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    FAQ/Walkthrough by mstieler

    Version: 1.02 | Updated: 12/19/06 | Printable Version | Search Guide | Bookmark Guide

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    *                                X-Men Legends 2                             *
    *                               Full Walkthrough                             *
    *                            Playstation 2 version                           *
    *                                 Version 1.02                               *
    *                              December 20, 2006                             *
    *                               Marshall Stieler                             *
    *                   m s t i e l e r 8 4 8 0 @ a i m . c o m                  *
    ******************************************************************************
    
    Table of Contents:
    
    Code    Title
    
    ITTG    Introduction to the guide
    
    WLKTHR  Walkthrough
    A1      Act 1, Collectibles
    A1MPOG  Military Prison Outpost, Greenland
    I1TS    Interlude 1: The Sanctuary (Xtraction Point)
    A1TDZ   The Dead Zone (Xtraction Point)
    A1CC    Cerci Caverns
    A1BC    Barren Cliffs (Xtraction Point)
    A1DM    Desolate Mesa
    A1CB    Cerci Burrows
    A1LC    Larvae Chambers (Xtraction Point)
    A1QL    Queen's Lair (Xtraction Point)
    A1GS    Genosha Seawall
    A1SH    Southern Habitats (Xtraction Point)
    A1NP    Northern Plaza
    A1GH    Grand Hall (Xtraction Point)
    A1GC    Genosha Council
    I2TS    Interlude 2: The Sanctuary (Xtraction Point)
    A1SBA   Act 1's Secret Bonus Area
    A2      Act 2, Collectibles
    I3A     Interlude 3: Avalon (Xtraction Point)
    A2JC    Jungle Canal
    I4A     Interlude 4: Avalon (Xtraction Point)
    A2JR    Jungle Ruins (Xtraction Point)
    A2JP    Junlge Pass (Xtraction Point)
    A2NS    Nuwali Shrine
    A2NC    Nuwali Corridors (Xtraction Point)
    A2NG    Nuwali Gateway (Xtraction Point)
    A2BS    Betonder's Sanctum (Xtraction Point)
    A2ET    Elemental Tomb (Xtraction Point)
    A2MW    Mikhail's Warship
    A2SBA   Act 2's Secret Bonus Area
    A3      Act 3, Collectibles
    I5WXF   Interlude 5: Weapon X Facility (Xtraction Point)
    A3CI    Core Interior
    A3CS    Core Security (Xtraction Point)
    A3CR    Core Reactor (Xtraction Point)
    A3CC    Core Control
    A3FA    Factory Entrance (Xtraction Point)
    A3IE    Infinite Engineering
    A3GP    Genetic Processing
    A3MFC   Mutant Fusion Core
    A3AF    Assembly Factory (Xtraction Point)
    A3CP    Central Processing
    I6WXF   Interlude 6: Weapon X Facility (Xtraction Point)
    A3MA    Madri Antechamber
    A3HOK   Hall of Knowledge (Xtraction Point)
    A3MCL   Madri Cloisters
    A3MCO   Madri Conclave (Xtraction Point)
    A3MCH   Meditation Chamber
    A3DS    Divine Sanctuary
    A3MCI   Monastic Citadel
    A3SBA   Act 3's Secret Bonus Area
    A4      Act 4, Collectibles
    I7XM    Interlude 7: X-Mansion (Xtraction Point)
    A4PP    Perimeter Platforms
    A4RAP   Radar Array Platforms
    A4CCP   Command Center Platform
    A4SS    Sewers South
    A4NYSS  New York South Side (Xtraction Point)
    A4NYWS  New York West Side
    A4NYNS  New York North Side
    A4SW    Sewers West
    A4HP    Holding Pens (Xtraction Point)
    A4S     Stockade
    A4BT    Brain Trust
    A4SN    Sewers North
    A4TP    The Pantheon (Xtraction Point)
    A4TE    Tower Engineering
    A4SL    Sinister's Lab (Xtraction Point)
    A4TA    Tower Apex
    A4SBA   Act 4's Secret Bonus Area
    A5      Act 5, Collectibles
    I8TC    Interlude 8: Teleport Chamber (Xtraction Point)
    A5RM    Ra's Mouth
    A5AL    Ancient Labyrinth
    A5TOA   Temple of Anubis
    A5TOS   Temple of Sekhmet
    A5HOTD  Hall of the Head
    A5VOTA  Vault of the Ages
    
    SKL      Skills Key
    SKLBIS   Bishop
    SKLCOL   Colossus
    SKLCYC   Cyclops
    SKLBDP   Deadpool*
    SKLGAM   Gambit
    SKLICE   Iceman
    SKLBIM   Iron Man*
    SKLJUG   Juggernaut
    SKLMAG   Magneto
    SKLNIG   Nightcrawler
    SKLJEA   Phoenix (Jean Grey)
    SKLBPX   Professor X*
    SKLROG   Rogue
    SKLSCA   Scarlet Witch
    SKLSTO   Storm
    SKLSUN   Sunfire
    SKLTOA   Toad
    SKLWOL   Wolverine
    
    ITM      Items Key
    ITMBLT   Belts
    ITMGLV   Gloves
    ITMARM   Armors
    ITMPRE   Prefixes
    ITMSUF   Suffixes
    
    TTG      The Trivia Game Intro
    A1TTG    Act 1 Trivia Game answers
    A2TTG    Act 2 Trivia Game answers
    A3TTG    Act 3 Trivia Game answers
    A4TTG    Act 4 Trivia Game answers
    A5TTG    Act 5 Trivia Game answers
    
    DRC      Danger Room Computer Courses
    DRC1     Freshman Course
    DRC2     Sophomore Course
    DRC3     Junior Course
    DRC4     Senior Course
    DRC5     X-Man Course
    DRC6     Legend Course
    
    UNLOCK   Unlockables
    COST     Costumes
    
    VERHIS   Version History
    
    NXTVER   Next versions
    
    THNX     Thanks
    
    LGLBS    Legal
    
    ------------------------------------------------------------------------------
    ------------------------------------------------------------------------------
                         INTRODUCTION TO THE GUIDE (ITTG)
    ------------------------------------------------------------------------------
    ------------------------------------------------------------------------------
    Well, here it is: the promised FULL GUIDE. Well, as full as I can do; it's
    not like I can publish this damn thing. As far as I know, aside from the
    full item prefix/suffix range, this guide should be 100% complete. Unless
    something major comes up (big mistake, etc.), there are no updates planned.
    
    Also, this guide, as stated at the top, is for the PS2 version. If you
    have a question about something strange, and are playing on a different
    system, check on the GameFaqs message boards for that system's board
    for the game. I don't have the XBox/GameCube/PC/PSP version, so I can't
    troubleshoot for you. If you have a question about the PS2 version, I can
    most likely help you.
    
    Those of you wondering why my email address is all funny looking is that some
    people think it's nice to send me viruses. For some reason, I don't think
    this way. So, for those of you who'd like to send me mail, just remove all
    the spaces, and mail away.
    
    Also, the Code feature. This will be throughout the guide. What yuo can do
    is use CTRL+F, then type in the Code listing to go directly there.
    
    ------------------------------------------------------------------------------
    ------------------------------------------------------------------------------
                              WALKTHROUGH (WLKTHR)
    ------------------------------------------------------------------------------
    ------------------------------------------------------------------------------
    Act 1: (A1)
    Hidden Stuff: 3 Comic Books, 9 Concept Art in 3 Sketch Books, 
                  4 Homing Beacons, 4 Data Discs, 6 Tech Stations,
                  1 Iron Man Armor, 2 Weapon Caches, 4 Danger Room Discs
    
    ------------------------------------------------------------------------------
    Military Prison Outpost, Greenland (A1MPOG)
    Available characters: Magneto, Wolverine, Cyclops, Storm
    Objectives: none
    
    What a team to start off with, huh? Well, head the only direction you can go
    to find your first game tip:
    
    GAME TIP #1: Press + to choose which of your teammates will become the active
    hero. Example: Left-Wolverine; Right-Cyclops; Down-Storm; Up-Magneto
    (then again, if you've played XML 1, this is all stuff you know)
    
    Continue on for tip #2:
    
    GAME TIP #2: Press X for a Normal Attack, and O for a Heavy attack. You can
    Chain attacks together for combos. Example: XXO - Pop-up attack
    
    Only one door out of here is functioning. Head that way for tip #3:
    
    GAME TIP #3: HULK SMASH BARREL! HULK FIND STUFF! (but seriously, sometimes
    stuff is hidden in breakable things. Guess how you get to them?)
    
    Keep going on, and Mystique and Sabretooth will be separated from you, and
    you'll get to fight some generic enemies. Um, might I suggest X and O?
    Continue On.
    
    GAME TIP #4: When you get hit, your health goes down (well, DUH!). Press L1
    to use a Health Pack.
    GAME TIP #5: When you hold R2, press a button to use a Mutant Power. This
    drains EP. Press R1 to use an Energy Pack to fill it back up.
    
    In the next room, a cutscene shows a bunch of those generic soldiers coming
    to get you. OH NO! NOT GENERIC SOLDIERS! But after them, you get your first
    "Boss" fight against some Genetically-enhanced jackass. Ooh, you're genetically
    enhanced. Mutants come that way, dumbass, so you're nothing new here! He should
    drop you an item, as well.
    
    GAME TIP #6: Use you mutant powers to solve Blue X puzzles (try using Magneto's
    Levitation)
    
    Use Levitation on the Blue X (hold R2, then hit the button for Levitation) to
    get at the nifty Health and Energy Packs. Move along down the corridor for
    
    GAME TIP #7: Use ranged attacks to blow stuff up safely
    
    Use Cyclops' Optic Beam or Storm's Lightning Strike to hit the mines from a
    distance, so they don't blow you up. There's two to deal with before the next
    room. Open the door for
    
    GAME TIP #8: The automap is your friend. Click R3 to cycle it's various forms
    
    There's various destructibles in this room, so go at them for money,
    Health Packs and Energy Packs. Open the next door for an ambush by some more
    silly little generics. The next rom hold one of my favorite things from XML1:
    destructible walls. What's more fun than getting to bust your way in to the
    next room? Oh, and another of those Genetic-enhanced guys, too. Go through
    either wall, they both lead to the same area. Though by going through the
    door, you'll get blasted by guns which is
    
    GAME TIP #9: If there's something in your way, there's probably a way around it
    
    So, by going through the wall in the previous room, you get a few enemy kills,
    along with a Genetic-Enhanced guy, and the back route to the guns, which you
    can then blow up. The way to the next portion is just past the truck, out into
    the snow.
    
    ------------------------------------------------------------------------------
    Interlude 1: The Sanctuary (I1TS)
    Welcome to your base of operations. Prof. X gives you the lowdown on what's
    going on lately. You finally have objectives!
    
    Objectives:
    In the Blink of an Eye-
    A Young Genoshan mutant named Blink is lost in the Dead Zone. Locate her and
    ensure her safety.
    Step 1: Talk to [Sabretooth] in the {Sanctuary}
    Step 2: Rescue [Blink] in the {Dead Zone}
    
    Into the Void-
    A Horseman of Apocalypse named Abyss controls all of Genosha. Defeat him and
    free the city.
    
    Wandering around The Sanctuary, we find:
    
    Xtraction Point:
    Used to Save, Load, and travel the world.
    
    The Trivia Game:
    Anyone who used my XML1 guide knows I posted all the answers to the Trivia Game.
    You won't be let down here.
    Though, since the questions are broken up by act, I'll have a separate section
    for them later in the guide. Just use this keyword (TTGA1) to find the answers.
    
    Mission Computer:
    Once you actually GET missions, you'll be able to check out briefings here.
    I'll refer to it in the walkthrough as MC.
    
    Danger Room Computer:
    Again, anyone who used my XML1 guide knows I mapped out all the Danger Room
    stuff, too, so check later in the guide (keyword: DRC) for info.
    
    Beast:
    The man with the items. He's got damn near everything you could want, from
    extra Health and Energy Packs, to equipment for you, to Danger Room Discs,
    and of course, the good old Grab Bag.
    
    Review Computer:
    The same as the Review screen at the Title screen. Lets you see everything
    you've unlocked so far.
    
    Hero Stash:
    Anyone who's played Diablo 2 knows what this is. Store anything you want but
    don't need this instant here.
    
    Okay, now on with the game.
    
    Head past Prof. X, up the little path, following the yellow ! on the map to
    get to Sabretooth. Go through his conversation prompts, and you'll see a
    small scene with Prof. X and the MC, then another with the team.
    
    You can go back to the MC for a review of the missions. The only one
    available now is "Locating Blink". Well, DUH, it's the only mission you've
    started officially yet. It replays the cutscene you saw (in case you hit
    Start or whatever to skip it, or just want to see it again). Use the
    Xtraction Point to save, then proceed out the gate next to Sabretooth, and on
    to the Dead Zone
    
    ------------------------------------------------------------------------------
    The Dead Zone (A1TDZ)
    Suggested characters: Iceman
    Objectives:
     Current Objectives
    In the Blink of an Eye
    Step 2: Rescue [Blink] in the {Dead Zone}
     Gained Objectives:
    Hacker's Delight-
    A security code is required to enter Genosha. Search for the code in the
    downed aircraft in the Dead Zone.
    Step 1: Find a [Security Code Module] in the {Desolate Mesa}
    Step 2: Find a [Security Code Module] in the {Barren Cliffs}
    Step 3: Find a [Security Code Module] in the {Cerci Caverns}
    Optional Objectives:
    A Radar Array-
    Locate and destroy the [Radar Array] in {Desolate Mesa}
    
    You see some bug creatures dragging off someone in green. Those of you who
    can read your objectives can guess it's Blink. Right next to your starting
    point is
    
    GAME TIP #10: Use mutant powers to extinguish fires
    
    Iceman can accomplish this for you. A little further along is a bridge point
    along with
    
    GAME TIP #11: Use mutant powers to build bridges
    
    Guess what? Iceman can do this too. There are a few others who can as well.
    If an ability can build bridges, it's listed in it's abilities. You can build
    a bridge here to get down to a few bugs. If you lack someone who can build
    a bridge, there's a pathway down a little further. Between the bridge point
    exit and the pathway down is a fire, extinguish it and break the crates for
    some Techbits and Potions. Follow the path up, fighting the bugs as they
    come, and off near the lower area is some burning wreckage with Tech Station
    Striking (A1TS01). These Tech Stations give whoever uses them a permanent
    bonus to the stat is says. So use them for whomever. This one's good for
    +2 Strike. Head down the path next to the wreckage for a cutscene.
    
    Looks like we have to face off against a special bug to save Blink.
    Afterwards, talk to Blink, who's lying down on the job.
    
    Go through her conversations, then she creates a portal to the next island.
    This also activates the Blink Portal selection on the pause screen. You have
    to wait 5 minutes each time after using it to use it again. Also, looks like
    we've got a few more objectives to complete now. Along with an Xtraction
    Point and
    
    GAME TIP #12: Use Xtraction Points to save the game and change your team.
    
    Head along the path, and it you're watching your Automap, you'll see the icon
    for an exit on it, but no apparent exit. Well, as you walk along, it'll break
    out under your feet, taking you to Cerci Cavern. Head there if you want, but
    I'm going to continue on with more of the Dead Zone. Continue along, flying
    over the entrance to Cerci Caverns if you need to. At the end of the level is
    a flashing red thing. This is a Homing Beacon, needed to get Iron Man. There
    are four needed in each Act, leaving three to be found (A1HB1), though there
    are a total of six in Act 1, just in case . Head back to the Cerci Caverns
    entrance.
    
    ------------------------------------------------------------------------------
    Cerci Caverns (A1CC)
    Suggested characters: Someone who can build bridges
    Objectives:
     Current Objectives
    Hacker's Delight-
    A security code is required to enter Genosha. Search for the code in the
    downed aircraft in the Dead Zone.
    Step 1: Find a [Security Code Module] in the {Cerci Caverns}
    Step 2: Find a [Security Code Module] in the {Barren Cliffs}
    Step 3: Find a [Security Code Module] in the {Desolate Mesa}
    Optional Objectives:
    A Radar Array-
    Locate and destroy the [Radar Array] in {Desolate Mesa}
    
    Follow along the path, and a small cutscene pops up, about the bugs we've
    been fighting. Keep along to the red X, and in the large cavern is
    
    GAME TIP #13: Sometimes, you must HULK SMASH! walls to continue
    
    You can use the Flight Recorder opposite the Game Tip for some Black Box
    action. Head to the red X to grab the Security Codes. Now that the path's
    blocked, HULK SMASH the little window-wall looking thing next to the Game
    Tip to continue. Follow along the path, and in the middle of the path is
    a Danger Room Disc for Setting 102-Throwing (DRC102). Pick it up, and move
    along.
    
    You'll eventually get to a wide-open cavern, with a fork in the middle. Off
    the side fork is
    
    GAME TIP #14: To fly, press Triangle twice. Once flying, press Triangle to
    go up and Square to go down
    
    So they tell you you can fly to the platform, or use the little blue X and
    make a bridge. Head over and pick up the Beacon (A1HB2). Head back, and go
    down the other fork. Follow along the path, and in another large open area
    (this time not suspended over a bottomless pit) there is another Flight
    Recorder. Outside this area are a few altered bugs, along with the entrance
    to Barren Cliffs.
    
    ------------------------------------------------------------------------------
    Barren Cliffs (A1BC)
    Suggested characters: Someone who can build bridges
    Objectives:
     Current Objectives
    Hacker's Delight-
    A security code is required to enter Genosha. Search for the code in the
    downed aircraft in the Dead Zone.
    Step 2: Find a [Security Code Module] in the {Barren Cliffs}
    Step 3: Find a [Security Code Module] in the {Desolate Mesa}
    Optional Objectives:
    A Radar Array-
    Locate and destroy the [Radar Array] in {Desolate Mesa}
    
    From where you come out of Cerci Caverns, head out on the pathway and around
    the wreckage so you're kind of going in a U. You'll see more bugs (and fight
    some soldiers) and if you look closely, you'll see a little red spinning
    thing in a bush near the edge. This is a Data Disc (A1DD1). Collect four of
    these and you'll be able to carry more Health or Energy Packs.
    
    Afterwards, head back to the curve of the U to go further. Cross the bridge
    that's made of wreckage and boulders. Meet Grizzly, and his "robot buddies".
    Dispose of the buddies, and head out after Grizzly. Just past him is more
    wreckage. Turn at the wreckage and head along. You'll find a blue X spot to
    make a bridge. Do so, then follow along for another blue X bridge. At the
    top of this is a Weapon Cache (A1WC01). These nifty little boxes pop out
    all sorts of stuff, from Health and Energy Packs to Techbits to items.
    Collect what's coming to you, then head back to the wreckage that was
    past Grizzly. You'll find a red X (on the map). Head to the X for the
    Security Code Module. Keep going, and you'll find a long trench carved in
    the ground. On one side is a Black Box Recorder, with a message from
    Magneto. You'd expect him to say something about it if you're listening to
    it with him in the party, though. Head along the side without the recorder,
    and you'll spot another red X on the map.
    
    Well, isn't that just nice of him? Go past the flaming bit, since we saw
    in the cutscene they want us to go there. Hey, look! An Xtraction Point!
    
    GAME TIP#15: Use Xtraction Points to go to any other Xtraction Point you've
    been to by selecting Xtract from the Xtraction Point screen
    
    Well, as of now there's nothing to do by Xtracting other than saving, so
    move on. There's another Black Box near you, and past the covered tunnel
    type thing, up in the wreckage, is the control box for the flaming bit,
    along with another Black Box. Blow up the control box to stop the flame,
    and on to Desolate Mesa.
    
    ------------------------------------------------------------------------------
    Desolate Mesa (A1DM)
    Objectives:
     Current Objectives
    Hacker's Delight-
    A security code is required to enter Genosha. Search for the code in the
    downed aircraft in the Dead Zone.
    Step 3: Find a [Security Code Module] in the {Desolate Mesa}
    Optional Objectives:
    A Radar Array-
    Locate and destroy the [Radar Array] in {Desolate Mesa}
    
    Well, just ahead of you is the Radar Array for the optional objective,
    so blast it for some extra XP. Go past there for more wreckage-that-just-
    happened-to-fall-where-a-bridge-is-needed. There's another Black Box next
    to it. Go past the wreckage for a virtual plethora of collectibles:
    a Tech Station-Focus (A1TS02), Comic Book (A1CB01), and Sketchbook (A1SB01).
    Oh, and another Black Box. Head back up the wreckage.
    
    Up in some more wreckage is another Black Box. Head around either side and
    you'll meet back up with Grizzly. Looks like he's cornered, so go ahead
    and whup on him. After he falls, pick up the Security Device. Afterward,
    Prof. X will talk to you, telling you to come back. So, use a Blink portal
    or go back to Barren Cliffs and use the Xtraction Point. Though, I'd suggest
    the latter, so you can go to the Cerci Burrows, located next to the Point.
    Tough if you do go back, you can have a chat with Angel, though you can do
    that anytime after you get his prompt.
    
    ------------------------------------------------------------------------------
    Cerci Burrows (A1CB)
    Objectives:
     Gained Objectives:
    Optional Objectives:
    Defeat [Insect Drones] in the {Cerci Burrows}-
    12 Insect Drones to defeat
    
    Head along the pathway, and you'll start seeing red Xs. You'll see that
    they are your optional objective (well, part of it). Go ahead and kill them
    off, then head out the side of the cavern. Shortly after, you'll see your
    next set of two Drones. Continue along the pathway, and in the next room
    with Drones, there's a Tech Station Speed (A1TS03). Head out for another
    pair of Drones, and a fork in the path. If you consider the room we just
    came out of as South, head East. You'll get two more Drones, along with
    a Sketchbook (A1SB02). Head back to the fork and go West (again, going off
    of the earlier room with the hole in it as South). Keep going, and we'll
    reach a room with some wreckage in it, as well as the last two Drones.
    For killing them all, you get a Homing Beacon (A1HB3). At the end of this
    large room is the entrance to the Larvae Chambers
    
    ------------------------------------------------------------------------------
    Larvae Chambers (A1LC)
    Objectives:
     Gained Objectives:
    Optional Objectives:
    Destroy [Egg Clusters] in the {Larvae Chambers}
    4 Clusters to destroy
    
    Head on through to the first big room. The Egg Clusters they want us to
    destroy are the green ones, though it can't hurt blasting the yellow ones,
    too. The first Egg Cluster is in this room. There's a long, winding pathway
    leading to a fork. Follow the waterlogged branch of the fork to get to
    the second Egg Cluster. Keep following the path around the big hole to
    find Tech Station Health (A1TS04). Keep following the path around and
    we get back to the other branch of the fork. Though we've already been
    there, so go on down the other path. Bust out the door, and at the end of
    this room is a Comic Book (A1CB02). Break out another door and head
    through. Follow the path along, and you'll get to and Xtraction Point.
    Go ahead and save, then continue on. The final Egg Cluster's out this
    way, along with the entrance to the Queen's Lair.
    
    ------------------------------------------------------------------------------
    Queen's Lair (A1QL)
    Suggested characters: Someone who can build bridges
    Objectives:
     Gained Objectives:
    Infiltration-
    Step 1: Defeat [Zealot]
    Step 2: Find the buried [Genosha Entrance] in the {Queen's Lair}
    Optional Objectives:
    Destroy the [Cerci Queens] in the {Queen's Lair}
    3 Queens to destroy
    
    Well, follow along for a talk with Angel. Then follow along for another chat,
    this time with some Zealot Minions. They'll explain what's going on, and then
    you'll stomp them into the ground. Head past them for a fork. If we figure
    the room we came out of is South, head West. Blast the rubble to open the way
    to a large room, with a Cerci Queen at one end. Kill her, and you'll see
    the blue X spot for a bridge. Make one, and on the platform it goes to,
    there's a Data Disc (A1DD2). Pick it up, then head back to the fork and head
    East.
    
    Go around the corner for a big room. Keep following the "southern" wall,
    and on to a smaller room, containing Zealot and a bug. Have a chat with him.
    You'll be left to fight a Cerci Queen. Dispatch her and pick up the Danger
    Room Disc behind her, containing both Moves 103 - Triple Hit (DRC103) and
    Moves 104 - Throw (DRC104). Now head back the way you came, plowing through
    the Zealot Minions and blast the rubble behind them to go through, back to
    the large room you were just in. Head out the top of this room, and break
    down another door, as well as the last Cerci Queen and another appearance
    by Zealot.
    
    Kill the Queen, and proceed to the next room, with an Xtraction Point. I'd
    suggest saving, as there's a boss fight nearby. Guess who: Zealot! After
    you've stomped him to the ground, keep going down the open area through
    another doorway, and your next objective is complete. Go ahead and use
    the Old Console, opening the way to the Genosha Seawall. Also, this gives
    you another prompt for a mission briefing, so feel free to head back to
    base for that.
    
    ------------------------------------------------------------------------------
    Genosha Seawall (A1GS)
    Suggested characters: At least one Brotherhood character (Magneto,
    Juggernaut, Toad), a flyer, and someone with Might level 2.
    Objectives:
     Gained Objectives:
    Jailbreak-
    Step 1: Disable the [Dirigible Moorings] in the {Genosha Seawall}, 8 total
    Step 2: Help [Mutant Prisoners] escape in the {Southern Habitats}, 11 total
    Step 3: Help [Mutant Prisoners] escape in the {Northern Plaza}, 6 total
    Under Pressure-
    Step 1: Defuse all Bombs on the [Genosha Seawall] by destroying the
    {Detonators}, 2 total
     Optional Objectives:
    Help Blob repair the cracked [Genosha Seawall] before all of Genosha
    is flooded
    
    Okay, head through the door ahead of you to get some objectives. Straight
    ahead of you are two Moorings. Bust them up, and there's only six left.
    If you look at your map, you'll see all six right there. I suggest a
    clockwise path around the place. After you bust all eight Moorings,
    Varese (the guy who gave you the job) tells you he's set to go. So we are,
    too. Head up out the other side's steps.
    From where you enter, head counterclockwise (most likely to the right)
    and fight through some soldiers and demons to get to a Security Console.
    Bust out your Brotherhood mutant to open the door for a Homing Beacon
    (A1HB4), and a bonus Blink portal when you go back. You might want to
    hold off, though, since the enemies there will beat you silly. Anyways,
    it's not really necessary to go there until you have four of them opened,
    since only then can you get all the Iron Man Armor parts and then
    collect Iron Man. But I'm getting ahead of myself. Head back out, and
    continue exploring. If you keep going counterclockwise down the hall, and
    in the second door on your left, then through the room, you'll wind up in
    a room kind of shaped like a plus sign. In the room off the far end of the
    room (from where we came in) is a Tech Station Energy (A1TS05).
    
    Off of another point of the plus sign room is a room with Blob in it.
    He gives you another Objective, so feel free to help out. It's not like
    you're doing anything else, and plus, the Objective points are in the
    room you're in now! Well, they're up top of the room you're in now.
    Use a flyer to get up there, then beat on the detonators. Once this is
    done, an Optional Objective pops up.
    
    To accomplish this, use your Might character and go to the big thing in
    front of Blob, and press square. Now, you get to fight alongside Blob
    against some soldiers and demons. Now, consider the wall that was behind
    Blob as north. Head out the west exit, and follow the hallway to the
    south. Go out the west door, and the exit to the Southern Habitats (and
    lose a few tons while you're at it).
    
    ------------------------------------------------------------------------------
    Southern Habitats (A1SH)
    Suggested characters: Magneto/Jean Grey
    Objectives:
     Current Objectives:
    Jailbreak-
    Step 2: Help [Mutant Prisoners] escape in the {Southern Habitats}, 11 total
    Step 3: Help [Mutant Prisoners] escape in the {Northern Plaza}, 6 total
    
    Well, first things first is to whomp on Lady Deathstrike. Go figure.
    Once you're done there, continue past to get to an Xtraction Point and
    the entrance to the Northern Plaza. Don't go there yet, as we have
    unfinished business here.
    
    Considering the Northern Plaza entrance as north and the Genosha Seawall
    entrance as south, I'm starting off by going west. Beat on the soldiers
    and hounds, then head through the (off the previous directions) north
    door. Go down either side of the corridor to get to a very large room,
    with a recessed area. Two Prisoners are down there, but it's kind of
    hostile right now. Kill off all the enemies around, then head up along
    the paths above the Prisoners. Bust out the glass to get to a small
    area with two consoles, and some soldiers. Kill the consoles, then use
    the soldiers.... Wait, reverse that: kill the SOLDIERS, then use the
    CONSOLES. Head back in to the recessed room, and talk to the two, now
    freed, Prisoners.
    
    Head back to the room just off the big room you fought Lady Deathstrike.
    Open the door here, and head through. Head along either side, then out
    to the next room. Talk to the Prisoner here, Caleb-Bann. He opens up
    a door for you (I believe the XP I found here are replaced by a Homing
    Beacon if you've not collected 4 by this point; can someone confirm
    this?). Follow along this area that's not on the map, to another door.
    There's a few energy doors here, along with a center room with a
    Console. Um, push the button, maybe?
    
    This opens up the energy doors for three more prisoners. Now head back
    out, across the room you fought Lady Deathstrike, to another room, setup
    like the one we just came from. Now, you can't get to the control boxes
    here, so bust out Magneto or Jean Grey and use Levitation or Telekinesis
    to operate both of them. Both of them lead to essentially the same thing
    (three prisoners, a control box, and some soldiers and hounds) but the
    one (again, going by the Northern Plaza entrance as north and the
    Genosha Seawall entrance as south) to the north has a Comic Book
    (A1CB03) in the room farthest to the east. Rescue all the Prisoners
    in each area, and your eleven Prisoner goal is accomplished. Now you
    can head back to the Northern Plaza entrance and head through, though
    you might want to save the game at the Xtraction Point.
    
    ------------------------------------------------------------------------------
    Northern Plaza (A1NP)
    Objectives:
     Current Objectives:
    Jailbreak-
    Step 3: Help [Mutant Prisoners] escape in the {Northern Plaza}, 6 total
     Gained Objectives:
    Jailbreak-
    Step 4: Speak with [Blink] in the {Sanctuary}
    
    Head on down to the lower floor, wiping it with the hounds. Under one of
    the staircases is a Data Disc (A1DD3). Okay, all the directions I'll give
    here are based off of the Southern Habitats entrance as being south. Head
    up the northwestern stairs. Head off to the west, and at the end of the
    corridor is a room containing two Prisoners. Break down their cell walls
    and free them. Head back towards the Southern Habitats entrance and go up
    the northeast stairs. You'll find the setup here to be much like the one
    you just came from, so do the same, just mirrored.
    Head back out towards the Southern Habitats entrance, but stay on the
    top level. Over in the western-most door, there's a Prisoner, along
    with a Danger Room Disc (DRC100). There's also a console here to listen
    to Mr. Sinister's lab notes. In the second eastern-most corridor (one
    that's still heading straight north) is the sixth Prisoner. This updates
    your Objectives.
    Head back out and go in the farthest east corridor (the diagonal one).
    Hey, it's Mr. Sinister! Where you goin'? Damn. At least he left behind
    some XP (or a Homing Beacon, if you STILL haven't collected four by now).
    Be nice and bust out the two mutants that are trapped by Sinister's
    machinery (the two things that kind of look like what Mr. Sinister left
    by). Now head back out and head up the center straight corridor (the only
    one we haven't gone down yet). Down the hall here are some hounds, and
    the entrance to the Grand Hall. Feel free to head back and talk with
    anybody and everybody back at base, though, since talking to Blink IS
    one of your Objectives.
    
    ------------------------------------------------------------------------------
    Grand Hall (A1GH)
    Objectives:
     Gained Objectives:
    Optional Objectives:
    Save Pyro-
    Save [Pyro] from the torture device in the {Grand Hall}
    
    Look at that! Right off the bat here is
    
    GAME TIP #16: Stronger characters can throw people by pressing square
    and using the left analog stick to direct the throw
    
    'Kay, let's see: three doors, one with two red Xs behind it, one with
    a console next to it, and one open.... Let's go with the rex X door.
    It's Pyro! And he wants your help. Um, let's try destroying the things
    marked with red Xs (the generator-looking things). One door down, two
    to go. Let's go with the one that's already open (yes, I realize that
    helping Pyro opened the other one by the console, but that comes
    later...). Hey, isn't that just nifty! A Tech Station Body (A1TS06).
    Give it to someone who can use it. Okay, NOW let's go through the door
    the soldiers were kind enough to break down for us.
    
    There's a whole lot of action goin' on here, so be sure not to get lost.
    On the other side of the first collapsed pillar is a Data Disc (A1DD4).
    That makes a set, so you'll be able to hold more Energy Packs. On the
    last balcony on the west side (if the entrance to this room is south) is
    a Sketch Book (A1SB03). Just past the last balcony on the east side is
    a collapsed pillar. Between it and the east wall is another Weapon Cache
    (A1WC02). Head down to the end of the room, and there's an Xtraction
    Point. Save, then use the console next to the big door and wait for it
    to go down, then head to the Genosha Council.
    
    ------------------------------------------------------------------------------
    Genosha Council (A1GC)
    Objectives:
     Gained Objectives:
    Into the Void-
    Step 1: Defeat [Abyss]
    Step 2: Speak with [Professor X] in the {Sanctuary}
    
    Well, Pyro's left you, and if the loading screen's any idea as to what's
    coming up, there's a good reason for him to leave. If you forgot to use
    the Xtraction Point in the Northern Plaza, they have this purple one
    here for your use. But oh, guess what? It only lets you change your team.
    Well, head on through the big door.
    
    Well, looks like the load screen was right. Big ole boss fight, versus
    Abyss. I'm a cheater, so I took him down with no problems. You, on the
    other hand, may not be a cheater, so you might need some help. As of
    version 1 of this walkthrough, no help here. Go check the boards or
    something. If people want to send in their strategies for boss fights,
    feel free, and they'll be added in in the next version.
    
    After you whomp on Abyss, he runs away. PANSY! Chase after him, then hop
    on the blimp. Now, you have to blast the blimp out of the sky. To
    accomplish this, you have to throw bombs at it. Kindly enough, Abyss
    tosses them at you. Just be sure to get out of the way when he does so,
    head over to the bomb, pick it up, and toss it at his blimp. After
    blasting his blimp out of the sky, he hops over to yours. Continue
    Abyss' beatdown. Now, he sucks you in to his chest's dimension.
    
    Kill off the critters, then arm the two bombs on the level you're
    currently on. Use the little tornado-looking thing to go to the
    other level, and arm the two bombs there. Congratulations. You've just
    survived your first full boss battle. Grizzly and Lady Deathstrike were
    just sub-bosses. Oh well, on to the Sanctuary!
    
    ------------------------------------------------------------------------------
    Interlude 2: The Sanctuary (I2TS)
    Objectives:
     Current Objectives:
    Into the Void-
    Step 2: Speak with [Professor X] in the {Sanctuary}
    
    Well, while we're here, even if you're not high enough level to take on
    the enemies yet, let's go to the Secret Bonus Area opened by collecting
    four Homing Beacons. Once that's done, talk to Prof. X. 
    
    ------------------------------------------------------------------------------
    Secret Bonus Area (A1SBA)
    Objectives:
    none
    
    There's only a few things to do here: use the three Consoles, then pick
    up Ironman's Gauntlets. However, there are a few enemies standing in
    your way. There's one pair of enemies in front of each Console. There's
    also one big-ass Titan that pops out once you've used all three Consoles.
    If you can deal with all that, go ahead and pick up the Gauntlets. Now
    head back to the Sanctuary.
    
    ------------------------------------------------------------------------------
    ------------------------------------------------------------------------------
    Act 2: (A2)
    Hidden Stuff: 4 Comic Books, 6 Concept Art in 2 Sketch Books,
                  4 Homing Beacons, 4 Data Discs, 6 Tech Stations,
                  1 Iron Man Armor, 5 Weapon Caches, 5 Danger Room Discs
    
    ------------------------------------------------------------------------------
    Interlude 3: Avalon (I3A)
    Objectives:
     Gained Objectives:
    Certain Destiny-
    Destiny, a mutant with the power to foretell the future, is missing.
    Mystique may have information on her whereabouts.
    Step 1: Talk to [Pyro]
    Step 2: Find [Mystique] in the {Jungle Canal}
    
    Well, new environment, same setup. Only now it's Forge instead of Beast
    (for obvious reasons). Also, the Trivia Game is now opened up for Act 2
    (TTGA2). If you have on other business (Danger Room, buying/selling
    items, etc.) head on down and talk to Pyro (he's in the little area just
    off the main circular part). Now head on out.
    
    ------------------------------------------------------------------------------
    Jungle Canal (A2JC)
    Suggested characters: Someone with Flight
    Objectives:
     Current Objectives:
    Certain Destiny-
    Step 2: Find [Mystique] in the {Jungle Canal}
     Gained Objectives: 
    Certain Destiny-
    Step 3: Defeat [Garokk]
    Step 4: Rescue [Destiny] in the {Jungle Canal}
    Step 5: Talk to [Mystique] in {Avalon}
    
    Look at that, another one!
    
    GAME TIP #17: Use R2 and the directional pad to cycle through your skills.
    Keep pressing the same direction to change the skill assigned to the button
    in the same spot (Up=Triangle, Right=O, Left=Square, Down=X)
    
    Head on up further. Well, that's one step down. Onward! Soon, we come to
    a circular area around a tree. Head around the tree for a Danger Room Disc
    (DRC2CC). Follow along the path, and if you watch your map, you'll see an
    exit icon there, but no exit. Walk over towards it, and the ground will
    break, opening the way to the Cave.
    
    Just waltz along the way, fighting the bugs that come at you, and you'll
    find a Data Disc (A2DD1). Break the rocks down that are nearby the
    Data Disc to open the exit from the Cave. Now, go over to the OTHER Cave
    entrance.
    
    Soon after entering, you'll come to a fork. Head down the part that doesn't
    have an exit icon to find a Homing Beacon (A2HB1) (this Act's ones are
    yellow, though this one looks green to me). Head down the other fork to
    exit the Cave.
    
    Team, meet Garokk. Garokk, meet team. Team, kill Garokk. Head on back
    using the Teleport Pad to take you back to the entrance of the Jungle
    Canal, then back to Avalon.
    
    ------------------------------------------------------------------------------
    Interlude 4: Avalon (I4A)
    Objectives:
     Current Objectives:
    Certain Destiny-
    Step 5: Talk to [Mystique] in {Avalon}
     Gained Objectives:
    The New Ice Age-
    Stop Apocalypse's forces before they destroy the alien Atmospheric
    Generators and turn the Savage Land into an Antarctic Wasteland.
    Step 1: Protect the [Atmospheric Generators] in the {Jungle Ruins}
    
    In Avalon, there's a whole lot more people to talk to: Angel, Mystique,
    Destiny and Garokk, even. Talk to the lot of them, though Mystique
    will finish an Objective for you, and Angel will give you a new one.
    
    Now a half-naked due is standing near the other exit of Avalon: Ka-Zar.
    Head on out through the exit past him into the Jungle Ruins.
    
    ------------------------------------------------------------------------------
    Jungle Ruins (A2JR)
    Objectives:
     Current Objectives:
    The New Ice Age-
    Step 1: Protect the [Atmospheric Generators] in the {Jungle Ruins}
     Gained Objectives:
    No Way In - No Way Out-
    Hidden deep within the Savage Land is an ancient Nuwali Monument. Beast
    may be located here. Find this ancient structure before all is lost.
    Step 1: Locate the Hidden Entrance to the Ancient Monument in the Jungle.
    
    Now why the game won't let you beat on the soldiers WHILE they're beating
    on the Generator, I don't know. But, that leaves us with two to protect.
    Head on down the path, and as it starts to curve, there's both a Weapon
    Cache (A2WC03) and another Homing Beacon (A2HB2).
    
    Head on up the path, and you'll see the next Generator, along with a
    Comic Book (A2CB04). You'll need to protect the Generator from the
    enemies that spawn nearby for a little while, then you get a message from
    Angel about the next Generator. Head on down the path once again.
    You'll find the next Generator here, along with a Tech Station Health
    (A2TS07). Angel will call again, saying they're attacking the other
    Generator again, so rush back and whup ass. Oh, and don't worry
    about using wide-range damage skills, they don't hurt anything
    you're supposed to protect.
    
    You're left with Petrovitch, along with some dialog choices. Clean
    up afterwards, picking up anything that might have been dropped,
    save back at the Xtraction Point, and proceed on to the Jungle Pass.
    
    ------------------------------------------------------------------------------
    Jungle Pass (A2JP)
    Objectives:
     Current Objectives:
    No Way In - No Way Out-
    Step 1: Locate the Hidden Entrance to the Ancient Monument in the Jungle.
     Gained Objectives:
    No Way In - No Way Out-
    Step 2: Defeat [Sauron] to gain entrance into the Monument
    
    Follow the path along, and you'll come to a fork. Head down the
    right-hand side path, and you'll come to two Cave entrances. Head in
    the left-hand Cave, and along the path, you'll find a Homing Beacon
    (A2HB3). Continue along the path for the Cave exit. Head left out of
    the exit (while the exit's to your back) and you'll come to some ruins.
    Near the top of the ruins (i.e. not heading along the path) is a Comic
    Book (A2CB05). If you keep following the path, along the ruins, you'll
    get back to the original fork. So, go back past the Cave entrance and
    hop over the fallen log. This leads to the other Cave's exit, where
    some soldiers were planning an ambush. Emphasis on WERE. (Should you
    have come out this way instead of going through the left-hand Cave,
    the soldiers would have sprung a fence around you; just break the
    Generators nearby and blast the soldiers; you can also Levitate or
    Telekinesis a soldier into the fence to break it).
    
    Now that the whole branching path thing is over with (for now), head on
    down the unexplored path, and another Cave is visible. Head on in.
    
    Here are some laser tripwires. Try using a long range ability to blast
    the bits with the blue Xs over them. You'll eventually get to a Weapon
    Cache (A2WC04). Head on out the other Cave exit. Here, you'll find a
    Tech Station Speed (A3TS08). Head back through the Cave and to the
    Jungle Pass.
    
    Keep following the path along the direction you were heading before you
    got sidetracked (um, the bit of the map that you haven't got yet).
    Another Xtraction Point, and another Cave. Save at one, then head in
    the other.
    
    Shortly along the path, after dealing with some soldiers, is a Sketch
    Book (A2SB04). Keep heading down, and there's a Cave exit.
    
    Now is it me, or does Sauron sound like the Crypt Keeper from Tales from
    the Crypt? Whether he does or doesn't, whomp on him. After doing so,
    head up to the big door, and enter the Nuwali Shrine.
    
    ------------------------------------------------------------------------------
    Nuwali Shrine (A2NS)
    Suggested Characters: someone with Might
    Objectives:
     Current Objectives:
    No Way In - No Way Out-
    Step 2: Defeat [Sauron] to gain entrance into the Monument
     Gained Objectives:
    Beyond the Threshold-
    Gain entrance to the Beyonder's Council by unlocking the ancient gateway
    that protects it.
    Step 1: Locate a [Mystic Stone] in the {Nuwali Shrine}
    Step 2: Locate a [Mystic Stone] in the {Nuwali Corridors}
    Step 3: Place the Mystic Stones in the Ancient Doorway Statues of the
    [Nuwali Gateway], 2 total
    
    Well, there's three ways you can head out from this first room. All the
    directions I'll give are that the entrance of the first room is south.
    Head through the east door. Follow the path around and you'll get to a
    small room with two statues you can push. Bust out your Might character
    and push both of them; a third becomes available for pushing, so do that,
    too. And the way is opened to.... A Tech Station Body (A2TS09). Once you
    use the Tech Station, the door nearby opens, so head through. Head down
    through the southern door and there's a Homing Beacon down towards the
    southeast corner (A2HB4). Follow the path around, and you'll come to a
    red X on the map, along with an arrow. Step on the panel the arrow's
    pointing on. From here, you can head out on the little balcony thing
    and drop down in the water, head out and pick up the Mystic Stone from
    the raised stone area. Oh, but wait, you sense a trap. Head through the
    southern door, and out through the door to the west (not the western
    door from the entrance room, but the western door from the room just
    off the "water room"). Down at the far end of this room is a Danger
    Room Disc (DRC203). Head through the northern door, and through the
    rooms. Head over to the red X/red arrow and step on the plate. The
    Mystic Stone is now safe for the taking, so do so from the "water room".
    Head back through to the entrance room, and head through the west door.
    There's some breakable bits just past the door; break them to find a
    Comic Book (A2CB06). The exit here goes to the Nuwali Corridors.
    
    ------------------------------------------------------------------------------
    Nuwali Corridors (A2NC)
    Suggested character: someone with both Flight and Might. Rogue is the most
    likely, as the only other character with both is Iron Man, and on your first
    play through, you won't have him. Then again, you can use Jean Grey or
    Magneto, as long as their Telekinesis/Levitation can act as Might level 2.
    Objectives:
     Current Objectives:
    Beyond the Threshold-
    Step 2: Locate a [Mystic Stone] in the {Nuwali Corridors}
    Step 3: Place the Mystic Stones in the Ancient Doorway Statues of the
    [Nuwali Gateway], 2 total
     Gained Objectives:
    Tomb Raiders-
    Discover where the Vibranium is concealed within the Nuwali temple
    and return it to Ka-Zar before it can be used by the army of Apocalypse
    Step 1: Locate the Vibranium Idol
    
    Well, look at this! A Tech Station Energy (A2TS10) and Xtraction Point,
    all at the start! Someone must love us. Well, let's try heading down
    a passageway that DOESN'T start off going to something Nuwali (that
    would be to the south, since we came west into this room...). Well,
    this is a big ole room. Head up to the Mystic Stone, but you sense
    another trap (yay common sense!).
    
    So there's three exits out of this room. Head out to the east. Once
    you get to the end room (with the red X/arrow) there's a Comic Book
    (A2CB07). As you head in to touch the switch, many Guardians come out
    to try and make you into a sacrifice. Flip the tables on them. As you
    head out, look on your map. There's a room with seemingly no entrance
    (well, you can kind of look on the screen, too). Break down the wall
    for a room with a Weapon Cache (A2WC05), along with another breakable
    wall, this time with a Data Disc (A2DD2) behind it.
    
    Head back to the room with the Mystic Stone in it, and head through the
    western door. Uh oh, can't get across? Well, you could if you listened
    to me and brought along Rogue. Fly on down the corridor, avoiding the
    obstacles, and pick up the Sketch Book (A2SB05). Push the block out of
    the way, and trigger the Guardian Switch. No Guardians pop out, this
    time.
    
    Head back to the Mystic Stone, and pick it up (finally). Head out
    through the doorway to the south, and see the entrance for the Elemental
    Tomb. You're not going that way, yet (owned!). Head back to the room
    with the Xtraction Point, and out through the western doorway to the
    Nuwali Gateway. Yes, I know there was an entrance to the Nuwali Gateway
    from the Nuwali Shrine, but for what you need to accomplish there, you
    needed the Mystic Stone from here, first. Hey, if you don't like my
    guide, try making your own, dammit.
    
    ------------------------------------------------------------------------------
    Nuwali Gateway (A2NG)
    Suggested character: someone with Might, someone with Flight (for ease
    in some areas)
    Objectives:
     Current Objectives:
    Beyond the Threshold-
    Step 3: Place the Mystic Stones in the Ancient Doorway Statues of the
    [Nuwali Gateway], 2 total
    Tomb Raiders-
    Step 9: Locate the Vibranium Idol
     Gained Objectives:
    
    Wow, right from the start, you're attacked. Try to stay in one area,
    since you'll have enemies coming from down the corridor and through
    the doorway that's just ahead of you when you enter. Head down the
    corridor, and you'll reach a room with little pathways of water.
    Try to stay on those little pathways, as stepping off near the big
    statues will get you a blast of fire. Follow along to the end room,
    where there are three exits (two doors and one breakable wall).
    
    Behind the breakable wall, there's a maze that pops up (though all
    the walls are easily destructible), with some XP (would be a Homing
    Beacon, if you haven't collected 4 by now). Head back, and through
    the door that's across from the wall you just broke through to get
    to this maze room.
    
    Have someone fly over to your left as you enter (past the two columns
    is a safe area to land) and there's a spot for a bridge to be built,
    so do so. Also nearby to the bridge area is a door you can head through
    to get to a spot that's not on the map. Inside is a Data Disc (A2DD3).
    This is a big ass room and it's quite good to have a flyer here, as they
    can just head around the borders. If you keep along the wall the "hidden
    room" was on, it will lead to where you would've come in if you'd came
    straight from the Nuwali Shrine. Keep heading around the edges and you'll
    get to another "landing area". If you break through the walls here (also
    through the walls on your right for a Danger Room Disc (DRC204)) you'll
    get back to the doorway that was across from you when you entered. So,
    let's head back to the big ass room and fly back to where we came in from.
    
    Just follow the pathway, making bridges as you go. The first bridge leads
    to a box with some Tech Bits on it, along with two Health and Energy
    Potions. The second bridge just leads back to the area we've already
    covered, while the third bridge leads to more Tech Bits. There's only
    one unexplored area left on the map, and that's the other door off of
    the watery path area, so head back there (move around in the big room
    until you get to either of the paths heading out that don't go direct
    to the Nuwali Gateway, and follow the semi-straightforward path back
    to that crossroads room at the end of the watery path area).
    
    Head through the doors, and be assaulted by some enhanced soldiers.
    Head through, and there's a large room, with more enhanced soldiers,
    and an Xtraction Point in the middle. There's some weird-looking
    statues making funny noises, and at the end, the two spots for the
    Mystic Statues. Go ahead and place them. The door opens ahead of you,
    and Shanna and Prof. X have a chat with you. BTW, if you saw those
    green arrows over the switched, it is safe to pull them. They open
    portals that both head to the area the XP/Homing Beacon was, in the
    room the maze popped out of. It's also not really necessary to head
    back, as nothing relevant has popped up, except that Ka-Zar will give
    you the Mission Briefing for the Anti-Metal mission. So head on through
    the big ole doors to the Beyonder's Sanctum.
    
    ------------------------------------------------------------------------------
    Beyonder's Sanctum (A2BS)
    Suggested character: Iceman
    Objectives:
     Current Objectives:
    Tomb Raiders-
    Step 9: Locate the Vibranium Idol
     Gained Objectives:
    The Beast Within-
    Rescue Beast before Mikhail's order of execution can be carried out.
    
    Well, it would appear the Omega Red will be here, somewhere. Though that's
    just a guess, given that HE'S ON THE DAMN LOADING SCREEN. Anyways, follow
    along until you're through a door. There's a Danger Room Disc (DRC200)
    along one wall, just past some weird blue spinning thing and a blue
    electronic thing. Can't bust the spinny thing, can bust the electronics.
    Follow along, and there's stairs leading down to a room with lots of
    spinny things and electronics. Wedged between one of the far staircases
    and the wall is a Data Disc (A2DD4). Now you can hold two extra Health
    Packs! Yay!
    
    There's three exits out of the room; two lead the same way (around to a
    pillar, douse the flame by the pillar and it reveals Tech Station Focus
    (A2TS11)). Once you do that, head up on the platform with the
    Xtraction Point and out that door. You might want to save at the
    Xtraction Point first. Follow the corridor along, and there's the cause
    for the loading screen: Omega Red. Whomp him down, and a portal opens
    up. Don't head through yet, since there's more to see here. Diagonally
    across from the entrance to the room is a Weapon Cache (A2WC06). NOW
    head through the portal thing that opened to Mikhail's Warship.
    
    But wait, that will finish off the Act, without all the Objectives! We
    can't have that, now can we? Head back to the Nuwali Corridors and to
    the Elemental Tomb.
    
    ------------------------------------------------------------------------------
    Elemental Tomb (A2ET)
    Suggested character: Sunfire (with Ionize as high as you can get it)
    or Iceman, a Bridge builder or someone with Flight, someone with Flight
    Objectives:
     Current Objectives:
    Tomb Raiders-
    Step 9: Locate the Vibranium Idol
    The Beast Within-
     Gained Objectives:
    Tomb Raiders-
    Step 1: Locate the Fire Skull
    Step 2: Locate the Water Skull
    Step 3: Locate the Earth Skull
    Step 4: Locate the Air Skull
    Step 5: Return the Fire Skull
    Step 6: Return the Water Skull
    Step 7: Return the Earth Skull
    Step 8: Return the Air Skull
    Step 10: Return to [Ka-Zar] in {Avalon}
    
    Hokay, head on up the corridor, and out through the doorway ahead of
    you. There's a red X, that must be important. Turns out it is, and
    somehow Ka-Zar can decipher the tablet without being there. Well,
    on with the new Objectives. Head back to the room you just came out of
    (the one with three exits) and head out through the side with the
    collapsed pillar resting on it.
    
    Make a left as soon as you enter the larger room with the lava in it.
    Follow the wall down for some XP (that would be a Homing Beacon if you
    STILL hadn't picked four up by now). Now, head back to the bridge.
    Whip out Sunfire here, as the Skull is surrounded by fire. If Sunfire
    has Ionize up high, it will deal much less damage, and if it's maxed,
    he'll take none at all. Or, you can use Iceman to freeze the fire
    (putting it out) so that the whole team can walk out on it. Pick up
    the Fire Skull, and head down the other bridge (or at least out the
    door near the other bridge).
    
    Follow the path into the next room. Head around either side; both ways
    lead to a spot you can make a bridge from. Pick up the Water Skull,
    activate the Xtraction Point nearby, and pick up the Danger Room Disc
    (DRC2CG) and head out the door nearby.
    
    Go through the next door, and downstairs for a Tech Station Striking
    (A2TS12). Head back up, and through the next door. Follow the hallway
    around to the Earth room. Nothing special here, just bust down the rocks
    surrounding the Earth Skull and pick it up. Head through the next door
    and down the hallway.
    
    Wander around the Air room, and you'll find a Weapon Cache (A2WC07),
    along with the fact that you'll have to fly to get the Skull here. Once
    you pick that up, head back to the center room (the one with the tablet
    Ka-Zar deciphered for you).
    
    Place the skulls on their respective platforms (you should be able to
    find them, they're under big red arrows). You'll notice that as you place
    the Skulls, there's a little platform that rises skull by skull. The
    Idol pops up here once you place all four Skulls. Like the Objective
    says, head back and chat with Ka-Zar in Avalon, then head back to the
    Beyonder's Sanctum and through the portal past where you fought Omega
    Red, and on to Mikhail's Warship.
    
    ------------------------------------------------------------------------------
    Mikhail's Warship (A2MW)
    Suggested character: Colossus (family reunion!)
    Objectives:
     Current Objectives:
    none
     Gained Objectives:
    The Beast Within-
    Step 1: Defeat [Mikhail]
    Step 2: Free [Beast] from Mikhail's trap
    Step 3: Talk to [Professor X] in {Avalon}
    
    Well, this is certainly a change of scenery, huh? Shortly after arriving,
    Mikhail's Bodyguards start a fight. Wipe the floor with them, then use
    the Door Controls, and head on. There's another of those purple Xtraction
    Points, so if you have any last minute changes to your team to make, do
    so now.
    
    Beat on all on Mikhail's clones. This then sends you to a large room,
    with some very strange enemies. They turn into Control Panels when
    defeated. You need to defeat them on the circular bits, once for each
    bit. Each time you do this, a laser erupts from Mikhail and circles the
    room. After getting all four, beat on Mikhail some more.
    
    WTF? The boss is beaten, but there is more? There's a door across from the
    entrance to this room (well, actually diagonally across) that opens after
    Mikhail is beaten. Head through it.
    
    The Console isn't functioning, so bust it up. Afterwards, talk to Beast
    for Blink to open a portal back to Avalon (that saves some time...).
    Head through, and chat with Prof. X to move on to the next Act.
    
    ------------------------------------------------------------------------------
    Secret Bonus Area (A2SBA)
    Objectives:
    none
    
    Just head down the corridor, dealing with the enemies as they come. At
    the end, bust the last few enemies down, and out pops Ironman's Chest
    Plate. Pick it up, and head back to Avalon.
    
    ------------------------------------------------------------------------------
    ------------------------------------------------------------------------------
    Act 3: (A3)
    Hidden Stuff: 4 Comic Books, 9 Concept Art in 3 Sketch Books,
                  4 Homing Beacons, 4 Data Discs, 6 Tech Stations,
                  1 Iron Man Armor, 10 Weapon Caches, 7 Danger Room Discs
    
    ------------------------------------------------------------------------------
    Interlude 5: Weapon X Facility (I5WXF)
    Objectives:
     New Objectives:
    Rotten to the Core-
    The nuclear power plant known as "The Core" is Apocalypse's primary
    source of power. Destroy it and his forces will be starving for energy.
    Step 1: Talk to [Angel]
    Step 2: Take X-Jet to the Core
    Infinite Possibilities-
    Shut down the Infinite Factory and stop the endless supply of clones
    it generates for Apocalypse's army
    Step 1: Talk to [Heather Hudson] in the {Weapon X Facility}
    Step 2: Take X-Jet to the Infinite Factory
    
    Once again, same stuff, new surroundings. Forge is up on the second
    floor with some new inventory, along with Angel, who has the Trivia Game
    (TTGA3) (on the same side); across from them are Heather's room and the
    room with the Danger Room Computer and Review Computer. Down on the
    ground floor are Wolverine, Prof. X, the Hero Stash, and the Mission
    Computer. Chat with Heather and Angel. Oh, and do check out the new
    alternate costumes for everyone. Everyone has at least one alternate,
    now. Even the unlockable characters. I especially like running around
    with Age of Apocalypse Sunfire (the one that all on fire). He's cool
    (Hah! that was a funny!).
    
    Well, there's not a whole lot left you can do, so head on out with
    the X-Jet (parked out through the door next to the Xtraction Point).
    And who do we see next to the X-Jet but Havok! Hey Havok, what's goin'
    on? He's our pilot for these missions, so hop on in the X-Jet and
    head off to the Core.
    
    ------------------------------------------------------------------------------
    Core Interior (A3CI)
    Suggested characters: Iceman (for fires), a character with Might and Flight
    Objectives:
     Current Objectives:
    Rotten to the Core-
    Step 2: Take X-Jet to the Core
    Step 3: Attach [Forge's Transmitter] into a core console in the
    {Core Interior}
    Step 4: Lower [Core Shields] using Shield Controls in {Core Security}
    Infinite Possibilities-
    Step 2: Take X-Jet to the Infinite Factory
    
    Well, were' halfway to our objective already! We're in the Core Interior,
    so all we have to do is find the console thing. With the Recall beacon
    (where we came in) being south, head west. There's a blue Homing Beacon
    (A3HB1) here, along with some enemies. Go back to the room you just came
    from and head east. Around the east side of the room is:
    
    GAME TIP #18: (thought you'd seen the last of these, huh?) There are
    some enemies with invulnerable shields, breakable with a special combo.
    The combo needed is listed under their name. For example: Popup Shield
    would require the Popup Combo of X+X+O
    
    Around the northwest corner of this room is a Data Disc (A3DD1). Keep
    following the path around and you'll eventually reach a Security Panel.
    Use it, and Forge lets you know how he's doing, opening up the doors
    ahead of you. Head on through. Turn to the south as you enter the next
    corridor, and the room here has a Danger Room Disc in it (DRC2CI).
    Head back up the corridor, and in the first door you pass (that you
    haven't already been in). Up in the top corner of the room here is
    a situation you've dealt with before: you need a character with both
    Might and Flight. And if you're playing for the first time, you
    probably only have one character who can do this: Rogue. Have her fly
    over to the wall above the blue ring thing, hammer on the wall, and it
    opens to a Tech Station Speed (A3TS13). Once the wall's busted, any
    flier/teleporter can get there, so Rogue's not the only person who can
    use it.
    
    Head through the other door here, and back out in the corridor, just
    past the forcefield. Use the panel to disable the forcefield, and head
    on down the corridor once more. In this room, there are bastardly
    enemies: enhanced undercloaks. They can disappear on you, and when they
    do, they can't be physically attacked. So bust out your wide range
    energy skills (Iceman's Arctic Burst works wonders, since it slows them,
    too) and go to town. If it doesn't happen while you're fighting the
    undercloaks, you'll need to break down the center wall to get into the
    next room. Out through the next door, look down the short end of the
    hallway, and behind the breakables is a Weapon Cache (A3WC08). Head
    through the door at the end to go to Core Security.
    
    ------------------------------------------------------------------------------
    Core Security (A3CS)
    Objectives:
     Current Objectives:
    Rotten to the Core-
    Step 4: Lower [Core Shields] using Shield Controls in {Core Security}
    Step 5: Shut down [Security Gate] in {Core Security}
    Step 6: Lower [Control Rods] in the Yellow Sector of the {Core Reactor},
    2 total
    Step 7: Lower [Control Rods] in the Blue Sector of the {Core Reactor},
    2 total
    Infinite Possibilities-
    Step 2: Take X-Jet to the Infinite Factory
    
    This first room is BIG. With the Core Interior door as south, head east
    down the corridor. The first door on the left holds a bathroom along with
    and Xtraction Point. The next door down holds another bathroom. The next
    door down hold some enemies (as if the previous two had none), though if
    you head through the door at the top of this room, there's a storage area
    with a Danger Room Disc (DRC303), along with lots of breakables for lots
    of Techbits and Potions. Head through the other door in the previous
    room, as you won't be able to break through the big doors just south
    of this room with the multiple exits. Break through the southern wall
    of this office-type area, and head further along the corridor.
    
    The Core Security console is just downstairs, but it's non-responsive,
    so blast it, along with all the surrounding bits. Hey, that worked!
    Head back to the Core Interior entrance, and down the other part of the
    corridor. Head through either if the first two doors (as the wall
    between is destructible) and break the far wall of the second room.
    Inside is a Weapon Cache (A3WC09). Head back to to the corridor, and
    in the next door. Okay, granted, the next door has nothing special,
    just some more enemies and breakables.
    
    So on to the next door. There's a big door at the end, along with a
    control panel. Gee, does one control the other? Let's find out....
    Looks like it! Bust up the enemies, then use the Reactor Security
    Control. Damn, it doesn't work. Well, do what we always do when
    something doesn't work right away: HULK SMASH! Now why does that
    always work?
    
    Anyways, since we already went the other way and smashed the
    Security Gate controls, we can move on direct from here. Head back on
    down the corridor, and the next room you pass has some enemies in
    it, along with an extra room across from the entrance with some
    breakables. Keep going down the corridor, and on to the Core Reactor.
    
    ------------------------------------------------------------------------------
    Core Reactor (A3CR)
    Objectives:
     Current Objectives:
    Rotten to the Core-
    Step 6: Lower [Control Rods] in the Yellow Sector of the {Core Reactor},
    2 total
    Step 7: Lower [Control Rods] in the Blue Sector of the {Core Reactor},
    2 total
    Infinite Possibilities-
    Step 2: Take X-Jet to the Infinite Factory
     Gained Objectives:
    Rotten to the Core-
    Step 8: Destroy [Coolant Pumps] in {Core Control}, 2 total
    
    Well, given that the Objectives refer to a Blue Sector and a Yellow
    Sector, and there's blue and yellow arrows on the floor, let's head
    through the door with no arrow in front of it. Oh, wait. We can't.
    So, let's head to the Yellow Sector. Well, there's a Yellow Control
    box with a handy green arrow over it, but we need to drop the rods
    here first. So head on through the door.
    
    Follow around to a door with "Reactor" on the ground in front of it.
    In here, surprisingly, is a reactor, with Yellow Rod Control for
    yellow rod bundle 1. Go ahead and push the button, then head through
    to the second Yellow Rod Control. Push that button, too. Now there's
    two other doors aside from the one we came through. One has "Yellow
    Sector" in front of it, but you can't open it. The other (across from
    the door we entered with) is openable, so head through.
    
    Keep going on and at the end is another door with "Yellow Sector" on
    it, and surprisingly enough, like the last one, won't open. So head
    back to the Yellow Control and hit the button. Head back through
    the original room, and out through the blue arrow door.
    
    Go figure, the rooms here are mirrored versions of the ones over in
    the Yellow Sector. So follow the last few paragraphs, replacing
    "Yellow" with "Blue". Once the Blue Control's been tripped, head back
    to the original room.
    
    NOW we can head through that door, picking up the Comic Book (A3CB08)
    along the way. Head through to the room with a T-junction. Just over
    the blue reactor pit (i.e. fly over it) is a Homing Beacon (A2HB2).
    Now head through either door back into the Sectors, and follow the
    map around to the Xtraction Point (it's in the last room you couldn't
    get in to before). Save, then head through the door at the top to
    Core Control.
    
    ------------------------------------------------------------------------------
    Core Control (A3CC)
    Suggested characters: someone with Flight
    Objectives:
     Current Objectives:
    Rotten to the Core-
    Step 8: Destroy [Coolant Pumps] in {Core Control}, 2 total
    Infinite Possibilities-
    Step 2: Take X-Jet to the Infinite Factory
     Gained Objectives:
    Rotten to the Core-
    Step 9: Defeat [Sugarman]
    Step 10: Release [Safety Mechanisms] in {Core Control}
    Step 11: Talk to [Angel] at the {Weapon X Facility}
    
    Looks like a boss battle's looming in the wings, here. Follow the path
    around, and head in the first door. We'll have to work our way around
    those lasers, so head in the first door. What? No door out? We'll make
    one, then. Break through the wall, then head out the door in the next
    room, and back down the corridor for the Sketch Book (A3SB06). Head
    down the room here, and in through the first door you come to.
    
    This leads to a room with destructible walls, overlooking a Coolant
    Pump. Destroy it (somehow you just KNOW it's the Yellow Reactor Pump)
    and head ALL the way back to the level entrance, and head through the
    other door.
    
    Oh, well, guess we should've come here first, then? Given that the walk
    after destroying this Pump to the now-open door, just past the door to
    the Yellow Coolant Pump would have been much shorter. But too bad.
    You go by my guide, you go how I do, dammit. Now head back to the door
    past the one you took to get to the Yellow Coolant Pump (past the
    laser grid, just down the hall).
    
    Well, now, did I call it or did I call it? Beat on Sugarman some,
    and afterwards, before you use the Safety Mechanisms, roam around
    the room to find a Weapon Cache (A3WC10). After that, hit the button
    for the Primary Power Console. Use the Blink Portal to head back to
    base, talk with Angel, like the Objective says, do what you will here,
    then head out via the X-Jet to the Infinite Factory.
    
    ------------------------------------------------------------------------------
    Factory Entrance (A3FA)
    Objectives:
     Current Objectives:
    Infinite Possibilities-
    Step 2: Take X-Jet to the Infinite Factory
     Gained Objectives:
    Infinite Possibilities-
    Step 5: Destroy [Infinite Engineering]
    Step 6: Destroy [Genetic Processing]
    Step 8: Destroy [Mutant Fusion Core]
    Optional Objectives:
    Infinite spy needs codes-
    A member of Department H needs codes from a computer Console
    
    Well, here's Guardian. Oh, it THAT all you want us to do? I thought
    you might want us to do something DIFFICULT like make toast or
    something. Just destroy a few places? We can do that.
    
    Once again, a game tip:
    
    GAME TIP #19: There are some enemies with invulnerable shields,
    breakable with a special combo. The combo needed is listed under
    their name. For example: Knockback Shield would require the 
    Knockback Combo of X+O+O+O
    
    Head through the small corridor in between the two paths from this
    main room. Behind the breakables, there's a Decryption Module. Boy,
    you hid THAT well, Guardian. Even left a big friggin' red X on the
    map to not tell us where it isn't located. Anyways, head through
    the door the Game Tip is located.
    
    Now that we got why the Game Tip was there behind us, we now have
    a plus-shaped crossroads. With the way we came in as south, head east.
    At the next plus crossroads, head south for an Xtraction Point, and
    further east for the Fusion Core door. Don't head there, yet. Instead,
    go north at the second crossroads to download some Spy Codes. Go back
    to the first crossroads and head north.
    
    As we head up, in the little area that includes the door to Genetic
    Processing, there is a Data Disc (A3DD2). Head back to the first
    crossroads and head west.
    
    At the first junction, head south to chat with the Department H
    operative. While going through the dialog, you give him the Spy
    Codes, activating and completing the Optional Objective. Sweet. Head
    back to the junction, and keep going west, leading to the door to
    Engineering. Head on through.
    
    ------------------------------------------------------------------------------
    Infinite Engineering (A3IE)
    Suggested characters: someone with Flight, Sunfire/Iron Man/Bishop/
    Cyclops/Scarlet Witch/Gambit/Storm
    Objectives:
     Current Objectives:
    Infinite Possibilities-
    Step 3: Start the [Power Source] in {Infinite Engineering}
    Step 4: Turn off [Emergency Override] in {Infinite Engineering}
    Step 5: Destroy [Infinite Engineering]
    Step 6: Destroy [Genetic Processing]
    Step 8: Destroy [Mutant Fusion Core]
     Gained Objectives:
    
    Seemed like it was too easy to be true? Just go in, blast away, and
    walk back out? Well, it was too good to be true, as Guardian
    explains. Damn oil pumps.
    
    Head on through the two doors, and with the Infinite Engineering
    entrance as south, head east. In the large room, you can have your
    Flier go across the room to the balcony across from the entrance for
    a Danger Room Disc (DRC3CP). There's two ways to go, here, though
    both of the suggested paths (either the fast way, or the battle a
    whole bunch of enemies way) use a flier to go through the door past
    the Danger Room Disc.
    
    Head down this corridor, and in the room at the end, use the Power
    Console. Now, here are your two choices (whichever way you choose,
    open the door to the Power Source and get the Weapon Cache (A3WC11):
    
    The quick way: use one of the characters in the suggested characters
    to supercharge the Power Source, end of story. I know for a fact
    Sunfire's Flamethrower, Iron Man's Plasma Charges, Bishop's Sapping
    Strike, Cyclops' Optic Beam, Scarlet Witch's Hex Locked, Gambit's
    Card Shuffle, and Storm's Lightning Strike all work here. There are
    probably more (though I am not taking the load time to find out,
    thank you), so try some of your own. This skips the "Override"
    step, and goes straight to destroying Infinite Engineering.
    
    The long, battle a whole bunch of enemies way: Head back down the
    corridor, and turn in at the first door. In here is the Security
    Panel. Push that, and then head back to the Power Distribution
    Console. Hit that once more, and the system is overloaded,
    completing your Objective.
    
    You may still want to head through the rest of Infinite Engineering
    to pick up whatever items the enemies in the other half of the
    level drop, as Well as another Tech Station.
    
    Both ways also open up a teleporter to the Factory Entrance.
    
    Head back to the two-way room, and head west. Follow the path
    around to a Tech Station Striking (A3TS14) and a Fuel Control,
    which would shut off the flamethrowers here, had we not already
    blasted the Oil Tanks. Head back to the Factory Entrance, and off
    to Genetic Processing (north door). You might as well save first,
    though.
    
    ------------------------------------------------------------------------------
    Genetic Processing (A3GP)
    Suggested characters: someone with Might, Sunfire/Iron Man/Bishop/
    Cyclops/Scarlet Witch/Gambit/Storm
    Objectives:
     Current Objectives:
    Infinite Possibilities-
    Step 6: Destroy [Genetic Processing]
    Step 8: Destroy [Mutant Fusion Core]
     Gained Objectives:
    Infinite Possibilities-
    Step 7: Destroy the [DNA Storage] in {Genetic Processing}
    
    Once again, this seems like it's going to be too easy. Well, whatever.
    Head around either side of this big room in front of us. Well,
    technically it's three rooms, but there's fully destructible walls
    in between, so I consider it one room. There's three exits out of the
    room, one lower corner one, one upper corner one, and one in the
    center of the wall opposite the other two. The upper exit and the
    center exit both have doors leading to the same room, so head there.
    
    Head around to the side with the crane and the blue X's. Use your
    Might character to push it into the spinning drums, and head down
    to get the Tech Station Energy (A3TS15). Head back up, and away from
    the large room we were just occupying here (the triple room). We come
    to a plus-crossroads. Well, we came from the south, so that's out.
    The north's blocked by big-ass crates, so that's out, too (though
    it's probably where we want to end up). Let's go west first, for a
    change.
    
    At the next crossroads, head north for a Homing Beacon (A3HB3),
    then continue west. Nothing much here, just a generator for those
    droid things flying about (well, more hovering about than anything,
    but you get my point). Head back east, past the three crossroads.
    
    Another droid generator. Yay. Head back to the last crossroads, and
    go north. At the next crossroads, head east again, and apparently
    Bad Guys'R'Us was having a sale on these damn droid generators.
    Head back to the west, then dip south to the other side of those
    big-ass boxes, for a Comic Book (A3CB09). Back up, and at the
    crossroads, head west. At the end, is yet another droid generator.
    
    So back to the last crossroads we go, and head north. In this last
    room, over on the west side, just north of the big storage tank, is
    a Weapon Cache (A3WC12). Pick that up, then head to the center of
    the room, and use the console under the big red arrow.
    
    Again, they're giving you two choices here. Either use your Might
    character and push the two tanks off the platform, or use one of
    the characters available to charge the Power Source in the last
    area (Sunfire's Flamethrower, Iron Man's Plasma Charges, Bishop's
    Sapping Strike, Cyclops' Optic Beam, Scarlet Witch's Hex Locked,
    Gambit's Card Shuffle, and Storm's Lightning Strike) to charge
    the power sources next to both of the tanks to blast them off.
    
    Or, you can do a combination of the two, one power charge, one
    Might-powered shove. After the fact, you're done here, and amazingly
    enough, another Teleporter opened up, this time in the northeastern
    area of this room. Use it, then when you get back, save and head
    on out to the east (past the save point) to the Fusion Core.
    
    ------------------------------------------------------------------------------
    Mutant Fusion Core (A3MFC)
    Objectives:
     Current Objectives:
    Infinite Possibilities-
    Step 8: Destroy [Mutant Fusion Core]
     Gained Objectives:
    Infinite Possibilities-
    
    Follow the path around (no I don't know what the little scanning thing
    does, so don't ask me). Go just past the first junction, and there's
    a Decryption Module sitting next to a door. Hmm... wonder what that
    does.... Hey! Nifty! Opensezme! Head inside, and there's a Comic Book
    (A3CB10) on the ground. Head up the other stairs, and through the door
    for a Tech Station Health (A3TS16). Head back to that junction you
    passed a while back, and go up it.
    
    Okay, now it's Infinite generators, just like back at the Entrance.
    Wonderful. Well, this is certainly seeming like a straightforward level,
    isn't it? Keep on along the path. Once you head in to a very large
    room (you'll know you're getting close, since all the walls are
    coated with destructible stuff), stick to the left (when you enter)
    and you'll come to a Weapon Cache (A3WC13). At the end of this
    destructo-fest, head through the door.
    
    Another scanny-thing, still don't know what they do. A big-ass dude
    comes barging in on you, and this triggers the Infinite generators
    in the room to go off, as well. Stomp them all, and proceed. Not far
    down the path, you'll see your destination. Only one thing to do,
    and that's blast the crap out of it. After doing so, the Teleporter
    just past where the Fusion Core was will activate, and you can head back
    to the Factory Entrance, save, then head back to the entrance of the
    Entrance, and head down the other path to a big-ass door. Use the
    nearby Door Controls to open the door, and head through to the
    Assembly Factory.
    
    ------------------------------------------------------------------------------
    Assembly Factory (A3AF)
    Suggested characters: someone with Flight
    Objectives:
     Gained Objectives:
    Infinite Possibilities-
    Step 9: Shut Down the [Substations] in the Assembly Area, 4 total
    Step 10: Shut Down the [Substation] for the Cryogenic Monitoring system
    Step 11: Destroy [Infinite Assembly Factory]
    Sinister Intentions-
    Destroy the Super Computer modeled on Mister Sinister's neural patterns
    before it can rebuild the Infinite Factory.
    
    Another smash it all, let them sort it out later job, huh? Well,
    sounds like fun to me! Head on up the path, up either staircase,
    and through the door. Lookie here! An Objective point, and an
    Xtraction Point! We know what to do for both of these, right?
    Save at one, smash the other. You don't even have to smash the
    Substation itself, just blow up the wall next to it, and it goes
    down too.
    
    Head along the path, blasting Substations along the way. Once you tag
    the last one, the doors at either end of the corridor open up.
    Let's head through the door from the scene. Not a whole lot here,
    really. Though there is a Homing Beacon (A3HB4) up on some crates,
    jump or use a flier to get it. It opens up yet another portal back
    at base. Head along the path here, and in the room with the next
    Objective, there's a Weapon Cache (A3WC14). Blast the Objective,
    and Guardian pops in with a new Objective: the Super Computer.
    
    Head down through the doors, and see what Mr. Sinister's been working
    on: Peepsicles!
    
    [infomercial]
    Yes, Peepsicles. The delicious, tasty treat favored by psychotic
    madmen who want to take over the world. Available in several
    flavors, but hey, they all taste the same on the inside, though.
    Peepsicles... try them NOW. Brought to you by Peepsicles, Inc. A
    division of Scumco.
    
    Offer void in all 50 US states, Canada, Mexico and well, pretty much
    everywhere else they don't condone cannibalism. You might also need
    the Super Genius Cryo Storage Facility, also made by a division of
    Scumco. Scumco, for all your evil genius needs.
    [/infomercial]
    
    Sorry about that, couldn't help myself. Anyways, the doors shut,
    locking you in here with a few enemies. Waste them, an up on the top
    area, in one of the cryo chambers flanking the inoperational door
    (that means one of the two things next to the door that don't work)
    is a Danger Room Disc (DRC3CS). Fly up and snag it. Head through
    the only door you haven't been able to go through (look at your map,
    you'll know what I'm talking about). Head through the door, to
    Central Processing
    
    ------------------------------------------------------------------------------
    Central Processing (A3CP)
    Objectives:
     Gained Objectives:
    Sinister Intentions-
    Step 1: Destroy the Super Computer
    Step 2: Talk to [Heather Hudson] in the {Weapon X Facility}
    
    Ooh, looks like another boss battle's coming. Whatever. Head up the
    path, and at the corner, there's a Sketch Book (A3SB07). Continue along
    the path. Okay. There's a really big room, contained in glass. On each
    side, there's a little room, one with a Health Station, one with an Energy
    Station. Guess what they do? When you head inside the glass, a hologram
    pops up, telling you what's going on. You get to face off against some
    old-school X-Men (specifically, Marvel Girl, Iceman, Cyclops, Storm, and
    Weapon X). In order to stop facing them, you also have to blast the
    generators they come from. I'd suggest Iceman's first, since he can
    freeze you all. Afterwards, head back to base.
    
    ------------------------------------------------------------------------------
    Interlude 6: Weapon X Facility (I6WXF)
    Objectives:
     Current Objectives:
    Sinister Intentions-
    Step 2: Talk to [Heather Hudson] in the {Weapon X Facility}
     Gained Objectives:
    Of Gods and Heroes
    Step 1: Talk to [Professor X]
    
    Chat with Heather, like the game wants you to. Now, chat with
    Prof. X, as well. Head out on the X-Jet to the Madri Temple.
    
    ------------------------------------------------------------------------------
    Madri Antechamber (A3MA)
    Objectives:
     Gained Objectives:
    Of Gods and Heroes
    Step 2: Find the [Body Artifact] in the {Hall of Knowledge}
    Step 4: Find the [Rage Artifact] in the {Madri Cloisters}
    Step 6: Find the [Heart Artifact] in the {Meditation Chamber}
    Step 9: Find the [Soul Artifact] in the {Divine Sanctuary}
    Step 11: Find the [Mind Artifact] in the {Madri Conclave}
    Step 13: Locate the Stepford Sisters
    
    As you head up to the door, look next to the last pillar on your left.
    There's some XP (would be a Homing Beacon, if you hadn't picked four
    up by now). Head through the door, chat with the Madri person, and
    proceed in to the room. Off to the right side of the room, there's a
    Danger Room Disc (DRC304). Head through the next door, and in to any of
    the four doors that are facing each other to chat with another Madri.
    
    Looks like there's some exploring to do, now. If you try the door
    in the center of the previous room (the door with the red arrow over
    it) you'll find that this is where you need to eventually get to.
    But to get there, you have to head through and pick up the four
    Artifacts scattered throughout the Temple. Head through either of
    the other two doors, each with a diagonal passage leading from them,
    to get to a door leading to the Hall of Knowledge.
    
    ------------------------------------------------------------------------------
    Hall of Knowledge (A3HOK)
    Objectives:
     Current Objectives:
    Of Gods and Heroes
    Step 2: Find the [Body Artifact] in the {Hall of Knowledge}
    Step 4: Find the [Rage Artifact] in the {Madri Cloisters}
    Step 6: Find the [Heart Artifact] in the {Meditation Chamber}
    Step 9: Find the [Soul Artifact] in the {Divine Sanctuary}
    Step 11: Find the [Mind Artifact] in the {Madri Conclave}
    Step 13: Locate the Stepford Sisters
     Gained Objectives:
    Of Gods and Heroes
    Step 3: Return the [Body Artifact] to the {Madri Antechamber}
    'Altar'ed Reality-
    Travel to the Madri Temple and deactivate the Psychic Altars used by
    the Stepford Cuckoos to mentally attack the enemies of Apocalypse.
    Step 1: Destroy the [Psionic Altar] in the {Madri Cloisters}
    Step 2: Destroy the [Psionic Altar] in the {Meditation Chamber}
    Step 3: Destroy the [Psionic Altar] in the {Divine Sanctuary}
    
    Attacked as we just get here, huh? Well, mop the floor with them, then
    head up the staircase across from the entrance. Head down either side
    of the next room, and through the archway. At the first spot you can
    head off to your left, do so. Fight the enemies at the end of the
    hallway, and use the Consumption Statue to open a portal back to
    the Madri Antechamber. Use the Body Altar nearby, and a Stepford
    Sister talks to you. Afterwards, head back through the portal, and
    back to the hallway you came down to get to the Consumption Statue.
    
    At the junction you took to head down to the Statue, make a left and
    keep going until you come to a T junction. Off on the right side is an
    Xtraction Point. Off to the left side, you'll find Emma Frost, along
    with some enemies. Fight them off, and chat with Emma. Head down the
    stairs next to where you met with Emma, and past the altar is a Comic
    Book (A3CB11). Back up to where Emma was at, and down the hallway
    (the part you haven't been to yet). Keep following the hallway, and
    past the open area (don't go down that way yet) is a small room,
    with some priests and a Tech Station Body (A3TS17). Go back to the
    open area, and head down. Go down either side in the room, and follow
    the hallway around a corner, to a very large room. At the end is the
    exit to the Madri Cloisters.
    
    ------------------------------------------------------------------------------
    Madri Cloisters (A3MCL)
    Objectives:
     Current Objectives:
    Of Gods and Heroes
    Step 4: Find the [Rage Artifact] in the {Madri Cloisters}
    Step 6: Find the [Heart Artifact] in the {Meditation Chamber}
    Step 9: Find the [Soul Artifact] in the {Divine Sanctuary}
    Step 11: Find the [Mind Artifact] in the {Madri Conclave}
    Step 13: Locate the Stepford Sisters
    'Altar'ed Reality-
    Step 1: Destroy the [Psionic Altar] in the {Madri Cloisters}
    Step 2: Destroy the [Psionic Altar] in the {Meditation Chamber}
    Step 3: Destroy the [Psionic Altar] in the {Divine Sanctuary}
     Gained Objectives:
    Of Gods and Heroes
    Step 5: Return the [Rage Artifact] to the {Madri Antechamber}
    
    Well, the Cloisters area is a very windy, but straightforward path.
    Just keep following it around, and I'll point out the little extra
    bits. The first room off to the side just has some Archbishops in
    it, so it's not necessary, but suggested, to head in there and whomp
    on them. When you reach the second side room, you can't enter it yet,
    so head past. Through the door, there's a third room to the side.
    Head in, and pick up the Danger Room Disc (DRC3CSW). Sacrifice some
    Techbits at the altar (by making an Offering) to open the door you
    had to pass up earlier.
    
    Head back to that door, and at the other side of the room lies the
    Rage Artifact. Same situation as before, it opens a portal back to
    the Antechamber, right in front of the Altar of Rage. Back in the
    Cloisters, head down the corridor to just past the third side room.
    Open the door and head through. The corridor takes a sharp turn
    nearby, but there's a door you can head through, to continue in
    the direction you've been going in. Too bad you can't head that
    way yet.
    
    Continue along the hallway, and you'll reach a door leading in to
    a VERY large room. In the center, lies the Cloisters' Psionic Altar.
    As you approach, a slew of high priests attack. Fend them off, and
    try to blast the Altar with something heavy while you're doing this.
    Afterwards, you'll notice there's a few more altars to make
    "offerings" at, though it seems more like learning Apocalypse's
    backstory. Once you've read all four, the previous door you couldn't
    get through is opened. Let's head back there.
    
    Here we find a Tech Station Focus (A3TS18) and a Weapon Cache
    (A3WC15). Head back to the large room, and through the door at the
    far end. Through the next door, head on to the Madri Conclave.
    
    ------------------------------------------------------------------------------
    Madri Conclave (A3MCO)
    Suggested characters: someone with Flight
    Objectives:
     Current Objectives:
    Of Gods and Heroes
    Step 6: Find the [Heart Artifact] in the {Meditation Chamber}
    Step 9: Find the [Soul Artifact] in the {Divine Sanctuary}
    Step 11: Find the [Mind Artifact] in the {Madri Conclave}
    Step 13: Locate the Stepford Sisters
    'Altar'ed Reality-
    Step 2: Destroy the [Psionic Altar] in the {Meditation Chamber}
    Step 3: Destroy the [Psionic Altar] in the {Divine Sanctuary}
     Gained Objectives:
    Of Gods and Heroes
    Step 12: Return the [Mind Artifact] to the {Madri Antechamber}
    
    Well, there's certainly something to do here (if only to head to
    two more new areas). Right from the start, at the crossroads, you
    can head to the Meditation Chamber (east) and the Divine Sanctuary
    (west), or head back to the Cloisters (south). Let's head north,
    and see what that gets us.
    
    In the next room, head east. This whole area in here (to a point)
    is destructible, with the fun, destroyable walls. Break through
    the wall in front of you, and next to some barrels (or where they
    used to be, at least) is a Data Disc (A3DD3). Head back to the
    previous junction (not the crossroads leading to the other areas)
    and go west this time.
    
    This whole area in here is more of the same. Head through to the
    next room, use the Book of Contemplation in the southern area,
    then head along out the east side. Next to the pool of water (on the
    west side of it, actually) is the Book of Questions). Use it, and
    proceed west. In this next room, use the Xtraction Point. The Book
    of Answers lies to the west; head through this room and around and
    we wind up on the other side of the pit, across from the Xtraction
    Point. Here lies the Book of Reflection.
    
    Head out to the east, then to the north. The Mind Artifact lies
    at the far north end of the area. Pick it up, and it opens a portal
    to the Antechamber, but since you don't have all the Artifacts yet,
    you can't place this one. It also opens a shortcut back to the
    crossroads at the beginning of the Conclave (use the "Go down stairs"
    opening, and at the end of it, use the "Go up stairs" opening).
    There's also a Weapon Cache (A3WC16) down that way as well.
    
    Let's head to the Meditation Chamber next.
    
    ------------------------------------------------------------------------------
    Meditation Chamber (A3MCH)
    Objectives:
     Current Objectives:
    Of Gods and Heroes
    Step 6: Find the [Heart Artifact] in the {Meditation Chamber}
    Step 9: Find the [Soul Artifact] in the {Divine Sanctuary}
    Step 12: Return the [Mind Artifact] to the {Madri Antechamber}
    Step 13: Locate the Stepford Sisters
    'Altar'ed Reality-
    Step 2: Destroy the [Psionic Altar] in the {Meditation Chamber}
    Step 3: Destroy the [Psionic Altar] in the {Divine Sanctuary}
     Gained Objectives:
    Of Gods and Heroes
    Step 7: Lower the Doors protecting the [Heart Artifact] in the
    {Meditation Chamber}, 4 total
    Step 8: Return the [Heart Artifact] to the {Madri Antechamber}
    
    Chat with the cleric when you arrive, then bust through on a
    rampage. With the entrance as south, and the door ahead as north,
    head to the east, then south. Follow this short hallway around
    and into a large room. In the corner lies both the first Switch
    to lower a door, as well as the Psionic Altar here. Use the
    Switch, and destroy the Altar.
    
    Head out the other door of the large room, and follow the hallway
    back west, then north. Head down the next hallway to the east.
    Again, in the far corner of the room lies the Switch (this time
    it's in the northeastern corner). Head up the stairs to the west,
    then continue along the hallway to the west. in the little alcove
    to the north lies a Danger Room Disc (DRC300).
    
    Keep following the hallway to the west, then take the path north,
    and around into the next big room. And again, in the far corner,
    lies the Switch. Take the southern exit out of the room, and
    follow the path along to the south, taking the first turn to the
    west. As you follow the room around, the Switch is in the center
    room of the three here in the southwestern corner.
    
    Once all four Switched are triggered, head in to the center of
    the map using any of the four pathways in. Collect the Heart
    Artifact, head through the portal to the Antechamber, place it
    in the Altar of the Heart, and return to the Chamber.
    
    Once back, head back to the Conclave, and on to the Divine
    Sanctuary.
    
    ------------------------------------------------------------------------------
    Divine Sanctuary (A3DS)
    Suggested characters: someone with Flight
    Objectives:
     Current Objectives:
    Of Gods and Heroes
    Step 9: Find the [Soul Artifact] in the {Divine Sanctuary}
    Step 12: Return the [Mind Artifact] to the {Madri Antechamber}
    Step 13: Locate the Stepford Sisters
    'Altar'ed Reality-
    Step 3: Destroy the [Psionic Altar] in the {Divine Sanctuary}
     Gained Objectives:
    Of Gods and Heroes
    Step 10: Return the [Soul Artifact] to the {Madri Antechamber}
    
    Oh my. Looking at our map, there's a slew of red arrows here. Looks
    like there's going to be a lot to do here. With the entrance as
    south, at the crossroads (with the big pillar), head east or west.
    Follow the path along, and down a long slope. Head through the next
    room, and when you reach the area split with a stream (like up top at
    the crossroads), head south, into the center room.
    
    Here there lies a Weapon Cache (A3WC17). There's also two dropped
    gates, leading to stairs. Oh well, looks like they'll be
    important someday.... Continue south, and in this little alcove,
    you might notice the XP sitting high up on a ledge. Use your flier
    to go up and grab it (it would be a Homing Beacon, if you hadn't
    collected four by now).
    
    Back out of the small room, head north, along the stream. As you
    enter the large chamber, you'll spot the last Psionic Altar in
    the center. Smash it, and that's one more Objective complete.
    
    Here before you, there are six chambers to head down, along
    with a seventh that'll open up. Six Artifacts, all labeled as
    "Breath Artifact". Only one is the right one, and one of the
    fakes' rooms holds a Data Disc (A3DD4), the center room on the
    west side. This one boosts your Energy Pack limit by four. The
    only Artifact you actually need to pick up is the one in the room
    on the west side, in the upper room. All the others self-destruct.
    
    After you pick up the proper Artifact, that last door opens up,
    along with a passageway. Head down the nearest passageway entrance
    (located next to the portal that just opened up) and in the first
    side room, there's a fire to put out. In the second side room,
    there's a Sketch Book (A3SB08). Head back to where you came in
    the passageway, so you can use the portal to go back to the
    Antechamber, place the Artifact, head through the now-open door,
    and use the Altar of the Mind. Head through the portal to the
    Monastic Citadel.
    
    ------------------------------------------------------------------------------
    Monastic Citadel (A3MCI)
    Objectives:
     Current Objectives:
    Of Gods and Heroes
    Step 13: Locate the Stepford Sisters
     Gained Objectives:
    Of Gods and Heroes
    Step 14: Talk to [Professor X]
    
    Ooh, a boss battle, is it? Looks like fun. There's another of those
    purple Xtraction Points, if you feel the need to just swap characters.
    
    Head through the archway, and meet the Stepford Cuckoos. Not only
    were they taught by Emma, apparently they were dressed by her, as
    well. They come out in threes, but only one of the three is
    damageable. You can see through the other two. After beating the
    first one, another pops out, though the "fake" Cuckoos stick around.
    After you beat the second solid one, the last one pops out, and you
    can now damage all the Cuckoos. Once you've beaten back all nine of
    them (three solid ones, six "fake" ones), Holocaust shows up. As if
    we didn't know this was coming.
    
    Start beating on him, and a Cuckoo will pop out, in one of the
    alcove rooms off to the side, with a beam of light coming from above.
    Beat on the Cuckoo until they go away (otherwise Holocaust is
    invincible). They'll repeat this (you beat on Holocaust, Cuckoo pops
    out and makes him invincible, beat on Cuckoo, and repeat). Holocaust
    can also become invincible while draining the HP from one of the
    Heretics running around.
    
    After you beat him down, Prof. X want to talk. So head back to the
    Weapon X Facility and do that. You're done with Canada, so select
    the "We're done in Canada..." choice to move ahead.
    
    ------------------------------------------------------------------------------
    Secret Bonus Area (A3SBA)
    Objectives:
    none
    
    Another enemy grind to an objective, then snag the armor. You'll run
    in to resurrection enemies here, so keep an eye out for them. Hit the
    Force Field Control Panel, head back, and snag Ironman's Helmet. Head
    back to the Weapon X Facility.
    
    ------------------------------------------------------------------------------
    ------------------------------------------------------------------------------
    Act 4: (A4)
    Hidden Stuff: 4 Comic Books, 15 Concept Art in 5 Sketch Books,
                  4 Homing Beacons, 4 Data Discs, 6 Tech Stations,
                  1 Iron Man Armor, 16 Weapon Caches, 11 Danger Room Discs
    
    ------------------------------------------------------------------------------
    Interlude 7: X-Mansion (I7XM)
    Objectives:
     Gained Objectives:
    Hellfire to Pay-
    Moira can help you locate Sebastian Shaw, Leader of the Hellfire Club.
    He might know of a secret passage into Apocalypse's Tower.
    Step 1: Talk to [Moira]
    Step 2: Find [Sebastian Shaw] in the {New York South Side}
    Sentinel Invasion-
    Disable Apocalypse's defensive platforms so that Sentinels can aid
    in a massive airlift and rescue hundreds of people.
    Step 1: Talk to [Havok]
    Step 2: Take X-Jet to the Perimeter Platforms
    Step 3: Destroy all the [Generators] on the {Main Gun Platforms},
    3 total
    Step 4: Destroy all the [Radars Arrays] on the {Radar Array Platforms},
    3 total
    
    Well, welcome home... sort of. Again, the same situation applies,
    you have an Xtraction Point, Prof. X, Forge, the Danger Room
    Computer, the Review Computer, the Hero Stash, the Trivia Game
    (TTGA4); you also have a few other people to talk to. There's Havok
    (to start a mission), Moira (to start a mission) and Kitty Pryde
    (AKA Shadowcat). Talk with everyone, buy stuff if you need to, save,
    then head out on the X-Jet to the Perimeter Platforms. You can also
    enjoy a few new costumes.
    
    ------------------------------------------------------------------------------
    Perimeter Platforms (A4PP)
    Objectives:
     Current Objectives:
    Hellfire to Pay-
    Step 2: Find [Sebastian Shaw] in the {New York South Side}
    Sentinel Invasion-
    Step 2: Take X-Jet to the Perimeter Platforms
    Step 3: Destroy all the [Generators] on the {Main Gun Platforms},
    3 total
    Step 4: Destroy all the [Radars Arrays] on the {Radar Array Platforms},
    3 total
    
    Okay, a timed mission, huh? Let's get everything accomplished first,
    then run around, picking up the items. Rush straight ahead and blast
    the Generator. With the area you came in as south, head west. A
    Sentinel drops down, and reverts back to it's old self, so blast it
    and head on. At the second platform, blast through the Generator and
    head on north. The path bends to the east, so blast the Generator on
    the third and final platform.
    
    Now that there's no time limit, we can explore some. At the north
    end of this third platform, there's a Teleport Console. Don't use
    it yet if you want to get everything. Let's head back to the first
    platform, for item hunting purposes.
    
    At the east side of the first platform, there's a batch of Energy
    Packs. The north side holds a Sketch Book (A4SB09). The west side
    of the second platform has a Danger Room Disc (DRC3CT), while the
    east side holds a Weapon Cache (A4WC18). The south side of the
    third platform hold a Homing Beacon (A4HB1), this time it's orange!
    The east side of the third platform holds more Energy Packs.
    
    Now it's okay to use the Teleport Console at the north end of the
    third platform to head to the Radar Array Platforms.
    
    ------------------------------------------------------------------------------
    Radar Array Platforms (A4RAP)
    Suggested characters: Iceman or someone with Flight
    Objectives:
     Current Objectives:
    Hellfire to Pay-
    Step 2: Find [Sebastian Shaw] in the {New York South Side}
    Sentinel Invasion-
    Step 4: Destroy all the [Radars Arrays] on the {Radar Array Platforms},
    3 total
     Gained Objectives:
    Sentinel Invasion-
    Step 5: Protect [Charlie Kilroy]
    Step 6: Destroy [Console]
    Step 7: Deactivate [Shielding]
    Step 8: Destroy [Generator]
    
    Given we're supposed to protect this guy, I'd say let's do like
    we did with the Perimeter Platforms and do the Objectives first,
    items second. So, let's head on. Kilroy heads up and starts working
    on the first Radar Array. Protect him from harm from the enemies (why
    the Sentinels would attack a non-mutant, I don't know), and SHIELD
    members will secure the site afterwards. Goo for them, as it gets
    flooded with an infinite supply of Sentinel Mark IIs. Next to the
    pathway to the next platform is a Tech Station Striking (A4TS19).
    
    On the next platform, you'll have to last a little longer in
    protecting Kilroy. No big worries though (well, big SENTINELS, yes,
    big worries, no). As you head around to the next platform, stick to
    the far side of this second platform, and at the furthest away from
    both paths, is the Weapon Cache (A4WC19). If you're having trouble
    finding it, just stick along the outside perimeter of the platform,
    and you should see it shortly. On to platform #3.
    
    Well, that certainly must have sucked to be him, huh? Now we get
    to do his job. On to the platform itself. Head to the left side,
    and destroy the big thing with the red arrow above it. Now, on to
    the center of the platform, and use the Radar Shielding Console.
    Now, use Iceman or your Flight character to get over to the Generator
    fast (you only get 20 seconds) and bash it good. If you're not able
    to bash the Generator fast enough, just go back to the Radar
    Shielding Console and use it to drop the shield around the Generator
    again. At the far end of this third platform (near the Generator) is
    a Danger Room Disc (DRC5CR).
    
    Head back to the path between the second and third platforms, and use
    the Teleport Console to the Command Center Platform.
    
    ------------------------------------------------------------------------------
    Command Center Platform (A4CCP)
    Objectives:
     Current Objectives:
    Hellfire to Pay-
    Step 2: Find [Sebastian Shaw] in the {New York South Side}
     Gained Objectives:
    Sentinel Invasion-
    Step 9: Defeat Bastion
    Step 10: Talk to [Havok] at the {X-Mansion}
    
    Looks like another boss battle. Bastardion calls down a bunch of
    Sentinels to help out. Jackass. After you stomp him into the ground,
    the Sentinels he called come down, so beat on them. Afterwards,
    Blink opens a portal back to the Mansion, talk to Havok, save,
    then head out into the Sewers South.
    
    ------------------------------------------------------------------------------
    Sewers South (A4SS)
    Suggested characters: someone who can build bridges, Storm
    Objectives:
     Current Objectives:
    Hellfire to Pay-
    Step 2: Find [Sebastian Shaw] in the {New York South Side}
     Gained Objectives:
    
    Yay. Sewers. With big ole, mutated New York-style bugs. Head along
    the straightforward path, until we're attacked by Morlocks. I thought
    Marrow was going to help us? Well, I guess the sentiment hasn't
    spread. You'll see a Homing Beacon behind a fan, but you can't get at
    it yet. Walk near it, and whoever you're controlling says something
    about shutting down the fan. Couldn't we just blast it like
    everything else? No? Fine. Head on, through the doorway.
    
    Follow along the path, like normal. In the big, L-shaped room, at
    the bend, in the far side is a Danger Room Disc (DRC4CC). In the
    room just past the L room are two exits. The "land" exit (use the
    stairs to go into the sewer water, turn to the left, go up the stairs
    at the end, and follow the pathway around), and the "water" exit
    (use the stairs to go into the sewer water, go straight, and up the
    stairs). Head out the "land" exit first.
    
    Head through the destructible room, and you'll find near the end of
    the path, a blue X icon. Use your bridge builder to make a bridge
    across, and have Storm zap the generator. If you forgot to bring
    Storm along, head back to the Mansion to swap out. As you're
    heading back, you may notice a few more enemies than were there
    before. Packs of three Morlocks with one enhanced await you all
    along the way back to the Mansion. Once you fry the generator,
    head back and pick up the Homing Beacon (A4HB2). Back to the
    crossroads, and on through the "water" exit.
    
    Head through, and you'll get to another destructible room.
    Continue along, and you'll see a scene with a Morlock Outsider.
    Pursue her, and smite her for being there. Before you head up
    the ladder to New York South Side, in an alcove in the hallway we
    were just in, there's a Weapon Cache (A4WC20). On to the South Side.
    
    ------------------------------------------------------------------------------
    New York South Side (A4NYSS)
    Suggested characters: someone with Teleport/someone with Flight
    Objectives:
     Current Objectives:
    Hellfire to Pay-
    Step 2: Find [Sebastian Shaw] in the {New York South Side}
     Gained Objectives:
    Hellfire to Pay-
    Step 3: Find Sebastian Shaw's [HoloDiscs] in the {New York West Side}
    Step 4: Find the [Master Key] in the {New York South Side}
    Step 5: Pay Sebastian Shaw 10,000 Techbits
    Step 6: Return the Master Key to Shaw at the Mansion
    
    If the Sewers South entrance is South, and the flaming car is north,
    use your teleporter/flier to get up on top of the building to the east
    for a Homing Beacon (A4HB3). Though, if you have no fliers/teleporters,
    you can follow the path around and it will have a slope up to the top,
    which you can follow around across a bridge to get the Beacon. However,
    the other way off that path, towards the lone train car, lies
    Sebastian Shaw. Chat with him.
    
    Yeah, Shaw better have some damn Techbit stashes, cuz 10,000's a lot
    to pay out of pocket. Head downstairs, and fight off the baddies.
    Next to the subway entrance is an Xtraction Point. Off in the corner,
    with the two cars, is a Danger Room Disc (DRC4CN). Head down the street
    (as the only other way out there is blocked by a train car). Just after
    you get to the other large open space, there's an alcove on the side
    (the same side the Danger Room Disc was on) with one of Shaw's Techbit
    stashes, good for 10,000. Head towards the red X on the map.
    
    You'll head over another staircase to the train tracks, and find an
    enhanced Optic guy guarding the Master Key. For me, he had a shield
    up, and it's damn near impossible to break a shield on someone who
    moves around as much as they do. Beat him down, and take the Key.
    Head out the nearby exit to New York West Side.
    
    ------------------------------------------------------------------------------
    New York West Side (A4NYWS)
    Suggested characters: someone with Teleport/someone with Flight
    Objectives:
     Current Objectives:
    Hellfire to Pay-
    Step 3: Find Sebastian Shaw's [HoloDiscs] in the {New York West Side}
    Step 5: Pay Sebastian Shaw 10,000 Techbits
    Step 6: Return the Master Key to Shaw at the Mansion
     Gained Objectives:
    Hellfire to Pay-
    Step 7: Return the HoloDiscs to Shaw at the Mansion
    Where Angels Fear to Tread-
    You have learned of a secret entrance into Apocalypse's Tower
    from Sebastian Shaw
    Step 1: Find the Abandoned [Sewer Entrance] in the {New York North Side}
    Hail to the Queen-
    As final payment to Sebastian Shaw, rescue Selene, the Black Queen,
    from Apocalypse's Tower
    Step 1: Find the [Black Queen] in the {Tower}
    
    Keep going the same direction up the street until you get to the end
    (with the orange and white traffic bins). There's a Weapon Cache
    (A4WC21) here. From the Weapon Cache, head across the street, and
    behind a fence lies a Danger Room Disc (DRC404). Head back to the
    junction, and go down the street we haven't been to yet. Head away
    from the red X, down the street. The entrance for Sewers West is
    down this way, but we don't need that just yet. Climb the pile of
    rubble to get on top of a building housing a Tech Station Speed
    (A4TS20).
    
    Head back up the street, to a park-type plaza. Next to this is an
    overhang, with some Infinite uniforms. You never know what you
    might need those for. Head up the street, and find the entrance
    for New York North Side. Nope, not going that way yet either.
    
    Head towards the red X on the map. Hey look! The "switch to the
    enemy's uniform to fool a scanner" bit actually worked! Head over
    to the HoloDisk and pick it up. The Infinite questions you. No
    matter what you try, you have to use the "It's no use..." choice
    that becomes available after you go through either choice. Oh well,
    nice while it lasted. Use a Blink Portal or head back to the South
    Side and Xtract back to the Mansion.
    
    Chat with Shaw, then head back to the West Side. Given that we know
    we have to head to the North Side, let's head there.
    
    Funny thing here. I went through Sewers West-Holding Pens-Stockade
    originally before I went to New York North Side. After I went to the
    North Side, I came back, and the map had reset (so I had no map mapped)
    and all the enemies were back. So if you want an extra XP run, head
    through Sewers West-Holding Pens-Stockade first, go to the North Side,
    then return to have all the enemies and Weapon Caches reset. Well,
    Sewers West and the Stockade reset, at least.
    
    ------------------------------------------------------------------------------
    New York North Side (A4NYNS)
    Objectives:
     Current Objectives:
    Where Angels Fear to Tread-
    Step 1: Find the Abandoned [Sewer Entrance] in the {New York North Side}
    Hail to the Queen-
    Step 1: Find the [Black Queen] in the {Tower}
     Gained Objectives:
    Where Angels Fear to Tread-
    Step 2: Defeat [Deadpool]
    Step 3: Enter [Apocalypse's Tower] through the {North Sewers}
    Prison of Misery-
    Free the prisoners from the Pens before they are subjected to harmful
    DNA scans.
    Step 1: Destroy the powerful [psychic brains] in the {Brain Trust}
    
    The North Side is very big, and shaped like a C, or a U or lowercase
    N (it all depends on how you look at it). We enter in on the southern
    center. Head to the west, and on the northern side of the street lies
    a Tech Station (A4TS21). Head back to the east, all the way down to
    the end (blocked by barricades and a bus, and to the north is a Comic
    Book (A4CB12). Head north until you reach the northern wall, then
    head to the west. Just diagonally up from here (northwest, in the center
    of the bend in the C/U/n) in an alcove is a Data Disc (A4DD1).
    
    As you head along the northern wall and reach the northwest corner,
    out from the ground pops Deadpool. Wow, what a wacked out dude.
    BTW, if you have Deadpool in your party (from unlocking him from a
    previous game), the starting conversation goes a little different.
    
    Smack him down, and the Sewers North entrance is available. But there's
    still more stuff to do ahead of time. So, head south, along the western
    wall. When you reach the next wall, there's a Sketch Book (A4SB10).
    
    We're done here, but let's head down to Sewers West first, and take out
    the Brain Trust (eventually). So head back to the West Side, and down to
    Sewers West.
    
    ------------------------------------------------------------------------------
    Sewers West (A4SW)
    Suggested characters: someone with Flight, someone with Might
    Objectives:
     Current Objectives:
    Where Angels Fear to Tread-
    Step 3: Enter [Apocalypse's Tower] through the {North Sewers}
    Hail to the Queen-
    Step 1: Find the [Black Queen] in the {Tower}
    Prison of Misery-
    Step 1: Destroy the powerful [psychic brains] in the {Brain Trust}
    
    Head up, passing the junction. At the next junction, head down it.
    Use your flier to cross the pit, and pick up the ID Card on the bed.
    Head back across, and continue down the hallway. On the right side,
    there's a bus. Use your Might character to push it out of the way,
    and head inside for a Weapon Cache (A4WC22).
    
    Further along the hall, there's some sewer water drainage ditches.
    Down at the end is a grating you can bust. Break through and head in.
    At the end of the tunnel is a Comic Book (A4CB13). Head back to the
    ditches, and follow along the hallway once more.
    
    As you enter the large open room, you're trapped by some Morlocks.
    As if they're that hard, anyways. Beat them down, and continue on.
    
    It's Banshee! Too bad he doesn't stick around. Head through the door
    he went through. Follow the path around, and at the crossroads with
    one side being where you came in, across from you being an exit, head
    through the closed door and flip the lever. Go across the crossroads
    to the room from the scene, and go down to pick up the Data Disc
    (A4DD2). Head on through to the Holding Pens.
    
    ------------------------------------------------------------------------------
    Holding Pens (A4HP)
    Objectives:
     Current Objectives:
    Where Angels Fear to Tread-
    Step 3: Enter [Apocalypse's Tower] through the {North Sewers}
    Hail to the Queen-
    Step 1: Find the [Black Queen] in the {Tower}
    Prison of Misery-
    Step 1: Destroy the powerful [psychic brains] in the {Brain Trust}
    
    There's two ways to go from the start here. All directions will be
    based off of where you enter as being south. Head west at the junction.
    
    Oops. Looks like a trap. Well, east and west are out, so head north.
    Go around (or through) the wall, and you'll come to the other side
    of the western laser wall. There's a Console here, so use it and drop
    the laser grids. Pick up the Homing Beacon (A4HB4), and in doing so,
    unlock the Secret Bonus Area portal back at the Mansion. Head back to
    the junction, and go east.
    
    Well, south's out, so head north. Follow the path around, and as we head
    around, a cutscene pops up showing a generator and an electric spot.
    Take a wild guess what you do here.
    
    If you guessed "blast the crap out of the generator", then you guessed
    right! Though, before you head through the southern door, head east
    for an Xtraction Point, and the entrance to the Stockade. Don't go there
    yet. Head back to where the generator was, and go south, picking up the
    Comic Book (A4CB14) and Weapon Cache (A4WC23).
    
    Just down the hallway lies another Weapon Cache (A4WC24) and a Danger
    Room Disc (DRC503). From here, unless you absolutely need to have every
    bit of map explored, head back to the Stockade entrance and go through.
    Otherwise, head on through the northern door, for infinitely spawning
    Master Riflemen. Once you've had your fill, head to the Stockade.
    
    ------------------------------------------------------------------------------
    Stockade (A4S)
    Suggested characters: someone with Teleport, someone with Might
    Objectives:
     Current Objectives:
    Where Angels Fear to Tread-
    Step 3: Enter [Apocalypse's Tower] through the {North Sewers}
    Hail to the Queen-
    Step 1: Find the [Black Queen] in the {Tower}
    Prison of Misery-
    Step 1: Destroy the powerful [psychic brains] in the {Brain Trust}
    
    Really, the teleporter is just so you can get the Tech Station Body
    (A4TS22) earlier than normal. Just teleport through the door/gate, use
    the lever, and proceed. However, the way I'm proceeding with the guide
    is by going through the door originally available to you.
    
    Head along the path, and you're stuck in another trap situation. The
    way you came, along with the way ahead, are both blocked by lasers.
    So head through the side, that got busted down by the enemies. Use
    the control panel situated between the pads the Psychic whatevers come
    through to drop the forcefield leading to the Tech Station. Head up
    across from the doorway to the Tech Station, and around the corner,
    you can deactivate the earlier forcefields.
    
    Behind the fence (destroyable) lies a Sketch Book (A4SB11). Past the
    Sketch Book area, there's a split. To one side, some pushable pipes.
    To the other, sewer water. No matter which way you go, head to the far
    room (the sewer water is damaging, as is the fire over on the pipe side)
    Break the fence in the far room, and find a Weapon Cache (A4WC25).
    
    Head over to the room on the side of the pipes & fire. One door leads
    directly to a laser grid, the other to the Console to disengage the
    lasers. If you continue on the Console side, you run in to another laser
    grid. So, head on the other side. If you turn back towards the Console
    side at the junction, you'll see the Console for this newest set of
    lasers. Use that Console, and find a Data Disc (A4DD3).
    
    Head back to the latest junction, and go across to the path we haven't
    been to yet. Keep following the path until you come to a large door
    (well, you'll still be following the path, you just need to stop to
    open the door), and continue through.
    
    As you head in, we see a cutscene showing us what to do. Before you
    head up to fight the enemies, go down the little area to the side to
    pick up a Danger Room Disc (DRC403). Head up to the door, and blast
    the enemies. There's also pads that summon in more of those Psychic
    Demon things, so be wary. All you're trying to do is break the
    door down, so do so, heading to the Brain Trust.
    
    ------------------------------------------------------------------------------
    Brain Trust (A4BT)
    Objectives:
     Current Objectives:
    Where Angels Fear to Tread-
    Step 3: Enter [Apocalypse's Tower] through the {North Sewers}
    Hail to the Queen-
    Step 1: Find the [Black Queen] in the {Tower}
    Prison of Misery-
    Step 1: Destroy the powerful [psychic brains] in the {Brain Trust}
     Gained Objectives:
    Prison of Misery-
    Step 2: Defeat [Stryfe]
    Step 3: Talk to [Banshee] and the {X-Mansion}
    Optional Objectives:
    Get Access Code from Mirrin-
    (like it says)
    Get Access Codes from Schill-
    (like it says)
    Create a Psychic Demon to Help Defeat Stryfe-
    Use Lenzir's Access code on the Test Chamber Control Panel to disable
    the test Brain Trust and enable the Psychic Demon Spawn Control Panel.
    
    Ooh, a boss battle? Sure looks like it. Banshee pops up, giving you
    some pointers, detailed in the Optional Objectives. So let's get
    crackin'.
    
    We enter into the Trust in the southwest corner. There's doors to the
    north and east from the second room (the one just past where we enter).
    In the room to the north, we find Lenzir. Beat him to get his code.
    Right nearby is the Test Chamber Control Panel; use it to blast the
    brain in a jar nearby and make the Psychic Demon Spawn Control (PDSC)
    operable. Also, in the recessed area, lies a Weapon Cache (A4WC26).
    Feel free to come back here any time your little Psychic buddy drops
    dead, to make yourself a new one. Isn't he neat? Too bad he doesn't
    stick around between levels.
    
    Head through the doorway next to the PDSC, and across the room (which
    has the fun destructible walls) is a Danger Room Disc (DRC4CJ). Head
    through the door on the south side of this room, and head east. Through
    the eastern door lies Mirrin. Smack Mirrin down for an Access Code, then
    use the Brain Extractor Control Panel (BECP) to make two more brains in
    a jar go splat. Go back west through the door, and north through two
    doors.
    
    We find ourselves in a very large room, with a catwalk going across.
    Feel free to smack the enemies down here, but head through the door
    that's to the east from where we came in. Here's Schill. Blast Schill,
    and use the Access Codes on the Brain Pupae Control Panel (BPCP). Once
    you've beaten both Mirrin and Schill, and used their codes on the
    BECP and BPCP, the laser grids between their rooms disappear. Head
    back to the catwalk room, and cross said catwalk.
    
    Follow the hallway, and note that there are three sets of ground
    emitter/two enemy generators. Destroy the emitters and the generators
    stop generating. At the end of the hallway lie two Weapon Caches
    (A4WC27) & (A4WC28). Head on through the door.
    
    And here's Stryfe. Feel free to bust the brains in a jar while or
    after you've whupped on Stryfe. Blink pops open a portal back to
    the Mansion so you can speak to Banshee. Do so, then head back out
    to the North Side (via the South Side to the West Side) and down into
    the Sewers.
    
    ------------------------------------------------------------------------------
    Sewers North (A4SN)
    Suggested characters: someone with Teleport or Magneto/Jean Grey
    Objectives:
     Current Objectives:
    Where Angels Fear to Tread-
    Step 3: Enter [Apocalypse's Tower] through the {North Sewers}
    Hail to the Queen-
    Step 1: Find the [Black Queen] in the {Tower}
    
    The walls between the first few rooms here are all breakable. I
    love breakable walls. If you go straight up from the entrance here,
    you'll run in to a room with a sewage spot. Head over (since there's
    nothing of note in the rest of the area) and go through the doorway
    to another heavily-breakable area. If you go straight across from the
    door we came in (through or around the small square spot), and down
    the nearest doorway, across from you is a small square spot off to
    the side with a Sketch Book (A4SB12).
    
    To one side of this heavily-breakable area (the side opposite the
    Sketch Book) is a door with seemingly no way in. The lever to open
    the door is on the other side. Use Magneto/Jean Grey's Levitation/
    Telekinesis or use a teleporter to get inside the room. Inside is
    some XP (or a Homing Beacon if you haven't collected four by now).
    
    Head back across the breakable area (directly across from the XP/
    Homing Beacon room) and you'll reach another sewer water area. Just
    past that are two bridges across. Use either one to get across, then
    head along the L shaped room and into the room. A trap, with a
    Morlock Leviathan and some Giants. Nothing we haven't dealt with
    before. Stomp, and continue.
    
    Here is a hallway leading around a room in the center. There's
    two entrances inside to the room, one at each end of the hallway.
    The center wall of the room is breakable. Inside the top of the two
    halves is a Weapon Cache (A4WC29). Head through the door at the top
    of the hall for a room with an Xtraction Point and the entrance to
    Apocalypse's Tower.
    
    ------------------------------------------------------------------------------
    The Pantheon (A4TP)
    Suggested characters: someone with Flight
    Objectives:
     Current Objectives:
    Where Angels Fear to Tread-
    Step 3: Enter [Apocalypse's Tower] through the {North Sewers}
    Hail to the Queen-
    Step 1: Find the [Black Queen] in the {Tower}
     Gained Objectives:
    Evil Revealed-
    Rendevous with Beast in the Tower Control Room so together you can
    shutdown the Tower and defeat Apocalypse.
    Step 1: Meet [Beast] in {Sinister's Lab}
    
    Well, just ahead is a Sketch Book in some weird thing with poles
    around it (A4SB13). When you go to use the door, it recognizes you
    as an unknown entity, and triggers it's defense mechanisms. Up
    at the top of the room (across from the entrance) are two poles
    to bust, and across from the door are two enemy generators. Once
    you bust the poles, the door opens on to an Xtraction Point.
    
    Head down the staircase, and there are enemy generators that pop out
    War Droids lining the room. Straight ahead of the staircase is a
    Tech Station Focus (A4TS23). In the center island just past the Tech
    Station (where you can see two giant feet, have your flier head there
    to pick up the Danger Room Disc (DRC4CM) and Weapon Cache (A4WC30).
    
    Head to the top of the other staircase (the one across from the one
    you came down; far across the room, in fact), and worry not about
    enemies up here; there are none. In fact, practically the only thing
    up here is the teleport pad. Use the controls for it and it locks
    itself down. Luckily, you can override it, but it takes 30 seconds,
    which gives the enemies that now teleport in time to die. Afterwards,
    head on to Tower Engineering.
    
    ------------------------------------------------------------------------------
    Tower Engineering (A4TE)
    Objectives:
     Current Objectives:
    Hail to the Queen-
    Step 1: Find the [Black Queen] in the {Tower}
    Evil Revealed-
    Step 1: Meet [Beast] in {Sinister's Lab}
     Gained Objectives:
    Hail to the Queen-
    Step 2: Shut down [Power Grid] in the Prison Sector of {Tower Engineering}
    Step 3: Talk to the [Black Queen]
    
    Nothing much in this first room/area, but when you go through the
    door, we find a large room, with stairs leading down into lower
    areas, along with another door behind us, next to the one we came
    in through. Head through that door and chat with the Black Queen.
    She wants us to bust her out. Go figure.
    
    Across from the door you came in through (around the pit) is a
    Tech Station Health (A4TS24). There are two exits out of this room.
    The door on the side opposite the Queen holds a Data Disc (A4DD4)
    that increases your Health Pack limit by 4, as well as a platform
    in a room with many red arrowed bits. Were' still here to help the
    Queen right now, so head in the door next to her "cell".
    
    The hallway here leads to a teleporter to Sinister's Lab. Okay, so
    I led you the wrong way. You'll need to go here eventually, so stop
    yelling at me and start moving back to the really big room with the
    many red arrowed bits (accessible from the door opposite the Queen's
    "cell".
    
    Bust the four things the red arrows are highlighting to shut down
    the Power Grid, lowering the forcefield in front of the Queen.
    Disabling the Power Grid also opens the door between this room and
    the second room of this area; the room between them holds a Weapon
    Cache (A4WC31). Also, there's a Danger Room Disc (DRC5CS) up in the
    center area of the large room that held the Power Grid; it's next
    to the emitter that's at the top of the steps.
    
    Now that the Grid is down, head back and talk to the Queen. I'm
    pretty sure she's almost as mental as Deadpool, with those mood
    swings (then again, it could be that time of the month... lol).
    Head up to the teleporter to Sinister's Lab and go there.
    
    ------------------------------------------------------------------------------
    Sinister's Lab (A4SL)
    Suggested characters: someone with Teleport or Magneto/Jean Grey
    Objectives:
     Current Objectives:
    Evil Revealed-
    Step 1: Meet [Beast] in {Sinister's Lab}
     Gained Objectives:
    Evil Revealed-
    Step 2: Chase after [Beast] into the {Tower Apex}
    
    Head on down into the big ole room, and battle the enemies that come.
    Head up either staircase and on to the upper platform (or just have
    someone fly up there, either way) and collect the Comic Book (A4CB15)
    next to the fans. Head up through the door at the top.
    
    There's three ways out of this donut room: south (we came in that
    way so I'm not counting it), west, east, and north. North leads to
    an Xtraction Point, but it's locked. Like the character you have
    control of says: you can take the long way, or manipulate the
    controls from here. Of course, you can always teleport there, too,
    but you risk the chance of going past the Point and directly to the
    far room (read on for that).
    
    Both the east and west sides are similar, just mirrored. Both have
    large rooms with destructible walls, each with a small, circular
    room that's not on the map. The west side's one contains XP (or a
    Homing Beacon if you STILL haven't got four), while the east side's
    room hold a Weapon Cache (A4WC32) and a Danger Room Disc (DRC400).
    
    Head in to the room with the Xtraction Point, activate the door
    (if you haven't already by using Magneto/Jean Grey/a teleporter)
    and SAVE. Head through the northern door from here, into the Lab.
    
    Here, we meet Beast and Sabretooth. Well, Sabretooth at least. Beast
    is... different. Sabretooth gets teleported out, while Beast
    teleports out, leaving you to fight against several tough enemies.
    After you best them, pop open the Weapon Cache (A4WC33) just past
    the teleporter, and go back and save once more. Use the teleporter
    to go to the Tower Apex.
    
    ------------------------------------------------------------------------------
    Tower Apex (A4TA)
    Objectives:
     Current Objectives:
    Evil Revealed-
    Step 2: Chase after [Beast] into the {Tower Apex}
     Gained Objectives:
    Evil Revealed-
    Step 3: Defeat [Archangel]
    
    Uh-oh. Another boss fight looms. Or happens. Whatever. After you
    deal some damage to Archangel, he flies into the teleporter, saying
    "Leave the teleporter arms alone!" Um, he's the bad guy, so why would
    you listen to him? Smack those arms down, and he flies off to perch
    on one of five pedestals. He's still invulnerable, but still gives
    you pointers in saying "Infinites! Keep the teleporter beam away from
    me!". The beam follows you around, so just move on the far side of
    Archangel's current perch, and the beam will eventually tag him.
    Repeat for all of the pedestals, and Archangel's invulnerability
    wears off. Blast him once again, being wary of that teleporter beam.
    
    Once the battle is through, don't forget to reap your spoils (that
    means go around the battlefield, picking up any stray items, Potions
    and Techbits). Afterwards, head towards the teleporter in the center
    of the area, and Follow Apocalypse to the Teleport Chamber in Egypt.
    
    ------------------------------------------------------------------------------
    Secret Bonus Area (A4SBA)
    Objectives:
    none
    
    Once again, an enemy grind to the end of the map (this one's shaped
    like an N, or a Z, however you look at it). At the end are Ironman's
    Jet Boots. Head back to the Mansion.
    
    ------------------------------------------------------------------------------
    ------------------------------------------------------------------------------
    Act 5: (A5)
    Hidden Stuff: 9 Concept Art in 3 Sketch Books, 4 Homing Beacons,
                  4 Data Discs, 6 Tech Stations, 4 Weapon Caches,
                  4 Danger Room Discs
    
    ------------------------------------------------------------------------------
    Interlude 8: Teleport Chamber (I8TC)
    Objectives:
     Gained Objectives:
    Survival of the Fittest-
    Apocalypse has absorbed the powers of "The Four". He must be stopped
    soon or he will become invincible and the world will be his to command.
    Step 1: Defeat Apocalypse
    
    *Note: I have received emails about the two Temples later in the guide.
    If you go to them Sekhmet first, then Anubis, the statues necessary to
    move on might not break for you.
    
    Well, that's an easy enough step, huh? Big area to explore here as a
    base. Prof. X is up in the center of the mini-pyramid, and if you
    head towards the Xtraction Point and up the steps, you'll see Forge
    & the Review Computer, as well as the exit to Ra's Mouth. Off on
    Forge's little side area lies Scarlet Witch, the Danger Room Computer,
    and some Library Scrolls. The Scrolls are one- or two-line random crap
    about Apocalypse and the Four, etc, etc. Over on the other side is the
    Trivia Game (TTGA5), Hero Stash, Mission Computer, and more Library
    Scrolls. Chat with Prof. X, use the Mission Computer for a more
    detailed explanation, and continue on to Ra's Mouth.
    
    ------------------------------------------------------------------------------
    Ra's Mouth (A5RA)
    Suggested characters: someone with Flight, someone with Might and Flight,
    someone who can Build Bridges
    Objectives:
     Current Objectives:
    Survival of the Fittest-
    Step 1: Defeat Apocalypse
     Gained Objectives:
    Seal of Fate-
    Find a way to get past the Great Seal guarding the entrance into
    Apocalypse's Chamber.
    Step 1: Rotate the [Sun Mirror] in the {Temple of Anubis}
    Step 2: Rotate the [Sun Mirror] in the {Temple of Sekhmet}
    
    Head along the hall, and we reach a crossroads. Where we entered is
    south. Head west for a cutscene and fight the Scarabs. Continue west.
    As the hallway bends, we run into Infinites. Use your flier to get to
    the little areas on the sides here. The east side one just has a blocked
    way back to the crossroads (via the north fork), while the west one
    has a Data Disc (A5DD1) on the far side. Head north once you get back
    to the "main" path.
    
    Continue following the hallway, and we reach some debris to blast in
    order to open a door. Do so on both counts, and head through. Here
    we find Beast and Mr. Sinister. Now for a dual boss fight. Beast falls
    easily enough, but can be brought back by the Resurrector, in the
    center. You have to use a Nullifier (in the north, south, east and west)
    to start dealing damage to him, and once his invulnerability shield
    kicks back on, you have to use three or more Nullifiers. Afterwards,
    Beast is back to normal, explaining more of the plot.
    
    Afterwards, the door to the north opens. But before we head through,
    let's explore the rest of the Mouth. Head down the east side, and
    through the door.
    
    Follow the hallway around, an the first door has a platform in a
    large cavernous type room. This will take you to inside the center
    area just past the northern fork back at the crossroads. Use
    your Might & Flight character to fly over there and shove the
    column out of the way. Once you've made it in to the center,
    open all the doors inside so as to offer yourselves a quick route
    back and forth. Oh, and pick up the Homing Beacon (A5HB1) as well.
    
    Head north here to find a Tech Station Health (A5TS25). Through the
    door here, we get to the area we fought Beast and Mr. Sinister. Have
    your Bridge Builder make one across here. Everything that can be had
    here in the Mouth is taken, so let's head on to the Ancient Labyrinth.
    
    ------------------------------------------------------------------------------
    Ancient Labyrinth (A5AL)
    Suggested characters: someone with Flight, someone with Might, Iceman
    Objectives:
     Current Objectives:
    Survival of the Fittest-
    Step 1: Defeat Apocalypse
    Seal of Fate-
    Step 1: Rotate the [Sun Mirror] in the {Temple of Anubis}
    Step 2: Rotate the [Sun Mirror] in the {Temple of Sekhmet}
     Gained Objectives:
    Seal of Fate-
    Step 3: Find the [Sun Crystal] in the {Ancient Labyrinth}
    Find and use the Sun Crystal as the final component to open the
    Great Seal Door
    
    Once again, we are faced with a crossroads. A large one, but a
    crossroads nonetheless. Well, we might as well give north a shot
    to start with for once.
    
    Wow. That's a big drop. Unless you can fly. On the ground, there are
    four kind of tiles: blank, scarab, man and woman. The blank tiles
    do nothing, obviously, and so do the woman tiles. When you step on
    a scarab tile, a Giant Scarab pops up. When you step on the man
    tiles (I think it might be Apocalypse actually) you take damage. So
    try to not step on those. Up at the north end of the room, at the
    top of the stairs, is the Sun Crystal. Apparently, my Indiana Jones
    instincts told me wrong, since I had originally thought that taking
    it might trigger something, but the only thing that did was drop the
    pillars to the northern door. Head on through.
    
    As you head into the next room, the statues turn into Anubites and
    attack. There are two other exits out of here, so let's go east.
    
    As we head down the hallway, notice on the walls between here and
    the rooms on the south, that there's one patch of wall that looks
    weaker. Go ahead and blast it, opening a way into the southern rooms,
    which hold nothing but Giant Scarabs and other crap. Back in the
    hallway, we can go across to a room with big blocks, or follow the
    hallway, seeing another breakable spot on the wall, and eventually
    getting back to the crossroads. Let's go back to that breakable spot.
    
    Bust through the wall to be confronted by a big ass fire. Blast it
    with Iceman, and bust through the next break spot. This leads to the
    door to the Temple of Sekhmet. Don't head in just yet, as there's more
    to explore. Head back up the hallway (north) to the room with big
    blocks, using your Might character to push them.
    
    Now you have two doors to the east, and one to the west (though it's
    blocked by pillars at the moment). The southern of the two doors
    warps you over to a room with a Homing Beacon (A5HB2). Though once
    you take it, the statues come to life and attack. Head back through
    the door, and take the northern of the two doors to a room with a
    lever. Pull it and the pillars drop in front of the western door.
    Head back through the door and take the now-open western door.
    
    If you head in the opening to the north, we find an Xtraction Point.
    Up in the far northern reaches of this room, we find the Great Seal
    Door, currently closed by two statues. In the northeast corner of the
    room lies a Sketch Book (A5SB14). Head back across the big room and
    down to the corridor just south of it. Head west, through the door.
    
    In this square room, there are two doors (east and south), and a
    breakable wall to the west, leading to a room with a Tech Station
    Energy (A5TS26) and another breakable wall to the west. Drop down
    into this room; there's a staircase to the north. Up the staircase
    is a sarcophagus; open it and two Elite Anubites bust out of the
    statues to attack. In the northwestern corner of the room, there is
    a Danger Room Disc (DRC5CB), while in the southwest corner is
    another breakable wall, at the top of a pile of debris.
    
    Down at the south end of this new room is, guess what, another
    breakable wall, with another at the end, leading into a HUGE room,
    off of the west fork of the original crossroads. Up in the
    northeastern corner of the room is a Weapon Cache (A5WC34). Use
    the southern exit of the room, then head west and break some
    walls for the entrance to the Temple of Anubis. Head ALL the way
    back to save, then head back this way to the Temple of Anubis.
    
    ------------------------------------------------------------------------------
    Temple of Anubis (A5TOA)
    Suggested characters: Someone with Might
    Objectives:
     Current Objectives:
    Survival of the Fittest-
    Step 1: Defeat Apocalypse
    Seal of Fate-
    Step 1: Rotate the [Sun Mirror] in the {Temple of Anubis}
    Step 2: Rotate the [Sun Mirror] in the {Temple of Sekhmet}
    
    Once again, a crossroads (well, a little ways up at least...).
    Like always, the way we entered is south. Let's head east. Down
    in the corner of this large room is a Tech Station Body (A5TS27).
    As you get the Tech Station, some enemies drop from the ceiling.
    Afterwards, head through the northern door. Two ways to go in
    this next room: west, through the doorway, and north, by breaking
    a bit of busted-looking wall. Let's go north.
    
    As the hallway curves around, break another wall to get to the
    next room. Head through the first northern door into the Sun
    Mirror room. Here, we need to break the four statues in order;
    in doing so the Sun Mirror moves forward, and after the fourth
    statue, into the sunlight. Don't worry about breaking them in
    order; the game won't let you break one early. If you don't happen
    to have a projectile user, you can head back into the previous room
    and in the next northern door to get to the other side.
    
    Now that the objective's complete, let's explore. Head back to
    the previous room, and continue along to the west, and around
    the corner. Pass up the doorway heading back east, and continue
    south. In the center of this room is a Homing Beacon (A5HB3).
    This opens a pit underneath you. Head down, fight off the enemies,
    and head south. At the southern end of the pit is a Sketch Book
    (A5SB15). Head through the door on the west side, and up the steps.
    When you reach the top of the first set of steps, there's a Danger
    Room Disc (DRC504) up to the west. Head around and up another set
    of steps, to a lever; pull it, and the door opens; head through
    and to the east.
    
    We're back that the crossroads. Head north this time. If you
    continue north, you'll see we're blocked by a rockfall from a
    Data Disc and Weapon Cache. So head east in the previous room
    (the one just north of the first crossroads). Have your Might
    character shove the block out of the way, and head up and around
    into the central room. Go through the southern exit here (fighting
    enemies all the way) and we reach the other side of the rockfall,
    for the Data Disc (A5DD2) and Weapon Cache (A5WC35). We're done here
    now, so head back to the Ancient Labyrinth, and on to the Temple of
    Sekhmet.
    
    ------------------------------------------------------------------------------
    Temple of Sekhmet (A5TOS)
    Suggested characters: someone who can Build Bridges, someone with
    Teleport
    Objectives:
     Current Objectives:
    Survival of the Fittest-
    Step 1: Defeat Apocalypse
    Seal of Fate-
    Step 2: Rotate the [Sun Mirror] in the {Temple of Sekhmet}
    Step 3: Find the [Canopic Jars] in the {Temple of Sekhmet}, 4 total
    Step 4: Place the [Canopic Jars] in the {Canopic Container}, 4 total
    Step 5: Pass the Great Seal.
    
    Head up through the doors into the large room with a bunch of
    pillars in it. Considering the entrance we came in as south, over on
    the west side of the southwest pillar, there's a Weapon Cache
    (A5WC36), while on the west side of the northwest pillar is a Danger
    Room Disc (DRC5CW). Head up the north stairs and through the doorway.
    
    Down the stairs to the west as you enter the room is one of the
    Canopic Jar things we're looking for, as well as in the second
    one to the east. Continue on north. At the crossroads, head west.
    
    We head through a corridor with semi-destructible walls. At the
    end of the corridor, head through the doorway into the room. At
    the western side of the room, another Canopic Jar is on a pedestal,
    along with a Tech Station Focus (A5TS28) further west. Head back
    to the crossroads, and continue east.
    
    In the room at the far east end, we see a blue X next to a dropoff.
    We know what to do here, right? Use your bridge builder, and head
    across to pick up the final Canopic Jar. Head south, and up the
    southern stairs. Break through the weakened wall, and follow the
    corridor along to a Data Disc (A5DD3). Now head back to the
    crossroads, and head north.
    
    As we head down the hallway, at the end we see two things: a door
    to the west, and a blue X for a bridge. Let's skip the X for a
    moment and head through the door. At the end of the hall, we find a
    large-ish room with a bridge in the middle, as well as a door to the
    east and west. The door to the east has another blue X, to head to
    the same area the other one leads to. Now let's make a bridge at
    the X and go across.
    
    The hallway here is shaped like an M (or a W, a 3 or an E). At the
    middle point is a Homing Beacon (A5HB4). This opens a portal back
    in the Teleport Chamber, so feel free to stop in there later. Back
    at the large-ish room, go to the big box on the other side of the
    bridge, and on the south side, you can place the Canopic Jars in
    the box, opening a door to the west. Let's head there now.
    
    There's a lever just in front of you; pull it to complete another
    Objective and gain one more. Head back to the Ancient Labyrinth
    and through the Great Seal Door, located near the Xtraction Point,
    to move on to the Hall of the Dead.
    
    ------------------------------------------------------------------------------
    Hall of the Dead (A5HOTD)
    Objectives:
     Current Objectives:
    Survival of the Fittest-
    Step 1: Defeat Apocalypse
    
    In the same room you start in, in a corner is a Danger Room Disc
    (DRC500). If you want to complete the courses, do so now, since
    you can not get all of them (once you complete the one you just
    got, it opens the Legend course). It's looking like a boss battle's
    looming soon. Head through the door.
    
    Hey, at least they busted out the boss right off, huh? So we're
    fighting the Living Monolith. You see his life bar's in the blue,
    so there's a trick to getting him to take damage. Follow one of the
    light beams to a pedestal. Stand on it, and it'll rise. Once it rises
    up, his life bar goes to red, and will start taking damage. If his
    bar goes back to blue, just do the same thing. Also, the more of the
    pedestals you drop, the more damage he takes.
    
    After the Monolith's toast, head up through the door on the other
    side of the room. There's two ways to go here: straight or to the
    side (straight meaning through the door opposite where we entered).
    Let's head to the side. Head down the hall, and down to the recessed
    area in the room at the end. Down in a corner is a Data Disc (A5DD4),
    which will increase both your Health Pack and Energy Pack limits by
    six. Now, head to the front of the upper area (head back to the door,
    and drop down between the two breakable pillars) and we find a Loose
    Stone; go ahead and use it. This opens a panel between the two seated
    statues, containing XP (or a Homing Beacon if you haven't picked four
    up by now). Head back to the large room, and go down the other path
    (would have been straight).
    
    Head through the room, and next to the door is a statue that has
    glowing eyes. Head up and use the Gleaming Jewel in the statue; this
    brings up a Tech Station Speed (A5TS29) and some Scarabs. Head
    through the door for a room with an Xtraction Point. Opposite the
    Point (across the raised area we came in through) is a Weapon Cache
    (A5WC37), while diagonally across from it (opposite the Point in the
    other direction) and tucked in a corner is a Sketch Book (A5SB16).
    
    Up the stairs is a door leading to the Vault of the Ages, with Health
    and Energy Stations to the sides of the stairs. Save, then head
    through to the Vault.
    
    ------------------------------------------------------------------------------
    Vault of the Ages (A5VOTA)
    Suggested characters: someone with Flight
    Objectives:
     Current Objectives:
    Survival of the Fittest-
    Step 1: Defeat Apocalypse
    
    Once again, one of those funny purple Xtraction Points, as if the
    full Point in the room before wasn't good enough. Head through
    the door, follow the path around, and head through the open
    doorway to fight Apocalypse.
    
    Fight off the first Apocalypse, and another appears in the center.
    For more fun, though, have a character head in to the center, when
    Apoc's not there. Ooh, new powers. In order to pick up EVERYTHING
    the game has, you'll need to hop in there. Use the R2+O move
    (Quicksilver's Dash) to move around faster. These directions will
    be based off of the entrance to Apocalypse's Chamber (the spot with
    the powerup machine and all) as south (this is where we entered).
    
    Dash (R2+O) through the door to the north. Here is some XP, and
    it would be a Homing Beacon if we hadnít picked up four by now.
    Dash through the east door, then north at the junction, Dashing
    through any bars/walls you come to, the floor will drop out from
    underneath you. Change over to your flier and fly up to the upper
    part to get a Tech Station Striking (A5TS30). Now it's time to
    whup on Apocalypse.
    
    You may have noticed, while running around in Beefy Mode (this is
    how I'll refer to the effect of Apoc's machine), that there are
    Harmonic DNA things left behind by defeated enemies. By picking
    these up, they give you a longer time with Beefy Mode's powers.
    There's a Beefy Mode bar down in the bottom left of the screen,
    in yellow, just above the Xtreme bar.
    
    While in Beefy Mode, head down the east door, and head south at
    the junction. Follow the path around, and you'll find Apocalypse
    in front of a generator. Knock him down (it doesn't take much in
    Beefy Mode) and attack the generator. You'll probably get out of
    Beefy Mode after you've destroyed it, so head back to the center,
    charge up, and head out west.
    
    Do the same thing at the end of the hall here (blast through
    Apoc, smash the generator), and with both down, head back to
    Apocalypse, who should be somewhere around the center.
    
    Oh, damn! Check that out! When we head in to the central room,
    four statues bust out into the Four Horsemen! So now, we're
    fighting Apocalypse, Archangel, Abyss, Mikhail, and Holocaust!
    Damn! When you down a Horseman, they turn back into a statue,
    so smash them, just to be sure. You'll have to smack Apoc down
    a couple times, but if you made it this far, you can do it.
    
    Enjoy the final cutscene (not as foreboding as the end to XML1,
    but still somewhat). You did it! Pat yourself on the back (or have
    someone do it for you).
    
    ------------------------------------------------------------------------------
    Secret Bonus Area (A5SBA)
    Suggested characters: someone who can build bridges
    Objectives:
    none
    
    Well, the objective (not to be confused with Objective) here is to
    make it around the circle, using the various objects (Gleaming Jewel,
    blast the rubble, Loose Stone) to light the three fires in the center.
    Once those are lit, a platform rises. Head through the one pathway
    not blocked by a big statue, and talk to Tony Stark. Afterward, head
    back to the Teleport chamber, and enjoy you new character.
    
    ------------------------------------------------------------------------------
    ------------------------------------------------------------------------------
                                     SKILLS (SKL)
    ------------------------------------------------------------------------------
    ------------------------------------------------------------------------------
    Key:
    ------------------------------------------------------------------------------
    Hero Name
    Skill Name                    Skill Type
    Requirements
    Details
    Level X: Abilities
    
    ------------------------------------------------------------------------------
    Bishop (SKLBIS)
    Bio Beam                      Beam
    none
    Basic Beam damage
    Level 1: 11-15 Energy, 14 EP
    Level 4: 21-26 Energy, 20 EP
    Level 7: 32-38 Energy, 27 EP
    Level 9: 43-50 Energy, 33 EP
    Level 13: 54-62 Energy, 40 EP
    Level 15: 65-74 Energy, 47 EP
    Level 18: 76-86 Energy, 53 EP
    Level 21: 86-98 Energy, 60 EP
    Level 25: 97-110 Energy, 67 EP
    Level 28: 108-122 Energy, 73 EP
    Level 30: 119-134 Energy, 80 EP
    Level 33: 130-146 Energy, 86 EP
    Level 36: 141-158 Energy, 93 EP
    Level 40: 151-170 Energy, 100 EP
    Level 42: 162-182 Energy, 106 EP
    Level 45: 173-194 Energy, 113 EP
    Level 49: 184-206 Energy, 120 EP
    Level 51: 195-218 Energy, 126 EP
    Level 55: 206-230 Energy, 133 EP
    Level 58: 217-242 Energy, 140 EP
    
    Plasma Blaster                Projectile (Hold)
    none
    Uses guns to fire stunning projectiles
    Level 1: 11-15 Energy, 1 Second Stun, 12 EP/Second
    Level 4: 20-25 Energy, 1 Second Stun, 18 EP/Second
    Level 7: 30-36 Energy, 1 Second Stun, 24 EP/Second
    Level 9: 40-46 Energy, 1 Second Stun, 29 EP/Second
    Level 13: 49-57 Energy, 1 Second Stun, 36 EP/Second
    Level 15: 59-68 Energy, 1 Second Stun, 41 EP/Second
    Level 18: 69-78 Energy, 1 Second Stun, 47 EP/Second
    Level 21: 78-89 Energy, 2 Second Stun, 53 EP/Second
    Level 25: 88-100 Energy, 2 Second Stun, 60 EP/Second
    Level 28: 98-110 Energy, 2 Second Stun, 66 EP/Second
    Level 30: 107-121 Energy, 2 Second Stun, 71 EP/Second
    Level 33: 117-131 Energy, 2 Second Stun, 77 EP/Second
    Level 36: 127-142 Energy, 2 Second Stun, 83 EP/Second
    Level 40: 136-153 Energy, 3 Second Stun, 90 EP/Second
    Level 42: 146-163 Energy, 3 Second Stun, 95 EP/Second
    Level 45: 156-174 Energy, 3 Second Stun, 101 EP/Second
    Level 49: 165-185 Energy, 3 Second Stun, 108 EP/Second
    Level 51: 175-195 Energy, 3 Second Stun, 113 EP/Second
    Level 55: 185-206 Energy, 3 Second Stun, 120 EP/Second
    Level 58: 195-217 Energy, 4 Second Stun, 126 EP/Second
    
    Sapping Strike                Melee
    Level 7
    Victims do 50% less damage; Drains batteries
    Level 7: 30-36 Energy, 2 Seconds, 22 EP
    Level 10: 39-46 Energy, 2 Seconds, 28 EP
    Level 13: 49-57 Energy, 2 Seconds, 34 EP
    Level 15: 59-67 Energy, 2 Seconds, 40 EP
    Level 19: 68-78 Energy, 2 Seconds, 46 EP
    Level 21: 78-89 Energy, 3 Seconds, 52 EP
    Level 24: 88-99 Energy, 3 Seconds, 58 EP
    Level 27: 97-110 Energy, 3 Seconds, 64 EP
    Level 31: 107-121 Energy, 3 Seconds, 70 EP
    Level 33: 117-131 Energy, 4 Seconds, 77 EP
    Level 36: 127-142 Energy, 4 Seconds, 83 EP
    Level 39: 136-153 Energy, 4 Seconds, 89 EP
    Level 42: 146-163 Energy, 4 Seconds, 95 EP
    Level 46: 156-174 Energy, 5 Seconds, 101 EP
    Level 48: 165-185 Energy, 5 Seconds, 107 EP
    Level 52: 175-195 Energy, 5 Seconds, 113 EP
    Level 55: 185-206 Energy, 5 Seconds, 119 EP
    Level 58: 195-217 Energy, 6 Seconds, 126 EP
    
    Full Auto                     Projectile (Hold)
    Level 14, Plasma Blaster
    Fires both guns in a spray causing Radiation damage
    Level 14: 30-36 Radiation over 1 Second, 36 EP/Second
    Level 17: 35-42 Radiation over 1 Second, 43 EP/Second
    Level 20: 41-48 Radiation over 1 Second, 50 EP/Second
    Level 23: 47-55 Radiation over 1 Second, 57 EP/Second
    Level 26: 53-61 Radiation over 1 Second, 64 EP/Second
    Level 29: 59-68 Radiation over 1 Second, 71 EP/Second
    Level 32: 64-74 Radiation over 1 Second, 78 EP/Second
    Level 35: 70-80 Radiation over 1 Second, 85 EP/Second
    Level 38: 76-87 Radiation over 1 Second, 92 EP/Second
    Level 40: 82-93 Radiation over 1 Second, 99 EP/Second
    Level 44: 88-100 Radiation over 1 Second, 106 EP/Second
    Level 46: 93-106 Radiation over 1 Second, 113 EP/Second
    Level 50: 99-112 Radiation over 1 Second, 120 EP/Second
    Level 53: 105-119 Radiation over 1 Second, 127 EP/Second
    Level 56: 111-125 Radiation over 1 Second, 134 EP/Second
    Level 59: 117-132 Radiation over 1 Second, 142 EP/Second
    
    Rapid Fire                    Projectile
    Level 21, Full Auto
    Fires both guns, sweeping with Radiation rounds
    Level 21: 43-50 Radiation over 3 Seconds, 52 EP
    Level 24: 49-56 Radiation over 3 Seconds, 59 EP
    Level 27: 55-63 Radiation over 3 Seconds, 66 EP
    Level 30: 61-69 Radiation over 3 Seconds, 73 EP
    Level 33: 67-76 Radiation over 3 Seconds, 80 EP
    Level 36: 73-82 Radiation over 3 Seconds, 87 EP
    Level 39: 79-89 Radiation over 3 Seconds, 94 EP
    Level 41: 84-95 Radiation over 3 Seconds, 101 EP
    Level 45: 91-102 Radiation over 3 Seconds, 108 EP
    Level 48: 97-108 Radiation over 3 Seconds, 115 EP
    Level 51: 103-115 Radiation over 3 Seconds, 122 EP
    Level 54: 109-121 Radiation over 3 Seconds, 129 EP
    Level 57: 115-128 Radiation over 3 Seconds, 136 EP
    Level 60: 121-135 Radiation over 3 Seconds, 144 EP
    
    Bombardment                   Radial
    Level 28
    High-powered rounds are fired into the air, then crash down
    Level 28: 43-50 Energy, 84 EP
    Level 31: 47-54 Energy, 93 EP
    Level 34: 51-59 Energy, 103 EP
    Level 36: 55-63 Energy, 112 EP
    Level 40: 59-68 Energy, 122 EP
    Level 43: 64-73 Energy, 132 EP
    Level 45: 68-77 Energy, 141 EP
    Level 48: 72-82 Energy, 151 EP
    Level 52: 76-86 Energy, 160 EP
    Level 54: 80-91 Energy, 170 EP
    Level 58: 85-96 Energy, 180 EP
    
    Bio Blast                     Radial
    Level 28, Sapping Strike
    Radial attack, chance of causing Deadly Strike (instant 33% HP loss)
    Level 28: 46-54 Energy, 5% Deadly Strike, 92 EP
    Level 31: 50-59 Energy, 6% Deadly Strike, 102 EP
    Level 34: 55-64 Energy, 7% Deadly Strike, 113 EP
    Level 36: 60-69 Energy, 9% Deadly Strike, 123 EP
    Level 40: 65-75 Energy, 10% Deadly Strike, 134 EP
    Level 43: 70-80 Energy, 12% Deadly Strike, 145 EP
    Level 45: 75-85 Energy, 13% Deadly Strike, 155 EP
    Level 48: 80-91 Energy, 14% Deadly Strike, 166 EP
    Level 52: 85-96 Energy, 16% Deadly Strike, 176 EP
    Level 54: 90-101 Energy, 17% Deadly Strike, 187 EP
    Level 58: 95-107 Energy, 19% Deadly Strike, 198 EP
    
    BIG BANG                      Radial
    Level 15
    Violent explosion that nullifies enemy powers
    Level 15: 85-96 Energy, 2 Second Nullify
    Level 20: 117-131 Energy, 2 Second Nullify
    Level 25: 149-167 Energy, 3 Second Nullify
    Level 30: 182-202 Energy, 4 Second Nullify
    Level 35: 214-238 Energy, 4 Second Nullify
    Level 39: 246-273 Energy, 5 Second Nullify
    Level 45: 279-309 Energy, 6 Second Nullify
    
    SUPERCONDUCTOR                Boost
    Level 20
    The whole party spends no EP and takes no Energy damage
    Level 20: 15 Seconds
    Level 25: 22 Seconds
    Level 30: 30 Seconds
    Level 35: 37 Seconds
    Level 40: 45 Seconds
    
    Absorption                    Boost
    Level 7
    Absorbs Energy damage as HP and boosts DEF and Physical Resistance
    Level 7: 45% Energy as HP, +20% DEF, +10% Physical Resist, 13 Seconds, 88 EP
    Level 10: 45% Energy as HP, +29% DEF, +10% Physical Resist, 15 Seconds,
              111 EP
    Level 13: 45% Energy as HP, +37% DEF, +11% Physical Resist, 17 Seconds,
              134 EP
    Level 15: 45% Energy as HP, +45% DEF, +11% Physical Resist, 20 Seconds,
              157 EP
    Level 19: 46% Energy as HP, +53% DEF, +12% Physical Resist, 22 Seconds,
              180 EP
    Level 21: 46% Energy as HP, +62% DEF, +13% Physical Resist, 25 Seconds,
              203 EP
    Level 24: 46% Energy as HP, +70% DEF, +13% Physical Resist, 27 Seconds,
              226 EP
    Level 27: 47% Energy as HP, +78% DEF, +14% Physical Resist, 30 Seconds,
              249 EP
    Level 31: 47% Energy as HP, +86% DEF, +14% Physical Resist, 32 Seconds,
              272 EP
    Level 33: 47% Energy as HP, +95% DEF, +15% Physical Resist, 35 Seconds,
              295 EP
    Level 36: 48% Energy as HP, +103% DEF, +15% Physical Resist, 37 Seconds,
              318 EP
    Level 39: 48% Energy as HP, +111% DEF, +16% Physical Resist, 40 Seconds,
              341 EP
    Level 42: 48% Energy as HP, +119% DEF, +17% Physical Resist, 42 Seconds,
              364 EP
    Level 46: 48% Energy as HP, +128% DEF, +17% Physical Resist, 45 Seconds,
              387 EP
    Level 48: 49% Energy as HP, +136% DEF, +18% Physical Resist, 47 Seconds,
              410 EP
    Level 52: 49% Energy as HP, +144% DEF, +18% Physical Resist, 50 Seconds,
              433 EP
    Level 55: 49% Energy as HP, +152% DEF, +19% Physical Resist, 52 Seconds,
              456 EP
    Level 58: 50% Energy as HP, +160% DEF, +20% Physical Resist, 55 Seconds,
              480 EP
    
    Energy Fury                   Boost
    Level 14, Absorption
    Whole party gets Energy damage added to melee attacks
    Level 14: +5% Energy, +20% ATK, 13 Seconds, 132 EP
    Level 17: +8% Energy, +30% ATK, 15 Seconds, 157 EP
    Level 20: +11% Energy, +39% ATK, 18 Seconds, 183 EP
    Level 23: +14% Energy, +48% ATK, 21 Seconds, 208 EP
    Level 26: +17% Energy, +58% ATK, 24 Seconds, 234 EP
    Level 29: +19% Energy, +67% ATK, 27 Seconds, 260 EP
    Level 32: +22% Energy, +76% ATK, 29 Seconds, 285 EP
    Level 35: +25% Energy, +86% ATK, 32 Seconds, 311 EP
    Level 38: +28% Energy, +95% ATK, 35 Seconds, 336 EP
    Level 40: +31% Energy, +104% ATK, 38 Seconds, 362 EP
    Level 44: +33% Energy, +114% ATK, 41 Seconds, 388 EP
    Level 46: +36% Energy, +123% ATK, 43 Seconds, 413 EP
    Level 50: +39% Energy, +132% ATK, 46 Seconds, 439 EP
    Level 53: +42% Energy, +142% ATK, 49 Seconds, 464 EP
    Level 56: +45% Energy, +151% ATK, 52 Seconds, 490 EP
    Level 59: +47% Energy, +160% ATK, 55 Seconds, 516 EP
    
    Energy Combat                 Passive
    none
    Adds Energy damage to melee attacks
    Level 1: +50% Damage as Energy
    Level 2: +65% Damage as Energy
    Level 3: +80% Damage as Energy
    Level 4: +95% Damage as Energy
    Level 5: +110% Damage as Energy
    Level 5: +125% Damage as Energy
    Level 7: +140% Damage as Energy
    Level 8: +155% Damage as Energy
    Level 9: +170% Damage as Energy
    Level 9: +185% Damage as Energy
    Level 10: +200% Damage as Energy
    Level 11: +215% Damage as Energy
    Level 13: +230% Damage as Energy
    Level 13: +245% Damage as Energy
    Level 15: +260% Damage as Energy
    
    Gun Mastery                   Passive
    Level 14, Mustant Master
    Increase Gun damage and chance for critical
    Level 14: +5% Damage, +1% Critical Chance
    Level 15: +9% Damage, +1% Critical Chance
    Level 16: +12% Damage, +2% Critical Chance
    Level 17: +15% Damage, +2% Critical Chance
    Level 18: +18% Damage, +3% Critical Chance
    Level 18: +22% Damage, +3% Critical Chance
    Level 20: +25% Damage, +4% Critical Chance
    Level 21: +28% Damage, +4% Critical Chance
    Level 22: +31% Damage, +5% Critical Chance
    Level 22: +34% Damage, +5% Critical Chance
    Level 23: +38% Damage, +6% Critical Chance
    Level 24: +41% Damage, +6% Critical Chance
    Level 26: +44% Damage, +7% Critical Chance
    Level 26: +47% Damage, +7% Critical Chance
    Level 28: +50% Damage, +8% Critical Chance
    
    Power Trip                    Passive
    Level 21, Sapping Strike
    Adds to DEF, movement speed and Energy Resistance
    Level 21: +115% DEF, +3% Movement speed, +10% Energy Resist
    Level 21: +122% DEF, +5% Movement speed, +13% Energy Resist
    Level 21: +129% DEF, +7% Movement speed, +16% Energy Resist
    Level 21: +136% DEF, +9% Movement speed, +19% Energy Resist
    Level 22: +143% DEF, +11% Movement speed, +22% Energy Resist
    Level 22: +150% DEF, +13% Movement speed, +25% Energy Resist
    Level 22: +157% DEF, +15% Movement speed, +28% Energy Resist
    Level 23: +164% DEF, +17% Movement speed, +31% Energy Resist
    Level 23: +171% DEF, +19% Movement speed, +34% Energy Resist
    Level 23: +178% DEF, +21% Movement speed, +37% Energy Resist
    Level 23: +185% DEF, +23% Movement speed, +40% Energy Resist
    Level 24: +192% DEF, +25% Movement speed, +43% Energy Resist
    Level 24: +199% DEF, +27% Movement speed, +46% Energy Resist
    Level 24: +206% DEF, +29% Movement speed, +49% Energy Resist
    Level 25: +213% DEF, +31% Movement speed, +52% Energy Resist
    
    Mutant Master                 Passive
    Level 7
    Increase EP Regeneration rate
    Level 7: +30% EP Regeneration
    Level 8: +42% EP Regeneration
    Level 9: +54% EP Regeneration
    Level 10: +66% EP Regeneration
    Level 11: +78% EP Regeneration
    Level 11: +90% EP Regeneration
    Level 13: +102% EP Regeneration
    Level 14: +114% EP Regeneration
    Level 15: +126% EP Regeneration
    Level 15: +138% EP Regeneration
    Level 16: +150% EP Regeneration
    Level 17: +162% EP Regeneration
    Level 19: +174% EP Regeneration
    Level 19: +186% EP Regeneration
    Level 21: +198% EP Regeneration
    
    ------------------------------------------------------------------------------
    Colossus (SKLCOL)
    Iron Fist                     Melee
    none
    Melee + Knockback
    Level 1: +250% Physical, 40 Knockback, 8 EP
    Level 4: +280% Physical, 53 Knockback, 11 EP
    Level 7: +310% Physical, 67 Knockback, 15 EP
    Level 9: +340% Physical, 81 Knockback, 18 EP
    Level 13: +370% Physical, 95 Knockback, 22 EP
    Level 15: +400% Physical, 109 Knockback, 25 EP
    Level 18: +430% Physical, 123 Knockback, 29 EP
    Level 21: +460% Physical, 137 Knockback, 33 EP
    Level 25: +490% Physical, 151 Knockback, 36 EP
    Level 28: +520% Physical, 165 Knockback, 40 EP
    Level 30: +550% Physical, 179 Knockback, 43 EP
    Level 33: +580% Physical, 193 Knockback, 47 EP
    Level 36: +610% Physical, 207 Knockback, 50 EP
    Level 40: +640% Physical, 221 Knockback, 54 EP
    Level 42: +670% Physical, 235 Knockback, 58 EP
    Level 45: +700% Physical, 249 Knockback, 61 EP
    Level 49: +730% Physical, 263 Knockback, 65 EP
    Level 51: +760% Physical, 277 Knockback, 68 EP
    Level 55: +790% Physical, 291 Knockback, 72 EP
    Level 58: +820% Physical, 305 Knockback, 76 EP
    
    Uppercut                      Melee
    Level 7, Iron Fist
    Melee + Popup
    Level 7: +310% Physical, 14 EP
    Level 10: +340% Physical, 17 EP
    Level 13: +370% Physical, 21 EP
    Level 15: +400% Physical, 24 EP
    Level 19: +430% Physical, 28 EP
    Level 21: +460% Physical, 32 EP
    Level 24: +490% Physical, 35 EP
    Level 27: +520% Physical, 39 EP
    Level 31: +550% Physical, 43 EP
    Level 33: +580% Physical, 46 EP
    Level 36: +610% Physical, 50 EP
    Level 39: +640% Physical, 54 EP
    Level 42: +670% Physical, 57 EP
    Level 46: +700% Physical, 61 EP
    Level 48: +730% Physical, 65 EP
    Level 52: +760% Physical, 68 EP
    Level 55: +790% Physical, 72 EP
    Level 58: +820% Physical, 76 EP
    
    Thunder Clap                  Radial
    Level 14
    Wide radius melee
    Level 14: +230% Physical, 120 Radius, 24 EP
    Level 17: +250% Physical, 121 Radius, 28 EP
    Level 20: +270% Physical, 123 Radius, 32 EP
    Level 23: +289% Physical, 124 Radius, 36 EP
    Level 26: +309% Physical, 126 Radius, 40 EP
    Level 29: +329% Physical, 128 Radius, 44 EP
    Level 32: +348% Physical, 129 Radius, 48 EP
    Level 35: +368% Physical, 131 Radius, 52 EP
    Level 38: +388% Physical, 132 Radius, 57 EP
    Level 40: +407% Physical, 134 Radius, 61 EP
    Level 44: +427% Physical, 136 Radius, 65 EP
    Level 46: +447% Physical, 137 Radius, 69 EP
    Level 50: +466% Physical, 139 Radius, 73 EP
    Level 53: +486% Physical, 140 Radius, 77 EP
    Level 56: +506% Physical, 142 Radius, 81 EP
    Level 59: +525% Physical, 144 Radius, 86 EP
    
    Massive Strike                Melee
    Level 21, Uppercut
    Melee + chance of causing Deadly Strike (instant 33% HP loss)
    Level 21: +540% Physical, 16% Deadly Strike, 28 EP
    Level 24: +566% Physical, 17% Deadly Strike, 32 EP
    Level 27: +592% Physical, 18% Deadly Strike, 36 EP
    Level 30: +618% Physical, 19% Deadly Strike, 40 EP
    Level 33: +644% Physical, 20% Deadly Strike, 44 EP
    Level 36: +669% Physical, 21% Deadly Strike, 48 EP
    Level 39: +695% Physical, 22% Deadly Strike, 52 EP
    Level 41: +721% Physical, 23% Deadly Strike, 55 EP
    Level 45: +747% Physical, 24% Deadly Strike, 60 EP
    Level 48: +772% Physical, 25% Deadly Strike, 64 EP
    Level 51: +798% Physical, 26% Deadly Strike, 68 EP
    Level 54: +824% Physical, 27% Deadly Strike, 72 EP
    Level 57: +850% Physical, 29% Deadly Strike, 76 EP
    Level 60: +875% Physical, 30% Deadly Strike, 80 EP
    
    Bounding Smash                Radial
    Level 28, Thunder Clap
    Massive leap landing in a shockwave
    Level 28: +275% Physical, 245 Knockback, 51 EP
    Level 31: +288% Physical, 282 Knockback, 56 EP
    Level 34: +300% Physical, 320 Knockback, 62 EP
    Level 36: +313% Physical, 357 Knockback, 68 EP
    Level 40: +325% Physical, 395 Knockback, 74 EP
    Level 43: +338% Physical, 432 Knockback, 80 EP
    Level 45: +350% Physical, 469 Knockback, 85 EP
    Level 48: +363% Physical, 507 Knockback, 91 EP
    Level 52: +375% Physical, 545 Knockback, 97 EP
    Level 54: +388% Physical, 582 Knockback, 103 EP
    Level 58: +400% Physical, 620 Knockback, 109 EP
    
    Siberian Express              Charge (Hold)
    Level 28, Massive Strike
    Charge into enemies and objects
    Level 28: +575% Physical, 245 Knockback, 48 EP/Second
    Level 31: +610% Physical, 282 Knockback, 53 EP/Second
    Level 34: +645% Physical, 320 Knockback, 58 EP/Second
    Level 36: +680% Physical, 357 Knockback, 63 EP/Second
    Level 40: +715% Physical, 395 Knockback, 68 EP/Second
    Level 43: +750% Physical, 432 Knockback, 74 EP/Second
    Level 45: +785% Physical, 469 Knockback, 79 EP/Second
    Level 48: +820% Physical, 507 Knockback, 84 EP/Second
    Level 52: +855% Physical, 545 Knockback, 89 EP/Second
    Level 54: +890% Physical, 582 Knockback, 94 EP/Second
    Level 58: +925% Physical, 620 Knockback, 100 EP/Second
    
    DEMOLITION                    Radial
    Level 15
    Xtreme concussion attack
    Level 15: +550% Physical
    Level 20: +700% Physical
    Level 25: +850% Physical
    Level 30: +1000% Physical
    Level 35: +1150% Physical
    Level 39: +1300% Physical
    Level 45: +1450% Physical
    
    UNBREAKABLE                   Boost
    Level 20
    Invincibility + double damage
    Level 20: +100% damage, 15 seconds
    Level 25: +100% damage, 22 seconds
    Level 30: +100% damage, 30 seconds
    Level 35: +100% damage, 37 seconds
    Level 40: +100% damage, 45 seconds
    
    Steel Skin                    Boost
    none
    Absorbs damage
    Level 1: 15 Physical absorbed, 32 EP
    Level 4: 17 Physical absorbed, 46 EP
    Level 7: 20 Physical absorbed, 60 EP
    Level 9: 23 Physical absorbed, 74 EP
    Level 13: 26 Physical absorbed, 89 EP
    Level 15: 29 Physical absorbed, 103 EP
    Level 18: 32 Physical absorbed, 117 EP
    Level 21: 35 Physical absorbed, 132 EP
    Level 25: 38 Physical absorbed, 146 EP
    Level 28: 41 Physical absorbed, 160 EP
    Level 30: 44 Physical absorbed, 175 EP
    Level 33: 47 Physical absorbed, 189 EP
    Level 36: 50 Physical absorbed, 203 EP
    Level 40: 53 Physical absorbed, 218 EP
    Level 42: 56 Physical absorbed, 232 EP
    Level 45: 59 Physical absorbed, 246 EP
    Level 49: 62 Physical absorbed, 261 EP
    Level 51: 65 Physical absorbed, 275 EP
    Level 55: 68 Physical absorbed, 289 EP
    Level 58: 71 Physical absorbed, 304 EP
    
    Roar                          Boost
    Level 14, Steel Skin
    Whole party gets a Stat bonus
    Level 14: 13 Seconds, +2 Strength Speed Body and Focus, 84 EP
    Level 17: 15 Seconds, +2 Strength Speed Body and Focus, 98 EP
    Level 20: 18 Seconds, +3 Strength Speed Body and Focus, 113 EP
    Level 23: 21 Seconds, +4 Strength Speed Body and Focus, 128 EP
    Level 26: 24 Seconds, +5 Strength Speed Body and Focus, 143 EP
    Level 29: 27 Seconds, +6 Strength Speed Body and Focus, 158 EP
    Level 32: 29 Seconds, +7 Strength Speed Body and Focus, 173 EP
    Level 35: 32 Seconds, +8 Strength Speed Body and Focus, 188 EP
    Level 38: 35 Seconds, +9 Strength Speed Body and Focus, 203 EP
    Level 40: 38 Seconds, +10 Strength Speed Body and Focus, 218 EP
    Level 44: 41 Seconds, +11 Strength Speed Body and Focus, 233 EP
    Level 46: 43 Seconds, +12 Strength Speed Body and Focus, 248 EP
    Level 50: 46 Seconds, +13 Strength Speed Body and Focus, 263 EP
    Level 53: 49 Seconds, +14 Strength Speed Body and Focus, 278 EP
    Level 56: 52 Seconds, +15 Strength Speed Body and Focus, 293 EP
    Level 59: 55 Seconds, +16 Strength Speed Body and Focus, 308 EP
    
    Block                         Ability
    Level 7
    Block all attack damage by reducing EP
    Level 7: 100% EP per damage blocked
    Level 10: 87% EP per damage blocked
    Level 14: 75% EP per damage blocked
    Level 17: 62% EP per damage blocked
    Level 21: 50% EP per damage blocked
    
    Brawler                       Passive
    none
    Increase ATK
    Level 1: +20% ATK
    Level 1: +30% ATK
    Level 1: +40% ATK
    Level 1: +50% ATK
    Level 1: +60% ATK
    Level 1: +70% ATK
    Level 1: +80% ATK
    Level 1: +90% ATK
    Level 1: +100% ATK
    Level 1: +110% ATK
    Level 1: +120% ATK
    Level 1: +130% ATK
    Level 1: +140% ATK
    Level 1: +150% ATK
    Level 1: +160% ATK
    NOTE: The levels here aren't typos. Colossus just kicks that much ass.
    
    Galvanize                     Passive
    Brawler
    Increase DEF
    Level 1: +15% DEF
    Level 1: +23% DEF
    Level 1: +31% DEF
    Level 1: +39% DEF
    Level 1: +47% DEF
    Level 1: +55% DEF
    Level 1: +63% DEF
    Level 1: +71% DEF
    Level 1: +79% DEF
    Level 1: +87% DEF
    Level 1: +95% DEF
    Level 1: +103% DEF
    Level 1: +111% DEF
    Level 1: +119% DEF
    Level 1: +127% DEF
    NOTE: The levels here aren't typos. Colossus just kicks that much ass.
    
    Metallurgy                    Passive
    Galvanize
    Increase Energy, Mental and Elemental Resist
    Level 1: +5% Energy Mental and Elemental Resist
    Level 1: +8% Energy Mental and Elemental Resist
    Level 1: +11% Energy Mental and Elemental Resist
    Level 1: +14% Energy Mental and Elemental Resist
    Level 1: +17% Energy Mental and Elemental Resist
    Level 1: +20% Energy Mental and Elemental Resist
    Level 1: +23% Energy Mental and Elemental Resist
    Level 1: +26% Energy Mental and Elemental Resist
    Level 1: +29% Energy Mental and Elemental Resist
    Level 1: +32% Energy Mental and Elemental Resist
    Level 1: +35% Energy Mental and Elemental Resist
    Level 1: +38% Energy Mental and Elemental Resist
    Level 1: +41% Energy Mental and Elemental Resist
    Level 1: +44% Energy Mental and Elemental Resist
    Level 1: +47% Energy Mental and Elemental Resist
    NOTE: The levels here aren't typos. Colossus just kicks that much ass.
    
    Might                         Ability
    none
    Increase lifting strength and object damage
    Level 1: Lift Heavy objects, damage Reinforced walls and objects
    Level 5: Lift Massive objects, damage Reinforced walls and objects
    
    Mutant Master                 Passive
    Level 7
    Increase EP Regeneration rate
    Level 7: +30% EP Regeneration
    Level 8: +42% EP Regeneration
    Level 9: +54% EP Regeneration
    Level 10: +66% EP Regeneration
    Level 11: +78% EP Regeneration
    Level 11: +90% EP Regeneration
    Level 13: +102% EP Regeneration
    Level 14: +114% EP Regeneration
    Level 15: +126% EP Regeneration
    Level 15: +138% EP Regeneration
    Level 16: +150% EP Regeneration
    Level 17: +162% EP Regeneration
    Level 19: +174% EP Regeneration
    Level 19: +186% EP Regeneration
    Level 21: +198% EP Regeneration
    
    ------------------------------------------------------------------------------
    Cyclops (SKLCYC)
    Optic Beam                    Beam
    none
    Basic beam damage
    Level 1: 11-15 Energy, 12 EP
    Level 4: 20-25 Energy, +6% attack speed, 18 EP
    Level 7: 30-36 Energy, +11% attack speed, 24 EP
    Level 9: 40-46 Energy, +16% attack speed, 29 EP
    Level 15: 59-68 Energy, +27% attack speed, 41 EP
    Level 18: 69-78 Energy, +32% attack speed, 47 EP
    Level 21: 78-89 Energy, +37% attack speed, 53 EP
    Level 25: 88-100 Energy, +43% attack speed, 60 EP
    Level 28: 98-110 Energy, +48% attack speed, 66 EP
    Level 30: 107-121 Energy, +53% attack speed, 71 EP
    Level 33: 117-131 Energy, +58% attack speed, 77 EP
    Level 36: 127-142 Energy, +64% attack speed, 83 EP
    Level 40: 136-153 Energy, +69% attack speed, 90 EP
    Level 42: 146-163 Energy, +74% attack speed, 95 EP
    Level 45: 156-174 Energy, +79% attack speed, 101 EP
    Level 49: 165-185 Energy, +85% attack speed, 108 EP
    Level 51: 175-195 Energy, +90% attack speed, 113 EP
    Level 55: 185-205 Energy, +95% attack speed, 120 EP
    Level 58: 195-217 Energy, +100% attack speed, 126 EP
    
    Optic Slam                    Beam
    none
    A wide beam with knockback
    Level 1: 6-9 Energy, 40 Knockback, 14 EP
    Level 4: 11-15 Energy, 70 Knockback, 20 EP
    Level 7: 17-21 Energy, 101 Knockback, 27 EP
    Level 9: 23-28 Energy, 131 Knockback, 33 EP
    Level 13: 29-34 Energy, 162 Knockback, 40 EP
    Level 15: 35-41 Energy, 192 Knockback, 47 EP
    Level 18: 41-47 Energy, 223 Knockback, 53 EP
    Level 21: 46-54 Energy, 253 Knockback, 60 EP
    Level 25: 52-60 Energy, 284 Knockback, 67 EP
    Level 28: 58-67 Energy, 314 Knockback, 73 EP
    Level 30: 64-73 Energy, 345 Knockback, 80 EP
    Level 33: 70-80 Energy, 375 Knockback, 86 EP
    Level 36: 76-86 Energy, 406 Knockback, 93 EP
    Level 40: 81-93 Energy, 436 Knockback, 100 EP
    Level 42: 87-99 Energy, 467 Knockback, 106 EP
    Level 45: 93-106 Energy, 497 Knockback, 113 EP
    Level 49: 99-112 Energy, 528 Knockback, 120 EP
    Level 51: 105-119 Energy, 558 Knockback, 126 EP
    Level 55: 111-125 Energy, 589 Knockback, 133 EP
    Level 58: 117-132 Energy, 620 Knockback, 140 EP
    
    Optic Flash                   Debuff
    Level 7, Optic Slam
    Stun and damage enemies
    Level 7: 6-9 Energy, 1 Second Stun, 12 Foot Range, 28 EP
    Level 10: 8-12 Energy, 1 Second Stun, 12 Foot Range, 36 EP
    Level 13: 11-15 Energy, 1 Second Stun, 12 Foot Range, 44 EP
    Level 15: 14-18 Energy, 1 Second Stun, 12 Foot Range, 51 EP
    Level 19: 17-22 Energy, 1 Second Stun, 12 Foot Range, 60 EP
    Level 21: 20-25 Energy, 1 Second Stun, 12 Foot Range, 67 EP
    Level 24: 23-28 Energy, 2 Second Stun, 12 Foot Range, 75 EP
    Level 27: 26-32 Energy, 2 Second Stun, 12 Foot Range, 83 EP
    Level 31: 29-35 Energy, 2 Second Stun, 12 Foot Range, 92 EP
    Level 33: 32-38 Energy, 2 Second Stun, 12 Foot Range, 99 EP
    Level 36: 35-41 Energy, 2 Second Stun, 12 Foot Range, 107 EP
    Level 39: 38-45 Energy, 3 Second Stun, 12 Foot Range, 115 EP
    Level 42: 41-48 Energy, 3 Second Stun, 12 Foot Range, 123 EP
    Level 46: 44-51 Energy, 3 Second Stun, 12 Foot Range, 132 EP
    Level 48: 47-55 Energy, 3 Second Stun, 12 Foot Range, 139 EP
    Level 52: 50-58 Energy, 3 Second Stun, 12 Foot Range, 148 EP
    Level 55: 53-61 Energy, 4 Second Stun, 12 Foot Range, 156 EP
    Level 58: 56-65 Energy, 4 Second Stun, 12 Foot Range, 164 EP
    
    Auto Artillery                Trap
    Level 14, Optic Flash
    Electric wave trap
    Level 14: 21-26 Electric/Second, 12 Seconds, 40 Trap HP, 44 EP
    Level 17: 24-30 Electric/Second, 12 Seconds, 42 Trap HP, 52 EP
    Level 20: 28-34 Electric/Second, 13 Seconds, 45 Trap HP, 60 EP
    Level 23: 32-38 Electric/Second, 14 Seconds, 48 Trap HP, 68 EP
    Level 26: 36-42 Electric/Second, 15 Seconds, 51 Trap HP, 77 EP
    Level 29: 40-47 Electric/Second, 16 Seconds, 55 Trap HP, 85 EP
    Level 32: 44-51 Electric/Second, 17 Seconds, 56 Trap HP, 93 EP
    Level 35: 48-55 Electric/Second, 18 Seconds, 59 Trap HP, 101 EP
    Level 38: 51-59 Electric/Second, 19 Seconds, 62 Trap HP, 110 EP
    Level 40: 55-63 Electric/Second, 20 Seconds, 65 Trap HP, 118 EP
    Level 44: 59-68 Electric/Second, 21 Seconds, 68 Trap HP, 126 EP
    Level 46: 63-72 Electric/Second, 22 Seconds, 70 Trap HP, 134 EP
    Level 50: 67-76 Electric/Second, 23 Seconds, 73 Trap HP, 143 EP
    Level 53: 71-80 Electric/Second, 24 Seconds, 76 Trap HP, 151 EP
    Level 56: 75-84 Electric/Second, 25 Seconds, 79 Trap HP, 159 EP
    Level 59: 79-89 Electric/Second, 26 Seconds, 82 Trap HP, 168 EP
    
    Fusion Beam                   Beam
    Level 21, Optic Beam
    Beam + Radiation Damage
    Level 21: 101-114 Radiation over 3 Seconds, 46 EP
    Level 24: 114-128 Radiation over 3 Seconds, 52 EP
    Level 27: 127-142 Radiation over 3 Seconds, 59 EP
    Level 30: 140-157 Radiation over 3 Seconds, 65 EP
    Level 33: 153-171 Radiation over 3 Seconds, 72 EP
    Level 36: 166-186 Radiation over 3 Seconds, 79 EP
    Level 39: 179-200 Radiation over 3 Seconds, 85 EP
    Level 41: 193-215 Radiation over 3 Seconds, 92 EP
    Level 45: 206-229 Radiation over 3 Seconds, 98 EP
    Level 48: 219-244 Radiation over 3 Seconds, 105 EP
    Level 51: 232-258 Radiation over 3 Seconds, 112 EP
    Level 54: 245-273 Radiation over 3 Seconds, 118 EP
    Level 57: 258-287 Radiation over 3 Seconds, 125 EP
    Level 60: 272-302 Radiation over 3 Seconds, 132 EP
    
    Focused Beam                  Beam
    Level 28, Fusion Beam
    Piercing beam
    Level 28: 69-79 Energy, 78 EP
    Level 31: 76-86 Energy, 86 EP
    Level 34: 83-94 Energy, 95 EP
    Level 36: 90-102 Energy, 104 EP
    Level 40: 97-110 Energy, 113 EP
    Level 43: 104-118 Energy, 122 EP
    Level 45: 111-125 Energy, 130 EP
    Level 48: 118-133 Energy, 139 EP
    Level 52: 125-141 Energy, 148 EP
    Level 54: 132-149 Energy, 157 EP
    Level 58: 140-157 Energy, 166 EP
    
    Polarized Beam                Beam
    Level 28, Auto Artillery
    When the beam hits, it splits in to 3 beams
    Level 28: 66-75 Energy main target, 53-61 Energy secondary target, 72 EP
    Level 31: 72-82 Energy main target, 58-66 Energy secondary target, 80 EP
    Level 34: 78-89 Energy main target, 63-72 Energy secondary target, 88 EP
    Level 36: 85-96 Energy main target, 68-78 Energy secondary target, 95 EP
    Level 40: 91-103 Energy main target, 73-83 Energy secondary target, 104 EP
    Level 43: 98-110 Energy main target, 79-89 Energy secondary target, 112 EP
    Level 45: 104-117 Energy main target, 84-95 Energy secondary target, 119 EP
    Level 48: 110-124 Energy main target, 89-100 Energy secondary target, 127 EP
    Level 52: 117-131 Energy main target, 94-106 Energy secondary target, 136 EP
    Level 54: 123-138 Energy main target, 99-112 Energy secondary target, 143 EP
    Level 58: 130-146 Energy main target, 105-118 Energy secondary target,
              152 EP
    
    OPTIC RAGE                    Beam
    Level 15
    XTreme arc spray attack
    Level 15: 101-114 Energy
    Level 20: 135-151 Energy
    Level 25: 170-189 Energy
    Level 30: 204-226 Energy
    Level 35: 239-264 Energy
    Level 39: 273-301 Energy
    Level 45: 308-339 Energy
    
    FLAWLESS TACTICS              Boost
    Level 20
    Increase experience for the whole party
    Level 20: 200% EXP earned, 15 seconds
    Level 25: 200% EXP earned, 22 seconds
    Level 30: 200% EXP earned, 30 seconds
    Level 35: 200% EXP earned, 37 seconds
    Level 40: 200% EXP earned, 45 seconds
    
    Tactics                       Boost
    Level 7
    Increase whole party's defense
    Level 7: +20% DEF, 13 Seconds, 88 EP
    Level 10: +25% DEF, 15 Seconds, 112 EP
    Level 13: +29% DEF, 17 Seconds, 136 EP
    Level 15: +33% DEF, 20 Seconds, 161 EP
    Level 19: +37% DEF, 22 Seconds, 189 EP
    Level 21: +41% DEF, 25 Seconds, 210 EP
    Level 24: +45% DEF, 27 Seconds, 234 EP
    Level 27: +49% DEF, 30 Seconds, 259 EP
    Level 31: +53% DEF, 32 Seconds, 283 EP
    Level 33: +58% DEF, 35 Seconds, 308 EP
    Level 36: +62% DEF, 37 Seconds, 332 EP
    Level 39: +66% DEF, 40 Seconds, 357 EP
    Level 42: +70% DEF, 42 Seconds, 381 EP
    Level 46: +74% DEF, 45 Seconds, 406 EP
    Level 48: +78% DEF, 47 Seconds, 430 EP
    Level 52: +82% DEF, 50 Seconds, 455 EP
    Level 55: +86% DEF, 52 Seconds, 479 EP
    Level 58: +90% DEF, 55 Seconds, 504 EP
    
    Command                       Boost
    Level 14, Tactics
    The whole party's skills increase in level
    Level 14: All Skills +1, 13 Seconds, 132 EP
    Level 17: All Skills +1, 15 Seconds, 157 EP
    Level 20: All Skills +1, 18 Seconds, 183 EP
    Level 23: All Skills +1, 21 Seconds, 208 EP
    Level 26: All Skills +1, 24 Seconds, 234 EP
    Level 29: All Skills +1, 27 Seconds, 260 EP
    Level 32: All Skills +1, 29 Seconds, 285 EP
    Level 35: All Skills +1, 32 Seconds, 311 EP
    Level 38: All Skills +2, 35 Seconds, 336 EP
    Level 40: All Skills +2, 38 Seconds, 362 EP
    Level 44: All Skills +2, 41 Seconds, 388 EP
    Level 46: All Skills +2, 43 Seconds, 413 EP
    Level 50: All Skills +2, 46 Seconds, 439 EP
    Level 53: All Skills +2, 49 Seconds, 464 EP
    Level 56: All Skills +2, 52 Seconds, 490 EP
    Level 59: All Skills +3, 55 Seconds, 516 EP
    
    Defense Grid                  Passive
    Level 14, Leadership
    Chance to block incoming missile attacks
    Level 14: 8% chance to block
    Level 15: 11% chance to block
    Level 16: 14% chance to block
    Level 17: 17% chance to block
    Level 18: 20% chance to block
    Level 18: 23% chance to block
    Level 20: 26% chance to block
    Level 21: 29% chance to block
    Level 22: 32% chance to block
    Level 22: 35% chance to block
    Level 23: 38% chance to block
    Level 24: 41% chance to block
    Level 26: 44% chance to block
    Level 26: 47% chance to block
    Level 28: 50% chance to block
    
    Visor Upgrade                 Passive
    Level 21, Mutant Master
    Increase Beam damage and chance for critical
    Level 21: +5% Damage, +1% Critical Chance
    Level 22: +9% Damage, +1% Critical Chance
    Level 23: +12% Damage, +2% Critical Chance
    Level 24: +15% Damage, +2% Critical Chance
    Level 25: +18% Damage, +3% Critical Chance
    Level 25: +22% Damage, +3% Critical Chance
    Level 27: +25% Damage, +4% Critical Chance
    Level 28: +28% Damage, +4% Critical Chance
    Level 29: +31% Damage, +5% Critical Chance
    Level 29: +34% Damage, +5% Critical Chance
    Level 30: +38% Damage, +6% Critical Chance
    Level 31: +41% Damage, +6% Critical Chance
    Level 33: +44% Damage, +7% Critical Chance
    Level 33: +47% Damage, +7% Critical Chance
    Level 35: +50% Damage, +8% Critical Chance
    
    Leadership                    Passive
    none
    Increase Combo XP & Critical Chance
    Level 1: +2% Critical Chance, +8% Combo XP
    Level 2: +2% Critical Chance, +14% Combo XP
    Level 3: +3% Critical Chance, +20% Combo XP
    Level 4: +3% Critical Chance, +26% Combo XP
    Level 5: +4% Critical Chance, +32% Combo XP
    Level 5: +4% Critical Chance, +38% Combo XP
    Level 7: +5% Critical Chance, +44% Combo XP
    Level 8: +5% Critical Chance, +50% Combo XP
    Level 9: +6% Critical Chance, +56% Combo XP
    Level 9: +6% Critical Chance, +62% Combo XP
    Level 10: +7% Critical Chance, +68% Combo XP
    Level 11: +7% Critical Chance, +74% Combo XP
    Level 13: +8% Critical Chance, +80% Combo XP
    Level 13: +8% Critical Chance, +86% Combo XP
    Level 15: +9% Critical Chance, +92% Combo XP
    
    Mutant Master                 Passive
    Level 7
    Increase EP Regeneration rate
    Level 7: +30% EP Regeneration
    Level 8: +42% EP Regeneration
    Level 9: +54% EP Regeneration
    Level 10: +66% EP Regeneration
    Level 11: +78% EP Regeneration
    Level 11: +90% EP Regeneration
    Level 13: +102% EP Regeneration
    Level 14: +114% EP Regeneration
    Level 15: +126% EP Regeneration
    Level 15: +138% EP Regeneration
    Level 16: +150% EP Regeneration
    Level 17: +162% EP Regeneration
    Level 19: +174% EP Regeneration
    Level 19: +186% EP Regeneration
    Level 21: +198% EP Regeneration
    
    ------------------------------------------------------------------------------
    Deadpool* (SKLBDP)
    Rupturing Jab                 Melee
    none
    Quick sword attack
    Level 1: +240% Physical, 3-5 Bleed Damage over 4 Seconds, 10 EP
    Level 4: +287% Physical, 5-7 Bleed Damage over 4 Seconds, 14 EP
    Level 7: +333% Physical, 8-10 Bleed Damage over 4 Seconds, 18 EP
    Level 9: +379% Physical, 10-13 Bleed Damage over 4 Seconds, 23 EP
    Level 13: +426% Physical, 13-16 Bleed Damage over 4 Seconds, 27 EP
    Level 15: +472% Physical, 16-19 Bleed Damage over 4 Seconds, 32 EP
    Level 18: +518% Physical, 18-22 Bleed Damage over 4 Seconds, 36 EP
    Level 21: +565% Physical, 21-25 Bleed Damage over 4 Seconds, 40 EP
    Level 25: +611% Physical, 24-28 Bleed Damage over 4 Seconds, 45 EP
    Level 28: +657% Physical, 26-31 Bleed Damage over 4 Seconds, 49 EP
    Level 30: +704% Physical, 29-34 Bleed Damage over 4 Seconds, 54 EP
    Level 33: +750% Physical, 31-37 Bleed Damage over 4 Seconds, 58 EP
    Level 36: +796% Physical, 34-40 Bleed Damage over 4 Seconds, 63 EP
    Level 40: +843% Physical, 37-43 Bleed Damage over 4 Seconds, 67 EP
    Level 42: +889% Physical, 39-46 Bleed Damage over 4 Seconds, 71 EP
    Level 45: +935% Physical, 42-49 Bleed Damage over 4 Seconds, 76 EP
    Level 49: +982% Physical, 45-52 Bleed Damage over 4 Seconds, 80 EP
    Level 51: +1028% Physical, 47-55 Bleed Damage over 4 Seconds, 85 EP
    Level 55: +1074% Physical, 50-58 Bleed Damage over 4 Seconds, 89 EP
    Level 58: +1120% Physical, 53-61 Bleed Damage over 4 Seconds, 94 EP
    
    Teleport                      Special
    none
    Teleportation (duh!)
    Level 1: 20 foot range, 8 EP
    Level 4: 22 foot range, 10 EP
    Level 7: 24 foot range, 12 EP
    Level 9: 26 foot range, can carry allies, 14 EP
    Level 13: 28 foot range, can carry allies, 16 EP
    Level 15: 30 foot range, can carry allies, 19 EP
    Level 18: 32 foot range, can carry allies, 21 EP
    Level 21: 34 foot range, can carry allies, 23 EP
    Level 25: 36 foot range, can carry allies, 25 EP
    Level 28: 38 foot range, can carry allies, 27 EP
    Level 30: 41 foot range, can carry allies, 30 EP
    Level 33: 43 foot range, can carry allies, 32 EP
    Level 36: 45 foot range, can carry allies, 33 EP
    Level 40: 47 foot range, can carry allies, 36 EP
    Level 42: 49 foot range, can carry allies, 38 EP
    Level 45: 51 foot range, can carry allies, 41 EP
    Level 49: 53 foot range, can carry allies, 43 EP
    Level 51: 55 foot range, can carry allies, 45 EP
    Level 55: 57 foot range, can carry allies, 47 EP
    Level 58: 60 foot range, can carry allies, 50 EP
    
    Dual Shot                     Projectile (Hold)
    Level 7
    Shoot with two pistols
    Level 7: 30-36 per bullet, 1% Trip chance, 18 EP/Second
    Level 10: 36-42 per bullet, 1% Trip chance, 23 EP/Second
    Level 13: 42-49 per bullet, 1% Trip chance, 28 EP/Second
    Level 15: 48-56 per bullet, 1% Trip chance, 33 EP/Second
    Level 19: 54-62 per bullet, 2% Trip chance, 38 EP/Second
    Level 21: 60-69 per bullet, 2% Trip chance, 43 EP/Second
    Level 24: 66-76 per bullet, 2% Trip chance, 48 EP/Second
    Level 27: 72-82 per bullet, 3% Trip chance, 53 EP/Second
    Level 31: 78-89 per bullet, 3% Trip chance, 58 EP/Second
    Level 33: 85-96 per bullet, 3% Trip chance, 63 EP/Second
    Level 36: 91-103 per bullet, 4% Trip chance, 68 EP/Second
    Level 39: 97-109 per bullet, 4% Trip chance, 73 EP/Second
    Level 42: 103-116 per bullet, 4% Trip chance, 78 EP/Second
    Level 46: 109-123 per bullet, 4% Trip chance, 83 EP/Second
    Level 48: 115-129 per bullet, 5% Trip chance, 88 EP/Second
    Level 52: 121-136 per bullet, 5% Trip chance, 93 EP/Second
    Level 55: 127-143 per bullet, 5% Trip chance, 98 EP/Second
    Level 58: 134-150 per bullet, 6% Trip chance, 104 EP/Second
    
    Butterfly Kick                Melee
    Level 7
    Kick + sword attack
    Level 7: +350% Physical, 18 EP
    Level 10: +386% Physical, 22 EP
    Level 13: +421% Physical, 26 EP
    Level 15: +456% Physical, 31 EP
    Level 19: +492% Physical, 35 EP
    Level 21: +527% Physical, 40 EP
    Level 24: +562% Physical, 44 EP
    Level 27: +598% Physical, 49 EP
    Level 31: +633% Physical, 53 EP
    Level 33: +668% Physical, 58 EP
    Level 36: +703% Physical, 62 EP
    Level 39: +739% Physical, 67 EP
    Level 42: +774% Physical, 71 EP
    Level 46: +809% Physical, 76 EP
    Level 48: +845% Physical, 80 EP
    Level 52: +880% Physical, 85 EP
    Level 55: +915% Physical, 89 EP
    Level 58: +950% Physical, 94 EP
    
    Blade Cyclone                 Charge (Hold)
    Level 21
    Radial sword spin attack
    Level 21: +350% Physical/Second, 44 EP/Second
    Level 24: +381% Physical/Second, 50 EP/Second
    Level 27: +412% Physical/Second, 56 EP/Second
    Level 30: +443% Physical/Second, 63 EP/Second
    Level 33: +474% Physical/Second, 69 EP/Second
    Level 36: +504% Physical/Second, 76 EP/Second
    Level 39: +535% Physical/Second, 82 EP/Second
    Level 41: +566% Physical/Second, 89 EP/Second
    Level 45: +597% Physical/Second, 95 EP/Second
    Level 48: +627% Physical/Second, 102 EP/Second
    Level 51: +658% Physical/Second, 108 EP/Second
    Level 54: +689% Physical/Second, 115 EP/Second
    Level 57: +720% Physical/Second, 121 EP/Second
    Level 60: +750% Physical/Second, 128 EP/Second
    
    NITROGEN BLAST                Blast
    Level 15
    A freezing and slowing explosion
    Level 15: 85-96 Cold, 4.0 Second Freeze, 5.0 Second Slow, 70% Slow
    Level 20: 117-131 Cold, 4.7 Second Freeze, 6.2 Second Slow, 62% Slow
    Level 25: 149-167 Cold, 5.3 Second Freeze, 7.3 Second Slow, 55% Slow
    Level 30: 182-202 Cold, 6.0 Second Freeze, 8.5 Second Slow, 47% Slow
    Level 35: 214-238 Cold, 6.7 Second Freeze, 9.7 Second Slow, 40% Slow
    Level 39: 246-273 Cold, 7.3 Second Freeze, 10.8 Second Slow, 32% Slow
    Level 45: 279-309 Cold, 8.0 Second Freeze, 12.0 Second Slow, 25% Slow
    
    Wisecrack                     Boost
    Level 14
    Taunt enemies to get them to fight
    Level 14: -10% ATK & DEF, 7 Seconds, 100 EP
    Level 17: -14% ATK & DEF, 7 Seconds, 118 EP
    Level 20: -18% ATK & DEF, 8 Seconds, 137 EP
    Level 23: -23% ATK & DEF, 9 Seconds, 156 EP
    Level 26: -27% ATK & DEF, 10 Seconds, 175 EP
    Level 29: -31% ATK & DEF, 11 Seconds, 194 EP
    Level 32: -36% ATK & DEF, 12 Seconds, 213 EP
    Level 35: -40% ATK & DEF, 13 Seconds, 232 EP
    Level 38: -44% ATK & DEF, 14 Seconds, 251 EP
    Level 40: -49% ATK & DEF, 15 Seconds, 270 EP
    Level 44: -53% ATK & DEF, 16 Seconds, 289 EP
    Level 46: -57% ATK & DEF, 17 Seconds, 308 EP
    Level 50: -62% ATK & DEF, 18 Seconds, 327 EP
    Level 53: -66% ATK & DEF, 19 Seconds, 346 EP
    Level 56: -70% ATK & DEF, 20 Seconds, 365 EP
    Level 59: -75% ATK & DEF, 21 Seconds, 384 EP
    
    Block                         Ability
    Level 7
    Block all attack damage by reducing EP
    Level 7: 100% EP per damage blocked
    Level 10: 87% EP per damage blocked
    Level 14: 75% EP per damage blocked
    Level 17: 62% EP per damage blocked
    Level 21: 50% EP per damage blocked
    
    Regeneration                  Passive
    none
    Heal over time
    Level 1: 1.0% of max HP every 6 Seconds
    Level 1: 1.4% of max HP every 6 Seconds
    Level 1: 1.7% of max HP every 6 Seconds
    Level 1: 2.1% of max HP every 6 Seconds
    Level 1: 2.4% of max HP every 6 Seconds
    Level 1: 2.8% of max HP every 6 Seconds
    Level 1: 3.1% of max HP every 6 Seconds
    Level 1: 3.5% of max HP every 6 Seconds
    Level 1: 3.9% of max HP every 6 Seconds
    Level 1: 4.2% of max HP every 6 Seconds
    Level 1: 4.6% of max HP every 6 Seconds
    Level 1: 4.9% of max HP every 6 Seconds
    Level 1: 5.3% of max HP every 6 Seconds
    Level 1: 5.6% of max HP every 6 Seconds
    Level 1: 6.0% of max HP every 6 Seconds
    NOTE: The levels here aren't typos. Deadpool just kicks that much ass.
    
    Stealth                       Passive
    Level 14
    Increase Melee damage and chance for critical
    Level 14: +18% Damage, +1% Critical chance
    Level 15: +26% Damage, +2% Critical chance
    Level 16: +34% Damage, +3% Critical chance
    Level 18: +42% Damage, +4% Critical chance
    Level 19: +50% Damage, +5% Critical chance
    Level 20: +58% Damage, +6% Critical chance
    Level 22: +66% Damage, +7% Critical chance
    Level 23: +74% Damage, +8% Critical chance
    Level 24: +82% Damage, +9% Critical chance
    Level 26: +90% Damage, +10% Critical chance
    Level 27: +98% Damage, +11% Critical chance
    Level 28: +106% Damage, +12% Critical chance
    Level 30: +114% Damage, +13% Critical chance
    Level 31: +122% Damage, +14% Critical chance
    Level 33: +130% Damage, +15% Critical chance
    
    Weapons Mastery               Passive
    Level 21, Mutant Master
    Increase Gun/Sword damage and chance for critical
    Level 21: +5% Damage, +1% Critical Chance
    Level 22: +9% Damage, +1% Critical Chance
    Level 23: +12% Damage, +2% Critical Chance
    Level 25: +15% Damage, +2% Critical Chance
    Level 26: +18% Damage, +3% Critical Chance
    Level 27: +22% Damage, +3% Critical Chance
    Level 29: +25% Damage, +4% Critical Chance
    Level 30: +28% Damage, +4% Critical Chance
    Level 31: +31% Damage, +5% Critical Chance
    Level 33: +34% Damage, +5% Critical Chance
    Level 34: +38% Damage, +6% Critical Chance
    Level 35: +41% Damage, +6% Critical Chance
    Level 37: +44% Damage, +7% Critical Chance
    Level 38: +47% Damage, +7% Critical Chance
    Level 40: +50% Damage, +8% Critical Chance
    
    Mutant Master                 Passive
    Level 7
    Increase EP Regeneration rate
    Level 7: +30% EP Regeneration
    Level 8: +42% EP Regeneration
    Level 9: +54% EP Regeneration
    Level 10: +66% EP Regeneration
    Level 11: +78% EP Regeneration
    Level 11: +90% EP Regeneration
    Level 13: +102% EP Regeneration
    Level 14: +114% EP Regeneration
    Level 15: +126% EP Regeneration
    Level 15: +138% EP Regeneration
    Level 16: +150% EP Regeneration
    Level 17: +162% EP Regeneration
    Level 19: +174% EP Regeneration
    Level 19: +186% EP Regeneration
    Level 21: +198% EP Regeneration
    
    ------------------------------------------------------------------------------
    Gambit (SKLGAM)
    Card Shuffle                  Projectile
    none
    Multiple card attack
    Level 1: 6-9 Energy, 1 Card, 14 EP
    Level 4: 11-15 Energy, 1 Card, 20 EP
    Level 7: 17-21 Energy, 1 Card, 27 EP
    Level 9: 23-28 Energy, 1 Card, 33 EP
    Level 13: 29-34 Energy, 2 Cards, 40 EP
    Level 15: 35-41 Energy, 2 Cards, 47 EP
    Level 18: 41-47 Energy, 2 Cards, 53 EP
    Level 21: 46-54 Energy, 3 Cards, 60 EP
    Level 25: 52-60 Energy, 3 Cards, 67 EP
    Level 28: 58-67 Energy, 3 Cards, 73 EP
    Level 30: 64-73 Energy, 4 Cards, 80 EP
    Level 33: 70-80 Energy, 4 Cards, 86 EP
    Level 36: 76-86 Energy, 4 Cards, 93 EP
    Level 40: 81-93 Energy, 5 Cards, 100 EP
    Level 42: 87-99 Energy, 5 Cards, 106 EP
    Level 45: 93-106 Energy, 5 Cards, 113 EP
    Level 49: 99-112 Energy, 6 Cards, 120 EP
    Level 51: 105-119 Energy, 6 Cards, 126 EP
    Level 55: 111-125 Energy, 6 Cards, 133 EP
    Level 58: 117-132 Energy, 7 Cards, 140 EP
    
    Staff Assault                 Melee
    Level 7
    Multi-hit staff attack
    Level 7: 17-22 Energy, 24 EP
    Level 10: 22-28 Energy, 30 EP
    Level 13: 28-34 Energy, 37 EP
    Level 15: 34-41 Energy, 44 EP
    Level 19: 40-47 Energy, 51 EP
    Level 21: 46-54 Energy, 58 EP
    Level 24: 52-60 Energy, 64 EP
    Level 27: 58-67 Energy, 71 EP
    Level 31: 64-73 Energy, 78 EP
    Level 33: 69-80 Energy, 85 EP
    Level 36: 75-86 Energy, 92 EP
    Level 39: 81-93 Energy, 99 EP
    Level 42: 87-99 Energy, 105 EP
    Level 46: 93-106 Energy, 112 EP
    Level 48: 99-112 Energy, 119 EP
    Level 52: 105-119 Energy, 126 EP
    Level 55: 111-125 Energy, 133 EP
    Level 58: 117-132 Energy, 140 EP
    
    Ace of Spades                 Trap
    Level 14, Card Shuffle
    Radioactive cards are thrown on the ground, causing damage to enemies
    nearby.
    Level 14: 43-50 Radiation over 4 Seconds, 1 Card, 36 EP
    Level 17: 51-59 Radiation over 4 Seconds, 1 Card, 43 EP
    Level 20: 59-68 Radiation over 4 Seconds, 1 Card, 50 EP
    Level 23: 68-77 Radiation over 4 Seconds, 1 Card, 57 EP
    Level 26: 76-87 Radiation over 4 Seconds, 2 Cards, 64 EP
    Level 29: 85-96 Radiation over 4 Seconds, 2 Cards, 71 EP
    Level 32: 93-105 Radiation over 4 Seconds, 2 Cards, 78 EP
    Level 35: 101-114 Radiation over 4 Seconds, 2 Cards, 85 EP
    Level 38: 110-124 Radiation over 4 Seconds, 3 Cards, 92 EP
    Level 40: 118-133 Radiation over 4 Seconds, 3 Cards, 99 EP
    Level 44: 127-142 Radiation over 4 Seconds, 3 Cards, 106 EP
    Level 46: 135-151 Radiation over 4 Seconds, 3 Cards, 113 EP
    Level 50: 143-161 Radiation over 4 Seconds, 4 Cards, 120 EP
    Level 53: 152-170 Radiation over 4 Seconds, 4 Cards, 127 EP
    Level 56: 160-179 Radiation over 4 Seconds, 4 Cards, 134 EP
    Level 59: 169-189 Radiation over 4 Seconds, 5 Cards, 142 EP
    
    Staff Slam                    Radial
    Level 21, Staff Assault
    Radial energy attack
    Level 21: 30-36 Energy, 10 Feet, 60 EP
    Level 24: 34-40 Energy, 10 Feet, 68 EP
    Level 27: 38-44 Energy, 10 Feet, 76 EP
    Level 30: 42-49 Energy, 10 Feet, 85 EP
    Level 33: 46-53 Energy, 10 Feet, 93 EP
    Level 36: 50-57 Energy, 10 Feet, 102 EP
    Level 39: 54-62 Energy, 10 Feet, 110 EP
    Level 41: 57-66 Energy, 11 Feet, 119 EP
    Level 45: 62-71 Energy, 11 Feet, 127 EP
    Level 48: 66-75 Energy, 11 Feet, 136 EP
    Level 51: 70-79 Energy, 11 Feet, 144 EP
    Level 54: 74-84 Energy, 11 Feet, 153 EP
    Level 57: 78-88 Energy, 11 Feet, 161 EP
    Level 60: 82-93 Energy, 12 Feet, 170 EP
    
    Full House                    Trap
    Level 28, Ace of Spades
    Exploding cards are thrown on the ground, causing popup damage to enemies.
    Level 28: 66-75 Energy, 2 Cards, 72 EP
    Level 31: 72-82 Energy, 2 Cards, 80 EP
    Level 34: 78-89 Energy, 2 Cards, 88 EP
    Level 36: 85-96 Energy, 3 Cards, 95 EP
    Level 40: 91-103 Energy, 3 Cards, 104 EP
    Level 43: 98-110 Energy, 4 Cards, 112 EP
    Level 45: 104-117 Energy, 4 Cards, 119 EP
    Level 48: 110-124 Energy, 4 Cards, 127 EP
    Level 52: 117-131 Energy, 5 Cards, 136 EP
    Level 54: 123-138 Energy, 5 Cards, 143 EP
    Level 58: 130-146 Energy, 6 Cards, 152 EP
    
    Detonation                    Special
    Level 28, Staff Slam
    Charge an object or enemy. Causes knockback for enemies.
    Level 28: 108-121 Energy, 190 Knockback, 66 EP
    Level 31: 118-132 Energy, 214 Knockback, 73 EP
    Level 34: 129-144 Energy, 238 Knockback, 80 EP
    Level 36: 139-156 Energy, 261 Knockback, 88 EP
    Level 40: 150-167 Energy, 286 Knockback, 95 EP
    Level 43: 161-179 Energy, 310 Knockback, 103 EP
    Level 45: 171-191 Energy, 333 Knockback, 110 EP
    Level 48: 182-202 Energy, 357 Knockback, 117 EP
    Level 52: 192-214 Energy, 382 Knockback, 125 EP
    Level 54: 203-226 Energy, 405 Knockback, 132 EP
    Level 58: 214-238 Energy, 430 Knockback, 140 EP
    
    52 PICKUP                     Radial
    Level 15
    Cards are thrown in the air, raining down for damage.
    Level 15: 88-100 Energy
    Level 20: 120-135 Energy
    Level 25: 152-171 Energy
    Level 30: 185-206 Energy
    Level 35: 217-242 Energy
    Level 39: 249-277 Energy
    Level 45: 282-313 Energy
    
    PRINCE OF THIEVES             Boost
    Level 20
    Increases Techbit, Health Pack and Energy Pack drop chance.
    Level 20: 200% Health & Energy Pack, 400% Techbits, 15 Seconds
    Level 25: 200% Health & Energy Pack, 400% Techbits, 22 Seconds
    Level 30: 200% Health & Energy Pack, 400% Techbits, 30 Seconds
    Level 35: 200% Health & Energy Pack, 400% Techbits, 37 Seconds
    Level 40: 200% Health & Energy Pack, 400% Techbits, 45 Seconds
    
    Energy Form                   Boost
    none
    Increases ATK, DEF and Movement
    Level 1: +10% ATK, +30% DEF, +25% Movement, 13 Seconds, 48 EP
    Level 4: +16% ATK, +35% DEF, +30% Movement, 15 Seconds, 72 EP
    Level 7: +21% ATK, +39% DEF, +34% Movement, 17 Seconds, 96 EP
    Level 9: +26% ATK, +43% DEF, +39% Movement, 19 Seconds, 119 EP
    Level 13: +31% ATK, +47% DEF, +43% Movement, 21 Seconds, 114 EP
    Level 15: +36% ATK, +51% DEF, +48% Movement, 25 Seconds, 167 EP
    Level 18: +41% ATK, +55% DEF, +52% Movement, 26 Seconds, 191 EP
    Level 21: +47% ATK, +60% DEF, +56% Movement, 28 Seconds, 215 EP
    Level 25: +52% ATK, +64% DEF, +61% Movement, 30 Seconds, 240 EP
    Level 28: +57% ATK, +68% DEF, +65% Movement, 32 Seconds, 264 EP
    Level 30: +62% ATK, +72% DEF, +70% Movement, 35 Seconds, 287 EP
    Level 33: +67% ATK, +76% DEF, +74% Movement, 37 Seconds, 311 EP
    Level 36: +72% ATK, +80% DEF, +79% Movement, 39 Seconds, 335 EP
    Level 40: +78% ATK, +85% DEF, +83% Movement, 41 Seconds, 360 EP
    Level 42: +83% ATK, +89% DEF, +87% Movement, 43 Seconds, 383 EP
    Level 45: +88% ATK, +93% DEF, +92% Movement, 46 Seconds, 407 EP
    Level 49: +93% ATK, +97% DEF, +96% Movement, 48 Seconds, 432 EP
    Level 51: +98% ATK, +101% DEF, +101% Movement, 50 Seconds, 455 EP
    Level 55: +103% ATK, +105% DEF, +105% Movement, 52 Seconds, 480 EP
    Level 58: +108% ATK, +109% DEF, +109% Movement, 55 Seconds, 504 EP
    
    Energy Fury                   Boost
    Level 14, Energy Form
    Adds Energy damage for the whole party
    Level 14: +5% Energy, +20% ATK, 13 Seconds, 132 EP
    Level 17: +8% Energy, +30% ATK, 15 Seconds, 157 EP
    Level 20: +11% Energy, +39% ATK, 18 Seconds, 183 EP
    Level 23: +14% Energy, +48% ATK, 21 Seconds, 208 EP
    Level 26: +17% Energy, +58% ATK, 24 Seconds, 234 EP
    Level 29: +19% Energy, +67% ATK, 27 Seconds, 260 EP
    Level 32: +22% Energy, +76% ATK, 29 Seconds, 285 EP
    Level 35: +25% Energy, +86% ATK, 32 Seconds, 311 EP
    Level 38: +28% Energy, +95% ATK, 35 Seconds, 336 EP
    Level 40: +31% Energy, +104% ATK, 38 Seconds, 362 EP
    Level 44: +33% Energy, +114% ATK, 41 Seconds, 388 EP
    Level 46: +36% Energy, +123% ATK, 43 Seconds, 413 EP
    Level 50: +39% Energy, +132% ATK, 46 Seconds, 439 EP
    Level 53: +42% Energy, +142% ATK, 49 Seconds, 464 EP
    Level 56: +45% Energy, +151% ATK, 52 Seconds, 490 EP
    Level 59: +47% Energy, +160% ATK, 55 Seconds, 516 EP
    
    Block                         Ability
    Level 7
    Block all attack damage by reducing EP
    Level 7: 100% EP per damage blocked
    Level 10: 87% EP per damage blocked
    Level 14: 75% EP per damage blocked
    Level 17: 62% EP per damage blocked
    Level 21: 50% EP per damage blocked
    
    Energy Combat                 Passive
    none
    Adds Energy damage to melee attacks
    Level 1: +50% Damage as Energy for non-power attacks
    Level 2: +65% Damage as Energy for non-power attacks
    Level 3: +80% Damage as Energy for non-power attacks
    Level 4: +95% Damage as Energy for non-power attacks
    Level 5: +110% Damage as Energy for non-power attacks
    Level 5: +125% Damage as Energy for non-power attacks
    Level 7: +140% Damage as Energy for non-power attacks
    Level 8: +155% Damage as Energy for non-power attacks
    Level 9: +170% Damage as Energy for non-power attacks
    Level 9: +185% Damage as Energy for non-power attacks
    Level 10: +200% Damage as Energy for non-power attacks
    Level 11: +215% Damage as Energy for non-power attacks
    Level 13: +230% Damage as Energy for non-power attacks
    Level 13: +245% Damage as Energy for non-power attacks
    Level 15: +260% Damage as Energy for non-power attacks
    
    Evade                         Passive
    Level 14, Energy Combat
    Chance to evade incoming melee attacks
    Level 14: 8% chance to dodge
    Level 15: 11% chance to dodge
    Level 16: 14% chance to dodge
    Level 17: 17% chance to dodge
    Level 18: 20% chance to dodge
    Level 18: 23% chance to dodge
    Level 20: 26% chance to dodge
    Level 21: 29% chance to dodge
    Level 22: 32% chance to dodge
    Level 22: 35% chance to dodge
    Level 23: 38% chance to dodge
    Level 24: 41% chance to dodge
    Level 26: 44% chance to dodge
    Level 26: 47% chance to dodge
    Level 28: 50% chance to dodge
    
    Card Mastery                  Passive
    Level 21, Mutant Master
    Increase Card damage and chance for critical
    Level 21: +5% Damage, +1% Critical Chance
    Level 22: +9% Damage, +1% Critical Chance
    Level 23: +12% Damage, +2% Critical Chance
    Level 24: +15% Damage, +2% Critical Chance
    Level 25: +18% Damage, +3% Critical Chance
    Level 25: +22% Damage, +3% Critical Chance
    Level 27: +25% Damage, +4% Critical Chance
    Level 28: +28% Damage, +4% Critical Chance
    Level 29: +31% Damage, +5% Critical Chance
    Level 29: +34% Damage, +5% Critical Chance
    Level 30: +38% Damage, +6% Critical Chance
    Level 31: +41% Damage, +6% Critical Chance
    Level 33: +44% Damage, +7% Critical Chance
    Level 33: +47% Damage, +7% Critical Chance
    Level 35: +50% Damage, +8% Critical Chance
    
    Mutant Master                 Passive
    Level 7
    Increase EP Regeneration rate
    Level 7: +30% EP Regeneration
    Level 8: +42% EP Regeneration
    Level 9: +54% EP Regeneration
    Level 10: +66% EP Regeneration
    Level 11: +78% EP Regeneration
    Level 11: +90% EP Regeneration
    Level 13: +102% EP Regeneration
    Level 14: +114% EP Regeneration
    Level 15: +126% EP Regeneration
    Level 15: +138% EP Regeneration
    Level 16: +150% EP Regeneration
    Level 17: +162% EP Regeneration
    Level 19: +174% EP Regeneration
    Level 19: +186% EP Regeneration
    Level 21: +198% EP Regeneration
    
    ------------------------------------------------------------------------------
    Iceman (SKLICE)
    Slow Beam                     Beam
    none
    A slowing beam; can Build Bridges
    Level 1: 11-15 Cold, 70% Slow, 4 Second Slow, 12 EP
    Level 4: 20-25 Cold, 67% Slow, 4 Second Slow, 18 EP
    Level 7: 30-36 Cold, 65% Slow, 4 Second Slow, 24 EP
    Level 9: 40-46 Cold, 62% Slow, 5 Second Slow, 29 EP
    Level 13: 49-57 Cold, 60% Slow, 5 Second Slow, 36 EP
    Level 15: 59-68 Cold, 58% Slow, 6 Second Slow, 41 EP
    Level 18: 69-78 Cold, 55% Slow, 6 Second Slow, 47 EP
    Level 21: 78-89 Cold, 53% Slow, 6 Second Slow, 53 EP
    Level 24: 88-100 Cold, 51% Slow, 7 Second Slow, 60 EP
    Level 28: 98-110 Cold, 48% Slow, 7 Second Slow, 66 EP
    Level 30: 107-121 Cold, 46% Slow, 8 Second Slow, 71 EP
    Level 33: 117-131 Cold, 44% Slow, 8 Second Slow, 77 EP
    Level 36: 127-142 Cold, 41% Slow, 9 Second Slow, 83 EP
    Level 40: 136-153 Cold, 39% Slow, 9 Second Slow, 90 EP
    Level 42: 146-163 Cold, 36% Slow, 9 Second Slow, 95 EP
    Level 45: 156-174 Cold, 34% Slow, 10 Second Slow, 101 EP
    Level 49: 165-185 Cold, 32% Slow, 10 Second Slow, 108 EP
    Level 51: 175-195 Cold, 29% Slow, 11 Second Slow, 113 EP
    Level 55: 185-206 Cold, 27% Slow, 11 Second Slow, 120 EP
    Level 58: 195-217 Cold, 25% Slow, 12 Second Slow, 126 EP
    
    Ice Shards                    Projectile
    none
    Throw shards of ice at enemies
    Level 1: 6-9 Cold, 1 Shard, 14 EP
    Level 4: 11-15 Cold, 1 Shard, 20 EP
    Level 7: 17-21 Cold, 1 Shard, 27 EP
    Level 9: 23-28 Cold, 1 Shard, 33 EP
    Level 13: 29-34 Cold, 1 Shard, 40 EP
    Level 15: 35-41 Cold, 3 Shards, 47 EP
    Level 18: 41-47 Cold, 3 Shards, 53 EP
    Level 21: 46-54 Cold, 3 Shards, 60 EP
    Level 25: 52-60 Cold, 3 Shards, 67 EP
    Level 28: 58-67 Cold, 3 Shards, 73 EP
    Level 30: 64-73 Cold, 3 Shards, 80 EP
    Level 33: 70-80 Cold, 3 Shards, 86 EP
    Level 36: 76-86 Cold, 5 Shards, 93 EP
    Level 40: 81-93 Cold, 5 Shards, 100 EP
    Level 42: 87-99 Cold, 5 Shards, 106 EP
    Level 45: 93-106 Cold, 5 Shards, 113 EP
    Level 49: 99-112 Cold, 5 Shards, 120 EP
    Level 51: 105-119 Cold, 5 Shards, 126 EP
    Level 55: 111-125 Cold, 5 Shards, 133 EP
    Level 58: 117-132 Cold, 7 Shards, 140 EP
    
    Freeze Beam                   Beam
    Level 7, Slow Beam
    A freezing beam; can Build Bridges
    Level 7: 30-36 Cold, 2.0 Second Freeze, 22 EP
    Level 10: 39-46 Cold, 2.2 Second Freeze, 28 EP
    Level 13: 49-57 Cold, 2.5 Second Freeze, 34 EP
    Level 15: 59-67 Cold, 2.7 Second Freeze, 40 EP
    Level 19: 68-78 Cold, 2.9 Second Freeze, 46 EP
    Level 21: 78-89 Cold, 3.2 Second Freeze, 52 EP
    Level 24: 88-99 Cold, 3.4 Second Freeze, 58 EP
    Level 27: 97-110 Cold, 3.6 Second Freeze, 64 EP
    Level 31: 107-121 Cold, 3.9 Second Freeze, 70 EP
    Level 33: 117-131 Cold, 4.1 Second Freeze, 77 EP
    Level 36: 127-142 Cold, 4.4 Second Freeze, 83 EP
    Level 39: 136-153 Cold, 4.6 Second Freeze, 89 EP
    Level 42: 146-163 Cold, 4.8 Second Freeze, 95 EP
    Level 46: 156-174 Cold, 5.1 Second Freeze, 101 EP
    Level 48: 165-185 Cold, 5.3 Second Freeze, 107 EP
    Level 52: 175-195 Cold, 5.5 Second Freeze, 113 EP
    Level 55: 185-206 Cold, 5.8 Second Freeze, 119 EP
    Level 58: 195-217 Cold, 6.0 Second Freeze, 126 EP
    
    Ice Slide                     Charge
    Level 14
    Slide on an ice sled, damaging and slowing enemies
    Level 14: 53-61 Cold, 40 Knockback, 50% Slow for 4 Seconds, 34 EP/Second
    Level 17: 62-71 Cold, 53 Knockback, 50% Slow for 4 Seconds, 40 EP/Second
    Level 20: 72-82 Cold, 67 Knockback, 50% Slow for 4 Seconds, 46 EP/Second
    Level 23: 82-92 Cold, 81 Knockback, 50% Slow for 4 Seconds, 53 EP/Second
    Level 26: 91-103 Cold, 94 Knockback, 50% Slow for 4 Seconds, 59 EP/Second
    Level 29: 101-114 Cold, 109 Knockback, 50% Slow for 4 Seconds, 66 EP/Second
    Level 32: 111-124 Cold, 122 Knockback, 50% Slow for 4 Seconds, 72 EP/Second
    Level 35: 120-135 Cold, 135 Knockback, 50% Slow for 4 Seconds, 78 EP/Second
    Level 38: 130-145 Cold, 149 Knockback, 50% Slow for 4 Seconds, 85 EP/Second
    Level 40: 139-156 Cold, 162 Knockback, 50% Slow for 4 Seconds, 91 EP/Second
    Level 44: 149-167 Cold, 176 Knockback, 50% Slow for 4 Seconds, 98 EP/Second
    Level 46: 159-177 Cold, 190 Knockback, 50% Slow for 4 Seconds, 104 EP/Second
    Level 50: 169-188 Cold, 204 Knockback, 50% Slow for 4 Seconds, 110 EP/Second
    Level 53: 178-198 Cold, 217 Knockback, 50% Slow for 4 Seconds, 117 EP/Second
    Level 56: 188-209 Cold, 231 Knockback, 50% Slow for 4 Seconds, 123 EP/Second
    Level 59: 198-220 Cold, 245 Knockback, 50% Slow for 4 Seconds, 130 EP/Second
    
    Arctic Burst                  Radial
    Level 21, Freeze Beam
    Radial blast, slowing and damaging enemies
    Level 21: 30-36 Cold, 75% Slow, 4.0 Seconds, 60 EP
    Level 24: 34-40 Cold, 71% Slow, 4.5 Seconds, 68 EP
    Level 27: 38-44 Cold, 67% Slow, 5.1 Seconds, 76 EP
    Level 30: 42-49 Cold, 63% Slow, 5.6 Seconds, 85 EP
    Level 33: 46-53 Cold, 59% Slow, 6.2 Seconds, 93 EP
    Level 36: 50-57 Cold, 55% Slow, 6.7 Seconds, 102 EP
    Level 39: 54-62 Cold, 52% Slow, 7.2 Seconds, 110 EP
    Level 41: 57-66 Cold, 48% Slow, 7.8 Seconds, 119 EP
    Level 45: 62-71 Cold, 44% Slow, 8.3 Seconds, 127 EP
    Level 48: 66-75 Cold, 40% Slow, 8.8 Seconds, 136 EP
    Level 51: 70-79 Cold, 36% Slow, 9.4 Seconds, 144 EP
    Level 54: 74-84 Cold, 32% Slow, 9.9 Seconds, 153 EP
    Level 57: 78-88 Cold, 28% Slow, 10.5 Seconds, 161 EP
    Level 60: 82-93 Cold, 25% Slow, 11.0 Seconds, 170 EP
    
    Cold Crush                    Projectile
    Level 28, Ice Slide
    Freeze target, slows those in radius; can Build Bridges
    Level 28: 69-79 Cold, 53-61 Cold explosion, 70% Slow for 3.0 Seconds, 78 EP
    Level 31: 76-86 Cold, 59-68 Cold explosion, 65% Slow for 3.0 Seconds, 86 EP
    Level 34: 83-94 Cold, 65-75 Cold explosion, 61% Slow for 3.0 Seconds, 95 EP
    Level 36: 90-102 Cold, 72-82 Cold explosion, 56% Slow for 3.0 Seconds, 104 EP
    Level 40: 97-110 Cold, 78-89 Cold explosion, 52% Slow for 3.0 Seconds, 113 EP
    Level 43: 104-118 Cold, 85-96 Cold explosion, 47% Slow for 3.0 Seconds,
              122 EP
    Level 45: 111-125 Cold, 91-103 Cold explosion, 43% Slow for 3.0 Seconds,
              130 EP
    Level 48: 118-133 Cold, 97-110 Cold explosion, 38% Slow for 3.0 Seconds,
              139 EP
    Level 52: 125-141 Cold, 104-117 Cold explosion, 34% Slow for 3.0 Seconds,
              148 EP
    Level 54: 132-149 Cold, 110-124 Cold explosion, 29% Slow for 3.0 Seconds,
              157 EP
    Level 58: 140-157 Cold, 117-132 Cold explosion, 25% Slow for 3.0 Seconds,
              166 EP
    
    Ice Pillar                    Blast
    Level 28, Arctic Burst
    Ice pillars pop enemies up in the air
    Level 28: 66-75 Cold, 2 Pillars, 72 EP
    Level 31: 72-82 Cold, 2 Pillars, 80 EP
    Level 34: 78-89 Cold, 2 Pillars, 88 EP
    Level 36: 85-96 Cold, 3 Pillars, 95 EP
    Level 40: 91-103 Cold, 3 Pillars, 104 EP
    Level 43: 98-110 Cold, 4 Pillars, 112 EP
    Level 45: 104-117 Cold, 4 Pillars, 119 EP
    Level 48: 110-124 Cold, 4 Pillars, 127 EP
    Level 52: 117-131 Cold, 5 Pillars, 136 EP
    Level 54: 123-138 Cold, 5 Pillars, 143 EP
    Level 58: 130-146 Cold, 6 Pillars, 152 EP
    
    COLD SNAP                     Radial
    Level 15
    Damage everything in sight; freezes nearby enemies, slows distant ones
    Level 15: 85-96 Cold, 4.0 Second Freeze, 70% Slow for 5.0 Seconds
    Level 20: 117-131 Cold, 4.7 Second Freeze, 62% Slow for 6.2 Seconds
    Level 24: 149-167 Cold, 5.3 Second Freeze, 55% Slow for 7.3 Seconds
    Level 30: 182-202 Cold, 6.0 Second Freeze, 47% Slow for 8.5 Seconds
    Level 35: 214-238 Cold, 6.7 Second Freeze, 40% Slow for 9.7 Seconds
    Level 39: 246-273 Cold, 7.3 Second Freeze, 32% Slow for 10.8 Seconds
    Level 45: 279-309 Cold, 8.0 Second Freeze, 25% Slow for 12.0 Seconds
    
    ICE SIDEKICK                  Special
    Level 20
    Create an ice entity to fight alongside you
    Level 20: 15 Seconds, 50% of Iceman's Max HP & Damage
    Level 25: 22 Seconds, 62% of Iceman's Max HP, 68% of Iceman's Damage
    Level 30: 30 Seconds, 75% of Iceman's Max HP, 87% of Iceman's Damage
    Level 35: 37 Seconds, 87% of Iceman's Max HP, 106% of Iceman's Damage
    Level 40: 45 Seconds, 100% of Iceman's Max HP, 125% of Iceman's Damage
    
    Ice Armor                     Boost
    Level 7
    Absorbs damage, damages and slows attackers
    Level 7: 35 Damage absorbed, 1-2 Cold, 50% Slow for 3.0 Seconds, 88 EP
    Level 10: 38 Damage absorbed, 1-3 Cold, 50% Slow for 3.0 Seconds, 112 EP
    Level 13: 41 Damage absorbed, 2-4 Cold, 50% Slow for 3.0 Seconds, 136 EP
    Level 15: 44 Damage absorbed, 3-4 Cold, 50% Slow for 3.0 Seconds, 161 EP
    Level 19: 48 Damage absorbed, 4-6 Cold, 50% Slow for 3.0 Seconds, 185 EP
    Level 21: 51 Damage absorbed, 4-6 Cold, 50% Slow for 3.0 Seconds, 210 EP
    Level 24: 54 Damage absorbed, 5-7 Cold, 50% Slow for 3.0 Seconds, 234 EP
    Level 27: 58 Damage absorbed, 6-8 Cold, 50% Slow for 3.0 Seconds, 259 EP
    Level 31: 61 Damage absorbed, 7-9 Cold, 50% Slow for 3.0 Seconds, 283 EP
    Level 33: 64 Damage absorbed, 7-10 Cold, 50% Slow for 3.0 Seconds, 308 EP
    Level 36: 67 Damage absorbed, 8-11 Cold, 50% Slow for 3.0 Seconds, 332 EP
    Level 39: 71 Damage absorbed, 9-12 Cold, 50% Slow for 3.0 Seconds, 357 EP
    Level 42: 74 Damage absorbed, 10-13 Cold, 50% Slow for 3.0 Seconds, 381 EP
    Level 46: 77 Damage absorbed, 10-15 Cold, 50% Slow for 3.0 Seconds, 406 EP
    Level 48: 81 Damage absorbed, 11-15 Cold, 50% Slow for 3.0 Seconds, 430 EP
    Level 52: 84 Damage absorbed, 12-17 Cold, 50% Slow for 3.0 Seconds, 455 EP
    Level 55: 87 Damage absorbed, 13-18 Cold, 50% Slow for 3.0 Seconds, 479 EP
    Level 58: 91 Damage absorbed, 14-19 Cold, 50% Slow for 3.0 Seconds, 504 EP
    
    Ice Gloves                    Boost
    Level 14, Ice Armor
    Whole party gets Cold damage added to melee, along with an ATK bonus
    Level 14: +5% Cold, +1 ATK, 13.0 Seconds, 132 EP
    Level 17: +7% Cold, +1 ATK, 15.8 Seconds, 157 EP
    Level 20: +10% Cold, +1 ATK, 18.6 Seconds, 183 EP
    Level 23: +13% Cold, +1 ATK, 21.4 Seconds, 208 EP
    Level 26: +16% Cold, +1 ATK, 24.2 Seconds, 234 EP
    Level 29: +19% Cold, +1 ATK, 27.0 Seconds, 260 EP
    Level 32: +21% Cold, +1 ATK, 29.8 Seconds, 285 EP
    Level 35: +24% Cold, +1 ATK, 32.6 Seconds, 311 EP
    Level 38: +27% Cold, +1 ATK, 35.4 Seconds, 336 EP
    Level 40: +30% Cold, +1 ATK, 38.2 Seconds, 362 EP
    Level 44: +33% Cold, +2 ATK, 41.0 Seconds, 388 EP
    Level 46: +35% Cold, +2 ATK, 43.8 Seconds, 413 EP
    Level 50: +38% Cold, +2 ATK, 46.6 Seconds, 439 EP
    Level 53: +41% Cold, +2 ATK, 49.4 Seconds, 464 EP
    Level 56: +44% Cold, +2 ATK, 52.2 Seconds, 490 EP
    Level 59: +47% Cold, +2 ATK, 55.0 Seconds, 516 EP
    
    Ice Combat                    Passive
    none
    Add Cold damage to melee attacks
    Level 1: +50% Damage as Cold
    Level 2: +65% Damage as Cold
    Level 3: +80% Damage as Cold
    Level 4: +95% Damage as Cold
    Level 5: +110% Damage as Cold
    Level 5: +125% Damage as Cold
    Level 7: +140% Damage as Cold
    Level 8: +155% Damage as Cold
    Level 9: +170% Damage as Cold
    Level 9: +185% Damage as Cold
    Level 10: +200% Damage as Cold
    Level 11: +215% Damage as Cold
    Level 13: +230% Damage as Cold
    Level 13: +245% Damage as Cold
    Level 15: +260% Damage as Cold
    
    Cold Mastery                  Passive
    Level 14, Mutant Master
    Adds Cold damage and chance for Critical to all attacks, along with
    Cold Resist
    Level 14: +5% Damage, +1% Critical Chance, +25% Cold Resist
    Level 15: +9% Damage, +2% Critical Chance, +30% Cold Resist
    Level 16: +12% Damage, +2% Critical Chance, +35% Cold Resist
    Level 17: +15% Damage, +3% Critical Chance, +41% Cold Resist
    Level 18: +18% Damage, +3% Critical Chance, +46% Cold Resist
    Level 18: +22% Damage, +4% Critical Chance, +51% Cold Resist
    Level 20: +25% Damage, +4% Critical Chance, +57% Cold Resist
    Level 21: +28% Damage, +5% Critical Chance, +62% Cold Resist
    Level 22: +31% Damage, +5% Critical Chance, +67% Cold Resist
    Level 22: +34% Damage, +6% Critical Chance, +73% Cold Resist
    Level 23: +38% Damage, +6% Critical Chance, +78% Cold Resist
    Level 24: +41% Damage, +7% Critical Chance, +84% Cold Resist
    Level 26: +44% Damage, +7% Critical Chance, +89% Cold Resist
    Level 26: +47% Damage, +8% Critical Chance, +94% Cold Resist
    Level 28: +50% Damage, +8% Critical Chance, +100% Cold Resist
    
    Piercing Cold                 Passive
    Level 21, Ice Combat
    Increases chance of a piercing hit with Beams and Ice Shards
    Level 21: 20% Chance
    Level 22: 24% Chance
    Level 23: 28% Chance
    Level 24: 32% Chance
    Level 25: 36% Chance
    Level 25: 40% Chance
    Level 27: 44% Chance
    Level 28: 48% Chance
    Level 29: 52% Chance
    Level 29: 56% Chance
    Level 30: 60% Chance
    Level 31: 64% Chance
    Level 33: 68% Chance
    Level 33: 72% Chance
    Level 35: 76% Chance
    
    Mutant Master                 Passive
    Level 7
    Increase EP Regeneration rate
    Level 7: +30% EP Regeneration
    Level 8: +42% EP Regeneration
    Level 9: +54% EP Regeneration
    Level 10: +66% EP Regeneration
    Level 11: +78% EP Regeneration
    Level 11: +90% EP Regeneration
    Level 13: +102% EP Regeneration
    Level 14: +114% EP Regeneration
    Level 15: +126% EP Regeneration
    Level 15: +138% EP Regeneration
    Level 16: +150% EP Regeneration
    Level 17: +162% EP Regeneration
    Level 19: +174% EP Regeneration
    Level 19: +186% EP Regeneration
    Level 21: +198% EP Regeneration
    
    ------------------------------------------------------------------------------
    Iron Man* (SKLBIM)
    Uni-Beam                      Beam
    none
    Basic Beam attack
    Level 1: 11-15 Energy, 12 EP
    Level 4: 20-25 Energy, 18 EP
    Level 7: 30-36 Energy, 24 EP
    Level 9: 40-46 Energy, 29 EP
    Level 13: 49-57 Energy, 36 EP
    Level 15: 59-68 Energy, 41 EP
    Level 18: 69-78 Energy, 47 EP
    Level 21: 78-89 Energy, 53 EP
    Level 25: 88-100 Energy, 60 EP
    Level 28: 98-110 Energy, 66 EP
    Level 30: 107-121 Energy, 71 EP
    Level 33: 117-131 Energy, 77 EP
    Level 36: 127-142 Energy, 83 EP
    Level 40: 136-153 Energy, 90 EP
    Level 42: 146-163 Energy, 95 EP
    Level 45: 156-174 Energy, 101 EP
    Level 49: 165-185 Energy, 108 EP
    Level 51: 175-195 Energy, 113 EP
    Level 55: 185-206 Energy, 120 EP
    Level 58: 195-217 Energy, 126 EP
    
    Plasma Charges                Projectile
    none
    Multi-blast attack
    Level 1: 1 Charge, 6-9 Energy, 14 EP
    Level 4: 1 Charge, 11-15 Energy, 20 EP
    Level 7: 1 Charge, 17-21 Energy, 27 EP
    Level 9: 1 Charge, 23-28 Energy, 33 EP
    Level 13: 2 Charges, 29-34 Energy, 40 EP
    Level 15: 2 Charges, 35-41 Energy, 47 EP
    Level 18: 2 Charges, 41-47 Energy, 53 EP
    Level 21: 3 Charges, 46-54 Energy, 60 EP
    Level 25: 3 Charges, 52-60 Energy, 67 EP
    Level 28: 3 Charges, 58-67 Energy, 73 EP
    Level 30: 4 Charges, 64-73 Energy, 80 EP
    Level 33: 4 Charges, 70-80 Energy, 86 EP
    Level 36: 4 Charges, 76-86 Energy, 93 EP
    Level 50: 5 Charges, 81-93 Energy, 100 EP
    Level 42: 5 Charges, 87-99 Energy, 106 EP
    Level 45: 5 Charges, 93-106 Energy, 113 EP
    Level 49: 6 Charges, 99-112 Energy, 120 EP
    Level 51: 6 Charges, 105-119 Energy, 126 EP
    Level 55: 6 Charges, 111-125 Energy, 133 EP
    Level 58: 7 Charges, 117-132 Energy, 140 EP
    
    Disruptor Shock               Blast
    Level 7, Uni-Beam
    Radiation burst
    Level 7: 17-22 Radiation, 1.0 Second Stun, 28 EP
    Level 10: 22-27 Radiation, 1.2 Second Stun, 36 EP
    Level 13: 27-33 Radiation, 1.4 Second Stun, 44 EP
    Level 15: 32-38 Radiation, 1.6 Second Stun, 51 EP
    Level 19: 37-44 Radiation, 1.8 Second Stun, 60 EP
    Level 21: 42-50 Radiation, 1.9 Second Stun, 67 EP
    Level 24: 48-55 Radiation, 2.1 Second Stun, 75 EP
    Level 27: 53-61 Radiation, 2.3 Second Stun, 83 EP
    Level 31: 58-67 Radiation, 2.5 Second Stun, 92 EP
    Level 33: 63-72 Radiation, 2.7 Second Stun, 99 EP
    Level 36: 68-78 Radiation, 2.9 Second Stun, 107 EP
    Level 39: 73-84 Radiation, 3.1 Second Stun, 115 EP
    Level 42: 79-89 Radiation, 3.3 Second Stun, 123 EP
    Level 46: 84-95 Radiation, 3.4 Second Stun, 132 EP
    Level 48: 89-101 Radiation, 3.6 Second Stun, 139 EP
    Level 52: 94-106 Radiation, 3.8 Second Stun, 148 EP
    Level 55: 99-112 Radiation, 4.0 Second Stun, 156 EP
    Level 58: 105-118 Radiation, 4.2 Second Stun, 164 EP
    
    Auto Turret                   Trap
    Level 14, Plasma Charges
    An Elemental damage dealing turret
    Level 14: 53-61 Elemental, 40 Turret HP, 12 Seconds, 34 EP
    Level 17: 62-81 Elemental, 42 Turret HP, 12 Seconds, 40 EP
    Level 20: 72-82 Elemental, 45 Turret HP, 13 Seconds, 46 EP
    Level 23: 82-92 Elemental, 48 Turret HP, 14 Seconds, 53 EP
    Level 26: 91-103 Elemental, 51 Turret HP, 15 Seconds, 59 EP
    Level 29: 101-114 Elemental, 54 Turret HP, 16 Seconds, 66 EP
    Level 32: 111-124 Elemental, 56 Turret HP, 17 Seconds, 72 EP
    Level 35: 120-135 Elemental, 59 Turret HP, 18 Seconds, 78 EP
    Level 38: 130-145 Elemental, 62 Turret HP, 19 Seconds, 85 EP
    Level 40: 139-156 Elemental, 65 Turret HP, 20 Seconds, 91 EP
    Level 44: 149-167 Elemental, 68 Turret HP, 21 Seconds, 98 EP
    Level 46: 159-177 Elemental, 70 Turret HP, 22 Seconds, 104 EP
    Level 50: 169-188 Elemental, 73 Turret HP, 23 Seconds, 110 EP
    Level 53: 178-198 Elemental, 76 Turret HP, 24 Seconds, 117 EP
    Level 56: 188-209 Elemental, 79 Turret HP, 25 Seconds, 123 EP
    Level 59: 198-220 Elemental, 82 Turret HP, 26 Seconds, 130 EP
    
    Repulsor Rays                 Projectile (Hold)
    Level 21, Disruptor Shock
    Rapid-fire lasers
    Level 21: 43-50 Energy, 50 EP/Second
    Level 24: 49-56 Energy, 57 EP/Second
    Level 27: 55-63 Energy, 64 EP/Second
    Level 30: 61-69 Energy, 71 EP/Second
    Level 33: 67-76 Energy, 78 EP/Second
    Level 36: 73-82 Energy, 86 EP/Second
    Level 39: 79-89 Energy, 93 EP/Second
    Level 41: 84-95 Energy, 100 EP/Second
    Level 45: 91-102 Energy, 107 EP/Second
    Level 48: 97-108 Energy, 115 EP/Second
    Level 51: 103-115 Energy, 122 EP/Second
    Level 54: 109-121 Energy, 129 EP/Second
    Level 57: 115-128 Energy, 136 EP/Second
    Level 60: 121-135 Energy, 144 EP/Second
    
    Gamma Bolts                   Projectile
    Level 28, Auto Turret
    3 piercing, bouncing bolts
    Level 28: 66-75 Radiation, 2 Seconds, 2 Bounces, 72 EP
    Level 31: 72-82 Radiation, 2 Seconds, 2 Bounces, 80 EP
    Level 34: 78-89 Radiation, 2 Seconds, 2 Bounces, 88 EP
    Level 36: 85-96 Radiation, 2 Seconds, 3 Bounces, 95 EP
    Level 40: 91-103 Radiation, 2 Seconds, 3 Bounces, 104 EP
    Level 43: 98-110 Radiation, 3 Seconds, 4 Bounces, 112 EP
    Level 45: 104-117 Radiation, 3 Seconds, 4 Bounces, 119 EP
    Level 48: 110-124 Radiation, 3 Seconds, 4 Bounces, 127 EP
    Level 52: 117-131 Radiation, 3 Seconds, 5 Bounces, 136 EP
    Level 54: 123-138 Radiation, 3 Seconds, 5 Bounces, 143 EP
    Level 58: 130-146 Radiation, 4 Seconds, 6 Bounces, 152 EP
    
    Tractor Beam                  Blast
    Level 28, Repulsor Rays
    Targeted enemy sucks other enemies in for damage + Stun
    Level 28: 43-50 Damage main, 27-33 Damage secondary, 84 EP
    Level 31: 47-54 Damage main, 31-37 Damage secondary, 93 EP
    Level 34: 51-59 Damage main, 35-42 Damage secondary, 103 EP
    Level 36: 55-63 Damage main, 39-46 Damage secondary, 112 EP
    Level 40: 59-68 Damage main, 43-51 Damage secondary, 122 EP
    Level 43: 64-73 Damage main, 48-56 Damage secondary, 132 EP
    Level 45: 68-77 Damage main, 52-60 Damage secondary, 141 EP
    Level 48: 72-82 Damage main, 56-65 Damage secondary, 151 EP
    Level 52: 76-86 Damage main, 60-69 Damage secondary, 160 EP
    Level 54: 90-91 Damage main, 64-74 Damage secondary, 170 EP
    Level 58: 85-96 Damage main, 69-79 Damage secondary, 180 EP
    
    CONCUSSIVE OVERLOAD           Radial
    Level 15
    Deals 4 kind of damage
    Level 15: 27-33 Energy, 27-33 Elemental, 27-33 Radiation,
              21-26 EMP (Robots only)
    Level 20: 37-44 Energy, 37-44 Elemental, 37-44 Radiation,
              37-43 EMP (Robots only)
    Level 25: 48-56 Energy, 48-56 Elemental, 48-56 Radiation,
              53-61 EMP (Robots only)
    Level 30: 59-68 Energy, 59-68 Elemental, 59-68 Radiation,
              69-79 EMP (Robots only)
    Level 35: 70-80 Energy, 70-80 Elemental, 70-80 Radiation,
              85-96 EMP (Robots only)
    Level 39: 81-92 Energy, 81-92 Elemental, 81-92 Radiation,
              100-114 EMP (Robots only)
    Level 45: 92-104 Energy, 92-104 Elemental, 92-104 Radiation,
              117-132 EMP (Robots only)
    
    SYSTEM OVERRIDE               Boost
    Level 20
    Revives Iron Man automatically if killed while active
    Level 20: 10% of Max HP, 180 Seconds
    Level 25: 26% of Max HP, 210 Seconds
    Level 30: 42% of Max HP, 240 Seconds
    Level 35: 58% of Max HP, 270 Seconds
    Level 40: 75% of Max HP, 300 Seconds
    
    Energy Shield                 Boost
    Level 7
    Turns Energy into HP, along with a Physical and DEF bonus
    Level 7: Absorbs 45% Energy, +20% DEF, +10% Physical, 13 Seconds, 88 EP
    Level 10: Absorbs 47% Energy, +29% DEF, +11% Physical, 13 Seconds, 112 EP
    Level 13: Absorbs 50% Energy, +37% DEF, +12% Physical, 13 Seconds, 136 EP
    Level 15: Absorbs 52% Energy, +45% DEF, +12% Physical, 13 Seconds, 161 EP
    Level 19: Absorbs 54% Energy, +53% DEF, +13% Physical, 13 Seconds, 185 EP
    Level 21: Absorbs 57% Energy, +62% DEF, +13% Physical, 13 Seconds, 210 EP
    Level 24: Absorbs 59% Energy, +70% DEF, +14% Physical, 13 Seconds, 234 EP
    Level 27: Absorbs 62% Energy, +78% DEF, +15% Physical, 13 Seconds, 259 EP
    Level 31: Absorbs 64% Energy, +86% DEF, +15% Physical, 13 Seconds, 283 EP
    Level 33: Absorbs 67% Energy, +95% DEF, +16% Physical, 13 Seconds, 308 EP
    Level 36: Absorbs 89% Energy, +103% DEF, +16% Physical, 13 Seconds, 332 EP
    Level 39: Absorbs 72% Energy, +111% DEF, +17% Physical, 13 Seconds, 357 EP
    Level 42: Absorbs 74% Energy, +119% DEF, +18% Physical, 13 Seconds, 381 EP
    Level 46: Absorbs 77% Energy, +128% DEF, +18% Physical, 13 Seconds, 406 EP
    Level 48: Absorbs 79% Energy, +136% DEF, +19% Physical, 13 Seconds, 430 EP
    Level 52: Absorbs 82% Energy, +144% DEF, +19% Physical, 13 Seconds, 455 EP
    Level 55: Absorbs 84% Energy, +152% DEF, +20% Physical, 13 Seconds, 479 EP
    Level 58: Absorbs 87% Energy, +160% DEF, +20% Physical, 13 Seconds, 504 EP
    
    Motion Amplifier              Boost
    Level 14, Energy Shield
    Increases ATK, Attack speed, and Melee damage
    Level 14: +75% Attack speed, +80% ATK, +375% Melee damage, 13 Seconds, 22 EP
    Level 14: +80% Attack speed, +88% ATK, +397% Melee damage, 15 Seconds, 22 EP
    Level 15: +85% Attack speed, +95% ATK, +419% Melee damage, 18 Seconds, 23 EP
    Level 16: +90% Attack speed, +103% ATK, +440% Melee damage, 21 Seconds,
              24 EP
    Level 17: +95% Attack speed, +110% ATK, +462% Melee damage, 24 Seconds,
              24 EP
    Level 18: +100% Attack speed, +118% ATK, +484% Melee damage, 27 Seconds,
              25 EP
    Level 19: +105% Attack speed, +125% ATK, +505% Melee damage, 29 Seconds,
              26 EP
    Level 20: +110% Attack speed, +133% ATK, +527% Melee damage, 32 Seconds,
              26 EP
    Level 21: +115% Attack speed, +140% ATK, +549% Melee damage, 35 Seconds,
              27 EP
    Level 22: +120% Attack speed, +148% ATK, +570% Melee damage, 38 Seconds,
              27 EP
    Level 23: +125% Attack speed, +155% ATK, +592% Melee damage, 41 Seconds,
              28 EP
    Level 24: +130% Attack speed, +163% ATK, +614% Melee damage, 43 Seconds,
              29 EP
    Level 25: +135% Attack speed, +170% ATK, +635% Melee damage, 46 Seconds,
              30 EP
    Level 26: +140% Attack speed, +178% ATK, +657% Melee damage, 49 Seconds,
              30 EP
    Level 27: +145% Attack speed, +185% ATK, +679% Melee damage, 52 Seconds,
              31 EP
    Level 28: +150% Attack speed, +192% ATK, +700% Melee damage, 55 Seconds,
              32 EP
    
    Auto Medic                    Passive
    none
    Increased HP Regeneration
    Level 1: 1.0% of Max HP/7 Seconds
    Level 2: 1.4% of Max HP/7 Seconds
    Level 3: 1.7% of Max HP/7 Seconds
    Level 4: 2.1% of Max HP/7 Seconds
    Level 5: 2.4% of Max HP/7 Seconds
    Level 5: 2.8% of Max HP/7 Seconds
    Level 7: 3.1% of Max HP/7 Seconds
    Level 8: 3.5% of Max HP/7 Seconds
    Level 9: 3.9% of Max HP/7 Seconds
    Level 9: 4.2% of Max HP/7 Seconds
    Level 10: 4.6% of Max HP/7 Seconds
    Level 11: 4.9% of Max HP/7 Seconds
    Level 13: 5.3% of Max HP/7 Seconds
    Level 13: 5.6% of Max HP/7 Seconds
    Level 15: 6.0% of Max HP/7 Seconds
    
    Mark VIII Upgrade             Passive
    Level 14, Mutant Master
    Increase Energy damage and chance for critical
    Level 14: +5% Damage, +1% Critical Chance
    Level 15: +9% Damage, +2% Critical Chance
    Level 17: +12% Damage, +2% Critical Chance
    Level 18: +15% Damage, +3% Critical Chance
    Level 20: +18% Damage, +3% Critical Chance
    Level 21: +22% Damage, +4% Critical Chance
    Level 23: +25% Damage, +4% Critical Chance
    Level 24: +28% Damage, +5% Critical Chance
    Level 26: +31% Damage, +5% Critical Chance
    Level 27: +34% Damage, +6% Critical Chance
    Level 28: +38% Damage, +6% Critical Chance
    Level 30: +41% Damage, +7% Critical Chance
    Level 32: +44% Damage, +7% Critical Chance
    Level 33: +47% Damage, +8% Critical Chance
    Level 35: +50% Damage, +8% Critical Chance
    
    Environmental Suit            Passive
    Level 21, Auto Medic
    Increase all resistances
    Level 21: +5% for all Resistances
    Level 22: +8% for all Resistances
    Level 23: +11% for all Resistances
    Level 24: +14% for all Resistances
    Level 25: +17% for all Resistances
    Level 25: +20% for all Resistances
    Level 27: +23% for all Resistances
    Level 28: +26% for all Resistances
    Level 29: +29% for all Resistances
    Level 29: +32% for all Resistances
    Level 30: +35% for all Resistances
    Level 31: +38% for all Resistances
    Level 33: +41% for all Resistances
    Level 33: +44% for all Resistances
    Level 35: +47% for all Resistances
    
    Might                         Ability
    none
    Increase lifting strength and object damage
    Level 1: Lift Heavy objects, damage Reinforced walls and objects
    Level 5: Lift Massive objects, damage Reinforced walls and objects
    
    Flight                        Ability
    none
    Allows flight and improves flight mastery
    Level 1: 10 EP/Second
    Level 2: 8 EP/Second
    Level 3: 6 EP/Second
    Level 4: 4 EP/Second
    Level 5: 3 EP/Second
    
    Mutant Master                 Passive
    Level 7
    Increase EP Regeneration rate
    Level 7: +30% EP Regeneration
    Level 8: +42% EP Regeneration
    Level 9: +54% EP Regeneration
    Level 10: +66% EP Regeneration
    Level 11: +78% EP Regeneration
    Level 11: +90% EP Regeneration
    Level 13: +102% EP Regeneration
    Level 14: +114% EP Regeneration
    Level 15: +126% EP Regeneration
    Level 15: +138% EP Regeneration
    Level 16: +150% EP Regeneration
    Level 17: +162% EP Regeneration
    Level 19: +174% EP Regeneration
    Level 19: +186% EP Regeneration
    Level 21: +198% EP Regeneration
    
    ------------------------------------------------------------------------------
    Juggernaut (SKLJUG)
    Thunder Punch                 Melee
    none
    Melee + Stun
    Level 1: +250% Physical, 1 Second Stun, 8 EP
    Level 4: +280% Physical, 1 Second Stun, 11 EP
    Level 7: +310% Physical, 1 Second Stun, 15 EP
    Level 9: +340% Physical, 1 Second Stun, 18 EP
    Level 13: +370% Physical, 1 Second Stun, 22 EP
    Level 15: +400% Physical, 1 Second Stun, 25 EP
    Level 18: +430% Physical, 1 Second Stun, 29 EP
    Level 21: +460% Physical, 1 Second Stun, 33 EP
    Level 25: +490% Physical, 1 Second Stun, 36 EP
    Level 28: +520% Physical, 2 Second Stun, 40 EP
    Level 30: +550% Physical, 2 Second Stun, 43 EP
    Level 33: +580% Physical, 2 Second Stun, 47 EP
    Level 36: +610% Physical, 2 Second Stun, 50 EP
    Level 40: +640% Physical, 2 Second Stun, 54 EP
    Level 42: +670% Physical, 2 Second Stun, 58 EP
    Level 45: +700% Physical, 2 Second Stun, 61 EP
    Level 49: +730% Physical, 2 Second Stun, 65 EP
    Level 51: +760% Physical, 2 Second Stun, 68 EP
    Level 55: +790% Physical, 3 Second Stun, 72 EP
    Level 58: +820% Physical, 3 Second Stun, 76 EP
    
    Brutal Blitz                  Melee
    Level 7
    Spin and hit surrounding enemies
    Level 7: +130% Physical, 18 EP
    Level 10: +143% Physical, 22 EP
    Level 13: +155% Physical, 27 EP
    Level 15: +168% Physical, 32 EP
    Level 19: +180% Physical, 36 EP
    Level 21: +192% Physical, 41 EP
    Level 24: +205% Physical, 46 EP
    Level 27: +217% Physical, 50 EP
    Level 31: +229% Physical, 55 EP
    Level 33: +242% Physical, 60 EP
    Level 36: +254% Physical, 65 EP
    Level 39: +266% Physical, 69 EP
    Level 42: +279% Physical, 74 EP
    Level 46: +291% Physical, 79 EP
    Level 48: +303% Physical, 83 EP
    Level 52: +316% Physical, 88 EP
    Level 55: +328% Physical, 93 EP
    Level 58: +340% Physical, 98 EP
    
    Arcane Fist                   Radial
    Level 14, Brutal Blitz
    A Radial energy ground blast
    Level 14: 21-26 Energy, 28 EP
    Level 17: 24-30 Energy, 32 EP
    Level 20: 28-34 Energy, 37 EP
    Level 23: 32-38 Energy, 42 EP
    Level 26: 36-42 Energy, 47 EP
    Level 29: 40-47 Energy, 52 EP
    Level 32: 44-51 Energy, 56 EP
    Level 35: 48-55 Energy, 61 EP
    Level 38: 51-59 Energy, 66 EP
    Level 40: 55-63 Energy, 71 EP
    Level 44: 59-68 Energy, 76 EP
    Level 46: 63-72 Energy, 80 EP
    Level 50: 67-76 Energy, 85 EP
    Level 53: 71-80 Energy, 90 EP
    Level 56: 74-84 Energy, 95 EP
    Level 59: 79-89 Energy, 100 EP
    
    Bullrush                      Charge (Hold)
    Level 21, Block
    Charge into enemies and objects
    Level 21: +450% Physical, 245 Knockback, 34 EP/Second
    Level 24: +483% Physical, 273 Knockback, 38 EP/Second
    Level 27: +516% Physical, 302 Knockback, 43 EP/Second
    Level 30: +549% Physical, 331 Knockback, 48 EP/Second
    Level 33: +581% Physical, 360 Knockback, 53 EP/Second
    Level 36: +614% Physical, 389 Knockback, 57 EP/Second
    Level 39: +647% Physical, 418 Knockback, 62 EP/Second
    Level 41: +679% Physical, 446 Knockback, 67 EP/Second
    Level 45: +712% Physical, 475 Knockback, 72 EP/Second
    Level 48: +745% Physical, 504 Knockback, 76 EP/Second
    Level 51: +777% Physical, 533 Knockback, 81 EP/Second
    Level 54: +810% Physical, 562 Knockback, 86 EP/Second
    Level 57: +843% Physical, 591 Knockback, 91 EP/Second
    Level 60: +875% Physical, 620 Knockback, 96 EP/Second
    
    Widowmaker                    Melee
    Level 28, Thunder Punch
    Massive melee damage, weakens Juggernaut
    Level 28: +700% Physical, +50% Physical to self, 4 Second Weaken, 48 EP
    Level 31: +740% Physical, +53% Physical to self, 4 Second Weaken, 53 EP
    Level 34: +780% Physical, +56% Physical to self, 4 Second Weaken, 58 EP
    Level 36: +820% Physical, +59% Physical to self, 4 Second Weaken, 63 EP
    Level 40: +860% Physical, +62% Physical to self, 4 Second Weaken, 68 EP
    Level 43: +900% Physical, +64% Physical to self, 4 Second Weaken, 74 EP
    Level 45: +940% Physical, +67% Physical to self, 4 Second Weaken, 79 EP
    Level 48: +980% Physical, +70% Physical to self, 4 Second Weaken, 84 EP
    Level 52: +1020% Physical, +73% Physical to self, 4 Second Weaken, 89 EP
    Level 54: +1060% Physical, +76% Physical to self, 4 Second Weaken, 94 EP
    Level 58: +1100% Physical, +78% Physical to self, 4 Second Weaken, 100 EP
    
    Crimson Rage                  Melee
    Level 28, Cyttorak Shield
    Multi-hit attack, damage increases per hit
    Level 28: +575% Physical, +5% Physical per hit for 3 Seconds, 40 EP
    Level 31: +610% Physical, +6% Physical per hit for 3 Seconds, 44 EP
    Level 34: +645% Physical, +6% Physical per hit for 3 Seconds, 48 EP
    Level 36: +680% Physical, +7% Physical per hit for 4 Seconds, 53 EP
    Level 40: +715% Physical, +7% Physical per hit for 4 Seconds, 57 EP
    Level 43: +750% Physical, +7% Physical per hit for 5 Seconds, 62 EP
    Level 45: +785% Physical, +8% Physical per hit for 5 Seconds, 66 EP
    Level 48: +820% Physical, +8% Physical per hit for 5 Seconds, 70 EP
    Level 52: +855% Physical, +9% Physical per hit for 6 Seconds, 75 EP
    Level 54: +890% Physical, +9% Physical per hit for 6 Seconds, 79 EP
    Level 58: +925% Physical, +9% Physical per hit for 7 Seconds, 84 EP
    
    CRIMSON DEVASTATION           Radial
    Level 15
    Energy damage plus Stun
    Level 15: 85-96 Energy, 2 Second Stun
    Level 20: 117-131 Energy, 2 Second Stun
    Level 25: 149-167 Energy, 3 Second Stun
    Level 30: 182-202 Energy, 4 Second Stun
    Level 35: 214-238 Energy, 4 Second Stun
    Level 39: 246-273 Energy, 5 Second Stun
    Level 45: 279-309 Energy, 6 Second Stun
    
    PATH OF DESTRUCTION           Boost
    Level 20
    Break through objects effortlessly, and kill most enemies in 1 hit
    Level 20: 15 Seconds
    Level 25: 22 Seconds
    Level 30: 30 Seconds
    Level 35: 37 Seconds
    Level 40: 45 Seconds
    
    Cyttorak Shield               Boost
    none
    Whole party gets a shield that relects Physical damage
    Level 1: 15% damage reflected, 13 Seconds, 32 EP
    Level 4: 17% damage reflected, 15 Seconds, 46 EP
    Level 7: 19% damage reflected, 17 Seconds, 60 EP
    Level 9: 21% damage reflected, 19 Seconds, 74 EP
    Level 13: 23% damage reflected, 21 Seconds, 89 EP
    Level 15: 26% damage reflected, 24 Seconds, 103 EP
    Level 18: 28% damage reflected, 26 Seconds, 117 EP
    Level 21: 30% damage reflected, 28 Seconds, 132 EP
    Level 25: 32% damage reflected, 30 Seconds, 146 EP
    Level 28: 34% damage reflected, 32 Seconds, 160 EP
    Level 30: 37% damage reflected, 35 Seconds, 175 EP
    Level 33: 39% damage reflected, 37 Seconds, 189 EP
    Level 36: 41% damage reflected, 39 Seconds, 203 EP
    Level 40: 43% damage reflected, 41 Seconds, 218 EP
    Level 42: 46% damage reflected, 43 Seconds, 232 EP
    Level 45: 48% damage reflected, 46 Seconds, 246 EP
    Level 49: 50% damage reflected, 48 Seconds, 261 EP
    Level 51: 52% damage reflected, 50 Seconds, 275 EP
    Level 55: 54% damage reflected, 52 Seconds, 289 EP
    Level 58: 57% damage reflected, 55 Seconds, 304 EP
    
    Cyttorak Transfer             Boost
    Level 14, Cyttorak Shield
    Elemental and Energy damage for the party is converted to HP for Juggernaut;
    everyone but Juggernaut gains DEF and Strike bonuses
    Level 14: 7% damage converted, +5% DEF, +6 Strike, 13 Seconds, 84 EP
    Level 17: 9% damage converted, +6% DEF, +6 Strike, 15 Seconds, 98 EP
    Level 20: 12% damage converted, +7% DEF, +7 Strike, 18 Seconds, 113 EP
    Level 23: 15% damage converted, +8% DEF, +8 Strike, 21 Seconds, 128 EP
    Level 26: 18% damage converted, +9% DEF, +9 Strike, 24 Seconds, 143 EP
    Level 29: 21% damage converted, +10% DEF, +10 Strike, 27 Seconds, 158 EP
    Level 32: 23% damage converted, +11% DEF, +11 Strike, 29 Seconds, 173 EP
    Level 35: 26% damage converted, +12% DEF, +12 Strike, 32 Seconds, 188 EP
    Level 38: 29% damage converted, +13% DEF, +13 Strike, 35 Seconds, 203 EP
    Level 40: 32% damage converted, +14% DEF, +14 Strike, 38 Seconds, 218 EP
    Level 44: 35% damage converted, +15% DEF, +15 Strike, 41 Seconds, 233 EP
    Level 46: 37% damage converted, +16% DEF, +16 Strike, 43 Seconds, 248 EP
    Level 50: 40% damage converted, +17% DEF, +17 Strike, 46 Seconds, 263 EP
    Level 53: 43% damage converted, +18% DEF, +18 Strike, 49 Seconds, 278 EP
    Level 56: 46% damage converted, +19% DEF, +19 Strike, 52 Seconds, 293 EP
    Level 59: 49% damage converted, +19% DEF, +20 Strike, 55 Seconds, 308 EP
    
    Block                         Ability
    Level 7
    Block all attack damage by reducing EP
    Level 7: 100% EP per damage blocked
    Level 10: 87% EP per damage blocked
    Level 14: 75% EP per damage blocked
    Level 17: 62% EP per damage blocked
    Level 21: 50% EP per damage blocked
    
    Precision                     Passive
    Level 7
    Increase ATK
    Level 7: +20% ATK
    Level 8: +30% ATK
    Level 9: +40% ATK
    Level 10: +50% ATK
    Level 11: +60% ATK
    Level 11: +70% ATK
    Level 13: +80% ATK
    Level 14: +90% ATK
    Level 15: +100% ATK
    Level 15: +110% ATK
    Level 16: +120% ATK
    Level 17: +130% ATK
    Level 19: +140% ATK
    Level 19: +150% ATK
    Level 21: +160% ATK
    
    Cyttorak's Folly              Passive
    Level 14, Critical Strike
    Chance of converting Physical into EP
    Level 14: 10% chance
    Level 15: 14% chance
    Level 16: 18% chance
    Level 17: 22% chance
    Level 18: 26% chance
    Level 18: 30% chance
    Level 20: 34% chance
    Level 21: 38% chance
    Level 22: 42% chance
    Level 22: 46% chance
    Level 23: 50% chance
    Level 24: 54% chance
    Level 26: 58% chance
    Level 26: 62% chance
    Level 28: 66% chance
    
    Balanced Form                 Passive
    Level 21, Precision
    Increase DEF and attack speed
    Level 21: +15% DEF, +8% attack speed
    Level 22: +23% DEF, +11% attack speed
    Level 23: +31% DEF, +14% attack speed
    Level 24: +39% DEF, +17% attack speed
    Level 25: +47% DEF, +20% attack speed
    Level 25: +55% DEF, +23% attack speed
    Level 27: +63% DEF, +26% attack speed
    Level 28: +71% DEF, +29% attack speed
    Level 29: +79% DEF, +32% attack speed
    Level 29: +87% DEF, +35% attack speed
    Level 30: +95% DEF, +38% attack speed
    Level 31: +103% DEF, +41% attack speed
    Level 33: +111% DEF, +44% attack speed
    Level 33: +119% DEF, +47% attack speed
    Level 35: +127% DEF, +50% attack speed
    
    Critical Strike               Passive
    none
    Increase chance for Criticals for Melee attacks
    Level 1: +5%
    Level 2: +7%
    Level 3: +9%
    Level 4: +11%
    Level 5: +13%
    Level 5: +15%
    Level 7: +17%
    Level 8: +19%
    Level 9: +21%
    Level 9: +23%
    Level 10: +25%
    Level 11: +27%
    Level 13: +29%
    Level 13: +31%
    Level 15: +33%
    
    Might                         Ability
    none
    Increase lifting strength and object damage
    Level 1: Lift Heavy objects, damage Reinforced walls and objects
    Level 5: Lift Massive objects, damage Reinforced walls and objects
    
    ------------------------------------------------------------------------------
    Magneto (SKLMAG)
    Levitation                    Special (Hold)
    none
    Lift and throw Objects and Enemies; Can build Bridges
    Level 1: Heavy Objects/Enemies, 11-15 Mental, 9-12 Physical, 12 EP/Second
    Level 4: Heavy Objects/Enemies, 20-25 Mental, 12-16 Physical, 18 EP/Second
    Level 7: Heavy Objects/Enemies, 30-36 Mental, 16-20 Physical, 24 EP/Second
    Level 9: Heavy Objects/Enemies, 40-46 Mental, 20-24 Physical, 29 EP/Second
    Level 13: Heavy Objects/Enemies, 49-57 Mental, 23-28 Physical, 36 EP/Second
    Level 15: Heavy Objects/Enemies, 59-68 Mental, 27-32 Physical, 41 EP/Second
    Level 18: Heavy Objects/Enemies, 69-78 Mental, 31-36 Physical, 47 EP/Second
    Level 21: Massive Objects/Enemies, 78-89 Mental, 34-40 Physical,
              53 EP/Second
    Level 25: Massive Objects/Enemies, 88-100 Mental, 38-44 Physical,
              60 EP/Second
    Level 28: Massive Objects/Enemies, 98-110 Mental, 42-48 Physical,
              66 EP/Second
    Level 30: Massive Objects/Enemies, 107-121 Mental, 45-52 Physical,
              71 EP/Second
    Level 33: Massive Objects/Enemies, 117-131 Mental, 49-56 Physical,
              77 EP/Second
    Level 36: Massive Objects/Enemies, 127-142 Mental, 53-60 Physical,
              83 EP/Second
    Level 40: Massive Objects/Enemies, 136-153 Mental, 56-64 Physical,
              90 EP/Second
    Level 42: Massive Objects/Enemies, 146-163 Mental, 60-68 Physical,
              95 EP/Second
    Level 45: Massive Objects/Enemies, 156-174 Mental, 64-72 Physical,
              101 EP/Second
    Level 49: Massive Objects/Enemies, 165-185 Mental, 67-76 Physical,
              108 EP/Second
    Level 51: Massive Objects/Enemies, 175-195 Mental, 71-80 Physical,
              113 EP/Second
    Level 55: Massive Objects/Enemies, 185-206 Mental, 75-84 Physical,
              120 EP/Second
    Level 58: Massive Objects/Enemies, 195-217 Mental, 79-89 Physical,
              126 EP/Second
    
    Magnetic Shell                Beam
    Level 7
    Forms a metal shell around victim, inflicting damage and holding them
    in place
    Level 7: 30-36 Energy, 3.0 Seconds, 22 EP
    Level 10: 39-46 Energy, 3.2 Seconds, 28 EP
    Level 13: 49-59 Energy, 3.5 Seconds, 34 EP
    Level 15: 59-67 Energy, 3.7 Seconds, 40 EP
    Level 19: 68-78 Energy, 3.9 Seconds, 46 EP
    Level 21: 78-89 Energy, 4.2 Seconds, 52 EP
    Level 24: 88-99 Energy, 4.4 Seconds, 58 EP
    Level 27: 97-110 Energy, 4.6 Seconds, 64 EP
    Level 31: 107-121 Energy, 4.9 Seconds, 70 EP
    Level 33: 117-131 Energy, 5.1 Seconds, 77 EP
    Level 36: 127-142 Energy, 5.4 Seconds, 83 EP
    Level 39: 136-153 Energy, 5.6 Seconds, 89 EP
    Level 42: 146-163 Energy, 5.8 Seconds, 95 EP
    Level 46: 156-174 Energy, 6.1 Seconds, 101 EP
    Level 48: 165-185 Energy, 6.3 Seconds, 107 EP
    Level 52: 175-195 Energy, 6.5 Seconds, 113 EP
    Level 55: 185-206 Energy, 6.8 Seconds, 119 EP
    Level 58: 195-217 Energy, 7.0 Seconds, 126 EP
    
    Metal Spikes                  Projectile
    Level 14, Levitation
    Forms metal spikes and hurls them at enemies
    Level 14: 30-36 Physical, 1 Spike, 36 EP
    Level 17: 36-42 Physical, 1 Spike, 43 EP
    Level 20: 42-49 Physical, 1 Spike, 50 EP
    Level 23: 48-55 Physical, 1 Spike, 57 EP
    Level 26: 54-62 Physical, 2 Spikes, 64 EP
    Level 29: 60-69 Physical, 2 Spikes, 71 EP
    Level 32: 66-75 Physical, 2 Spikes, 78 EP
    Level 35: 72-82 Physical, 2 Spikes, 85 EP
    Level 38: 78-88 Physical, 3 Spikes, 92 EP
    Level 40: 84-95 Physical, 3 Spikes, 99 EP
    Level 44: 90-102 Physical, 3 Spikes, 106 EP
    Level 46: 96-108 Physical, 3 Spikes, 113 EP
    Level 50: 102-115 Physical, 4 Spikes, 120 EP
    Level 53: 108-121 Physical, 4 Spikes, 127 EP
    Level 56: 114-128 Physical, 4 Spikes, 134 EP
    Level 59: 121-135 Physical, 5 Spikes, 142 EP
    
    Shrapnel Sentry               Trap
    Level 14, Magnetic Shell
    Metal shards on the ground damage enemies that come near
    Level 14: 2 Piles, 34-40 Physical, 40 EP
    Level 17: 2 Piles, 40-47 Physical, 47 EP
    Level 20: 2 Piles, 46-54 Physical, 55 EP
    Level 23: 2 Piles, 53-61 Physical, 63 EP
    Level 26: 3 Piles, 59-68 Physical, 70 EP
    Level 29: 3 Piles, 66-75 Physical, 78 EP
    Level 32: 3 Piles, 72-82 Physical, 86 EP
    Level 35: 3 Piles, 78-89 Physical, 94 EP
    Level 38: 4 Piles, 85-96 Physical, 101 EP
    Level 40: 4 Piles, 91-103 Physical, 109 EP
    Level 44: 4 Piles, 98-110 Physical, 117 EP
    Level 46: 4 Piles, 104-117 Physical, 125 EP
    Level 50: 5 Piles, 110-124 Physical, 132 EP
    Level 53: 5 Piles, 117-131 Physical, 140 EP
    Level 56: 5 Piles, 123-138 Physical, 148 EP
    Level 59: 6 Piles, 130-146 Physical, 156 EP
    
    Magnetic Grasp                Radial (Hold)
    Level 21, Metal Spikes
    Pull in surrounding enemies & objects, damaging on contact
    Level 21: 34-40 Physical, 60 EP/Second
    Level 24: 37-44 Physical, 68 EP/Second
    Level 27: 41-48 Physical, 76 EP/Second
    Level 30: 45-52 Physical, 85 EP/Second
    Level 33: 48-56 Physical, 93 EP/Second
    Level 36: 52-60 Physical, 102 EP/Second
    Level 39: 56-64 Physical, 110 EP/Second
    Level 41: 59-68 Physical, 119 EP/Second
    Level 45: 63-72 Physical, 127 EP/Second
    Level 48: 67-76 Physical, 136 EP/Second
    Level 51: 70-80 Physical, 144 EP/Second
    Level 54: 74-84 Physical, 153 EP/Second
    Level 57: 78-88 Physical, 161 EP/Second
    Level 60: 82-93 Physical, 170 EP/Second
    
    Magnetic Blast                Blast
    Level 28, Shrapnel Sentry
    Confuse and damage enemies
    Level 28: 43-50 Energy, 25% Confuse, 5 Seconds, 84 EP
    Level 31: 47-54 Energy, 27% Confuse, 5 Seconds, 93 EP
    Level 34: 51-59 Energy, 30% Confuse, 6 Seconds, 103 EP
    Level 36: 55-63 Energy, 33% Confuse, 7 Seconds, 112 EP
    Level 40: 59-68 Energy, 36% Confuse, 7 Seconds, 122 EP
    Level 43: 64-73 Energy, 39% Confuse, 8 Seconds, 132 EP
    Level 45: 68-77 Energy, 41% Confuse, 9 Seconds, 141 EP
    Level 48: 72-82 Energy, 44% Confuse, 9 Seconds, 151 EP
    Level 52: 76-86 Energy, 47% Confuse, 10 Seconds, 160 EP
    Level 54: 80-91 Energy, 50% Confuse, 11 Seconds, 170 EP
    Level 58: 85-96 Energy, 53% Confuse, 12 Seconds, 180 EP
    
    Death Trap                    Debuff
    Level 28, Magnetic Grasp
    Reflects enemy damage back to them
    Level 28: 15% damage returned as Physical, 13 Seconds, 84 EP
    Level 31: 28% damage returned as Physical, 17 Seconds, 93 EP
    Level 34: 42% damage returned as Physical, 21 Seconds, 103 EP
    Level 36: 55% damage returned as Physical, 25 Seconds, 112 EP
    Level 40: 69% damage returned as Physical, 29 Seconds, 122 EP
    Level 43: 82% damage returned as Physical, 34 Seconds, 132 EP
    Level 45: 96% damage returned as Physical, 38 Seconds, 141 EP
    Level 48: 109% damage returned as Physical, 42 Seconds, 151 EP
    Level 52: 123% damage returned as Physical, 46 Seconds, 160 EP
    Level 54: 136% damage returned as Physical, 50 Seconds, 170 EP
    Level 58: 150% damage returned as Physical, 55 Seconds, 180 EP
    
    METALLIC MAYHEM               Radial
    Level 15
    Blasts surrounding enemies
    Level 15: 85-96 Energy
    Level 20: 117-131 Energy
    Level 25: 149-167 Energy
    Level 30: 182-202 Energy
    Level 35: 214-238 Energy
    Level 39: 246-273 Energy
    Level 45: 279-309 Energy
    
    METAL MINION                  Special
    Level 20
    Create a metal entity to fight alongside you
    Level 20: 15 Seconds, 50% of Magneto's Max HP & Melee Damage
    Level 24: 22 Seconds, 62% of Magneto's Max HP, 68% of Magneto's Melee Damage
    Level 30: 30 Seconds, 75% of Magneto's Max HP, 87% of Magneto's Melee Damage
    Level 35: 37 Seconds, 87% of Magneto's Max HP,
              106% of Magneto's Melee Damage
    Level 40: 45 Seconds, 100% of Magneto's Max HP,
              125% of Magneto's Melee Damage
    
    Polarized Shield              Boost
    none
    Chance to block incoming attacks
    Level 1: 25% Chance, 13 Seconds, 48 EP
    Level 4: 27% Chance, 15 Seconds, 72 EP
    Level 7: 29% Chance, 17 Seconds, 96 EP
    Level 9: 31% Chance, 19 Seconds, 119 EP
    Level 13: 33% Chance, 21 Seconds, 144 EP
    Level 15: 36% Chance, 24 Seconds, 167 EP
    Level 18: 38% Chance, 26 Seconds, 191 EP
    Level 21: 40% Chance, 28 Seconds, 215 EP
    Level 25: 42% Chance, 30 Seconds, 240 EP
    Level 28: 44% Chance, 32 Seconds, 264 EP
    Level 30: 47% Chance, 35 Seconds, 287 EP
    Level 33: 49% Chance, 37 Seconds, 311 EP
    Level 36: 51% Chance, 39 Seconds, 335 EP
    Level 40: 53% Chance, 41 Seconds, 360 EP
    Level 42: 56% Chance, 43 Seconds, 383 EP
    Level 45: 58% Chance, 46 Seconds, 407 EP
    Level 49: 60% Chance, 48 Seconds, 432 EP
    Level 51: 62% Chance, 50 Seconds, 455 EP
    Level 55: 64% Chance, 52 Seconds, 480 EP
    Level 58: 67% Chance, 55 Seconds, 504 EP
    
    Supremacy                     Boost
    Level 7, Polarized Shield
    The whole party's skills increase in level
    Level 7: All Skills +1, 13 Seconds, 88 EP
    Level 10: All Skills +1, 15 Seconds, 147 EP
    Level 13: All Skills +1, 17 Seconds, 206 EP
    Level 15: All Skills +1, 20 Seconds, 266 EP
    Level 19: All Skills +1, 22 Seconds, 325 EP
    Level 21: All Skills +1, 25 Seconds, 385 EP
    Level 24: All Skills +1, 27 Seconds, 444 EP
    Level 27: All Skills +1, 30 Seconds, 504 EP
    Level 31: All Skills +1, 32 Seconds, 504 EP
    Level 33: All Skills +2, 35 Seconds, 504 EP
    Level 36: All Skills +2, 37 Seconds, 504 EP
    Level 39: All Skills +2, 40 Seconds, 504 EP
    Level 42: All Skills +2, 42 Seconds, 504 EP
    Level 46: All Skills +2, 45 Seconds, 504 EP
    Level 48: All Skills +2, 47 Seconds, 504 EP
    Level 52: All Skills +2, 50 Seconds, 504 EP
    Level 55: All Skills +2, 52 Seconds, 504 EP
    Level 58: All Skills +3, 55 Seconds, 504 EP
    
    Magnetic Deflection           Passive
    Level 14, Mutant Master
    Chance to block incoming missile attacks
    Level 14: 8% chance to block
    Level 15: 11% chance to block
    Level 16: 14% chance to block
    Level 17: 17% chance to block
    Level 18: 20% chance to block
    Level 18: 23% chance to block
    Level 20: 26% chance to block
    Level 21: 29% chance to block
    Level 22: 32% chance to block
    Level 22: 35% chance to block
    Level 23: 38% chance to block
    Level 24: 41% chance to block
    Level 26: 44% chance to block
    Level 26: 47% chance to block
    Level 28: 50% chance to block
    
    Intimidation                  Passive
    Level 21, Leadership
    Increase DEF and lower Physical damage taken
    Level 21: +15% DEF, -3% Physical
    Level 22: +23% DEF, -5% Physical
    Level 23: +31% DEF, -7% Physical
    Level 24: +39% DEF, -9% Physical
    Level 25: +47% DEF, -11% Physical
    Level 25: +55% DEF, -12% Physical
    Level 27: +63% DEF, -15% Physical
    Level 28: +71% DEF, -17% Physical
    Level 29: +79% DEF, -18% Physical
    Level 29: +87% DEF, -21% Physical
    Level 30: +95% DEF, -23% Physical
    Level 31: +103% DEF, -25% Physical
    Level 33: +111% DEF, -26% Physical
    Level 33: +119% DEF, -29% Physical
    Level 35: +127% DEF, -31% Physical
    
    Leadership                    Passive
    none
    Increase Combo XP & Critical Chance
    Level 1: +2% Critical Chance, +8% Combo XP
    Level 2: +2% Critical Chance, +14% Combo XP
    Level 3: +3% Critical Chance, +20% Combo XP
    Level 4: +3% Critical Chance, +26% Combo XP
    Level 5: +4% Critical Chance, +32% Combo XP
    Level 5: +4% Critical Chance, +38% Combo XP
    Level 7: +5% Critical Chance, +44% Combo XP
    Level 8: +5% Critical Chance, +50% Combo XP
    Level 9: +6% Critical Chance, +56% Combo XP
    Level 9: +6% Critical Chance, +62% Combo XP
    Level 10: +7% Critical Chance, +68% Combo XP
    Level 11: +7% Critical Chance, +74% Combo XP
    Level 13: +8% Critical Chance, +80% Combo XP
    Level 13: +8% Critical Chance, +86% Combo XP
    Level 15: +9% Critical Chance, +92% Combo XP
    
    Flight                        Ability
    none
    Allows flight and improves flight mastery
    Level 1: 10 EP/Second
    Level 2: 8 EP/Second
    Level 3: 6 EP/Second
    Level 4: 4 EP/Second
    Level 5: 3 EP/Second
    
    Mutant Master                 Passive
    Level 7
    Increase EP Regeneration rate
    Level 7: +30% EP Regeneration
    Level 8: +42% EP Regeneration
    Level 9: +54% EP Regeneration
    Level 10: +66% EP Regeneration
    Level 11: +78% EP Regeneration
    Level 11: +90% EP Regeneration
    Level 13: +102% EP Regeneration
    Level 14: +114% EP Regeneration
    Level 15: +126% EP Regeneration
    Level 15: +138% EP Regeneration
    Level 16: +150% EP Regeneration
    Level 17: +162% EP Regeneration
    Level 19: +174% EP Regeneration
    Level 19: +186% EP Regeneration
    Level 21: +198% EP Regeneration
    
    ------------------------------------------------------------------------------
    Nightcrawler (SKLNIG)
    Divine Blades                 Melee
    none
    Multi-hit melee attack
    Level 1: 11-15 per attack, 10 EP
    Level 4: 20-25 per attack, 14 EP
    Level 7: 30-36 per attack, 18 EP
    Level 9: 40-46 per attack, 23 EP
    Level 13: 49-57 per attack, 27 EP
    Level 15: 59-68 per attack, 32 EP
    Level 18: 69-78 per attack, 36 EP
    Level 21: 78-89 per attack, 40 EP
    Level 25: 88-100 per attack, 45 EP
    Level 28: 98-110 per attack, 49 EP
    Level 30: 107-121 per attack, 54 EP
    Level 33: 117-131 per attack, 58 EP
    Level 36: 127-142 per attack, 63 EP
    Level 40: 136-153 per attack, 67 EP
    Level 42: 146-163 per attack, 71 EP
    Level 45: 156-174 per attack, 76 EP
    Level 49: 165-185 per attack, 80 EP
    Level 51: 175-195 per attack, 85 EP
    Level 55: 185-206 per attack, 89 EP
    Level 58: 195-217 per attack, 94 EP
    
    Teleport                      Special
    none
    Teleportation (duh!)
    Level 1: 20 foot range, 8 EP
    Level 4: 30 foot range, 18 EP
    Level 8: 40 foot range, can carry allies, 29 EP
    Level 11: 50 foot range, can carry allies, 39 EP
    Level 15: 60 foot range, can carry allies, 50 EP
    
    Teleport Attack               Melee
    Level 7, Teleport
    Teleport with boosted melee attack
    Level 7: +200% damage, 20 EP
    Level 10: +218% damage, 25 EP
    Level 13: +236% damage, 31 EP
    Level 15: +253% damage, 36 EP
    Level 19: +271% damage, 42 EP
    Level 21: +289% damage, 47 EP
    Level 24: +306% damage, 53 EP
    Level 27: +324% damage, 59 EP
    Level 31: +342% damage, 64 EP
    Level 33: +359% damage, 70 EP
    Level 36: +377% damage, 75 EP
    Level 39: +395% damage, 81 EP
    Level 42: +412% damage, 87 EP
    Level 46: +430% damage, 92 EP
    Level 48: +448% damage, 98 EP
    Level 52: +465% damage, 103 EP
    Level 55: +483% damage, 109 EP
    Level 58: +500% damage, 115 EP
    
    Piercing Strike               Melee
    Level 21, Block
    Sword attack as Bleed damage
    Level 21: 101-114 Bleed over 4 Seconds, 34 EP
    Level 24: 114-128 Bleed over 4 Seconds, 38 EP
    Level 27: 127-142 Bleed over 4 Seconds, 43 EP
    Level 30: 140-157 Bleed over 4 Seconds, 48 EP
    Level 33: 153-171 Bleed over 4 Seconds, 53 EP
    Level 36: 166-186 Bleed over 4 Seconds, 58 EP
    Level 39: 179-200 Bleed over 4 Seconds, 63 EP
    Level 41: 193-215 Bleed over 4 Seconds, 68 EP
    Level 45: 206-229 Bleed over 4 Seconds, 73 EP
    Level 48: 219-244 Bleed over 4 Seconds, 78 EP
    Level 51: 232-258 Bleed over 4 Seconds, 83 EP
    Level 54: 245-273 Bleed over 4 Seconds, 88 EP
    Level 57: 258-287 Bleed over 4 Seconds, 93 EP
    Level 60: 272-302 Bleed over 4 Seconds, 98 EP
    
    Teleport Frenzy               Melee
    Level 28, Teleport
    Multiple rapid teleport attacks + stun
    Level 28: +230% Damage, 1.0 Second Stun, 2 attacks, 62 EP
    Level 31: +245% Damage, 1.4 Second Stun, 2 attacks, 69 EP
    Level 34: +259% Damage, 1.8 Second Stun, 2 attacks, 77 EP
    Level 36: +274% Damage, 2.3 Second Stun, 3 attacks, 85 EP
    Level 40: +288% Damage, 2.7 Second Stun, 3 attacks, 93 EP
    Level 43: +303% Damage, 3.1 Second Stun, 4 attacks, 101 EP
    Level 45: +317% Damage, 3.5 Second Stun, 4 attacks, 108 EP
    Level 48: +332% Damage, 3.9 Second Stun, 4 attacks, 116 EP
    Level 52: +346% Damage, 4.4 Second Stun, 5 attacks, 124 EP
    Level 54: +361% Damage, 4.8 Second Stun, 5 attacks, 132 EP
    Level 58: +375% Damage, 5.2 Second Stun, 6 attacks, 140 EP
    
    Sword Whirlwind               Melee (Hold)
    Level 28, Piercing Strike
    Sword spin attack, you can still move around
    Level 28: 43-50 Physical per attack, 64 EP/Second
    Level 31: 47-54 Physical per attack, 71 EP/Second
    Level 34: 51-59 Physical per attack, 78 EP/Second
    Level 36: 55-63 Physical per attack, 84 EP/Second
    Level 40: 59-68 Physical per attack, 92 EP/Second
    Level 43: 64-73 Physical per attack, 99 EP/Second
    Level 45: 68-77 Physical per attack, 105 EP/Second
    Level 48: 72-82 Physical per attack, 112 EP/Second
    Level 52: 76-86 Physical per attack, 120 EP/Second
    Level 54: 80-91 Physical per attack, 126 EP/Second
    Level 58: 85-96 Physical per attack, 134 EP/Second
    
    MASTER OF CHAOS               Charge
    Level 15
    Multiple teleport attack, with multiple attacks per enemy
    Level 15: +550% Damage, 4 Attacks
    Level 20: +700% Damage, 5 Attacks
    Level 25: +850% Damage, 6 Attacks
    Level 30: +1000% Damage, 7 Attacks
    Level 35: +1150% Damage, 8 Attacks
    Level 39: +1300% Damage, 8 Attacks
    Level 45: +1450% Damage, 10 Attacks
    
    DISAPPEARING ACT              Boost
    Level 20
    Whoel party becomes invisible, with DEF and XP bonus
    Level 20: +15% Def, +50% XP, 15 Seconds
    Level 25: +15% Def, +50% XP, 22 Seconds
    Level 30: +15% Def, +50% XP, 30 Seconds
    Level 35: +15% Def, +50% XP, 37 Seconds
    Level 40: +15% Def, +50% XP, 45 Seconds
    
    Worship                       Boost
    Level 14
    Reduced EP cost for whole party
    Level 14: -10% EP cost, 13 Seconds, 100 EP
    Level 17: -11% EP cost, 13 Seconds, 118 EP
    Level 20: -13% EP cost, 13 Seconds, 137 EP
    Level 23: -15% EP cost, 13 Seconds, 156 EP
    Level 26: -17% EP cost, 13 Seconds, 175 EP
    Level 29: -19% EP cost, 13 Seconds, 194 EP
    Level 32: -21% EP cost, 13 Seconds, 213 EP
    Level 35: -23% EP cost, 13 Seconds, 232 EP
    Level 38: -24% EP cost, 13 Seconds, 251 EP
    Level 40: -26% EP cost, 13 Seconds, 270 EP
    Level 44: -28% EP cost, 13 Seconds, 289 EP
    Level 46: -30% EP cost, 13 Seconds, 308 EP
    Level 50: -32% EP cost, 13 Seconds, 327 EP
    Level 53: -34% EP cost, 13 Seconds, 346 EP
    Level 56: -36% EP cost, 13 Seconds, 365 EP
    Level 59: -38% EP cost, 13 Seconds, 384 EP
    
    Shadow Master                 Boost
    Level 14
    Increase in ATK & DEF
    Level 14: +40% DEF, +10% ATK, 13 Seconds, 100 EP
    Level 17: +50% DEF, +15% ATK, 15 Seconds, 118 EP
    Level 20: +59% DEF, +20% ATK, 18 Seconds, 137 EP
    Level 23: +68% DEF, +24% ATK, 21 Seconds, 156 EP
    Level 26: +78% DEF, +29% ATK, 24 Seconds, 175 EP
    Level 29: +87% DEF, +34% ATK, 27 Seconds, 194 EP
    Level 32: +96% DEF, +38% ATK, 29 Seconds, 213 EP
    Level 35: +106% DEF, +43% ATK, 32 Seconds, 232 EP
    Level 38: +115% DEF, +48% ATK, 35 Seconds, 251 EP
    Level 40: +124% DEF, +52% ATK, 38 Seconds, 270 EP
    Level 44: +134% DEF, +57% ATK, 41 Seconds, 289 EP
    Level 46: +143% DEF, +62% ATK, 43 Seconds, 308 EP
    Level 50: +152% DEF, +66% ATK, 46 Seconds, 327 EP
    Level 53: +162% DEF, +71% ATK, 49 Seconds, 346 EP
    Level 56: +171% DEF, +76% ATK, 52 Seconds, 365 EP
    Level 59: +180% DEF, +80% ATK, 55 Seconds, 384 EP
    
    Block                         Ability
    Level 7
    Block all attack damage by reducing EP
    Level 7: 100% EP per damage blocked
    Level 10: 87% EP per damage blocked
    Level 14: 75% EP per damage blocked
    Level 17: 62% EP per damage blocked
    Level 21: 50% EP per damage blocked
    
    Sword Mastery                 Passive
    none
    Increase Sword damage and chance for critical
    Level 1: +5% Damage, +1% Critical Chance
    Level 2: +9% Damage, +1% Critical Chance
    Level 4: +12% Damage, +2% Critical Chance
    Level 6: +15% Damage, +2% Critical Chance
    Level 8: +18% Damage, +3% Critical Chance
    Level 10: +22% Damage, +3% Critical Chance
    Level 12: +25% Damage, +4% Critical Chance
    Level 14: +28% Damage, +4% Critical Chance
    Level 16: +31% Damage, +5% Critical Chance
    Level 18: +34% Damage, +5% Critical Chance
    Level 20: +38% Damage, +6% Critical Chance
    Level 22: +41% Damage, +6% Critical Chance
    Level 24: +44% Damage, +7% Critical Chance
    Level 26: +47% Damage, +7% Critical Chance
    Level 28: +50% Damage, +8% Critical Chance
    
    Teleport Mastery              Passive
    none
    Increase Sword damage and chance for critical
    Level 1: +5% Damage, +1% Critical Chance
    Level 5: +9% Damage, +1% Critical Chance
    Level 9: +12% Damage, +2% Critical Chance
    Level 13: +15% Damage, +2% Critical Chance
    Level 17: +18% Damage, +3% Critical Chance
    Level 22: +22% Damage, +3% Critical Chance
    Level 26: +25% Damage, +4% Critical Chance
    Level 30: +28% Damage, +4% Critical Chance
    Level 34: +31% Damage, +5% Critical Chance
    Level 38: +34% Damage, +5% Critical Chance
    Level 43: +38% Damage, +6% Critical Chance
    Level 47: +41% Damage, +6% Critical Chance
    Level 51: +44% Damage, +7% Critical Chance
    Level 55: +47% Damage, +7% Critical Chance
    Level 60: +50% Damage, +8% Critical Chance
    
    Uncanny Reflexes              Passive
    none
    Chance to evade incoming melee attacks
    Level 1: 5% chance to dodge
    Level 2: 8% chance to dodge
    Level 3: 11% chance to dodge
    Level 5: 14% chance to dodge
    Level 6: 17% chance to dodge
    Level 7: 21% chance to dodge
    Level 9: 24% chance to dodge
    Level 10: 27% chance to dodge
    Level 11: 30% chance to dodge
    Level 13: 34% chance to dodge
    Level 14: 37% chance to dodge
    Level 15: 40% chance to dodge
    Level 17: 43% chance to dodge
    Level 18: 46% chance to dodge
    Level 20: 50% chance to dodge
    
    Leap of Faith                 Passive
    Level 20
    While under AI control, and once per minuite, a chance to rescue friends as
    they die within range
    Level 20: 50% chance within 15 Feet
    Level 40: 75% chance within 37 Feet
    Level 60: 100% chance within 60 Feet
    
    Critical Strike               Passive
    none
    Increase chance for Criticals for Melee attacks
    Level 1: +5%
    Level 2: +7%
    Level 3: +9%
    Level 4: +11%
    Level 5: +13%
    Level 5: +15%
    Level 7: +17%
    Level 8: +19%
    Level 9: +21%
    Level 9: +23%
    Level 10: +25%
    Level 11: +27%
    Level 13: +29%
    Level 13: +31%
    Level 15: +33%
    
    ------------------------------------------------------------------------------
    Jean Grey (Phoenix) (SKLJEA)
    Telekinesis                   Special (Hold)
    none
    Lift and throw Objects and Enemies; Can build Bridges
    Level 1: Heavy Objects/Enemies, 11-15 Mental, 8-11 Physical, 16 EP/Second
    Level 4: Heavy Objects/Enemies, 20-25 Mental, 11-15 Physical, 21 EP/Second
    Level 7: Heavy Objects/Enemies, 30-36 Mental, 15-19 Physical, 27 EP/Second
    Level 9: Heavy Objects/Enemies, 40-46 Mental, 19-23 Physical, 33 EP/Second
    Level 13: Heavy Objects/Enemies, 49-57 Mental, 22-27 Physical, 39 EP/Second
    Level 15: Heavy Objects/Enemies, 59-68 Mental, 26-31 Physical, 45 EP/Second
    Level 18: Heavy Objects/Enemies, 69-78 Mental, 30-35 Physical, 51 EP/Second
    Level 21: Massive Objects/Enemies, 78-89 Mental, 34-39 Physical,
              57 EP/Second
    Level 25: Massive Objects/Enemies, 88-100 Mental, 37-43 Physical,
              63 EP/Second
    Level 28: Massive Objects/Enemies, 98-110 Mental, 41-47 Physical,
              69 EP/Second
    Level 30: Massive Objects/Enemies, 107-121 Mental, 45-52 Physical,
              74 EP/Second
    Level 33: Massive Objects/Enemies, 117-131 Mental, 49-56 Physical,
              80 EP/Second
    Level 36: Massive Objects/Enemies, 127-142 Mental, 52-60 Physical,
              86 EP/Second
    Level 40: Massive Objects/Enemies, 136-153 Mental, 56-64 Physical,
              92 EP/Second
    Level 42: Massive Objects/Enemies, 146-163 Mental, 60-68 Physical,
              98 EP/Second
    Level 45: Massive Objects/Enemies, 156-174 Mental, 64-72 Physical,
              104 EP/Second
    Level 49: Massive Objects/Enemies, 165-185 Mental, 67-76 Physical,
              110 EP/Second
    Level 51: Massive Objects/Enemies, 175-195 Mental, 71-80 Physical,
              116 EP/Second
    Level 55: Massive Objects/Enemies, 185-206 Mental, 75-84 Physical,
              122 EP/Second
    Level 58: Massive Objects/Enemies, 195-217 Mental, 79-89 Physical,
              128 EP/Second
    
    Psychic Spike                 Projectile
    Level 7
    A homing projectile
    Level 7: 30-36 Mental, 24 EP
    Level 10: 39-46 Mental, 30 EP
    Level 13: 49-57 Mental, 36 EP
    Level 15: 59-67 Mental, 42 EP
    Level 19: 68-78 Mental, 48 EP
    Level 21: 78-89 Mental, 54 EP
    Level 24: 88-99 Mental, 60 EP
    Level 27: 97-110 Mental, 66 EP
    Level 31: 107-121 Mental, 72 EP
    Level 33: 117-131 Mental, 79 EP
    Level 36: 127-142 Mental, 85 EP
    Level 39: 136-153 Mental, 91 EP
    Level 42: 146-163 Mental, 97 EP
    Level 46: 156-174 Mental, 103 EP
    Level 48: 165-185 Mental, 109 EP
    Level 52: 175-195 Mental, 115 EP
    Level 55: 185-206 Mental, 121 EP
    Level 58: 195-217 Mental, 128 EP
    
    Psionic Boom                  Radial
    Level 14, Telekinesis
    Mental damage, plus reduce the damage enemy can deal
    Level 14: 21-26 Mental, -25% Damage, 5 Seconds, 46 EP
    Level 16: 24-30 Mental, -26% Damage, 5 Seconds, 54 EP
    Level 19: 28-34 Mental, -28% Damage, 6 Seconds, 62 EP
    Level 22: 32-38 Mental, -30% Damage, 7 Seconds, 70 EP
    Level 25: 36-42 Mental, -31% Damage, 7 Seconds, 79 EP
    Level 28: 40-47 Mental, -33% Damage, 8 Seconds, 87 EP
    Level 31: 44-51 Mental, -35% Damage, 9 Seconds, 95 EP
    Level 34: 48-55 Mental, -36% Damage, 9 Seconds, 103 EP
    Level 37: 51-59 Mental, -38% Damage, 10 Seconds, 112 EP
    Level 40: 55-63 Mental, -39% Damage, 10 Seconds, 120 EP
    Level 43: 59-68 Mental, -41% Damage, 11 Seconds, 128 EP
    Level 46: 63-72 Mental, -43% Damage, 12 Seconds, 136 EP
    Level 49: 67-76 Mental, -44% Damage, 13 Seconds, 145 EP
    Level 52: 71-80 Mental, -46% Damage, 13 Seconds, 153 EP
    Level 55: 75-84 Mental, -48% Damage, 14 Seconds, 161 EP
    Level 58: 79-89 Mental, -50% Damage, 15 Seconds, 170 EP
    
    Memory Wipe                   Radial
    Level 21, Psychic Spike
    Damage + Confusion (makes them run away)
    Level 21: 30-36 Mental, 10% Confusion, 62 EP
    Level 24: 34-40 Mental, 15% Confusion, 70 EP
    Level 27: 38-44 Mental, 20% Confusion, 79 EP
    Level 30: 42-49 Mental, 25% Confusion, 87 EP
    Level 33: 46-53 Mental, 30% Confusion, 96 EP
    Level 36: 50-57 Mental, 35% Confusion, 104 EP
    Level 39: 54-62 Mental, 40% Confusion, 113 EP
    Level 41: 57-66 Mental, 45% Confusion, 121 EP
    Level 45: 62-71 Mental, 50% Confusion, 130 EP
    Level 48: 66-75 Mental, 55% Confusion, 138 EP
    Level 51: 70-79 Mental, 60% Confusion, 147 EP
    Level 54: 74-84 Mental, 65% Confusion, 155 EP
    Level 57: 78-88 Mental, 70% Confusion, 164 EP
    Level 60: 82-93 Mental, 75% Confusion, 173 EP
    
    Dark Phoenix                  Blast
    Level 28
    Mental damage + Physical damage from fallen enemies
    Level 28: 43-50 Mental, 25% of foe's max HP as Physical, 1 Blast, 74 EP
    Level 31: 47-54 Mental, 27% of foe's max HP as Physical, 1 Blast, 82 EP
    Level 34: 51-59 Mental, 30% of foe's max HP as Physical, 2 Blasts, 90 EP
    Level 36: 55-63 Mental, 32% of foe's max HP as Physical, 2 Blasts, 98 EP
    Level 40: 59-68 Mental, 35% of foe's max HP as Physical, 3 Blasts, 106 EP
    Level 43: 64-73 Mental, 37% of foe's max HP as Physical, 3 Blasts, 115 EP
    Level 45: 68-77 Mental, 40% of foe's max HP as Physical, 3 Blasts, 123 EP
    Level 48: 72-82 Mental, 42% of foe's max HP as Physical, 4 Blasts, 131 EP
    Level 52: 76-86 Mental, 45% of foe's max HP as Physical, 5 Blasts, 139 EP
    Level 54: 80-91 Mental, 47% of foe's max HP as Physical, 5 Blasts, 147 EP
    Level 58: 85-96 Mental, 50% of foe's max HP as Physical, 6 Blasts, 156 EP
    Level 58: 85-96 Mental, 50% of foe's max HP as Physical, 6 Blasts, 156 EP
    Level 58: 85-96 Mental, 50% of foe's max HP as Physical, 6 Blasts, 156 EP
    Level 58: 85-96 Mental, 50% of foe's max HP as Physical, 6 Blasts, 156 EP
    Level 58: 85-96 Mental, 50% of foe's max HP as Physical, 6 Blasts, 156 EP
    Note: These aren't typos. They put 5 levels of the same thing here.
    
    Mental Guardian               Trap
    Level 28, Psychic Spike
    Summon a mental guardian
    Level 28: 108-121 Mental, 12 Seconds, 40 Guardian HP, 68 EP
    Level 29: 118-132 Mental, 13 Seconds, 44 Guardian HP, 75 EP
    Level 30: 129-144 Mental, 14 Seconds, 48 Guardian HP, 82 EP
    Level 32: 139-156 Mental, 16 Seconds, 52 Guardian HP, 90 EP
    Level 33: 150-167 Mental, 17 Seconds, 56 Guardian HP, 97 EP
    Level 35: 161-179 Mental, 19 Seconds, 61 Guardian HP, 105 EP
    Level 36: 171-191 Mental, 20 Seconds, 65 Guardian HP, 112 EP
    Level 37: 182-202 Mental, 21 Seconds, 69 Guardian HP, 119 EP
    Level 39: 192-214 Mental, 23 Seconds, 73 Guardian HP, 127 EP
    Level 40: 203-226 Mental, 24 Seconds, 77 Guardian HP, 134 EP
    Level 42: 214-238 Mental, 26 Seconds, 82 Guardian HP, 142 EP
    
    PHOENIX FORCE                 Radial
    Level 15
    Xtreme damage + chance for enemy conversion (so they fight on your side)
    Level 15: 85-96 Mental, 8% Conversion, 20 Second Conversion
    Level 20: 117-131 Mental, 15% Conversion, 22 Second Conversion
    Level 25: 149-167 Mental, 22% Conversion, 24 Second Conversion
    Level 30: 182-202 Mental, 29% Conversion, 27 Second Conversion
    Level 35: 214-238 Mental, 36% Conversion, 29 Second Conversion
    Level 39: 246-273 Mental, 43% Conversion, 31 Second Conversion
    Level 45: 279-309 Mental, 50% Conversion, 34 Second Conversion
    
    FROM THE ASHES                Boost
    Level 20
    Resurrect 1 Ally
    Level 20: With 10% Max HP
    Level 25: With 32% Max HP
    Level 30: With 55% Max HP
    Level 35: With 77% Max HP
    Level 40: With 100% Max HP
    
    Mental Vortex                 Boost
    none
    Convert 20% of damage dealt to EP
    Level 1: 13 Seconds, 60 EP
    Level 4: 15 Seconds, 83 EP
    Level 7: 17 Seconds, 107 EP
    Level 9: 19 Seconds, 131 EP
    Level 13: 21 Seconds, 155 EP
    Level 15: 24 Seconds, 178 EP
    Level 18: 26 Seconds, 202 EP
    Level 21: 28 Seconds, 226 EP
    Level 25: 30 Seconds, 250 EP
    Level 28: 32 Seconds, 274 EP
    Level 30: 35 Seconds, 297 EP
    Level 33: 37 Seconds, 321 EP
    Level 36: 39 Seconds, 345 EP
    Level 40: 41 Seconds, 369 EP
    Level 42: 43 Seconds, 393 EP
    Level 45: 46 Seconds, 416 EP
    Level 49: 48 Seconds, 440 EP
    Level 51: 50 Seconds, 464 EP
    Level 55: 52 Seconds, 488 EP
    Level 58: 55 Seconds, 512 EP
    
    Calming Presence              Boost
    Level 14, Mental Vortex
    Increase EP regeneration for whole party
    Level 14: +100% EP regeneration, 10 Seconds, 96 EP
    Level 14: +114% EP regeneration, 10 Seconds, 120 EP
    Level 15: +128% EP regeneration, 10 Seconds, 144 EP
    Level 16: +142% EP regeneration, 10 Seconds, 169 EP
    Level 17: +156% EP regeneration, 10 Seconds, 193 EP
    Level 18: +170% EP regeneration, 10 Seconds, 218 EP
    Level 18: +184% EP regeneration, 10 Seconds, 242 EP
    Level 18: +198% EP regeneration, 10 Seconds, 267 EP
    Level 20: +212% EP regeneration, 10 Seconds, 291 EP
    Level 21: +226% EP regeneration, 10 Seconds, 316 EP
    Level 22: +240% EP regeneration, 10 Seconds, 340 EP
    Level 23: +254% EP regeneration, 10 Seconds, 365 EP
    Level 23: +268% EP regeneration, 10 Seconds, 389 EP
    Level 24: +282% EP regeneration, 10 Seconds, 414 EP
    Level 25: +296% EP regeneration, 10 Seconds, 438 EP
    Level 26: +310% EP regeneration, 10 Seconds, 463 EP
    Level 27: +324% EP regeneration, 10 Seconds, 487 EP
    Level 28: +338% EP regeneration, 10 Seconds, 512 EP
    
    Psychic Fury                  Boost
    Level 14, Calming Presence
    Whole party adds Mental damage to melee attacks, as well as an ATK boost
    Level 14: +5% Damage as Mental, +20% ATK, 13 Seconds, 144 EP
    Level 17: +7% Damage as Mental, +30% ATK, 15 Seconds, 169 EP
    Level 20: +10% Damage as Mental, +39% ATK, 18 Seconds, 194 EP
    Level 23: +13% Damage as Mental, +48% ATK, 21 Seconds, 219 EP
    Level 26: +16% Damage as Mental, +58% ATK, 24 Seconds, 244 EP
    Level 29: +19% Damage as Mental, +67% ATK, 27 Seconds, 269 EP
    Level 32: +21% Damage as Mental, +76% ATK, 29 Seconds, 294 EP
    Level 35: +24% Damage as Mental, +86% ATK, 32 Seconds, 319 EP
    Level 38: +27% Damage as Mental, +95% ATK, 35 Seconds, 344 EP
    Level 40: +30% Damage as Mental, +104% ATK, 38 Seconds, 369 EP
    Level 44: +33% Damage as Mental, +114% ATK, 41 Seconds, 394 EP
    Level 46: +35% Damage as Mental, +123% ATK, 43 Seconds, 419 EP
    Level 50: +38% Damage as Mental, +132% ATK, 46 Seconds, 444 EP
    Level 53: +41% Damage as Mental, +142% ATK, 49 Seconds, 469 EP
    Level 56: +44% Damage as Mental, +151% ATK, 52 Seconds, 494 EP
    Level 59: +47% Damage as Mental, +160% ATK, 55 Seconds, 520 EP
    
    Psionic Combat                Passive
    none
    Adds Energy damage to melee attacks
    Level 1: +50% Damage as Energy
    Level 2: +72% Damage as Energy
    Level 3: +94% Damage as Energy
    Level 4: +116% Damage as Energy
    Level 5: +138% Damage as Energy
    Level 5: +160% Damage as Energy
    Level 7: +182% Damage as Energy
    Level 8: +205% Damage as Energy
    Level 9: +227% Damage as Energy
    Level 9: +249% Damage as Energy
    Level 10: +271% Damage as Energy
    Level 11: +293% Damage as Energy
    Level 13: +315% Damage as Energy
    Level 13: +337% Damage as Energy
    Level 15: +360% Damage as Energy
    
    Psionic Net                   Passive
    Level 14, Psionic Combat
    Chance to block incoming missile attacks
    Level 14: 8% chance to block
    Level 15: 11% chance to block
    Level 16: 14% chance to block
    Level 17: 17% chance to block
    Level 18: 20% chance to block
    Level 18: 23% chance to block
    Level 20: 26% chance to block
    Level 21: 29% chance to block
    Level 22: 32% chance to block
    Level 22: 35% chance to block
    Level 23: 38% chance to block
    Level 24: 41% chance to block
    Level 26: 44% chance to block
    Level 26: 47% chance to block
    Level 28: 50% chance to block
    
    Mental Mastery                Passive
    Level 21, Mutant Master
    Increase Mental damage
    Level 21: +5% Damage
    Level 22: +9% Damage
    Level 23: +12% Damage
    Level 24: +15% Damage
    Level 25: +18% Damage
    Level 25: +22% Damage
    Level 27: +25% Damage
    Level 28: +28% Damage
    Level 29: +31% Damage
    Level 29: +34% Damage
    Level 30: +38% Damage
    Level 31: +41% Damage
    Level 33: +44% Damage
    Level 33: +47% Damage
    Level 35: +50% Damage
    
    Flight                        Ability
    none
    Allows flight and improves flight mastery
    Level 1: 10 EP/Second
    Level 2: 8 EP/Second
    Level 3: 6 EP/Second
    Level 4: 4 EP/Second
    Level 5: 3 EP/Second
    
    Mutant Master                 Passive
    Level 7
    Increase EP Regeneration rate
    Level 7: +30% EP Regeneration
    Level 8: +42% EP Regeneration
    Level 9: +54% EP Regeneration
    Level 10: +66% EP Regeneration
    Level 11: +78% EP Regeneration
    Level 11: +90% EP Regeneration
    Level 13: +102% EP Regeneration
    Level 14: +114% EP Regeneration
    Level 15: +126% EP Regeneration
    Level 15: +138% EP Regeneration
    Level 16: +150% EP Regeneration
    Level 17: +162% EP Regeneration
    Level 19: +174% EP Regeneration
    Level 19: +186% EP Regeneration
    Level 21: +198% EP Regeneration
    
    ------------------------------------------------------------------------------
    Professor X* (SKLBPX)
    Wow! This time around they gave him different levels for his skills!
    Amazing!
    Cleave                        Melee
    none
    Sword attack with a chance for Deadly Strike (instant 33% HP loss)
    Level 1: 35-60 Physical, 16% Chance, 12 EP
    Level 4: 39-65 Physical, 16% Chance, 18 EP
    Level 7: 42-70 Physical, 17% Chance, 24 EP
    Level 9: 45-75 Physical, 18% Chance, 29 EP
    Level 13: 48-81 Physical, 19% Chance, 36 EP
    Level 15: 51-86 Physical, 19% Chance, 41 EP
    Level 18: 54-91 Physical, 20% Chance, 47 EP
    Level 21: 58-96 Physical, 21% Chance, 53 EP
    Level 25: 60-101 Physical, 21% Chance, 60 EP
    Level 28: 63-106 Physical, 22% Chance, 66 EP
    Level 30: 66-111 Physical, 23% Chance, 71 EP
    Level 33: 69-117 Physical, 24% Chance, 77 EP
    Level 36: 72-122 Physical, 24% Chance, 83 EP
    Level 40: 75-127 Physical, 25% Chance, 90 EP
    Level 42: 78-132 Physical, 26% Chance, 95 EP
    Level 45: 81-137 Physical, 27% Chance, 101 EP
    Level 49: 84-142 Physical, 27% Chance, 108 EP
    Level 51: 87-147 Physical, 28% Chance, 113 EP
    Level 55: 90-153 Physical, 29% Chance, 120 EP
    Level 58: 93-158 Physical, 30% Chance, 126 EP
    
    Crushing Ego                  Blast
    Level 7
    Radial Energy attack that can hold enemies
    Level 7: 11-15 Mental, 3-5 Bleed over 4 Seconds, 4 Second Hold, 28 EP
    Level 10: 15-19 Mental, 4-7 Bleed over 4 Seconds, 4 Second Hold, 36 EP
    Level 13: 19-23 Mental, 6-9 Bleed over 4 Seconds, 4 Second Hold, 44 EP
    Level 15: 22-28 Mental, 8-11 Bleed over 4 Seconds, 4 Second Hold, 51 EP
    Level 19: 27-32 Mental, 10-13 Bleed over 4 Seconds, 4 Second Hold, 60 EP
    Level 21: 30-36 Mental, 12-15 Bleed over 4 Seconds, 4 Second Hold, 67 EP
    Level 24: 34-41 Mental, 13-17 Bleed over 4 Seconds, 4 Second Hold, 75 EP
    Level 27: 38-45 Mental, 15-19 Bleed over 4 Seconds, 4 Second Hold, 83 EP
    Level 31: 43-49 Mental, 17-21 Bleed over 4 Seconds, 4 Second Hold, 92 EP
    Level 33: 46-54 Mental, 19-23 Bleed over 4 Seconds, 4 Second Hold, 99 EP
    Level 36: 50-58 Mental, 21-25 Bleed over 4 Seconds, 4 Second Hold, 107 EP
    Level 39: 54-62 Mental, 23-27 Bleed over 4 Seconds, 4 Second Hold, 115 EP
    Level 42: 58-67 Mental, 24-29 Bleed over 4 Seconds, 4 Second Hold, 123 EP
    Level 46: 63-71 Mental, 26-31 Bleed over 4 Seconds, 4 Second Hold, 132 EP
    Level 48: 66-75 Mental, 28-33 Bleed over 4 Seconds, 4 Second Hold, 139 EP
    Level 52: 71-80 Mental, 30-35 Bleed over 4 Seconds, 4 Second Hold, 148 EP
    Level 55: 75-84 Mental, 32-37 Bleed over 4 Seconds, 4 Second Hold, 156 EP
    Level 58: 79-89 Mental, 34-40 Bleed over 4 Seconds, 4 Second Hold, 164 EP
    
    Psychic Storm                 Special (Hold)
    Level 21
    Mental lightning bounces from enemy to enemy
    Level 21: 30-36 Energy/Second main, 17-22 Energy/Second secondary,
              60 EP/Second
    Level 24: 34-40 Energy/Second main, 20-25 Energy/Second secondary,
              68 EP/Second
    Level 27: 38-44 Energy/Second main, 24-29 Energy/Second secondary,
              76 EP/Second
    Level 30: 42-49 Energy/Second main, 27-33 Energy/Second secondary,
              85 EP/Second
    Level 33: 46-53 Energy/Second main, 31-37 Energy/Second secondary,
              93 EP/Second
    Level 36: 50-57 Energy/Second main, 34-41 Energy/Second secondary,
              102 EP/Second
    Level 39: 54-62 Energy/Second main, 38-45 Energy/Second secondary,
              110 EP/Second
    Level 41: 57-66 Energy/Second main, 41-48 Energy/Second secondary,
              119 EP/Second
    Level 45: 62-71 Energy/Second main, 45-52 Energy/Second secondary,
              127 EP/Second
    Level 48: 66-75 Energy/Second main, 48-56 Energy/Second secondary,
              136 EP/Second
    Level 51: 70-79 Energy/Second main, 52-60 Energy/Second secondary,
              144 EP/Second
    Level 54: 74-84 Energy/Second main, 55-64 Energy/Second secondary,
              153 EP/Second
    Level 57: 78-88 Energy/Second main, 59-68 Energy/Second secondary,
              161 EP/Second
    Level 60: 82-93 Energy/Second main, 63-72 Energy/Second secondary,
              170 EP/Second
    
    PSYCHIC SHOCK                 Special
    Level 15
    Resurrect nearby fallen allies & enemies; fallen enemies are turned to
    fight for your side, then die again
    Level 15: 15% HP restored, 13 Seconds of resurrection for enemies
    Level 20: 25% HP restored, 16 Seconds of resurrection for enemies
    Level 25: 35% HP restored, 19 Seconds of resurrection for enemies
    Level 30: 45% HP restored, 23 Seconds of resurrection for enemies
    Level 35: 55% HP restored, 26 Seconds of resurrection for enemies
    Level 39: 65% HP restored, 29 Seconds of resurrection for enemies
    Level 45: 75% HP restored, 33 Seconds of resurrection for enemies
    
    Telepathic Link               Boost
    Level 14
    Increase the whole party's ATK and damage
    Level 14: +5% Damage for all attack types, +20% ATK, 13 Seconds, 132 EP
    Level 17: +7% Damage for all attack types, +30% ATK, 15 Seconds, 157 EP
    Level 20: +9% Damage for all attack types, +39% ATK, 18 Seconds, 183 EP
    Level 23: +11% Damage for all attack types, +48% ATK, 21 Seconds, 208 EP
    Level 26: +13% Damage for all attack types, +58% ATK, 24 Seconds, 234 EP
    Level 29: +15% Damage for all attack types, +67% ATK, 27 Seconds, 260 EP
    Level 32: +17% Damage for all attack types, +76% ATK, 29 Seconds, 285 EP
    Level 35: +19% Damage for all attack types, +86% ATK, 32 Seconds, 311 EP
    Level 38: +20% Damage for all attack types, +95% ATK, 35 Seconds, 336 EP
    Level 40: +22% Damage for all attack types, +104% ATK, 38 Seconds, 362 EP
    Level 44: +24% Damage for all attack types, +114% ATK, 41 Seconds, 388 EP
    Level 46: +26% Damage for all attack types, +123% ATK, 43 Seconds, 413 EP
    Level 50: +28% Damage for all attack types, +132% ATK, 46 Seconds, 439 EP
    Level 53: +30% Damage for all attack types, +142% ATK, 49 Seconds, 464 EP
    Level 56: +32% Damage for all attack types, +151% ATK, 52 Seconds, 490 EP
    Level 59: +33% Damage for all attack types, +160% ATK, 55 Seconds, 516 EP
    
    Reveal Intent                 Passive
    Level 14
    Increases DEF
    Level 14: +15% DEF
    Level 15: +23% DEF
    Level 16: +30% DEF
    Level 18: +37% DEF
    Level 19: +45% DEF
    Level 20: +52% DEF
    Level 22: +59% DEF
    Level 23: +66% DEF
    Level 24: +74% DEF
    Level 26: +81% DEF
    Level 27: +88% DEF
    Level 28: +96% DEF
    Level 30: +103% DEF
    Level 31: +110% DEF
    Level 33: +117% DEF
    
    Clairvoyance                  Passive
    Level 21
    Increases movement speed; decreases damage taken
    Level 21: +8% Movement speed, -5% Damage taken
    Level 22: +11% Movement speed, -6% Damage taken
    Level 23: +14% Movement speed, -7% Damage taken
    Level 25: +17% Movement speed, -9% Damage taken
    Level 26: +20% Movement speed, -10% Damage taken
    Level 27: +23% Movement speed, -11% Damage taken
    Level 29: +26% Movement speed, -13% Damage taken
    Level 30: +29% Movement speed, -14% Damage taken
    Level 31: +32% Movement speed, -15% Damage taken
    Level 33: +35% Movement speed, -17% Damage taken
    Level 34: +38% Movement speed, -18% Damage taken
    Level 35: +41% Movement speed, -19% Damage taken
    Level 37: +44% Movement speed, -21% Damage taken
    Level 38: +47% Movement speed, -22% Damage taken
    Level 40: +50% Movement speed, -24% Damage taken
    
    Leadership                    Passive
    none
    Increase Combo XP & Critical Chance
    Level 1: +2% Critical Chance, +8% Combo XP
    Level 2: +2% Critical Chance, +14% Combo XP
    Level 3: +3% Critical Chance, +20% Combo XP
    Level 4: +3% Critical Chance, +26% Combo XP
    Level 5: +4% Critical Chance, +32% Combo XP
    Level 5: +4% Critical Chance, +38% Combo XP
    Level 7: +5% Critical Chance, +44% Combo XP
    Level 8: +5% Critical Chance, +50% Combo XP
    Level 9: +6% Critical Chance, +56% Combo XP
    Level 9: +6% Critical Chance, +62% Combo XP
    Level 10: +7% Critical Chance, +68% Combo XP
    Level 11: +7% Critical Chance, +74% Combo XP
    Level 13: +8% Critical Chance, +80% Combo XP
    Level 13: +8% Critical Chance, +86% Combo XP
    Level 15: +9% Critical Chance, +92% Combo XP
    
    Mutant Master                 Passive
    Level 7
    Increase EP Regeneration rate
    Level 7: +30% EP Regeneration
    Level 8: +42% EP Regeneration
    Level 9: +54% EP Regeneration
    Level 10: +66% EP Regeneration
    Level 11: +78% EP Regeneration
    Level 11: +90% EP Regeneration
    Level 13: +102% EP Regeneration
    Level 14: +114% EP Regeneration
    Level 15: +126% EP Regeneration
    Level 15: +138% EP Regeneration
    Level 16: +150% EP Regeneration
    Level 17: +162% EP Regeneration
    Level 19: +174% EP Regeneration
    Level 19: +186% EP Regeneration
    Level 21: +198% EP Regeneration
    
    ------------------------------------------------------------------------------
    Rogue (SKLROG)
    Smash                         Melee
    none
    Melee + Knockback
    Level 1: +250% Physical, 40 Knockback, 8 EP
    Level 4: +280% Physical, 70 Knockback, 11 EP
    Level 7: +310% Physical, 101 Knockback, 15 EP
    Level 9: +340% Physical, 131 Knockback, 18 EP
    Level 13: +370% Physical, 162 Knockback, 22 EP
    Level 15: +400% Physical, 192 Knockback, 25 EP
    Level 18: +430% Physical, 223 Knockback, 29 EP
    Level 21: +460% Physical, 253 Knockback, 33 EP
    Level 25: +490% Physical, 284 Knockback, 36 EP
    Level 28: +520% Physical, 314 Knockback, 40 EP
    Level 30: +550% Physical, 345 Knockback, 43 EP
    Level 33: +580% Physical, 375 Knockback, 47 EP
    Level 36: +610% Physical, 406 Knockback, 50 EP
    Level 40: +640% Physical, 436 Knockback, 54 EP
    Level 42: +670% Physical, 467 Knockback, 58 EP
    Level 45: +700% Physical, 497 Knockback, 61 EP
    Level 49: +730% Physical, 528 Knockback, 65 EP
    Level 51: +760% Physical, 558 Knockback, 68 EP
    Level 55: +790% Physical, 589 Knockback, 72 EP
    Level 58: +820% Physical, 620 Knockback, 76 EP
    
    Bedazzle                      Debuff
    none
    Taunt nearby enemies into attacking Rogue; lowers their stats
    Level 1: -10% ATK, -10% DEF, 7 Seconds, 32 EP
    Level 4: -12% ATK, -12% DEF, 7 Seconds, 46 EP
    Level 7: -14% ATK, -14% DEF, 8 Seconds, 60 EP
    Level 9: -16% ATK, -16% DEF, 9 Seconds, 74 EP
    Level 13: -18% ATK, -18% DEF, 9 Seconds, 89 EP
    Level 15: -21% ATK, -21% DEF, 10 Seconds, 103 EP
    Level 18: -23% ATK, -23% DEF, 11 Seconds, 117 EP
    Level 21: -25% ATK, -25% DEF, 12 Seconds, 132 EP
    Level 25: -27% ATK, -27% DEF, 12 Seconds, 146 EP
    Level 28: -29% ATK, -29% DEF, 13 Seconds, 160 EP
    Level 30: -32% ATK, -32% DEF, 14 Seconds, 175 EP
    Level 33: -34% ATK, -34% DEF, 15 Seconds, 189 EP
    Level 36: -36% ATK, -36% DEF, 15 Seconds, 203 EP
    Level 40: -38% ATK, -38% DEF, 16 Seconds, 218 EP
    Level 42: -40% ATK, -40% DEF, 17 Seconds, 232 EP
    Level 45: -43% ATK, -43% DEF, 18 Seconds, 246 EP
    Level 49: -45% ATK, -45% DEF, 18 Seconds, 261 EP
    Level 51: -47% ATK, -47% DEF, 19 Seconds, 275 EP
    Level 55: -49% ATK, -49% DEF, 20 Seconds, 289 EP
    Level 58: -52% ATK, -52% DEF, 21 Seconds, 304 EP
    
    Power Theft                   Special
    Level 7, Smash
    Steal a power from target (if possible) + Stun
    Level 7: +200% stolen power damage, 13 Second steal, 1 Second Stun, 14 EP
    Level 10: +221% stolen power damage, 15 Second steal, 1 Second Stun, 17 EP
    Level 13: +242% stolen power damage, 17 Second steal, 1 Second Stun, 21 EP
    Level 15: +262% stolen power damage, 20 Second steal, 1 Second Stun, 24 EP
    Level 19: +283% stolen power damage, 22 Second steal, 1 Second Stun, 28 EP
    Level 21: +303% stolen power damage, 25 Second steal, 2 Second Stun, 32 EP
    Level 24: +324% stolen power damage, 27 Second steal, 2 Second Stun, 35 EP
    Level 27: +345% stolen power damage, 30 Second steal, 2 Second Stun, 39 EP
    Level 31: +365% stolen power damage, 32 Second steal, 2 Second Stun, 43 EP
    Level 33: +386% stolen power damage, 35 Second steal, 3 Second Stun, 46 EP
    Level 36: +406% stolen power damage, 37 Second steal, 3 Second Stun, 50 EP
    Level 39: +427% stolen power damage, 40 Second steal, 3 Second Stun, 54 EP
    Level 42: +448% stolen power damage, 42 Second steal, 3 Second Stun, 57 EP
    Level 46: +468% stolen power damage, 45 Second steal, 4 Second Stun, 61 EP
    Level 48: +489% stolen power damage, 47 Second steal, 4 Second Stun, 65 EP
    Level 52: +509% stolen power damage, 50 Second steal, 4 Second Stun, 68 EP
    Level 55: +530% stolen power damage, 52 Second steal, 4 Second Stun, 72 EP
    Level 58: +550% stolen power damage, 55 Second steal, 5 Second Stun, 76 EP
    
    Energy Overflow               Radial
    Level 14, Power Theft
    Radial energy attack
    Level 14: 34-40 Energy, 24 EP
    Level 17: 39-46 Energy, 28 EP
    Level 20: 42-52 Energy, 32 EP
    Level 23: 51-59 Energy, 36 EP
    Level 26: 57-65 Energy, 40 EP
    Level 29: 63-71 Energy, 44 EP
    Level 32: 68-78 Energy, 48 EP
    Level 35: 74-84 Energy, 52 EP
    Level 38: 80-90 Energy, 56 EP
    Level 40: 86-96 Energy, 59 EP
    Level 44: 92-103 Energy, 64 EP
    Level 46: 97-109 Energy, 67 EP
    Level 50: 103-116 Energy, 72 EP
    Level 53: 109-122 Energy, 76 EP
    Level 56: 115-128 Energy, 80 EP
    Level 59: 121-135 Energy, 84 EP
    
    Torpedo Strike                Charge
    Level 21
    Physical attack
    Level 21: +450% Physical, 28 EP
    Level 24: +481% Physical, 32 EP
    Level 27: +512% Physical, 36 EP
    Level 30: +543% Physical, 40 EP
    Level 33: +574% Physical, 44 EP
    Level 36: +604% Physical, 48 EP
    Level 39: +635% Physical, 52 EP
    Level 41: +666% Physical, 55 EP
    Level 45: +697% Physical, 60 EP
    Level 48: +727% Physical, 64 EP
    Level 51: +758% Physical, 68 EP
    Level 54: +789% Physical, 72 EP
    Level 57: +820% Physical, 76 EP
    Level 60: +850% Physical, 80 EP
    
    Tremor                        Melee
    Level 28, Torpedo Strike
    Leaping smash + Stun
    Level 28: +230% Physical, 1 Second Stun, 52 EP
    Level 31: +244% Physical, 1 Second Stun, 57 EP
    Level 34: +258% Physical, 1 Second Stun, 63 EP
    Level 36: +272% Physical, 2 Second Stun, 69 EP
    Level 40: +286% Physical, 2 Second Stun, 75 EP
    Level 43: +300% Physical, 3 Second Stun, 81 EP
    Level 45: +314% Physical, 3 Second Stun, 86 EP
    Level 48: +328% Physical, 3 Second Stun, 92 EP
    Level 52: +342% Physical, 4 Second Stun, 98 EP
    Level 54: +356% Physical, 4 Second Stun, 104 EP
    Level 58: +370% Physical, 5 Second Stun, 110 EP
    
    MANIC SLAM                    Charge
    Level 15
    Damage, drain EP from, Stun, and prevent enemies from using their powers
    Level 15: 85-96 Physical, 25% Damage gained as EP, 5 Second Stun,
              5 Seconds without powers
    Level 20: 117-131 Physical, 37% Damage gained as EP, 6 Second Stun
              5 Seconds without powers
    Level 25: 149-167 Physical, 50% Damage gained as EP, 8 Second Stun
              6 Seconds without powers
    Level 30: 182-202 Physical, 62% Damage gained as EP, 10 Second Stun
              7 Seconds without powers
    Level 35: 214-238 Physical, 75% Damage gained as EP, 11 Second Stun
              8 Seconds without powers
    Level 39: 246-273 Physical, 87% Damage gained as EP, 13 Second Stun
              9 Seconds without powers
    Level 45: 279-309 Physical, 100% Damage gained as EP, 15 Second Stun
              10 Seconds without powers
    
    REFLECTIVE AURA               Boost
    Level 20
    Reflect all damage taken to enemies
    Level 20: 15 Seconds
    Level 21: 17 Seconds
    Level 22: 19 Seconds
    Level 24: 21 Seconds
    Level 25: 23 Seconds
    Level 27: 25 Seconds
    Level 28: 27 Seconds
    Level 30: 30 Seconds
    Level 31: 32 Seconds
    Level 32: 34 Seconds
    Level 34: 36 Seconds
    Level 35: 38 Seconds
    Level 37: 40 Seconds
    Level 38: 42 Seconds
    Level 40: 45 Seconds
    
    Heal                          Boost
    Level 14, Bedazzle
    Damages Rogue for 10% HP, while raising Party's HP regeneration rate and
    removing all harmful effects
    Level 14: +1% HP/Second, 13 Seconds, 84 EP
    Level 17: +1% HP/Second, 15 Seconds, 98 EP
    Level 20: +1% HP/Second, 18 Seconds, 113 EP
    Level 23: +1% HP/Second, 21 Seconds, 128 EP
    Level 26: +1% HP/Second, 24 Seconds, 143 EP
    Level 29: +2% HP/Second, 27 Seconds, 158 EP
    Level 32: +2% HP/Second, 29 Seconds, 173 EP
    Level 35: +2% HP/Second, 32 Seconds, 188 EP
    Level 38: +2% HP/Second, 35 Seconds, 203 EP
    Level 40: +2% HP/Second, 38 Seconds, 218 EP
    Level 44: +3% HP/Second, 41 Seconds, 233 EP
    Level 46: +3% HP/Second, 43 Seconds, 248 EP
    Level 50: +3% HP/Second, 46 Seconds, 263 EP
    Level 53: +3% HP/Second, 49 Seconds, 278 EP
    Level 56: +3% HP/Second, 52 Seconds, 293 EP
    Level 59: +4% HP/Second, 55 Seconds, 308 EP
    
    Southern Shout                Boost
    Level 28, Heal
    Increase party's max HP & EP
    Level 28: +20% Max HP & EP, 45 Seconds, 144 EP
    Level 31: +21% Max HP & EP, 52 Seconds, 160 EP
    Level 34: +22% Max HP & EP, 60 Seconds, 176 EP
    Level 36: +23% Max HP & EP, 67 Seconds, 191 EP
    Level 40: +24% Max HP & EP, 75 Seconds, 207 EP
    Level 43: +24% Max HP & EP, 82 Seconds, 224 EP
    Level 45: +25% Max HP & EP, 89 Seconds, 239 EP
    Level 48: +26% Max HP & EP, 97 Seconds, 255 EP
    Level 52: +27% Max HP & EP, 105 Seconds, 272 EP
    Level 54: +28% Max HP & EP, 112 Seconds, 287 EP
    Level 58: +28% Max HP & EP, 120 Seconds, 304 EP
    
    Block                         Ability
    Level 7
    Block all attack damage by reducing EP
    Level 7: 100% EP per damage blocked
    Level 10: 87% EP per damage blocked
    Level 14: 75% EP per damage blocked
    Level 17: 62% EP per damage blocked
    Level 21: 50% EP per damage blocked
    
    Hardened                      Passive
    none
    Increase DEF
    Level 1: +10% DEF
    Level 5: +17% DEF
    Level 9: +23% DEF
    Level 13: +30% DEF
    Level 17: +36% DEF
    Level 22: +43% DEF
    Level 26: +49% DEF
    Level 30: +55% DEF
    Level 34: +62% DEF
    Level 38: +68% DEF
    Level 43: +75% DEF
    Level 47: +81% DEF
    Level 51: +88% DEF
    Level 55: +94% DEF
    Level 60: +100% DEF
    
    Prism Shield                  Passive
    Level 21
    Increase resistances
    Level 21: +5% for all Resistances
    Level 22: +9% for all Resistances
    Level 23: +12% for all Resistances
    Level 24: +16% for all Resistances
    Level 25: +20% for all Resistances
    Level 25: +24% for all Resistances
    Level 27: +28% for all Resistances
    Level 28: +32% for all Resistances
    Level 29: +36% for all Resistances
    Level 29: +40% for all Resistances
    Level 30: +44% for all Resistances
    Level 31: +48% for all Resistances
    Level 33: +52% for all Resistances
    Level 33: +56% for all Resistances
    Level 35: +60% for all Resistances
    
    Critical Strike               Passive
    none
    Increase chance for Criticals for Melee attacks
    Level 1: +5%
    Level 2: +7%
    Level 3: +9%
    Level 4: +11%
    Level 5: +13%
    Level 5: +15%
    Level 7: +17%
    Level 8: +19%
    Level 9: +21%
    Level 9: +23%
    Level 10: +25%
    Level 11: +27%
    Level 13: +29%
    Level 13: +31%
    Level 15: +33%
    
    Might                         Ability
    none
    Increase lifting strength and object damage
    Level 1: Lift Heavy objects, damage Reinforced walls and objects
    Level 5: Lift Massive objects, damage Reinforced walls and objects
    
    Flight                        Ability
    none
    Allows flight and improves flight mastery
    Level 1: 10 EP/Second
    Level 2: 8 EP/Second
    Level 3: 6 EP/Second
    Level 4: 4 EP/Second
    Level 5: 3 EP/Second
    
    ------------------------------------------------------------------------------
    Scarlet Witch (SKLSCA)
    Misfortune                    Boost
    Reality Shift
    Reflect enemy damage
    Level 1: 200% damage reflected, 74 EP
    Level 1: 228% damage reflected, 82 EP
    Level 1: 256% damage reflected, 90 EP
    Level 1: 284% damage reflected, 98 EP
    Level 1: 312% damage reflected, 106 EP
    Level 1: 340% damage reflected, 114 EP
    Level 1: 368% damage reflected, 122 EP
    Level 1: 396% damage reflected, 130 EP
    Level 1: 424% damage reflected, 138 EP
    Level 1: 452% damage reflected, 146 EP
    Level 1: 480% damage reflected, 155 EP
    
    Hex Bolt                      Projectile
    none
    1 Hex Bolt
    Level 1: 11-15 Energy, 16 EP
    Level 4: 20-25 Energy, 21 EP
    Level 7: 30-36 Energy, 27 EP
    Level 9: 40-46 Energy, 33 EP
    Level 13: 49-57 Energy, 39 EP
    Level 15: 59-68 Energy, 45 EP
    Level 18: 69-78 Energy, 51 EP
    Level 21: 78-89 Energy, 57 EP
    Level 25: 88-100 Energy, 63 EP
    Level 28: 98-110 Energy, 69 EP
    Level 30: 107-121 Energy, 74 EP
    Level 33: 117-131 Energy, 80 EP
    Level 36: 127-142 Energy, 86 EP
    Level 40: 136-153 Energy, 92 EP
    Level 42: 146-163 Energy, 98 EP
    Level 45: 156-174 Energy, 104 EP
    Level 49: 165-185 Energy, 110 EP
    Level 51: 175-195 Energy, 116 EP
    Level 55: 185-206 Energy, 122 EP
    Level 58: 195-217 Energy, 128 EP
    
    Combustion                    Radial
    Level 7
    Physical damage to random enemies
    Level 7: 30-36 Physical, 24 EP
    Level 10: 39-46 Physical, 30 EP
    Level 13: 49-57 Physical, 36 EP
    Level 15: 59-67 Physical, 41 EP
    Level 19: 68-78 Physical, 48 EP
    Level 21: 78-89 Physical, 53 EP
    Level 24: 88-99 Physical, 59 EP
    Level 27: 97-110 Physical, 65 EP
    Level 31: 107-121 Physical, 72 EP
    Level 33: 117-131 Physical, 77 EP
    Level 36: 127-142 Physical, 83 EP
    Level 39: 136-153 Physical, 89 EP
    Level 42: 146-163 Physical, 95 EP
    Level 46: 156-174 Physical, 102 EP
    Level 48: 165-185 Physical, 107 EP
    Level 52: 175-195 Physical, 114 EP
    Level 55: 185-206 Physical, 120 EP
    Level 58: 195-217 Physical, 126 EP
    
    Reality Shift                 Special
    Level 14, Combustion
    A Hex Bolt with a chance of turning enemy into a crate with items
    Level 14: 53-61 Energy, 10% Chance, 36 EP
    Level 17: 62-71 Energy, 10% Chance, 42 EP
    Level 20: 72-82 Energy, 11% Chance, 48 EP
    Level 23: 82-92 Energy, 12% Chance, 54 EP
    Level 26: 91-103 Energy, 12% Chance, 61 EP
    Level 29: 101-114 Energy, 13% Chance, 67 EP
    Level 32: 111-124 Energy, 14% Chance, 73 EP
    Level 35: 120-135 Energy, 14% Chance, 79 EP
    Level 27: 130-145 Energy, 15% Chance, 86 EP
    Level 40: 139-156 Energy, 16% Chance, 92 EP
    Level 44: 149-167 Energy, 16% Chance, 98 EP
    Level 46: 159-177 Energy, 17% Chance, 104 EP
    Level 50: 169-188 Energy, 18% Chance, 111 EP
    Level 53: 178-198 Energy, 18% Chance, 117 EP
    Level 56: 188-209 Energy, 19% Chance, 123 EP
    Level 59: 198-220 Energy, 20% Chance, 130 EP
    
    Hex Locked                    Projectile
    Level 21, Hex Bolt
    Multiple Hex Bolts with a chance for Deadly Strike (instant 33% HP loss)
    Level 21: 1 Hex Bolt, 43-50 Energy, 16% Chance, 52 EP
    Level 24: 1 Hex Bolt, 49-56 Energy, 17% Chance, 59 EP
    Level 27: 1 Hex Bolt, 55-63 Energy, 18% Chance, 66 EP
    Level 30: 1 Hex Bolt, 61-69 Energy, 19% Chance, 73 EP
    Level 33: 2 Hex Bolts, 67-76 Energy, 20% Chance, 80 EP
    Level 36: 2 Hex Bolts, 73-82 Energy, 21% Chance, 88 EP
    Level 28: 2 Hex Bolts, 79-89 Energy, 22% Chance, 95 EP
    Level 41: 3 Hex Bolts, 84-95 Energy, 23% Chance, 102 EP
    Level 45: 3 Hex Bolts, 91-102 Energy, 24% Chance, 109 EP
    Level 48: 3 Hex Bolts, 97-108 Energy, 25% Chance, 117 EP
    Level 51: 4 Hex Bolts, 103-115 Energy, 26% Chance, 124 EP
    Level 54: 4 Hex Bolts, 109-121 Energy, 27% Chance, 131 EP
    Level 57: 4 Hex Bolts, 115-128 Energy, 29% Chance, 138 EP
    Level 60: 5 Hex Bolts, 121-135 Energy, 30% Chance, 146 EP
    
    Hex Explosion                 Projectile
    Level 28, Hex Locked
    Hex Bolt + Explosion damage
    Level 28: 69-79 Energy, 37-43 Energy explosion, 82 EP
    Level 31: 76-86 Energy, 45-51 Energy explosion, 90 EP
    Level 34: 83-94 Energy, 53-60 Energy explosion, 99 EP
    Level 36: 90-102 Energy, 60-69 Energy explosion, 108 EP
    Level 40: 97-110 Energy, 69-78 Energy explosion, 117 EP
    Level 43: 104-118 Energy, 77-87 Energy explosion, 126 EP
    Level 45: 111-125 Energy, 84-96 Energy explosion, 134 EP
    Level 48: 118-133 Energy, 92-105 Energy explosion, 143 EP
    Level 52: 125-141 Energy, 101-114 Energy explosion, 152 EP
    Level 54: 132-149 Energy, 108-123 Energy explosion, 161 EP
    Level 58: 140-157 Energy, 117-132 Energy explosion, 170 EP
    
    ANARCHY ASSAULT               Radial
    Level 15
    Random damage type attack + chance for enemy conversion (so they fight for you)
    Level 15: 85-96 Damage, 8% chance for a 20 Second Conversion
    Level 20: 117-131 Damage, 15% chance for a 22 Second Conversion
    Level 25: 149-167 Damage, 22% chance for a 24 Second Conversion
    Level 30: 182-202 Damage, 29% chance for a 27 Second Conversion
    Level 35: 214-238 Damage, 36% chance for a 29 Second Conversion
    Level 39: 246-273 Damage, 43% chance for a 31 Second Conversion
    Level 45: 279-309 Damage, 50% chance for a 34 Second Conversion
    
    REVITALIZE                    Xtreme Boost
    Level 20
    Raise max HP for the whole party and restore all HP
    Level 20: +25% Max HP, 15 Seconds
    Level 25: +25% Max HP, 22 Seconds
    Level 30: +25% Max HP, 30 Seconds
    Level 35: +25% Max HP, 37 Seconds
    Level 40: +25% Max HP, 45 Seconds
    
    Probability Syphon            Boost
    none
    Whole party absorbs 20% of damage dealt as EP
    Level 1: 13 Seconds, 60 EP
    Level 4: 15 Seconds, 83 EP
    Level 7: 17 Seconds, 107 EP
    Level 9: 19 Seconds, 131 EP
    Level 13: 21 Seconds, 155 EP
    Level 15: 24 Seconds, 178 EP
    Level 18: 26 Seconds, 202 EP
    Level 21: 28 Seconds, 226 EP
    Level 25: 30 Seconds, 250 EP
    Level 28: 32 Seconds, 274 EP
    Level 30: 35 Seconds, 297 EP
    Level 33: 37 Seconds, 321 EP
    Level 36: 39 Seconds, 345 EP
    Level 40: 41 Seconds, 369 EP
    Level 42: 43 Seconds, 393 EP
    Level 45: 46 Seconds, 416 EP
    Level 49: 48 Seconds, 440 EP
    Level 51: 50 Seconds, 464 EP
    Level 55: 52 Seconds, 488 EP
    Level 58: 55 Seconds, 512 EP
    
    Amplify Luck                  Boost
    Level 7, Probability Syphon
    Increase damage and chance for sritical for whole party
    Level 7: +5% Damage, +5% Critical chance, 13 Seconds, 96 EP
    Level 10: +6% Damage, +6% Critical chance, 15 Seconds, 120 EP
    Level 13: +7% Damage, +6% Critical chance, 17 Seconds, 144 EP
    Level 15: +8% Damage, +7% Critical chance, 20 Seconds, 169 EP
    Level 19: +9% Damage, +7% Critical chance, 22 Seconds, 193 EP
    Level 21: +10% Damage, +8% Critical chance, 25 Seconds, 218 EP
    Level 24: +10% Damage, +8% Critical chance, 27 Seconds, 242 EP
    Level 27: +11% Damage, +8% Critical chance, 30 Seconds, 267 EP
    Level 31: +12% Damage, +9% Critical chance, 32 Seconds, 291 EP
    Level 33: +13% Damage, +9% Critical chance, 35 Seconds, 316 EP
    Level 36: +14% Damage, +10% Critical chance, 37 Seconds, 340 EP
    Level 39: +15% Damage, +10% Critical chance, 40 Seconds, 365 EP
    Level 42: +15% Damage, +10% Critical chance, 42 Seconds, 389 EP
    Level 46: +16% Damage, +11% Critical chance, 45 Seconds, 414 EP
    Level 48: +17% Damage, +11% Critical chance, 47 Seconds, 438 EP
    Level 52: +18% Damage, +12% Critical chance, 50 Seconds, 463 EP
    Level 55: +19% Damage, +12% Critical chance, 54 Seconds, 487 EP
    Level 58: +19% Damage, +12% Critical chance, 55 Seconds, 512 EP
    
    Heal                          Boost
    Level 14, Amplify Luck
    Whole party gains regenerative abilities for a time
    Level 14: 1% HP/Second, 144 EP
    Level 17: 1% HP/Second, 169 EP
    Level 20: 1% HP/Second, 194 EP
    Level 23: 1% HP/Second, 219 EP
    Level 26: 1% HP/Second, 244 EP
    Level 29: 2% HP/Second, 269 EP
    Level 32: 2% HP/Second, 294 EP
    Level 35: 2% HP/Second, 319 EP
    Level 38: 2% HP/Second, 344 EP
    Level 40: 2% HP/Second, 369 EP
    Level 44: 3% HP/Second, 394 EP
    Level 46: 3% HP/Second, 419 EP
    Level 50: 3% HP/Second, 444 EP
    Level 53: 3% HP/Second, 469 EP
    Level 56: 3% HP/Second, 494 EP
    Level 59: 4% HP/Second, 520 EP
    
    Scarlet's Touch               Passive
    none
    Increase chance for Critical
    Level 1: +3.0% chance
    Level 2: +3.5% chance
    Level 3: +4.0% chance
    Level 4: +4.5% chance
    Level 5: +5.0% chance
    Level 5: +5.5% chance
    Level 7: +6.0% chance
    Level 8: +6.5% chance
    Level 9: +7.0% chance
    Level 9: +7.5% chance
    Level 10: +8.0% chance
    Level 11: +8.5% chance
    Level 13: +9.0% chance
    Level 13: +9.5% chance
    Level 15: +10.0% chance
    
    Deflect Missiles              Passive
    Level 14, Scarlet's Touch
    Chance to block incoming missile attacks
    Level 14: 8% chance to block
    Level 15: 11% chance to block
    Level 16: 14% chance to block
    Level 17: 17% chance to block
    Level 18: 20% chance to block
    Level 18: 23% chance to block
    Level 20: 26% chance to block
    Level 21: 29% chance to block
    Level 22: 32% chance to block
    Level 22: 35% chance to block
    Level 23: 38% chance to block
    Level 24: 41% chance to block
    Level 26: 44% chance to block
    Level 26: 47% chance to block
    Level 28: 50% chance to block
    
    Hex Mastery                   Passive
    Level 21, Mutant Master
    Increase Hex Bolt damage and chance for critical
    Level 21: +5% Damage, +1% Critical Chance
    Level 22: +9% Damage, +2% Critical Chance
    Level 23: +12% Damage, +2% Critical Chance
    Level 24: +15% Damage, +3% Critical Chance
    Level 25: +18% Damage, +3% Critical Chance
    Level 25: +22% Damage, +4% Critical Chance
    Level 27: +25% Damage, +4% Critical Chance
    Level 28: +28% Damage, +5% Critical Chance
    Level 29: +31% Damage, +5% Critical Chance
    Level 29: +34% Damage, +6% Critical Chance
    Level 30: +38% Damage, +6% Critical Chance
    Level 31: +41% Damage, +7% Critical Chance
    Level 33: +44% Damage, +7% Critical Chance
    Level 33: +47% Damage, +8% Critical Chance
    Level 35: +50% Damage, +8% Critical Chance
    
    Mutant Master                 Passive
    Level 7
    Increase EP Regeneration rate
    Level 7: +30% EP Regeneration
    Level 8: +42% EP Regeneration
    Level 9: +54% EP Regeneration
    Level 10: +66% EP Regeneration
    Level 11: +78% EP Regeneration
    Level 11: +90% EP Regeneration
    Level 13: +102% EP Regeneration
    Level 14: +114% EP Regeneration
    Level 15: +126% EP Regeneration
    Level 15: +138% EP Regeneration
    Level 16: +150% EP Regeneration
    Level 17: +162% EP Regeneration
    Level 19: +174% EP Regeneration
    Level 19: +186% EP Regeneration
    Level 21: +198% EP Regeneration
    
    ------------------------------------------------------------------------------
    Storm (SKLSTO)
    Lightning Strike              Blast
    none
    1 Lightning bolt
    Level 1: 11-15 Energy, 16 EP
    Level 4: 20-25 Energy, 21 EP
    Level 7: 30-36 Energy, 27 EP
    Level 9: 40-46 Energy, 33 EP
    Level 13: 49-57 Energy, 39 EP
    Level 15: 59-68 Energy, 45 EP
    Level 18: 69-78 Energy, 51 EP
    Level 21: 78-89 Energy, 57 EP
    Level 25: 88-100 Energy, 63 EP
    Level 28: 98-110 Energy, 69 EP
    Level 30: 107-121 Energy, 74 EP
    Level 33: 117-131 Energy, 80 EP
    Level 36: 127-142 Energy, 86 EP
    Level 40: 136-153 Energy, 92 EP
    Level 42: 146-163 Energy, 98 EP
    Level 45: 156-174 Energy, 104 EP
    Level 49: 165-185 Energy, 110 EP
    Level 51: 175-195 Energy, 116 EP
    Level 55: 185-206 Energy, 122 EP
    Level 58: 195-217 Energy, 128 EP
    
    Funnels                       Trap
    none
    Two funnels that move outward for damage and stun
    Level 1: 6-9 Wind per funnel, 3 Seconds, 0.5 Second Stun, 16 EP
    Level 4: 11-15 Wind per funnel, 3 Seconds, 0.5 Second Stun, 22 EP
    Level 7: 17-21 Wind per funnel, 3 Seconds, 0.5 Second Stun, 29 EP
    Level 9: 23-28 Wind per funnel, 3 Seconds, 0.6 Second Stun, 35 EP
    Level 13: 29-34 Wind per funnel, 3 Seconds, 0.6 Second Stun, 42 EP
    Level 15: 35-41 Wind per funnel, 4 Seconds, 0.6 Second Stun, 49 EP
    Level 18: 41-47 Wind per funnel, 4 Seconds, 0.6 Second Stun, 55 EP
    Level 21: 46-54 Wind per funnel, 4 Seconds, 0.6 Second Stun, 62 EP
    Level 25: 52-60 Wind per funnel, 4 Seconds, 0.7 Second Stun, 69 EP
    Level 28: 58-67 Wind per funnel, 4 Seconds, 0.7 Second Stun, 75 EP
    Level 30: 64-73 Wind per funnel, 5 Seconds, 0.7 Second Stun, 82 EP
    Level 33: 70-80 Wind per funnel, 5 Seconds, 0.7 Second Stun, 88 EP
    Level 36: 76-86 Wind per funnel, 5 Seconds, 0.8 Second Stun, 95 EP
    Level 40: 81-93 Wind per funnel, 5 Seconds, 0.8 Second Stun, 102 EP
    Level 42: 87-99 Wind per funnel, 5 Seconds, 0.8 Second Stun, 108 EP
    Level 45: 93-106 Wind per funnel, 6 Seconds, 0.8 Second Stun, 115 EP
    Level 49: 99-112 Wind per funnel, 6 Seconds, 0.8 Second Stun, 122 EP
    Level 51: 105-119 Wind per funnel, 6 Seconds, 0.9 Second Stun, 128 EP
    Level 55: 111-125 Wind per funnel, 6 Seconds, 0.9 Second Stun, 135 EP
    Level 58: 117-132 Wind per funnel, 7 Seconds, 0.9 Second Stun, 142 EP
    
    Blizzard                      Debuff
    Level 7, Funnels
    Attaches a blizzard to an enemy that damages nearby enemies
    Level 7: 17-22 Wind, 9-12 Wind/Second for 4 Seconds, 26 EP
    Level 10: 22-28 Wind, 12-16 Wind/Second for 4 Seconds, 32 EP
    Level 13: 28-34 Wind, 16-20 Wind/Second for 4 Seconds, 39 EP
    Level 15: 34-41 Wind, 20-25 Wind/Second for 5 Seconds, 46 EP
    Level 19: 40-47 Wind, 24-29 Wind/Second for 5 Seconds, 53 EP
    Level 21: 46-54 Wind, 28-33 Wind/Second for 6 Seconds, 60 EP
    Level 24: 52-60 Wind, 21-38 Wind/Second for 6 Seconds, 66 EP
    Level 27: 58-67 Wind, 36-42 Wind/Second for 6 Seconds, 73 EP
    Level 31: 64-73 Wind, 40-46 Wind/Second for 7 Seconds, 80 EP
    Level 33: 69-80 Wind, 43-51 Wind/Second for 7 Seconds, 87 EP
    Level 36: 75-86 Wind, 47-55 Wind/Second for 8 Seconds, 94 EP
    Level 39: 81-93 Wind, 51-59 Wind/Second for 8 Seconds, 101 EP
    Level 42: 87-99 Wind, 55-64 Wind/Second for 8 Seconds, 107 EP
    Level 46: 93-106 Wind, 59-68 Wind/Second for 9 Seconds, 114 EP
    Level 48: 99-112 Wind, 63-72 Wind/Second for 9 Seconds, 121 EP
    Level 52: 105-119 Wind, 67-77 Wind/Second for 10 Seconds, 128 EP
    Level 55: 111-125 Wind, 71-81 Wind/Second for 10 Seconds, 135 EP
    Level 58: 117-132 Wind, 75-86 Wind/Second for 11 Seconds, 142 EP
    
    Electric Shock                Radial
    Level 14, Lightning Strike
    An electric pulse radiates outward
    Level 14: 21-26 Electricity, 46 EP
    Level 17: 24-30 Electricity, 54 EP
    Level 20: 28-34 Electricity, 62 EP
    Level 23: 32-38 Electricity, 70 EP
    Level 26: 36-42 Electricity, 78 EP
    Level 29: 40-47 Electricity, 87 EP
    Level 32: 44-51 Electricity, 95 EP
    Level 35: 48-55 Electricity, 103 EP
    Level 38: 51-59 Electricity, 111 EP
    Level 40: 55-63 Electricity, 119 EP
    Level 44: 59-68 Electricity, 128 EP
    Level 46: 63-72 Electricity, 136 EP
    Level 50: 67-76 Electricity, 144 EP
    Level 53: 71-80 Electricity, 152 EP
    Level 56: 75-84 Electricity, 160 EP
    Level 59: 79-89 Electricity, 169 EP
    
    Whirlwind                     Trap
    Level 21, Blizzard
    A wind vortex that throws objects and enemies around
    Level 21: 27-33 Wind/Second for 4 Seconds, 62 EP
    Level 24: 31-37 Wind/Second for 4 Seconds, 70 EP
    Level 27: 35-41 Wind/Second for 5 Seconds, 79 EP
    Level 30: 39-45 Wind/Second for 5 Seconds, 87 EP
    Level 33: 43-50 Wind/Second for 6 Seconds, 96 EP
    Level 36: 47-54 Wind/Second for 6 Seconds, 105 EP
    Level 39: 51-58 Wind/Second for 7 Seconds, 113 EP
    Level 41: 54-63 Wind/Second for 7 Seconds, 122 EP
    Level 45: 59-67 Wind/Second for 8 Seconds, 130 EP
    Level 48: 63-71 Wind/Second for 8 Seconds, 139 EP
    Level 51: 67-76 Wind/Second for 9 Seconds, 148 EP
    Level 54: 71-80 Wind/Second for 9 Seconds, 156 EP
    Level 57: 75-84 Wind/Second for 10 Seconds, 165 EP
    Level 60: 79-89 Wind/Second for 11 Seconds, 174 EP
    
    Chain Lightning               Blast (Hold)
    Level 28, Lightning Strke
    Lightning bounces from enemy to enemy
    Level 28: 66-75 Electric/Second, 46-54 Electric/Second per chain, 2 chains,
              94 EP/Second
    Level 31: 72-81 Electric/Second, 51-60 Electric/Second per chain, 2 chains,
              100 EP/Second
    Level 34: 78-88 Electric/Second, 57-66 Electric/Second per chain, 3 chains,
              106 EP/Second
    Level 36: 84-95 Electric/Second, 62-71 Electric/Second per chain, 4 chains,
              112 EP/Second
    Level 40: 90-102 Electric/Second, 68-78 Electric/Second per chain, 4 chains,
              118 EP/Second
    Level 43: 96-109 Electric/Second, 73-84 Electric/Second per chain, 5 chains,
              124 EP/Second
    Level 45: 102-115 Electric/Second, 78-89 Electric/Second per chain,
              6 chains, 130 EP/Second
    Level 48: 108-122 Electric/Second, 84-95 Electric/Second per chain,
              6 chains, 136 EP/Second
    Level 52: 114-129 Electric/Second, 90-102 Electric/Second per chain,
              7 chains, 142 EP/Second
    Level 54: 120-136 Electric/Second, 95-107 Electric/Second per chain,
              8 chains, 148 EP/Second
    Level 58: 127-143 Electric/Second, 101-114 Electric/Second per chain,
              9 chains, 155 EP/Second
    
    Static Charge                 Debuff
    Level 28, Whirlwind
    Increase enemy damage taken
    Level 28: +75% Damage, 13 Seconds, 80 EP
    Level 31: +81% Damage, 17 Seconds, 88 EP
    Level 34: +87% Damage, 21 Seconds, 97 EP
    Level 36: +92% Damage, 25 Seconds, 105 EP
    Level 40: +98% Damage, 29 Seconds, 114 EP
    Level 43: +103% Damage, 34 Seconds, 123 EP
    Level 45: +109% Damage, 38 Seconds, 131 EP
    Level 48: +115% Damage, 42 Seconds, 140 EP
    Level 52: +120% Damage, 46 Seconds, 148 EP
    Level 54: +126% Damage, 50 Seconds, 157 EP
    Level 58: +131% Damage, 55 Seconds, 166 EP
    
    RAGING TEMPEST                Radial
    Level 15
    Lightning and Wind attack
    Level 15: 85-96 Electric
    Level 20: 117-131 Electric
    Level 25: 149-167 Electric
    Level 30: 182-202 Electric
    Level 35: 214-238 Electric
    Level 39: 246-273 Electric
    Level 45: 279-309 Electric
    
    WILL OF THE GODDESS           Boost
    Level 20
    Makes the whole party INvulnerable and increases max EP
    Level 20: +25% Max EP, 15 Seconds
    Level 25: +25% Max EP, 22 Seconds
    Level 30: +25% Max EP, 30 Seconds
    Level 35: +25% Max EP, 37 Seconds
    Level 40: +25% Max EP, 45 Seconds
    
    Whirlwind Armor               Boost
    Level 7
    Absorb Energy and Radiation Damage, Damage any that touch
    Level 7: 35 Damage absorbed, 2-3 Wind, 13 Seconds, 96 EP
    Level 10: 38 Damage absorbed, 2-4 Wind, 15 Seconds, 120 EP
    Level 13: 41 Damage absorbed, 3-5 Wind, 17 Seconds, 144 EP
    Level 15: 44 Damage absorbed, 4-6 Wind, 20 Seconds, 169 EP
    Level 19: 48 Damage absorbed, 5-7 Wind, 22 Seconds, 193 EP
    Level 21: 51 Damage absorbed, 6-8 Wind, 25 Seconds, 218 EP
    Level 24: 54 Damage absorbed, 7-9 Wind, 27 Seconds, 242 EP
    Level 27: 58 Damage absorbed, 8-10 Wind, 30 Seconds, 267 EP
    Level 31: 61 Damage absorbed, 9-11 Wind, 32 Seconds, 291 EP
    Level 33: 64 Damage absorbed, 9-13 Wind, 35 Seconds, 316 EP
    Level 36: 67 Damage absorbed, 10-14 Wind, 37 Seconds, 340 EP
    Level 39: 71 Damage absorbed, 11-15 Wind, 40 Seconds, 365 EP
    Level 42: 74 Damage absorbed, 12-16 Wind, 42 Seconds, 389 EP
    Level 46: 77 Damage absorbed, 13-17 Wind, 45 Seconds, 414 EP
    Level 48: 81 Damage absorbed, 14-18 Wind, 47 Seconds, 438 EP
    Level 52: 84 Damage absorbed, 15-19 Wind, 50 Seconds, 463 EP
    Level 55: 87 Damage absorbed, 16-20 Wind, 52 Seconds, 487 EP
    Level 58: 91 Damage absorbed, 17-22 Wind, 55 Seconds, 512 EP
    
    Storm Shield                  Boost
    Level 14, Whirlwind Armor
    Increases resistances for the party
    Level 14: +5% Elemental and Energy resistance, 13 Seconds, 144 EP
    Level 17: +7% Elemental and Energy resistance, 15 Seconds, 169 EP
    Level 20: +10% Elemental and Energy resistance, 18 Seconds, 194 EP
    Level 23: +13% Elemental and Energy resistance, 21 Seconds, 219 EP
    Level 26: +16% Elemental and Energy resistance, 24 Seconds, 244 EP
    Level 29: +19% Elemental and Energy resistance, 27 Seconds, 269 EP
    Level 32: +21% Elemental and Energy resistance, 29 Seconds, 294 EP
    Level 35: +24% Elemental and Energy resistance, 32 Seconds, 319 EP
    Level 38: +27% Elemental and Energy resistance, 35 Seconds, 344 EP
    Level 40: +30% Elemental and Energy resistance, 38 Seconds, 369 EP
    Level 44: +33% Elemental and Energy resistance, 41 Seconds, 394 EP
    Level 46: +35% Elemental and Energy resistance, 43 Seconds, 419 EP
    Level 50: +38% Elemental and Energy resistance, 46 Seconds, 444 EP
    Level 53: +41% Elemental and Energy resistance, 49 Seconds, 469 EP
    Level 56: +44% Elemental and Energy resistance, 52 Seconds, 494 EP
    Level 59: +47% Elemental and Energy resistance, 55 Seconds, 520 EP
    
    Elemental Combat              Passive
    none
    Add Electric damage to melee attacks
    Level 1: +50% Damage as Electric
    Level 2: +65% Damage as Electric
    Level 3: +80% Damage as Electric
    Level 4: +95% Damage as Electric
    Level 5: +110% Damage as Electric
    Level 5: +125% Damage as Electric
    Level 7: +140% Damage as Electric
    Level 8: +155% Damage as Electric
    Level 9: +170% Damage as Electric
    Level 9: +185% Damage as Electric
    Level 10: +200% Damage as Electric
    Level 11: +215% Damage as Electric
    Level 13: +230% Damage as Electric
    Level 13: +245% Damage as Electric
    Level 15: +260% Damage as Electric
    
    Wind Mastery                  Passive
    Level 14, Mutant Master
    Increase Wind damage and chance for critical
    Level 14: +5% Damage, +1% Critical Chance
    Level 15: +9% Damage, +1% Critical Chance
    Level 16: +12% Damage, +2% Critical Chance
    Level 17: +15% Damage, +2% Critical Chance
    Level 18: +18% Damage, +3% Critical Chance
    Level 18: +22% Damage, +3% Critical Chance
    Level 20: +25% Damage, +4% Critical Chance
    Level 21: +28% Damage, +4% Critical Chance
    Level 22: +31% Damage, +5% Critical Chance
    Level 22: +34% Damage, +5% Critical Chance
    Level 23: +38% Damage, +6% Critical Chance
    Level 24: +41% Damage, +6% Critical Chance
    Level 26: +44% Damage, +7% Critical Chance
    Level 26: +47% Damage, +7% Critical Chance
    Level 28: +50% Damage, +8% Critical Chance
    
    Lightning Mastery             Passive
    Level 21, Mutant Master
    Increase Electric damage and chance for critical
    Level 21: +5% Damage, +1% Critical Chance
    Level 22: +9% Damage, +1% Critical Chance
    Level 23: +12% Damage, +2% Critical Chance
    Level 24: +15% Damage, +2% Critical Chance
    Level 25: +18% Damage, +3% Critical Chance
    Level 25: +22% Damage, +3% Critical Chance
    Level 27: +25% Damage, +4% Critical Chance
    Level 28: +28% Damage, +4% Critical Chance
    Level 29: +31% Damage, +5% Critical Chance
    Level 29: +34% Damage, +5% Critical Chance
    Level 30: +38% Damage, +6% Critical Chance
    Level 31: +41% Damage, +6% Critical Chance
    Level 33: +44% Damage, +7% Critical Chance
    Level 33: +47% Damage, +7% Critical Chance
    Level 35: +50% Damage, +8% Critical Chance
    
    Flight                        Ability
    none
    Allows flight and improves flight mastery
    Level 1: 10 EP/Second
    Level 2: 8 EP/Second
    Level 3: 6 EP/Second
    Level 4: 4 EP/Second
    Level 5: 3 EP/Second
    
    Mutant Master                 Passive
    Level 7
    Increase EP Regeneration rate
    Level 7: +30% EP Regeneration
    Level 8: +42% EP Regeneration
    Level 9: +54% EP Regeneration
    Level 10: +66% EP Regeneration
    Level 11: +78% EP Regeneration
    Level 11: +90% EP Regeneration
    Level 13: +102% EP Regeneration
    Level 14: +114% EP Regeneration
    Level 15: +126% EP Regeneration
    Level 15: +138% EP Regeneration
    Level 16: +150% EP Regeneration
    Level 17: +162% EP Regeneration
    Level 19: +174% EP Regeneration
    Level 19: +186% EP Regeneration
    Level 21: +198% EP Regeneration
    
    ------------------------------------------------------------------------------
    Sunfire (SKLSUN)
    Ignite                        Blast
    none
    Nearby enemies burst into flames
    Level 1: 11-15 Fire, 12 EP
    Level 4: 20-25 Fire, 18 EP
    Level 7: 30-36 Fire, 24 EP
    Level 9: 40-46 Fire, 29 EP
    Level 13: 49-57 Fire, 36 EP
    Level 15: 59-68 Fire, 41 EP
    Level 18: 69-78 Fire, 47 EP
    Level 21: 78-89 Fire, 53 EP
    Level 25: 88-100 Fire, 60 EP
    Level 28: 98-110 Fire, 66 EP
    Level 30: 107-121 Fire, 71 EP
    Level 33: 117-131 Fire, 77 EP
    Level 36: 127-142 Fire, 83 EP
    Level 40: 136-153 Fire, 90 EP
    Level 42: 146-163 Fire, 95 EP
    Level 45: 156-174 Fire, 101 EP
    Level 49: 165-185 Fire, 108 EP
    Level 51: 175-195 Fire, 113 EP
    Level 55: 185-206 Fire, 120 EP
    Level 58: 195-217 Fire, 126 EP
    
    Flamethrower                  Special (Hold)
    none
    Shoot flames in an arc
    Level 1: 6-9 Fire, 10 foot range, 14 EP/Second
    Level 1: 11-15 Fire, 10 foot range, 20 EP/Second
    Level 2: 17-21 Fire, 10 foot range, 27 EP/Second
    Level 3: 23-28 Fire, 10 foot range, 33 EP/Second
    Level 3: 29-34 Fire, 10 foot range, 40 EP/Second
    Level 4: 35-41 Fire, 10 foot range, 47 EP/Second
    Level 5: 41-47 Fire, 10 foot range, 53 EP/Second
    Level 6: 46-54 Fire, 10 foot range, 60 EP/Second
    Level 6: 52-60 Fire, 10 foot range, 67 EP/Second
    Level 7: 58-67 Fire, 10 foot range, 73 EP/Second
    Level 8: 64-73 Fire, 11 foot range, 80 EP/Second
    Level 9: 70-80 Fire, 11 foot range, 86 EP/Second
    Level 9: 76-86 Fire, 11 foot range, 93 EP/Second
    Level 10: 81-93 Fire, 11 foot range, 100 EP/Second
    Level 11: 87-99 Fire, 11 foot range, 106 EP/Second
    Level 12: 93-106 Fire, 11 foot range, 113 EP/Second
    Level 12: 99-112 Fire, 11 foot range, 120 EP/Second
    Level 13: 105-119 Fire, 11 foot range, 126 EP/Second
    Level 14: 111-125 Fire, 11 foot range, 133 EP/Second
    Level 15: 117-132 Fire, 12 foot range, 140 EP/Second
    
    Atomic Charge                 Projectile
    Level 7, Ignite
    A homing projectile with radiation damage
    Level 7: 43-50 Radiation over 6 Seconds, 22 EP
    Level 10: 55-64 Radiation over 6 Seconds, 22 EP
    Level 13: 68-78 Radiation over 6 Seconds, 22 EP
    Level 15: 81-92 Radiation over 6 Seconds, 22 EP
    Level 19: 94-106 Radiation over 6 Seconds, 22 EP
    Level 21: 107-120 Radiation over 6 Seconds, 23 EP
    Level 24: 120-135 Radiation over 6 Seconds, 23 EP
    Level 27: 133-149 Radiation over 6 Seconds, 23 EP
    Level 31: 146-163 Radiation over 6 Seconds, 23 EP
    Level 33: 159-177 Radiation over 6 Seconds, 24 EP
    Level 36: 172-191 Radiation over 6 Seconds, 24 EP
    Level 39: 185-205 Radiation over 6 Seconds, 24 EP
    Level 42: 198-220 Radiation over 6 Seconds, 24 EP
    Level 46: 211-234 Radiation over 6 Seconds, 25 EP
    Level 48: 224-248 Radiation over 6 Seconds, 25 EP
    Level 52: 237-262 Radiation over 6 Seconds, 25 EP
    Level 55: 250-276 Radiation over 6 Seconds, 25 EP
    Level 58: 263-291 Radiation over 6 Seconds, 26 EP
    
    Fiery Geyser                  Radial
    Level 7, Flamethrower
    A column of flame
    Level 7: 11-15 Fire, 370 Knockback, 28 EP
    Level 10: 15-19 Fire, 384 Knockback, 36 EP
    Level 13: 19-23 Fire, 399 Knockback, 44 EP
    Level 15: 22-28 Fire, 414 Knockback, 51 EP
    Level 19: 27-32 Fire, 428 Knockback, 60 EP
    Level 21: 30-36 Fire, 443 Knockback, 67 EP
    Level 24: 34-41 Fire, 458 Knockback, 75 EP
    Level 27: 38-45 Fire, 472 Knockback, 83 EP
    Level 31: 43-49 Fire, 487 Knockback, 92 EP
    Level 33: 46-54 Fire, 502 Knockback, 99 EP
    Level 36: 50-58 Fire, 517 Knockback, 107 EP
    Level 39: 54-62 Fire, 531 Knockback, 115 EP
    Level 42: 58-67 Fire, 546 Knockback, 123 EP
    Level 46: 63-71 Fire, 561 Knockback, 132 EP
    Level 48: 66-75 Fire, 575 Knockback, 139 EP
    Level 52: 71-80 Fire, 590 Knockback, 148 EP
    Level 55: 75-84 Fire, 605 Knockback, 156 EP
    Level 58: 79-89 Fire, 620 Knockback, 164 EP
    
    Blazing Barrage               Projectile
    Level 14, Atomic Charge
    Multi-Fireball attack
    Level 14: 30-36 Fire, 1 Fireball, 36 EP
    Level 17: 35-42 Fire, 1 Fireball, 43 EP
    Level 20: 41-48 Fire, 1 Fireball, 50 EP
    Level 23: 45-54 Fire, 2 Fireballs, 57 EP
    Level 26: 52-60 Fire, 2 Fireballs, 64 EP
    Level 29: 58-66 Fire, 3 Fireballs, 71 EP
    Level 32: 63-72 Fire, 3 Fireballs, 78 EP
    Level 35: 69-78 Fire, 3 Fireballs, 85 EP
    Level 38: 74-85 Fire, 4 Fireballs, 92 EP
    Level 40: 80-91 Fire, 4 Fireballs, 99 EP
    Level 44: 86-97 Fire, 5 Fireballs, 106 EP
    Level 46: 91-103 Fire, 5 Fireballs, 113 EP
    Level 50: 97-109 Fire, 5 Fireballs, 120 EP
    Level 53: 102-115 Fire, 6 Fireballs, 127 EP
    Level 56: 108-121 Fire, 6 Fireballs, 134 EP
    Level 59: 114-128 Fire, 7 Fireballs, 142 EP
    
    Flame Sword                   Melee
    Level 21, Flamethrower
    Sweeping Fire arc with increased Critical chance
    Level 21: 75-86 Fire, +15% Critical chance, 46 EP
    Level 24: 84-96 Fire, +19% Critical chance, 52 EP
    Level 27: 94-107 Fire, +23% Critical chance, 59 EP
    Level 30: 104-117 Fire, +28% Critical chance, 65 EP
    Level 33: 113-128 Fire, +32% Critical chance, 72 EP
    Level 36: 123-139 Fire, +36% Critical chance, 79 EP
    Level 39: 133-149 Fire, +40% Critical chance, 85 EP
    Level 41: 142-160 Fire, +45% Critical chance, 92 EP
    Level 45: 152-170 Fire, +49% Critical chance, 98 EP
    Level 48: 162-181 Fire, +53% Critical chance, 105 EP
    Level 51: 171-192 Fire, +58% Critical chance, 112 EP
    Level 54: 181-202 Fire, +62% Critical chance, 118 EP
    Level 57: 191-213 Fire, +66% Critical chance, 125 EP
    Level 60: 201-224 Fire, +71% Critical chance, 132 EP
    
    Inferno                       Projectile
    Level 21, Blazing Barrage
    A fireball with lingering fire damage
    Level 21: 59-68 Fire, 3-5 Fire/Second, 72 EP
    Level 24: 66-75 Fire, 8-10 Fire/Second, 80 EP
    Level 28: 73-83 Fire, 13-16 Fire/Second, 88 EP
    Level 32: 80-91 Fire, 17-21 Fire/Second, 95 EP
    Level 35: 87-99 Fire, 23-27 Fire/Second, 104 EP
    Level 39: 94-107 Fire, 28-33 Fire/Second, 112 EP
    Level 43: 101-114 Fire, 32-38 Fire/Second, 119 EP
    Level 46: 108-122 Fire, 37-44 Fire/Second, 127 EP
    Level 50: 115-130 Fire, 43-49 Fire/Second, 136 EP
    Level 54: 122-138 Fire, 47-55 Fire/Second, 143 EP
    Level 58: 130-146 Fire, 53-61 Fire/Second, 152 EP
    
    SUPER NOVA                    Radial
    Level 15
    Fire + Radiation damage (like you couldn't figure that from the abilities)
    Level 15: 37-43 Fire, 72-82 Radiation
    Level 20: 42-49 Fire, 80-90 Radiation
    Level 25: 48-56 Fire, 88-99 Radiation
    Level 30: 54-62 Fire, 96-108 Radiation
    Level 35: 60-69 Fire, 104-117 Radiation
    Level 39: 65-75 Fire, 112-126 Radiation
    Level 45: 72-82 Fire, 121-135 Radiation
    
    RISING SUN                    Boost
    Level 20
    Invincibility + double damage
    Level 20: +100% Damage, 15 Seconds
    Level 25: +100% damage, 22 seconds
    Level 30: +100% damage, 30 seconds
    Level 35: +100% damage, 37 seconds
    Level 40: +100% damage, 45 seconds
    
    Flaming Fury                  Boost
    Level 14
    Adds Fire damage to whole party's melee + increases ATK
    Level 14: +5% Fire, +20% ATK, 13 Seconds, 132 EP
    Level 17: +8% Fire, +30% ATK, 15 Seconds, 157 EP
    Level 20: +11% Fire, +39% ATK, 18 Seconds, 183 EP
    Level 23: +14% Fire, +48% ATK, 21 Seconds, 208 EP
    Level 26: +17% Fire, +58% ATK, 24 Seconds, 234 EP
    Level 29: +19% Fire, +67% ATK, 27 Seconds, 260 EP
    Level 32: +22% Fire, +76% ATK, 29 Seconds, 285 EP
    Level 35: +25% Fire, +86% ATK, 32 Seconds, 311 EP
    Level 38: +28% Fire, +95% ATK, 35 Seconds, 336 EP
    Level 40: +31% Fire, +104% ATK, 38 Seconds, 362 EP
    Level 44: +33% Fire, +114% ATK, 41 Seconds, 388 EP
    Level 46: +36% Fire, +123% ATK, 43 Seconds, 413 EP
    Level 50: +39% Fire, +132% ATK, 46 Seconds, 439 EP
    Level 53: +42% Fire, +142% ATK, 49 Seconds, 464 EP
    Level 56: +45% Fire, +151% ATK, 52 Seconds, 490 EP
    Level 59: +47% Fire, +160% ATK, 55 Seconds, 516 EP
    
    Ion Shield                    Boost
    Level 28, Flaming Fury
    Increase DEF + damage enemies that touch
    Level 28: +1 DEF, 3-5 Fire/Second, 13 Seconds, 236 EP
    Level 31: +1 DEF, 4-7 Fire/Second, 17 Seconds, 262 EP
    Level 34: +1 DEF, 6-9 Fire/Second, 21 Seconds, 289 EP
    Level 36: +1 DEF, 8-11 Fire/Second, 25 Seconds, 316 EP
    Level 40: +1 DEF, 10-13 Fire/Second, 29 Seconds, 343 EP
    Level 43: +2 DEF, 12-15 Fire/Second, 34 Seconds, 370 EP
    Level 45: +2 DEF, 13-17 Fire/Second, 38 Seconds, 396 EP
    Level 48: +2 DEF, 15-19 Fire/Second, 42 Seconds, 423 EP
    Level 52: +2 DEF, 17-21 Fire/Second, 46 Seconds, 450 EP
    Level 54: +2 DEF, 19-23 Fire/Second, 50 Seconds, 477 EP
    Level 58: +2 DEF, 21-26 Fire/Second, 55 Seconds, 504 EP
    
    Fire Mastery                  Passive
    none
    Increase Fire damage and chance for critical
    Level 1: +5% Damage, +1% Critical Chance
    Level 1: +9% Damage, +1% Critical Chance
    Level 1: +12% Damage, +2% Critical Chance
    Level 1: +15% Damage, +2% Critical Chance
    Level 1: +18% Damage, +3% Critical Chance
    Level 1: +22% Damage, +3% Critical Chance
    Level 1: +25% Damage, +4% Critical Chance
    Level 1: +28% Damage, +4% Critical Chance
    Level 1: +31% Damage, +5% Critical Chance
    Level 1: +34% Damage, +5% Critical Chance
    Level 1: +38% Damage, +6% Critical Chance
    Level 1: +41% Damage, +6% Critical Chance
    Level 1: +44% Damage, +7% Critical Chance
    Level 1: +47% Damage, +7% Critical Chance
    Level 1: +50% Damage, +8% Critical Chance
    NOTE: The levels here aren't typos. Sunfire just kicks that much ass.
    
    Elemental Combat              Passive
    none
    Add Fire damage to melee attacks
    Level 1: +50% Damage as Fire
    Level 1: +65% Damage as Fire
    Level 1: +80% Damage as Fire
    Level 1: +95% Damage as Fire
    Level 1: +110% Damage as Fire
    Level 1: +125% Damage as Fire
    Level 1: +140% Damage as Fire
    Level 1: +155% Damage as Fire
    Level 1: +170% Damage as Fire
    Level 1: +185% Damage as Fire
    Level 1: +200% Damage as Fire
    Level 1: +215% Damage as Fire
    Level 1: +230% Damage as Fire
    Level 1: +245% Damage as Fire
    Level 1: +260% Damage as Fire
    NOTE: The levels here aren't typos. Sunfire just kicks that much ass.
    
    Ionize                        Passive
    none
    Increase all resistances and Fire
    Level 1: +5% for all Resistances, +25% Resist to Fire
    Level 1: +8% for all Resistances, +30% Resist to Fire
    Level 1: +11% for all Resistances, +35% Resist to Fire
    Level 1: +14% for all Resistances, +41% Resist to Fire
    Level 1: +17% for all Resistances, +46% Resist to Fire
    Level 1: +20% for all Resistances, +51% Resist to Fire
    Level 1: +23% for all Resistances, +57% Resist to Fire
    Level 1: +26% for all Resistances, +62% Resist to Fire
    Level 1: +29% for all Resistances, +67% Resist to Fire
    Level 1: +32% for all Resistances, +73% Resist to Fire
    Level 1: +35% for all Resistances, +78% Resist to Fire
    Level 1: +38% for all Resistances, +84% Resist to Fire
    Level 1: +41% for all Resistances, +89% Resist to Fire
    Level 1: +44% for all Resistances, +94% Resist to Fire
    Level 1: +47% for all Resistances, +100% Resist to Fire
    NOTE: The levels here aren't typos. Sunfire just kicks that much ass.
    
    Flight                        Ability
    none
    Allows flight and improves flight mastery
    Level 1: 10 EP/Second
    Level 2: 8 EP/Second
    Level 3: 6 EP/Second
    Level 4: 4 EP/Second
    Level 5: 3 EP/Second
    
    Mutant Master                 Passive
    Level 7
    Increase EP Regeneration rate
    Level 7: +30% EP Regeneration
    Level 8: +42% EP Regeneration
    Level 9: +54% EP Regeneration
    Level 10: +66% EP Regeneration
    Level 11: +78% EP Regeneration
    Level 11: +90% EP Regeneration
    Level 13: +102% EP Regeneration
    Level 14: +114% EP Regeneration
    Level 15: +126% EP Regeneration
    Level 15: +138% EP Regeneration
    Level 16: +150% EP Regeneration
    Level 17: +162% EP Regeneration
    Level 19: +174% EP Regeneration
    Level 19: +186% EP Regeneration
    Level 21: +198% EP Regeneration
    
    ------------------------------------------------------------------------------
    Toad (SKLTOA)
    Hammer Kick                   Melee
    none
    Melee + Lowers enemy DEF
    Level 1: +250% Physical, +15% ATK, -5% Enemy DEF, 3.0 Seconds, 10 EP
    Level 4: +280% Physical, +19% ATK, -5% Enemy DEF, 3.2 Seconds, 14 EP
    Level 7: +310% Physical, +23% ATK, -6% Enemy DEF, 3.4 Seconds, 18 EP
    Level 9: +340% Physical, +27% ATK, -7% Enemy DEF, 3.6 Seconds, 23 EP
    Level 13: +370% Physical, +30% ATK, -7% Enemy DEF, 3.8 Seconds, 27 EP
    Level 15: +400% Physical, +34% ATK, -8% Enemy DEF, 4.1 Seconds, 32 EP
    Level 18: +430% Physical, +38% ATK, -9% Enemy DEF, 4.3 Seconds, 36 EP
    Level 21: +460% Physical, +41% ATK, -10% Enemy DEF, 4.5 Seconds, 40 EP
    Level 25: +490% Physical, +45% ATK, -10% Enemy DEF, 4.7 Seconds, 45 EP
    Level 28: +520% Physical, +49% ATK, -11% Enemy DEF, 4.9 Seconds, 49 EP
    Level 30: +550% Physical, +52% ATK, -12% Enemy DEF, 5.1 Seconds, 54 EP
    Level 33: +580% Physical, +56% ATK, -13% Enemy DEF, 5.3 Seconds, 58 EP
    Level 36: +610% Physical, +60% ATK, -13% Enemy DEF, 5.5 Seconds, 63 EP
    Level 40: +640% Physical, +63% ATK, -14% Enemy DEF, 5.7 Seconds, 67 EP
    Level 42: +670% Physical, +67% ATK, -15% Enemy DEF, 5.9 Seconds, 71 EP
    Level 45: +700% Physical, +71% ATK, -16% Enemy DEF, 6.2 Seconds, 76 EP
    Level 49: +730% Physical, +75% ATK, -16% Enemy DEF, 6.4 Seconds, 80 EP
    Level 51: +760% Physical, +78% ATK, -17% Enemy DEF, 6.6 Seconds, 85 EP
    Level 55: +790% Physical, +82% ATK, -18% Enemy DEF, 6.8 Seconds, 89 EP
    Level 58: +820% Physical, +85% ATK, -19% Enemy DEF, 7.0 Seconds, 94 EP
    
    Tongue Strike                 Melee
    Level 7
    Tongue attack + Stun
    Level 7: +310% Physical, +25% ATK, 1.0 Second Stun, 18 EP
    Level 10: +340% Physical, +30% ATK, 1.2 Second Stun, 22 EP
    Level 13: +370% Physical, +34% ATK, 1.4 Second Stun, 26 EP
    Level 15: +400% Physical, +38% ATK, 1.5 Second Stun, 31 EP
    Level 19: +430% Physical, +42% ATK, 1.7 Second Stun, 35 EP
    Level 21: +460% Physical, +46% ATK, 1.9 Second Stun, 40 EP
    Level 24: +490% Physical, +50% ATK, 2.1 Second Stun, 44 EP
    Level 27: +520% Physical, +54% ATK, 2.2 Second Stun, 49 EP
    Level 31: +550% Physical, +58% ATK, 2.4 Second Stun, 53 EP
    Level 33: +580% Physical, +63% ATK, 2.6 Second Stun, 58 EP
    Level 36: +610% Physical, +67% ATK, 2.8 Second Stun, 62 EP
    Level 39: +640% Physical, +71% ATK, 2.9 Second Stun, 67 EP
    Level 42: +670% Physical, +75% ATK, 3.1 Second Stun, 71 EP
    Level 46: +700% Physical, +79% ATK, 3.3 Second Stun, 76 EP
    Level 48: +730% Physical, +83% ATK, 3.5 Second Stun, 80 EP
    Level 52: +760% Physical, +87% ATK, 3.6 Second Stun, 85 EP
    Level 55: +790% Physical, +91% ATK, 3.8 Second Stun, 89 EP
    Level 58: +820% Physical, +95% ATK, 4.0 Second Stun, 94 EP
    
    Mucous Spit                   Projectile
    Level 14
    Explosive projectile; leaves sticky spot on ground (Eww...)
    Level 14: 53-61 Physical, 4.0 Second spot, 26 EP
    Level 17: 62-71 Physical, 4.3 Second spot, 30 EP
    Level 20: 72-82 Physical, 4.5 Second spot, 35 EP
    Level 23: 82-92 Physical, 4.8 Second spot, 40 EP
    Level 26: 91-103 Physical, 5.1 Second spot, 44 EP
    Level 29: 101-114 Physical, 5.3 Second spot, 49 EP
    Level 32: 111-124 Physical, 5.6 Second spot, 54 EP
    Level 35: 120-135 Physical, 5.9 Second spot, 58 EP
    Level 38: 130-145 Physical, 6.1 Second spot, 63 EP
    Level 40: 139-156 Physical, 6.4 Second spot, 67 EP
    Level 44: 149-167 Physical, 6.7 Second spot, 72 EP
    Level 46: 159-177 Physical, 6.9 Second spot, 77 EP
    Level 50: 169-188 Physical, 7.2 Second spot, 82 EP
    Level 53: 178-198 Physical, 7.5 Second spot, 86 EP
    Level 56: 188-209 Physical, 7.7 Second spot, 91 EP
    Level 59: 198-220 Physical, 8.0 Second spot, 96 EP
    
    Tongue Lash                   Melee
    Level 21, Hammer Kick
    Wider Tongue attack + Popup
    Level 21: +270% Physical, +40% ATK, 38 EP
    Level 24: +289% Physical, +49% ATK, 43 EP
    Level 27: +307% Physical, +58% ATK, 48 EP
    Level 30: +326% Physical, +66% ATK, 54 EP
    Level 33: +344% Physical, +75% ATK, 59 EP
    Level 36: +363% Physical, +84% ATK, 64 EP
    Level 39: +381% Physical, +92% ATK, 70 EP
    Level 41: +400% Physical, +101% ATK, 75 EP
    Level 45: +418% Physical, +109% ATK, 81 EP
    Level 48: +437% Physical, +118% ATK, 86 EP
    Level 51: +455% Physical, +127% ATK, 91 EP
    Level 54: +474% Physical, +135% ATK, 97 EP
    Level 57: +492% Physical, +144% ATK, 102 EP
    Level 60: +510% Physical, +152% ATK, 108 EP
    
    Noxious Spew                  Projectile
    Level 28, Mucous Spit
    Radiation projectile that splits to multiple enemies
    Level 28: 72-82 Radiation main target, 21-26 Physical secondary target,
              54 EP
    Level 31: 78-89 Radiation main target, 25-30 Physical secondary target,
              60 EP
    Level 34: 85-97 Radiation main target, 30-35 Physical secondary target,
              66 EP
    Level 36: 92-104 Radiation main target, 34-40 Physical secondary target,
              71 EP
    Level 40: 99-112 Radiation main target, 39-45 Physical secondary target,
              78 EP
    Level 43: 106-119 Radiation main target, 43-50 Physical secondary target,
              84 EP
    Level 45: 112-126 Radiation main target, 47-55 Physical secondary target,
              89 EP
    Level 48: 119-134 Radiation main target, 52-60 Physical secondary target,
              95 EP
    Level 52: 126-142 Radiation main target, 57-65 Physical secondary target,
              102 EP
    Level 54: 133-149 Radiation main target, 61-70 Physical secondary target,
              107 EP
    Level 58: 140-157 Radiation main target, 66-75 Physical secondary target,
              114 EP
    
    Leap Attack                   Charge
    Level 28, Tongue Lash
    Leap for radial damage (hold for longer leap)
    Level 28: +350% Physical, 40 Knockback, 48 EP
    Level 30: +370% Physical, 98 Knockback, 53 EP
    Level 32: +390% Physical, 156 Knockback, 59 EP
    Level 35: +410% Physical, 213 Knockback, 64 EP
    Level 37: +430% Physical, 272 Knockback, 70 EP
    Level 40: +450% Physical, 330 Knockback, 76 EP
    Level 42: +470% Physical, 387 Knockback, 81 EP
    Level 44: +490% Physical, 445 Knockback, 87 EP
    Level 47: +510% Physical, 504 Knockback, 92 EP
    Level 49: +530% Physical, 561 Knockback, 98 EP
    Level 52: +550% Physical, 620 Knockback, 104 EP
    
    TONGUE WHIP                   Radial
    Level 15
    360 degree tongue strike
    Level 15: +550% Physical, +75% EP
    Level 20: +700% Physical, +99% EP
    Level 25: +850% Physical, +122% EP
    Level 30: +1000% Physical, +145% EP
    Level 35: +1150% Physical, +169% EP
    Level 39: +1300% Physical, +192% EP
    Level 45: +1450% Physical, +215% EP
    
    PLUNDER                       Boost
    Level 20
    Increase Potion and Techbits dropped by enemies
    Level 20: 300% Posiotns dropped, 200% Techbits dropped, 15 Seconds
    Level 25: 300% Potions dropped, 200% Techbits dropped, 22 Seconds
    Level 30: 300% Potions dropped, 200% Techbits dropped, 30 Seconds
    Level 35: 300% Potions dropped, 200% Techbits dropped, 37 Seconds
    Level 40: 300% Potions dropped, 200% Techbits dropped, 45 Seconds
    
    Secretion                     Boost
    none
    Increase whole party's Movement speed & melee damage
    Level 1: +10% Movement Speed, +30% Damage, 13 Seconds, 40 EP
    Level 4: +13% Movement Speed, +33% Damage, 15 Seconds, 57 EP
    Level 7: +15% Movement Speed, +36% Damage, 17 Seconds, 75 EP
    Level 9: +17% Movement Speed, +39% Damage, 19 Seconds, 93 EP
    Level 13: +19% Movement Speed, +42% Damage, 21 Seconds, 110 EP
    Level 15: +22% Movement Speed, +45% Damage, 24 Seconds, 128 EP
    Level 18: +24% Movement Speed, +48% Damage, 26 Seconds, 146 EP
    Level 21: +26% Movement Speed, +51% Damage, 28 Seconds, 163 EP
    Level 25: +28% Movement Speed, +54% Damage, 30 Seconds, 181 EP
    Level 28: +30% Movement Speed, +57% Damage, 32 Seconds, 199 EP
    Level 30: +33% Movement Speed, +60% Damage, 35 Seconds, 216 EP
    Level 33: +35% Movement Speed, +63% Damage, 37 Seconds, 234 EP
    Level 36: +37% Movement Speed, +66% Damage, 39 Seconds, 252 EP
    Level 40: +39% Movement Speed, +69% Damage, 41 Seconds, 269 EP
    Level 42: +41% Movement Speed, +72% Damage, 43 Seconds, 287 EP
    Level 45: +44% Movement Speed, +75% Damage, 46 Seconds, 305 EP
    Level 49: +46% Movement Speed, +78% Damage, 48 Seconds, 322 EP
    Level 51: +48% Movement Speed, +81% Damage, 50 Seconds, 340 EP
    Level 55: +50% Movement Speed, +84% Damage, 52 Seconds, 358 EP
    Level 58: +52% Movement Speed, +86% Damage, 55 Seconds, 376 EP
    
    Taunt                         Debuff
    Level 14, Secretion
    Taunt nearby enemies into attacking Toad; lowers their stats
    Level 14: -10% ATK, -10% DEF, 7 Seconds, 100 EP
    Level 17: -12% ATK & DEF, 7 Seconds, 118 EP
    Level 20: -15% ATK & DEF, 8 Seconds, 137 EP
    Level 23: -18% ATK & DEF, 9 Seconds, 156 EP
    Level 26: -21% ATK & DEF, 10 Seconds, 175 EP
    Level 29: -24% ATK & DEF, 11 Seconds, 194 EP
    Level 32: -26% ATK & DEF, 12 Seconds, 213 EP
    Level 35: -29% ATK & DEF, 13 Seconds, 232 EP
    Level 38: -32% ATK & DEF, 14 Seconds, 251 EP
    Level 40: -35% ATK & DEF, 15 Seconds, 270 EP
    Level 44: -37% ATK & DEF, 16 Seconds, 289 EP
    Level 46: -40% ATK & DEF, 17 Seconds, 308 EP
    Level 50: -43% ATK & DEF, 18 Seconds, 327 EP
    Level 53: -46% ATK & DEF, 19 Seconds, 346 EP
    Level 56: -49% ATK & DEF, 20 Seconds, 365 EP
    Level 59: -52% ATK & DEF, 21 Seconds, 384 EP
    
    Block                         Ability
    Level 7
    Block all attack damage by reducing EP
    Level 7: 100% EP per damage blocked
    Level 10: 87% EP per damage blocked
    Level 14: 75% EP per damage blocked
    Level 17: 62% EP per damage blocked
    Level 21: 50% EP per damage blocked
    
    Spit Mastery                  Passive
    Level 14, Mutant Master
    Increase Spit damage and chance for critical
    Level 14: +5% Damage, +1% Critical Chance
    Level 15: +9% Damage, +2% Critical Chance
    Level 17: +12% Damage, +2% Critical Chance
    Level 18: +15% Damage, +3% Critical Chance
    Level 20: +18% Damage, +3% Critical Chance
    Level 21: +22% Damage, +4% Critical Chance
    Level 23: +25% Damage, +4% Critical Chance
    Level 24: +28% Damage, +5% Critical Chance
    Level 26: +31% Damage, +5% Critical Chance
    Level 27: +34% Damage, +6% Critical Chance
    Level 28: +38% Damage, +6% Critical Chance
    Level 30: +41% Damage, +7% Critical Chance
    Level 32: +44% Damage, +7% Critical Chance
    Level 33: +47% Damage, +8% Critical Chance
    Level 35: +50% Damage, +8% Critical Chance
    
    Tongue Mastery                Passive
    Level 21, Mutant Master
    Increase Tongue damage and chance for critical
    Level 21: +5% Damage, +1% Critical Chance
    Level 22: +9% Damage, +2% Critical Chance
    Level 23: +12% Damage, +2% Critical Chance
    Level 24: +15% Damage, +3% Critical Chance
    Level 25: +18% Damage, +3% Critical Chance
    Level 25: +22% Damage, +4% Critical Chance
    Level 27: +25% Damage, +4% Critical Chance
    Level 28: +28% Damage, +5% Critical Chance
    Level 29: +31% Damage, +5% Critical Chance
    Level 29: +34% Damage, +6% Critical Chance
    Level 30: +38% Damage, +6% Critical Chance
    Level 31: +41% Damage, +7% Critical Chance
    Level 33: +44% Damage, +7% Critical Chance
    Level 33: +47% Damage, +8% Critical Chance
    Level 35: +50% Damage, +8% Critical Chance
    
    Critical Strike               Passive
    none
    Increase chance for Criticals for Melee attacks
    Level 1: +5%
    Level 2: +7%
    Level 3: +9%
    Level 4: +11%
    Level 5: +13%
    Level 5: +15%
    Level 7: +17%
    Level 8: +19%
    Level 9: +21%
    Level 9: +23%
    Level 10: +25%
    Level 11: +27%
    Level 13: +29%
    Level 13: +31%
    Level 15: +33%
    
    Mutant Master                 Passive
    Level 7
    Increase EP Regeneration rate
    Level 7: +30% EP Regeneration
    Level 8: +42% EP Regeneration
    Level 9: +54% EP Regeneration
    Level 10: +66% EP Regeneration
    Level 11: +78% EP Regeneration
    Level 11: +90% EP Regeneration
    Level 13: +102% EP Regeneration
    Level 14: +114% EP Regeneration
    Level 15: +126% EP Regeneration
    Level 15: +138% EP Regeneration
    Level 16: +150% EP Regeneration
    Level 17: +162% EP Regeneration
    Level 19: +174% EP Regeneration
    Level 19: +186% EP Regeneration
    Level 21: +198% EP Regeneration
    
    ------------------------------------------------------------------------------
    Wolverine (SKLWOL)
    Feral Slash                   Melee
    none
    Increased melee attack + knockback
    Level 1: +300% Physical, 40 Knockback, 10 EP
    Level 4: +337% Physical, 50 Knockback, 14 EP
    Level 7: +373% Physical, 61 Knockback, 18 EP
    Level 9: +409% Physical, 72 Knockback, 22 EP
    Level 13: +446% Physical, 83 Knockback, 27 EP
    Level 15: +482% Physical, 93 Knockback, 31 EP
    Level 18: +518% Physical, 104 Knockback, 35 EP
    Level 21: +555% Physical, 115 Knockback, 40 EP
    Level 25: +591% Physical, 126 Knockback, 44 EP
    Level 28: +627% Physical, 137 Knockback, 48 EP
    Level 30: +664% Physical, 147 Knockback, 53 EP
    Level 33: +700% Physical, 158 Knockback, 57 EP
    Level 36: +736% Physical, 169 Knockback, 61 EP
    Level 40: +773% Physical, 180 Knockback, 66 EP
    Level 42: +809% Physical, 191 Knockback, 70 EP
    Level 45: +845% Physical, 201 Knockback, 74 EP
    Level 49: +882% Physical, 212 Knockback, 79 EP
    Level 51: +918% Physical, 223 Knockback, 83 EP
    Level 55: +954% Physical, 234 Knockback, 87 EP
    Level 58: +990% Physical, 245 Knockback, 92 EP
    
    Claw Flurry                   Melee
    Level 7, Feral Slash
    Increased melee attack + stun
    Level 7: +210% Physical, 1 Second Stun, 16 EP
    Level 10: +228% Physical, 1 Second Stun, 20 EP
    Level 13: +245% Physical, 1 Second Stun, 24 EP
    Level 15: +262% Physical, 1 Second Stun, 27 EP
    Level 19: +279% Physical, 1 Second Stun, 32 EP
    Level 21: +296% Physical, 1 Second Stun, 35 EP
    Level 24: +313% Physical, 1 Second Stun, 39 EP
    Level 27: +330% Physical, 2 Second Stun, 43 EP
    Level 31: +347% Physical, 2 Second Stun, 48 EP
    Level 33: +364% Physical, 2 Second Stun, 51 EP
    Level 36: +381% Physical, 2 Second Stun, 55 EP
    Level 39: +398% Physical, 2 Second Stun, 59 EP
    Level 42: +415% Physical, 2 Second Stun, 63 EP
    Level 46: +432% Physical, 3 Second Stun, 68 EP
    Level 48: +449% Physical, 3 Second Stun, 71 EP
    Level 52: +466% Physical, 3 Second Stun, 76 EP
    Level 55: +483% Physical, 3 Second Stun, 80 EP
    Level 58: +500% Physical, 3 Second Stun, 84 EP
    
    Bloodlust                     Melee
    Level 14, Feral Slash
    Increased melee attack as Bleed damage
    Level 14: +440% Bleed over 3 Seconds, 44 EP
    Level 17: +453% Bleed over 3 Seconds, 47 EP
    Level 20: +466% Bleed over 3 Seconds, 50 EP
    Level 23: +480% Bleed over 3 Seconds, 53 EP
    Level 26: +493% Bleed over 3 Seconds, 56 EP
    Level 29: +506% Bleed over 3 Seconds, 60 EP
    Level 32: +520% Bleed over 3 Seconds, 63 EP
    Level 35: +533% Bleed over 3 Seconds, 66 EP
    Level 38: +546% Bleed over 3 Seconds, 69 EP
    Level 40: +560% Bleed over 3 Seconds, 72 EP
    Level 44: +573% Bleed over 3 Seconds, 76 EP
    Level 46: +586% Bleed over 3 Seconds, 79 EP
    Level 50: +600% Bleed over 3 Seconds, 82 EP
    Level 53: +613% Bleed over 3 Seconds, 85 EP
    Level 56: +626% Bleed over 3 Seconds, 88 EP
    Level 59: +640% Bleed over 3 Seconds, 92 EP
    
    Eviscerate                    Melee
    Level 21, Claw Flurry
    Increased melee attack + Extra damage taken
    Level 21: +675% Physical, +50% damage taken for 4 Seconds, 42 EP
    Level 24: +720% Physical, +53% damage taken for 4 Seconds, 48 EP
    Level 27: +764% Physical, +55% damage taken for 4 Seconds, 54 EP
    Level 30: +800% Physical, +57% damage taken for 4 Seconds, 60 EP
    Level 33: +852% Physical, +59% damage taken for 4 Seconds, 66 EP
    Level 36: +897% Physical, +61% damage taken for 4 Seconds, 72 EP
    Level 39: +941% Physical, +63% damage taken for 4 Seconds, 78 EP
    Level 41: +985% Physical, +66% damage taken for 4 Seconds, 83 EP
    Level 45: +1029% Physical, +68% damage taken for 4 Seconds, 90 EP
    Level 48: +1074% Physical, +70% damage taken for 4 Seconds, 96 EP
    Level 51: +1118% Physical, +72% damage taken for 4 Seconds, 102 EP
    Level 54: +1162% Physical, +74% damage taken for 4 Seconds, 108 EP
    Level 57: +1206% Physical, +76% damage taken for 4 Seconds, 114 EP
    Level 60: +1250% Physical, +78% damage taken for 4 Seconds, 120 EP
    
    Lethal Lunge                  Melee
    Level 28, Bloodlust
    Increased melee attack + Knockback & chance of KO
    Level 28: +575% Physical, 25% chance of KO, 40 Knockback, 40 EP
    Level 29: +608% Physical, 30% chance of KO, 98 Knockback, 44 EP
    Level 30: +640% Physical, 36% chance of KO, 156 Knockback, 48 EP
    Level 32: +673% Physical, 41% chance of KO, 213 Knockback, 53 EP
    Level 33: +705% Physical, 47% chance of KO, 272 Knockback, 57 EP
    Level 35: +738% Physical, 52% chance of KO, 330 Knockback, 62 EP
    Level 36: +770% Physical, 58% chance of KO, 387 Knockback, 66 EP
    Level 37: +803% Physical, 63% chance of KO, 445 Knockback, 70 EP
    Level 39: +835% Physical, 69% chance of KO, 504 Knockback, 75 EP
    Level 40: +868% Physical, 74% chance of KO, 561 Knockback, 79 EP
    Level 42: +900% Physical, 80% chance of KO, 620 Knockback, 84 EP
    
    Claw Frenzy                   Melee
    Level 28, Eviscerate
    Increased melee attack + Increased Speed for Wolverine
    Level 28: +340% Physical, +10% Speed for 3 Seconds, 44 EP
    Level 31: +360% Physical, +10% Speed for 3 Seconds, 48 EP
    Level 34: +380% Physical, +11% Speed for 3 Seconds, 53 EP
    Level 36: +400% Physical, +12% Speed for 4 Seconds, 58 EP
    Level 40: +420% Physical, +12% Speed for 4 Seconds, 63 EP
    Level 43: +440% Physical, +13% Speed for 5 Seconds, 68 EP
    Level 45: +460% Physical, +14% Speed for 5 Seconds, 72 EP
    Level 48: +480% Physical, +14% Speed for 5 Seconds, 77 EP
    Level 52: +500% Physical, +15% Speed for 6 Seconds, 82 EP
    Level 54: +520% Physical, +16% Speed for 6 Seconds, 87 EP
    Level 58: +540% Physical, +17% Speed for 7 Seconds, 92 EP
    
    BERSERKER FURY                Radial
    Level 15
    Increased melee attack for multiple targets
    Level 15: +650% Physical, 3 Targets
    Level 20: +784% Physical, 4 Targets
    Level 25: +917% Physical, 5 Targets
    Level 30: +1050% Physical, 6 Targets
    Level 35: +1184% Physical, 7 Targets
    Level 39: +1317% Physical, 8 Targets
    Level 45: +1450% Physical, 10 Targets
    
    RUDE AWAKENING                Boost
    Level 20
    Resurrection if death is while ability's running
    Level 20: 10% of max HP, 180 seconds
    Level 25: 26% of max HP, 210 seconds
    Level 30: 42% of max HP, 240 seconds
    Level 34: 58% of max HP, 270 seconds
    Level 40: 75% of max HP, 300 seconds
    
    Berserker Rage                Boost
    none
    Increase DEF and speed
    Level 1: +40% DEF, +10% Speed, 13 Seconds, 32 EP
    Level 4: +48% DEF, +14% Speed, 15 Seconds, 46 EP
    Level 7: +55% DEF, +18% Speed, 17 Seconds, 60 EP
    Level 10: +63% DEF, +22% Speed, 19 Seconds, 74 EP
    Level 13: +70% DEF, +26% Speed, 21 Seconds, 89 EP
    Level 16: +77% DEF, +30% Speed, 24 Seconds, 103 EP
    Level 19: +85% DEF, +34% Speed, 26 Seconds, 117 EP
    Level 22: +92% DEF, +38% Speed, 28 Seconds, 132 EP
    Level 25: +99% DEF, +42% Speed, 30 Seconds, 146 EP
    Level 28: +107% DEF, +46% Speed, 32 Seconds, 160 EP
    Level 31: +114% DEF, +50% Speed, 35 Seconds, 175 EP
    Level 34: +122% DEF, +54% Speed, 37 Seconds, 189 EP
    Level 37: +129% DEF, +58% Speed, 39 Seconds, 203 EP
    Level 40: +136% DEF, +62% Speed, 41 Seconds, 218 EP
    Level 43: +144% DEF, +66% Speed, 43 Seconds, 232 EP
    Level 46: +151% DEF, +70% Speed, 46 Seconds, 246 EP
    Level 49: +158% DEF, +74% Speed, 48 Seconds, 261 EP
    Level 52: +166% DEF, +78% Speed, 50 Seconds, 275 EP
    Level 55: +173% DEF, +82% Speed, 52 Seconds, 289 EP
    Level 59: +180% DEF, +85% Speed, 55 Seconds, 304 EP
    
    Scream                        Debuff
    Level 14, Berserker Rage
    Decrease enemy DEF and cause them to run
    Level 14: -20% DEF, 2 Seconds, 84 EP
    Level 17: -22% DEF, 2 Seconds, 98 EP
    Level 20: -25% DEF, 2 Seconds, 113 EP
    Level 23: -28% DEF, 2 Seconds, 128 EP
    Level 26: -31% DEF, 3 Seconds, 143 EP
    Level 29: -34% DEF, 3 Seconds, 158 EP
    Level 32: -36% DEF, 3 Seconds, 173 EP
    Level 35: -39% DEF, 3 Seconds, 188 EP
    Level 38: -42% DEF, 4 Seconds, 203 EP
    Level 40: -45% DEF, 4 Seconds, 218 EP
    Level 44: -48% DEF, 4 Seconds, 233 EP
    Level 46: -50% DEF, 4 Seconds, 248 EP
    Level 50: -53% DEF, 5 Seconds, 263 EP
    Level 53: -56% DEF, 5 Seconds, 278 EP
    Level 56: -59% DEF, 5 Seconds, 293 EP
    Level 59: -62% DEF, 6 Seconds, 308 EP
    
    Block                         Ability
    Level 7
    Block all attack damage by reducing EP
    Level 7: 100% EP per damage blocked
    Level 10: 87% EP per damage blocked
    Level 14: 75% EP per damage blocked
    Level 17: 62% EP per damage blocked
    Level 21: 50% EP per damage blocked
    
    Claw Master                   Passive
    none
    Increase Claw damage and chance for critical
    Level 1: +5% Damage, +1% Critical Chance
    Level 1: +9% Damage, +1% Critical Chance
    Level 1: +12% Damage, +2% Critical Chance
    Level 1: +15% Damage, +2% Critical Chance
    Level 1: +18% Damage, +3% Critical Chance
    Level 1: +22% Damage, +3% Critical Chance
    Level 1: +25% Damage, +4% Critical Chance
    Level 1: +28% Damage, +4% Critical Chance
    Level 1: +31% Damage, +5% Critical Chance
    Level 1: +34% Damage, +5% Critical Chance
    Level 1: +38% Damage, +6% Critical Chance
    Level 1: +41% Damage, +6% Critical Chance
    Level 1: +44% Damage, +7% Critical Chance
    Level 1: +47% Damage, +7% Critical Chance
    Level 1: +50% Damage, +8% Critical Chance
    NOTE: The levels here aren't typos. Wolverine just kicks that much ass.
    
    Enhanced Senses               Passive
    none
    Increase ATK and DEF
    Level 1: +10% ATK, +5% DEF
    Level 1: +15% ATK, +10% DEF
    Level 1: +20% ATK, +15% DEF
    Level 1: +25% ATK, +20% DEF
    Level 1: +30% ATK, +25% DEF
    Level 1: +35% ATK, +30% DEF
    Level 1: +40% ATK, +35% DEF
    Level 1: +45% ATK, +40% DEF
    Level 1: +50% ATK, +45% DEF
    Level 1: +55% ATK, +50% DEF
    Level 1: +60% ATK, +55% DEF, Reveals hidden enemies
    Level 1: +65% ATK, +60% DEF, Reveals hidden enemies
    Level 1: +70% ATK, +65% DEF, Reveals hidden enemies
    Level 1: +75% ATK, +70% DEF, Reveals hidden enemies
    Level 1: +80% ATK, +75% DEF, Reveals hidden enemies
    NOTE: The levels here aren't typos. Wolverine just kicks that much ass.
    
    Strong Willed                 Passive
    none
    Increase all resistances
    Level 1: +5% for all Resistances
    Level 1: +8% for all Resistances
    Level 1: +11% for all Resistances
    Level 1: +14% for all Resistances
    Level 1: +17% for all Resistances
    Level 1: +20% for all Resistances
    Level 1: +23% for all Resistances
    Level 1: +26% for all Resistances
    Level 1: +29% for all Resistances
    Level 1: +32% for all Resistances
    Level 1: +35% for all Resistances
    Level 1: +38% for all Resistances
    Level 1: +41% for all Resistances
    Level 1: +44% for all Resistances
    Level 1: +47% for all Resistances
    NOTE: The levels here aren't typos. Wolverine just kicks that much ass.
    
    Regeneration                  Passive
    none
    Heal over time
    Level 1: 1.0% of max HP every 6 Seconds
    Level 1: 1.4% of max HP every 6 Seconds
    Level 1: 1.7% of max HP every 6 Seconds
    Level 1: 2.1% of max HP every 6 Seconds
    Level 1: 2.4% of max HP every 6 Seconds
    Level 1: 2.8% of max HP every 6 Seconds
    Level 1: 3.1% of max HP every 6 Seconds
    Level 1: 3.5% of max HP every 6 Seconds
    Level 1: 3.9% of max HP every 6 Seconds
    Level 1: 4.2% of max HP every 6 Seconds
    Level 1: 4.6% of max HP every 6 Seconds
    Level 1: 4.9% of max HP every 6 Seconds
    Level 1: 5.3% of max HP every 6 Seconds
    Level 1: 5.6% of max HP every 6 Seconds
    Level 1: 6.0% of max HP every 6 Seconds
    NOTE: The levels here aren't typos. Wolverine just kicks that much ass.
    
    Might                         Ability
    none
    Increase lifting strength and object damage
    Level 1: Lift Heavy objects, damage Reinforced walls and objects
    
    ------------------------------------------------------------------------------
    ------------------------------------------------------------------------------
                                     ITEMS (ITM)
    ------------------------------------------------------------------------------
    ------------------------------------------------------------------------------
    Key:
    Items marked with a @ are Unique (Green Text)
    Items marked with a * are Rare (Yellow text), and are random, aside from their
    name. They are character specific, and boost a random character skill.
    
    Belts (ITMBLT)
    Name                        Effect
    Apocalypse's Bane@          +75 ATK, +125 DEF, +9% All Resists [Level 25]
    Bishop's Chain*             +Random DEF, +Random to a Skill [Bishop]
    Bishop's Harness*           +Random DEF, +Random to a Skill [Bishop]
    Cryogenic Booster@          +100 ATK, +300 DEF, Double Cold, +25 Body [Iceman]
    Cyttorak Enhancer@          +200 ATK, +200 DEF, Immune to Slow, +9% Movement,
                                [Juggernaut]
    Essence of the Corona@      +50 ATK, +200 DEF, +60 Radiation over 5 Seconds,
                                +50% Radiation Resist [Sunfire]
    Iceman's Cord*              +Random DEF, +Random to a Skill [Iceman]
    Iceman's Harness*           +Random DEF, +Random to a Skill [Iceman]
    Juggernaut's Cord*          +Random DEF, +Random to a Skill [Juggernaut]
    Juggernaut's Harness*       +Random DEF, +Random to a Skill [Juggernaut]
    Magneto's Harness*          +Random DEF, +Random to a Skill [Magneto]
    Nightcrawler's Belt*        +Random DEF, +Random to a Skill [Nightcrawler]
    Nightcrawler's Cord*        +Random DEF, +Random to a Skill [Nightcrawler]
    Phoenix's Belt*             +Random DEF, +Random to a Skill [Jean Grey]
    Phoenix's Cord*             +Random DEF, +Random to a Skill [Jean Grey]
    Rogue's Cord*               +Random DEF, +Random to a Skill [Rogue]
    Storm's Harness*            +Random DEF, +Random to a Skill [Storm]
    Sunfire's Belt*             +Random DEF, +Random to a Skill [Sunfire]
    Sunfire's Chain*            +Random DEF, +Random to a Skill [Sunfire]
    Toad's Belt*                +Random DEF, +Random to a Skill [Toad]
    Toad's Chain*               +Random DEF, +Random to a Skill [Toad]
    WebSlinger@                 +225 DEF, +10 Strike, +20 Speed [Level 35]
    
    Gloves (ITMGLV)
    Name                        Effect
    Accellerated Visor@         +250 ATK, +9% Movement, +25 Damage [Cyclops]
    Cyclops's Gloves*           +Random ATK, +Random to a Skill [Cyclops]
    Fists of Weapon X@          +250 ATK, +125 DEF, +50% Physical damage, +10 Strike
                                [Wolverine]
    Iceman's Gauntlets*         +Random ATK, +Random to a Skill [Iceman]
    Juggernaut's Bracers*       +Random ATK, +Random to a Skill [Juggernaut]
    Juggernaut's Gloves*        +Random ATK, +Random to a Skill [Juggernaut]
    Magneto's Bracers*          +Random ATK, +Random to a Skill [Magneto]
    Magneto's Gauntlets*        +Random ATK, +Random to a Skill [Magneto]
    Nanocore Staff@             +250 ATK, +100 DEF, +25 Energy,
                                +50% Elemental Resist [Gambit]
    Nightcrawler's Gauntlets*   +Random ATK, +Random to a Skill [Nightcrawler]
    Orb of Chaos@               +100 ATK, +25% Critical Chance, 29% of Damage
                                turned into EP, +14% All Resists [Scarlet Witch]
    Phase Pistol@               +225 ATK, +125 DEF, +50 Damage [Bishop]
    Quantum Swords@             +175 ATK, +125 DEF, +9% Movement rate [Nightcrawler]
    Scarlet Witch's Bracers*    +Random ATK, +Random to a Skill [Scarlet Witch]
    Storm's Bracers*            +Random ATK, +Random to a Skill [Storm]
    Sunfire's Bracers*          +Random ATK, +Random to a Skill [Sunfire]
    Toad's Gloves*              +Random ATK, +Random to a Skill [Toad]
    Toad's Hammer*              +Random ATK, +Random to a Skill [Toad]
    Touch of Death@             +125 ATK, +100 DEF, +8 EP/KO [Rogue]
    Touch of the Phoenix@       +250 ATK, +25 Focues, +50% Mental Resist,
                                +8 EP/KO, [Jean Grey]
    Wolverine's Gloves*         +Random ATK, +Random to a Skill [Wolverine]
    Wolverine's Hammer*         +Random ATK, +Random to a Skill [Wolverine]
    
    Armors (ITMARM)
    Name                        Effect
    Advanced Magneto Helmet@    +50 ATK, +600 DEF, +75% Mental Resist [Magneto]
    Amphibian Scales@           +50 ATK, +500 DEF, +9% Movement, +50% Knockback
                                [Toad]
    Colossus's Coat*            +Random DEF, +Random to a Skill [Colossus]
    Cyclops's Mantle*           +Random DEF, +Random to a Skill [Cyclops]
    Eric the Red's Armor@       +500 DEF, +29% Energy and Elemental Resist
                                [Level 30]
    Gambit's Armor*             +Random DEF, +Random to a Skill [Gambit]
    Gambit's Mantle*            +Random DEF, +Random to a Skill [Gambit]
    Goddess Mantle@             +600 DEF, +50 Electric, +75% Elemental Resist
                                [Storm]
    Juggernaut's Coat*          +Random DEF, +Random to a Skill [Juggernaut]
    Magneto's Armor*            +Random DEF, +Random to a Skill [Magneto]
    Magneto's Mantle*           +Random DEF, +Random to a Skill [Magneto]
    Nightcrawler's Mantle*      +Random DEF, +Random to a Skill [Nightcrawler]
    Phoenix's Armor*            +Random DEF, +Random to a Skill [Jean Grey]
    Phoenix's Cloak*            +Random DEF, +Random to a Skill [Jean Grey]
    Phoenix's Mantle*           +Random DEF, +Random to a Skill [Jean Grey]
    Regenerative Plating@       +700 DEF, +25% All Resists, +5 HP Regeneration,
                                +15 Body [Colossus]
    Rogue's Mantle*             +Random DEF, +Random to a Skill [Rogue]
    Storm's Cloak*              +Random DEF, +Random to a Skill [Storm]
    Sunfire's Armor*            +Random DEF, +Random to a Skill [Sunfire]
    
    Prefixes and Suffixes are for Enhanced Items (Blue Text). They apply to
    Rare (Yellow Text) items, but are applied without name.
    Anyone who's played Diablo 2 knows how this works. Enhanced items can have
    one Prefix and/or one Suffix. Most Rare Items can have multiple Prefix and/or
    Suffix Effects, all mixed together.
    
    Prefixes (ITMPRE)
    Prefix                            Effect
    Abnormal                          +2 HP
    Absolute                          +7-8 EP/KO
    Abstract                          +16 Minimum Damage
    Accurate                          +13-20 Energy
    Amazing                           +12-14 Damage
    Angelic                           +4 Minimum Damage
    Astonishing                       +11-18 Electric
    Astounding                        +31-38 Damage
    Avenging                          +4 Maximum Damage
    Atomic                            +60 Radiation over 5 Seconds
    Celestial                         +11 Minimum Damage
    Complete                          +31-45 Minimum Damage
    Consuming                         +4-5 HP/KO
    Deviant                           +59 HP
    Devouring                         +19-25 HP/KO
    Divine                            +1-2 Minimum Damage
    Elite                             +36-37 Electric
    Emitting                          +15 Radiation over 3 Seconds
    Epic                              +82-105 Damage
    Eternal                           +85-108 Mental
    Evolved                           +102-137 HP
    Excellent                         +140 ATK
    Extreme                           +42-48 HP
    Fabulous                          +21-24 Damage
    Fantastic                         +35-42 ATK
    Flawless                          +2 Damage Reduction
    Fortified                         +2-3 EP/KO
    Fusion                            +30 Radiation over 4 Seconds
    Genetic                           +10-15 HP
    Godly                             +83-108 Energy
    Healthy                           +2-3 HP/KO
    Impressive                        +22-29 ATK
    Incredible                        +22-30 Electric
    Industrial                        +2 Maximum Damage
    Infinite                          +20-24 EP/KO
    Inspired                          +27-30 Energy
    Legendary                         +32-44 Damage Reduction
    Marvelous                         +3-4 Damage
    Mythical                          +6-9 Minimum Damage
    Nemesis                           +34-36 Energy
    Nuclear                           +120 Radiation over 6 Seconds
    Optimum                           +14 Damage Reduction
    Perpetual                         +4-5 EP/KO
    Plutonium                         +120 Radiation over 6 Seconds
    Psychic                           +8-9 Mental
    Robotic                           +32-39 Maximum Damage
    Seasonal                          +5-10 Electric
    Sentient                          +34-38 Mental
    Spliced                           +16-18 HP
    Superior                          +82-105 Electric
    Supreme                           +6-7 Damage Reduction
    Technical                         +6-8 Maximum Damage
    Telepathic                        +24-26 Mental
    Terrific                          +14 ATK
    Towering                          +3-5 Damage Reduction
    Uncanny                           +9 Energy
    Visionary                         +12-19 Mental
    Vital                             +7-8 HP/KO
    Wired                             +13 Maximum Damage
    Wondrous                          +? ATK
    
    Suffixes (ITMSUF)
    Suffix                            Effect
    Nature                            +2-4% All Resists
    of Agility                        +1 Speed
    of Apollo                         +58% Elemental Resist
    of Aptitude                       +9-10 Focus
    of Ash                            +54% Radiation Resist
    of Atlas                          +30-39 Body
    of Balance                        +62-68% Mental Resist
    of Body                           +1-2 Body
    of Calm                           +21% Mental Resist
    of Change                         +11-13 EP
    of Cooling                        +10-13% Radiation Resist
    of Cover                          +18% Radiation Resist
    of Defense                        +17-21 DEF
    of Dust                           +12-13% Elemental Resist
    of Echoes                         +8-12% Mental Resist
    of Essence                        +52-59% Energy Resist
    of Finesse                        +15 Speed
    of Focus                          +1-2 Focus
    of Harmony                        +16-23% All Resists
    of Honor                          +? DEF
    of Immunity                       +35% All Resists
    of Intellect                      +30-39 Focus
    of Justice                        +49 DEF
    of Legend                         +43 EP
    of Mystery                        +10-13% All Resists
    of Myth                           +102-139 EP
    of Physique                       +7 Body
    of Power                          +30-37 Strike
    of Precision                      Bypass enemy DEF
    of Quickness                      +5-8 Speed
    of Safety                         +99 Electric
    of Science                        +19-28 EP
    of Security                       +31 DEF
    of Sense                          +6-7 Focus
    of Shadow                         +6-8% All Resists
    of Shielding                      +3-5% Radiation Resist
    of Speed                          +32-40 Speed
    of Stamina                        +3-4 Body
    of Strength                       +11-13 Strike
    of Strife                         +64-68% Elemental Resist
    of Striking                       +1-2 Strike
    of Survival                       +3-4 EP
    of Swiftness                      +3-4 Speed
    of Symmetry                       +12-13 Speed
    of the Beast                      +5-8 Strike
    of the Brute                      +3-4 Strike
    of the Earth                      +24% Elemental Resist
    of the Hero                       +3-5% Energy Resist
    of the Mind                       +3-5% Mental Resist
    of the Moon                       +3-5% Energy Resist
    of Thought                        +4 Focus
    of Vigor                          +10-13 Body
    of Webbing                        +141-167 DEF
    of Wonder                         +63-69% Radiation Resist
    of Zeus                           +61-69% Electric Resist
    
    ------------------------------------------------------------------------------
    ------------------------------------------------------------------------------
                               THE TRIVIA GAME (TTG)
    ------------------------------------------------------------------------------
    ------------------------------------------------------------------------------
    
    Intro
    The Trivia Game is a nery nice and easy way to get experience. Each Act's
    Trivia Game questions open up as you start the Act.
    
    ------------------------------------------------------------------------------
    Act 1 (TTGA1)
    All questions here are worth 50 XP each
    Sabretooth's Archenemy is:
    3. Wolverine
    
    In the video game X-Men: Legends, Iceman had a crush on:
    4. Alison Crestmere [you remember, Magma]
    
    Juggernaut first appeared in X-Men number:
    2. 12
    
    As a young man, Gambit wed and assassin named:
    2. Bella Donna Boudreaux
    
    What is Victor Creed's mutant code name?
    2. Sabretooth
    
    Forge has been romantically linked to:
    2. Storm
    
    While growing up in an orphanage, Cyclops was bullied by a boy named Nathan,
    who was really:
    3. Mister Sinister
    
    Which is true of Colossus in his armored form?
    4. Even his eyeballs become steel-like
    
    Beast was born a mutant because:
    1. His father was exposed to a massive amount of radiation
    
    What is Apocalypse's real name?
    1. En Sabah Nur
    
    Before joining the X-Men, Angel was a crime fighter who worked under the name:
    4. Avenging Angel
    
    Abyss is able to:
    2. Pull enemies into an inder-dimensional cavity in his chest
    
    Blink's real name is:
    4. Clarice Ferguson
    
    What is Lorna Dane's X-Men code name?
    1. Polaris
    
    Blob is originally from:
    3. Lubbock, Texas
    
    Grizzly worked for which team?
    4. Six Pack
    
    Why does Lady Deathstrike hate Wolverine?
    4. She thinks he stole her father's work in adamantium
    
    Quicksilver's mutant power is:
    1. Super speed
    
    What id Polaris' mutant power?
    3. Magnetic manipulation
    
    Blink's protector is:
    4. Sabretooth
    
    Which X-Man saved Polaris from Mesmero?
    3. Iceman
    
    Before joining the Brotherhood, Blob worked at:
    1. A traveling circus
    
    What color hair does Polaris have?
    2. Green
    
    Quicksilver and his sister were raised by:
    3. Gypsies
    
    What secret project did both Wolverine and Sabretooth both belong to?
    4. Weapon X
    
    Cable, Domino, Grizzly, George Washington Bridge, Hammer and Kane form what
    group?
    4. Six Pack
    
    Blink is able to teleport:
    4. As far away as the moon
    
    Zealot is the bitter enemy of:
    4. Magneto
    
    Quicksilver's real name is:
    3. Pietro Maximoff
    
    Sabretooth made his debut in which Marvel comic book?
    3. Iron Fist
    
    Jean's psychic powers awoke when:
    3. Her friend was hit by a car
    
    Juggernaut frequently teams up with which of the following mutants?
    2. Black Tom Cassidy
    
    Who did Sabretooth have a son with?
    3. Mystique
    
    What is Lady Deathstrike's real name?
    2. Yuriko Oyama
    
    Who are the children of Magneto?
    4. Scarlet Witch and Quicksilver
    
    Which Marvel hero's comic did Mystique first appear in 1978?
    3. Ms. Marvel
    
    Lady Deathstrike's father developed a process for:
    4. Bonding adamantium to bone
    
    Abyss works for
    3. Apocalypse
    
    Where is Genosha located?
    2. The Indian Ocean
    
    Professor Xavier attended which university?
    1. Oxford
    
    On average, if Rogue touches a mutant for a minute, how long does she retain
    that mutant's powers?
    3. 60 minutes
    
    Which of these mutants can't fly?
    4. Wolverine
    
    What time traveling team of mutants does Blink belong to?
    2. Exiles
    
    Who here is not a mutant?
    3. Juggernaut
    
    What group of criminals did Lady Deathstrike join after her attempt to kill
    Wolverine failed?
    3. The Reavers
    
    Blob is able to generate:
    4. A gravitational force that makes him immovable
    
    What X-Man did Polaris have a relationship with?
    2. Havok
    
    Forge was contracted by the U.S. government to develop a way to detect an
    alien race known as:
    2. Dire Wraiths
    
    Who is Sabretooth's son?
    2. Graydon Creed
    
    Beast was born in:
    3. Dunfee, Illinois
    
    ------------------------------------------------------------------------------
    Act 2 (TTGA2)
    All questions here are worth 200 XP each
    Angel is:
    1. Extremely wealthy
    
    Wolverine made his debut in 1974 in which comic book series?
    3. Incredible Hulk
    
    In the video game, X-Men: Legends, what was the name of the base Magneto had
    in orbit of Earth?
    2. Asteroid M
    
    Which of the following X-Men was at one time Apocalypse's horseman Death?
    2. Wolverine
    
    Destiny belonged to which super villain team?
    2. The Brotherhood of Evil Mutants
    
    Garokk was originally:
    2. A british sailor
    
    In the video game, X-Men: Legends, who was the first playable character at
    the very beginning in New York City?
    2. Wolverine
    
    How many fingers does Nightcrawler have on each hand?
    3. Three
    
    Who is Ka-Zar's wife?
    2. Shanna O'Hara
    
    Which person is Mystique not connected to?
    3. Mikhail Rasputin
    
    Which X-Man was involved romantically with Magneto?
    4. Rogue
    
    Joseph is a clone of which mutant?
    1. Magneto
    
    Iceman's real name is:
    2. Bobby Drake
    
    Who is not a member of the Brotherhood?
    3. Lupa
    
    As a boy, Nightcrawler's hero was:
    3. Errol Flynn
    
    Who served alongside Cable in his mercenary group, Six Pack?
    3. Domino
    
    What is Bishop's mutant power?
    2. Absorb energy and rechannel it
    
    Ka-Zar's father came to the Savage Land in search of what?
    1. Anti-metal
    
    What are Forge's powers?
    1. Inventing new technology and mystic powers
    
    Ka-Zar was originally named:
    3. Kevin Plunder
    
    Colossus' brother Mikhail first appeared in UNcanny X-Men number:
    3. 285
    
    What evil villain is also known as Cain Marko?
    3. Juggernaut
    
    Heather Cameron is known as which X-Man?
    2. Lifeguard
    
    Magneto first appeared in 1963 in X-Men number:
    1. 1
    
    What name does Magneto go by?
    1. Erik Lensherr
    
    Mikhail is the brother of:
    3. Colossus
    
    Colossus first learned he could turn into metal when he:
    3. Saved his sister from a runaway tractor
    
    In the video game, X-Men: Legends, what was the code name of the young
    woman the X-Men saved in New York City from Blob and Mystique?
    2. Magma
    
    Bishop is a time traveler from which century?
    3. 21st
    
    What is Omega Red's real name?
    3. Arkady Gregorovich
    
    Nightcrawler was once the leader of which of the following groups?
    3. Excalibur
    
    Pyro's real name is:
    1. St. John Allerdyce
    
    Approximately how old is Apocalypse?
    3. 5000 yrs old
    
    What is Sauron's real name?
    4. Karl Lykos
    
    Shanna at one time:
    2. Worked at a zoo in New York City
    
    Death, War, Pestilence, and Famine together form what group?
    4. The Four Horsemen
    
    What is Pyro's mutant ability?
    2. He can control fire
    
    What is Sunfire's real name?
    1. Shiro Yoshida
    
    Ororo Munroe's X-Men code name is:
    2. Storm
    
    Omega Red's arm coils are made from what material?
    3. Carbonadium
    
    Toad first appeared in:
    3. X-Men number 4
    
    Where is the Savage Land located?
    2. Antarctica
    
    Who is Mystique's best friend?
    4. Destiny
    
    The Savage Land is protected from freezing temperatures by:
    2. Alien Technology
    
    Mikhail Rasputin has been:
    1. A Russian cosmonaut
    
    Nightcrawler grew up working in a circus as:
    2. An acrobat
    
    What animal protected Ka-Zar as he grew up in the Savage Land?
    3. A sabretooth tiger
    
    What was Shanna known as in the Savage Land?
    2. Shanna the She-Devil
    
    Garokk was ship wrecked in the Savage Land in what time period?
    4. 1400s
    
    Bishop has a sister named:
    3. Shard
    
    ------------------------------------------------------------------------------
    Act 3 (TTGA3)
    All questions here are worth 450 XP each
    Sunfire's sister's code name was:
    2. Sunpyre
    
    Wolverine wound up killing the father of the woman he loved:
    3. Mariko Yashido
    
    What Hellfire Club leader first appeared in X-Men number 129 in 1980?
    2. Sebastian Shaw
    
    Storm was once the leader of which of the following groups?
    3. The Morlocks
    
    What is Heather Hudson's Alpha Flight code name?
    1. Vindicator
    
    Who oversaw the Weapon X program during Wolverine's transformation?
    3. The Professor
    
    Who is not a member of Alpha Flight?
    4. Prism
    
    Cyclops's father is the captain of a spaceship named:
    1. Starjammer
    
    Which super team was Wolverine originally intended to lead?
    3. Alpha Flight
    
    Who is the leader of the team known as the Hellions?
    4. Emma Frost
    
    Who is Heather Hudson's husband?
    2. Guardian
    
    There is speculation that Professor Xavier's father at one time:
    3. Was part of the Weapon X project that worked on Wolverine
    
    Havok's real name is:
    3. Alex Summers
    
    What is James MacDonald Hudson's Alpha Flight code name?
    3. Guardian
    
    Which of the following X-Men has also been a member of the Avengers?
    3. Wolverine
    
    Who saved Apocalypse as a child?
    3. Baal
    
    The process of bonding adamantium to Wolverine's bones would have
    killed him if not for:
    2. Wolverine's healing power
    
    What super hero team does Heather Hudson belong to?
    3. Alpha Flight
    
    What is Sebastian Shaw's title in the Hellfire Club?
    4. Black King
    
    Toad is from:
    1. England
    
    Ororo Munroe, better known as Storm, first appeared in 1975 in which
    comic book?
    2. X-Men Giant-Size number 1
    
    Where did Juggernaut find the Ruby of Cyttorak?
    2. Korea
    
    Jean Grey's main powers are:
    3. Telekinesis, Telepathy
    
    What super team does James MacDonald Hudson belong to?
    4. Alpha Flight
    
    Sebastian Shaw belongs to which New York Social Club?
    3. The Hellfire Club
    
    Apocalypse first appeared in X-factor number 5 in:
    2. 1986
    
    Who headed the facility failed Weapon X experiments, like Deadpool,
    were sent to?
    3. Dr. Killebrew
    
    Cable founded which team comprised mostly from former Xavier school
    students?
    3. X-Force
    
    The leader of the Brotherhood is:
    4. Magneto
    
    What is Sebastian Shaw's mutant power?
    1. Absorb and rechannel energy
    
    Who did Apocalypse kidnap and raise to be as cruel as he is?
    2. Stryfe
    
    Who took control of Iceman's body and discovered his powers were greater
    than he realized?
    4. Emma Frost
    
    Who is James MacDonald Hudson's wife?
    3. Vindicator
    
    Sugar Man is originally from a timeline where:
    3. Xavier is dead and Apocalypse nearly rules the world
    
    Magneto once raised a mysterious city from the ocean in what part of
    the world?
    4. The Bermuda Triangle
    
    Who was not a subject of the Weapon X project?
    3. Shard
    
    Betsy Braddock is known as which X-Man?
    2. Psylocke
    
    Scarlet Witch's real name is:
    4. Wanda Maximoff
    
    Rogue first appeared in which 1981 comic book?
    3. Avengers Annual number 10
    
    Before turning to crime, Pyro was a:
    2. Writer
    
    Who were students of Emma Frost?
    3. The Stepford Cuckoos
    
    The Weapon X facility is located in:
    3. Canada
    
    Infinite Soldiers are clones created by:
    4. Mister Sinister
    
    Sugar Man is a traveler from which alternate reality?
    2. The Age of Apocalypse
    
    Sunfire is a member of Japanese super hero team known in English as:
    4. Big Hero 6
    
    After escaping from the Weapon X facility Wolverine was discovered and
    befriended by:
    3. James and Heather Hudson
    
    What is untrue of Guardian?
    1. Is a mutant
    
    What does Rogue absorb when she touches people?
    4. All the above
    
    While working for the government in Dallas, Texas, Forge had a penthouse
    known as:
    1. Eagle's Nest
    
    What color is Beast's fur?
    2. Blue
    
    ------------------------------------------------------------------------------
    Act 4 (TTGA4)
    All questions here are worth 800 XP each
    Nick Fury is the leader of:
    2. SHIELD
    
    The mutant sewer dwellers of New York City are known as:
    1. The Morlocks
    
    What is Wolverine's real name?
    2. James Howlet
    
    Moira MacTaggart's Mutant Research Facility is located:
    2. On Muir Island
    
    In World War II, Nick Fury commanded:
    1. The Howling Commandos
    
    Angel's secondary mutation allows him to:
    2. Accelerate his healing factor
    
    Banshee has the mutant power to:
    4. Generate a sonic scream
    
    Bastion assembled which organization?
    2. Operation: Zero Tolerance
    
    What is the Black Queen's real name?
    1. Selene
    
    What is the name of the machine Professor Charles Xavier uses to find
    mutant around the world?
    1. Cerebro
    
    Deadpool wears a mask:
    3. To cover his scarred face
    
    Banshee's daughter uses the code name:
    3. Syrin
    
    Who is the evil clone of Cable?
    1. Stryfe
    
    Colossus's sister's code name was:
    2. Magik
    
    What is Professor Xavier's middle name?
    4. Francis
    
    What is the Black Queen's mutant ability?
    3. Drain other's life force to maintain her beauty
    
    Who is the great-grandfather of Bishop?
    1. Gateway
    
    Sean Cassidy, better known as Banshee, first appeared in 1975 in
    which comic book?
    2. Uncanny X-Men number 28
    
    Magneto once disguised himself as what mutant to infiltrate the
    Xavier Institute?
    3. Xorn
    
    Sunfire's powers first manifested when:
    1. He touched radioactive soil
    
    Deadpool is a victim of:
    1. Weapon X
    
    Scarlet Witch's power is to:
    1. Affect probability and make the improbable become possible
    
    Who is Banshee's cousin?
    4. Black Tom Cassidy
    
    What was the name of the boy Rogue kissed and almost killed just
    as her powers were beginning to emerge?
    1. Cody Robbins
    
    Who is Kitty Pryde's loyal compainion?
    3. Lockheed
    
    Which of Apocalypse's four hoursemen if Archangel?
    2. Death
    
    As a child, Storm was a:
    2. Pickpocket in Cairo, Egypt
    
    Toad is devoted to:
    4. Magneto
    
    How many adamantium claws does Wolverine have on each hand?
    3. Three
    
    Deadpool joined the Weapon X program because:
    1. He had cancer
    
    Who has not served in the Hellfire Club's inner circle?
    3. Lorna Dane
    
    Which Hellfire Club member is really a non-mutant cyborg?
    3. Donald Pierce
    
    What was Emma Frost's title in the Hellfire Club?
    4. White Queen
    
    Who was Kitty Pryde's mentor?
    1. Wolverine
    
    Moira MacTaggart had a son named Kevin who also went by the name of:
    3. Proteus
    
    Which X-Man is romantically linked with Kitty Pryde?
    4. Colossus
    
    Lockheed, Kitty Pryde's small dragon companion, first appeared on
    which Aliens' homeworld?
    1. The Brood
    
    Where do Wolvewrine's claws appear?
    1. Between his knuckles
    
    What is Marrow's real name?
    2. Sarah
    
    In the video game X-Men Legends: The Rise of Apocalypse, what is the
    name of Magneto's secret hideaway near Genosha?
    1. Sanctuary
    
    Bastion is really:
    2. A hybrid Sentinel in disguise
    
    For a time, Bishop worked:
    3. As a detective
    
    Forge was trained in magic by:
    2. The Cheyenne shaman Naze
    
    The Hellfire Club originally started in:
    3. London
    
    In the video game X-Men: Legends, who is the leader of the Morlocks?
    4. Marrow
    
    For a time, Banshee worked for:
    1. Interpol
    
    What is the name of the room where the X-Men do their training
    exercises?
    2. The Danger Room
    
    In the Hellfire Club, Sebastian Shaw goes by the code name:
    2. Black King
    
    Deadpool possesses the ability to:
    1. Heal quickly
    
    Kick Fury is blind in which eye?
    2. Left
    
    ------------------------------------------------------------------------------
    Act 5 (TTGA5)
    All questions here are worth 1250 XP each
    Beast grew blue fur because of:
    1. A serum he took
    
    Cable's hair is what color?
    3. White
    
    Which of the following X-Men was at one time a host for Apocalypse?
    2. Cyclops
    
    Ahmer Abdol is also known as:
    3. Living Monolith
    
    In X-Men Legends 2 -  Rise of Apocalypse, who was responsible for
    transforming the X-Man Angel into Archangel?
    2. Mr. Sinister
    
    Bishop was a part of what security force in the future?
    3. Xavier Security Enforcers
    
    Scott Summers works under the code name:
    4. Cyclops
    
    Colossus has a brother named:
    2. Mikhail
    
    Who is the one person Havok's power can't hurt?
    3. Scott Summers
    
    Which two X-Men were at different times Death, one of Apocalypse's
    four horsemen?
    3. Wolverine and Angel
    
    When Bobby Drake's powers first activated, he:
    1. Was locked in jail for his own protection
    
    When consumed by her powers, Jean Grey becomes:
    1. The Dark Phoenix
    
    What is Mr. Sinister's real name?
    3. Nathaniel Essex
    
    Bishop's sister is named:
    3. Shard
    
    What is the name of Apocalypse's 4 lieutenants?
    4. The Four Horsemen
    
    What was Juggernaut's occupation when he found the Ruby of Cyttorak?
    2. Soldier
    
    Madeline Pryor was:
    2. Created by Mister Sinister to be an exact copy of Jean Grey
    
    Where was Apocalypse born?
    2. Egypt
    
    Who was Bishop pursuing through time when he first encountered the X-Men?
    2. Trevor Fitzroy
    
    Who is not related to Scott Summers?
    4. Mr. Sinister
    
    Gambit is from:
    3. New Orleans
    
    Apocalypse's Horsemen first appeared in 1987 in which comic book?
    2. X-Factor
    
    Who did Magneto have twins with?
    3. Magda
    
    What mutant team did Forge and Mystique belong to?
    3. X-Factor
    
    What is the sound made when Nightcrawler teleports?
    4. Bamf
    
    Who did Rogue permanently absorb the powers of?
    4. Ms. Marvel
    
    What color hair does Ororo have?
    2. White
    
    Which alien race have the X-Men never encountered?
    1. Skrulls
    
    Which of the following is not one of Wolverine's alias'?
    3. War
    
    What is the other team that Nightcrawler and Shadowcat serve together on?
    3. Excalibur
    
    Gambit's real name is:
    3. Remy LeBeau
    
    Who is Kurt Wagner's adopted sister?
    3. Rogue
    
    Professor Charles Xavier lost the use of his legs:
    4. While battling a tyrant named Lucifer in the Himalayas
    
    Scarlet Witch first appearance was in X-Men number 4 in:
    2. 1964
    
    Who trained Storm in the ways of thievery as a child?
    2. Achmed El-Gibar
    
    Who is considered by some to be the very first mutant?
    4. Apocalypse
    
    Which member of the X-Men had previously worked for Mister Sinister?
    1. Gambit
    
    What was Mr. Sinister's occupation when he met Apocalypse?
    2. Geneticist
    
    Colossus is romantically involved with:
    4. Kitty Pryde
    
    Which mutant is from the future?
    4. Bishop
    
    Who formed the X-Men?
    4. Professor Charles Xavier
    
    Before turning into the Living Monolith, Ahmet Abdol had been a:
    2. Professor of Archeology
    
    Sunfire is from:
    3. Japan
    
    What color are Nightcrawler's eyes?
    3. Yellow
    
    What material isused in Cyclop's visor?
    1. Ruby quartz
    
    When Jean was manipulated into working for the Hellfire Club, she was
    known as:
    3. The Black Queen
    
    Rogue is from:
    1. Mississippi
    
    Scarlet Witch has a brother named:
    4. Pietro
    
    Who proposed the Mutant Registration Act?
    1. Senator Robert Kelly
    
    What are the names of Iceman's parents?
    3. William and Madeline
    
    ------------------------------------------------------------------------------
    ------------------------------------------------------------------------------
                             DANGER ROOM COURSES (DRC)
    ------------------------------------------------------------------------------
    ------------------------------------------------------------------------------
    Freshman Course (DRC1)
    Name: Setting 101 - Hidden Goods (DRC101)
    Requirements: none
    Objectives: Destroy all crates within 1:30
    Titanium: Beat the course
    Prize: 200 XP
    Adamantium: Beat the course within 0:45
    Prize: +1 Strike
    Vibranium: Beat the course within 0:30
    Prize: An item
    
    Name: Setting 102 - Throwing (DRC102)
    Requirements: Purchase from Beast for 10 OR Find in Act 1: Cerci Caverns
    Objectives: Execute a pickup and throw move 5 times
    Titanium: Beat the course
    Prize: 300 XP
    Adamantium: Beat the course within 0:45
    Prize: +1 Speed
    Vibranium: Beat the course within 0:30
    Prize: An item
    
    Name: Moves 103 - Triple Hit (DRC103)
    Requirements: Purchase from Beast for 40 OR Find in Act 1: Queen's Lair
    Objectives: Strike enemies with the Triple Hit 5 times
    Titanium: Beat the course
    Prize: 450 XP
    Adamantium: Beat the course within 1:00
    Prize: +1 Strike
    Vibranium: Beat the course within 0:45
    Prize: An item
    
    Name: Moves 104 - Throw (DRC104)
    Requirements: Purchase from Beast for 90 OR unlocked if you FIND Moves 103
    Objectives: Throw an enemy 5 times
    Titanium: Beat the course
    Prize: 600 XP
    Adamantium: Beat the course within 0:45
    Prize: +1 Body
    Vibranium: 0:30
    Prize: An item
    
    Name: Teamwork 105 (DRC105)
    Requirements: Purchase from Beast for 160
    Objectives: Defeat 10 enemies; call on help 5 times
    Titanium: Beat the course
    Prize: 750 XP
    Adamantium: Beat the course within 1:15
    Prize: +1 Focus
    Vibranium: 0:45
    Prize: An item
    
    Name: Moves 106 - Knockback (DRC106)
    Requirements: Purchase from Beast for 250
    Objectives: Strike enemies with the Knockback attack 10 times
    Titanium: Beat the course within 2:00
    Prize: 1000 XP
    Adamantium: Beat the course within 1:30
    Prize: +1 Body
    Vibranium: Beat the course within 1:00
    Prize: An item
    
    Name: Combined Powers 107 (DRC107)
    Requirements: Purchase from Beast for 360
    Objectives: Use 10 power combos
    Titanium: Beat the course within 3:00
    Prize: 1250 XP
    Adamantium: Beat the course within 2:30
    Prize: +1 Speed
    Vibranium: Beat the course within 2:00
    Prize: An item
    
    Name: Moves 108 - Stun (DRC108)
    Requirements: Purchase from Beast for 490
    Objectives: Use Stunning Blow 10 times
    Titanium: Beat the course within 2:00
    Prize: 1500 XP
    Adamantium: Beat the course within 1:30
    Prize: +1 Focus
    Vibranium: Beat the course within 1:00
    Prize: An item
    
    Name: Qualifying Exam 100 (DRC100)
    Requirements: Fight Lady Deathstrike
    Objectives: Purchase from Beast for 640 OR Find in Act 1: Northern Plaza
    Titanium: Beat the course
    Prize: 300 XP and unlock Sophomore Course
    Adamantium: Beat the course within 5:00
    Prize: +1 Focus
    Vibranium: Beat the course within 3:00
    Prize: Free Talent Point
    
    ------------------------------------------------------------------------------
    Sophomore Course (DRC2)
    Name: Moves 201 - Trip (DRC201)
    Requirements: Complete Qualifying Exam 100
    Objectives: Use Trip 10 times
    Titanium: Beat the course within 1:30
    Prize: 2500 XP
    Adamantium: Beat the course within 1:15
    Prize: +1 Focus
    Vibranium: Beat the course within 1:00
    Prize: An Enhanced item
    
    Name: Moves 202 - Popup (DRC202)
    Requirements: Complete Qualifying Exam 100
    Objectives: Use Popup 10 times
    Titanium: Beat the course within 1:30
    Prize: 3000 XP
    Adamantium: Beat the course within 1:15
    Prize: +1 Body
    Vibranium: Beat the course within 1:00
    Prize: An Enhanced item
    
    Name: Assault 203 (DRC203)
    Requirements: Purchase from Beast for 1210, or find in Act 2: Nuwali Shrine
    Objectives: Defeat 30 Enemies
    Titanium: Beat the course
    Prize: 3350 XP
    Adamantium: Beat the course within 3:00
    Prize: +1 Strike
    Vibranium: Beat the course within 2:00
    Prize: An Enhanced item
    
    Name: Defend 204 (DRC204)
    Requirements: Purchase from Beast for 1440, or find in Act 2: Nuwali Gateway
    Objectives: Defend Beast, survive for 2:00
    Titanium: Beat the course
    Prize: 3500 XP
    Adamantium: Defeat 15 enemies
    Prize: +1 Speed
    Vibranium: Defeat 20 enemies
    Prize: An Enhanced item
    
    Name: Qualifying Exam 200 (DRC200)
    Requirements: Purchase from Beast for 640, or find in Act 2: Beyonder's Sanctum
    Objectives: Defeat Sauron
    Titanium: Beat the course
    Prize: 3000 XP and unlock Junior Course
    Adamantium: Beat the course within 5:00
    Prize: +1 Focus
    Vibranium: Beat the course within 3:00
    Prize: Free Talent Point
    
    Name: Challenge - Cyclops (DRC2CC)
    Requirements: Purchase from Beast's Grab Bag, or find in Act 2: Jungle Canal
    Objectives: Protect all bookcases, survive for 2:00
    Titanium: Beat the course
    Prize: Accelerated Visor
    Adamantium: Defeat 10 enemies
    Prize: Cyclops gets +1 Body
    Vibranium: Defeat 20 Enemies
    Prize: Cyclops gets +1 Level
    
    Name: Challenge - Gambit (DRC2CG)
    Requirements: Purchase from Beast's Grab Bag, or find in Act 2: Elemental Tomb
    Objectives: Defeat 5 enemies, Destroy the Stone Head
    Titanium: Beat the course within 2:00
    Prize: Nanocore Staff
    Adamantium: Beat the course within 1:00
    Prize: Gambit gets +1 Strike
    Vibranium: Beat the course within 0:45
    Prize: Gambit gets +1 Level
    
    Name: Challenge - Iceman (DRC2CI)
    Requirements: Purchase from Beast's Grab Bag, or find in Act 3: Core Interior
    Objectives: Survive for 2:00
    Titanium: Beat the course
    Prize: Cryogenic Booster
    Adamantium: Defeat 15 enemies
    Prize: Iceman gets +1 Strike
    Vibranium: Defeat 30 enemies
    Prize: Iceman gets +1 Level
    
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    Junior Course (DRC3)
    Name: Survival 301 (DRC301)
    Requirements: Complete Qualifying Exam 200
    Objectives: Survive for 3:00
    Titanium: Beat the course
    Prize: 4500 XP
    Adamantium: Defeat 20 enemies
    Prize: +1 Body
    Vibranium: Defeat 40 enemies
    Prize: An Enhanced item
    
    Name: Teamwork 302 (DRC302)
    Requirements: Complete Qualifying Exam 200
    Objectives: Execute 10 Power Combos, beat the course within 2:00
    Titanium: Beat the course
    Prize: 4750 XP
    Adamantium: Defeat 10 enemies
    Prize: +1 Strike
    Vibranium: Defeat 20 enemies
    Prize: An Enhanced item
    
    Name: Assault 303 (DRC303)
    Requirements: Purchase from Beast for 2890, or find in Act 3: Core Security
    Objectives: Defeat 40 enemies, destroy all barrels
    Titanium: Beat the course
    Prize: 5000 XP
    Adamantium: Beat the course within 4:00
    Prize: +1 Body
    Vibranium: Beat the course within 2:30
    Prize: An Enhanced item
    
    Name: Destroy 304 (DRC304)
    Requirements: Purchase from Beast for 3240, or find in Act 3: Madri Antechamber
    Objectives: Destroy all small urns
    Titanium: Beat the course within 1:45
    Prize: 5500 XP
    Adamantium: Beat the course within 1:15
    Prize: +1 Speed
    Vibranium: Beat the course within 1:00
    Prize: An Enhanced item
    
    Name: Qualifying Exam 300 (DRC300)
    Requirements: Purchase from Beast for 4000, or find in Act 3: Meditation Chamber
    Objectives: Defeat Sugarman
    Titanium: Beat the course
    Prize: 10000 XP and unlock Junior Course
    Adamantium: Beat the course within 5:00
    Prize: +1 Speed
    Vibranium: Beat the course within 3:00
    Prize: Free Talent Point
    
    Name: Challenge - Toad (DRC3CT)
    Requirements: Purchase from Beast's Grab Bag, or find in Act 4:
                  Perimeter Platforms
    Objectives: Defeat Madri High Priest
    Titanium: Beat the course
    Prize: Amphibian Scales
    Adamantium: Beat the course within 1:00
    Prize: Toad gets +1 Speed
    Vibranium: Beat the course within 0:45
    Prize: Toad gets +1 Level
    
    Name: Challenge - Phoenix (DRC3CP)
    Requirements: Purchase from Beast's Grab Bag, or find in Act 3: Engineering
    Objectives: Defeat 20 enemies
    Titanium: Beat the course
    Prize: Touch of the Phoenix
    Adamantium: Beat the course within 2:00
    Prize: Phoenix gets +1 Focus
    Vibranium: Beat the course within 1:30
    Prize: Phoenix gets +1 Level
    
    Name: Challenge - Scarlet Witch (DRC3CSW)
    Requirements: Purchase from Beast's Grab Bag, or find in Act 3: Madri Cloisters
    Objectives: Survive for 2:00
    Titanium: Beat the course
    Prize: Orb of Chaos
    Adamantium: Defeat 10 Enemies
    Prize: Scarlet Witch gets +1 Speed
    Vibranium: Defeat 15 enemies
    Prize: Scarlet Witch gets +1 Level
    
    Name: Challenge - Sunfire (DRC3CS)
    Requirements: Purchase from Beast's Grab Bag, or find in Act 3: Assembly Factory
    Objectives: Defeat 5 enemies, destroy all Tactical Displays
    Titanium: Beat the course
    Prize: Essence of the Corona
    Adamantium: Beat the course within 2:00
    Prize: Sunfire gets +1 Speed
    Vibranium: Beat the course within 1:30
    Prize: Sunfire gets +1 Level
    
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    Senior Course (DRC4)
    Name: Sabotage 401 (DRC401)
    Requirements: Complete Qualifying Exam 300
    Objectives: Defeat Infinite Mark V, destroy all barrels
    Titanium: Beat the course within 2:00
    Prize: 6250 XP
    Adamantium: Beat the course within 1:30
    Prize: +1 Body
    Vibranium: Beat the course within 1:00
    Prize: A Rare item
    
    Name: Defend 402 (DRC402)
    Requirements: Complete Qualifying Exam 300
    Objectives: Defend Havok, Survive for 2:00
    Titanium: Beat the course
    Prize: 6750 XP
    Adamantium: Defeat 30 enemies
    Prize: +1 Strike
    Vibranium: Defeat 45 enemies
    Prize: A Rare item
    
    Name: Teamwork 403 (DRC403)
    Requirements: Purchase from Beast for 5290, or find in Act 4: Stockade
    Objectives: Defeat 15 enemies, use 10 Power Combos
    Titanium: Beat the course within 2:00
    Prize: 7500 XP
    Adamantium: Beat the course within 1:30
    Prize: +1 Focus
    Vibranium: Beat the course within 1:00
    Prize: A Rare item
    
    Name: Survival 404 (DRC404)
    Requirements: Purchase from Beast for 5760, or find in Act 4: New York West Side
    Objectives: Survive for 3:00
    Titanium: Beat the course
    Prize: 8000 XP
    Adamantium: Defeat 15 enemies
    Prize: +1 Body
    Vibranium: Defeat 30 enemies
    Prize: A Rare item
    
    Name: Graduation Exam 400 (DRC400)
    Requirements: Purchase from Beast for 6250, or find in Act 4: Sinister's Lab
    Objectives: Defeat Bastion
    Titanium: Beat the course
    Prize: 12500 XP and unlock X-Man Course
    Adamantium: Beat the course within 5:00
    Prize: +1 Speed
    Vibranium: Beat the course within 3:00
    Prize: Free Talent Point
    
    Name: Challenge - Colossus (DRC4CC)
    Requirements: Purchase from Beast's Grab Bag, or find in Act 4: Sewers South
    Objectives: Defeat 30 enemies
    Titanium: Beat the course within 3:00
    Prize: Regenerative Plating
    Adamantium: Beat the course within 1:30
    Prize: Colossus gets +1 Strike
    Vibranium: Beat the course within 1:00
    Prize: Colossus gets +1 Level
    
    Name: Challenge - Magneto (DRC4CM)
    Requirements: Purchase from Beast's Grab Bag, or find in Act 4: The Pantheon
    Objectives: Defeat 20 enemies
    Titanium: Beat the course within 2:00
    Prize: Advanced Magneto
    Adamantium: Beat the course within 1:30
    Prize: Magneto gets +1 Focus
    Vibranium: Beat the course within 1:00
    Prize: Magneto gets +1 Level
    
    Name: Challenge - Juggernaut (DRC4CJ)
    Requirements: Purchase from Beast's Grab Bag, or find in Act 4: Brain Trust
    Objectives: Defeat 20 Enemies
    Titanium: Beat the course
    Prize: Cyttorak Enhancer
    Adamantium: Beat the course within 2:00
    Prize: Juggernaut gets +1 Body
    Vibranium: Beat the course within 1:30
    Prize: Juggernaut gets +1 Level
    
    Name: Challenge - Nightcrawler (DRC4CN)
    Requirements: Purchase from Beast's Grab Bag, or find in Act 4:
                  New York South Side
    Objectives: Destroy all small urns, survive for 3:00
    Titanium: Beat the course
    Prize: Quantum Swords
    Adamantium: Defeat 15 enemies
    Prize: Nightcrawler gets +1 Speed
    Vibranium: Defeat 30 enemies
    Prize: Nightcrawler gets +1 Level
    
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    X-Man Course (DRC5)
    Name: Protect 501 (DRC501)
    Requirements: Complete Graduation Exam 400
    Objectives: Protect all crates, survive for 2:00
    Titanium: Beat the course
    Prize: 10000 XP
    Adamantium: Defeat 10 enemies
    Prize: +1 Speed
    Vibranium: Defeat 20 enemies
    Prize: A Rare item
    
    Name: Assault 502 (DRC502)
    Requirements: Complete Graduation Exam 400
    Objectives: Defeat 30 enemies
    Titanium: Beat the course
    Prize: 11000 XP
    Adamantium: Beat the course within 4:00
    Prize: +1 Strike
    Vibranium: Beat the course within 3:00
    Prize: A Rare item
    
    Name: Defend 503 (DRC503)
    Requirements: Find in Act 4: Holding Pens
    Objectives: Defend Genoshan Prisoner, survive for 2:00
    Titanium: Beat the course
    Prize: 12000 XP
    Adamantium: Defeat 15 enemies
    Prize: +1 Focus
    Vibranium: Defeat 30 enemies
    Prize: A Rare item
    
    Name: Survival 504 (DRC504)
    Requirements: Find in Act 5: Temple of Anubis
    Objectives: Survive for 3:00
    Titanium: Beat the course
    Prize: 13000 XP
    Adamantium: Defeat 20 enemies
    Prize: +1 Body
    Vibranium: Defeat 30 enemies
    Prize: A Rare item
    
    Name: Qualifying Exam 500 (DRC500)
    Requirements: Find in Act 5: Hall of the Dead
    Objectives: Defeat Stryfe
    Titanium: Beat the course
    Prize: 20000 XP and unlock Legend grade
    Adamantium: Within 5:00
    Prize: +1 Focus
    Vibranium: Within 3:00
    Prize: Free Talent Point
    
    Name: Challenge - Bishop (DRC5CB)
    Requirements: Purchase from Beast's Grab Bag, or find in Act 5: Ancient
                  Labyrinth
    Objectives: Protect all crates, survive for 1:30
    Titanium: Beat the course
    Prize: Phase Pistol
    Adamantium: Defeat 10 enemies
    Prize: Bishop gets +1 Strike
    Vibranium: Defeat 15 enemies
    Prize: Bishop gets +1 Level
    
    Name: Challenge - Storm (DRC5CS)
    Requirements: Purchase from Beast's Grab Bag, or find in Act 4: Tower
                  Engineering
    Objectives: Survive for 2:00
    Titanium: Beat the course
    Prize: Goddess Mantle
    Adamantium: Defeat 10 Enemies
    Prize: Storm gets +1 Speed
    Vibranium: Defeat 15 enemies
    Prize: Storm gets +1 Level
    
    Name: Challenge - Rogue (DRC5CR)
    Requirements: Purchase from Beast's Grab Bag, or find in Act 4:
                  Radar Array Platforms
    Objectives: Defeat 5 enemies, destroy all flaming barrels
    Titanium: Beat the course within 2:00
    Prize: Touch of Death
    Adamantium: Beat the course within 1:30
    Prize: Rogue gets +1 Focus
    Vibranium: Beat the course within 1:00
    Prize:  gets +1 Level
    
    Name: Challenge - Wolverine (DRC5CW)
    Requirements: Purchase from Beast's Grab Bag, or find in Act 5: Temple of
                  Sekmeht
    Objectives: Defeat 20 enemies
    Titanium: Beat the course
    Prize: Fists of Weapon X
    Adamantium: Beat the course within 2:00
    Prize: Wolverine gets +1 Speed
    Vibranium: Beat the course within 1:30
    Prize: Wolverine gets +1 Level
    
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    Legend Course (DRC6)
    Name: Nightmare 501 - Deathstrike
    Requirements: Complete Qualifying Exam 500
    Objectives: none
    Titanium: Beat the course
    Prize: 25000 XP
    Adamantium: Within 4:00
    Prize: +1 Speed
    Vibranium: Within :
    Prize: A Rare item
    
    Name: Nightmare 502 - Sauron
    Requirements: Complete Qualifying Exam 500
    Objectives: none
    Titanium: Beat the course
    Prize: 30000 XP
    Adamantium: Within 4:00
    Prize: +1 Focus
    Vibranium: Within 3:00
    Prize: Free Talent Point
    
    Name: Nightmare 503 - Sugarman
    Requirements: Complete Qualifying Exam 500
    Objectives: none
    Titanium: Beat the course
    Prize: 35000 XP
    Adamantium: Within 4:00
    Prize: +1 Strike
    Vibranium: Within 3:00
    Prize: Free Talent Point
    
    Name: Nightmare 504 - Bastion
    Requirements: Complete Qualifying Exam 500
    Objectives: none
    Titanium: Beat the course
    Prize: 40000 XP
    Adamantium: Within 4:00
    Prize: +1 Body
    Vibranium: Within 3:00
    Prize: Free Talent Point
    
    Name: Nightmare 505 - Stryfe
    Requirements: Complete Qualifying Exam 500
    Objectives: none
    Titanium: Beat the course
    Prize: 50000 XP
    Adamantium: Within 4:00
    Prize: +1 Focus
    Vibranium: Within 3:00
    Prize: Free Talent Point
    
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                               UNLOCKABLES (UNLOCK)
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    Costumes for characters (COST):
    Bishop
    Normal: Bald; blue suit with yellow gloves; two holsters with guns:
    moustache & goatee
    Old School: Dreadlocks pulled back; elbows exposed, light blue suit;
    red bandana; blue gloves with yellow wristbands; two holsters with guns;
    moustache & goatee
    Age of Apocalypse: Bald, cyber implant thing over left eye; grey suit; blue
    cape-type thing over shoulders and chest; blue gloves; two guns with holsters
    
    Colossus
    Normal: Dark grey suit; metal skin active; dark grey gloves; yellow boots;
    "army cut" hair
    Old School: Red & yellow suit, black gloves & boots; metal skin active;
    "army cut" hair
    Age of Apocalypse: Red bandana, shorts, boots, and wristbands; metal skin
    active
    Newer Old School: Red & yellow covering shoulders, chest, stomach & shorts;
    red boots, red & black wristbands, metal skin active, "army cut" hair
    Gladiator: Bronze all over, brown shorts; gladiator-sytle helmet
    Red & Black: Red & black suit, arms exposed; black gloves; metal skin active;
    "army cut" hair
    No Metal: (same as "Normal, but without metal skin)
    
    Cyclops
    Normal: Dark grey suit, yellow belt, visor, gloves and boots; short hair
    Old School: Blue suit, silver visor; only visible skin is nose & mouth
    Age of Apocalypse: Dark grey suit, right arm uncovered except for glove;
    yellow visor, belt bandolier and gloves; hair long on left side
    Older School: Blue & yellow suit, yellow visor; only visible skin is
    nose & mouth
    Oldest School: Blue & yellow suit, yellow visor, boots, & shorts; only
    visible skin is nose & mouth
    Camouflage: Green jacket, brown pants; no visor, short hair
    SHIELD: Grey & black suit, black boots & gloves; no visor; brown shorts;
    short hair
    
    Deadpool
    Normal: Mask on, red & black suit; right thigh and both ankles with bands;
    holding one sword, one sword on back
    No Mask: (same as "Normal", but with no mask)
    
    Gambit
    Normal: Long brown jacket, black shirt, blue pants; silver boots
    Age of Apocalypse: Short brown jacket, blue suit; brown boots; red scarf;
    Brown & Blue: Long brown jacket, blue suit; black gloves
    Brown & Red: Long light brown jacket, red & black suit; dark brown gloves
    
    Iceman
    Normal: Ice active; armband on left arm
    Age of Apocalypse: Ice active; spikes on shoulders, knees & elbows
    Old School: Looks like a snowman with boots on
    Camouflage: No ice active; black suit; beret; arms and feet exposed
    
    Ironman
    Normal: Red & yellow suit
    Futuristic: Red & yellow suit, has big shoulders
    Black & White: Black & white suit (or light grey/dark grey)
    
    Juggernaut
    Normal: Black armor; shoulders exposed
    Old School: Red armor; shoulders exposed
    Age of Apocalypse: Bald; brown outfit; head, neck, shoulders & upper arms
    exposed
    No Helmet: Red armor; head & shoulders exposed; short hair
    
    Magneto
    Normal: Black helmet; dark grey suit; red cape; blue boots
    No helmet: (same as "Normal", but with no helmet; silver hair)
    Age of Apocalypse: Red helmet; red outfit; purple gloves, shorts & boots;
    red cape
    
    Nightcrawler
    Normal: Yellow & dark blue suit, wristbands, and shin bands
    Old School: Red & black suit; white gloves & boots
    Age of Apocalypse: Black suit; red shoulders, wristguards & shinguards;
    white gloves & boots; two swords strapped to back
    Older School: (same as "Old School", but red goes further down in suit)
    SHIELD: Red & black striped suit with spikes
    
    Jean Grey
    Normal: Long hair; dark grey top & shorts; yellow boots & gloves; bare midriff
    Dark Phoenix (I think): Long hair; red suit; yellow boots, gloves & belt
    Age of Apocalypse: Short hair; red & dark blue suit; yellow belt
    Old School: Long hair; blue & yellow costume; blue mask; yellow boots & gloves
    Phoenix (I think): Long hair; green suit; yellow boots, gloves & belt
    
    Professor X
    Normal: Blue & yellow suit, yellow crosses in an X
    Psychic World: White & grey suit, grey crosses in an X
    
    Rogue
    Normal: Dark blue suit; yellow boots & gloves
    Old School: Green & yellow suit; long black coat
    Age of Apocalypse: Green & yellow suit; spiky hair
    
    Scarlet Witch
    Normal: Black & red suit; face & shoulders bare
    Stripper: Red Boots, gloves, shorts, top & hat; showing as much skin as they
    can get away with in a T-rated game
    Old School: Red Boots, gloves, one-piece top & hat; pink covering
    everything else but face & hair
    
    Storm
    Normal: Dark blue pants & top; yellow gloves & boots; short hair; bare midriff
    Old school: Black suit; long hair; arms and as much chest bare as they can get
    away with in a T-rated game
    Age of Apocalypse: Black & white Karate-type getup; REALLY short hair;
    white boots
    Older School: Black, bathing suit-type getup; black boots; long hair
    Camouflage: Blue hoodie, green pants; hair in ponytail out the back of the hood
    SHIELD: Grey & black suit, black boots & gloves; no visor; brown shorts;
    short hair
    
    Sunfire
    Normal: Red mask, red & black suit, black boots & gloves; hair
    Old School: Red mask over whole head; Red & white shirt, red pants & arms
    Age of Apocalypse: He's ON FIRE. You can't really say much more
    
    Toad
    Normal: Blue suit & bandana; exposed feet & arms; three toes per foot
    Old School: Brown suit & bandana; exposed feet & arms; three toes per foot
    Age of Apocalypse: Red suit; no hat; exposed feet; two toes per foot
    
    Wolverine
    Normal: Dark blue suit with yellow stripes on top
    Old School: Blue & yellow suit with mask
    Age of Apocalypse: Blue & red suit; only one hand
    Older School: Brown & yellow suit with mask
    Weapon X: White shorts with monitors; bare everywhere else
    Camouflage: Brown jacket, dark blue pants
    SHIELD: Dark brown & light brown suit with spikes
    
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                             VERSION HISTORY (VERHIS)
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    Version 1.00 First version. No other revisions planned.
    
    Version 1.01 Added note about Act 5's Temples of Anubis and Sekhmet;
                 Added tip about using Iceman instead of Sunfire in the
                 Elemental Tomb.
    
    Version 1.02 Updated email address
    
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                              NEXT VERSIONS (NXTVER)
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    No next versions planned....
    
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                                   THANKS (THX)
    ------------------------------------------------------------------------------  
    ------------------------------------------------------------------------------  
    Major thanks go to Stan Lee, for, you know, MARVEL and all...
    
    Also to the creators of the game, Activision, Raven, Vicarious Visions,
    Sofdec, and of course: Marvel
    
    Also to CJayC, and all of Gamefaqs (I know that's kind of redundant, but hey)
    
    Thanks to cmgsccc.com, for the Codebreaker (the best cheat device out there)
    
    Thanks to Ryan Siereveld for pointing out that Toad's Taunt doesn't make
    enemies attack Rogue.
    
    Thanks to John Tucker for pointing out that you can use Iceman in the
    Elelental Tomb to put out the fire, as opposed to using Sunfire with
    Ionize.
    
    As well as to you, for reading this.
    
    And all of you other people out there, even the ones who DIDN'T read this.
    
    
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                                  LEGAL (LGLBS)
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    This may be not be reproduced under any circumstances except for personal,
    private use. It may not be placed on any web site or otherwise distributed
    publicly without advance written permission. Use of this guide on any other
    web site or as a part of any public display is strictly prohibited, and a
    violation of copyright.
    
    All trademarks and copyrights contained in this document are owned by their
    respective trademark and copyright holders.
    
    This guide, Copyright 2005 Marshall Stieler