Class Comparison Tables

From Twilight Heroes Wiki
Revision as of 14:31, 22 October 2010 by Hoyifung04 (talk | contribs) (Class-Related Talisman Table: Orb of Insight is not percent loss)

Jump to: navigation, search
Empty-box.jpg This page needs content:
The details of all skills were changed with the introduction of skill points

Skill Comparison Table

Elemental Gadgeteer Naturalist Psion
lvl Skill Notes Skill Notes Skill Notes Skill Notes
1 Proper Grounding
costs 1 PP
Increases strength, intellect, and reflexes Endurance
costs 1 PP
Increased maximum HP Ant's Strength
costs 4 PP
Increased strength
Increased maximum HP
Aura: Vim
costs 4 PP
Increased to-hit ability
Increased dodge ability
1 Throw Sparks
costs 2 PP
Deals fire damage Stun Gas
costs 3 PP
Decreases foe to-hit and offense
Stuns opponents
Kangaroo Punch
costs 1 PP
Deals physical damage Mind Poke
costs 1 PP
Deals psychic damage
2 Air Shield
costs 3 PP
Increases defense Upgrade Armor
costs 5 PP
One of:
Adds fire, sonic, and electric resistance
Increased damage absorption
Increased reflexes & Increased initiative
Charge of the Bovine
costs 4 PP
Increased to-hit ability
Increased weapon damage
Knit Flesh
costs 4 PP
Heals damage
3 Ice Bolt
costs 4 PP
Deals ice damage Basic Martial Arts
passive skill
Increased to-hit ability Mantis Reflexes
costs 5 PP
Increased reflexes
Increased 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
Regenerate PP every turn Not Implemented yet. N/A Memory of the Elephant
costs 6 PP
Increased intellect
Increased maximum PP
Premonition
passive skill
Increased initiative
6 Lightning Bolt
costs 8 PP
Deals electric damage Upgrade Weapons
costs 8 PP
One of:
Increased to-hit ability
Weapon does fire and electric damage
Reduced chances of fumbles & Some would-be fumbles become critical hits
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
Adds fire, ice, and electric resistance
Advanced Martial Arts
passive skill
Increased offense Starfish Regeneration
passive skill
Regenerates HP each turn Aura: Keen Observation
costs 16 PP
Slightly increased % XP gain
Increased chips drops
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
Increases duration of other skills
Improves Upgrade Armor & Upgrade Weapons
Trample of the Rhino
costs 9 PP
Moderately increased to-hit ability
Moderately increased weapon damage
Meditation
passive skill
Adds additional minutes to bedtime each rollover
11 Metalmorph
costs 20 PP
Can upgrade certain metals Electric Net
costs 9 PP
Reduces foe dodge ability
Deals electric damage
Summon Wolf
costs 15 PP
Summons a sidekick Electronic Understanding
passive skill
Allows you to use Mind Jab, Psionic Blast and Wind warrior on Robots.
12 Firestorm
costs 14 PP
Deals fire damage Catalyze
passive skill
Upgrades materials with a catalyzer unit Nurture vs. Nature
costs 12 PP
Increased effectiveness from your sidekick Aura: Vigor
costs 12 PP
Regenerates HP each turn
Increased maximum HP
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
Increased PP capacity
Increased % spell damage
Stealth
costs 10 PP
Increased chance of noncombat adventures Sinus of the Shark
costs 15 PP
Increases chance of combat adventures Detachment
costs 20 PP
Opponent attack damage decreased
Turn length increased
15 Sundowner Breeze
costs 30 PP
Increases foe toughness Sniper
passive skill
Increased ranged damage
Increased initiative
Summon Water Buffalo
costs 20 PP
Summons a sidekick Biofeedback
costs 10 PP
Adds resistance to fire, ice, sonic, and psychic damage
16 Not Implemented yet. N/A Battle Armor
passive skill
Increased defense Maul of the Cave Bear
costs 13 PP
Greatly increased to-hit ability
Greatly increased weapon damage
Aura: Mental Magnetism
costs 15 PP
Increased or decreased chance of combat adventures

Class Intrinsic Skills

Elemental Gadgeteer Naturalist Psion
Can breathe under water Can create positronic computers Can Tame certain foes Can hold one aura every six levels

Class-Related 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.