Corvo Attano

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==Summary==
Corvo Attano is the protagonist of Dishonored and one of the two playable protagonists of Dishonored 2. Previously an agent and bodyguard to Empress Jessamine Kaldwin, Corvo is stripped of his title of Lord Protector and imprisoned by the usurper, Royal Spymaster Hiram Burrows, on the false pretense of having murdered the Empress and abducted her daughter, Emily Kaldwin.
After escaping from confinement on the eve of his execution, Corvo becomes either an assassin or vigilante for the Loyalist Conspiracy, eliminating Burrows' confederates to clear his name, avenge the Empress' death, and restore Emily to the throne.
==Powers and Stats==
Tier: 
Name: Corvo Attano
Origin: Dishonored
Gender: Male
Age: 39 (Dishonored), 54 (Dishonored 2)
Classification: Human, Assassin, Lord Protector to the Empress, Royal Spymaster
Powers and Abilities: 
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|-|Abilities=
Magic (All of his powers are his will manipulating the "great forces" both within and outside of the world, that man call magicDishonored (2012)), Genius Intelligence (Corvo is a highly capable political and combative strategist, having tutored his daughter in tactics,Dishonored (2017) #1 and being capable of becoming Duke of Serkonos), Master Martial Artist (Even at an older age, Corvo is still considered the most skilled hand to hand combatant in the empireDishonored: The Corroded Man), Master Swordsmanship (Corvo is a highly skilled swordsman who even at the age of 16 won the Blade Verbena, a swordsmanship tournament between the best swordsmen in the Isles), Marksmanship and Weapon Mastery (Corvo is highly skilled with a variety of swords, pistols, grenades, crossbows, and other complex forms of weaponry such as mines, becoming skilled with many of them in a short period of time. As a marksman, he can make extremely long distance shots with his crossbow,Dishonored 2 (2016) and can out-quickdraw a hostage taker before he can fire), Vehicular Mastery (As a courier, Corvo is skilled with numerous forms of transportation. Corvo displays this skill by operating numerous rail cars, and earning a naval commendation for his abilities as a sailor), Stealth Mastery (Corvo is skilled in subterfuge, espionage, surveillance, and stealth, so much so that he can sneak up on, and subdue trained assassins whilst running on old wooden boards, and clear groups of assassins and gangsters, without leaving their bodies to be seen, or being noticed himself. Corvo can infiltrate highly guarded areas without being seen, even sneaking around magical assassins and witches with enhanced senses, or infiltrating a facility specifically designed with measures to capture intruders, such as pressure-sensitive floors and acoustic sensors. Corvo is furthermore a skilled pickpocket, capable of sneaking past several trained assassins to pickpocket Daud, a master assassin with enhanced senses), Instinctive Action (Corvo's reflexes are honed to the point he can react to teleportation, and the "infinitesimally small" noise of a switchblade on instinct), Social Influencing (Corvo is a skilled leader who has held many high level political positions. With just words, Corvo was able to trick Lady Boyle into following him into a trap by appealing to her character, in spite of the fact she had never even spoken to Corvo prior), Acrobatics (Hypermobility and Self-Momentum - Corvo is skilled in acrobatics and parkour, to the point he personally trained, and remarked himself as more proficient in acrobatics and movement than Emily, who could scale buildings in minutes. Agility; This ability increases one’s acrobatic and jumping skill, allowing them to double jump), Preparation (Corvo can use many of the resources available to him, such as inventors like Piero Joplin to prepare for battle in the form of gaining weaponry and upgrading his weapons or simply gaining information on a target to assassinate or infiltrate), Supernatural Willpower (Corvo's tenacity is described as being greater than two men put together, allowing him to endure brutal torture for half a year, never succumbing to his captors demand to falsely confess to Jessamine Kaldwin's murder), Extrasensory Perception and Non-Physical Interaction (Corvo can see and interact with spirits, and marked individuals are capable of interacting with The Outsider), Superhuman Physical Characteristics (All mark bearers possess strength, agility, reflexes, and vitality that are beyond that of the common man), Immortality and Regeneration (Type 3 - Low-Mid - Vitality; Corvo can rapidly recover from injuries, allowing him to heal from gunshots, burns, slashes, and stab wounds sustained in a fight. Corvo was additionally able to healDishonored (2016) Issue #3 after he was shot in the chest and beaten down by Broken Tom, who was tampering with his connection to the Void during their battle), Limited Self-Perception Manipulation (Reflexes; Reflexes allow a Corvo to slow down his perception of time when being noticed or sliding when aiming a weapon), High-Speed Movement and Psuedo Teleportation (Blink; An ability that allows the user to traverse large distances nearly instantaneously, even stopping time when using the ability without already moving. Corvo can instantly attack the moment he reaches his destination using Blink Assault), Enhanced Senses, Limited Precognition, and Limited Information Analysis (Divination - Dark Vision; This power allows the user to see animals, objects, and creatures, even through walls, and determine their line of sight and even predict their movements from their current position), Summoning, Disease Manipulation, and Limited Animal Manipulation (Devouring Swarm; Can summon a horde of Plague Rats, which transmit the rat plague, and either summon them at a distance or choose to have them follow him to devour his opponents), Possession (Possession; An ability that allows one to merge both physically and mentally with another person or animal, including dead or unconscious ones, and can even transfer from one host to another without ever reforming one's body), Air Manipulation and Limited Attack Reflection (Windblast; User can create powerful gusts of wind that can tear opponents apart, send them flying, reflect projectiles, and generate a secondary shockwave of wind around himself), Time Manipulation and Time Stop (Bend Time; Can temporarily slow or stop time, and can even accelerate time during the ability), Rage Power (Bloody Thirsty; Can build up adrenaline the more he fights, empowering his attacks allowing him to preform vicious fatalities), Creation, Empowerment, and Very Limited Power Modification (Bonecharm Crafting; Can create runes and Bonecharms instantly. He is also capable of absorbing the traits of Bonecharms which can be imprinted on others, these Boneharms empower their users with numerous special abilities, Corvo can also create runes which can amplify and change a user’s abilities, such as changing Time Slow into Time Stop in the case of Bend Time), Transmutation and Deconstruction (Shadow Kill; Can turn the foes one kills into ash or bloodflies) 
|-|Standard Equipment= 
Telescopic Vision, Enhanced Hearing, and Improved Marksmanship (His mask has a built in telescope like function that allows him to see farther and aim steadier than before. The lens of the mask also amplify sound, allowing Corvo to hear from far away), Cosmic Awareness, Information Analysis, Limited Telepathy and Soul Manipulation with The Heart (Was able to contain a portion of Delilah's soul that was locked in the Void, and return it to her body, as The Heart was designed to contain a soul, The Heart was also designed to learn "secrets" from both the world and individuals and whispers these secrets into the mind of their users), Improved Stealth Mastery (Folded Galvani Resin; An upgrade to Corvo's boots that allow him to supress the noise his footsteps make, even when running), Sleep Manipulation and Poison Manipulation (Sleep Darts; Bolts with a canister containing a plant based drug that allows it to instantly put people to sleep once injected), Fire Manipulation (Incendiary Bolts; Bolts filled with whale oil that produces intense flames), Poison Manipulation and Limited Pain Manipulation (Stinging Bolts; Stinging Bolts use mercury vapor to cause a target to feel an intense painful itch that leads to a burning sensation), Explosion Manipulation (Various; Explosive Bullets, Grenades, and Sticky Grenades cause massive explosions), Smoke Manipulation, Light Manipulation and Sound Manipulation (Howling Bolts; Stuns/Blinds enemies in a puff of smoke for a short period), Hacking (Rewire Tool; Can turn various machinery in Dunwall to Corvo’s side), Magnetism Manipulation (Magnetized Bullets; Briefly disrupts electronics), Electricity Manipulation (Stun Mines; Mines that shock a target with enough electricity to render them unconscious), Superhuman Precision (Armored Bullets; Armored Bullets ricochet off armor and hard surfaces, allowing for seemingly impossible shots), Healing and Empowerment (Various Elixirs can rapidly restore his health and mana)
|-|Optional Equipment =
Statistics Amplification and Damage Reduction (Various; Bonecharms can improve one's speed, defense, strength, mobility, reflexes, regeneration, abilities, et cetera), Limited Sound Manipulation (Various; Many Bonecharms possess the ability to reduce the noise one makes, either from their person, their weapons, or their actions on the environment), Limited Supernatural Luck and Probability Manipulation (Various; Opponents will miss slightly more often when aiming from afar, and it is more likely that their guns will be jammed and their grenades will not explode on time, as well as an increase the chance that his own bolts will not break, et cetera), Limited Damage Boost (Duelists Skill; Increases damage of bullets), Limited Fragrance Manipulation (Various; Can make animals like wolfhounds and rats not be able to pick up his scent), Limited Invisibility (Clumsy Assassin; Made briefly invisible after knocking an enemy unconscious or killing them), Absorption and Healing (Various; Many Bonecharms allow the user to gain health from various different circumstances, like eating food, drinking water, or even killing another person), Shockwave Generation (Solid Landing; Can create a powerful shockwave upon landing from a significant height), Very Limited Self-Sustenance and Underwater Breathing (Type 1 and Various; Numerous Bonecharms improve one's ability to breathe in numerous different environments), Transmutation (Bloodfly Alchemy; Can transform an initial ranged attack into bloodflies), Sleep Manipulation (Seperation Trauma; Opponents are rendered unconscious when Corvo exits their bodies after Possession), Animal Manipulation (Fickle Beasts; Can make animals fight on the side of the user), Limited Time Travel, Precognition and Retrocognition with the Timepiece (Corvo can travel between the point of Delilah's resurrection and the present at Aramis Stilton's Manor. The lenses of the Timepiece allow Corvo to see the future and/or past of the area depending on which era he is currently in)
|-|Resistances=
Time Manipulation (Mark bearers like Corvo are unaffected by Daud's usage of Bend Time and vice-versa), Mind Manipulation, Possession, Transmutation, and Deconstruction (Individuals with the outsiders mark, such as Daud and Delilah Copperspoon have shown to be immune to the powers of Shadow Kill, Mesmerize and Possession), Illusion Creation and Sleep Manipulation (Daud, a bearer of the Outsider's Mark, is shown to be immune to Semblance,Dishonored: Death Of The Outsider Corvo is also immune to sleep darts), Madness Manipulation (Type 3; Corvo is able to witness Delilah's resurrection, which can drive anyone who witnessed it mad, with no side effects), Poison Manipulation (Unaffected by his own Sleep Darts and Stinging Bolts and has a general resistance to toxins due to the mark), Disease Manipulation (Sokolov's Elixir is able to prevent those who use it from contracting The Rat Plague, Corvo can also be bitten by plague rats and attacked by Weepers and not contract the plague. Corvo is also unaffected by Bloodfly Fever despite his exposure to Bloodflies within Karnaca), Soul Manipulation and Corruption (Types 1 and 2: Marked individuals are able to survive within the Void, which devours souls, and corrupts its inhabitants, for an extended period of time. Magic users are also capable of remaining in contact with Voidrite for extended periods, a mystical material capable of gradually dulling a persons mind and turning their body into stoneDishonored: The Veiled Terror), Overwhelming Aura (Those blessed by the Outsider are able to endure the aura's of specialized Bonecharms, which are capable of causing disorientation, seizures, paralysis, pain, hallucinations, and unconsciousness), and High Temperatures (Can survive Incendiary Bolts, and attacks from Arc Pylons, which instantly vaporize normal humans they hit with their electricity)
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Attack Potency: Small Building level+ (Can fight evenly with Daud, who can harm him0.13 Tons of TNT), higher with Bloodthirsty (Gives Corvo more power in combat to perform more vicious fatalities)
Speed: Subsonic movement speed (At least as fast as Daud who can move as a blurDishonored: The Knife of DunwallMach 0.13), Hypersonic+ combat speed and reaction speed (Can dodge and react to bullets and crossbow boltsMach 11.01), higher perception and reaction speeds with Reflexes (Allows Corvo to think and act in slow motion when triggered)
Lifting Strength: Class 5 (Can manually draw his crossbow, which can fire a bolt with enough force to shear a man's head clean off1529.5743 kgf or 15000 newtons of force. He should also scale to his daughter Emily Kaldwin, who can lift giant iron gears1711.483kg)
Striking Strength: Small Building level+ (His strikes can harm people with comparable durability to himself such as Daud0.13 Tons of TNT), higher with Bloodthirsty (Makes Corvo's strikes more powerful in the middle of a fight)
Durability: Small Building level+ (Can survive this explosion at point blank range0.13 Tons of TNT)
Stamina: Superhuman (Described as having more physical stamina than any two men put together after enduring torture for six months straight, eventually escaping prison directly after being tortured. Corvo can have lengthy battles with people comparable to him such as Daud or Broken TomDishonored (2016) Issue #2 for extended periods of time whilst sustaining injuries. Can fight through large explosions and gunshots. Many of Corvo's missions involve moving through large sections of Dunwall for hours, often infiltrating several highly defended positions. Can utilize signs like Blink as often as seven times in a rapid succession before needing to recover, and can use Blink several times even after utilizing his most taxing spells like Bend Time. Can extend his effective stamina with various elixirs)
Range: Standard Melee Range with hand to hand combat; Extended Melee Range with sword; Tens to Hundreds of Meters with ranged weaponry and magic (Guns and Crossbows have been shown to be able to fly for hundreds of meters to hit a target. Corvo's Blink should be comparable to Daud's, who can Blink fifty yards whilst extremely rustyDishonored: The Knife of Dunwall); Much Higher through setting up explosives and mines (Corvo is capable of using remote explosives or mines such as Springrazors to attack and surprise a target from a distance without direct input from Corvo himself)
Standard Equipment: 
Gear - The variety of offensive and supportive technologies Corvo employs in his missions.
*The Assassin's Mask - Corvo's Mask is a device used to conceal Corvo Attano's identity, and is constructed of a sturdy material that allows it to serve as conventional armor. The mask, modeled after a human skull, was created by the inventor Piero Joplin, who gives it to Corvo upon their first meeting. Its mask possesses a telescopic function, allowing Corvo to view far-off objects and target enemies at long range. When zoomed in, the lens also amplifies sound.
*Corvo's Sword - Corvo's Folding Blade is the primary right-hand weapon for most of Dishonored. Its mechanism is resilient and efficient for both stealthy assassinations and open melee combat. This utility combined with its dense metal makes it perfect for defensive maneuvers. The sword is designed to give its user an edge when locking blades.
*Corvo's Crossbow - A silent, exotic weapon crafted from the finest materials, the crossbow is a good choice for the silent assassin. First acquired in the Dunwall Sewer stash after the Coldridge Prison break-out, it quickly becomes one of Corvo Attano's main weapons. It can carry basic crossbow bolts, incendiary bolts, sleep darts, and a plethora of other bolts.
*Corvo's Pistol - City Watch pistols are one of the main weapons in Dishonored. The pistol fires a small projectile via the explosion of a miniature whale oil tank, and are standard issue for officers of the City Watch. Corvo Attano can obtain a City Watch pistol during his escape of Coldridge Prison. Corvo can later modify and upgrade this pistol in order to increase its reload time, accuracy, and ammunition capacity. The pistol has four ammunition types: Standard, Magnetic, Armored, and Explosive.
*Grenades - The grenade is one of many offensive gadgets available to Corvo Attano in Dishonored. A metal shell packed with a thick tar made from whale oil, they are standard issue for Overseers.
**Sticky Grenades - The sticky grenade is a gadget in Dishonored that, as the name implies, will stick to any surface with which it makes contact and will explode a few seconds later.
*Springrazor Trap - The spring razor is one of the deadly gadgets that is available to Corvo Attano. It consists of an innocuous-looking pile of coiled wire, which when triggered by nearby vibrations, unfolds with an audible click causing its sharp wires to snap outward, eviscerating anything in the vicinity. Despite the description saying it is activated by nearby vibrations, Corvo can run around the spring razor safely without triggering it. The spring razor can also be placed on an unconscious body without killing it.
* Stun Mine - The intended use for the Stun Mine is for non-lethal traps and takedowns. The Stun Mine acts in a very similar manner to the Arc Mine. The difference between the Arc Mine and the Stun Mine is the severity of the bolt of electricity expelled; the Stun Mine delivers enough electricity to instantly render those in its proximity unconscious, rather than turning them into ash, like the Arc Mine. Stun Mines can also overheat, and destroy the robotic Clockwork Soldiers.
*Rewire Tool - Rewire Tools are used to manipulate the wiring for fuse boxes so that the many technologies in Dunwall can be utilized to Corvo Attano's advantage.
* Folded Galvani Resin - Corvo's boots can be upgraded to the point they do not produce sound when Corvo runs, allowing for greater stealth.
* Bonded Galvani Weave - Corvo's clothing which has been chemically treated in order to be a durable armor.
*The Heart - The Heart is a mystical object, created by the Outsider and given to Corvo Attano to assist him throughout the events of Dishonored. The Heart is used to help Corvo uncover Runes and Bonecharms hidden throughout Dunwall, by beating faster when turned toward supernatural objects. In addition, when Corvo squeezes the Heart, it whispers secrets directly into his mind concerning his current area, as it senses information about the world beyond mortal recognition. When the Heart is pointed at a person, it reveals secrets about them to Corvo. It was also used to contain a part of Delilah Copperspoon's soul which had merged with the Outsider.
*Elixir - Corvo generally possesses two types of Elixir, either Elixir to replenish his mana, such as Piero Joplin's Spiritual Remedy, or Elixir to heal him when he takes any sort of damage such as Sokolov's Elixir.
Optional Equipment:
*Time Piece - When Corvo arrives in the Stilton Manor and sees it in its decrepit state, The Outsider gifted him with the Time Piece in order to find out how Delilah Copperspoon rose back to power. A device designed to transport Corvo to see into and travel to a fixed point in time.
*Bonecharms - Bonecharms are mystical objects created from the bones of whales and other animals, each with a unique effect on the user's constitution and abilities. Corvo Attano can discover these trinkets throughout Dunwall, and use them to complement his mission strategies. When they are equipped, Boneharms provide a variety of enhancements, such as improving the effects of elixirs and remedies, swimming speed, jumping ability, and strengthening Corvo's supernatural powers.
Intelligence: Genius
Corvo Attano is the one of the most legendary figures within The Isles, and this is in no small part due to his intelligence.
As a combatant, Corvo is unrivaled within the Empire, and he has gained this reputation through a lifetime of combat. Even as a young child, Corvo dueled grown men twice his size and strength in the streets of Serkonos,Dishonored (2016) Issue #1 defeating these trained swordsmen with his superior skill in swordsmanship. His skill in swordsmanship became so advanced that at just the age of 16, Corvo was able to win The Blade Verbena, an annual sword-fighting tournament in which the best swordsmen in the world competed against each other in a show of skill. This shows that even a relatively inexperienced Corvo was already greater than the best swordsmen in the world, demonstrating his sheer mastery of the fighting style. This feat alone granted Corvo the high rank of Junior Officer within the Grand Serkonan Guard, for which he served 2 years. His position as a soldier put him into conflict with various armed militias, rebellious city states, and pirate bands for much of his remaining youth. Aiding in quelling these threats aided Corvo's skills in both combat and tactics. When Corvo was only 18 years old, he was given to the ruling nation of Gristol as a political gift by his home nation of Serkonos, showing how highly rated and sought after his swordskill was even at a young age. Corvo acted as a spy and bodyguard for the Kaldwin family, gaining more experience in combat and espionage over the years he served them as Royal Protector for Jessamine Kaldwin, the love of his life. As a soldier in Dunwall, Corvo's skill was recognized and distiguished him amongst his peers, becoming noteworthy for easily defeating three soldiers at once in a duel, his movements being described as a whirlwind by the onlooking guards. Even defeating an entire armed guard at once is child's play for Corvo's swordsmanship, even without his powers, Corvo is capable of toying with several highly trained swordsmen at once, effortlessly defeating them with grappling and swordsmanship. In that fight, Corvo was easily able to determine the most skilled opponent he faced, whilst simultaneously breaking down her technique and assessing her skill level before swiftly besting her. Corvo's swordskill and marksmanship was put on full display whilst protecting Jessamine, as Corvo was able to defeat several of Daud's Whalers without the aid of his magical powers. These Whalers were not only highly skilled combatants trained in swordsmanship and espionage for years by the worlds greatest assassin, assassins so skilled they were unrivaled within The Isles, they were also physically more powerful than Corvo due to their magical enhancements, and possessed magical powers to boot. Corvo's defeat of these Whalers showcases how his combat skill is such that he can win fights under immense physical and ability disadvantages. Corvo's combat prowess is beyond any peer in his world. Even a master assassin such as Daud was not only defeated by Corvo, but considers himself far inferior to Corvo, despite his own mastery of swordsmanship allowing him to kill dozens of trained soldiers with just his sword. Corvo also defeated Broken Tom, who nullified his connection to the Void, which he was able to accomplish due to being modified with Bonecharms to specifically counter those with the Outsider's Mark. Tom was able to predict Corvo's moves and was physically stronger than him, but Corvo's superior skill and acrobatics allowed him to cut apart his armor and eyepiece, circumventing his opponent, and defeating him despite being at a large statistical disadvantage. Corvo exploited Tom's weakpoints, and could further analyze his abilities to discern that his powers are specifically designed to kill marked fighters. Corvo's skills in combat extend beyond just a sword, as he is a trained martial artist so skilled that no other man in The Isles is his equal. Corvo utilizes his mastery in martial arts to his advantage in combat by using throwsDishonored (2016) Issue #4 or punchesDishonored (2016) Issue #1 to disable groups of opponents at once. Corvo can utilize grappling techniques to counter sword, and pistol attacks whilst unarmed, disabling the opponents arm and disarming them. Corvo is also able to utilize his marksmanship and weapon skills to great effect as an assassin armed with a pistol, crossbow, and various other unusual weaponry, allowing him to perform complex assassination plans on the fly. Corvo's skill in planning and tactics allowed him to train Emily Kaldwin in tactics for several years,Dishonored (2017) #1 to the point she herself became a skilled assassin capable of executing complex plans for her missions, and Corvo still remained generally more skilled than her.
Corvo's skill and notoriety as The Masked Terror and Royal Protector extend far beyond his capacity for combat and extend towards one of his most important skills, his capacity for espionage, infiltration, and spying. Even before becoming an assassin, Corvo was highly skilled in spying, having served as an unofficial spy for the Kaldwin family during his first stint as Royal Protector. His accolades earned him the reputation of the greatest spy in the world. As an assassin, many of Corvo's assignments forced him to grow his skills in espionage, as many of his targets where in highly guarded and defended buildings littered with guards and anti-intruder devices such as the Arc Pylon, the Watchtower, and the Wall of Light, all of which will quickly kill Corvo outright if he is spotted. Corvo was able to counter all of these devices despite having never seen them before, as they were introduced to Dunwall very recently.Dishonored: The Dunwall Archives In all of these instances, Corvo utilized his acrobatics and stealth to remain hidden from the dozens of guards patrolling every corner of the buildings he needed to infiltrate, showing his skill in this aspect. Corvo is additionally capable of sneaking past several dogs at once in a cofined space, in addition to groups of soldiers. Corvo routinely infiltrates Overseer outposts, which contain several music boxes that nullify his powers, which forces him to rely on his natural skills. Corvo's detective skill was shown several times throughout his missions, notably when he infiltrated The Golden Cat to assassinate the Pendelton twins and rescue his daughter Emily. In this mission, Corvo was forced to gather information about all of his target's locations and complete his tasks at the same time without being spotted. This information gathering skill was further shown along with his ability to hide in plain sight during his assignment to eliminate Lady Boyle. In this mission, Corvo was able to infiltrate the Boyle Mansion and figured out which of the three Boyle sisters he had to assassinate by mingling with guests and infiltrating the guarded upper level, showing his skill in espionage and disguise, as well as information gathering. The most impressive showing of his infiltration ability was his elimination of Kirin Jindosh. Corvo was not only able to sneak past, and covertly eliminate the Clockwork Soldiers, Soldiers with complete 360 degree vision, but adapt to the shifting environment of the Clockwork Mansion. The mansion was additionally equipped with various intrusion detectors such as pressure plates in the flooring, acoustic sensors, cameras, and various other mechanisms designed to capture intruders, yet Corvo is able to infiltrate this place without being seen, whilst also rescuing the sickly and elderly Anton Sokolov.
Outside of his capabilities as a skilled assassin, Corvo is highly intelligent and perceptive in general. Corvo, despite his proclivity for silence, is highly observant and on the lookout for danger. This helped him in his duties as Royal Protector, with him being forced to assess threats to the empress, becoming known for removing potential threats to her safety, and training himself to the point of being untouchable in sword combat to protect her. Corvo applies these skills to negotiate with and gain the trust of various criminal and religious elements within Dunwall. Corvo, having served as Jessamine's courier, has years of experience in communication networks, and how to use them to his advantage. In addition to his negotation skills, Corvo's perceptive nature allowed him to become a capable leader, earning a naval commendation for his ability to lead a ship all across the Empire looking for aid. This leadership skill not only extends to leading soldiers or a ship, but to people as well. At the end of Dishonored 2, Corvo can become the Duke of Serkonos, leading the nation to prosperity through his charisma and intellect. Corvo also becomes Royal Spymaster after Emily takes the throne, becoming responsible for overseeing and controlling all of Gristol's covert operations and influence over foreign affairs. Corvo has an in depth knowledge of magic, even down to its most esoteric applications. Corvo's magical knowledge is demonstrated in his ability to instantly craft his own Bonecharms and Runes, magical artifacts cast from whalebone. Creating magical artifacts is an intricate process that normally takes hours to complete, requiring several unorthodox materials. During his missions, Corvo quickly reads several books and journals he finds across the city. These books cover several topics, such as history, science, and magic. Corvo was able to figure out Dr. Hypatia was the Crown Killer, a previously unidentified serial killer, whose killings of protected aristocrats went unsolved for years. After figuring out who she was, Corvo created a serum to cure her of her murderous split personality using stray alchemical notes. 
Weaknesses: Overseer Music Boxes can render him powerless, as well as push him back and damage him. Specialized Bonecharms can also disable the powers of those with the Outsider's Mark. Corvo has a limited pool of mana, limiting the spells he can perform, with some spells costing more than others. Corvo can however slowly regenerate mana naturally, or instantly regenerate large amounts of mana using Piero's Spiritual Remedies, of which he can carry 10. Corrupted Bonecharms carry penalties for their users. The Heart can only contain one soul at a time, and to carry another soul, it has to relinquish Jessamine's soul. If the being Corvo is currently possessing is killed, Corvo himsef will die.
Notable Attacks/Techniques:
The Outsider's Mark - The Outsider's Mark is a special brand granted by the Outsider to individuals of his choosing, which gives them access and resistance to an array of supernatural abilities. After Corvo's first encounter with the Outsider, he is branded with the Outsider's Mark and subsequently able to utilize supernatural abilities through its connection to The Void. These compliments and augment his already present skills, allowing him to jump higher, move faster and farther, utilize additional stealth and offensive techniques, and so on.
*Blink - Blink is the supernatural power to rapidly traverse mid-sized distances almost instantly, without being detected. Redirective Blink allows one to stop time whilst aiming their Blink if they're not already moving, allowing them to strategically use Blink to adapt to the situation.
*Dark Vision - Dark Vision is a supernatural ability used by Corvo Attano to alter his eyesight, allowing him to see perfectly in the dark, spot enemies, and visually alert him to the noises he makes. Dark Vision additionally visualizes an opponents sense of smell, and their future movements. Corvo can use it to detect enemies behind walls and to see their fields of vision, as well as highlight security systems, interactive objects, and collectibles.
*Devouring Swarm - Devouring Swarm is the supernatural ability to summon forth a swarm of ravenous rats from the Void as a means of offense. Rats summoned by Corvo do not fall under his control, although he can possess any one of them if he chooses. As they have a mind of their own, they may attack any non-player character. They will completely consume the bodies of Corvo's victims if given enough time, as would any swarm of naturally occurring rats.
*Possession - Possession is the supernatural ability to merge corporeally with creatures, allowing Corvo Attano to bypass guard patrols and to travel unharmed past Walls of Light and Arc Pylons. The amount of time allotted when possessing a creature depends on its identity, spanning from fish to tallboys, and if Corvo's host is killed, he dies as well, with the exception of drowning, as submerging a possesed victim will drown them, and Corvo will exit them unharmed. Note that Corvo can possess creatures from certain distances, teleporting "into" his target upon the power's activation. However, if there are obstacles between Corvo and his target, the possession will not occur. After possession ends, depending on what was possessed, Corvo will reappear behind, over, or underneath his former host. Victims of possession are left in a weakened state after Corvo leaves their bodies, leading to them profusely vomitting, and smaller animals cannot survive the possesion process, dying after Corvo leaves them.
*Bend Time - Bend Time is the power to slow or stop time completely. This ability can be used to set up attacks, move unnoticed, or simply escape dangerous situations. Corvo can additionally accelerate time foward whilst time is stopped.
*Wind Blast - Windblast is a supernatural ability that creates gusts of wind that can be used as an offensive attack to damage enemies or knock them off their feet. This ability can be used in a number of ways, from smashing doors to pushing an enemy off a roof, so that he plummets to his death.
*Vitality - Vitality is a power that increases health and grants the ability to heal quickly. This is a passive power that does not require mana to use.
*Bloodthirsty - Blood Thirsty is the supernatural ability to brutally kill enemies with the help of an adrenaline rush.
*Agility - Agility increases jumping ability and movement speed.
*Shadow Kill - As a result of the mark bestowed upon them by the Outsider, Corvo possesses the supernatural ability Shadow Kill, which turns slain opponents to ash, eliminating the need to hide bodies.
*Strength - The Outsider's Mark passively increases Corvo's strength, allowing him to break down doors, or knock men unconscious with a thrown object.
*Reflexes - Improves Corvo's reflexes to superhuman levels, allowing him to block and reflect several projectiles. It additionally slows down Corvo's perception of time when sliding or being spotted, allowing him to quickly react to incoming danger or aim steady in high risk situations.
*Bonecharm Crafting - A passive ability that allows Corvo to create Bone Charms, trinkets that grant a variety of passive benefits.
==Notable Matchups==
Victories:
* Richard Spender (Paranatural) Spender's Profile (Speed was Equalized, Spirit Fusion Spender was used)
Losses:
Inconclusive:
==References==
==Notes/Explanations==
Category:Characters
Category:Male Characters
Category:Game Characters
Category:Dishonored
Category:Assassins
Category:Antiheroes
Category:Neutral Characters
Category:Possession Users
Category:Teleportation Users
Category:Time Users
Category:Protagonists
Category:Primary Protagonists
Category:Humans
Category:Magic Users
Category:Summoners
Category:Sword Users
Category:Gun Users
Category:Explosion Users
Category:Technology Users
Category:Air Users
Category:Playable Characters
Category:Precognition Users
Category:Time Travelers
Category:Silent Characters
Category:Stealth Masters
Category:Martial Artists
Category:Weapon Masters
Category:Crossbow Users
Category:Acrobats
Category:Sleep Users
Category:Information Analysis Users
Category:Preparation Users
Category:Hackers
Category:Armor Users
Category:Perception Users
Category:Cosmic Awareness Users
Category:Wire Users
Category:Mask Users
Category:Trap Users
Category:Adults
Category:Instinctive Action Users
Category:Marksmen
Category:Spies
Category:Social Influencers
Category:Heroes
Category:Smoke Users
Category:Soldiers
Category:Disease Users
Category:Animal Users
Category:Immortals
Category:Statistics Amplification Users
Category:Healers
Category:Rage Users
Category:Pain Users
Category:Poison Users
Category:Fragrance Users
Category:Sound Users
Category:Vehicular Masters