Hit Chance modifiers
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Revision as of 12:22, 12 April 2008 by Silvar (talk | contribs) (This takes more time than you think! And... uhm, 4!)
This page is UNDER CONSTRUCTION: How to-hit works should be spaded out and explained on this page. |
The following table lists all game mechanics which affect to-hit chance.
Source | Source type | Increase | Duration | Requirements | Notes |
---|---|---|---|---|---|
Bat out of hell | Melee weapon | 10% | Always | Level 10 | |
Needler | Ranged weapon | 10% | Always | Level 9 | |
Smart shirt | Shirt | 10% | Always | Level 12 | |
astral spline | Melee weapon | 10 | Always | Level 9 | +7 Melee damage |
Digital rapier | Melee weapon | 10 | Always | Level 3 | +5 to initiative |
Truepenny blade | Melee weapon | 5 | Always | Level 7 | +5 Melee damage |
Aura: Vim | Psion Skill | ?? | 30 minutes | +?? dodging ability | |
Automatic for the Weapon | Item | ?? | 50 minutes | Obtained from motor. | |
Basic Martial Arts | Gadgeteer Skill | ?? | Always | Level 3 | |
Upgrade Weapons: Frickin' Sharp | Gadgeteer Skill | ?? | 45 minutes | Level 10 | |
Upgrade Weapons: Sharpness | Gadgeteer Skill | ?? | 30 minutes | Level 6 | |
Big honkin' hammer | Melee weapon | -5 | Always | Level 5 | +8 electric damage |
Lamp post | Melee weapon | -8 | Always | Level 8 | +10 Melee damage |
Air tank | Accessory | -10 | Always |
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