Class Comparison Tables: Difference between revisions

From Twilight Heroes Wiki
Jump to navigation Jump to search
Made the math simpler, and the page look slightly better
Added correct descriptions for elemental. Added Metalmorph
Line 21: Line 21:
| '''1'''
| '''1'''
| [[Throw Sparks]]<br>costs 2 pp.
| [[Throw Sparks]]<br>costs 2 pp.
| '''X''' fire damage.
| Deals fire damage
| [[Stun Gas]]<br>costs 3 pp.
| [[Stun Gas]]<br>costs 3 pp.
| De-levels enemy and 20% chance of enemy not attacking.
| De-levels enemy and 20% chance of enemy not attacking.
Line 31: Line 31:
| '''2'''
| '''2'''
| [[Air Shield]]<br>costs 3 pp.
| [[Air Shield]]<br>costs 3 pp.
| '''X''' amount of damage absorption.
| Increases defense
| [[Upgrade Armor]]<br>costs 5 pp.
| [[Upgrade Armor]]<br>costs 5 pp.
| You choose 1 of the following:<br>-(?)% fire damage,<br>+(?)% armor power,<br>+5 Reflexes.
| You choose 1 of the following:<br>-(?)% fire damage,<br>+(?)% armor power,<br>+5 Reflexes.
Line 41: Line 41:
| '''3'''
| '''3'''
| [[Ice bolt]]<br>costs 4 pp.
| [[Ice bolt]]<br>costs 4 pp.
| '''X''' ice damage.
| Deals ice damage
| [[Basic Martial Arts]]<br>costs 0 pp.
| [[Basic Martial Arts]]<br>costs 0 pp.
| Increases chance to hit in combat.
| Increases chance to hit in combat.
Line 51: Line 51:
| '''4'''
| '''4'''
| [[Groundquake]]<br>costs 6 pp.
| [[Groundquake]]<br>costs 6 pp.
| About 20% chance of stunning enemy.
| Reduces opponent to-hit and dodge chances<br>May stun opponent
| [[First Aid]]<br>costs 6 pp.
| [[First Aid]]<br>costs 6 pp.
| Heals<br>15-22 HP,(non combat)<br>8-12 HP.(combat)
| Heals<br>15-22 HP,(non combat)<br>8-12 HP.(combat)
Line 61: Line 61:
| '''5'''
| '''5'''
| [[Proper Hydration]]<br>costs 0 pp.
| [[Proper Hydration]]<br>costs 0 pp.
| Gives you the ability<br>to adventure underwater,<br>+1 PP per turn.
| +1 PP per turn
| [[Supercomputer Skills]]<br>costs 0 pp.
| [[Supercomputer Skills]]<br>costs 0 pp.
| Allows you to build a positronic computer.
| Allows you to build a positronic computer.
Line 71: Line 71:
| '''6'''
| '''6'''
| [[Lightning Bolt]]<br>costs 8 pp.
| [[Lightning Bolt]]<br>costs 8 pp.
| '''X''' electric damage.
| Deals electric damage
| [[Upgrade Weapons]]<br>costs 8 pp.
| [[Upgrade Weapons]]<br>costs 8 pp.
| You choose 1 of the following:<br>+(?)% hit chance<br>+(?) damage<br>-(?)% fumble chance
| You choose 1 of the following:<br>+(?)% hit chance<br>+(?) damage<br>-(?)% fumble chance
Line 81: Line 81:
| '''7'''
| '''7'''
| [[Fire Shield]]<br>costs 7 pp.
| [[Fire Shield]]<br>costs 7 pp.
| '''X''' damage to attacker.(stacks with [[Spines of the Echidna]])
| Damages foes when they hit you
| [[Metal Detector]]<br>costs 10 pp.
| [[Metal Detector]]<br>costs 10 pp.
| +16% items.
| +16% items.
Line 91: Line 91:
| '''8'''
| '''8'''
| [[Stone Armor]]<br>costs 12 pp.
| [[Stone Armor]]<br>costs 12 pp.
| +? damage reduction.<br>+10% fire, ice, & electric resistance.
| Increases defense<br>+10% fire, ice, and electric resistance
| [[Advanced Martial Arts]]<br>costs 0 pp.
| [[Advanced Martial Arts]]<br>costs 0 pp.
| Unknown
| Unknown
Line 101: Line 101:
| '''9'''
| '''9'''
| [[Tornado]]<br>costs 10 pp.
| [[Tornado]]<br>costs 10 pp.
| '''X''' damage(low).(may do more)
| Reduces opponent to-hit and dodge chances<br>Deals damage
| [[Electric Net]]<br>costs 9 pp.
| Not Implemented yet.
| '''X''' electric damage, possibly de-levels.
| '''N/A'''
| [[Talons of the Raptor]]<br>costs 12 pp.
| [[Talons of the Raptor]]<br>costs 12 pp.
| Increases the damage you deal in combat by '''X'''.
| Increases the damage you deal in combat by '''X'''.
Line 111: Line 111:
| '''10'''
| '''10'''
| [[Lifeblood Manipulation]]<br>costs 20 pp.
| [[Lifeblood Manipulation]]<br>costs 20 pp.
| Heals most of your HP.
| Heals almost all wounds
| [[Improved Tinkering]]<br>costs 0 pp.
| [[Improved Tinkering]]<br>costs 0 pp.
| Improves [[Upgrade Armor]] & [[Upgrade Weapons]].
| Improves [[Upgrade Armor]] & [[Upgrade Weapons]].
Line 120: Line 120:
|-
|-
| '''11'''
| '''11'''
| Not Implemented yet.
| [[Metalmorph]]<br>costs 20 pp.
| '''N/A'''
| Can upgrade certain metals
| Not Implemented yet.
| [[Electric Net]]<br>costs 9 pp.
| '''N/A'''
| '''X''' electric damage, possibly de-levels.
| [[Summon Wolf]]<br>costs 15 pp.
| [[Summon Wolf]]<br>costs 15 pp.
| The summon deals independent damage.<br>(8-12 damage,<br>about 50% of the time.)<br>(Doesn't stack with [[Summon Water Buffalo]])
| The summon deals independent damage.<br>(8-12 damage,<br>about 50% of the time.)<br>(Doesn't stack with [[Summon Water Buffalo]])
Line 131: Line 131:
| '''12'''
| '''12'''
| [[Firestorm]]<br>costs 14 pp.
| [[Firestorm]]<br>costs 14 pp.
| '''X''' fire damage.
| Deals fire damage
| Not Implemented yet.
| Not Implemented yet.
| '''N/A'''
| '''N/A'''
Line 151: Line 151:
| '''14'''
| '''14'''
| [[The Fire Within]]<br>costs 0 pp.
| [[The Fire Within]]<br>costs 0 pp.
| +40 to max PP
| +20% PP capacity
| [[Stealth]]<br>costs 10 pp.
| [[Stealth]]<br>costs 10 pp.
| Increased chance of non-combat adventure.  
| Increased chance of non-combat adventure.  

Revision as of 16:08, 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.
Deals 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.
Increases defense 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.
Deals 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.
Reduces opponent to-hit and dodge chances
May stun opponent
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.
+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.
Deals 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.
Damages foes when they hit you 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.
Increases defense
+10% fire, ice, and 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.
Reduces opponent to-hit and dodge chances
Deals damage
Not Implemented yet. N/A 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 almost all wounds 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 Metalmorph
costs 20 pp.
Can upgrade certain metals Electric Net
costs 9 pp.
X electric damage, possibly de-levels. 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.
Deals 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.
+20% PP capacity 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 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.