Difference between revisions of "Skills (manual)"

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==Notes==
 
==Notes==
* Also worth mentioning in this context are [[:Category:Effects|'''Effects'']] which you can get through events. They are temporarily and don't cost any power points (PP).
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* Also worth mentioning in this context are [[:Category:Effects|''Effects'']] which you can get through events. They are temporarily and don't cost any power points (PP).

Revision as of 23:25, 31 May 2009

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

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.

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.

Notes

  • Also worth mentioning in this context are Effects which you can get through events. They are temporarily and don't cost any power points (PP).