Class Comparison Tables: Difference between revisions
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added nurture vs. nature and added pp for ant's strength |
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| [[Stun Gas]]<br>costs 3 pp. | | [[Stun Gas]]<br>costs 3 pp. | ||
| Decreases foe to-hit and offense<br>Stuns opponents | | Decreases foe to-hit and offense<br>Stuns opponents | ||
| [[Ant's Strength]]<br>costs | | [[Ant's Strength]]<br>costs 4 pp. | ||
| +8 Strength, +15 to max HP. | | +8 Strength, +15 to max HP. | ||
| [[Aura: Vim]]<br>costs 4 pp. | | [[Aura: Vim]]<br>costs 4 pp. | ||
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| [[Catalyze]]<br>costs 0 pp. | | [[Catalyze]]<br>costs 0 pp. | ||
| Upgrades materials with a catalyzer unit | | Upgrades materials with a catalyzer unit | ||
| | | [[Nurture vs. Nature]]<br>costs 12 pp. | ||
| | | +15% sidekick effectiveness | ||
| [[Aura: Vigor]]<br>costs 12 pp. | | [[Aura: Vigor]]<br>costs 12 pp. | ||
| Heals 4 HP per turn. | | Heals 4 HP per turn. |
Revision as of 14:11, 5 August 2009
Skill Comparison Table
Elemental | Gadgeteer | Naturalist | Psion | |||||
---|---|---|---|---|---|---|---|---|
lvl | Skill | Notes | Skill | Notes | Skill | Notes | Skill | Notes |
1 | Throw Sparks costs 2 pp. |
Deals fire damage | Stun Gas costs 3 pp. |
Decreases foe to-hit and offense Stuns opponents |
Ant's Strength costs 4 pp. |
+8 Strength, +15 to max HP. | Aura: Vim costs 4 pp. |
Increases dodge and hit rate by (?). |
2 | Air Shield costs 3 pp. |
Increases defense | Upgrade Armor costs 5 pp. |
One of: +15% fire resistance +2 damage absorption +5 Reflexes |
Charge of the Bovine costs 4 pp. |
Increased melee damaged. (More than a normal hit.) |
Knit Flesh costs 4 pp. |
Heals 4-8 HP. |
3 | Ice bolt costs 4 pp. |
Deals ice damage | Basic Martial Arts costs 0 pp. |
+10 to hit | Mantis Reflexes costs 5 pp. |
+8 Reflexes. | Telekinesis costs 4 pp. |
X damage. |
4 | Groundquake costs 6 pp. |
Reduces opponent to-hit and dodge chances May stun opponent |
First Aid costs 6 pp. |
Heals damage | Echolocation costs 0 pp. |
+15% items. | Aura: Mystery costs 8 pp. |
Reduces spell cost by 1 PP. Increases spell damage by +10 or +1 per level. |
5 | Proper Hydration costs 0 pp. |
+1 PP per turn | Supercomputer Skills costs 0 pp. |
Allows you to build a positronic computer | Memory of the Elephant costs 6 pp. |
+8 Intellect, +50 to max PP. |
Premonition costs 0 pp. |
+(?) initiative. |
6 | Lightning Bolt costs 8 pp. |
Deals electric damage | Upgrade Weapons costs 8 pp. |
One of: +15 to-hit +6 melee damage No fumbles |
Armadillo Armor costs 8 pp. |
X amount of damage absorption. | Mind Jab costs 7 pp. |
35-45 damage. (Doesn't work on Robots.) |
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. |
+(?)% chips. | Wind Warrior costs 12 pp. |
The summon deals independent damage.(Doesn't work on Robots.) |
8 | Stone Armor costs 12 pp. |
Increases defense +10% fire, ice, and electric resistance |
Advanced Martial Arts costs 0 pp. |
Increased offense | Starfish Regeneration costs 0 pp. |
+2 HP per turn. | Aura: Keen Observation costs 16 pp. |
+(?) xp from combat. +25% chips. |
9 | Tornado costs 10 pp. |
Reduces opponent to-hit and dodge chances Deals damage |
Not Implemented yet. | N/A | Talons of the Raptor costs 12 pp. |
Increases the damage you deal in combat by X. | Knit Bone costs 12 pp. |
Heals 31-40 HP. |
10 | Lifeblood Manipulation costs 20 pp. |
Heals almost all wounds | Improved Tinkering costs 0 pp. |
Improves Upgrade Armor & Upgrade Weapons | Trample of the Rhino costs 9 pp. |
Increased melee damaged. (Almost double that of Charge of the Bovine.) |
Meditation costs 0 pp. |
Gives 30 extra minutes per day. |
11 | Metalmorph costs 20 pp. |
Can upgrade certain metals | Electric Net costs 9 pp. |
Reduces foe dodge Deals electric damage |
Summon Wolf costs 15 pp. |
The summon deals independent damage. (8-12 damage, about 50% of the time.) (Doesn't stack with Summon Water Buffalo) |
Electronic Understanding costs 0 pp. |
Allows you to use Mind Jab & Wind Warrior on basic Robots. (Doesn't work on more complex positronic Robots.) |
12 | Firestorm costs 14 pp. |
Deals fire damage | Catalyze costs 0 pp. |
Upgrades materials with a catalyzer unit | Nurture vs. Nature costs 12 pp. |
+15% sidekick effectiveness | Aura: Vigor costs 12 pp. |
Heals 4 HP per turn. |
13 | Not Implemented yet. | N/A | Shock Grenade costs 13 pp. |
Reduces foe hit and offense Deals sonic damage |
Spines of the Echidna costs 12 pp. |
X damage to attacker.(stacks with Fire Shield) | Psionic Blast costs 15 pp. |
X damage. |
14 | The Fire Within costs 0 pp. |
+20% PP capacity | Stealth costs 10 pp. |
Increased chance of noncombat adventures | Sinus of the Shark costs 15 pp. |
Increased chance of combat adventure. | Not Implemented yet. | N/A |
15 | Not Implemented yet. | N/A | Not Implemented yet. | N/A | Summon Water Buffalo costs 20 pp. |
The summon deals independent damage. (Deals 2 types of damage.) (Doesn't stack with Summon Wolf.) |
Biofeedback costs 10 pp. |
15% resistance to heat, ice, sonic, and psychic damage. |
16 | Not Implemented yet. | N/A | Battle Armor costs 0 pp. |
Increased defense | Not Implemented yet. | N/A | Not Implemented yet. | N/A |
Class Specific Talisman Table
Elemental | Gadgeteer | Naturalist | Psion | |||||
---|---|---|---|---|---|---|---|---|
lvl | Talisman | Notes | Talisman | Notes | Talisman | Notes | Talisman | Notes |
Base | Ember in a Bottle | +n (.5 x your level) spell damage -2 to maximum HP |
Lug-Nut Keychain | +1 damage absorption -1 Strength |
Shark's Tooth Necklace | +n (.5 x your level) melee damage -1 Intellect |
Intellectual Headband | +10% to the duration of auras -1 Reflexes |
7 From Don't Cry for Me, Zion-tina Quest. |
Thunder in a Bottle | Using skills costs -2 PP +10% to your maximum Power Points -3 Melee damage |
Swedish Navy Wrench | +15% Reflexes +10 dodging ability -5% Strength |
Astral Monkey's Paw Necklace | +15% Strength +10% to your maximum Hit Points -5% Intellect |
Orb of Insight | +15% Intellect +20% to the duration of auras -5% Reflexes |
Class Stats Comparison Table
Normal 0-level humans start with 1 HP, 1 PP, 1 Strength, 1 Intellect, and 1 Reflexes.
Transmogrified characters have an extra +5 HP, in addition to their 0-level human base stats.
Hit Points and Power Points per Level
Class | HP | PP |
---|---|---|
Naturalist | +12 HP | +8 PP |
Gadgeteer | +11 HP | +9 PP |
Elementalist | +9 HP | +14 PP |
Psion | +8 HP | +12 PP |
Strength, Intellect, and Reflexes
At first level, each class gets 7 attribute points: +3 to their prime requisite and +2 to their two secondaries, to bring them to 4/3/3 (before modifications due to talisman).
Class | Strength | Intellect | Reflexes |
---|---|---|---|
Naturalist | +3 | +2 | +2 |
Gadgeteer | +2 | +2 | +3 |
Elementalist | +2 | +3 | +2 |
Psion | +2 | +3 | +2 |
At second and succeeding levels, each class gets 15 attribute points, distributed through weighted randomizing among Strength, Intellect, and Reflexes. The random weighs are summarized below:
Class | Strength | Intellect | Reflexes |
---|---|---|---|
Naturalist | 50% | 25% | 25% |
Gadgeteer | 25% | 25% | 50% |
Elementalist | 33% | 33% | 33% |
Psion | 25% | 50% | 25% |
What this means is that while an attribute with 25% chance will usually get 2-5 stats (average 3.75), an attribute with 33% chance will usually get 3-7 stats (average 7.5), and an attribute with 50% will usually get 5-10 stats (average 7.5), a distribution of 15/0/0 is also possible, for all classes and for any attribute, although this is highly unlikely.