Difference between revisions of "Critical Hit Chance"

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m (whoops, these are all "increases")
(Added Typhoon's Bracers)
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*+5 Strength
 
*+5 Strength
 
*+10% Strength if worn with [[Roderick's Boots]]
 
*+10% Strength if worn with [[Roderick's Boots]]
 +
|-
 +
|[[Typhoon's Bracers]] || Talisman || '''Somewhat Increased''' || Always || ||
 +
*+30% Reflexes
 +
*+2 extra attack(s) per turn.
 +
*-15% resistance to all elements
 
|-
 
|-
 
|}
 
|}

Revision as of 13:52, 18 January 2009

Hammer.gif This page is UNDER CONSTRUCTION:
Missing items? How crits work (players' and monsters'?) should be explained on this page.

The following table lists all game mechanics which affect heroes' critical hit chances. Note that no matter how much equipment is worn, the total effect is capped at greatly increased or greatly decreased.

Source Source type Increase Duration Requirements Notes
B.L.T. Ranged weapon Greatly Increased Always Level 12
black gloves Gloves Somewhat Increased Always Level 8
Roderick's Gloves Gloves Somewhat Increased Always
Typhoon's Bracers Talisman Somewhat Increased Always
  • +30% Reflexes
  • +2 extra attack(s) per turn.
  • -15% resistance to all elements


Modifiers List
Strength modifiers | Intellect modifiers | Reflexes modifiers | HP modifiers | PP modifiers
Hit Chance modifiers | Critical Hit Chance | Fumble Chance | Spell Critical Chance
Initiative modifiers | Offense modifiers | Extra attacks | Stunning
Bonus melee damage | Bonus ranged damage | Bonus spell damage | Bonus elemental damage | Strike-back damage
Damage absorption | Elemental resistance | Dodging modifiers | Defense modifiers
Chips Drop modifiers | Item Drop modifiers | XP modifiers
Skill Cost modifiers | Time modifiers | Foe Toughness modifiers | Combat chance modifiers | Special abilities
HP Regeneration | PP Regeneration