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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===
===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.
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:Passive_Skill|'''Passive skills''']] are always active—you don't have to do anything, and you continually gain the benefit.
'''[[:Category:Passive Skill|Passive skills]]''' are always active—you don't have to do anything, and you continually gain the benefit.


[[: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: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: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: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: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: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.
 
'''Unimplemented Skills'''. Because the game is in early beta testing, there are a number of skills that still haven't been added to the game. There are some gaps in the skill tree which will eventually be filled in but for the moment are empty. Also, after level 16 there are no more level-based skills.


===Skill Points===
===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.
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.


(Not implemented yet ...) 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.
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===
===Skills by Class===
Each class skill is listed below, along with its effect. (A few are in flux right now. Buffs don't register skill points at all yet.) 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.
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).
Damage spells with caps can have "hard caps" (absolute limit) or "soft caps" (point at which damage becomes lessened by some factor).


===[[Elemental]]===
===[[Elemental]]===
1. [[Throw Sparks|Throw sparks]]
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"
{| style="background-color:#ccccdd"
| '''Equation''': 4-7 + 2X + (level/2), hard capped at  15 + 3X
| '''Equation''': 4-7 + 2X + (level/2), hard capped at  15 + 3X
Line 30: Line 36:
'''Max''': 24-27 + (level/2); hard capped at 45
'''Max''': 24-27 + (level/2); hard capped at 45
|}
|}
2. [[Air Shield|Air shield]]
2. [[Air Shield]]
{| style="background-color:#ccccdd"
{| style="background-color:#ccccdd"
|'''Equation''': defense increased by 5 + 3X; capped at 35; duration = (30 + X)
|'''Equation''': defense increased by 5 + 3X; capped at 35; duration = (30 + X)
Line 36: Line 42:
'''Max''': +35 defense; cast for 40 minute duration
'''Max''': +35 defense; cast for 40 minute duration
|}
|}
3. [[Ice Bolt|Icebolt]]
3. [[Ice Bolt]]
{| style="background-color:#ccccdd"
{| style="background-color:#ccccdd"
|'''Equation''': 5-10 + ((2-3)*X) + level + [intellect factor]; soft capped at  30 + 3*X
|'''Equation''': 5-10 + ((2-3)*X) + level + [intellect factor]; soft capped at  30 + 3*X
Line 48: Line 54:
'''Max''': Foe hit and foe dodge reduced by 15, 30% chance to stun
'''Max''': Foe hit and foe dodge reduced by 15, 30% chance to stun
|}
|}
5. [[Proper Hydration|Proper hydration]]
5. [[Proper Hydration]]
{| style="background-color:#ccccdd"
{| style="background-color:#ccccdd"
|'''Equation''': Regenerate PP at a rate of round((X+2)/3) per turn; get a bonus point at 10
|'''Equation''': Regenerate PP at a rate of round((X+2)/3) per turn; get a bonus point at 10
Line 54: Line 60:
'''Max''': Regenerate 5 PP/turn
'''Max''': Regenerate 5 PP/turn
|}
|}
6. [[Lightning Bolt|Lightning bolt]]
6. [[Lightning Bolt]]
{| style="background-color:#ccccdd"
{| style="background-color:#ccccdd"
|'''Equation''': 2-8 + 2-8 + 3X + level + [intellect modifier]; soft cap at 60 + 3X
|'''Equation''': 2-8 + 2-8 + 3X + level + [intellect modifier]; soft cap at 60 + 3X
Line 60: Line 66:
'''Max''': 34-46 + level + [intellect modifier]; soft cap at 90
'''Max''': 34-46 + level + [intellect modifier]; soft cap at 90
|}
|}
7. [[Fire Shield|Fire shield]]
7. [[Fire Shield]]
{| style="background-color:#ccccdd"
{| style="background-color:#ccccdd"
|'''Equation''': attacker takes 5 + 2X + round(level/5); duration = 30 + X
|'''Equation''': attacker takes 5 + 2X + round(level/5); duration = 30 + X
Line 66: Line 72:
'''Max''': attacker takes 25 + round(level/5); duration = 40 minutes
'''Max''': attacker takes 25 + round(level/5); duration = 40 minutes
|}
|}
8. [[Stone Armor|Stone armor]]
8. [[Stone Armor]]
{| style="background-color:#ccccdd"
{| style="background-color:#ccccdd"
|'''Equation''': defense = 10 + 2X + level; capped at 30 + 2X; duration = 30 + X
|'''Equation''': defense = 10 + 2X + level; capped at 30 + 2X; duration = 30 + X
fire, ice, and elec resist = 5 + (X/2)%
fire, ice, and elec resist = 5% + (X/2)%


'''Max''': +50 defense, 10% fire, ice, elec resist; duration = 40 minutes
'''Max''': +50 defense, 10% fire, ice, elec resist; duration = 40 minutes
Line 79: Line 85:
'''Max''': 34-38 damage; foe to-hit and dodge reduced by 20
'''Max''': 34-38 damage; foe to-hit and dodge reduced by 20
|}
|}
10. [[Lifeblood Manipulation|Lifeblood manipulation]]
10. [[Lifeblood Manipulation]]
{| style="background-color:#ccccdd"
{| style="background-color:#ccccdd"
|'''Equation''': heals 50 + 5X% of HP; costs 20 - round(X/2) PP
|'''Equation''': heals 50 + 5X% of HP; costs 20 - round(X/2) PP
Line 85: Line 91:
'''Max''': heals 100% of HP when cast; costs 15 PP
'''Max''': heals 100% of HP when cast; costs 15 PP
|}
|}
11.[[ Metalmorph]] (not properly coded for skill points yet)
11. [[Metalmorph]]  
{| style="background-color:#ccccdd"
{| style="background-color:#ccccdd"
|'''Equation''':
|'''Equation''':<br>
Cost = 20 - round(X/2) to convert metal<br>
Cost = 20 per conversion<br>
0-2 can convert titanium to cryonite and plasteel to cavorite<br>
0 Convert Titanium<br>
3-5 can convert cybertronium to illuminum<br>
1  Convert Plasteel<br>
6-7 can convert tritanium to pentium<br>
2 Convert Simple Items<br>
8-9 can convert polysteel to paladinum<br>
3 Convert Cybertronium<br>
10 can convert byzantium to malkamite
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 6 metals, cost = 15 PP
'''Max''': can convert all items
|}
|}
12. [[Firestorm]]
12. [[Firestorm]]
Line 103: Line 115:
'''Max''': 115-130 + 2*level + [intellect bonus]
'''Max''': 115-130 + 2*level + [intellect bonus]
|}
|}
13. None (water-themed skill; TBA)
13. [[Summon Water Sprite]]
{| style="background-color:#ccccdd"
{| style="background-color:#ccccdd"
|'''Equation''':  
|'''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''':  
'''Max''': Sprite does:<br>
A) 4-8 + 10-20 ice damage, or<br>
B) delevels by 13-15
|}
|}
14. [[The Fire Within|Fire within]]
14. [[The Fire Within]]
{| style="background-color:#ccccdd"
{| style="background-color:#ccccdd"
|'''Equation''': +10% + X% max PP; +X% spell damage
|'''Equation''': +10% + X% max PP; +X% spell damage
Line 115: Line 131:
'''Max''': +20% max PP; +10% spell damage
'''Max''': +20% max PP; +10% spell damage
|}
|}
15. None (earth-themed skill; TBA)
15. [[Sundowner Breeze]]
{| style="background-color:#ccccdd"
{| style="background-color:#ccccdd"
|'''Equation''':  
|'''Equation''': Foe toughness increased by (2 * level) + 2X; duration = 30 + X
 
The 2*level portion is capped at 20 + X.


'''Max''':  
'''Max''': +50 foe toughness
|}
|}
16. None (air-themed skill; TBA)
16. [[Salt of the Earth]]
{| style="background-color:#ccccdd"
{| style="background-color:#ccccdd"
|'''Equation''':  
|'''Equation''': Spell critical chance increased by 1 + round(X * 0.6)
 
Spell critical values are capped at +/-20%.


'''Max''':  
'''Max''': +7% spell critical chance
|}
|}


===[[Naturalist]]===
===[[Naturalist]]===
1. [[Ant's Strength|Ant's strength]]
1. [[Kangaroo Punch]]
{| style="background-color:#ccccdd"
|'''Equation''': 4-6 + X damage
 
'''Max''': 14-16 damage
|}
1. [[Ant's Strength]]
{| style="background-color:#ccccdd"
{| style="background-color:#ccccdd"
|'''Equation''': 5 + X STR; 10 + X max HP; duration = 30 + 3X minutes
|'''Equation''': 5 + X STR; 10 + X max HP; duration = 30 + 3X minutes
Line 135: Line 161:
'''Max''': +15 STR; +20 HP; duration = 60 minutes
'''Max''': +15 STR; +20 HP; duration = 60 minutes
|}
|}
2. [[Charge of the Bovine|Charge of the bovine]]
2. [[Charge of the Bovine]]
{| style="background-color:#ccccdd"
{| style="background-color:#ccccdd"
|'''Equation''':  
|'''Equation''':  
Line 142: Line 168:
'''Max''': weapon damage x 2.5; to-hit +30
'''Max''': weapon damage x 2.5; to-hit +30
|}
|}
3. [[Mantis Reflexes|Mantis reflexes]]
3. [[Mantis Reflexes]]
{| style="background-color:#ccccdd"
{| style="background-color:#ccccdd"
|'''Equation''': 5 + X REF; 5 + X initiative; duration = 30 + 3X minutes
|'''Equation''': 5 + X REF; 5 + X initiative; duration = 30 + 3X minutes
Line 150: Line 176:
4. [[Echolocation]]
4. [[Echolocation]]
{| style="background-color:#ccccdd"
{| style="background-color:#ccccdd"
|'''Equation''': 10 + X% item drop
|'''Equation''': 10% + X% item drop


'''Max''': 20% item drop
'''Max''': 20% item drop
|}
|}
5. [[Memory of the Elephant|Memory of the elephant]]
5. [[Memory of the Elephant]]
{| style="background-color:#ccccdd"
{| style="background-color:#ccccdd"
|'''Equation''': 5 + X INT; 10 + X max PP; duration = 30 + 3X minutes
|'''Equation''': 5 + X INT; 10 + X max PP; duration = 30 + 3X minutes
Line 160: Line 186:
'''Max''': +15 INT; +20 max PP; duration = 60 minutes
'''Max''': +15 INT; +20 max PP; duration = 60 minutes
|}
|}
6. [[Armadillo Armor|Armadillo armor]]
6. [[Armadillo Armor]]
{| style="background-color:#ccccdd"
{| style="background-color:#ccccdd"
|'''Equation''': damage absorption = 2 + X + round(level/6); duration = 30 + 3X minutes
|'''Equation''': damage absorption = 2 + X + round(level/6); duration = 30 + 3X minutes
Line 166: Line 192:
'''Max''': 12 + round(level/6); duration = 60 minutes
'''Max''': 12 + round(level/6); duration = 60 minutes
|}
|}
7. [[Snout of the Swine|Snout of the swine]]
7. [[Snout of the Swine]]
{| style="background-color:#ccccdd"
{| style="background-color:#ccccdd"
|'''Equation''': 15 + X% chips; duration = 30 + 3X minutes
|'''Equation''': 15% + X% chips; duration = 30 + 3X minutes


'''Max''': +25% chips; duration = 60 minutes
'''Max''': +25% chips; duration = 60 minutes
|}
|}
8. [[Starfish Regeneration|Starfish regeneration]]
8. [[Starfish Regeneration]]
{| style="background-color:#ccccdd"
{| style="background-color:#ccccdd"
|'''Equation''': regenerate 2 + round(X/2) HP/turn; get a bonus point at 10
|'''Equation''': regenerate 2 + round(X/2) HP/turn; get a bonus point at 10
Line 178: Line 204:
'''Max''': regenerate 8 HP/turn
'''Max''': regenerate 8 HP/turn
|}
|}
9. [[Talons of the Raptor|Talons of the raptor]]
9. [[Talons of the Raptor]]
{| style="background-color:#ccccdd"
{| style="background-color:#ccccdd"
|'''Equation''': melee damage +3 + X + round(level/3); capped at 10 + X; duration = 30 + 3X minutes
|'''Equation''': melee damage +3 + X + round(level/3); capped at 10 + X; duration = 30 + 3X minutes
Line 184: Line 210:
'''Max''': melee damage +13 + round(level/3); capped at 20; duration = 60 minutes
'''Max''': melee damage +13 + round(level/3); capped at 20; duration = 60 minutes
|}
|}
10. [[Trample of the Rhino|Trample of the rhino]]
10. [[Trample of the Rhino]]
{| style="background-color:#ccccdd"
{| style="background-color:#ccccdd"
|'''Equation''': weapon damage multiplied by 2.5 + (X/10); to-hit +10 + 2X + (level), capped at 50
|'''Equation''': weapon damage multiplied by 2.5 + (X/10); to-hit +10 + 2X + (level), capped at 50
Line 190: Line 216:
'''Max''': weapon damage x 3.5; to-hit +30 + (level), capped at 50
'''Max''': weapon damage x 3.5; to-hit +30 + (level), capped at 50
|}
|}
11. [[Summon Wolf|Summon wolf]] (not properly coded for skill points yet)
11. [[Summon Wolf]]
{| style="background-color:#ccccdd"
{| style="background-color:#ccccdd"
|'''Equation''': wolf does 4-8 + X + floor(level/5) damage; duration = 30 + 6X
|'''Equation''': wolf does 6-10 + X damage; duration = 30 + 6X


'''Max''': wolf does 14-18 + floor(level/5) damage if it hits; duration = 90 minutes
'''Max''': wolf does 16-20 damage if it hits; duration = 90 minutes
|}
|}
12. [[Nurture vs. Nature|Nurture versus nature]]
12. [[Nurture vs. Nature]]
{| style="background-color:#ccccdd"
{| style="background-color:#ccccdd"
|'''Equation''': sidekick bonus of 10% + X%; duration = 30 + 3X minutes
|'''Equation''': sidekick bonus of 10% + X%; duration = 30 + 3X minutes
Line 202: Line 228:
'''Max''': 20% sidekick bonus; 60 minute duration
'''Max''': 20% sidekick bonus; 60 minute duration
|}
|}
13. [[Spines of the Echidna|Spines of the echidna]]
13. [[Spines of the Echidna]]
{| style="background-color:#ccccdd"
{| style="background-color:#ccccdd"
|'''Equation''': attacker takes 5 + X damage; duration = 30 + 3X minutes
|'''Equation''': attacker takes 5 + X damage; duration = 30 + 3X minutes
Line 208: Line 234:
'''Max''': attacker takes 15 damage; duration = 60 minutes
'''Max''': attacker takes 15 damage; duration = 60 minutes
|}
|}
14. [[Sinus of the Shark|Sinus of the shark]] (not properly coded for skill points yet)
14. [[Sinus of the Shark]]
{| style="background-color:#ccccdd"
{| style="background-color:#ccccdd"
|'''Equation''': +3 + round(X/3)% chances of combat adventures; duration = 30 + 3X minutes
|'''Equation''': +3% + X*0.3% chances of combat adventures; duration = 30 + 3X minutes


'''Max''': +6% chances of combat adventures; duration = 60 minutes
'''Max''': +6% chances of combat adventures; duration = 60 minutes
|}
|}
15. [[Summon Water Buffalo|Summon water buffalo]] (not properly coded for skill points yet)
15. [[Summon Water Buffalo]]
{| style="background-color:#ccccdd"
{| style="background-color:#ccccdd"
|'''Equation''': duration = 30 + 6X; damage is either:
|'''Equation''': duration = 30 + 6X; damage is either:
6-(6+X) + X + floor(level/6) or
(7-12)+(x-2x) or<br>
12-18 + 2X + floor(level/5)
(15-21)+(x-2x)


'''Max''':duration = 90 minutes; buffalo does damage if it hits:
'''Max''':duration = 90 minutes; buffalo does damage if it hits:
16-26 + floor(level/6) or
17-32 or
32-38 + floor(level/5)
25-42
|}
|}
16. [[Maul of the Cave Bear|Maul of the cave bear]]
16. [[Maul of the Cave Bear]]
{| style="background-color:#ccccdd"
{| style="background-color:#ccccdd"
|'''Equation''': weapon damage multiplied by 3 + (X/5); to-hit +15% + X% of current to-hit, minimum of 20 + X
|'''Equation''': weapon damage multiplied by 3 + (X/5); to-hit +15% + X% of current to-hit, minimum of 20 + X
Line 231: Line 257:
|}
|}


===Gadgeteer===
===[[Gadgeteer]]===
1. Stun gas
1. [[Endurance]]
{| style="background-color:#ccccdd"
{| style="background-color:#ccccdd"
|'''Equation''': foe hit and foe offense reduced by 5 + (X/2); chance of stun 20 + X%
|'''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%
'''Max''': foe hit and offense reduced by 10; chance of stun 30%
|}
|}
2. Upgrade armor
2. [[Upgrade Armor]]
{| style="background-color:#ccccdd"
{| style="background-color:#ccccdd"
|'''Equation''': (still working out the mechanics)
|'''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


'''Max''':
|}
|}
3. Basic martial arts
3. [[Basic Martial Arts]]
{| style="background-color:#ccccdd"
{| style="background-color:#ccccdd"
|'''Equation''': to-hit increased by 10 + X
|'''Equation''': to-hit increased by 10 + X
Line 250: Line 294:
'''Max''': to-hit increased by 20
'''Max''': to-hit increased by 20
|}
|}
4. First aid
4. [[First Aid]]
{| style="background-color:#ccccdd"
{| style="background-color:#ccccdd"
|'''Equation''': out of combat cures 10-20 + 3X HP; in combat, heals 6-10 + 2X;
|'''Equation''': out of combat cures 10-20 + 3X HP; in combat, heals 6-10 + 2X;
Line 256: Line 300:
'''Max''': 40-50 out of combat; 26-30 in combat
'''Max''': 40-50 out of combat; 26-30 in combat
|}
|}
5. Supercomputer skills
 
5. [[Sugar Purifier]]
{| style="background-color:#ccccdd"
{| style="background-color:#ccccdd"
|'''Equation''': (still working out the mechanics)
|'''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''':  
'''Max''': +50% time from consumed sugar
|}
|}
6. Upgrade weapons
6. [[Upgrade Weapons]]
{| style="background-color:#ccccdd"
{| style="background-color:#ccccdd"
|'''Equation''':  (still working out the mechanics)
|'''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


'''Max''':  
Self-Balancing: no fumbles, and 50% of would-be fumbles become critical hits
|}
|}
7. Metal detector
7. [[Metal Detector]]
{| style="background-color:#ccccdd"
{| style="background-color:#ccccdd"
|'''Equation''': +15 + X% item drop
|'''Equation''': +15% + X% item drop


'''Max''': +25% item drop
'''Max''': +25% item drop
|}
|}
8. Advanced martial arts
8. [[Advanced Martial Arts]]
{| style="background-color:#ccccdd"
{| style="background-color:#ccccdd"
|'''Equation''': offense increases by 10 + 3X + level power
|'''Equation''': offense increases by 10 + 3X + level power
Line 280: Line 336:
'''Max''': +30 + level offensive power
'''Max''': +30 + level offensive power
|}
|}
9. (none - skill TBA)
9. [[Aerodynamic Vehicle]]
{| style="background-color:#ccccdd"
{| style="background-color:#ccccdd"
|'''Equation''':  
|'''Equation''': +1 vehicle range; +30 - (3X) seconds turn length


'''Max''':  
'''Max''': +1 vehicle range, no effect on turn length
|}
|}
10. Improved tinkering
10. [[Improved Tinkering]]
{| style="background-color:#ccccdd"
{| style="background-color:#ccccdd"
|'''Equation''': improves options for upgrade armor (at 0 points) and upgrade weapons (at 5 points)
|'''Equation''': improves options for upgrade armor (at 0 points) and upgrade weapons (at 5 points)
Line 293: Line 349:
'''Max''': improves upgrade armor and weapons; all gadgeteer buffs/skills get +20 minutes
'''Max''': improves upgrade armor and weapons; all gadgeteer buffs/skills get +20 minutes
|}
|}
11. Electric net
11. [[Electric Net]]
{| style="background-color:#ccccdd"
{| style="background-color:#ccccdd"
|'''Equation''': deals 4-8 + 2X + sqrt(level) damage; reduces foe dodge by your level * (.5 + (X/10))
|'''Equation''': deals 4-8 + 2X + sqrt(level) damage; reduces foe dodge by your level * (.5 + (X/10))
Line 299: Line 355:
'''Max''': deals 24-28 damage + sqrt(level) damage; reduces foe dodge by 1.5 * your level
'''Max''': deals 24-28 damage + sqrt(level) damage; reduces foe dodge by 1.5 * your level
|}
|}
12. Catalyze
12. [[Catalyze]]
{| style="background-color:#ccccdd"
{| style="background-color:#ccccdd"
|'''Equation''':  
|'''Equation''':  
Time bonus with increasing X?<br>
0  Catalyze Titanium<br>
0-2 can convert titanium to tritanium and plasteel to polysteel<br>
1  Catalyze Plasteel<br>
3-5 can convert cybertronium to byzantium<br>
2 Catalyze Medicines<br>
6-7 can convert cryonite to pentium<br>
3 Catalyze Cybertronium<br>
8-9 can convert cavorite to paladinum<br>
4  Catalyze Caffeine<br>
10 can convert illuminum to malkamite
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 metals
'''Max''': can convert all items
|}
|}
13. Shock grenade
13. [[Shock Grenade]]
{| style="background-color:#ccccdd"
{| style="background-color:#ccccdd"
|'''Equation''': damage = 5 - 15 + 3X + (level/2);  
|'''Equation''': damage = 5 - 15 + 3X + (level/2);  
Line 318: Line 379:
'''Max''': damage = 35-45 + (level/2); reduces foe to-hit and offense by 40
'''Max''': damage = 35-45 + (level/2); reduces foe to-hit and offense by 40
|}
|}
14. Stealth
14. [[Stealth]]
{| style="background-color:#ccccdd"
{| style="background-color:#ccccdd"
|'''Equation''':  +3 + round(X/3)% chances of noncombat adventures
|'''Equation''':  +3% + X*0.3% chances of noncombat adventures


'''Max''': +6% chances of noncombat adventures
'''Max''': +6% chances of noncombat adventures
|}
|}
15. Sniper
15. [[Sniper]]
{| style="background-color:#ccccdd"
{| style="background-color:#ccccdd"
|'''Equation''': Ranged damage +5 + 2X
|'''Equation''': Ranged damage +5 + 2X
Line 331: Line 392:
'''Max''': Ranged damage +25; Initiative +30
'''Max''': Ranged damage +25; Initiative +30
|}
|}
16. Battle armor
16. [[Battle Armor]]
{| style="background-color:#ccccdd"
{| style="background-color:#ccccdd"
|'''Equation''': Defense increases by 30 + level*(X+1)
|'''Equation''': Defense increases by 30 + level*(X+1)
Line 337: Line 398:
'''Max''': Defense = +30 + 11*level
'''Max''': Defense = +30 + 11*level
|}
|}
===Psion===
 
1. Aura: vim
===[[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"
{| style="background-color:#ccccdd"
|'''Equation''': to-hit and dodge = 10 + X;  
|'''Equation''': to-hit and dodge = 10 + X;  
Line 344: Line 413:
'''Max''': to-hit and dodge = +20
'''Max''': to-hit and dodge = +20
|}
|}
2. Knit flesh
2. [[Knit Flesh]]
{| style="background-color:#ccccdd"
{| style="background-color:#ccccdd"
|'''Equation''': heals 2-4 + 2-4 + ((2-4)*(X/2))
|'''Equation''': heals 2-4 + 2-4 + ((2-4)*(X/2))
Line 351: Line 420:
'''Max''': 4-8 + 10-20
'''Max''': 4-8 + 10-20
|}
|}
3. Telekenesis
3. [[Telekinesis]]
{| style="background-color:#ccccdd"
{| style="background-color:#ccccdd"
|'''Equation''': 4-8 + X + (level/2) + [intellect bonus]; hard cap at 20 + 2X
|'''Equation''': 4-8 + X + (level/2) + [intellect bonus]; hard cap at 20 + 2X
Line 357: Line 426:
'''Max''': 14-18 + (level/2) + [intellect bonus]; hard cap at 40
'''Max''': 14-18 + (level/2) + [intellect bonus]; hard cap at 40
|}
|}
4. Aura: mystery
4. [[Aura: Mystery]]
{| style="background-color:#ccccdd"
{| style="background-color:#ccccdd"
|'''Equation''': spell damage increased by 2X + (level/2); might need a cap?;  
|'''Equation''': spell damage increased by 2X + (level/2); might need a cap?;  
Line 364: Line 433:
'''Max''': spell damage increased by 20 + (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
5. [[Premonition]]
{| style="background-color:#ccccdd"
{| style="background-color:#ccccdd"
|'''Equation''': initiative increases by 5 + 2X + (level/5)
|'''Equation''': initiative increases by 5 + 2X + (level/5)
Line 370: Line 439:
'''Max''': initiative increases by 25 + (level/5)
'''Max''': initiative increases by 25 + (level/5)
|}
|}
6. Mind jab
6. [[Mind Jab]]
{| style="background-color:#ccccdd"
{| style="background-color:#ccccdd"
|'''Equation''': 8-16 + 3X + level + [intellect modifier]; soft cap at 30 + 3X
|'''Equation''': 8-16 + 3X + level + [intellect modifier]; soft cap at 30 + 3X
Line 376: Line 445:
'''Max''': 38-46 + level + [intellect modifier]; soft cap at 60
'''Max''': 38-46 + level + [intellect modifier]; soft cap at 60
|}
|}
7. Wind warrior
7. [[Wind Warrior]]
{| style="background-color:#ccccdd"
{| style="background-color:#ccccdd"
|'''Equation''': does 3-5 + X + round(level/3) if it hits
|'''Equation''': does 5-7 + X if it hits


'''Max''': does 13-15 + round(level/3) if it hits
'''Max''': does 15-17 if it hits
|}
|}
8. Aura: keen observation
8. [[Aura: Keen Observation]]
{| style="background-color:#ccccdd"
{| style="background-color:#ccccdd"
|'''Equation''': XP gain increased by 1+ (X/2)%; +20 + X% chips drop
|'''Equation''': XP gain increased by 1% + (X/2)%; +20% + X% chips drop


'''Max''': +6% XP gain; +30% chips drop
'''Max''': +6% XP gain; +30% chips drop
|}
|}
9. Knit bone
9. [[Knit Bone]]
{| style="background-color:#ccccdd"
{| style="background-color:#ccccdd"
|'''Equation''': heals 10-20 + 10-20 + 3X HP
|'''Equation''': heals 10-20 + 10-20 + 3X HP
Removes several negative effects (stitches, concussed, still bleeding)
Removes several negative effects (stitches, concussed, internal injuries)


'''Max''': heals 50-70 HP
'''Max''': heals 50-70 HP
|}
|}
10. Meditation
10. [[Meditation]]
{| style="background-color:#ccccdd"
{| style="background-color:#ccccdd"
|'''Equation''': grants 10 + 2X minutes to bedtime each rollover
|'''Equation''': grants 10 + 2X minutes to bedtime each rollover
Line 401: Line 470:
'''Max''': grants +30 minutes to bedtime
'''Max''': grants +30 minutes to bedtime
|}
|}
11. Electronic understanding
11. [[Electronic Understanding]]
{| style="background-color:#ccccdd"
{| style="background-color:#ccccdd"
|'''Equation''':  
|'''Equation''':  
Electronic robots take 50 + 5X% damage from psion spells;<br>
Electronic robots take 50% + 5X% damage from Mind Jab and Psionic Blast<br>
Positronic robots take 10 + X% damage from psion spells
Positronic robots take 10% + X% damage from Mind Jab and Psionic Blast


'''Max''': Psion spells will do 100% damage to electronic robots, and 20% damage to positronic robots
'''Max''': Mind Jab and Psionic Blast will do 100% damage to electronic robots, and 20% damage to positronic robots
|}
|}
12. Aura: vigor
12. [[Aura: Vigor]]
{| style="background-color:#ccccdd"
{| style="background-color:#ccccdd"
|'''Equation''': regen 2 + round(X/3) HP/turn; +20 + X% max HP
|'''Equation''': regen 2 + round(X/3) HP/turn; +20% + X% max HP


'''Max''': regenerate 5 HP/turn; +30% maximum HP
'''Max''': regenerate 5 HP/turn; +30% maximum HP
|}
|}
13. Psionic blast
13. [[Psionic Blast]]
{| style="background-color:#ccccdd"
{| style="background-color:#ccccdd"
|'''Equation''': 15-30 + 8X + level*3 + [intellect modifier]; no cap
|'''Equation''': 15-30 + 8X + level*3 + [intellect modifier]; no cap
Line 421: Line 490:
'''Max''': 95-110 + level*3 + [intellect modifier]
'''Max''': 95-110 + level*3 + [intellect modifier]
|}
|}
14. (none -- skill TBA)
14. [[Detachment]]
{| style="background-color:#ccccdd"
{| style="background-color:#ccccdd"
|'''Equation''':  
|'''Equation''': 20% + X% damage absorption<br>
Turn length increased by (20 - X) seconds


'''Max''':  
'''Max''': 30% damage absorption; turn length increased by 10 seconds
|}
|}
15. Biofeedback
15. [[Biofeedback]]
{| style="background-color:#ccccdd"
{| style="background-color:#ccccdd"
|'''Equation''':  
|'''Equation''':  
Starting at 0: Fire and ice resist = 5 + X<br>
Starting at 0: Fire and ice resist = 5% + X%<br>
Starting at 5: Add sonic resist = 5 + X<br>
Starting at 5: Add sonic resist = 5% + X%<br>
Starting at 10: Add psychic resist = 5 + X
Starting at 10: Add psychic resist = 5% + X%


'''Max''': Fire, ice, sonic, and psychic resit +15%
'''Max''': Fire, ice, sonic, and psychic resit +15%
|}
|}
16. Aura: mental magnetism
16. [[Aura: Mental Magnetism]]
{| style="background-color:#ccccdd"
{| style="background-color:#ccccdd"
|'''Equation''': +/- 3 + round(X/3)% chances of noncombats
|'''Equation''': plus or minus (3% + X*0.3%) chances of noncombats


'''Max''': +/- 6% chances of noncombats
'''Max''': +/- 6% chances of noncombats
|}
|}
==Notes==
==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).
* 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].
* 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

Game Manual

Character Stats and Info
Classes
Skills
Items
Talismans
The Map
Time, Turns, and Adventures
Combat
Player vs. Player (PvP)
Journal & Quests
Hideout
Sidekicks
Auctions & Trade
Mall & Player Shops
Chat
Retcon
Getting Started
FAQ
Credits

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

1. Proper Grounding

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

5. Proper Hydration

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

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

10. Lifeblood Manipulation

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
0 Convert Titanium
1 Convert Plasteel
2 Convert Simple Items
3 Convert Cybertronium
4 Convert Depleted Dust
5 Convert Complex Items
6 Convert Tritanium
7 Convert Foundry Items
8 Convert Polysteel
9 Convert Infernium Slabs
10 Convert Byzantium

Max: can convert all items

12. Firestorm

Equation: 15-30 + 10X + 2*level + [intellect bonus]; no cap

Max: 115-130 + 2*level + [intellect bonus]

13. Summon Water Sprite

Equation: Summons sidekick for 30 minutes. If sprite acts, it either:

A) does 4-8 + (X-2X) ice damage, or
B) delevels by 3-5 + X

Max: Sprite does:
A) 4-8 + 10-20 ice damage, or
B) delevels by 13-15

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

16. Salt of the Earth

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

Equation: 4-6 + X damage

Max: 14-16 damage

1. Ant's Strength

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

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

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

5. Memory of the Elephant

Equation: 5 + X INT; 10 + X max PP; duration = 30 + 3X minutes

Max: +15 INT; +20 max PP; duration = 60 minutes

6. Armadillo Armor

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

Equation: 15% + X% chips; duration = 30 + 3X minutes

Max: +25% chips; duration = 60 minutes

8. Starfish Regeneration

Equation: regenerate 2 + round(X/2) HP/turn; get a bonus point at 10

Max: regenerate 8 HP/turn

9. Talons of the Raptor

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

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

12. Nurture vs. Nature

Equation: sidekick bonus of 10% + X%; duration = 30 + 3X minutes

Max: 20% sidekick bonus; 60 minute duration

13. Spines of the Echidna

Equation: attacker takes 5 + X damage; duration = 30 + 3X minutes

Max: attacker takes 15 damage; duration = 60 minutes

14. Sinus of the Shark

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

Equation: duration = 30 + 6X; damage is either:

(7-12)+(x-2x) or
(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

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%

2. Upgrade Armor

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:
Resistance: +15% fire, electric, and sonic damage

Superabsorbance: +8 absorbance

Motorized: +10 reflexes; + 15 initiative

3. Basic Martial Arts

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

5. Sugar Purifier

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

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:
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

Equation: +15% + X% item drop

Max: +25% item drop

8. Advanced Martial Arts

Equation: offense increases by 10 + 3X + level power

Max: +30 + level offensive power

9. Aerodynamic Vehicle

Equation: +1 vehicle range; +30 - (3X) seconds turn length

Max: +1 vehicle range, no effect on turn length

10. Improved Tinkering

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
1 Catalyze Plasteel
2 Catalyze Medicines
3 Catalyze Cybertronium
4 Catalyze Caffeine
5 Catalyze Clockwork Cores
6 Catalyze Cryonite
7 Catalyze Vehicles
8 Catalyze Cavorite
9 Catalyze Tok'l Ore
10 Catalyze Illuminum

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

4. Aura: Mystery

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

8. Aura: Keen Observation

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

11. Electronic Understanding

Equation:

Electronic robots take 50% + 5X% damage from Mind Jab and Psionic Blast
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

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%
Starting at 5: Add sonic resist = 5% + X%
Starting at 10: Add psychic resist = 5% + X%

Max: Fire, ice, sonic, and psychic resit +15%

16. Aura: Mental Magnetism

Equation: plus or minus (3% + X*0.3%) chances of noncombats

Max: +/- 6% chances of noncombats

Notes

  • Also worth mentioning in this context are 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 here.