Supernatural Abilities



"There are forces in the world and beyond the world, great forces that men call magic, and now these forces will serve your will. Use this newfound power, my gift to you."

- The Outsider

Supernatural abilities are manifestations of the Void that can be divided into two categories - active and passive. When bestowed by the Outsider, mana is needed to perform active abilities, and the amount required varies by power. When granted by powerful artifacts linked to the Void, they only need to cool down, as seen in Dishonored: Death of the Outsider.

Mana can be restored by using Piero's Spiritual Remedy or Addermire Solution. A small percentage of the mana (20%) will recharge automatically following a short delay after using the power. Several bone charms can affect the amount of mana stored, increase the amount gained and provide other sources of mana.

The upgrading of supernatural abilities is done through the collecting and using of runes. Only those with the Outsider's Mark can use runes.

Powers
One power is available immediately upon being marked, however, it must have a cost of no more than 2 runes. This includes Bend Time, Blink, Blood Briar, Dark Vision, Eye Within, Far Reach, Fog Caller, and Thorns. It should be noted that the effects and descriptions of some of the following powers work only in context within the tabletop game.

Enhancements
Enhancements are always active and do not have a cost associated with them. It should be noted that the effects and descriptions of some of the following enhancements work only in context within the tabletop game.

Dishonored

 * Welcoming Host - Possession lasts 30 seconds on white rats (normally 20).
 * Carrion Killer - Killing rats grants some adrenaline.
 * Sustained Rage - Adrenaline takes slightly longer to cool down.
 * Vengeance - Being damaged grants a small amount of adrenaline.

Void Walker's Arsenal

 * Void Channel - 20% increased duration for powers, increased range for Blink and Windblast.

The Knife of Dunwall and The Brigmore Witches

 * Carrion Killer - Killing rats grants some adrenaline.
 * Hearty Crew - Summoned assassins deal more damage.
 * Sustained Rage - Adrenaline takes slightly longer to cool down.
 * Vengeance - Adrenaline builds up faster but cools down quicker.
 * Leverage - Pull range and speed are increased, but so is the mana cost.

Dishonored 2

 * Accommodating Host - Animal Possession lasts slightly longer.
 * Agile Will - Possession lasts slightly longer.
 * Bright Moon - Doppelgängers inflict more damage, but their duration is halved.
 * Dark Extraction - Shadow Walk assassination restores some Health.
 * Enduring Allies - Summoned Doppelgängers last longer.
 * Fading Light - Far Reach and Blink consume no Mana if used within a second of Assassination.
 * Invisible Thread - Far Reach renders you invisible during movement.
 * Life Bond - When you heal yourself, your summoned Doppelgängers are also healed.
 * Mind Runner - Your possessed human host can sprint.
 * Relocation Sickness - Witches sometimes stumble off-balance after magical relocation.
 * Resilient Allies - Summoned Doppelgängers have more health.
 * Restorative Glimmer - Health regenerates while using Dark Vision.
 * Separation Trauma - Enemies are rendered unconscious when you leave your host.
 * Shadow Embrace - Shadow Walk lasts slightly longer.
 * Shadow Repose - Regain Health during Shadow Walk.
 * Stolen Breath - Far Reach uses more mana, but enemies being pulled are silenced.
 * Twin Leech - Regain Health while your Doppelgänger is active.
 * Void Rapture - Sometimes enemies are rendered unconscious by Mesmerize.
 * Accommodating Host - Animal Possession lasts slightly longer.

Dishonored: Death of the Outsider

 * Distracting Visit - When Displace is used, a version of Billie is left behind which will attract enemies.
 * Rapid Displacement - Use Displace without placing a marker (quick tap of L2/LB/right click).
 * Perfect Balance - Maintain your balance after Displace interpenetration, and sustain only half damage.
 * Leap Frog - Displace costs no Void Energy if used close to an unaware character, but Displace interpenetration will always kill you.
 * Discreet Swap - Brief invisibility after moving with Displace, but the distance is reduced.
 * Superior Foresight - Mark more objects with Foresight.
 * Third Eye - Gain an extra target marker when using Displace and Foresight.
 * Blink Eye - Targets marked by Foresight have reduced perception.
 * Cursed Gaze - Targets marked with Foresight have reduced health, but can only mark 1 living target.
 * Mobile Mimicry - Semblance drains less Void Energy.
 * Tactical Mimicry - Semblance can be used to briefly blind enemies in combat.
 * Void Leech - While using Semblance, killing an unaware target increases Void Energy, but move with a reduced speed.

Trivia

 * According to Harvey Smith of Arkane Studios, the muttered phrases when Corvo uses a power are gibberish phrases made up of words in French, English, Arabic, Chinese and Portuguese.
 * Opening up the Quick-Access Wheel will slow time to 1/20th its original speed. Having the radial open is not ability-based, as movement speed is also reduced to a twentieth.
 * With the New Game + mode for Dishonored 2, it is possible to use Emily's powers when playing as Corvo and vice versa.
 * Before this function, it was still possible via hacking.
 * During the Dishonored 2 mission A Crack in the Slab, the protagonist's active supernatural abilities are disabled, though the passive ones still work as it was decided that removing them would be too disempowering.
 * Originally, Blink and Far Reach were going to be left active, but this decision was changed when the developers decided that time travel was interesting enough.
 * In Dishonored 2, supernatural abilities used in the Void consume no mana.
 * Originally, Emily had the ability to walk on walls and ceilings, changing gravity for herself and objects she touched. This was cut very early on due to the technical difficulties associated with it, eventually becoming Shadow Walk.
 * With the Original Game + mode (see New Game +) for Dishonored: Death of the Outsider, you will be able to play with three of Corvo and Emily's abilities, which will replace three of your own.
 * Void House, a power that was cut from Dishonored, allows Corvo to summon a portal on any wall surface, granting him access to a name-sake hub area. This place features food that is refilled after each mission, a mana fountain, a gallery displaying paintings and valuable items he has collected, a training area, and a strange bird that would comment on Corvo's actions and choices. The technology developed for this power later serves as the basis for the time-alternating function of the Timepiece, virtually allowing character models to be moved from one map to another.

Dishonored

 * Harm's Way - You caused 5 unintentional suicides.
 * Inhabitant - You stayed in possession of others for most of a 3 minute period.
 * Alive Without Breath - You took possession of a fish.
 * Creepy Crawly - You used a rat tunnel.

The Brigmore Witches

 * Wall Of Flesh - Use an enemy lifted with Pull as a shield.

Dishonored 2

 * The Lovers - Link 2 characters with Domino just before one kills the other.
 * Fatal Redirect - Killed an enemy with their own bullet.
 * Circle of Life - Cast Possession once, chaining between human, hounds, rat, fish and Bloodfly.