Hit Chance modifiers

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Rakes-trowel.gif This page contains some non specific data which NEEDS SPADING:
How does base initiative depend on class and level? How does Reflexes affect it? How does randomness come into the picture?
  • To-hit is compared to dodge to determine if an attempted hit lands or misses.
  • According to the manual, each character has a basic to-hit ability, determined by class and level. This is modified by Reflexes and to-hit modifiers.
  • Amounts for Skills are affected by S, the number of skill points invested in the skill.
Source Source type Increase Duration Requirements Notes
Maul of the Cave Bear Naturalist Combat Skill 15% + S%,
Min 20 + S
One attack Level 16 multiple 3 + (S/5) weapon damage
Misericorde of the Squid Melee weapon 20% Always Level 40 Successful hit weakens opponents.
+6% chance of critical hits.
N'Gah-Kthun's Lancer Ranged weapon 20% Always Level 55 +3 extra attack(s) per turn.
+20 fire damage
+2% chance of critical hits.
bat out of Hell Melee weapon 10% Always Level 10
foxy caped suit Full-body suit 10% Always Grants wearer the ability for super jumps
+5% Reflexes
-10 seconds to the duration of each turn
Chance of stunning opponents if you win initiative
needler Ranged weapon 10% Always Level 9
New Amsterdam gloves Gloves 10% Always Level 16 +5% Intellect
Angriest Man's Squeezeball of Rage Talisman 10% Always +30% Strength
+20% to your maximum Hit Points
-15% defense
Reed's Brassard Talisman 10% Always +30% Strength
+20% to your maximum Hit Points
-15% defense
smart shirt Shirt 10% Always Level 12
special wooden cup Talisman 10% Always +15 Melee damage
-15% dodging
+3 XP per combat
Wolfed Out Item 10% 60 minutes Obtained from lupine liquor
+10% Strength
datagun Ranged weapon 5% Always Level 6 +5% weapon damage
gauze rifle Ranged weapon 5% Always Level 9 +3 HP per turn
hatchet Melee weapon 5% Always Level 10 +6 psychic damage
quill blade Melee weapon 5% Always Level 12 +10 Melee damage
Trample of the Rhino Naturalist Combat Skill 10 + 2*S + level,
cap 50
One attack Level 10 multiple 2.5 + (S/10) weapon damage
Charge of the Bovine Naturalist Combat Skill 10 + S + level,
cap 30
One attack Level 2 multiple 1.5 + (S/10) weapon damage
Upgrade Weapons: Frickin' Sharp Gadgeteer Skill 10 + 2*S 20-40 minutes Level 6 Skill points invested in Upgrade Weapons
Duration depends on Improved Tinkering
Aura: Vim Psion Skill 10 + S 30 minutes +10 + S dodging ability
Basic Martial Arts Gadgeteer Skill 10 + S Always Level 3
Gyro-matic Item 15 40 minutes Obtained from gyro stabilizer
Mango Madness Item 15 30 minutes Obtained from mango mochi ball
onyx ion stone Accessory 15 Always Level 9
astral spline Melee weapon 10 Always Level 9 +7 Melee damage
B.L.ighT. gun Ranged weapon 10 Always Level 14 +6% chance of critical hits.
badger gauntlets Gloves 10 Always for Naturalists only
+10 melee damage - for Naturalists only
Blue Elsa's blue blade Melee weapon 10 Always Level 5 +10% offense
digital rapier Melee weapon 10 Always Level 3 +5 to initiative
Gaul blatter Ranged weapon 10 Always Level 16 +5% to initiative
Green Globulin Effect 10 35 minutes Gained from using throwing star - black hole in combat
+10 HP
+10 PP
+10 offense
+10 defense
+10 dodge
ion beamer Ranged weapon 10 Always Level 8 +10 fire damage
three-speed bicycle shorts (second gear) Pants 10 Always Level 5 -10 seconds to the duration of each turn
Regenerates HP as a function of level
xentrium axe Melee weapon 10 Always Level 14 +10% to initiative
xentrium crossbow Ranged weapon 10 Always Level 14 +10% to initiative
the golem's Glock Ranged weapon 8 Always Level 8 +10 Ranged damage
+1 extra attack(s) per turn
Feelin' Festive Item 6 30/45 minutes Obtained from pinata
glob of tar Offhand Item 6 Always
Cape Kennedy cape Accessory 5 Always Level 16 +5 dodging ability
Distroed Effect 5 65 minutes Gained from There's a Blog.Org for This
truepenny blade Melee weapon 5 Always Level 7 +5 Melee damage
robbin' hood Helmet 3 Always Level 3 +3 Ranged damage
+3% chips
Boxing coach Sidekick ? 60 minutes Obtained from gym membership card
big honkin' hammer Melee weapon -5 Always Level 5 +8 electric damage
coldfinger gloves Gloves -5 Always Level 5 +4% chips
Minion Brand helmet Helmet -5 Always Level 7 +10 defense
lamp post Melee weapon -8 Always Level 8 +10 Melee damage
air tank Accessory -10 Always A component of equipment required to breathe under water.
Concussed Effect -15 45 minutes Obtained from being defeated.
-15 dodging ability
fool's-gold star Accessory -50 Always -50% dodging ability


Modifiers List
Strength modifiers | Intellect modifiers | Reflexes modifiers | HP modifiers | PP modifiers
Hit Chance modifiers | Critical Hit Chance | Fumble Chance | Spell Critical Chance
Initiative modifiers | Offense modifiers | Extra attacks | Stunning
Bonus melee damage | Bonus ranged damage | Bonus spell damage | Bonus elemental damage | Strike-back damage
Damage absorption | Elemental resistance | Dodging modifiers | Defense modifiers
Chips Drop modifiers | Item Drop modifiers | XP modifiers
Skill Cost modifiers | Time modifiers | Foe Toughness modifiers | Combat chance modifiers | Special abilities
HP Regeneration | PP Regeneration