Difference between revisions of "Stat gaining"

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* [[Mummers' gloves]] : occasionally gain 1 to strength, intellect or reflexes after an adventure, when equipped.
 
* [[Mummers' gloves]] : occasionally gain 1 to strength, intellect or reflexes after an adventure, when equipped.
 
* [[Twilight Inventions 800]] : occasionally gain 1 to strength, intellect or reflexes after an adventure, when equipped.
 
* [[Twilight Inventions 800]] : occasionally gain 1 to strength, intellect or reflexes after an adventure, when equipped.
 +
* [[zoot riot suit]] : occasionally gain 1 to strength, intellect or reflexes after an adventure, when equipped.
 
* [[dumbbell]] : occasionally gain 1 to strength after an adventure, when equipped.
 
* [[dumbbell]] : occasionally gain 1 to strength after an adventure, when equipped.
 
* [[electronic crossword]] : occasionally gain 1 to intellect after an adventure, when equipped.
 
* [[electronic crossword]] : occasionally gain 1 to intellect after an adventure, when equipped.
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{| cellpadding="3" cellspacing="0" border="1" align="center" style="text-align:center"
 
{| cellpadding="3" cellspacing="0" border="1" align="center" style="text-align:center"
! Class !! HP gain  
+
! Class !! HP gain
 
|-
 
|-
 
! Elemental
 
! Elemental
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* [[heirloom carrot]] : 10 HP when consumed.
 
* [[heirloom carrot]] : 10 HP when consumed.
 
* [[jumbo jawbreaker]] : 6 HP when consumed.
 
* [[jumbo jawbreaker]] : 6 HP when consumed.
 +
* [[radish ration coupon]] : 4 HP when consumed.
 
* [[sparkling powder]] : 3 HP when used.
 
* [[sparkling powder]] : 3 HP when used.
 
* [[pick cheese]] : 3 HP when consumed; or stats.
 
* [[pick cheese]] : 3 HP when consumed; or stats.
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* [[fragmented powder]] : 1 HP when used.
 
* [[fragmented powder]] : 1 HP when used.
  
Adventures that give permanent HP:  
+
Adventures that give permanent HP:
 
* [[Crime Never Sleeps ... or Does It?]] : 1 HP if you choose Just keep walking.
 
* [[Crime Never Sleeps ... or Does It?]] : 1 HP if you choose Just keep walking.
  
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{| cellpadding="3" cellspacing="0" border="1" align="center" style="text-align:center"
 
{| cellpadding="3" cellspacing="0" border="1" align="center" style="text-align:center"
! Class !! PP gain  
+
! Class !! PP gain
 
|-
 
|-
 
! Elemental
 
! Elemental
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Items that give permanent stats:
 
Items that give permanent stats:
 
* [[heirloom tomato]] : 10 PP when consumed.
 
* [[heirloom tomato]] : 10 PP when consumed.
 +
* [[radish ration coupon]] : 8 PP when consumed.
 
* [[sugar water cooler]] : 6 PP when consumed.
 
* [[sugar water cooler]] : 6 PP when consumed.
 
* [[sparkling powder]] : 3 PP when used.
 
* [[sparkling powder]] : 3 PP when used.

Latest revision as of 15:20, 19 May 2015

This guide is about gaining permanent stats, HP and PP.

For list of methods to gain temporary boosts see Strength modifiers, Intellect modifiers, Reflexes modifiers, HP modifiers, PP modifiers

See also Category:Stat Gain.

Stats

The major way of gaining stats is leveling up. Whenever you gain a level 15 point are distributed between the three stats, Strength, Intellect, and Reflexes. The method of distribution seems to be that each of the 15 points is assigned to the three stats based on class-dependent probabilities, which are given in the table below:

  Strength Intellect Reflexes
Elemental 0.333 0.333 0.333
Gadgeteer 0.25 0.25 0.5
Naturalist 0.5 0.25 0.25
Psion 0.25 0.5 0.25


More data about stat distribution is available in the talk page.

Items

Adventures

HP

The major way of gaining HP is leveling up. Each time you level up you gain an amount of HP based on your class:

Class HP gain
Elemental 9
Gadgeteer 11
Naturalist 12
Psion 8

Items that give permanent stats:

Adventures that give permanent HP:

PP

The major way of gaining PP is leveling up. Each time you level up you gain an amount of PP based on your class:

Class PP gain
Elemental 14
Gadgeteer 9
Naturalist 8
Psion 12

Items that give permanent stats: