Difference between revisions of "Class Comparison Tables"
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| '''X''' damage to attacker.(stacks with [[Spines of the Echidna]]) | | '''X''' damage to attacker.(stacks with [[Spines of the Echidna]]) | ||
| [[Metal Detector]]<br>costs 10 pp. | | [[Metal Detector]]<br>costs 10 pp. | ||
− | | + | + | | +16% items. |
| [[Snout of the Swine]]<br>costs 10 pp. | | [[Snout of the Swine]]<br>costs 10 pp. | ||
| +(?)% chips. | | +(?)% chips. |
Revision as of 14:34, 9 February 2009
This page is UNDER CONSTRUCTION: Spading stats for all classes from lvl 1-16 it will take awhile. |
Contents
Class Comparison Tables
This section is for comparing the Character Classes.
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. |
+(?)% 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 | +n (.5 x your level) spell damage -2 to maximum HP |
Lug-Nut Keychain | +1 damage absorption -1 Strength |
Shark's Tooth Necklace | +n (.5 x your level) melee damage -1 Intellect |
Intellectual Headband | +10% to the duration of auras -1 Reflexes |
7 From Don't Cry for Me, Zion-tina Quest. |
Thunder in a Bottle | Using skills costs -2 PP +10% to your maximum Power Points -3 Melee damage |
Swedish Navy Wrench | +15% Reflexes +10 dodging ability -5% Strength |
Astral Monkey's Paw Necklace | +15% Strength +10% to your maximum Hit Points -5% Intellect |
Orb of Insight | +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 Str, 1 Int, and 1 Refl.
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 | Str | Int | Refl |
---|---|---|---|
Naturalist | +3 | +2 | +2 |
Gadgeteer | +2 | +2 | +3 |
Elementalist | +2 | +3 | +2 |
Psion | +2 | +3 | +2 |
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.
Class | Str | Int | Refl | Total |
---|---|---|---|---|
Naturalist | about 50% | about 25% | about 25% | +15 |
Gadgeteer | about 25% | about 25% | about 50% | +15 |
Elementalist | about 33% | about 33% | about 33% | +15 |
Psion | about 25% | about 50% | about 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).
Under Construction:
(See talk page for raw level-up data.)