Class Comparison Tables

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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.
+15% 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.
+16% 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 Stealth
costs 10 pp.
Increased chance of non-combat adventure. Sinus of the Shark
costs 15 pp.
Increased chance of combat adventure. 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 +n (.5 x your level) spell damage
-2 to maximum HP
Lug-Nut Keychain +1 damage absorption
-1 Strength
Shark's Tooth Necklace +n (.5 x your level) melee damage
-1 Intellect
Intellectual Headband +10% to the duration of auras
-1 Reflexes
7 From
Don't Cry for Me, Zion-tina
Quest.
Thunder in a Bottle Using skills costs -2 PP
+10% to your maximum Power Points
-3 Melee damage
Swedish Navy Wrench +15% Reflexes
+10 dodging ability
-5% Strength
Astral Monkey's Paw Necklace +15% Strength
+10% to your maximum Hit Points
-5% Intellect
Orb of Insight +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.