Skills (manual)
Skills
Heroes start out with at least one skill, and gain more as they advance in levels. Skills come in different types: passive, combat, noncombat, and buff.
Passive skills are always active—you don't have to do anything, and you continually gain the benefit.
Combat skills can only be used in combat, and generally help heroes inflict damage, hinder their opponent, or something similar. They require Power Points (PP) to use.
Noncombat skills can be used only when you're not in combat. They can do any number of things, such as heal your hero or temporarily improve one of your abilities. They require Power Points (PP) to use.
Buffs are also noncombat spells, but they can be cast on other players as well as yourself. They require Power Points (PP) to use.
Skill Points
Skill points let players improve skills. Each skill starts at 0 and can have up to 10 skill points invested in it. Players earn skill points when they level up, and may obtain skill points by other methods.
For buffs, only the skill points of the buff TARGET count. That is, if a player with 10 points invested in a buff casts it on you and you don't know the skill at all or don't have skill points invested, you will receive the skill at the base effectiveness. In other words, skill points represent the player's mastery of the skill -- no points, no mastery. On the reverse, if a player with 0 skill points casts a buff on you and you have 5 points invested, you receive the buff at the 5-point level. In this case, it doesn't matter how inexperienced the other player is, your mastery still carries through.
Skills by Class
Each class skill is listed below, along with its effect. Equations are given to explain how invested skill points will affect the ability. Equations have an X to denote a multiple of the number of current skill points invested. They also list a Max: line just to simplify what the value of a maxed-out skill would look like.
Damage spells with caps can have "hard caps" (absolute limit) or "soft caps" (point at which damage becomes lessened by some factor).
Elemental
Equation: +2 to each stat, then +1 to reflexes, intellect, and strength, in succession, per point.
Max: +5 STR, +5 INT, +6 REF |
1. Throw Sparks
Equation: 4-7 + 2X + (level/2), hard capped at 15 + 3X
Max: 24-27 + (level/2); hard capped at 45 |
2. Air Shield
Equation: defense increased by 5 + 3X; capped at 35; duration = (30 + X)
Max: +35 defense; cast for 40 minute duration |
3. Ice Bolt
Equation: 5-10 + ((2-3)*X) + level + [intellect factor]; soft capped at 30 + 3*X
Max: 5-10 + ((2-3)*10) + level + [intellect factor]; soft capped at 60 |
4. Groundquake
Equation: Equation: Foe hit and foe dodge reduced by 5 + X; 20% + X% chance to stun
Max: Foe hit and foe dodge reduced by 15, 30% chance to stun |
Equation: Regenerate PP at a rate of round((X+2)/3) per turn; get a bonus point at 10
Max: Regenerate 5 PP/turn |
Equation: 2-8 + 2-8 + 3X + level + [intellect modifier]; soft cap at 60 + 3X
Max: 34-46 + level + [intellect modifier]; soft cap at 90 |
7. Fire Shield
Equation: attacker takes 5 + 2X + round(level/5); duration = 30 + X
Max: attacker takes 25 + round(level/5); duration = 40 minutes |
8. Stone Armor
Equation: defense = 10 + 2X + level; capped at 30 + 2X; duration = 30 + X
fire, ice, and elec resist = 5% + (X/2)% Max: +50 defense, 10% fire, ice, elec resist; duration = 40 minutes |
9. Tornado
Equation: damage = 4-8 + 3X; foe to-hit and dodge reduced by 10 + X
Max: 34-38 damage; foe to-hit and dodge reduced by 20 |
Equation: heals 50 + 5X% of HP; costs 20 - round(X/2) PP
Max: heals 100% of HP when cast; costs 15 PP |
11. Metalmorph
Equation: Cost = 20 per conversion Max: can convert all items |
12. Firestorm
Equation: 15-30 + 10X + 2*level + [intellect bonus]; no cap
Max: 115-130 + 2*level + [intellect bonus] |
Equation: Summons sidekick for 30 minutes. If sprite acts, it either: A) does 4-8 + (X-2X) ice damage, or Max: Sprite does: |
14. The Fire Within
Equation: +10% + X% max PP; +X% spell damage
Max: +20% max PP; +10% spell damage |
15. Sundowner Breeze
Equation: Foe toughness increased by (2 * level) + 2X; duration = 30 + X
The 2*level portion is capped at 20 + X. Max: +50 foe toughness |
Equation: Spell critical chance increased by 1 + round(X * 0.6)
Spell critical values are capped at +/-20%. Max: +7% spell critical chance |
Naturalist
Equation: 4-6 + X damage
Max: 14-16 damage |
Equation: 5 + X STR; 10 + X max HP; duration = 30 + 3X minutes
Max: +15 STR; +20 HP; duration = 60 minutes |
Equation:
weapon damage multiplied by 1.5 + (X/10); to-hit increased by 10 + (level) + X, capped at 30 Max: weapon damage x 2.5; to-hit +30 |
Equation: 5 + X REF; 5 + X initiative; duration = 30 + 3X minutes
Max: +15 REF; +15 initiative; duration = 60 minutes |
4. Echolocation
Equation: 10% + X% item drop
Max: 20% item drop |
Equation: 5 + X INT; 10 + X max PP; duration = 30 + 3X minutes
Max: +15 INT; +20 max PP; duration = 60 minutes |
Equation: damage absorption = 2 + X + round(level/6); duration = 30 + 3X minutes
Max: 12 + round(level/6); duration = 60 minutes |
Equation: 15% + X% chips; duration = 30 + 3X minutes
Max: +25% chips; duration = 60 minutes |
Equation: regenerate 2 + round(X/2) HP/turn; get a bonus point at 10
Max: regenerate 8 HP/turn |
Equation: melee damage +3 + X + round(level/3); capped at 10 + X; duration = 30 + 3X minutes
Max: melee damage +13 + round(level/3); capped at 20; duration = 60 minutes |
Equation: weapon damage multiplied by 2.5 + (X/10); to-hit +10 + 2X + (level), capped at 50
Max: weapon damage x 3.5; to-hit +30 + (level), capped at 50 |
11. Summon Wolf
Equation: wolf does 6-10 + X damage; duration = 30 + 6X
Max: wolf does 16-20 damage if it hits; duration = 90 minutes |
Equation: sidekick bonus of 10% + X%; duration = 30 + 3X minutes
Max: 20% sidekick bonus; 60 minute duration |
Equation: attacker takes 5 + X damage; duration = 30 + 3X minutes
Max: attacker takes 15 damage; duration = 60 minutes |
Equation: +3% + X*0.3% chances of combat adventures; duration = 30 + 3X minutes
Max: +6% chances of combat adventures; duration = 60 minutes |
Equation: duration = 30 + 6X; damage is either:
(7-12)+(x-2x) or Max:duration = 90 minutes; buffalo does damage if it hits: 17-32 or 25-42 |
Equation: weapon damage multiplied by 3 + (X/5); to-hit +15% + X% of current to-hit, minimum of 20 + X
Max: weapon damage x 5; +25% increase to to-hit, minimum bonus of +30 |
Gadgeteer
1. Endurance
Equation: +3 + (X/2) HP; bonus point at 10
Max: +10^{[sic]} HP |
1. Stun Gas
Equation: foe hit and foe offense reduced by 5 + (X/2); chance of stun 20% + X%
Max: foe hit and offense reduced by 10; chance of stun 30% |
Equation: Choose from Resistance, Superabsorbance, or Motorized
Resistance: 5% + X% resistance to fire, electric, and sonic damage Superabsorbance: 2 + (X/2) absorbance (with a bonus point at X = 10) Motorized: Reflexes + 4 + (X/2) (with a bonus point at X = 10); Initiative 5 + X; Max: Superabsorbance: +8 absorbance Motorized: +10 reflexes; + 15 initiative |
Equation: to-hit increased by 10 + X
Max: to-hit increased by 20 |
4. First Aid
Equation: out of combat cures 10-20 + 3X HP; in combat, heals 6-10 + 2X;
Max: 40-50 out of combat; 26-30 in combat |
Equation: device adds 20% + 3X% to the time gains of sugar. Duration is 15 minutes, but each item of sugar eaten reduces duration by 15 minutes (i.e., you need one cast per item eaten--this is per item, NOT per fullness).
Max: +50% time from consumed sugar |
Equation: Choose from Frickin' Sharp, Lethalized, or Self-Balancing
Frickin' Sharp: to-hit 10 + 2X Lethalized: fire damage 1 + floor(X/2); electric damage 1 + ceil(X/2) Self-Balancing: @ 0-5 points: -X% chance of fumbles; @ 6-10 points: no fumbles; (X-5)*10% chance of a fumble becoming a critical Max: Lethalized: +6 fire damage, +6 electric damage Self-Balancing: no fumbles, and 50% of would-be fumbles become critical hits |
Equation: +15% + X% item drop
Max: +25% item drop |
Equation: offense increases by 10 + 3X + level power
Max: +30 + level offensive power |
Equation: +1 vehicle range; +30 - (3X) seconds turn length
Max: +1 vehicle range, no effect on turn length |
Equation: improves options for upgrade armor (at 0 points) and upgrade weapons (at 5 points)
Extends the duration of all gadgeteer buffs/skills by 10 + X minutes Max: improves upgrade armor and weapons; all gadgeteer buffs/skills get +20 minutes |
11. Electric Net
Equation: deals 4-8 + 2X + sqrt(level) damage; reduces foe dodge by your level * (.5 + (X/10))
Max: deals 24-28 damage + sqrt(level) damage; reduces foe dodge by 1.5 * your level |
12. Catalyze
Equation:
0 Catalyze Titanium Max: can convert all items |
13. Shock Grenade
Equation: damage = 5 - 15 + 3X + (level/2);
foe to-hit and offense reduced by 20 + 2X Max: damage = 35-45 + (level/2); reduces foe to-hit and offense by 40 |
14. Stealth
Equation: +3% + X*0.3% chances of noncombat adventures
Max: +6% chances of noncombat adventures |
15. Sniper
Equation: Ranged damage +5 + 2X
Initiative +10 +2X Max: Ranged damage +25; Initiative +30 |
16. Battle Armor
Equation: Defense increases by 30 + level*(X+1)
Max: Defense = +30 + 11*level |
Psion
1. Mind Poke
Equation: 3-6 + X psychic damage; capped at 10 + X
Max: 13-16 psychic damage; capped at 20 |
1. Aura: Vim
Equation: to-hit and dodge = 10 + X;
Max: to-hit and dodge = +20 |
2. Knit Flesh
Equation: heals 2-4 + 2-4 + ((2-4)*(X/2))
Will also remove one or two negative effects (stitches, concussed?) Max: 4-8 + 10-20 |
3. Telekinesis
Equation: 4-8 + X + (level/2) + [intellect bonus]; hard cap at 20 + 2X
Max: 14-18 + (level/2) + [intellect bonus]; hard cap at 40 |
Equation: spell damage increased by 2X + (level/2); might need a cap?;
combat spell cost -1 Max: spell damage increased by 20 + (level/2); might need a cap?; combat spell cost -1 |
5. Premonition
Equation: initiative increases by 5 + 2X + (level/5)
Max: initiative increases by 25 + (level/5) |
6. Mind Jab
Equation: 8-16 + 3X + level + [intellect modifier]; soft cap at 30 + 3X
Max: 38-46 + level + [intellect modifier]; soft cap at 60 |
7. Wind Warrior
Equation: does 5-7 + X if it hits
Max: does 15-17 if it hits |
Equation: XP gain increased by 1% + (X/2)%; +20% + X% chips drop
Max: +6% XP gain; +30% chips drop |
9. Knit Bone
Equation: heals 10-20 + 10-20 + 3X HP
Removes several negative effects (stitches, concussed, internal injuries) Max: heals 50-70 HP |
10. Meditation
Equation: grants 10 + 2X minutes to bedtime each rollover
Max: grants +30 minutes to bedtime |
Equation:
Electronic robots take 50% + 5X% damage from Mind Jab and Psionic Blast Max: Mind Jab and Psionic Blast will do 100% damage to electronic robots, and 20% damage to positronic robots |
12. Aura: Vigor
Equation: regen 2 + round(X/3) HP/turn; +20% + X% max HP
Max: regenerate 5 HP/turn; +30% maximum HP |
13. Psionic Blast
Equation: 15-30 + 8X + level*3 + [intellect modifier]; no cap
Max: 95-110 + level*3 + [intellect modifier] |
14. Detachment
Equation: 20% + X% damage absorption Turn length increased by (20 - X) seconds Max: 30% damage absorption; turn length increased by 10 seconds |
15. Biofeedback
Equation:
Starting at 0: Fire and ice resist = 5% + X% Max: Fire, ice, sonic, and psychic resit +15% |
Equation: plus or minus (3% + X*0.3%) chances of noncombats
Max: +/- 6% chances of noncombats |