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.