physical damage in an AoE of 950.
Cooldown: 5
Nightsong Summon - Starts an eclipse that blocks out the sun and creates an artificial night. After 6 seconds, the Nightsong will be performed. All heroes will gain infinite energy for the duration of the song's effects. All dead heroes will be revived and all enemies will be stunned for 2 seconds at the start of the song. Lasts 26 seconds.
Cooldown: 36
Moonstone - Restores 500 HP and energy to all friendly units on the map. Also adds 1,000 bonus points to every kill and grants +15 armor to all friendly units for 30 seconds.
Cooldown: 5
Molotov - Deals 75 AoE damage per second in an area for 30 seconds.
Cooldown: 0
Hand Grenade Mk II - Deals 350 physical damage in an AoE of 200, and deals 175 physical damage in an AoE of 400. Grenades bounce off of walls. The further out you aim a grenade from your character, the harder you'll throw it. Explodes after 3 seconds or when detonated midair by friendly or enemy fire. Also passively raises attack damage by 35.
Cooldown: 3
Auto Turret Mk III (Building Item) - This turret spews out jets of flame, and is good at destroying enemies at close range. It's strong vs all but the most durable armor types and best paired with barricades.
Auto Turret Mk II (Building Item) - This turret fires stronger rounds than the mk I, but at a slower rate. It's good in all situations.
Auto Turret Mk I (Building Item) - This turret fires standard 9mm rounds at a high rate. It's great vs unarmored enemies, but weak against everything else.
Energy Generator (Building Item) - This structure restores 3 points of energy per second to all friendly units and 5 hit points to mechanical units in an AoE of 1000.
Barricade (Building Item) - This structure deals damage to enemy units that get too close to it and returns 25% damage to those that attack it.
Sentry (Building Item) - This structure has no attack, but can see invisible units and has a sight radius of 1800.
Active Camouflage - Renders the user invisible for 60 seconds when used. |n|nAn invisible unit is untargetable by the enemy unless detected. If the unit attacks or uses an ability, the invisibility effect is lost.
Energy Cell - Instantly regenerates 200 energy.
Medkit - Regenerates a target unit's hit points by 300 over 10 seconds when used and removes all negative buffs on the target unit.
Adrenaline Injection - Revives a dead hero to life.
Rifle Upgrade - This rifle upgrade permanently increases your damage by 12 when used.
Suit Reflex Upgrade - Permanently increases the Agility of the Hero by 4 when used. Each point of Agility increases your attack speed by 2%.
Suit Energy Upgrade - Permanently increases the Intelligence of the Hero by 4 when used. Each point of Intelligence increases your energy recharge rate by 0.60.
Suit Resiliency Upgrade - Permanently increases the Strength of the Hero by 4 when used. Each point of Strength increases your hitpoint regeneration by 0.60.
