Difference between revisions of "Skills (manual)"

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(Elemental)
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Damage spells with caps can have "hard caps" (absolute limit) or "soft caps" (point at which damage becomes lessened by some factor).
 
Damage spells with caps can have "hard caps" (absolute limit) or "soft caps" (point at which damage becomes lessened by some factor).
  
===Elemental===
+
===[[Elemental]]===
1. Throw sparks
+
1. [[Throw Sparks|Throw sparks]]
 
{| style="background-color:#ccccdd"
 
{| style="background-color:#ccccdd"
 
| '''Equation''': 4-7 + 2X + (level/2), hard capped at  15 + 3X
 
| '''Equation''': 4-7 + 2X + (level/2), hard capped at  15 + 3X
Line 30: Line 30:
 
'''Max''': 24-27 + (level/2); hard capped at 45
 
'''Max''': 24-27 + (level/2); hard capped at 45
 
|}
 
|}
2. Air shield
+
2. [[Air Shield|Air shield]]
 
{| style="background-color:#ccccdd"
 
{| style="background-color:#ccccdd"
 
|'''Equation''': defense increased by 5 + 3X; capped at 35; duration = (30 + X)
 
|'''Equation''': defense increased by 5 + 3X; capped at 35; duration = (30 + X)
Line 36: Line 36:
 
'''Max''': +35 defense; cast for 40 minute duration
 
'''Max''': +35 defense; cast for 40 minute duration
 
|}
 
|}
3. Icebolt
+
3. [[Ice Bolt|Icebolt]]
 
{| style="background-color:#ccccdd"
 
{| style="background-color:#ccccdd"
 
|'''Equation''': 5-10 + ((2-3)*X) + level + [intellect factor]; soft capped at  30 + 3*X
 
|'''Equation''': 5-10 + ((2-3)*X) + level + [intellect factor]; soft capped at  30 + 3*X
Line 42: Line 42:
 
'''Max''': 5-10 + ((2-3)*10) + level + [intellect factor]; soft capped at 60
 
'''Max''': 5-10 + ((2-3)*10) + level + [intellect factor]; soft capped at 60
 
|}
 
|}
4. Groundquake
+
4. [[Groundquake]]
 
{| style="background-color:#ccccdd"
 
{| style="background-color:#ccccdd"
|'''Equation''': Foe hit and foe dodge reduced by 5 + X, chance to stun
+
|'''Equation''': Equation: Foe hit and foe dodge reduced by 5 + X; 20% + X% chance to stun
  
'''Max''': Foe hit and foe dodge reduced by 15, chance to stun
+
'''Max''': Foe hit and foe dodge reduced by 15, 30% chance to stun
 
|}
 
|}
5. Proper hydration
+
5. [[Proper Hydration|Proper hydration]]
 
{| style="background-color:#ccccdd"
 
{| style="background-color:#ccccdd"
 
|'''Equation''': Regenerate PP at a rate of round((X+2)/3) per turn; get a bonus point at 10
 
|'''Equation''': Regenerate PP at a rate of round((X+2)/3) per turn; get a bonus point at 10
Line 54: Line 54:
 
'''Max''': Regenerate 5 PP/turn
 
'''Max''': Regenerate 5 PP/turn
 
|}
 
|}
6. Lightning bolt
+
6. [[Lightning Bolt|Lightning bolt]]
 
{| style="background-color:#ccccdd"
 
{| style="background-color:#ccccdd"
 
|'''Equation''': 2-8 + 2-8 + 3X + level + [intellect modifier]; soft cap at 60 + 3X
 
|'''Equation''': 2-8 + 2-8 + 3X + level + [intellect modifier]; soft cap at 60 + 3X
Line 60: Line 60:
 
'''Max''': 34-46 + level + [intellect modifier]; soft cap at 90
 
'''Max''': 34-46 + level + [intellect modifier]; soft cap at 90
 
|}
 
|}
7. Fire shield
+
7. [[Fire Shield|Fire shield]]
 
{| style="background-color:#ccccdd"
 
{| style="background-color:#ccccdd"
 
|'''Equation''': attacker takes 5 + 2X + round(level/5); duration = 30 + X
 
|'''Equation''': attacker takes 5 + 2X + round(level/5); duration = 30 + X
Line 66: Line 66:
 
'''Max''': attacker takes 25 + round(level/5); duration = 40 minutes
 
'''Max''': attacker takes 25 + round(level/5); duration = 40 minutes
 
|}
 
|}
8. Stone armor
+
8. [[Stone Armor|Stone armor]]
 
{| style="background-color:#ccccdd"
 
{| style="background-color:#ccccdd"
 
|'''Equation''': defense = 10 + 2X + level; capped at 30 + 2X; duration = 30 + X
 
|'''Equation''': defense = 10 + 2X + level; capped at 30 + 2X; duration = 30 + X
Line 73: Line 73:
 
'''Max''': +50 defense, 10% fire, ice, elec resist; duration = 40 minutes
 
'''Max''': +50 defense, 10% fire, ice, elec resist; duration = 40 minutes
 
|}
 
|}
9. Tornado
+
9. [[Tornado]]
 
{| style="background-color:#ccccdd"
 
{| style="background-color:#ccccdd"
 
|'''Equation''': damage = 4-8 + 3X; foe to-hit and dodge reduced by 10 + X
 
|'''Equation''': damage = 4-8 + 3X; foe to-hit and dodge reduced by 10 + X
Line 79: Line 79:
 
'''Max''': 34-38 damage; foe to-hit and dodge reduced by 20
 
'''Max''': 34-38 damage; foe to-hit and dodge reduced by 20
 
|}
 
|}
10. Lifeblood manipulation
+
10. [[Lifeblood Manipulation|Lifeblood manipulation]]
 
{| style="background-color:#ccccdd"
 
{| style="background-color:#ccccdd"
 
|'''Equation''': heals 50 + 5X% of HP; costs 20 - round(X/2) PP
 
|'''Equation''': heals 50 + 5X% of HP; costs 20 - round(X/2) PP
Line 85: Line 85:
 
'''Max''': heals 100% of HP when cast; costs 15 PP
 
'''Max''': heals 100% of HP when cast; costs 15 PP
 
|}
 
|}
11. Metalmorph
+
11.[[ Metalmorph]]
 
{| style="background-color:#ccccdd"
 
{| style="background-color:#ccccdd"
 
|'''Equation''':
 
|'''Equation''':
Line 97: Line 97:
 
'''Max''': can convert all 6 metals, cost = 15 PP
 
'''Max''': can convert all 6 metals, cost = 15 PP
 
|}
 
|}
12. Firestorm
+
12. [[Firestorm]]
 
{| style="background-color:#ccccdd"
 
{| style="background-color:#ccccdd"
 
|'''Equation''': 15-30 + 10X + 2*level + [intellect bonus]; no cap
 
|'''Equation''': 15-30 + 10X + 2*level + [intellect bonus]; no cap
Line 109: Line 109:
 
'''Max''':  
 
'''Max''':  
 
|}
 
|}
14. Fire within
+
14. [[The Fire Within|Fire within]]
 
{| style="background-color:#ccccdd"
 
{| style="background-color:#ccccdd"
|'''Equation''': +10 + X% max PP; +X% spell damage
+
|'''Equation''': +10% + X% max PP; +X% spell damage
  
 
'''Max''': +20% max PP; +10% spell damage
 
'''Max''': +20% max PP; +10% spell damage
Line 127: Line 127:
 
'''Max''':  
 
'''Max''':  
 
|}
 
|}
 +
 
===Naturalist===
 
===Naturalist===
 
1. Ant's strength
 
1. Ant's strength

Revision as of 00:07, 9 March 2010

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

Skills

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.

Skill Points

Skill points let players improve skills. Each skill starts at 0 and can have up to 10 skill points invested in it. Players earn skill points when they level up, and may obtain skill points by other methods.

(Not implemented yet ...) For buffs, only the skill points of the buff TARGET count. That is, if a player with 10 points invested in a buff casts it on you and you don't know the skill at all or don't have skill points invested, you will receive the skill at the base effectiveness. In other words, skill points represent the player's mastery of the skill -- no points, no mastery. On the reverse, if a player with 0 skill points casts a buff on you and you have 5 points invested, you receive the buff at the 5-point level. In this case, it doesn't matter how inexperienced the other player is, your mastery still carries through.

Skills by Class

Each class skill is listed below, along with its effect. (A few are in flux right now. Buffs don't register skill points at all yet.) Equations are given to explain how invested skill points will affect the ability. Equations have an X to denote a multiple of the number of current skill points invested. They also list a Max: line just to simplify what the value of a maxed-out skill would look like.

Damage spells with caps can have "hard caps" (absolute limit) or "soft caps" (point at which damage becomes lessened by some factor).

Elemental

1. Throw sparks

Equation: 4-7 + 2X + (level/2), hard capped at 15 + 3X

Max: 24-27 + (level/2); hard capped at 45

2. Air shield

Equation: defense increased by 5 + 3X; capped at 35; duration = (30 + X)

Max: +35 defense; cast for 40 minute duration

3. Icebolt

Equation: 5-10 + ((2-3)*X) + level + [intellect factor]; soft capped at 30 + 3*X

Max: 5-10 + ((2-3)*10) + level + [intellect factor]; soft capped at 60

4. Groundquake

Equation: Equation: Foe hit and foe dodge reduced by 5 + X; 20% + X% chance to stun

Max: Foe hit and foe dodge reduced by 15, 30% chance to stun

5. Proper hydration

Equation: Regenerate PP at a rate of round((X+2)/3) per turn; get a bonus point at 10

Max: Regenerate 5 PP/turn

6. Lightning bolt

Equation: 2-8 + 2-8 + 3X + level + [intellect modifier]; soft cap at 60 + 3X

Max: 34-46 + level + [intellect modifier]; soft cap at 90

7. Fire shield

Equation: attacker takes 5 + 2X + round(level/5); duration = 30 + X

Max: attacker takes 25 + round(level/5); duration = 40 minutes

8. Stone armor

Equation: defense = 10 + 2X + level; capped at 30 + 2X; duration = 30 + X

fire, ice, and elec resist = 5 + (X/2)%

Max: +50 defense, 10% fire, ice, elec resist; duration = 40 minutes

9. Tornado

Equation: damage = 4-8 + 3X; foe to-hit and dodge reduced by 10 + X

Max: 34-38 damage; foe to-hit and dodge reduced by 20

10. Lifeblood manipulation

Equation: heals 50 + 5X% of HP; costs 20 - round(X/2) PP

Max: heals 100% of HP when cast; costs 15 PP

11. Metalmorph

Equation:

Cost = 20 - round(X/2) to convert metal
0-2 can convert titanium to cryonite and plasteel to cavorite
3-5 can convert cybertronium to illuminum
6-7 can convert tritanium to pentium
8-9 can convert polysteel to paladinum
10 can convert byzantium to malkamite

Max: can convert all 6 metals, cost = 15 PP

12. Firestorm

Equation: 15-30 + 10X + 2*level + [intellect bonus]; no cap

Max: 115-130 + 2*level + [intellect bonus]

13. None (water-themed skill; TBA)

Equation:

Max:

14. Fire within

Equation: +10% + X% max PP; +X% spell damage

Max: +20% max PP; +10% spell damage

15. None (earth-themed skill; TBA)

Equation:

Max:

16. None (air-themed skill; TBA)

Equation:

Max:

Naturalist

1. Ant's strength

Equation: 5 + X STR; 10 + X max HP; duration = 30 + 3X minutes

Max: +15 STR; +20 HP; duration = 60 minutes

2. Charge of the bovine

Equation:

weapon damage multiplied by 1.5 + (X/10); to-hit increased by 10 + (level) + X, capped at 30

Max: weapon damage x 2.5; to-hit +30

3. Mantis reflexes

Equation: 5 + X REF; 5 + X initiative; duration = 30 + 3X minutes

Max: +15 REF; +15 initiative; duration = 60 minutes

4. Echolocation

Equation: 10 + X% item drop

Max: 20% item drop

5. Memory of the elephant

Equation: 5 + X INT; 10 + X max PP; duration = 30 + 3X minutes

Max: +15 INT; +20 max PP; duration = 60 minutes

6. Armadillo armor

Equation: damage absorption = 2 + X + round(level/6); duration = 30 + 3X minutes

Max: 12 + round(level/6); duration = 60 minutes

7. Snout of the swine

Equation: 15 + X% chips; duration = 30 + 3X minutes

Max: +25% chips; duration = 60 minutes

8. Starfish regeneration

Equation: regenerate 2 + round(X/2) HP/turn; get a bonus point at 10

Max: regenerate 8 HP/turn

9. Talons of the raptor

Equation: melee damage +3 + X + round(level/3); capped at 10 + X; duration = 30 + 3X minutes

Max: melee damage +13 + round(level/3); capped at 20; duration = 60 minutes

10. Trample of the rhino

Equation: weapon damage multiplied by 2.5 + (X/10); to-hit +10 + 2X + (level), capped at 50

Max: weapon damage x 3.5; to-hit +30 + (level), capped at 50

11. Summon wolf

Equation: wolf does 4-8 + X + floor(level/5) damage; duration = 30 + 6X

Max: wolf does 14-18 + floor(level/5) damage if it hits; duration = 90 minutes

12. Nurture versus nature

Equation: sidekick bonus of 10 + X; duration = 30 + 3X minutes

Max: 20% sidekick bonus; 60 minute duration

13. Spines of the echidna

Equation: attacker takes 5 + X damage; duration = 30 + 3X minutes

Max: attacker takes 15 damage; duration = 60 minutes

14. Sinus of the shark

Equation: +3 + round(X/3)% chances of combat adventures; duration = 30 + 3X minutes

Max: +6% chances of combat adventures; duration = 60 minutes

15. Summon water buffalo

Equation: duration = 30 + 6X; damage is either:

6-(6+X) + X + floor(level/6) or 12-18 + 2X + floor(level/5)

Max:duration = 90 minutes; buffalo does damage if it hits: 16-26 + floor(level/6) or 32-38 + floor(level/5)

16. Maul of the cave bear

Equation: weapon damage multiplied by 3 + (X/5); to-hit +15% + X% of current to-hit, minimum of 20 + X

Max: weapon damage x 5; +25% increase to to-hit, minimum bonus of +30

Gadgeteer

1. Stun gas

Equation: foe hit and foe offense reduced by 5 + (X/2); chance of stun 20 + X%

Max: foe hit and offense reduced by 10; chance of stun 30%

2. Upgrade armor

Equation: (still working out the mechanics)

Max:

3. Basic martial arts

Equation: to-hit increased by 10 + X

Max: to-hit increased by 20

4. First aid

Equation: out of combat cures 10-20 + 3X HP; in combat, heals 6-10 + 2X;

Max: 40-50 out of combat; 26-30 in combat

5. Supercomputer skills

Equation: (still working out the mechanics)

Max:

6. Upgrade weapons

Equation: (still working out the mechanics)

Max:

7. Metal detector

Equation: +15 + X% item drop

Max: +25% item drop

8. Advanced martial arts

Equation: offense increases by 10 + 3X + level power

Max: +30 + level offensive power

9. (none - skill TBA)

Equation:

Max:

10. Improved tinkering

Equation: improves options for upgrade armor (at 0 points) and upgrade weapons (at 5 points)

Extends the duration of all gadgeteer buffs/skills by 10 + X minutes

Max: improves upgrade armor and weapons; all gadgeteer buffs/skills get +20 minutes

11. Electric net

Equation: deals 4-8 + 2X + sqrt(level) damage; reduces foe dodge by your level * (.5 + (X/10))

Max: deals 24-28 damage + sqrt(level) damage; reduces foe dodge by 1.5 * your level

12. Catalyze

Equation:

Time bonus with increasing X?
0-2 can convert titanium to tritanium and plasteel to polysteel
3-5 can convert cybertronium to byzantium
6-7 can convert cryonite to pentium
8-9 can convert cavorite to paladinum
10 can convert illuminum to malkamite

Max: Can convert all metals

13. Shock grenade

Equation: damage = 5 - 15 + 3X + (level/2);

foe to-hit and offense reduced by 20 + 2X

Max: damage = 35-45 + (level/2); reduces foe to-hit and offense by 40

14. Stealth

Equation: +3 + round(X/3)% chances of noncombat adventures

Max: +6% chances of noncombat adventures

15. Sniper

Equation: Ranged damage +5 + 2X

Initiative +10 +2X

Max: Ranged damage +25; Initiative +30

16. Battle armor

Equation: Defense increases by 30 + level*(X+1)

Max: Defense = +30 + 11*level

Psion

1. Aura: vim

Equation: to-hit and dodge = 10 + X;

Max: to-hit and dodge = +20

2. Knit flesh

Equation: heals 2-4 + 2-4 + ((2-4)*(X/2))

Will also remove one or two negative effects (stitches, concussed?)

Max: 4-8 + 10-20

3. Telekenesis

Equation: 4-8 + X + (level/2) + [intellect bonus]; hard cap at 20 + 2X

Max: 14-18 + (level/2) + [intellect bonus]; hard cap at 40

4. Aura: mystery

Equation: spell damage increased by 2X + (level/2); might need a cap?;

combat spell cost -1

Max: spell damage increased by 20 + (level/2); might need a cap?; combat spell cost -1

5. Premonition

Equation: initiative increases by 5 + 2X + (level/5)

Max: initiative increases by 25 + (level/5)

6. Mind jab

Equation: 8-16 + 3X + level + [intellect modifier]; soft cap at 30 + 3X

Max: 38-46 + level + [intellect modifier]; soft cap at 60

7. Wind warrior

Equation: does 3-5 + X + round(level/3) if it hits

Max: does 13-15 + round(level/3) if it hits

8. Aura: keen observation

Equation: XP gain increased by 1+ (X/2)%; +20 + X% chips drop

Max: +6% XP gain; +30% chips drop

9. Knit bone

Equation: heals 10-20 + 10-20 + 3X HP

Removes several negative effects (stitches, concussed, still bleeding)

Max: heals 50-70 HP

10. Meditation

Equation: grants 10 + 2X minutes to bedtime each rollover

Max: grants +30 minutes to bedtime

11. Electronic understanding

Equation:

Electronic robots take 50 + 5X% damage from psion spells;
Positronic robots take 10 + X% damage from psion spells

Max: Psion spells will do 100% damage to electronic robots, and 20% damage to positronic robots

12. Aura: vigor

Equation: regen 2 + round(X/3) HP/turn; +20 + X% max HP

Max: regenerate 5 HP/turn; +30% maximum HP

13. Psionic blast

Equation: 15-30 + 8X + level*3 + [intellect modifier]; no cap

Max: 95-110 + level*3 + [intellect modifier]

14. (none -- skill TBA)

Equation:

Max:

15. Biofeedback

Equation:

Starting at 0: Fire and ice resist = 5 + X
Starting at 5: Add sonic resist = 5 + X
Starting at 10: Add psychic resist = 5 + X

Max: Fire, ice, sonic, and psychic resit +15%

16. Aura: mental magnetism

Equation: +/- 3 + round(X/3)% chances of noncombats

Max: +/- 6% chances of noncombats

Notes

  • Also worth mentioning in this context are Effects which you can get through other means. They are temporarily and don't cost any power points (PP).
  • For information about skills before skill points were introduced, see here.