Difference between revisions of "Class Comparison Tables"
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− | | [[Ice | + | | [[Ice Bolt]]<br>costs 4 PP |
| Deals ice damage | | Deals ice damage | ||
| [[Basic Martial Arts]]<br>passive skill | | [[Basic Martial Arts]]<br>passive skill |
Revision as of 02:28, 11 March 2010
This page needs content: The details of all skills were changed with the introduction of skill points |
Contents
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 |
Decreases foe to-hit and offense Stuns opponents |
Ant's Strength costs 4 PP |
+8 Strength +15 maximum HP |
Aura: Vim costs 4 PP |
+15 to hit +15 dodging ability |
2 | Air Shield costs 3 PP |
Increases defense | Upgrade Armor costs 5 PP |
One of: +15% fire resistance +2 damage absorption +5 Reflexes |
Charge of the Bovine costs 4 PP |
+20 to hit 2x weapon damage |
Knit Flesh costs 4 PP |
Heals damage |
3 | Ice Bolt costs 4 PP |
Deals ice damage | Basic Martial Arts passive skill |
+10 to hit | Mantis Reflexes costs 5 PP |
+8 Reflexes +10 to initiative |
Telekinesis costs 4 PP |
Deals physical damage |
4 | Groundquake costs 6 PP |
Reduces opponent to-hit and dodge chances May stun opponent |
First Aid costs 6 PP |
Heals damage | Echolocation passive skill |
Increased item drops | Aura: Mystery costs 8 PP |
Increased spell damage -1 to the cost of combat spells |
5 | Proper Hydration passive skill |
+1 PP per turn | Supercomputer Skills passive skill |
Allows you to build a positronic computer | Memory of the Elephant costs 6 PP |
+8 Intellect +15 to maximum PP |
Premonition passive skill |
Increased initiative |
6 | Lightning Bolt costs 8 PP |
Deals electric damage | Upgrade Weapons costs 8 PP |
One of: +15 to-hit +6 melee damage No fumbles |
Armadillo Armor costs 8 PP |
Increases damage absorption | Mind Jab costs 7 PP |
Deals psychic damage |
7 | Fire Shield costs 7 PP |
Damages foes when they hit you | Metal Detector costs 10 PP |
Increases item drops | Snout of the Swine costs 10 PP |
Increased chips drop | Wind Warrior costs 12 PP |
Summons a sidekick |
8 | Stone Armor costs 12 PP |
Increases defense +10% fire, ice, and electric resistance |
Advanced Martial Arts passive skill |
Increased offense | Starfish Regeneration passive skill |
Regenerates 2 HP/turn | Aura: Keen Observation costs 16 PP |
+5% XP per combat Increased chips drop |
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 |
Increased melee damage | Knit Bone costs 12 PP |
Heals damage |
10 | Lifeblood Manipulation costs 20 PP |
Heals almost all wounds | Improved Tinkering passive skill |
Improves Upgrade Armor & Upgrade Weapons | Trample of the Rhino costs 9 PP |
+40 to hit 3x weapon damage |
Meditation passive skill |
+30 additional minutes at rollover |
11 | Metalmorph costs 20 PP |
Can upgrade certain metals | Electric Net costs 9 PP |
Reduces foe dodge Deals electric damage |
Summon Wolf costs 15 PP |
Summons a sidekick | Electronic Understanding passive skill |
Allows you to use of Mind Jab and Wind warrior attacks on Electronic Robots. |
12 | Firestorm costs 14 PP |
Deals fire damage | Catalyze passive skill |
Upgrades materials with a catalyzer unit | Nurture vs. Nature costs 12 PP |
+15% effectiveness from your sidekick. | Aura: Vigor costs 12 PP |
+30% to maximum HP +4 HP per turn |
13 | Not Implemented yet. | N/A | Shock Grenade costs 13 PP |
Reduces foe hit and offense Deals sonic damage |
Spines of the Echidna costs 12 PP |
Damages foes when they hit you | Psionic Blast costs 15 PP |
Deals psychic damage |
14 | The Fire Within passive skill |
+20% PP capacity | Stealth costs 10 PP |
Increased chance of noncombat adventures | Sinus of the Shark costs 15 PP |
Increases chance of combat adventures | Not Implemented yet. | N/A |
15 | Not Implemented yet. | N/A | Sniper passive skill |
+10 ranged damage +15 initiative |
Summon Water Buffalo costs 20 PP |
Summons a sidekick | Biofeedback costs 10 PP |
+15% fire, ice, sonic, and psychic resistance |
16 | Not Implemented yet. | N/A | Battle Armor passive skill |
Increased defense | Maul of the Cave Bear costs 13 PP |
+20% to hit 4x weapon damage |
Aura: Mental Magnetism costs 15 PP |
Increased or decreased chance of combat adventures |
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.