Hit Chance modifiers

From Twilight Heroes Wiki
Revision as of 20:35, 26 July 2009 by Muhandes (talk | contribs)
Jump to navigation Jump to search
This page contains some non specific data which NEEDS SPADING:
How to-hit works should be spaded out and explained on this page.
Source Source type Increase Duration Requirements Notes
Maul of the Cave Bear Naturalist Combat Skill 20% One attack Level 16 4x weapon damage
Misericorde of the Squid Melee weapon 20% Always Level 40 Successful hit weakens opponents.
Moderately increased chance of critical hits.
N'Gah-Kthun's Lancer Ranged weapon 20% Always Level 55 +3 extra attack(s) per turn.
+20 fire damage
Slightly increased chance of critical hits.
bat out of hell Melee weapon 10% Always Level 10
foxy caped suit Full-body suit 10% Always Grants wearer the ability for super jumps
+5% Reflexes
-10 seconds to the duration of each turn
Chance of stunning opponents if you win initiative
needler Ranged weapon 10% Always Level 9
New Amsterdam gloves Gloves 10% Always Level 16 +5% Intellect
Reed's Brassard Talisman 10% Always +30% Strength
+20% to your maximum Hit Points
-15% to your defensive rating
smart shirt Shirt 10% Always Level 12
special wooden cup Talisman 10% Always +15 Melee damage
-15% dodging
+3 XP per combat
Wolfed Out Item 10% 60 minutes Obtained from lupine liquor
+10% Strength
gauze rifle Ranged weapon 5% Always Level 9 +3 HP per turn
quill blade Melee weapon 5% Always Level 12 +10 Melee damage
Trample of the Rhino Naturalist Combat Skill 40 One attack Level 10 3x weapon damage
Upgrade Weapons: Frickin' Sharp Gadgeteer Skill 30 45 minutes Level 10
Charge of the Bovine Naturalist Combat Skill 20 One attack Level 2 2x weapon damage
Aura: Vim Psion Skill 15 30 minutes +15 dodging ability
Gyro-matic Item 15 40 minutes Obtained from gyro stabilizer
Mango Madness Item 15 30 minutes Obtained from mango mochi ball
Upgrade Weapons: Sharpness Gadgeteer Skill 15 30 minutes Level 6-9
astral spline Melee weapon 10 Always Level 9 +7 Melee damage
B.L.ighT. gun Ranged weapon 10 Always Level 14 Moderately increased chance of critical hits.
Basic Martial Arts Gadgeteer Skill 10 Always Level 3
digital rapier Melee weapon 10 Always Level 3 +5 to initiative
Gaul blatter Ranged weapon 10 Always Level 16 +5% to initiative
ion beamer Ranged weapon 10 Always Level 8 +10 fire damage
three-speed bicycle shorts (second gear) Pants 10 Always Level 5 -10 seconds to the duration of each turn
Regenerates HP as a function of level
xentrium axe Melee weapon 10 Always Level 14 +10% to initiative
xentrium crossbow Ranged weapon 10 Always Level 14 +10% to initiative
Feelin' Festive Item 6 30/45 minutes Obtained from pinata
glob of tar Offhand Item 6 Always
truepenny blade Melee weapon 5 Always Level 7 +5 Melee damage
robbin' hood Helmet 3 Always Level 3 +3 Ranged damage
+3% chips
Boxing coach Sidekick ? 60 minutes Obtained from gym membership card
big honkin' hammer Melee weapon -5 Always Level 5 +8 electric damage
coldfinger gloves Gloves -5 Always Level 5 +4% chips
Minion Brand helmet Helmet -5 Always Level 7 +10 defense
lamp post Melee weapon -8 Always Level 8 +10 Melee damage
air tank Accessory -10 Always A component of equipment required to breathe under water.
Concussed Effect -15 45 minutes Obtained from being defeated.
-15 dodging ability
fool's-gold star Accessory -50 Always -50% dodging ability


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