Skills

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  • If you want the Game Manual page, which has formulae for Class Skills, go to Skills (manual).
  • Also worth mentioning in this context are Effects which you can get through other means. They are temporarily and don't cost any power points (PP).

Class Skill Comparison Table

Elemental Gadgeteer Naturalist Psion
lvl Skill Notes Skill Notes Skill Notes Skill Notes
1 Proper Grounding
costs 1 PP
Increases strength, intellect, and reflexes Endurance
costs 1 PP
Increased maximum HP Ant's Strength
costs 4 PP
Increased strength
Increased maximum HP
Aura: Vim
costs 4 PP
Increased to-hit ability
Increased dodge ability
1 Throw Sparks
costs 2 PP
Deals fire damage Stun Gas
costs 3 PP
Decreases foe to-hit and offense
Stuns opponents
Kangaroo Punch
costs 1 PP
Deals physical damage Mind Poke
costs 1 PP
Deals psychic damage
2 Air Shield
costs 3 PP
Increases defense Upgrade Armor
costs 5 PP
One of:
Adds fire, sonic, and electric resistance
Increased damage absorption
Increased reflexes & Increased initiative
Charge of the Bovine
costs 4 PP
Increased to-hit ability
Increased weapon damage
Knit Flesh
costs 4 PP
Heals damage
3 Ice Bolt
costs 4 PP
Deals ice damage Basic Martial Arts
passive skill
Increased to-hit ability Mantis Reflexes
costs 5 PP
Increased reflexes
Increased initiative
Telekinesis
costs 4 PP
Deals physical damage
4 Groundquake
costs 6 PP
Reduces opponent to-hit and dodge chances
May stun opponent
First Aid
costs 6 PP
Heals damage Echolocation
passive skill
Increased item drops Aura: Mystery
costs 8 PP
Increased spell damage
-1 to the cost of combat skills
5 Proper Hydration
passive skill
Regenerate PP every turn Sugar Purifier
costs 20 PP
Increases effectiveness of consumed sugar Memory of the Elephant
costs 6 PP
Increased intellect
Increased maximum PP
Premonition
passive skill
Increased initiative
6 Lightning Bolt
costs 8 PP
Deals electric damage Upgrade Weapons
costs 8 PP
One of:
Increased to-hit ability
Weapon does fire and electric damage
Reduced chances of fumbles & Some would-be fumbles become critical hits
Armadillo Armor
costs 8 PP
Increases damage absorption Mind Jab
costs 7 PP
Deals psychic damage
7 Fire Shield
costs 7 PP
Damages foes when they hit you Metal Detector
costs 10 PP
Increases item drops Snout of the Swine
costs 10 PP
Increased chips drop Wind Warrior
costs 12 PP
Summons a companion
8 Stone Armor
costs 12 PP
Increases defense
Adds fire, ice, and electric resistance
Advanced Martial Arts
passive skill
Increased offense Starfish Regeneration
passive skill
Regenerates HP each turn Aura: Keen Observation
costs 16 PP
Slightly increased % XP gain
Increased chips drops
9 Tornado
costs 10 PP
Reduces opponent to-hit and dodge chances
Deals damage
Aerodynamic Vehicle
costs 12 PP
Extended vehicle range, at the cost of turn length Talons of the Raptor
costs 12 PP
Increased melee damage Knit Bone
costs 12 PP
Heals damage
10 Lifeblood Manipulation
costs 20-round(S/2) PP
Heals almost all wounds Improved Tinkering
passive skill
Increases duration of other skills
Improves Upgrade Armor & Upgrade Weapons
Trample of the Rhino
costs 9 PP
Moderately increased to-hit ability
Moderately increased weapon damage
Meditation
passive skill
Adds additional minutes to bedtime each rollover
11 Metalmorph
costs 20 PP
Can upgrade certain metals Electric Net
costs 15 PP
Reduces foe dodge ability
Deals electric damage
Summon Wolf
costs 9 PP
Summons a companion Electronic Understanding
passive skill
Allows you to use Mind Jab, Psionic Blast and Wind warrior on Robots.
12 Firestorm
costs 14 PP
Deals fire damage Catalyze
passive skill
Upgrades materials with a catalyzer unit Nurture vs. Nature
costs 12 PP
Increased effectiveness from your sidekick Aura: Vigor
costs 12 PP
Regenerates HP each turn
Increased maximum HP
13 Summon Water Sprite
costs 10 PP
Summons a companion Shock Grenade
costs 13 PP
Reduces foe hit and offense
Deals sonic damage
Spines of the Echidna
costs 12 PP
Damages foes when they hit you Psionic Blast
costs 15 PP
Deals psychic damage
14 The Fire Within
passive skill
Increased PP capacity
Increased % spell damage
Stealth
costs 10 PP
Increased chance of noncombat adventures Sinus of the Shark
costs 15 PP
Increases chance of combat adventures Detachment
costs 20 PP
Opponent attack damage decreased
Turn length increased
15 Sundowner Breeze
costs 30 PP
Increases foe toughness Sniper
passive skill
Increased ranged damage
Increased initiative
Summon Water Buffalo
costs 14 PP
Summons a companion Biofeedback
costs 10 PP
Adds resistance to fire, ice, sonic, and psychic damage
16 Salt of the Earth
passive skill
Increases Spell Critical chance Battle Armor
passive skill
Increased defense Maul of the Cave Bear
costs 13 PP
Greatly increased to-hit ability
Greatly increased weapon damage
Aura: Mental Magnetism
costs 15 PP
Increased or decreased chance of combat adventures

Non-Class Skills

Skill Obtained Permanence Type Ability
Animal Kung-Foolery Animal Kung-Fu for Fools Possible Combat physical damage
Artistic Warrior Tsun Su's War of Art Possible Passive Increased intellect
Aura: Ions Nostronomian textbook as Psion Possible Noncombat Restores PP at end of battle
Beefcake! Muscle Fancy magazine Possible Passive Increased strength
Call of the Center multiversal summer catalog Automatic Noncombat Summon one item a day
Disguise Foe Costunomicon of Zyx Automatic Combat Can change three enemies a day, plus once more for every Skill Point invested in it
Fast Learner Crammer's Guide to Cramming Possible Passive Improved SQUID disc returns
Fearsome Disguise Phobonomicon Automatic Combat Can change three enemies a day, plus once more for every Skill Point invested in it
Firestarter St. Elmo's Chariots of Vanity Possible Noncombat + fire damage
Heroic Efficiency 77 Habits of Highly Effective Heroes No Passive Reduces turn length by 30 seconds
Ionic Bondage Nostronomian textbook as Gadgeteer Possible Combat Stuns
Nostronomically Hardened Completing the Through the Dimensional Rabbit-Hole quest No Passive +20 Offense, +20 Defense
Passable Pilot Playing Flight Simulator in the Virtual Reality Gaming Center No Passive Ability to fly aircraft
Precompletion Pro precompletion training certificate Automatic Passive Start each day at 5:30 instead of 6:00
Strike of the Ion Eel Nostronomian textbook as Naturalist Possible Combat physical + electric damage
Summon Fortune Cookie Chinese takeout menu Automatic Noncombat Summons 4 fortune cookies/day
Summon Ion Sprite Nostronomian textbook as Elemental Possible Noncombat Summons a sidekick

Skill Points

Skill points are used to increase the power of your skills. Some skills cannot be assigned skill points, but most skills can have between 0 and 10 skill points assigned to them.

You can acquire skillpoints in 3 different ways:

  • Pre-prepared skill point can be acquired and used to gain 1 skillpoint.
  • Bonus skill point can be acquired and used to gain 1 skillpoint.
  • Leveling up grants skillpoints at each level. 2 per level during Original Continuity. Once a Retcon occurs, additional skill points happen once per level, for each retcon.
    • After 1 retcon, 3 skill points will be earned at level 2
    • After 3 retcons, 3 skill points will be earned at levels 2, 3, and 4
    • After 11 retcons, you gain 4 skill points at level 2 and 3 points at levels 3-11.
    • Extra skill points from retcons are distributed in levels 2-11, at levels 12+ you get 2 skill points per level.