Difference between revisions of "Class Comparison Tables"

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===Class Comparison Tables===
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=Skill Comparison Table=
This section is for comparing the [[Classes|Character Classes]].
 
 
 
 
 
===Skill Comparison Table===
 
  
 
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===Class Specific Talisman Table===
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=Class Specific Talisman Table=
  
 
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===Class Stats Comparison Table===
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=Class Stats Comparison Table=
  
Normal 0-level humans start with 1 HP, 1 PP, 1 Str, 1 Int, and 1 Refl.  
+
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.  
 
Transmogrified characters have an extra +5 HP, in addition to their 0-level human base stats.  
  
<u>Hit Points and Power Points per Level:</u>
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==Hit Points and Power Points per Level==
  
 
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<u>Strength, Intellect, and Reflexes:</u>
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==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).
 
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).
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{| border=1 cellpadding=3
 
! Class
 
! Class
! Str
+
! Strength
! Int
+
! Intellect
! Refl
+
! Reflexes
 
|-
 
|-
 
| Naturalist
 
| Naturalist
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|}
 
|}
  
At second and succeeding levels at the Heroes' Guild (2 through 25), each class gets 15 attribute points, distributed through weighted randomizing among Str, Int, and Refl. For three of the classes, one stat is favored, and receives roughly 50% of the added attribute points (usually 6-10). Other stats usually receive 25% of the added attribute points (usually 2-5). Ryme has claimed that a +15/0/0 level-up result is possible, although extremely unlikely. Stats are evenly distributed for the Elementalist, apparently always in the 3-7 range.
+
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:
 
 
  
 
{| border=1 cellpadding=3
 
{| border=1 cellpadding=3
 
! Class
 
! Class
! Str
+
! Strength
! Int
+
! Intellect
! Refl
+
! Reflexes
! Total
 
 
|-
 
|-
 
| Naturalist
 
| Naturalist
| about 50%
+
| 50%
| about 25%
+
| 25%
| about 25%
+
| 25%
| +15
 
 
|-
 
|-
 
| Gadgeteer
 
| Gadgeteer
| about 25%
+
| 25%
| about 25%
+
| 25%
| about 50%
+
| 50%
| +15
 
 
|-
 
|-
 
| Elementalist
 
| Elementalist
| about 33%
+
| 33%
| about 33%
+
| 33%
| about 33%
+
| 33%
| +15
 
 
|-
 
|-
 
| Psion
 
| Psion
| about 25%
+
| 25%
| about 50%
+
| 50%
| about 25%
+
| 25%
| +15
 
 
|-
 
|-
 
|}
 
|}
  
Based on current data, "about 25%" is a bell curve centered around 3.5 and "about 33%" is a bell curve centered around 5.0. "About 50%" almost always falls in the 5-12 range, but is asymmetric with an upward tail (median 7, mode 7, mean ~7.5).
+
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 7.5), 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.
 
 
'''Under Construction:'''
 
 
 
(See talk page for raw level-up data.)
 
 
[[Category:Guides]]
 
[[Category:Guides]]

Revision as of 07:38, 23 July 2009

Skill Comparison Table

Elemental Gadgeteer Naturalist Psion
lvl Skill Notes Skill Notes Skill Notes Skill Notes
1 Throw Sparks
costs 2 pp.
X fire damage. Stun Gas
costs 3 pp.
De-levels enemy and 20% chance of enemy not attacking. Ant's Strength
costs pp.
+8 Strength, +15 to max HP. Aura: Vim
costs 4 pp.
Increases dodge and hit rate by (?).
2 Air Shield
costs 3 pp.
X amount of damage absorption. Upgrade Armor
costs 5 pp.
You choose 1 of the following:
-(?)% fire damage,
+(?)% armor power,
+5 Reflexes.
Charge of the Bovine
costs 4 pp.
Increased melee damaged.
(More than a normal hit.)
Knit Flesh
costs 4 pp.
Heals 4-8 HP.
3 Ice bolt
costs 4 pp.
X ice damage. Basic Martial Arts
costs 0 pp.
Increases chance to hit in combat. Mantis Reflexes
costs 5 pp.
+8 Reflexes. Telekinesis
costs 4 pp.
X damage.
4 Groundquake
costs 6 pp.
About 20% chance of stunning enemy. First Aid
costs 6 pp.
Heals
15-22 HP,(non combat)
8-12 HP.(combat)
Echolocation
costs 0 pp.
+15% items. Aura: Mystery
costs 8 pp.
Reduces spell cost by 1 PP.
Increases spell damage by +10 or +1 per level.
5 Proper Hydration
costs 0 pp.
Gives you the ability
to adventure underwater,
+1 PP per turn.
Supercomputer Skills
costs 0 pp.
Allows you to build a positronic computer. Memory of the Elephant
costs 6 pp.
+8 Intellect,
+50 to max PP.
Premonition
costs 0 pp.
+(?) initiative.
6 Lightning Bolt
costs 8 pp.
X electric damage. Upgrade Weapons
costs 8 pp.
You choose 1 of the following:
+(?)% hit chance
+(?) damage
-(?)% fumble chance
Armadillo Armor
costs 8 pp.
X amount of damage absorption. Mind Jab
costs 7 pp.
35-45 damage.
(Doesn't work on Robots.)
7 Fire Shield
costs 7 pp.
X damage to attacker.(stacks with Spines of the Echidna) Metal Detector
costs 10 pp.
+16% items. Snout of the Swine
costs 10 pp.
+(?)% chips. Wind Warrior
costs 12 pp.
The summon deals independent damage.(Doesn't work on Robots.)
8 Stone Armor
costs 12 pp.
+? damage reduction.
+10% fire, ice, & electric resistance.
Advanced Martial Arts
costs 0 pp.
Unknown Starfish Regeneration
costs 0 pp.
+2 HP per turn. Aura: Keen Observation
costs 16 pp.
+(?) xp from combat.
+25% chips.
9 Tornado
costs 10 pp.
X damage(low).(may do more) Electric Net
costs 9 pp.
X electric damage, possibly de-levels. Talons of the Raptor
costs 12 pp.
Increases the damage you deal in combat by X. Knit Bone
costs 12 pp.
Heals 31-40 HP.
10 Lifeblood Manipulation
costs 20 pp.
Heals most of your HP. Improved Tinkering
costs 0 pp.
Improves Upgrade Armor & Upgrade Weapons. Trample of the Rhino
costs 9 pp.
Increased melee damaged.
(Almost double that of Charge of the Bovine.)
Meditation
costs 0 pp.
Gives 30 extra minutes per day.
11 Not Implemented yet. N/A Not Implemented yet. N/A Summon Wolf
costs 15 pp.
The summon deals independent damage.
(8-12 damage,
about 50% of the time.)
(Doesn't stack with Summon Water Buffalo)
Electronic Understanding
costs 0 pp.
Allows you to use Mind Jab & Wind Warrior on basic Robots.
(Doesn't work on more complex positronic Robots.)
12 Firestorm
costs 14 pp.
X fire damage. Not Implemented yet. N/A Not Implemented yet. N/A Aura: Vigor
costs 12 pp.
Heals 4 HP per turn.
13 Not Implemented yet. N/A Shock Grenade
costs 13 pp.
X sonic damage. possibly de-levels. Spines of the Echidna
costs 12 pp.
X damage to attacker.(stacks with Fire Shield) Psionic Blast
costs 15 pp.
X damage.
14 The Fire Within
costs 0 pp.
+40 to max PP Stealth
costs 10 pp.
Increased chance of non-combat adventure. Sinus of the Shark
costs 15 pp.
Increased chance of combat adventure. Not Implemented yet. N/A
15 Not Implemented yet. N/A Not Implemented yet. N/A Summon Water Buffalo
costs 20 pp.
The summon deals independent damage.
(Deals 2 types of damage.)
(Doesn't stack with Summon Wolf.)
Biofeedback
costs 10 pp.
15% resistance to heat, ice, sonic, and psychic damage.
16 Not Implemented yet. N/A Battle Armor
costs 0 pp.
Reduces damage. Not Implemented yet. N/A Not Implemented yet. N/A

Class Specific Talisman Table

Elemental Gadgeteer Naturalist Psion
lvl Talisman Notes Talisman Notes Talisman Notes Talisman Notes
Base Ember in a Bottle Ember-bottle.gif +n (.5 x your level) spell damage
-2 to maximum HP
Lug-Nut Keychain Lug-keychain.gif +1 damage absorption
-1 Strength
Shark's Tooth Necklace Shark-necklace.gif +n (.5 x your level) melee damage
-1 Intellect
Intellectual Headband Headband.gif +10% to the duration of auras
-1 Reflexes
7 From
Don't Cry for Me, Zion-tina
Quest.
Thunder in a Bottle Thunder-bottle.jpg Using skills costs -2 PP
+10% to your maximum Power Points
-3 Melee damage
Swedish Navy Wrench Wrench.gif +15% Reflexes
+10 dodging ability
-5% Strength
Astral Monkey's Paw Necklace Monkey-paw.jpg +15% Strength
+10% to your maximum Hit Points
-5% Intellect
Orb of Insight Orb-insight.jpg +15% Intellect
+20% to the duration of auras
-5% Reflexes


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.

Hit Points and Power Points per Level

Class HP PP
Naturalist +12 HP +8 PP
Gadgeteer +11 HP +9 PP
Elementalist +9 HP +14 PP
Psion +8 HP +12 PP

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
Elementalist +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%
Elementalist 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 7.5), 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.