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Game Cheats » Nintendo GameCube Cheat Codes » Games Starting with the Letter X » X-Men: Legends - Strategy Guide (Page 07)

X-Men: Legends - Strategy Guide (Page 07)

Below are the cheat codes, hints and help for X-Men: Legends - Strategy Guide (Page 07).

Items:
 - Danger Room disc Protect 601: Threshold, bottom of stairs to the right
   from Xtraction point, as you face astral doors

 - Danger Room disc Challenge-Emma Frost: Guardian Statues, take a left
   before taking a right to get to the objective

 - Sketch book: Chamber of Earth, room right after first floating platform

 - Comic: Hall of Fire, left from entrance

Recommended X-Men:
 - Ranged fighters work best for the mini-boss battles
 - A mix of damage types is useful for overcoming multiple resistances
 - Recommended team: Cyclops, Storm, Psylocke and Colossus

Shadow King seems to have fragmented Xavier's mind. Three important pieces 
of his mind are held in three areas. You must collect each piece and bring 
it back to the Threshold in order to enter Xavier's mind and rescue him. 
There's an Xtraction point here on the Threshold, and you can come back 
here between each stage, save your game, sell or purchase supplies and 
change your team. While standing on the Xtraction point looking at the 
astral doors that lead to the three stages, go to your right and search 
around the bottom of the stairs for a DR disc, Protect 601.

At the Xtraction point, the stages, from left to right, are:

Guardian Statues
----------------
Follow the path. Before you take a right to reach your objective point, 
turn left and pick up the DR disc, Challenge - Emma Frost. On the way back 
out, you have to fight Dark Blob. Look for the glowing statues and destroy 
them to take down his multiple resistances.

  Dark Blob
  ---------
  Health: 2500
  Resistances: Multiple
  Powers: Belly flop

Chamber of Earth
----------------
First go left from the entrance and use the switch, then go back past the 
entrance and go around the other way. Send a good fighter on the moving 
platform and use the switch to reunite the team. You can get a sketch book 
from the room right before the switch. On the way back out, you're in for a 
fight with Dark Avalanche. Use the same techniques here as you used against 
Avalanche at The Mount.

  Dark Avalanche
  --------------
  Health: 2000
  Resistances: Physical
  Powers: Quake, concussion slam

Hall of Fire
------------
From the entrance, take the left path to find a comic book. Continue to the 
objective. On your way back out, you'll have to fight Dark Pyro. Destroy 
his fire creatures to take down his multiple resistances, and beat on him 
with power combos. A group of four ranged attackers is recommended, or 
tanks with very good personal shields. Try to keep shields up and hit Pyro 
from range to avoid damage from his fiery shield.

  Dark Pyro
  ---------
  Health: 1000
  Resistances: Multiple
  Powers: Column of fire, fire shield, fire blast

After you've collected Xavier's wisdom, honor and knowledge, go to the 
upper platform of the Threshold and the door to the Colosseum will open. 
Inside, you'll find Xavier under the control of Shadow King, and you will 
have to fight a bunch of champions from the Astral Plane. They shouldn't be 
much of a problem. After, Xavier comes out of his mental stupor, but Shadow 
King spirits him away.

The group reconvenes at X-Mansion. Beast informs the team he needs a 
sentinel guidance system sensor and navigational controller to get the X-
Jet through to Asteroid M; so, it's off to the sentinel factory in 
Europe...


======================
[6.22] Sentinels 'R Us
======================

Stages:
 - Factory Grounds (X)
 - Fabrication Facility (X)
 - Armor Application
 - Leg Attachment (X)
 - Arm Attachment
 - Head Attachment (X)
 - Storage Warehouse
 - Bio Labs Holding (X)
 - Bio Lab Workshop (X)
 - Bio Lab Gallery (X)
 - Subject Retention Center (X)
 - Bio-Chamber Storage (X)

Items:
 - Sketch book: Factory Grounds, in cargo box on far side of main building

 - Danger Room disc Qualifying Exam 500: Fabrication Facility, across the
   first bridge, blow a hole in the back wall of the room

 - Danger Room disc Focus 601: Head Attachment, room next to guidance
   sensor

 - Sketch book: Bio Lab Workshop, over a pit in one of the labs

 - Danger Room disc Nightmare-Wolverine: Bio Lab Gallery, on top of a
   generator in room with second sentinel weapons platform

 - Skill point: Subject Retention Center, requires Nightcrawler and either
   Storm or Rogue to retrieve

Recommended X-Men:
 - Magma or Iceman to build bridges; Jean could build them, but her psychic
   attacks are not as useful as Magma or Iceman's energy attacks
 - Cyclops, Storm or Magma for welding
 - Cyclops or Storm for Leadership
 - A tank
 - A flier for obtaining a sketch book
 - Recommended team: Cyclops, Storm, Iceman, Colossus

In the first stage, take out four tanks and their guards. By this point, a 
ranged character should be able to take out a tank in one shot. Continue 
all the way around the building, taking out the GRSO Captain on the far 
side for his keycard; get the sketch book from the cargo box just beyond 
him.

In the Fabrication Facility, follow the path until you cross a bridge. Blow 
a hole in the back wall of the room after the bridge and collect Qualifying 
Exam 500. You have to destroy three sentinel production machines in this 
stage and the next.

In Leg Attachment, you have to disable two leg placement machines. In the 
Arm Attachment area, you must not only shut down the arm placement 
machines, you must seal the doors the sentinels are coming through. Use 
Cyclops, Storm or Magma to weld the doors shut.

In Head Attachment, you will finally get the guidance sensor. On the way, 
there's another door that needs to be sealed up less it keep spitting out 
sentinels. Once you obtain the sensor, go across the bridge to a small room 
and pick up a DR disc, Focus 601.

When you reach the Storage Warehouse, you have to destroy eight sentinels. 
The sentinels come at you two-by-two. Be careful not to run further down 
the corridor where they are located, or you'll set off the next two in 
line. After the first four sentinels are destroyed, you'll pick up the 
navigational controller. After the next four sentinels are destroyed, you 
will encounter Sentinel Advanced cyborgs for the first time. After the Mark 
IIs you've been fighting, the bio-sentinels will seem easy.

Continue down into the depths of the factory, exploring the bio-labs where 
the new cyborgs are built. After you reach the Xtraction point in the 
Workshop, in the next large lab, there's a pit filled with gas. The gas 
will kill you if you drop into it; send a flier over to the small I-beam 
and pick up the sketch book.

In the Bio Lab Gallery, after the second fight with a sentinel platform 
Mark II, search the room. There is a DR disc, Nightmare - Wolverine, on top 
of one of the generators. Next up is the Subject Retention Center, where 
you will have to free several Morlock prisoners.

First, free Gateway by destroying one of the pillars of his cage. Talk to 
him to get a portal open to New York City. Then head through the stage, 
freeing the other prisoners. There is one spot where you have to build two 
bridges to cells that are surrounded by the deadly gas you encountered 
earlier. There is a bonus skill point available here, but you need 
Nightcrawler and either Storm or Rogue to get it.

Have Storm or Rogue pick Nightcrawler up and fly him around to a ledge at 
the back of the cells. Kurt can then teleport the two of them through the 
wall and destroy the sentinel advanced. You then need Storm or Rogue to 
take down one of the pillars, bringing down the force field and allowing 
you to get the bonus point. (Note: Jean Grey isn't much help here against 
the sentinel, nor against the pillar unless you've leveled up Psionic 
Strike.)

Once you've guided all five Morlock prisoners to Gateway, General Kincaid 
makes an appearance and your next objective is to chase him down. Follow 
him through Bio-Chamber Storage until your way is blocked and you have to 
go back to X-Mansion. With the sentinel factory shut down, it's time to get 
Xavier back from the Astral Plane.


================================================
[6.23] Three Strikes and You're Out, Shadow King
================================================

Stages:
 - The Forsaken Place (X - 2)
 - The Forbidden Halls
 - The Lost Passages (X)

Items:
 - Jean Grey's Comic: Forsaken Place, from Xtraction point, go left, comic
   is in room at far corner of map

 - Danger Room disc Nightmare-Cyclops: Forsaken Place, next room beyond
   comic

Recommended X-Men: Cyclops, Storm, Jean Grey and Colossus--energy, psychic 
and physical attacks plus outrageous combo bonuses. You'll need Jean's TK 
power.

It's your third--and last--trip to the Astral Plane. This time, Shadow King 
is going down and out. From the first Xtraction point in The Forsaken 
Place, take the straight path rather than the curved stairs. Follow the 
path around; at the far corner room, search for a comic. In the next room, 
go up the stairs to an alcove to collect the DR disc, Nightmare - Cyclops. 
From this room, ascend a stairway to a ledge with a switch nearby. Use 
Jean's TK to throw the switch, then jump down from the ledge to another 
room, which is the room you would have reached had you taken the curved 
path from the Xtraction point.

There is another Xtraction point at the exit leading to The Forbidden 
Halls. Follow the Forbidden Halls; when you reach the moving platform, send 
Jean Grey across as you need her TK power to throw the switch on the far 
side. Continue to The Lost Passages.

In the Lost Passages, twice there will be a locked door blocking your way 
and, both times, there is a path around the door. Look for stairs to the 
side of the door. When you reach the moving platform, send a good fighter 
across to flip the switch and hold the shadow creatures at bay until the 
rest of the team can cross.

When you reach the room with the crystal, before breaking the crystal use 
the Xtraction point to save your game and stock up on health and energy 
packs. Have one character concentrate on breaking the crystal while the 
others deal with the creatures. Once the crystal is broken, it's time for 
Xavier (as Astral Gladiator) to go mano-a-mano with Shadow King.

Shadow King
-----------
Health: 2500
Resistances: Multiple
Powers: Rejuvenation, Energy Lance, Gas Breath, Cloning

When the boss stage loads, immediately go to the Characters screen and 
level up Astral Gladiator. You can't add any power or skill levels, but you 
do have 47 points to spend on stats. Get Focus and Strike up to 40 or 
higher before worrying about Agility or Body. You can also equip him with 
the best stuff you've got right now.

Try to stay behind SK and just beat on him. Use your defensive power to 
reduce damage taken. When SK clones himself or calls forth some shadow 
creatures, use your B-power or Xtreme Power (Psychic Maelstrom) to get rid 
of the extras. If you leveled up your Strike, you can do a lot of damage 
just melee attacking. He can restore his health a few times; but, so can 
you with a full supply of health packs, so just keep at it.

Once Shadow King is down, the mission is over and it's time for one last 
visit to X-Mansion.


===============================
[6.24] Interlude #9 - X-Mansion
===============================

This is your last chance to wander around X-Mansion. You can look at all 
the concept art, comic books, mutant biographies, etc. You will still be 
able to visit the Danger Room during the last mission by using the 
Xtraction points. When the stage loads you are in the War Room; talk to 
Cyclops. Then go to the X-Jet hangar and talk to Beast and Wolverine. While 
you're in the hangar, pick up the DR disc, Nightmare - Phoenix.

On the first floor, you can pick up the last sketch book in the dining 
room. You can now view all the game's concept art in Colossus' room (this 
is your last chance to do so). You should have collected 20 sketch books 
during the game, and this will unlock an additional 18 pieces of concept 
art.

You should also spend some time in the Danger Room getting all your X-Men 
into the mid to upper 30s in level. Once you're finished with playtime, 
head to the War Room and initiate a new mission.


=============================================
[6.25] Magneto's Hunk-a, Hunk-a, Burnin' Rock
=============================================

Stages:
 - Storage Area (X)
 - Power Station
 - Interior Quarters (X)
 - Command Center (X)
 - Lounge Deck A (X)
 - Lounge Deck B (X)
 - Main Power Core (X)


Items:
 - Danger Room disc Nightmare-Colossus: Power Station, left and down from
   the bridge where you meet Mystique

 - Danger Room disc Challenge-Psylocke: Command Center, right next to exit

 - Bonus stat point: Lounge Deck A, get the ID card from Havok's cell and
   use it on the cell opposite

 - Danger Room disc Challenge Legends: Lounge Deck B, large room where you
   build two bridges and a ramp, behind planter on center pedestal

Recommended X-Men:
 - You're must use Emma Frost in the first two stages
 - You should have both Cyclops and Storm for the huge combo bonuses they
   provide
 - You will need a bridge builder
 - You need Iceman or Storm to put out fires
 - Psychic X-Men will not be much help during the last three stages
 - Recommended team: Cyclops, Storm, Colossus and Iceman
   (use Emma in place of Cyclops for the first two stages)

The Xtraction point in the Main Power Core can only be used to Change Team, 
Save Game and Load Game.

The invasion of Asteroid M is the last mission. You'll finally face off 
against Magneto and General Kincaid. If your team dies during this mission, 
you don't just get the "Game Over" screen, you actually get to watch the 
consequences of your failure in spectacular, full-motion video. Nice.

Emma Frost "influences" Toad to let you into Asteroid M, and you must keep 
her on your team until you reach the Xtraction point in Interior Quarters. 
Fight your way through the Storage Area and Power Station. About two-thirds 
of the way through the Power Station, you'll have a chat with Mystique. 
After she runs off, while facing the bridge she was standing on, head left 
and go down the stairs. Continue straight to the wall and find a DR disc, 
Nightmare - Colossus.

Continue through Power Station and Interior Quarters. Be sure to carefully 
search out and talk to the "friendly" Morlocks standing around. There's one 
in Power Station that unlocks the exit to Interior Quarters. At the 
Interior Quarters Xtraction point, you can remove Emma from your team, if 
you wish. Continue through Interior Quarters until you reach the Command 
Center. You'll quickly reach a spot where you have to build a bridge and 
then blow a hole through the wall to continue. When you reach the Command 
Center Xtraction point, the door on your right (as you face the Xtraction 
point) is a room with some Acolytes. The door on your left leads to 
Magneto.

Magneto
-------
Health: 5000
Resistances: Multiple
Powers: Manipulates magnetic fields to shield himself and throw heavy, 
metal objects at you

Save your game and check your health and energy pack supply before going in 
to see Magneto. You have to fight him and Mystique and Sabretooth. 
Concentrate on Magneto and try to hit as many combos as you can. See if you 
can score a couple of super combos using an Xtreme power. His shields don't 
stay up forever, try to hit him when they're down. Don't worry about 
Mystique and Sabretooth, especially if you're using an area-of-effect power 
like Chain Lightning; they'll go down while you pound on Magneto.

Finally, Magneto is beaten; but...

Sentinels are now attacking Asteroid M and are sending it hurtling 
Earthward. You have to defeat the sentinels and use the Gravitron to send 
Asteroid M back into space. Go back and save your game at the Xtraction 
point, then continue on through the Command Center and pick up the DR disc, 
Challenge - Psylocke, right before the exit.

In the second large room you enter in Lounge Deck A, there are three side 
rooms, two on one side and one on the other. On the side with two rooms, go 
in the left room (as you face the rooms) and pick up a keycard. Use it on 
the room opposite to find Havok. After speaking with Scott's brother, pick 
up an ID card from his room and use it on the other room opposite. There's 
a bonus stat point in that room.

In Lounge Deck B, shortly after you pass the Xtraction point, you'll come 
to a room where you have to build a bridge across the room and you can also 
build a ramp down into the room and a bridge from your bridge over to a 
center pedestal. On the center pedestal, behind the large planter, is the 
Challenge Legends Danger Room disc. You now have all the DR discs and you 
can go back to the Xtraction point in this stage and finish all the courses 
if you so desire. (This is your last chance to do so.)

Once you're ready to end the game, proceed to the exit from Lounge Deck B. 
In the Main Power Core, you'll first be swarmed by Sentinel Advanced Mark 
IIs and then Sentinel Platform Mark IIs. When the last platform is 
defeated, Master Mold shows up.

Master Mold
-----------
Health: 15000
Resistances: Multiple
Powers: Strong melee attack, freezing beams, guided missiles

Master Mold is a huge robot controlled by General Kincaid. It has multiple 
resistances that are controlled by the three generators spaced around the 
room. There are catwalks connecting the generators. You must get to each 
generator and turn it off to take down Master Mold's resistances and then 
pile on with power combos.

When MM gets to about 50% health, he'll summon in three sentinel 
controllers to turn the generators back on. Get back to each generator, 
destroy the sentinel controller and turn the generator off again. Then spam 
combos on MM.

Recommended strategy is to have Cyclops fitted with the Mask of Xorn (no 
energy cost for his Optic Beam) and Storm fitted with an Ultra DNA 
Regenerator. Keep Storm up on the catwalks and control her to spam Legend 
Lightning on MM while Cyclops is hitting with Legend Blast, etc. You can 
easily pull off combos that do over 2,000 points of damage, which, as you 
can tell, is not all that much against MM.

When the sentinel controllers show up to turn the generators back on, use 
Storm to fly to each generator and call your team to you. When Storm is 
flying, it is easy to avoid the guided missiles and energy beams coming 
from MM. If you really get into trouble, there's an Xtraction point in the 
corner of the room where you can Change Team if necessary (including 
reviving fallen X-Men).

It's finally all over. There are some extended FMV end sequences and the 
credits to watch. You can use the Review option from the main menu to look 
at all your comics, concept art, load screens and movie sequences 
(cinematics). Then you get to try all over again; this time with cool new 
costumes...


     /
 \  /--MEN---------------------------------------------------------------
  \/                            [7] Item List
  /\---LEGENDS-----------------------------------------------------------
 /  \
/

========================================================
[7.1] Health and Energy Packs, Tech Bits & Xtreme Tokens
========================================================

Health and energy packs can be used to restore...you guessed it...health 
and energy! They can be found lying all over the place, and are usually 
dropped by enemies and the crates and barrels you break open. Each pack 
restores 25% of your health or energy meter. Energy packs seem to be more 
common than health packs, which is a minor problem since all X-Men 
regenerate energy, but only Wolverine can regenerate health without wearing 
special equipment. You can also buy both types of packs from the Morlock 
Healer, but only after you have finished the first Morlock mission. You 
begin the game with the ability to carry a maximum of 10 of each type of 
pack. This capacity increases by 5 every 10 levels: 15 at 10th level, 20 at 
20th level and 25 at 30th level.

Tech bits are the "currency" of X-Men Legends. You use them to revive 
fallen team members (at an Xtraction point) and purchase items from Forge 
and Healer. They are dropped by some enemies and some trashed items. They 
don't drop as frequently as health and energy packs, so keep a lookout for 
them and try to pick up as many as you can, especially in the early game. 
You can also receive tech bits for selling excess equipment to Forge or 
Healer. This is a good idea not only for the tech bits, but also because 
your inventory can only hold so many items and you have to sell some off in 
order to pick up newer items that you find.

Xtreme tokens are used to fill up your Xtreme icons (see section 3.2 
above). Each token fills one-quarter of an X-treme icon; so, you need to 
collect four tokens to use one Xtreme power. You can have one filled icon 
at 15th level, and this increases by one each five levels to a maximum of 5 
filled icons at 35th level.

Note that the additional capacity for health and energy packs and Xtreme 
powers increases as soon as any one X-Man reaches the appropriate level 
(with the exception of Professor X, who is a special case).


=======================
[7.2] Danger Room Discs
=======================

In order to train in the Danger Room, you need Danger Room discs. These can 
be found in various stages; you can also buy them from Healer or get them 
from Healer's Grab Bag (sometimes). The locations of Danger Room discs is 
given in section 6, Walkthrough and in section 9, Danger Room Scenarios.


=================
[7.3] Comic Books
=================

Comic books add permanent stat bonuses to the associated X-Man. There are 
13 comics, one for each X-Man except Psylocke and Professor X. In order to 
gain the stat bonuses, you must check the comics "stand" in X-Mansion. You 
do not need to actually view the comics, simply open the menu to see the 
new comics added and the stat bonuses that have just been applied.

 - Cyclops Comic: +2 Agility, +2 Focus; located in the trees near the
   Xtraction point in The Bridge stage of the HAARP mission

 - Jean Grey Comic: +4 Focus; located in the Forsaken Place during last
   trip to Astral Plane

 - Wolverine Comic: +2 Strike, +2 Agility; located on the floor of a
   building in the East Rooftops stage of the first mission.

 - Storm Comic: +4 Focus; located in the Morlock tunnels, East Trunk Line,
   use a bridge-maker or flier to get it

 - Rogue Comic: +2 Strike, +2 Body; located in the brig of X-Mansion during
   the post-Muir Island interlude

 - Iceman Comic: +2 Body; located in the elevator room at the end of the
   Satellite Control Center of HAARP

 - Colossus Comic: +2 Strike, +2 Body; located on Muir Island during the
   Juggernaut escapade

 - Gambit Comic: +2 Strike, +2 Agility; located in the Influent Bypass
   during second Morlock mission, in a side area just before stage
   objective

 - Jubilee Comic: +2 Agility, +2 Focus; located in the Reactor Core of the
   nuclear plant

 - Magma Comic: +2 Body, +2 Focus; located in Central Park next to the
   broken bridge in Magma's X-Man trial.

 - Beast Comic: +2 Agility, +2 Body; located in the Brig of the Arbiter in
   a room with a crewman that needs to be rescued

 - Emma Frost Comic: +2 Body, +2 Focus; located in the Lonely Dark stage of
   the first Astral Plane mission, in the corner of the map opposite the
   Xtraction point

 - Nightcrawler Comic: +2 Agility, +2 Focus; located on a rooftop in 10th
   Avenue of the Sentinel Flashback scenario, you'll need Jean Grey's
   Flight skill to reach it


==================
[7.4] Sketch Books
==================

Sketch books allow you to view concept art at the stand in Colossus' room 
in Xavier Mansion. They have no other value. If you collect all sketch 
books in the game, you will unlock additional concept art. Sketch book 
locations are given in section 6, Walkthrough.

There are 20 sketch books in the game, representing the following concept 
art:

Sentinels
Asteroid M
Morlock Tunnels
Early Alison
Morlocks
HAARP Soldier 1
HAARP Soldier 2
Spider Sentinel
Jubilee
Arbiter
Astral Plane
Hive Labs
Rogue Gambit
Trio One
Sewers Healer
Hive Factory
Mansion Sketches
HAARP and Ice Tunnels
HAARP Interior
Weapon X Lab

If you collect all of those sketch books, you will unlock an additional 18 
sketches:

Mansion Backyard
Mansion Subbasement
Conference Furniture
Conference Environment
Subbasement Hall
Mansion Front
Overhead Mansion
Hangerbay [sic]
Danger Room
Danger Room Blueprint
Mansion Blueprint Layout
Professor X and Cerebro
Wolverine and Beast
Cyclops and Emma Frost
Nightcrawler, Kitty, Havok
Storm and Marvel Girl
Polaris, Sage, Rogue
Gambit and Bishop


===========
[7.5] Bonus
===========

There are several types of bonuses that can be found or are given as 
rewards. These include a skill point for whichever character picks it up; 
additional experience or a stat point bonus. These are pretty rare, but 
very valuable, so keep a close eye out for them. Locations of these items 
can be found in section 6, Walkthrough.


===============
[7.6] Backpacks
===============

Backpacks enhance an X-Man's mutant abilities. With the exception of some 
of the unique items, these are all random drops, or may be purchased from 
Forge.

Agility of the Acrobat (Nightcrawler Challenge)
-----------------------------------------------
+20% damage to Nightcrawler's teleport attacks, +5 Agility; requires 
Nightcrawler, level 20

Astral Stone
------------
+3 Focus, +9-11 damage vs. Shadow creatures

Bands of the Beast (Beast Challenge)
------------------------------------
+20% damage to Beast's mutant attacks, +5 Strike; requires Beast, level 20

Belt of Unus
------------
-13 damage, 20% chance of deflecting beam damage back at attacker; requires 
level 32

Black Tom's Cane
----------------
+1 Body, -20% beam damage; requires level 7

Caliban's Shroud
----------------
+2 Focus,  +25-31 damage to punches; requires Level 19

Callisto's Eye Patch
--------------------
+2 Strike, +15-18 damage to melee attacks vs. Morlocks; requires Level 15

Cannonball's Flame
------------------
-8 damage, +100-125 damage to flying melee attacks; requires Level 15

Claws of Rage (Wolverine Challenge)
-----------------------------------
+20% damage to Wolverine's claw attacks, +5 Strike; requires Wolverine, 
level 20

Crown of Apocalypse
-------------------
+4 Strike, +4 Agility, -2 Body, -2 Focus, +12% chance for melee criticals; 
requires level 35

Cyber's Revenge
---------------
-8 damage, +4-5 bleed damage to punches for 5 seconds; requires level 30

Dead Man's Hand (Gambit Challenge)
----------------------------------
+20% damage to Gambit's kinetic attacks, +5 Agility; requires Gambit, level 
20

Deathbird's Javelin
-------------------
Attack and run speed +20%, +9-11 bleed damage for 5 seconds to projectiles; 
requires level 20

Diamond's Aura (Emma Frost Challenge)
-------------------------------------
+50% damage to Emma Frost's Punch/Kick, +5 Body; requires Emma Frost, level 
20

DNA Generator (Basic/Normal/Super/Ultra)
------------------------------------------
The X-Man regenerates mutant energy 25%/50%/75%/100% faster than normal. 
With a Super or Ultra DNA Regenerator and a fairly high Focus stat, an X-
Man can just spam (use over and over and over and over) mutant powers and 
will almost never run out of energy.

Eric the Red's Armor
--------------------
-8 Damage, +100-125 to energy attacks vs. Magneto; requires Level 29

Exodus Cloak
------------
30% chance to deflect mental damage back to attacker. +80-100 damage vs 
humans. Requires level 18.

Flight of the Northstar
-----------------------
30% longer flying time, +20% knockback to knockback attacks; requires level 
10

Gauntlets of Wrath (Rogue Challenge)
------------------------------------
+20% damage to Rogue's power attakcs, +20% Rogue stun duration, +5 Body; 
requires Rogue, level 20

Goddess Medallion (Storm Challenge)
-----------------------------------
+20% to Storm's wind and electricity, +5 Agility; requires Storm, Level 20

Hammer of Nimrod
----------------
+125-150 damage to mutant attacks vs. sentinels; requires level 13. This is 
pretty much a must-have item for one of your ranged X-Men any time you are 
fighting sentinels. Nightcrawler is a good choice for this, as the bonus 
damage is applied to *each* of his Teleport Flurry attacks.

Heart of the Assassin (Psylocke Challenge)
------------------------------------------
+20% damage to Psylocke's psychic attacks, +5 Strike; requires Psylocke, 
level 20

Hypnotic Skyburst (Jubilee Challenge)
-------------------------------------
+5 Agility, +20% damage to Jubilee's power attacks; requires Jubilee, level 
20

Luck of the Longshot
--------------------
+1 Strike, +1 Agility, +1 Body, +1 Focus, 5% chance to reflect punch/kick 
for 125-150 damage; requires level 17

Mantle of the Phoenix (Jean Grey Challenge)
-------------------------------------------
+20% damage to Phoenix's psychic attacks, +5 Focus; requires Jean Grey, 
level 20

Manual of the Puck
------------------
+1 Agility, +15-18 damage to kicks; requires level 13

Mask of Xorn (Legends Challenge)
--------------------------------
Mutant powers cost no energy to execute; requires level 35. This item is 
the reward for completing the Challenge Legends scenario in the Danger 
Room. A worthy replacement for a DNA Generator; but, doesn't provide any 
kind of attack or damage bonuses.

Muscle Accelerator (Basic/Normal/Super/Ultra)
---------------------------------------------
Adds 10%/20%/30%/40% to attack and run speed. For a couple of the slower 
tank characters (like Colossus), this is a good enhancement.

Opal of Ozymandius
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+5 Body, 30% chance of deflecting fire, cold and wind damage back at 
attacker; requires level 23

Power Enhancer (Basic/Normal/Super/Ultra)
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Adds 9-11, 25-31, 80-100 or 125-150 damage to mutant attacks. For your 
ranged characters, who use their mutant attacks most often, this is a great 
upgrade.

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