Transportation Summary Table
From Twilight Heroes Wiki
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- Your mode of transportation can be chosen in your Garage.
- Transportation requirement goes by zone.
Zone | Range requirement |
---|---|
Somerset Square | 0 |
University Heights | 1 |
Seedy Casinos Bayside |
2 |
Downtown Twilight | 3 |
Heavy Industry District Out in the Desert (Jekyll and) Hyde Park |
4 |
Up in the Mountains | 5 |
- The Gadgeteer skill Aerodynamic Vehicle and the sidekick Mechanic increase the range of all vehicles (even "on foot") by one.
The following table summarizes all known forms of transportation.
Item | Range | Autosell Value | Requirement | Notes |
---|---|---|---|---|
on foot | 0 | NA | "I'll just walk, thanks" | |
a team van | 4 | 380 | Level 8 | +5% Ranged damage |
aeropack | 1 | 1 | Grants wearer the ability to fly | |
armored pegasus | 4 | 1000 | Level 12 | Grants wearer the ability to fly -10 seconds to the duration of each turn |
Asp Evader | 4 | 500 | +10% to Initiative | |
bandwagon | 2 | 50 | Increases the effectiveness of reputation-affecting choices | |
bicycle | 2 | 20 | -1 PP per turn | |
Blockee ATV | 3 | NA | Grants wearer the ability for super jumps Grants wearer the ability to breathe under water -5 seconds to the duration of each turn You find Blockees in the weirdest places | |
boneshaker | 2 | 100 | +10 foe toughness | |
broken wings | 0 | 5 | ||
centispeed | 2 | 50 | +5 Intellect -5 to hit | |
command chopper | 4 | 250 | Piloting | Grants wearer the ability to fly +10% spell damage |
custom Evader | 4 | 1000 | Level 8 | +5% Reflexes Your First Aid sometimes stuns opponents |
diving bell | 1 | 200 | Attacker takes +1% sonic damage upon successful hit Grants wearer the ability to breathe under water | |
DjeLorean | 4 | 500 | -5 seconds to the duration of each turn | |
dreamer's clock | ∞ | NA | Level 15 | Grants wearer the ability to fly Grants wearer the ability to breathe under water |
Emmett McFlie's hoverboard | 3 | 200 | +8 foe toughness | |
Eon drive | 3 | NA | -5 seconds to the duration of each turn +5% chips Occasionally drops eon points Grants deja vu the longer it's been in the family | |
Eon prime | 5 | NA | -5 seconds to the duration of each turn +5% chips Grants wearer the ability to fly Occasionally drops eon points Grants deja vu the longer it's been in the family | |
frog's court horse | 3 | 60 | Grants wearer the ability for super jumps | |
horse | 1 | 50 | Level 3 | +1 Melee damage |
hot rodimus | 5 | 120 | Level 15 | |
I/O bus | 4 | 50 | Level 7 | +10 damage to electronic robots +10 damage to positronic robots |
impossible hovercycle | 3 | 256 | +4 foe toughness Grants wearer the ability for super jumps | |
infernal team van | 4 | 400 | Level 15 | +1 fire damage +8 foe toughness |
invisible jet | 5 | 100 | Piloting | Grants wearer the ability to fly Also inaudible, untasteable, and unsmellable |
jetpack | 5 | 300 | Piloting | Grants wearer the ability to fly |
kombat kat | 4 | NA | Increased chance of combat adventures +5% chance of critical hits Fights alongside you Transforms when it gets tired of fighting | |
kombat kitty | 4 | NA | +5% of weapon damage returned as HP Successful hit weakens opponents (by 5 points) +5% chance of enemy fumbles Transforms on command... when it feels like it | |
lead dirigible | 3 | NA | Piloting | Grants wearer the ability to fly +20 seconds to the duration of each turn Rental equipment is lost at rollover |
Lexura Infinides D-8 | 4 | 600 | +2 PP Per Turn | |
Lexura Infinides D20 | 4 | 1200 | Level 8 | +4 PP Per Turn Your Stun Gas also weakens opponents' Dodge and Defense |
light cycle | 4 | 220 | Level 14 | +4 electrical damage +4% item drops |
light reflected off a weather balloon | 5 | 800 | Piloting | Take 2 psychic damage per round of combat Grants wearer the ability to fly |
lightningcycle | 4 | 400 | Level 8 | +5 to initiative +50% Electric Net damage |
lowest rider | 4 | 1 | -2 Bonus Range | |
luxury chameleon | 4 | 200 | Level 8 | Increased chance of noncombat adventures |
luxury ZOM-V | 4 | 400 | Level 15 | +5 PP per turn |
magic truck vehicle | 2 | 30 | +30 Seconds to Each Turn | |
medevac chopper | 5 | NA | Piloting | Grants wearer the ability to fly Can perform up to 5 air rescues per day +3 HP per turn |
mellow submarine | 2 | 200 | +10 damage against blue meanies Grants wearer the ability to breathe under water | |
mini fusion octotron | 4 | NA | Level 5 | +3 fire damage +3 ice damage +3 electric damage +3 sonic damage +3 acid damage +5 defense |
Model T-1000 | 3 | 120 | Level 8 | +25% effectiveness from your sidekick |
Moletron's Molecar | 4 | 300 | Level 4 | Attacker takes 10 damage Bolsters your Initiative when the city is under attack Drill beneath your foes for surprise attacks |
monster truck | 2 | 50 | Level 8 | +5% Melee damage |
moped | 3 | 150 | ||
motorcycle | 4 | 200 | +5 to Initiative | |
motorpede | 4 | 300 | Level 8 | Attacker takes 5 damage |
mysterious machine | 4 | 130 | Level 8 | +1 electric damage +1 sonic damage +1 acid damage |
Ned's chopper | 5 | NA | Piloting | Grants wearer the ability to fly Rental equipment is lost at rollover |
old-style ambulance | 3 | 400 | +3 HP Per Turn | |
one speed | 1 | 10 | +2 Strength | |
Paradime device | 3 | 86 | +1 HP per turn +2 PP per turn +5 dodging ability | |
pegasus | 5 | 246 | Level 12 | Grants wearer the ability to fly |
penny-farthing | 2 | 100 | +5% chips | |
pogo-stick | 4 | 120 | Level 5 | Grants wearer the ability for super jumps |
racing bike | 2 | 100 | +5 to initiative | |
Red Hex | 3 | 125 | Level 4 | +4% chance of enemy fumbles +4 to initiative |
skateboard | 1 | 10 | -5 to Initiative | |
silicon scooter | 3 | 200 | Your software triggers more consistently | |
spy hot air balloon | 5 | NA | Level 12 | +5 HP per turn +5 PP per turn Grants wearer the ability to fly Increased chance of noncombat adventures |
spy ice cream truck | 3 | NA | Level 8 | +7 sonic damage +7 foe toughness Increased chance of combat adventures |
spy sports car | 4 | NA | +7% chips Comes complete with spy defensive features | |
spy submarine | 2 | NA | Level 4 | +3 damage absorption +4% item drops Grants wearer the ability to breathe under water |
stanlee steamer | 3 | 200 | +3 fire damage | |
submicroscopic submarine | 0 | NA | Gets small. Gets really, really small. | |
sub-ma-car | 2 | 120 | Level 4 | Grants wearer the ability to breathe under water |
teeny-tiny motorcycle | 4 | 200 | Level 5 | -10 to initiative +10% dodging ability Gives wearer a slightly brutish appearance |
that's my car | 4 | 110 | Level 7 | +10% fire resistance +10% ice resistance +10% electric resistance |
The Dingo's Lotus | 4 | 200 | Level 9 | +3% XP per combat |
the Night Mare | 4 | NA | Level 5 | +10% to initiative +10 weapon damage (ranged or melee) |
tri-cycle | 4 | 205 | +10 defense +10 offense | |
unbranded jalopy | 3 | 100 | -5 to Intiative | |
VHF-1 Fighter | 5 | NA | Piloting | Grants wearer the ability to fly Can perform up to 5 airstrike attacks per day Refreshingly climate-controlled cabin |
vicious cycle | 4 | 220 | Level 12 | +6 fire damage +10% fire resistance |
Vortex cycle | 4 | NA | -5 seconds to the duration of each turn +20% to initiative | |
waaambulance | 4 | 800 | Level 8 | +4 HP per turn Your Shock Grenade also weakens opponents' Dodge and Defense |
well-worn minivan | 4 | 190 | ||
wings of Icarus | 4 | 120 | Level 12 | Attacker takes +5 electric damage upon successful hit Grants wearer the ability to fly |
Equipment Summary Tables |
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Helmets | Shirts | Full-body Suits | Gloves | Pants | Boots | Accessories | Talismans
Melee Weapons | Ranged Weapons | Offhand | Transportation |