Critical Hit Chance

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Revision as of 16:13, 14 February 2009 by Muhandes (talk | contribs) (Complete table)

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Rakes-trowel.gif This page contains some non specific data which NEEDS SPADING:
How crits work, what is the basic chance. Does the limit apply on all effects or just on equipment?

Note that no matter how much equipment is worn, the total effect is capped at greatly increased or greatly decreased.

Source Source type Increase Duration Requirements Notes
B.L.T. Ranged weapon Greatly Increased Always Level 12
black gloves Gloves Somewhat Increased Always Level 8
Roderick's Gloves Gloves Somewhat Increased Always +5 Strength
+10% Strength if worn with Roderick's Boots
Typhoon's Bracers Talisman Somewhat Increased Always +30% Reflexes
+2 extra attack(s) per turn.
-15% resistance to all elements
golden apple Offhand Slightly Increased Always Level 4
fingerless gloves Gloves Slightly Increased Always Level 8 Somewhat decreased chance of weapon fumbles.
-5% resist fire, ice, electric, and acid damage
Automatic for the Weapon Item Increased 50 minutes


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