Class Comparison Tables

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Revision as of 06:13, 5 August 2009 by Alarion (talk | contribs) (changed "costs 0 pp" to "passive skill" -> much clearer, since you cannot cast them directly.)

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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 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.
One of:
+15% fire resistance
+2 damage absorption
+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
passive skill.
+10 to hit 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 damage Echolocation
passive skill.
+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
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,
+50 to max PP.
Premonition
passive skill.
+(?) 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.
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.
Increases item drops 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
passive skill.
Increased offense Starfish Regeneration
passive skill.
+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
passive skill.
Improves Upgrade Armor & Upgrade Weapons Trample of the Rhino
costs 9 pp.
Increased melee damaged.
(Almost double that of Charge of the Bovine.)
Meditation
passive skill.
Gives 30 extra minutes per day.
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.
The summon deals independent damage.
(8-12 damage,
about 50% of the time.)
(Doesn't stack with Summon Water Buffalo)
Electronic Understanding
passive skill.
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 Catalyze
passive skill.
Upgrades materials with a catalyzer unit Nurture vs. Nature
costs 12 pp.
+15% sidekick effectiveness Aura: Vigor
costs 12 pp.
Heals 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.
X damage to attacker.(stacks with Fire Shield) Psionic Blast
costs 15 pp.
X 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.
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
passive skill.
Increased defense 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 Ember-bottle.gif +n (.5 x your level) spell damage
-2 to maximum HP
Lug-Nut Keychain Lug-keychain.gif +1 damage absorption
-1 Strength
Shark's Tooth Necklace Shark-necklace.gif +n (.5 x your level) melee damage
-1 Intellect
Intellectual Headband Headband.gif +10% to the duration of auras
-1 Reflexes
7 From
Don't Cry for Me, Zion-tina
Quest.
Thunder in a Bottle Thunder-bottle.jpg Using skills costs -2 PP
+10% to your maximum Power Points
-3 Melee damage
Swedish Navy Wrench Wrench.gif +15% Reflexes
+10 dodging ability
-5% Strength
Astral Monkey's Paw Necklace Monkey-paw.jpg +15% Strength
+10% to your maximum Hit Points
-5% Intellect
Orb of Insight Orb-insight.jpg +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.