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Safeguard/Mayhem Mission Travel Powers

Last Modified: July 27, 2010

Shazel jumping from building to building in the late evening
Shazel jumping from building to building in the late evening

The lowest level SG missions give you temporary travel powers as a reward. Since they each last 2 hours of USE (not real time), you can keep these for a very long time (as long as you don't leave them on when you're not using them).

The Atlas safeguard (or mayhem) which is available from level 5 to 10 gives you a flight pack as a reward. The KR safeguard (available from level 10 to 15) gives you the jump pack. So you basically get fly or superjump 🙂

A few low villains travelling in safety with the Mayhem jetpack
A few low villains travelling in safety with the Mayhem jetpack

By earning both and using them, you can hold off on getting a real travel power for much longer. Shazel, for example, didn't need any travel power or travel power prerequisite up till level 30. Granted, I'll usually do a Repec so that my characters aren't worthless when Exemping, but the key here is that I get to play with real powers and ignore most pool powers until then.


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Safeguard Mission

Safeguard missions are the Hero equivalent of Villain mayhem missions. You will enter an outdoor instance of a city zone and protect it from vandals and bank robbers. [Click for full description]

Repec

Character Respecification. Getting one of these allows you to relevel your character from level 1 to your current level instantly. You can choose all new powers and slotting choices (though you have to stick with the same primary and secondary power choices. You get these typically after new Issues or from the Respec Trials which are basically task forces with a respec as the award.

Exemplar or Malefactor

Exemplaring (or Malefactoring for Villains) is a tool in CoX to allow high level characters to artificially drop their own level down to that of a teammate so that they can play together even if they are vastly different levels. [Click for full description]