Archpower
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Archpower (ap) is gained from absorbing time anomalies gained in Time Quakes. It is used to power research abilities gained from the Research Projects within your city or commune. You can see how much archpower you have using SCORE/SC.
Uses of Archpower
If one's city or commune has completed one of the Research Projects below, then any members of the organization can spend archpower on that ability.
Project | Cost | Effect |
---|---|---|
Time Wind | 5ap/use | Teleport quickly to open time rifts. |
Nature's Bounty | 5ap/month | Eating herbs will give a sparkleberry-like effect. Dust wafers and sparkleberry do not count towards this. |
Nature's Gift | 10ap | Gain a follower that occasionally heals and cures you. The follower will stop curing you should you lose masochism. |
Desolate Fortitude | 5ap/month | Faster insanity recovery. |
Desolate Strike | 5ap/3 days | 5% critical hit boost. Can turn on and off for a total of 3 days. |
Desolate Defiance | 10ap/month | The next time you die, you will enter a stasis field. While within this field, you may choose to revive at 50% vitals, or be teleported to the Portal of Fate with full health. There will be a 1 month cooldown before you can activate this power again. You will still lose defences. |
Immaculate Authority | 5ap/month | You'll find that denizens do not grow weary at your attempts as fast. |
Immaculate Control | 5ap/3 day | 25% experience bonus, can turn on and off for a total of 3 days. |
Immaculate Gestalt | 10ap/day | City mates within the same area of the one who activates this will find they teleport faster to each other and their vitals increase. Squads will also find their experience and gold drops increase dependent on how many citymates are in the squad. |