Defense modifiers

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Revision as of 13:02, 16 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 does defense work?
Source Source type Increase Duration Requirements Notes
Grimm's Bulwark Talisman 20% Always +20% resistance to all elements
Regenerates HP as a function of level
Regenerates PP as a function of level
-15% to your offensive rating
VHF-1 Exosuit Full-body suit 20 Always +15 Strength
-10 seconds to the duration of each turn
Minion Brand helmet Helmet 10 Always Level 7 -5 to hit
smudged sweater Shirt 5 Always Level 3
gloveless fingers Gloves 2 Always +5% resist fire, ice, electric, and acid damage
Air Shield Elemental Buff scales with level 30 minutes
Stone Armor Elemental Skill scales with level 30 minutes Level 8 +10% fire, ice, and electric resistance
Reed's Brassard Talisman -15% Always +30% Strength
+20% to your maximum Hit Points
+10% to hit
Tempest's Brooch Talisman -15% Always +30% Intellect
+20% spell damage
+5 damage absorption


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