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 pp.
| [[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.
Line 134: Line 134:
| [[Catalyze]]<br>costs 0 pp.
| [[Catalyze]]<br>costs 0 pp.
| Upgrades materials with a catalyzer unit
| Upgrades materials with a catalyzer unit
| Not Implemented yet.
| [[Nurture vs. Nature]]<br>costs 12 pp.
| '''N/A'''
| +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.