Difference between revisions of "Class Comparison Tables"
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| Increased chips drop | | Increased chips drop | ||
| [[Wind Warrior]]<br>costs 12 PP | | [[Wind Warrior]]<br>costs 12 PP | ||
− | | Summons a | + | | Summons a companion |
|- | |- | ||
| '''8''' | | '''8''' | ||
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|- | |- | ||
| '''11''' | | '''11''' | ||
− | | [[Metalmorph]]<br>costs 20 | + | | [[Metalmorph]]<br>costs 20 PP |
| Can upgrade certain metals | | Can upgrade certain metals | ||
| [[Electric Net]]<br>costs 15 PP | | [[Electric Net]]<br>costs 15 PP | ||
| Reduces foe dodge ability<br>Deals electric damage | | Reduces foe dodge ability<br>Deals electric damage | ||
| [[Summon Wolf]]<br>costs 9 PP | | [[Summon Wolf]]<br>costs 9 PP | ||
− | | Summons a | + | | Summons a companion |
| [[Electronic Understanding]]<br>passive skill | | [[Electronic Understanding]]<br>passive skill | ||
| Allows you to use [[Mind Jab]], [[Psionic Blast]] and [[Wind warrior]] on [[:Category:Robots|Robots]]. | | Allows you to use [[Mind Jab]], [[Psionic Blast]] and [[Wind warrior]] on [[:Category:Robots|Robots]]. | ||
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| '''13''' | | '''13''' | ||
| [[Summon Water Sprite]]<br>costs 10 PP | | [[Summon Water Sprite]]<br>costs 10 PP | ||
− | | Summons a | + | | Summons a companion |
| [[Shock Grenade]]<br>costs 13 PP | | [[Shock Grenade]]<br>costs 13 PP | ||
| Reduces foe hit and offense<br>Deals sonic damage | | Reduces foe hit and offense<br>Deals sonic damage | ||
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| '''15''' | | '''15''' | ||
| [[Sundowner Breeze]]<br>costs 30 PP | | [[Sundowner Breeze]]<br>costs 30 PP | ||
− | | | + | | Increases foe toughness |
| [[Sniper]] <br>passive skill | | [[Sniper]] <br>passive skill | ||
| Increased ranged damage<br>Increased initiative | | Increased ranged damage<br>Increased initiative | ||
| [[Summon Water Buffalo]]<br>costs 14 PP | | [[Summon Water Buffalo]]<br>costs 14 PP | ||
− | | Summons a | + | | Summons a companion |
| [[Biofeedback]]<br>costs 10 PP | | [[Biofeedback]]<br>costs 10 PP | ||
| Adds resistance to fire, ice, sonic, and psychic damage | | Adds resistance to fire, ice, sonic, and psychic damage | ||
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| '''16''' | | '''16''' | ||
| [[Salt of the Earth]]<br>passive skill | | [[Salt of the Earth]]<br>passive skill | ||
− | | | + | | Increases Spell Critical chance |
| [[Battle Armor]]<br>passive skill | | [[Battle Armor]]<br>passive skill | ||
| Increased defense | | Increased defense |
Latest revision as of 17:39, 28 November 2014
Contents
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 spells |
5 | Proper Hydration passive skill |
Regenerate PP every turn | Sugar Purifier costs 20 PP |
Improves 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 (reduced with skill points) | 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 |
Class Intrinsic Skills
Elemental | Gadgeteer | Naturalist | Psion |
---|---|---|---|
Can breathe under water | Can create positronic computers | Can Tame animals | Can hold one aura every six levels |
A cap of 55% resistance to fire, ice, and electric | Increased chance of running away | Can find athelas leaves | Bonus 20% resistance to psychic |
An extra attack with ranged weapons |
Class-Related 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 Unlocks Elementals' Core Tap -2 to maximum HP |
Lug-Nut Keychain | +1 damage absorption Unlocks Gadgeteers' Death Blossom -1 Strength |
Shark's Tooth Necklace | +n (.5 x your level) melee damage Unlocks Naturalists' Predatory Instincts -1 Intellect |
Intellectual Headband | +10% to the duration of auras Unlocks Psions' Crush Dreams -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 Unlocks Elementals' Core Tap -3 Melee damage |
Swedish Navy Wrench | +15% Reflexes +10 dodging ability Unlocks Gadgeteers' Death Blossom -5% Strength |
Astral Monkey's Paw Necklace | +15% Strength +10% to your maximum Hit Points Unlocks Naturalists' Predatory Instincts -5% Intellect |
Orb of Insight | +15% Intellect +20% to the duration of auras Unlocks Psions' Crush Dreams -5 Reflexes |
Class Nova Ability Table
Elemental with Ember in a Bottle or Thunder in a Bottle |
Gadgeteer with Lug-Nut Keychain orSwedish Navy Wrench |
Naturalist with Shark's Tooth Necklace or Astral Monkey's Paw Necklace |
Psion with Intellectual Headband or Orb of Insight | ||||
---|---|---|---|---|---|---|---|
Ability | Notes | Ability | Notes | Ability | Notes | Ability | Notes |
Core Tap | Reduces all Elemental skills to 0 PP, once Stuns for one turn |
Death Blossom | Deal extra damage with ranged weapons | Predatory Instincts | Deal extra damage with melee weapons | Crush Dreams | Stuns for four turns |
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.
Gain per level
Class | HP | PP | To-hit | Dodge |
---|---|---|---|---|
Naturalist | 12 | 8 | 11 | 9 |
Gadgeteer | 11 | 9 | 10 | 10 |
Elemental | 9 | 14 | 8 | 9 |
Psion | 8 | 12 | 9 | 11 |
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 |
Elemental | +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% |
Elemental | 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 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.