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{{Game Manual}} | {{Game Manual}} | ||
This page is a copy of the [https://www.twilightheroes.com/manual.php official game manual]. For the wiki page for skills go [[Skills |here]] | |||
===Skills=== | |||
Heroes start out with at least one skill, and gain more as they advance in levels. Skills come in different types: passive, combat, noncombat, and buff. | |||
[[:Category: | '''[[:Category:Passive Skill|Passive skills]]''' are always active—you don't have to do anything, and you continually gain the benefit. | ||
[[:Category: | '''[[:Category:Combat Skill|Combat skills]]''' can only be used in combat, and generally help heroes inflict damage, hinder their opponent, or something similar. They require Power Points (PP) to use. | ||
[[:Category: | '''[[:Category:Noncombat Skill|Noncombat skills]]''' can be used only when you're not in combat. They can do any number of things, such as heal your hero or temporarily improve one of your abilities. They require Power Points (PP) to use. | ||
[[:Category: | '''[[:Category:Buff|Buffs]]''' are also noncombat spells, but they can be cast on other players as well as yourself. They require Power Points (PP) to use. | ||
[[Category: | ===Skill Points=== | ||
Skill points let players improve skills. Each skill starts at 0 and can have up to 10 skill points invested in it. Players earn skill points when they level up, and may obtain skill points by other methods. | |||
For buffs, only the skill points of the buff TARGET count. That is, if a player with 10 points invested in a buff casts it on you and you don't know the skill at all or don't have skill points invested, you will receive the skill at the base effectiveness. In other words, skill points represent the player's mastery of the skill -- no points, no mastery. On the reverse, if a player with 0 skill points casts a buff on you and you have 5 points invested, you receive the buff at the 5-point level. In this case, it doesn't matter how inexperienced the other player is, your mastery still carries through. | |||
===Skills by Class=== | |||
Each class skill is listed below, along with its effect. Equations are given to explain how invested skill points will affect the ability. Equations have an X to denote a multiple of the number of current skill points invested. They also list a Max: line just to simplify what the value of a maxed-out skill would look like. | |||
Damage spells with caps can have "hard caps" (absolute limit) or "soft caps" (point at which damage becomes lessened by some factor). | |||
===[[Elemental]]=== | |||
1. [[Proper Grounding]] | |||
{| style="background-color:#ccccdd" | |||
| '''Equation''': +2 to each stat, then +1 to reflexes, intellect, and strength, in succession, per point. | |||
'''Max''': +5 STR, +5 INT, +6 REF | |||
|} | |||
1. [[Throw Sparks]] | |||
{| style="background-color:#ccccdd" | |||
| '''Equation''': 4-7 + 2X + (level/2), hard capped at 15 + 3X | |||
'''Max''': 24-27 + (level/2); hard capped at 45 | |||
|} | |||
2. [[Air Shield]] | |||
{| style="background-color:#ccccdd" | |||
|'''Equation''': defense increased by 5 + 3X; capped at 35; duration = (30 + X) | |||
'''Max''': +35 defense; cast for 40 minute duration | |||
|} | |||
3. [[Ice Bolt]] | |||
{| style="background-color:#ccccdd" | |||
|'''Equation''': 5-10 + ((2-3)*X) + level + [intellect factor]; soft capped at 30 + 3*X | |||
'''Max''': 5-10 + ((2-3)*10) + level + [intellect factor]; soft capped at 60 | |||
|} | |||
4. [[Groundquake]] | |||
{| style="background-color:#ccccdd" | |||
|'''Equation''': Equation: Foe hit and foe dodge reduced by 5 + X; 20% + X% chance to stun | |||
'''Max''': Foe hit and foe dodge reduced by 15, 30% chance to stun | |||
|} | |||
5. [[Proper Hydration]] | |||
{| style="background-color:#ccccdd" | |||
|'''Equation''': Regenerate PP at a rate of round((X+2)/3) per turn; get a bonus point at 10 | |||
'''Max''': Regenerate 5 PP/turn | |||
|} | |||
6. [[Lightning Bolt]] | |||
{| style="background-color:#ccccdd" | |||
|'''Equation''': 2-8 + 2-8 + 3X + level + [intellect modifier]; soft cap at 60 + 3X | |||
'''Max''': 34-46 + level + [intellect modifier]; soft cap at 90 | |||
|} | |||
7. [[Fire Shield]] | |||
{| style="background-color:#ccccdd" | |||
|'''Equation''': attacker takes 5 + 2X + round(level/5); duration = 30 + X | |||
'''Max''': attacker takes 25 + round(level/5); duration = 40 minutes | |||
|} | |||
8. [[Stone Armor]] | |||
{| style="background-color:#ccccdd" | |||
|'''Equation''': defense = 10 + 2X + level; capped at 30 + 2X; duration = 30 + X | |||
fire, ice, and elec resist = 5% + (X/2)% | |||
'''Max''': +50 defense, 10% fire, ice, elec resist; duration = 40 minutes | |||
|} | |||
9. [[Tornado]] | |||
{| style="background-color:#ccccdd" | |||
|'''Equation''': damage = 4-8 + 3X; foe to-hit and dodge reduced by 10 + X | |||
'''Max''': 34-38 damage; foe to-hit and dodge reduced by 20 | |||
|} | |||
10. [[Lifeblood Manipulation]] | |||
{| style="background-color:#ccccdd" | |||
|'''Equation''': heals 50 + 5X% of HP; costs 20 - round(X/2) PP | |||
'''Max''': heals 100% of HP when cast; costs 15 PP | |||
|} | |||
11. [[Metalmorph]] | |||
{| style="background-color:#ccccdd" | |||
|'''Equation''':<br> | |||
Cost = 20 per conversion<br> | |||
0 Convert Titanium<br> | |||
1 Convert Plasteel<br> | |||
2 Convert Simple Items<br> | |||
3 Convert Cybertronium<br> | |||
4 Convert Depleted Dust<br> | |||
5 Convert Complex Items<br> | |||
6 Convert Tritanium<br> | |||
7 Convert Foundry Items<br> | |||
8 Convert Polysteel<br> | |||
9 Convert Infernium Slabs<br> | |||
10 Convert Byzantium | |||
'''Max''': can convert all items | |||
|} | |||
12. [[Firestorm]] | |||
{| style="background-color:#ccccdd" | |||
|'''Equation''': 15-30 + 10X + 2*level + [intellect bonus]; no cap | |||
'''Max''': 115-130 + 2*level + [intellect bonus] | |||
|} | |||
13. [[Summon Water Sprite]] | |||
{| style="background-color:#ccccdd" | |||
|'''Equation''': Summons sidekick for 30 minutes. If sprite acts, it either:<br> | |||
A) does 4-8 + (X-2X) ice damage, or <br> | |||
B) delevels by 3-5 + X | |||
'''Max''': Sprite does:<br> | |||
A) 4-8 + 10-20 ice damage, or<br> | |||
B) delevels by 13-15 | |||
|} | |||
14. [[The Fire Within]] | |||
{| style="background-color:#ccccdd" | |||
|'''Equation''': +10% + X% max PP; +X% spell damage | |||
'''Max''': +20% max PP; +10% spell damage | |||
|} | |||
15. [[Sundowner Breeze]] | |||
{| style="background-color:#ccccdd" | |||
|'''Equation''': Foe toughness increased by (2 * level) + 2X; duration = 30 + X | |||
The 2*level portion is capped at 20 + X. | |||
'''Max''': +50 foe toughness | |||
|} | |||
16. [[Salt of the Earth]] | |||
{| style="background-color:#ccccdd" | |||
|'''Equation''': Spell critical chance increased by 1 + round(X * 0.6) | |||
Spell critical values are capped at +/-20%. | |||
'''Max''': +7% spell critical chance | |||
|} | |||
===[[Naturalist]]=== | |||
1. [[Kangaroo Punch]] | |||
{| style="background-color:#ccccdd" | |||
|'''Equation''': 4-6 + X damage | |||
'''Max''': 14-16 damage | |||
|} | |||
1. [[Ant's Strength]] | |||
{| style="background-color:#ccccdd" | |||
|'''Equation''': 5 + X STR; 10 + X max HP; duration = 30 + 3X minutes | |||
'''Max''': +15 STR; +20 HP; duration = 60 minutes | |||
|} | |||
2. [[Charge of the Bovine]] | |||
{| style="background-color:#ccccdd" | |||
|'''Equation''': | |||
weapon damage multiplied by 1.5 + (X/10); to-hit increased by 10 + (level) + X, capped at 30 | |||
'''Max''': weapon damage x 2.5; to-hit +30 | |||
|} | |||
3. [[Mantis Reflexes]] | |||
{| style="background-color:#ccccdd" | |||
|'''Equation''': 5 + X REF; 5 + X initiative; duration = 30 + 3X minutes | |||
'''Max''': +15 REF; +15 initiative; duration = 60 minutes | |||
|} | |||
4. [[Echolocation]] | |||
{| style="background-color:#ccccdd" | |||
|'''Equation''': 10% + X% item drop | |||
'''Max''': 20% item drop | |||
|} | |||
5. [[Memory of the Elephant]] | |||
{| style="background-color:#ccccdd" | |||
|'''Equation''': 5 + X INT; 10 + X max PP; duration = 30 + 3X minutes | |||
'''Max''': +15 INT; +20 max PP; duration = 60 minutes | |||
|} | |||
6. [[Armadillo Armor]] | |||
{| style="background-color:#ccccdd" | |||
|'''Equation''': damage absorption = 2 + X + round(level/6); duration = 30 + 3X minutes | |||
'''Max''': 12 + round(level/6); duration = 60 minutes | |||
|} | |||
7. [[Snout of the Swine]] | |||
{| style="background-color:#ccccdd" | |||
|'''Equation''': 15% + X% chips; duration = 30 + 3X minutes | |||
'''Max''': +25% chips; duration = 60 minutes | |||
|} | |||
8. [[Starfish Regeneration]] | |||
{| style="background-color:#ccccdd" | |||
|'''Equation''': regenerate 2 + round(X/2) HP/turn; get a bonus point at 10 | |||
'''Max''': regenerate 8 HP/turn | |||
|} | |||
9. [[Talons of the Raptor]] | |||
{| style="background-color:#ccccdd" | |||
|'''Equation''': melee damage +3 + X + round(level/3); capped at 10 + X; duration = 30 + 3X minutes | |||
'''Max''': melee damage +13 + round(level/3); capped at 20; duration = 60 minutes | |||
|} | |||
10. [[Trample of the Rhino]] | |||
{| style="background-color:#ccccdd" | |||
|'''Equation''': weapon damage multiplied by 2.5 + (X/10); to-hit +10 + 2X + (level), capped at 50 | |||
'''Max''': weapon damage x 3.5; to-hit +30 + (level), capped at 50 | |||
|} | |||
11. [[Summon Wolf]] | |||
{| style="background-color:#ccccdd" | |||
|'''Equation''': wolf does 6-10 + X damage; duration = 30 + 6X | |||
'''Max''': wolf does 16-20 damage if it hits; duration = 90 minutes | |||
|} | |||
12. [[Nurture vs. Nature]] | |||
{| style="background-color:#ccccdd" | |||
|'''Equation''': sidekick bonus of 10% + X%; duration = 30 + 3X minutes | |||
'''Max''': 20% sidekick bonus; 60 minute duration | |||
|} | |||
13. [[Spines of the Echidna]] | |||
{| style="background-color:#ccccdd" | |||
|'''Equation''': attacker takes 5 + X damage; duration = 30 + 3X minutes | |||
'''Max''': attacker takes 15 damage; duration = 60 minutes | |||
|} | |||
14. [[Sinus of the Shark]] | |||
{| style="background-color:#ccccdd" | |||
|'''Equation''': +3% + X*0.3% chances of combat adventures; duration = 30 + 3X minutes | |||
'''Max''': +6% chances of combat adventures; duration = 60 minutes | |||
|} | |||
15. [[Summon Water Buffalo]] | |||
{| style="background-color:#ccccdd" | |||
|'''Equation''': duration = 30 + 6X; damage is either: | |||
(7-12)+(x-2x) or<br> | |||
(15-21)+(x-2x) | |||
'''Max''':duration = 90 minutes; buffalo does damage if it hits: | |||
17-32 or | |||
25-42 | |||
|} | |||
16. [[Maul of the Cave Bear]] | |||
{| style="background-color:#ccccdd" | |||
|'''Equation''': weapon damage multiplied by 3 + (X/5); to-hit +15% + X% of current to-hit, minimum of 20 + X | |||
'''Max''': weapon damage x 5; +25% increase to to-hit, minimum bonus of +30 | |||
|} | |||
===[[Gadgeteer]]=== | |||
1. [[Endurance]] | |||
{| style="background-color:#ccccdd" | |||
|'''Equation''': +3 + (X/2) HP; bonus point at 10 | |||
'''Max''': +10{{typo}} HP | |||
|} | |||
1. [[Stun Gas]] | |||
{| style="background-color:#ccccdd" | |||
|'''Equation''': foe hit and foe offense reduced by 5 + (X/2); chance of stun 20% + X% | |||
'''Max''': foe hit and offense reduced by 10; chance of stun 30% | |||
|} | |||
2. [[Upgrade Armor]] | |||
{| style="background-color:#ccccdd" | |||
|'''Equation''': Choose from Resistance, Superabsorbance, or Motorized | |||
[[Upgrade Armor: Resistance|Resistance]]: 5% + X% resistance to fire, electric, and sonic damage | |||
[[Upgrade Armor: Superabsorbance|Superabsorbance]]: 2 + (X/2) absorbance (with a bonus point at X = 10) | |||
[[Upgrade Armor: Motorized|Motorized]]: Reflexes + 4 + (X/2) (with a bonus point at X = 10); Initiative 5 + X; | |||
'''Max''': <br> | |||
Resistance: +15% fire, electric, and sonic damage | |||
Superabsorbance: +8 absorbance | |||
Motorized: +10 reflexes; + 15 initiative | |||
|} | |||
3. [[Basic Martial Arts]] | |||
{| style="background-color:#ccccdd" | |||
|'''Equation''': to-hit increased by 10 + X | |||
'''Max''': to-hit increased by 20 | |||
|} | |||
4. [[First Aid]] | |||
{| style="background-color:#ccccdd" | |||
|'''Equation''': out of combat cures 10-20 + 3X HP; in combat, heals 6-10 + 2X; | |||
'''Max''': 40-50 out of combat; 26-30 in combat | |||
|} | |||
5. [[Sugar Purifier]] | |||
{| style="background-color:#ccccdd" | |||
|'''Equation''': device adds 20% + 3X% to the time gains of sugar. Duration is 15 minutes, but each item of sugar eaten reduces duration by 15 minutes (i.e., you need one cast per item eaten--this is per item, NOT per fullness). | |||
'''Max''': +50% time from consumed sugar | |||
|} | |||
6. [[Upgrade Weapons]] | |||
{| style="background-color:#ccccdd" | |||
|'''Equation''': Choose from Frickin' Sharp, Lethalized, or Self-Balancing | |||
[[Upgrade Weapons: Frickin' Sharp|Frickin' Sharp]]: to-hit 10 + 2X | |||
[[Upgrade Weapons: Lethalized|Lethalized]]: fire damage 1 + floor(X/2); electric damage 1 + ceil(X/2) | |||
[[Upgrade Weapons: Self-Balancing|Self-Balancing]]: @ 0-5 points: -X% chance of fumbles; @ 6-10 points: no fumbles; (X-5)*10% chance of a fumble becoming a critical | |||
'''Max''':<br> | |||
Frickin' Sharp: +30 to-hit | |||
Lethalized: +6 fire damage, +6 electric damage | |||
Self-Balancing: no fumbles, and 50% of would-be fumbles become critical hits | |||
|} | |||
7. [[Metal Detector]] | |||
{| style="background-color:#ccccdd" | |||
|'''Equation''': +15% + X% item drop | |||
'''Max''': +25% item drop | |||
|} | |||
8. [[Advanced Martial Arts]] | |||
{| style="background-color:#ccccdd" | |||
|'''Equation''': offense increases by 10 + 3X + level power | |||
'''Max''': +30 + level offensive power | |||
|} | |||
9. [[Aerodynamic Vehicle]] | |||
{| style="background-color:#ccccdd" | |||
|'''Equation''': +1 vehicle range; +30 - (3X) seconds turn length | |||
'''Max''': +1 vehicle range, no effect on turn length | |||
|} | |||
10. [[Improved Tinkering]] | |||
{| style="background-color:#ccccdd" | |||
|'''Equation''': improves options for upgrade armor (at 0 points) and upgrade weapons (at 5 points) | |||
Extends the duration of all gadgeteer buffs/skills by 10 + X minutes | |||
'''Max''': improves upgrade armor and weapons; all gadgeteer buffs/skills get +20 minutes | |||
|} | |||
11. [[Electric Net]] | |||
{| style="background-color:#ccccdd" | |||
|'''Equation''': deals 4-8 + 2X + sqrt(level) damage; reduces foe dodge by your level * (.5 + (X/10)) | |||
'''Max''': deals 24-28 damage + sqrt(level) damage; reduces foe dodge by 1.5 * your level | |||
|} | |||
12. [[Catalyze]] | |||
{| style="background-color:#ccccdd" | |||
|'''Equation''': | |||
0 Catalyze Titanium<br> | |||
1 Catalyze Plasteel<br> | |||
2 Catalyze Medicines<br> | |||
3 Catalyze Cybertronium<br> | |||
4 Catalyze Caffeine<br> | |||
5 Catalyze Clockwork Cores<br> | |||
6 Catalyze Cryonite<br> | |||
7 Catalyze Vehicles<br> | |||
8 Catalyze Cavorite<br> | |||
9 Catalyze Tok'l Ore<br> | |||
10 Catalyze Illuminum | |||
'''Max''': can convert all items | |||
|} | |||
13. [[Shock Grenade]] | |||
{| style="background-color:#ccccdd" | |||
|'''Equation''': damage = 5 - 15 + 3X + (level/2); | |||
foe to-hit and offense reduced by 20 + 2X | |||
'''Max''': damage = 35-45 + (level/2); reduces foe to-hit and offense by 40 | |||
|} | |||
14. [[Stealth]] | |||
{| style="background-color:#ccccdd" | |||
|'''Equation''': +3% + X*0.3% chances of noncombat adventures | |||
'''Max''': +6% chances of noncombat adventures | |||
|} | |||
15. [[Sniper]] | |||
{| style="background-color:#ccccdd" | |||
|'''Equation''': Ranged damage +5 + 2X | |||
Initiative +10 +2X | |||
'''Max''': Ranged damage +25; Initiative +30 | |||
|} | |||
16. [[Battle Armor]] | |||
{| style="background-color:#ccccdd" | |||
|'''Equation''': Defense increases by 30 + level*(X+1) | |||
'''Max''': Defense = +30 + 11*level | |||
|} | |||
===[[Psion]]=== | |||
1. [[Mind Poke]] | |||
{| style="background-color:#ccccdd" | |||
|'''Equation''': 3-6 + X psychic damage; capped at 10 + X | |||
'''Max''': 13-16 psychic damage; capped at 20 | |||
|} | |||
1. [[Aura: Vim]] | |||
{| style="background-color:#ccccdd" | |||
|'''Equation''': to-hit and dodge = 10 + X; | |||
'''Max''': to-hit and dodge = +20 | |||
|} | |||
2. [[Knit Flesh]] | |||
{| style="background-color:#ccccdd" | |||
|'''Equation''': heals 2-4 + 2-4 + ((2-4)*(X/2)) | |||
Will also remove one or two negative effects (stitches, concussed?) | |||
'''Max''': 4-8 + 10-20 | |||
|} | |||
3. [[Telekinesis]] | |||
{| style="background-color:#ccccdd" | |||
|'''Equation''': 4-8 + X + (level/2) + [intellect bonus]; hard cap at 20 + 2X | |||
'''Max''': 14-18 + (level/2) + [intellect bonus]; hard cap at 40 | |||
|} | |||
4. [[Aura: Mystery]] | |||
{| style="background-color:#ccccdd" | |||
|'''Equation''': spell damage increased by 2X + (level/2); might need a cap?; | |||
combat spell cost -1 | |||
'''Max''': spell damage increased by 20 + (level/2); might need a cap?; combat spell cost -1 | |||
|} | |||
5. [[Premonition]] | |||
{| style="background-color:#ccccdd" | |||
|'''Equation''': initiative increases by 5 + 2X + (level/5) | |||
'''Max''': initiative increases by 25 + (level/5) | |||
|} | |||
6. [[Mind Jab]] | |||
{| style="background-color:#ccccdd" | |||
|'''Equation''': 8-16 + 3X + level + [intellect modifier]; soft cap at 30 + 3X | |||
'''Max''': 38-46 + level + [intellect modifier]; soft cap at 60 | |||
|} | |||
7. [[Wind Warrior]] | |||
{| style="background-color:#ccccdd" | |||
|'''Equation''': does 5-7 + X if it hits | |||
'''Max''': does 15-17 if it hits | |||
|} | |||
8. [[Aura: Keen Observation]] | |||
{| style="background-color:#ccccdd" | |||
|'''Equation''': XP gain increased by 1% + (X/2)%; +20% + X% chips drop | |||
'''Max''': +6% XP gain; +30% chips drop | |||
|} | |||
9. [[Knit Bone]] | |||
{| style="background-color:#ccccdd" | |||
|'''Equation''': heals 10-20 + 10-20 + 3X HP | |||
Removes several negative effects (stitches, concussed, internal injuries) | |||
'''Max''': heals 50-70 HP | |||
|} | |||
10. [[Meditation]] | |||
{| style="background-color:#ccccdd" | |||
|'''Equation''': grants 10 + 2X minutes to bedtime each rollover | |||
'''Max''': grants +30 minutes to bedtime | |||
|} | |||
11. [[Electronic Understanding]] | |||
{| style="background-color:#ccccdd" | |||
|'''Equation''': | |||
Electronic robots take 50% + 5X% damage from Mind Jab and Psionic Blast<br> | |||
Positronic robots take 10% + X% damage from Mind Jab and Psionic Blast | |||
'''Max''': Mind Jab and Psionic Blast will do 100% damage to electronic robots, and 20% damage to positronic robots | |||
|} | |||
12. [[Aura: Vigor]] | |||
{| style="background-color:#ccccdd" | |||
|'''Equation''': regen 2 + round(X/3) HP/turn; +20% + X% max HP | |||
'''Max''': regenerate 5 HP/turn; +30% maximum HP | |||
|} | |||
13. [[Psionic Blast]] | |||
{| style="background-color:#ccccdd" | |||
|'''Equation''': 15-30 + 8X + level*3 + [intellect modifier]; no cap | |||
'''Max''': 95-110 + level*3 + [intellect modifier] | |||
|} | |||
14. [[Detachment]] | |||
{| style="background-color:#ccccdd" | |||
|'''Equation''': 20% + X% damage absorption<br> | |||
Turn length increased by (20 - X) seconds | |||
'''Max''': 30% damage absorption; turn length increased by 10 seconds | |||
|} | |||
15. [[Biofeedback]] | |||
{| style="background-color:#ccccdd" | |||
|'''Equation''': | |||
Starting at 0: Fire and ice resist = 5% + X%<br> | |||
Starting at 5: Add sonic resist = 5% + X%<br> | |||
Starting at 10: Add psychic resist = 5% + X% | |||
'''Max''': Fire, ice, sonic, and psychic resit +15% | |||
|} | |||
16. [[Aura: Mental Magnetism]] | |||
{| style="background-color:#ccccdd" | |||
|'''Equation''': plus or minus (3% + X*0.3%) chances of noncombats | |||
'''Max''': +/- 6% chances of noncombats | |||
|} | |||
==Notes== | |||
* Also worth mentioning in this context are [[:Category:Effects|Effects]] which you can get through other means. They are temporarily and don't cost any power points (PP). | |||
* For information about skills before skill points were introduced, see [http://www.twilightheroes.com/game-manual/skills_by_class.php here]. |
Latest revision as of 11:06, 30 August 2018
This page is a copy of the official game manual. For the wiki page for skills go here
Skills
Heroes start out with at least one skill, and gain more as they advance in levels. Skills come in different types: passive, combat, noncombat, and buff.
Passive skills are always active—you don't have to do anything, and you continually gain the benefit.
Combat skills can only be used in combat, and generally help heroes inflict damage, hinder their opponent, or something similar. They require Power Points (PP) to use.
Noncombat skills can be used only when you're not in combat. They can do any number of things, such as heal your hero or temporarily improve one of your abilities. They require Power Points (PP) to use.
Buffs are also noncombat spells, but they can be cast on other players as well as yourself. They require Power Points (PP) to use.
Skill Points
Skill points let players improve skills. Each skill starts at 0 and can have up to 10 skill points invested in it. Players earn skill points when they level up, and may obtain skill points by other methods.
For buffs, only the skill points of the buff TARGET count. That is, if a player with 10 points invested in a buff casts it on you and you don't know the skill at all or don't have skill points invested, you will receive the skill at the base effectiveness. In other words, skill points represent the player's mastery of the skill -- no points, no mastery. On the reverse, if a player with 0 skill points casts a buff on you and you have 5 points invested, you receive the buff at the 5-point level. In this case, it doesn't matter how inexperienced the other player is, your mastery still carries through.
Skills by Class
Each class skill is listed below, along with its effect. Equations are given to explain how invested skill points will affect the ability. Equations have an X to denote a multiple of the number of current skill points invested. They also list a Max: line just to simplify what the value of a maxed-out skill would look like.
Damage spells with caps can have "hard caps" (absolute limit) or "soft caps" (point at which damage becomes lessened by some factor).
Elemental
Equation: +2 to each stat, then +1 to reflexes, intellect, and strength, in succession, per point.
Max: +5 STR, +5 INT, +6 REF |
1. Throw Sparks
Equation: 4-7 + 2X + (level/2), hard capped at 15 + 3X
Max: 24-27 + (level/2); hard capped at 45 |
2. Air Shield
Equation: defense increased by 5 + 3X; capped at 35; duration = (30 + X)
Max: +35 defense; cast for 40 minute duration |
3. Ice Bolt
Equation: 5-10 + ((2-3)*X) + level + [intellect factor]; soft capped at 30 + 3*X
Max: 5-10 + ((2-3)*10) + level + [intellect factor]; soft capped at 60 |
4. Groundquake
Equation: Equation: Foe hit and foe dodge reduced by 5 + X; 20% + X% chance to stun
Max: Foe hit and foe dodge reduced by 15, 30% chance to stun |
Equation: Regenerate PP at a rate of round((X+2)/3) per turn; get a bonus point at 10
Max: Regenerate 5 PP/turn |
Equation: 2-8 + 2-8 + 3X + level + [intellect modifier]; soft cap at 60 + 3X
Max: 34-46 + level + [intellect modifier]; soft cap at 90 |
7. Fire Shield
Equation: attacker takes 5 + 2X + round(level/5); duration = 30 + X
Max: attacker takes 25 + round(level/5); duration = 40 minutes |
8. Stone Armor
Equation: defense = 10 + 2X + level; capped at 30 + 2X; duration = 30 + X
fire, ice, and elec resist = 5% + (X/2)% Max: +50 defense, 10% fire, ice, elec resist; duration = 40 minutes |
9. Tornado
Equation: damage = 4-8 + 3X; foe to-hit and dodge reduced by 10 + X
Max: 34-38 damage; foe to-hit and dodge reduced by 20 |
Equation: heals 50 + 5X% of HP; costs 20 - round(X/2) PP
Max: heals 100% of HP when cast; costs 15 PP |
11. Metalmorph
Equation: Cost = 20 per conversion Max: can convert all items |
12. Firestorm
Equation: 15-30 + 10X + 2*level + [intellect bonus]; no cap
Max: 115-130 + 2*level + [intellect bonus] |
Equation: Summons sidekick for 30 minutes. If sprite acts, it either: A) does 4-8 + (X-2X) ice damage, or Max: Sprite does: |
14. The Fire Within
Equation: +10% + X% max PP; +X% spell damage
Max: +20% max PP; +10% spell damage |
15. Sundowner Breeze
Equation: Foe toughness increased by (2 * level) + 2X; duration = 30 + X
The 2*level portion is capped at 20 + X. Max: +50 foe toughness |
Equation: Spell critical chance increased by 1 + round(X * 0.6)
Spell critical values are capped at +/-20%. Max: +7% spell critical chance |
Naturalist
Equation: 4-6 + X damage
Max: 14-16 damage |
Equation: 5 + X STR; 10 + X max HP; duration = 30 + 3X minutes
Max: +15 STR; +20 HP; duration = 60 minutes |
Equation:
weapon damage multiplied by 1.5 + (X/10); to-hit increased by 10 + (level) + X, capped at 30 Max: weapon damage x 2.5; to-hit +30 |
Equation: 5 + X REF; 5 + X initiative; duration = 30 + 3X minutes
Max: +15 REF; +15 initiative; duration = 60 minutes |
4. Echolocation
Equation: 10% + X% item drop
Max: 20% item drop |
Equation: 5 + X INT; 10 + X max PP; duration = 30 + 3X minutes
Max: +15 INT; +20 max PP; duration = 60 minutes |
Equation: damage absorption = 2 + X + round(level/6); duration = 30 + 3X minutes
Max: 12 + round(level/6); duration = 60 minutes |
Equation: 15% + X% chips; duration = 30 + 3X minutes
Max: +25% chips; duration = 60 minutes |
Equation: regenerate 2 + round(X/2) HP/turn; get a bonus point at 10
Max: regenerate 8 HP/turn |
Equation: melee damage +3 + X + round(level/3); capped at 10 + X; duration = 30 + 3X minutes
Max: melee damage +13 + round(level/3); capped at 20; duration = 60 minutes |
Equation: weapon damage multiplied by 2.5 + (X/10); to-hit +10 + 2X + (level), capped at 50
Max: weapon damage x 3.5; to-hit +30 + (level), capped at 50 |
11. Summon Wolf
Equation: wolf does 6-10 + X damage; duration = 30 + 6X
Max: wolf does 16-20 damage if it hits; duration = 90 minutes |
Equation: sidekick bonus of 10% + X%; duration = 30 + 3X minutes
Max: 20% sidekick bonus; 60 minute duration |
Equation: attacker takes 5 + X damage; duration = 30 + 3X minutes
Max: attacker takes 15 damage; duration = 60 minutes |
Equation: +3% + X*0.3% chances of combat adventures; duration = 30 + 3X minutes
Max: +6% chances of combat adventures; duration = 60 minutes |
Equation: duration = 30 + 6X; damage is either:
(7-12)+(x-2x) or Max:duration = 90 minutes; buffalo does damage if it hits: 17-32 or 25-42 |
Equation: weapon damage multiplied by 3 + (X/5); to-hit +15% + X% of current to-hit, minimum of 20 + X
Max: weapon damage x 5; +25% increase to to-hit, minimum bonus of +30 |
Gadgeteer
1. Endurance
Equation: +3 + (X/2) HP; bonus point at 10
Max: +10[sic] HP |
1. Stun Gas
Equation: foe hit and foe offense reduced by 5 + (X/2); chance of stun 20% + X%
Max: foe hit and offense reduced by 10; chance of stun 30% |
Equation: Choose from Resistance, Superabsorbance, or Motorized
Resistance: 5% + X% resistance to fire, electric, and sonic damage Superabsorbance: 2 + (X/2) absorbance (with a bonus point at X = 10) Motorized: Reflexes + 4 + (X/2) (with a bonus point at X = 10); Initiative 5 + X; Max: Superabsorbance: +8 absorbance Motorized: +10 reflexes; + 15 initiative |
Equation: to-hit increased by 10 + X
Max: to-hit increased by 20 |
4. First Aid
Equation: out of combat cures 10-20 + 3X HP; in combat, heals 6-10 + 2X;
Max: 40-50 out of combat; 26-30 in combat |
Equation: device adds 20% + 3X% to the time gains of sugar. Duration is 15 minutes, but each item of sugar eaten reduces duration by 15 minutes (i.e., you need one cast per item eaten--this is per item, NOT per fullness).
Max: +50% time from consumed sugar |
Equation: Choose from Frickin' Sharp, Lethalized, or Self-Balancing
Frickin' Sharp: to-hit 10 + 2X Lethalized: fire damage 1 + floor(X/2); electric damage 1 + ceil(X/2) Self-Balancing: @ 0-5 points: -X% chance of fumbles; @ 6-10 points: no fumbles; (X-5)*10% chance of a fumble becoming a critical Max: Lethalized: +6 fire damage, +6 electric damage Self-Balancing: no fumbles, and 50% of would-be fumbles become critical hits |
Equation: +15% + X% item drop
Max: +25% item drop |
Equation: offense increases by 10 + 3X + level power
Max: +30 + level offensive power |
Equation: +1 vehicle range; +30 - (3X) seconds turn length
Max: +1 vehicle range, no effect on turn length |
Equation: improves options for upgrade armor (at 0 points) and upgrade weapons (at 5 points)
Extends the duration of all gadgeteer buffs/skills by 10 + X minutes Max: improves upgrade armor and weapons; all gadgeteer buffs/skills get +20 minutes |
11. Electric Net
Equation: deals 4-8 + 2X + sqrt(level) damage; reduces foe dodge by your level * (.5 + (X/10))
Max: deals 24-28 damage + sqrt(level) damage; reduces foe dodge by 1.5 * your level |
12. Catalyze
Equation:
0 Catalyze Titanium Max: can convert all items |
13. Shock Grenade
Equation: damage = 5 - 15 + 3X + (level/2);
foe to-hit and offense reduced by 20 + 2X Max: damage = 35-45 + (level/2); reduces foe to-hit and offense by 40 |
14. Stealth
Equation: +3% + X*0.3% chances of noncombat adventures
Max: +6% chances of noncombat adventures |
15. Sniper
Equation: Ranged damage +5 + 2X
Initiative +10 +2X Max: Ranged damage +25; Initiative +30 |
16. Battle Armor
Equation: Defense increases by 30 + level*(X+1)
Max: Defense = +30 + 11*level |
Psion
1. Mind Poke
Equation: 3-6 + X psychic damage; capped at 10 + X
Max: 13-16 psychic damage; capped at 20 |
1. Aura: Vim
Equation: to-hit and dodge = 10 + X;
Max: to-hit and dodge = +20 |
2. Knit Flesh
Equation: heals 2-4 + 2-4 + ((2-4)*(X/2))
Will also remove one or two negative effects (stitches, concussed?) Max: 4-8 + 10-20 |
3. Telekinesis
Equation: 4-8 + X + (level/2) + [intellect bonus]; hard cap at 20 + 2X
Max: 14-18 + (level/2) + [intellect bonus]; hard cap at 40 |
Equation: spell damage increased by 2X + (level/2); might need a cap?;
combat spell cost -1 Max: spell damage increased by 20 + (level/2); might need a cap?; combat spell cost -1 |
5. Premonition
Equation: initiative increases by 5 + 2X + (level/5)
Max: initiative increases by 25 + (level/5) |
6. Mind Jab
Equation: 8-16 + 3X + level + [intellect modifier]; soft cap at 30 + 3X
Max: 38-46 + level + [intellect modifier]; soft cap at 60 |
7. Wind Warrior
Equation: does 5-7 + X if it hits
Max: does 15-17 if it hits |
Equation: XP gain increased by 1% + (X/2)%; +20% + X% chips drop
Max: +6% XP gain; +30% chips drop |
9. Knit Bone
Equation: heals 10-20 + 10-20 + 3X HP
Removes several negative effects (stitches, concussed, internal injuries) Max: heals 50-70 HP |
10. Meditation
Equation: grants 10 + 2X minutes to bedtime each rollover
Max: grants +30 minutes to bedtime |
Equation:
Electronic robots take 50% + 5X% damage from Mind Jab and Psionic Blast Max: Mind Jab and Psionic Blast will do 100% damage to electronic robots, and 20% damage to positronic robots |
12. Aura: Vigor
Equation: regen 2 + round(X/3) HP/turn; +20% + X% max HP
Max: regenerate 5 HP/turn; +30% maximum HP |
13. Psionic Blast
Equation: 15-30 + 8X + level*3 + [intellect modifier]; no cap
Max: 95-110 + level*3 + [intellect modifier] |
14. Detachment
Equation: 20% + X% damage absorption Turn length increased by (20 - X) seconds Max: 30% damage absorption; turn length increased by 10 seconds |
15. Biofeedback
Equation:
Starting at 0: Fire and ice resist = 5% + X% Max: Fire, ice, sonic, and psychic resit +15% |
Equation: plus or minus (3% + X*0.3%) chances of noncombats
Max: +/- 6% chances of noncombats |