Alex Mercer
(POWERS)
Once reanimated by the Blacklight virus, every particle of Alex's form, including his clothing and equipment, becomes comprised entirely of biomass. This substance can be manipulated at will. He can absorb organic matter of other living creatures, converting it into more biomass. This process sustains and regenerates Alex's health and is referred to as 'consuming'. In addition, Alex can consume individuals, absorbing their knowledge, skills, and even their physical form, which he can call upon at will. He can manipulate his physical form to create weapons to attack his enemies, generate armor to defend himself, and take on the appearance of another person to disguise himself.
Superhuman Attributes
Alex's natural physical abilities have been enhanced to superhuman levels.
His incredible strength allows him to lift vehicles, the destroyed remains of APCs, tanks, and helicopters with ease. He can throw such objects great distances. He can overpower even military trained humans, grabbing them by the throat and kill them with a single, glancing blow. Alex is capable of punching holes through flesh, bone, and body armor if necessary. He bashed through a 2 foot steel door with his bare hands.
Alex's speed and agility is likewise enhanced. He can achieve running speeds surpassing vehicles and he can perform amazing parkour feats such as flips and rolls and maneuvers over and around vehicles and debris with little trouble. His leg strength allows him to leap nearly ten stories into the air.
Alex can run up sheer vertical surfaces and cling to walls for an indefinite period of time. Alex is also capable of gliding, by making his biomass lighter in the air and ejecting small amounts of mass for further propulsion.
Alex's durability is much greater than a normal humans thanks to the fact that he no longer possesses weak bones or vital organs. This allows him to survive falls from any height completely unharmed. Bullets of any caliber will pass through his body, causing very little damage that heals instantly. He can withstand direct hits from hellfire missiles and tank shells, which cause only moderate damage. The superhumanly strong blows of the various type of Hunters and super soldiers cause the most damage of any type of attack.
Alex's body has vast regenerative abilities. So long as he is properly nourished, Alex can restore his physical form within moments. Examples include regenerating bullet wounds instantly after being shot, regenerating a massive hole in his face after being shot point-blank by General Randall, and reconstructing his entire physical form from non-descript piles of biomass and the biomass of a crow within minutes of being blown apart by a nuclear explosion. He can regenerate a small amount of health without needing to absorb additional biomass.
Alex's vision is enhanced, allowing him to see beyond the visible spectrum. He has thermal vision which allows him to locate heat signatures, and infected vision which can detect large concentrations of the virus and tap into the hive mind itself.
Alex seems to have a robust immune system. Though unable to counter a parasite which had been introduced into his body without outside help, he gained a growing immunity to bloodtox with repeat exposure.
OFFENSIVE POWERS
-Claws
Claws are Alex Mercer's most prominent anti-personnel ability. Alex shifts his Biomass into 3-fingered, 1-thumbed, talon-like appendages that he uses to shred flesh and bone. They can cut both the Infected and Military in half with a single sweep in some cases. The Claws are the first offensive power Alex will acquire. In basic terms, the Claws are best used as a well rounded anti-infantry weapon and when upgraded with the Groundspike ability, they can inflict massive area damage. Despite its theme towards being a solid anti-infantry ability, the Claws can deliver significant damage to an APC when upgraded, though using Hammerfists or Blade is more efficient. In Prototype 2, he is seen using his claws with his blade power.
-Musclemass
Musclemass is obtained after the Hammerfists and before the Whipfist powers. This power is not necessarily a weapon, more an augmentation of strength. It boosts Alex's strength to immense proportions, increasing the damage done in close combat and the damage and distance of thrown objects. This power is most useful against infantry or as a means to increase throwing distance to attack helicopters and other enemies. When the power's boost is available, a single punch sends normal infantry to a gruesome death. The power, however, can be upgraded to become anti-vehicle as well as anti-infantry. Alex can be seen in pre-release content to easily pick anyone and anything up, Super Soldiers and pedestrians alike, then rip them in half and absorb their biomass, however, in the released version, super soldiers are immune to this effect. A fully charged punch from Musclemass will literally split a human target in two.
-Whipfist
The Whipfist is one of many abilities Alex Mercer has at his disposal, and the weapon of choice when opposed by the recurring Helicopters the Player encounters. The Whipfist is an extremely useful ability for hijacking them while staying in the air. However, the Whipfist can be used as a weapon, useful for clearing out large groups of enemies when Alex becomes surrounded. The Whipfist, along with the Groundspike ability and Devastator, is the only real ranged power Alex can use (aside from Military firearms) and is pretty much a razor sharp tentacle that can lash out and cut enemies in half. The Whipfist is also capable of cutting through crowds of enemies in seconds.
-Blade
Alex grows an elongated double ended blade from his elbow onward, turning his arm into a giant razor sharp blade. Though not as fast as the Claws, and not as brutal as the Hammerfists, the Blade gets the job done. When the Blade outfitted with the Shield can become quite the combination. The Blade Arm is another strong attack mechanism against flesh and bone, preferably larger foes such as the Hunter. However, the Blade is also a "Jack of all trades - Master of none" in a sense, since it inflicts moderate damage to vehicles as well, especially aircraft. In Prototype 2, he will POSSIBLY be able to use this in con-junction with his claw powers and other combinations.
DEFENSIVE POWERS
-Shield
When using the Shield power, Alex channels a large amount of biomass into his left arm, molding it into a black shield made of a near impenetrable material, comparable to the composition of the Hammerfists. The shield is purchased through the Upgrades menu and can be acquired early on in the game. When using the shield, Alex does not jump over obstacles when sprinting, but knocks them out of the way instead. This is normally seen while Alex is sprinting, targeting, or doing other more active moves. The shield does not block attacks from his sides or back. After the shield sustains enough damage, it will be unusable until it regenerates.
-Armor
The Armor ability is the second of Alex's defensive abilities. It is acquired after curing Alex of the parasite by consuming a special hunter. The armor consists of plates of hardened biomass formed all around Alex, like a suit of armor. While in this form, Alex plays the role of a humanoid tank. Alex is mostly immune to light arms fire and most melee attacks, but still has to watch for missiles, tank shells, and .50 cal bullets, which still do a fair amount of damage. Also, Alex loses his ability to diveroll and glide; in addition, he can't jump as high and loses some agility and speed. In boss battles, Armor should be equipped since agility is not as important.
DEVASTATORS
The Devastator attacks are Alex's "super weapons"; they inflict massive area damage and require an amount of Alex's biomass (health) to execute.
There are six Devastator attacks in total - three completely different attacks and an air variant of each one. They are all initiated by a combination of two buttons.
-1. Tendril Barrage Devastator: Massive amounts of tendrils made of biomass erupts from within Alex's body that impales everything around him, then brings back some material. Only the Supreme Hunter can do this as well as Alex. Wide area of affect, and excellent against numerous organic enemies (hunters, humans, infected). It is rather ineffective against armor.
-2.Air Tendril Barrage Devastator: A variation of the regular Tendril Barrage Devastator, which shoots out tendrils from his body while in the air and is initiated faster than the normal Tendril Barrage Devastator. Mostly used to take out helicopters quickly.
-3. Graveyard Spike Devastator: Creates huge spikes from the ground that impale everything around Alex, very similar to the Groundspike move. Very effective against armored targets, humans and infected but not effective against stronger biological enemies such as hunters. They can even severely damage Bases and Hives.
-4. Air Graveyard Spike Devastator: A variant of the Graveyard Spike Devastator, where Alex pounds the ground from the air and creates huge spikes from the ground that impale everything around Alex. Very effective against armored targets, humans and infected but not effective against stronger biological enemies such as hunters. It is initiated faster than the normal Graveyard Spike Devastator.
-5. Critical Pain Devastator: A hard mass of tissue is formed from Alex's hands and is fired as a powerful beam of biomass. Can only effect things in the firing line, but has a long range and is catastrophic to everything in the way, exploding tanks in one hit or downing a Leader Hunter within seconds.
-6. Air Critical Pain Devastator: A variant of the regular Critical Pain Devastator which can be fired while in the air. It is initiated faster than the normal Critical Pain Devastator.
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Cole MacGrath
(POWERS)
Resulting from The Blast, Cole MacGrath is gifted with a plethora of superhuman powers, all stemming from his ability to generate and control electricity.
Electrokinesis: Cole is a powerful Conduit with the ability to create and manipulate electricity.
-Healing Factor: Cole's inner electric field greatly accelerates his body's natural ability to repair damage by stimulating the muscle tissue and his immune system; essentially an accelerated healing factor, making Cole impervious to most diseases except for the most powerful ones, such as Sasha's mind control tar and the extremely toxic gases that Kessler's air balloons had released. His healing capability can be temporarily boosted when he absorbs electricity. Aside from immunity to disease, Cole's natural healing factor is beyond that of any human: After the Blast, he is shown to be covered in severe electrical burns, walking with a limp, and having his left arm crippled out of shape, wounds that would take months to heal; Cole is shown completely healed of these injuries four days after the blast. With electricity coursing through his body, this also allows for his muscles to absorb huge amounts of physical trauma to a far greater degree than normal humans, granting the ability to survive falls from extreme heights with no harm to his body. Cole also has enhanced physical strength, agility, durability, and reflexes. He has not fully adapted to his powers as of yet, as he only just gained them. As of Infamous 2, Cole has adapted to them better, as he could use both of his arms simultaneously, instead of alternately switching between them, to channel his powers.
-Enhanced Strength: Cole, as with most conduits, possesses an enhanced strength of unknown degree. This is due to all the electricity, which allows him to use his muscles and limbs to a degree superior to human non-conduits. Cole can carry his own body with ease, he has been seen tearing apart handles from machine-guns and destroying other objects without straining. It should be noted that when turning the valves in the Mind Tricks mission, he had to strain slightly.
-Enhanced Durability: Cole possesses an enhanced durability superior to all human non-conduits. He has been seen jumping from at least 100 meters and land without any injury or damage at all. He has also been seen taking several gunshots which would kill or seriously injure any human, where Cole survived without any permanent damage. Cole may have healed his hand after Zeke's gun blew up in it whilst Cole tried to fire it. He also has been in an exploding car without any permanent injury. It is unknown how severe these injuries were though.
-Enhanced Agility: Cole possesses superior agility to all human non-conduits and even some Conduits as he is an experienced traceur and urban climber. He has been seen running on powerlines without tripping or falling, and balancing for long periods of time. Cole can also climb most buildings and jump onto moving objects like trains with apparent ease.
-Lightning Bolt: Basic lightning bolt fired from Cole's hands. Doesn't consume battery cores in inFamous 1. But it does comsume battery cores over time in inFamous 2. Available from the start.
-Electromagnetic Shockwave: A shockwave that pushes enemies and objects out of the way. Consumes one battery core upon use. Available from the start.
-Electric Drain: Drains electricity from objects. Replenishes health and recharges battery cores. Available from the start.
-Karmic Overload: When the Karma Meter is full, Cole gains unlimited electricity for a short period of time. Drains a large portion of karma after use. Restores all battery cores after use. Optional upgrade of electric drain.
-Radar Pulse: A sonar which allows Cole to locate power sources, Blast Shards, Dead Drops and enemies (which are highlighted red). Doesn't consume battery cores. Available from the start.
-Psychic Vision: When Cole touches someone dead he extracts neuro-electric energy from the corpses neurons synapses. This allows him to see faint outlines of the deceased's or killer's path. Doesn't consume battery cores. Used for the first time in the mission, Blood Trail.
-Thunder Drop: Cole jumps from a high place, charges his body with electricity, then hits the ground at full force, sending a shockwave of energy in all directions to all enemies. Available from the start.
-Gigawatt Blades: Cole forms blades of pure energy around each of his hands, which cause massive amounts of damage when used as a melee attack (usually killing them in one hit), along with a slow motion effect upon contact. Consumes three battery cores. Optional DLC.
-Pulse Heal: When Cole finds an injured pedestrian. Cole will charge up a burst of electricity and release it into the pedestrian's body and heal them, similar to the way his own body is healed by drawing electricity from various sources. Doesn't consume battery cores. Obtained in the mission, Blood Trail.
-Bio Leech: Once Cole finds an injured pedestrian or stunned enemy, Cole overpowers his victim, grabs their face, and sucks out the energy contained in the target's own bio-electric field. This, of course, results in the death of the victim. Completely heals Cole and restores all battery cores. Obtained in the mission, Blood Trail.
-Arc Restraint: Cole will send electrical energy into the ground around the target, forming into electric shackles around their hands and feet, trapping them in place. Doesn't consume battery cores. Obtained in the mission, Blood Trail.
-Shock Grenade: Small explosive balls of electricity that can stick to enemies and other objects. They are made by charging up a small amount of electricity to critical mass, thus creating an explosion. Consumes two battery cores upon use. Obtained in the mission, High Ground.
-Induction Grind: Using the Grind, Cole can travel across power lines & train tracks at great speed. Induction Yield (second upgrade of electric drain), can recharge Cole's battery cores and heal his injuries while grinding along wires. Cole can also use some of his offensive powers while grinding.
-Precision: Cole can zoom in on targets and more accurately fire his Lightning Bolts, with the power itself functioning as an effective sniper mode. In addition to allowing Cole to bring electric death to his enemies with greater power as well as precision, and do so at a greater distance, time itself seems to slow down as he utilises this power. Consumes battery cores when in use, four when shot. Obtained in the mission, No Protection.
-Static Thrusters: Allows Cole to project static electricity from his palms, so instead of just free-falling, he can descend slowly from the sky in a gliding fashion. Doesn't consume battery cores. Obtained in the mission, Stranded.
-Megawatt Hammer: Allows Cole to fire rocket-like electrical blasts. Consumes four battery cores upon use. Obtained in the mission, Playing Hero.
-Polarity Wall: Cole creates a shield of electrical energy to protect himself from most forms of harm. The shield is almost completely impervious to gunfire (for some reason shotgun blasts still hurt him, though). Only blocks in the direction the camera is facing, and explosives will still deal damage to Cole. Doesn't consume battery cores. Obtained in the mission, Light In The Tunnel.
-Overload Burst: Cole fires lightning bolts from his hands that chains off conductive surfaces, striking anyone using metal objects as cover. It is only available when Cole has Good Karma. Obtained when Cole has completed five Good side missions.
-Arc Lightning: A continuous stream of lightning from Cole's hands that chains off of conductive surfaces and enemies. It is only available when Cole has Evil Karma. Obtained when Cole has completed five Evil side missions.
-Lightning Storm: Cole calls down from the sky a storm of lightning that does massive damage to the surroundings, vehicles, and anyone in its path. Consumes battery cores continuously, draining all of the cores in 5-15 seconds. Obtained in the mission, Vengeance.
-Ionic Vortex (InFamous 2): Ionic Vortex is a new power in
InFamous 2. Using it will summon a tornado that leaves a trail of destruction in its path. To execute the move, Cole does a 360 spin while building up electrical energy in a sphere form. Then he releases the sphere which then will spin and creates a tornado. The tornado is electrified and so has multiple electrical branches coming out of it.
-Firebird Strike (InFamous 2): The Firebird Strike is a new evil karma power, most likely obtained by Nix, where Cole flies for a brief second before exploding out in a burst of heat and fire.
-Ionic Freeze (InFamous 2): The Ionic Freeze power allows Cole to channel a sphere of cold energy, blast it into the ground, and freeze all of his enemies. Kuo and the New Villain also have this power.
-Ionic Drain (InFamous 2): Ionic Drain is an area-of-effect power which lets Cole drain the life force from enemies standing around him. This power may be gained from Nix after the discovery of a blast core. Learning the ability locks out Kuo's alternative, Sheet of Ice, and causes Cole to become more evil looking.
-Sheet of Ice (InFamous 2): Sheet of Ice is an upgrade available from Kuo after the discovery of a blast core which increases the effectivness of the TK blast ability by adding in a wall of frozen water. Learning this ability locks out Nix's alternative, Ionic Drain and causes Cole to become more heroic looking.
-Ice Grenade (InFamous 2): The Ice Grenade is a new power in that on detonation, the grenades freeze enemies.
-Napalm Grenade (InFamous 2): The Napalm Grenade is a new power exclusive to Evil Karma powers that works just like the shock grenade, but it causes a larger explosion and has a more flame-like appearance. These are very similar to Kessler's grenades because of their large explosion radius, power, and red flame like appearance
Karma
Most powers have the option to either be good or evil, but there are two powers where that option does not exist. They seem to be variations of the same power, but they are referred to and gained as if they were seperate. The good version is Overload Burst while the evil version is Arc Lightning. both allow you to chain lightning off of metal surfaces to hit enemies that are taking cover.
But if Kessler, a fully developed electrokinetic, is any indication, his powers are still immature despite being so powerful already, and can still develop and master many powers which (if the ending cutscene is any indication) includes an advanced form of Static Thrusters which allowed Cole in an alternate timeline to propel himself at considerable speed, limited illusion generation and either teleportation, super speed or an energy form. Some of Cole's abilities are by-products of his core ability to absorb, store and redirect electricity, which includes electromagnetism and weather control.