Difference between revisions of "Hit Chance modifiers"
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| [[Concussed]] || Effect || <font color="red">'''-15'''</font> || 45 minutes || || Obtained from being [[defeated]].<br>-15 dodging ability | | [[Concussed]] || Effect || <font color="red">'''-15'''</font> || 45 minutes || || Obtained from being [[defeated]].<br>-15 dodging ability | ||
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− | | [[fool's-gold star]] || Accessory || <font color="red">'''-50'''</font> || Always || || -50% dodging ability | + | | [[fool's-gold star]] || Accessory || <font color="red">'''-50%'''</font> || Always || || -50% dodging ability |
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Revision as of 13:13, 11 May 2010
This page contains some non specific data which NEEDS SPADING: How does base initiative depend on class and level? How does Reflexes affect it? How does randomness come into the picture? |
- To-hit is compared to dodge to determine if an attempted hit lands or misses.
- According to the manual, each character has a basic to-hit ability, determined by class and level. This is modified by Reflexes and to-hit modifiers.
- Amounts for Skills are affected by S, the number of skill points invested in the skill.
Source | Source type | Increase | Duration | Requirements | Notes |
---|---|---|---|---|---|
Maul of the Cave Bear | Naturalist Combat Skill | 15% + S%, Min 20 + S |
One attack | Level 16 | multiple 3 + (S/5) weapon damage |
Misericorde of the Squid | Melee weapon | 20% | Always | Level 40 | Successful hit weakens opponents. +6% chance of critical hits. |
N'Gah-Kthun's Lancer | Ranged weapon | 20% | Always | Level 55 | +3 extra attack(s) per turn. +20 fire damage +2% chance of critical hits. |
bat out of Hell | Melee weapon | 10% | Always | Level 10 | |
foxy caped suit | Full-body suit | 10% | Always | Grants wearer the ability for super jumps +5% Reflexes -10 seconds to the duration of each turn Chance of stunning opponents if you win initiative | |
needler | Ranged weapon | 10% | Always | Level 9 | |
New Amsterdam gloves | Gloves | 10% | Always | Level 16 | +5% Intellect |
Angriest Man's Squeezeball of Rage | Talisman | 10% | Always | +30% Strength +20% to your maximum Hit Points -15% defense | |
Reed's Brassard | Talisman | 10% | Always | +30% Strength +20% to your maximum Hit Points -15% defense | |
smart shirt | Shirt | 10% | Always | Level 12 | |
special wooden cup | Talisman | 10% | Always | +15 Melee damage -15% dodging +3 XP per combat | |
Wolfed Out | Item | 10% | 60 minutes | Obtained from lupine liquor +10% Strength | |
datagun | Ranged weapon | 5% | Always | Level 6 | +5% weapon damage |
gauze rifle | Ranged weapon | 5% | Always | Level 9 | +3 HP per turn |
hatchet | Melee weapon | 5% | Always | Level 10 | +6 psychic damage |
quill blade | Melee weapon | 5% | Always | Level 12 | +10 Melee damage |
Trample of the Rhino | Naturalist Combat Skill | 10 + 2*S + level, cap 50 |
One attack | Level 10 | multiple 2.5 + (S/10) weapon damage |
Charge of the Bovine | Naturalist Combat Skill | 10 + S + level, cap 30 |
One attack | Level 2 | multiple 1.5 + (S/10) weapon damage |
Upgrade Weapons: Frickin' Sharp | Gadgeteer Skill | 10 + 2*S | 20-40 minutes | Level 6 | Skill points invested in Upgrade Weapons Duration depends on Improved Tinkering |
Aura: Vim | Psion Skill | 10 + S | 30 minutes | +10 + S dodging ability | |
Basic Martial Arts | Gadgeteer Skill | 10 + S | Always | Level 3 | |
Gyro-matic | Item | 15 | 40 minutes | Obtained from gyro stabilizer | |
Mango Madness | Item | 15 | 30 minutes | Obtained from mango mochi ball | |
onyx ion stone | Accessory | 15 | Always | Level 9 | |
astral spline | Melee weapon | 10 | Always | Level 9 | +7 Melee damage |
B.L.ighT. gun | Ranged weapon | 10 | Always | Level 14 | +6% chance of critical hits. |
badger gauntlets | Gloves | 10 | Always | for Naturalists only +10 melee damage - for Naturalists only | |
Blue Elsa's blue blade | Melee weapon | 10 | Always | Level 5 | +10% offense |
digital rapier | Melee weapon | 10 | Always | Level 3 | +5 to initiative |
Gaul blatter | Ranged weapon | 10 | Always | Level 16 | +5% to initiative |
Green Globulin | Effect | 10 | 35 minutes | Gained from using throwing star - black hole in combat +10 HP +10 PP +10 offense +10 defense +10 dodge | |
ion beamer | Ranged weapon | 10 | Always | Level 8 | +10 fire damage |
three-speed bicycle shorts (second gear) | Pants | 10 | Always | Level 5 | -10 seconds to the duration of each turn Regenerates HP as a function of level |
xentrium axe | Melee weapon | 10 | Always | Level 14 | +10% to initiative |
xentrium crossbow | Ranged weapon | 10 | Always | Level 14 | +10% to initiative |
the golem's Glock | Ranged weapon | 8 | Always | Level 8 | +10 Ranged damage +1 extra attack(s) per turn |
Feelin' Festive | Item | 6 | 30/45 minutes | Obtained from pinata | |
glob of tar | Offhand Item | 6 | Always | ||
Cape Kennedy cape | Accessory | 5 | Always | Level 16 | +5 dodging ability |
Distroed | Effect | 5 | 65 minutes | Gained from There's a Blog.Org for This | |
truepenny blade | Melee weapon | 5 | Always | Level 7 | +5 Melee damage |
robbin' hood | Helmet | 3 | Always | Level 3 | +3 Ranged damage +3% chips |
Boxing coach | Sidekick | ? | 60 minutes | Obtained from gym membership card | |
big honkin' hammer | Melee weapon | -5 | Always | Level 5 | +8 electric damage |
coldfinger gloves | Gloves | -5 | Always | Level 5 | +4% chips |
Minion Brand helmet | Helmet | -5 | Always | Level 7 | +10 defense |
lamp post | Melee weapon | -8 | Always | Level 8 | +10 Melee damage |
air tank | Accessory | -10 | Always | A component of equipment required to breathe under water. | |
Concussed | Effect | -15 | 45 minutes | Obtained from being defeated. -15 dodging ability | |
fool's-gold star | Accessory | -50% | Always | -50% dodging ability |