Class Comparison Tables

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Hammer.gif This page is UNDER CONSTRUCTION:
Spading stats for all classes from lvl 1-16 it will take awhile.


Class Comparison Tables

This section is for comparing the Character Classes.


Skill Comparison Table

Elemental Gadgeteer Naturalist Psion
lvl Skill Notes Skill Notes Skill Notes Skill Notes
1 Throw Sparks
costs 2 pp.
X fire damage. Stun Gas
costs 3 pp.
De-levels enemy and 20% chance of enemy not attacking. Ant's Strength
costs pp.
+8 Strength, +15 to max HP. Aura: Vim
costs 4 pp.
Increases dodge and hit rate by (?).
2 Air Shield
costs 3 pp.
X amount of damage absorption. Upgrade Armor
costs 5 pp.
You choose 1 of the following:
-(?)% fire damage,
+(?)% armor power,
+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.
X ice damage. Basic Martial Arts
costs 0 pp.
Increases chance to hit in combat. Mantis Reflexes
costs 5 pp.
+8 Reflexes. Telekinesis
costs 4 pp.
X damage.
4 Groundquake
costs 6 pp.
About 20% chance of stunning enemy. First Aid
costs 6 pp.
Heals
15-22 HP,(non combat)
8-12 HP.(combat)
Echolocation
costs 0 pp.
+(?)% items. Aura: Mystery
costs 8 pp.
Reduces spell cost by 1 PP.
Increases spell damage by +10 or +1 per level.
5 Proper Hydration
costs 0 pp.
Gives you the ability
to adventure underwater,
+1 PP per turn.
Supercomputer Skills
costs 0 pp.
Allows you to build a positronic computer. Memory of the Elephant
costs 6 pp.
+8 Intellect,
+50 to max PP.
Premonition
costs 0 pp.
+(?) initiative.
6 Lightning Bolt
costs 8 pp.
X electric damage. Upgrade Weapons
costs 8 pp.
You choose 1 of the following:
+(?)% hit chance
+(?) damage
-(?)% fumble chance
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.
X damage to attacker.(stacks with Spines of the Echidna) Metal Detector
costs 10 pp.
+(?)% items. 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.
+? damage reduction.
+10% fire, ice, & electric resistance.
Advanced Martial Arts
costs 0 pp.
Unknown Starfish Regeneration
costs 0 pp.
+2 HP per turn. Aura: Keen Observation
costs 16 pp.
+(?) xp from combat.
+25% chips.
9 Tornado
costs 10 pp.
X damage(low).(may do more) Electric Net
costs 9 pp.
X electric damage, possibly de-levels. 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 most of your HP. Improved Tinkering
costs 0 pp.
Improves Upgrade Armor & Upgrade Weapons. Trample of the Rhino
costs 9 pp.
Increased melee damaged.
(Almost double that of Charge of the Bovine.)
Meditation
costs 0 pp.
Gives 30 extra minutes per day.
11 Not Implemented yet. N/A Not Implemented yet. N/A 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
costs 0 pp.
Allows you to use Mind Jab & Wind Warrior on basic Robots.
(Doesn't work on more complex positronic Robots.)
12 Firestorm
costs 14 pp.
X fire damage. Not Implemented yet. N/A Not Implemented yet. N/A Aura: Vigor
costs 12 pp.
Heals 4 HP per turn.
13 Not Implemented yet. N/A Shock Grenade
costs 13 pp.
X sonic damage. possibly de-levels. 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
costs 0 pp.
+40 to max PP Not Implemented yet. N/A Not Implemented yet. N/A 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
costs 0 pp.
Reduces damage. 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 Str, 1 Int, and 1 Refl.

Transmogrified characters have an extra +5 HP, in addition to their 0-level human base stats.

Hit Points and Power Points:

Naturalist: +12 HP per level, +8 PP per level

Gadgeteer: +11 HP per level, +9 PP per level

Elementalist: +9 HP per level, +14 PP per level

Psion: +8 HP per level, +12 PP per level

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).

At second and all succeeding levels, each class gets 15 attribute points, distributed through weighted randomizing among Str, Int, and Refl.

Under Construction:

Here are some Str-Int-Refl distributions that have been obtained when leveling up (duplications included in case that helps determine probability distribution):

Naturalist 10-4-1, 10-3-2, 10-3-2, 10-2-3, 7-4-4, 7-2-6,

Elementalist 4-6-5, 4-6-5, 4-5-6,

Psion 3-8-4, 2-7-6, 4-6-5,

Gadgeteer 3-4-8, 4-3-8, 4-4-7, 4-5-6,