Initiative modifiers: Difference between revisions

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m Madness; dress pajamas
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| [[spy tux]] || Full-body suit || '''10%''' || Always || || +10% dodging ability<br>-15 seconds to the duration of each turn
| [[spy tux]] || Full-body suit || '''10%''' || Always || || +10% dodging ability<br>-15 seconds to the duration of each turn
|-
|-
| [[Super Slickery]] || Item || '''10%''' || 60 minutes || || Obtained from [[body oil]]<br>+5% chance of weapon fumbles
| [[Super Slickery]] || Item || '''10%''' || 60 minutes || || Obtained from [[body oil]]<br>+5% chance of weapon fumbles<br>Madness?
|-
|-
| [[the Night Mare]] || Transportation || '''10%''' || Always || Level 5 || +10 weapon damage (ranged or melee)
| [[the Night Mare]] || Transportation || '''10%''' || Always || Level 5 || +10 weapon damage (ranged or melee)
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| [[Max Velocipede]] || Item || '''10''' || 60 minutes || || Obtained from [[velocipede's toadstool]]
| [[Max Velocipede]] || Item || '''10''' || 60 minutes || || Obtained from [[velocipede's toadstool]]
|-
|-
| [[rocket boots]] || Boots || '''10''' || Always || Level 5 || for Gadgeteers only<br>Grants the ability to fly - for Gadgeteers only
| [[rocket boots]] || Boots || '''10''' || Always || Level 5<br>[[Gadgeteer]] || Grants the ability to fly - for Gadgeteers only
|-
|-
| [[rorrim mirror]] || Offhand Item || '''10''' || Always || ||
| [[rorrim mirror]] || Offhand Item || '''10''' || Always || ||
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| [[cat suit]] || Full-body suit || '''5''' || Always || ||
| [[cat suit]] || Full-body suit || '''5''' || Always || ||
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| [[dress pajamas]] || Full-body suit || '''5''' || Always || || +5 ranged damage - for Gadgeteers only
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| [[digital rapier]] || Melee weapon || '''5''' || Always || Level 3 || +10 to hit
| [[digital rapier]] || Melee weapon || '''5''' || Always || Level 3 || +10 to hit

Revision as of 01:34, 2 August 2013

This page contains some non specific data which NEEDS SPADING:
How exactly is initiative calculated? How is randomness added?
  • Initiative determines who attacks first, you or your foe.
  • Initiative is calculated using base dodge, an Intellect bonus and initiative modifiers.
  • Whoever has the higher initiative value, wins.
  • Amounts for Skills are affected by S, the number of skill points invested in the skill.
Source Source type Increase Duration Requirements Notes
Utility Brand Belt Talisman 25% Always +25% Reflexes
+2 extra ranged attack(s) per turn
Unlocks Utility Brand Utility
-25% defense
alluring business suit Full-body suit 20% Always Level 10
Gandiva's Charm Talisman 20% Always +3 extra ranged attack(s) per turn.
Unlocks Sonic Sniper
-20% to your maximum Hit Points
orwhal onesie Full-body suit 20% Always Level 15 +20 fire damage
+20% ice resistance
Vortex cycle Transportation 20% Always -5 seconds to the duration of each turn
crop Melee weapon 15% Always Level 11 +5 sonic damage
-10% weapon damage
Shade's Cargo Pants Pants 13% Always Level 13 +13% Reflexes
+5% dodging ability
+5% Ranged damage
aluminum baseball bat Melee weapon 10% Always Level 11 +2% weapon damage
Asp Evader Transportation 10% Always
camouflage dungarees Full-body suit 10% Always Level 7
Crystallizer of Dreams Offhand Item 10% Always Level 40 +10% damage absorption
+50 spell damage
epic mop Melee weapon 10% Always Level 10 +10 to hit
greased bowling shoes Boots 10% Always Level 11
slick suit Full-body suit 10% Always Level 10 +10% dodging ability
+5 psychic damage
spy tux Full-body suit 10% Always +10% dodging ability
-15 seconds to the duration of each turn
Super Slickery Item 10% 60 minutes Obtained from body oil
+5% chance of weapon fumbles
Madness?
the Night Mare Transportation 10% Always Level 5 +10 weapon damage (ranged or melee)
turkey shoot jacket Shirt 10% Always +5 damage absorption
Regenerates HP as a function of level
Allows use of the Flight of the Turkey skill 5x per day
xelor watch Accessory 10% Always Level 5 +10 acid damage
xentrium axe Melee weapon 10% Always Level 14 +10 to hit
xentrium crossbow Ranged weapon 10% Always Level 14 +10 to hit
Gaul blatter Ranged weapon 5% Always Level 16 +10 to hit
invisible claymore Melee weapon 5% Always Level 3 +5 Melee damage
shimmering wings Accessory 5% Always Level 12 Grants wearer the ability to fly
+5% dodging ability
translucent rifle Ranged weapon 5% Always Level 4 +5 Ranged damage
Viking Games jersey Shirt 5% Always +10% Strength
+10% Reflexes
+5% to your maximum Hit Points
+5 XP per combat
dashing shoes Boots 3% Always Level 15 +5% Strength
Premonition Psion Passive Skill 5 + 2*S + (level/5) Always Level 5
Sniper Gadgeteer Passive Skill 10 + 2*S Always Level 15 +5 + 2*S ranged damage
The Bee's Knees Item 20 90 minutes Obtained from bug pill
Mantis Reflexes Naturalist Buff 5 + S 30 + 3*S minutes +5 + S Reflexes
olivine ion stone Accessory 15 Always Level 9
Purple Cowardice Item 15 30 minutes Obtained from purple pill
+15 Reflexes
Upgrade Armor: Motorized Gadgeteer Skill 5 + S 30-50 minutes Level 2 4 + (S/2) Reflexes (10 for S=10)
Skill points invested in Upgrade Armor
Duration depends on Improved Tinkering
chain mail bikini Full-body suit 10 Always Level 11 +5 PP per turn
+5% chance of critical hits
-10% ice resistance
deterministic coin Offhand Item 10 Always Level 6
Max Velocipede Item 10 60 minutes Obtained from velocipede's toadstool
rocket boots Boots 10 Always Level 5
Gadgeteer
Grants the ability to fly - for Gadgeteers only
rorrim mirror Offhand Item 10 Always
steaming hood Helmet 10 Always Level 15 +10 fire damage
throwing pen Ranged weapon 10 Always Level 10 +5 Ranged damage
+1 extra ranged attack(s) per turn
UltraSport jersey Shirt 10 Always Level 12 +30 to maximum PP
metaphoric shoes Boots 8 Always Level 18 +5 XP per combat
-1 HP per turn
soft shoes Boots 8 Always Level 7
spinel tap shoes Boots 6 Always Level 11 +5 sonic damage
antsy pants Pants 5 Always Level 9 +5 foe toughness
baseball pyrite Offhand Item 5 Always Level 4
cat suit Full-body suit 5 Always
dress pajamas Full-body suit 5 Always +5 ranged damage - for Gadgeteers only
digital rapier Melee weapon 5 Always Level 3 +10 to hit
lightningcycle Transportation 5 Always Level 8 +50% Electric Net damage
Living Penlights Item 5 60 minutes Obtained from spy pen
moonbow Ranged weapon 5 Always
motorcycle Transportation 5 Always
racing bike Transportation 5 Always
silenced mail shirt Shirt 5 Always Level 11 +5 damage absorption
silenced mail leggings Pants 5 Always Level 11 +5 damage absorption
Wraith Melee weapon 5 Always +3% of weapon damage returned as HP
+3% of weapon damage returned as PP
+10 dodging ability
Rental equipment is lost at rollover
Red Hex Transportation 4 Always Level 4 +4% chance of enemy fumbles
yule thinking perch Offhand Item 4 Always
Amazing Technicolor Dreampants Pants ? One turn When trigger Orange
Other beneficiary effects
discount pants Pants -3 Always +3% item drops
-3 Reflexes
chain cuirass Shirt -5 Always Level 11 +5 damage absorption
chain cuisses Pants -5 Always Level 11 +5 damage absorption
iron-toe boots Boots -5 Always Level 9 +3 foe toughness.
+3 offense
+3 defense
Playing Fifty-two Pickup Item -5 30 minutes Obtained from magic deck of cards being used on you
poofy skirt Pants -5 Always Level 8 +2 damage absorption
skateboard Transportation -5 Always
unbranded jalopy Transportation -5 Always
gigantic sword Melee weapon -10 Always Level 12 -10 to hit
+10% weapon damage
Gives wearer a slightly brutish appearance
medieval plate Full-body suit -10 Always Level 18 +4% XP per combat
+10% defense
teeny-tiny motorcycle Transportation -10 Always Level 5 +10% dodging ability
Gives wearer a slightly brutish appearance
cellophane zubaz Pants -5% Always Level 4 Increased chance of noncombat adventures
Frost Scaler's humongous mallet Melee weapon -10% Always Level 12 +10% weapon damage
+5% Strength
fins Boots -20% Always A component of equipment required to breathe under water.
Stop Thief! Brand Outeroos Talisman -20% Always +20% spell damage
+20% to your maximum Power Points
Villains find you +10% faster
Unlocks Stop Thief!
can't-dodge ball Accessory -75% Always -75% dodging ability


Modifiers List
Strength modifiers | Intellect modifiers | Reflexes modifiers | HP modifiers | PP modifiers
Hit Chance modifiers | Critical Hit Chance | Fumble Chance | Spell Critical Chance
Initiative modifiers | Offense modifiers | Extra attacks | Stunning
Bonus melee damage | Bonus ranged damage | Bonus spell damage | Bonus elemental damage | Strike-back damage
Damage absorption | Elemental resistance | Dodging modifiers | Defense modifiers
Chips Drop modifiers | Item Drop modifiers | XP modifiers
Skill Cost modifiers | Time modifiers | Foe Toughness modifiers | Combat chance modifiers | Special abilities
HP Regeneration | PP Regeneration