Class Comparison Tables

From Twilight Heroes Wiki
Revision as of 01:45, 2 March 2010 by Hoyifung04 (talk | contribs) (Sniper)
Jump to navigation Jump to search

Skill Comparison Table

Elemental Gadgeteer Naturalist Psion
lvl Skill Notes Skill Notes Skill Notes Skill Notes
1 Throw Sparks
costs 2 PP
Deals fire damage Stun Gas
costs 3 PP
Decreases foe to-hit and offense
Stuns opponents
Ant's Strength
costs 4 PP
+8 Strength
+15 maximum HP
Aura: Vim
costs 4 PP
+15 to hit
+15 dodging ability
2 Air Shield
costs 3 PP
Increases defense Upgrade Armor
costs 5 PP
One of:
+15% fire resistance
+2 damage absorption
+5 Reflexes
Charge of the Bovine
costs 4 PP
+20 to hit
2x weapon damage
Knit Flesh
costs 4 PP
Heals damage
3 Ice bolt
costs 4 PP
Deals ice damage Basic Martial Arts
passive skill
+10 to hit Mantis Reflexes
costs 5 PP
+8 Reflexes
+10 to 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
+1 PP per turn Supercomputer Skills
passive skill
Allows you to build a positronic computer Memory of the Elephant
costs 6 PP
+8 Intellect
+15 to maximum PP
Premonition
passive skill
Increased initiative
6 Lightning Bolt
costs 8 PP
Deals electric damage Upgrade Weapons
costs 8 PP
One of:
+15 to-hit
+6 melee damage
No fumbles
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
+10% fire, ice, and electric resistance
Advanced Martial Arts
passive skill
Increased offense Starfish Regeneration
passive skill
Regenerates 2 HP/turn Aura: Keen Observation
costs 16 PP
+5% XP per combat
Increased chips drop
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
Improves Upgrade Armor & Upgrade Weapons Trample of the Rhino
costs 9 PP
+40 to hit
3x weapon damage
Meditation
passive skill
+30 additional minutes at rollover
11 Metalmorph
costs 20 PP
Can upgrade certain metals Electric Net
costs 9 PP
Reduces foe dodge
Deals electric damage
Summon Wolf
costs 15 PP
Summons a sidekick Electronic Understanding
passive skill
Allows you to use of Mind Jab and Wind warrior attacks on Electronic Robots.
12 Firestorm
costs 14 PP
Deals fire damage Catalyze
passive skill
Upgrades materials with a catalyzer unit Nurture vs. Nature
costs 12 PP
+15% effectiveness from your sidekick. Aura: Vigor
costs 12 PP
+30% to maximum HP
+4 HP per turn
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
+20% PP capacity Stealth
costs 10 PP
Increased chance of noncombat adventures Sinus of the Shark
costs 15 PP
Increases chance of combat adventures Not Implemented yet. N/A
15 Not Implemented yet. N/A Sniper
passive skill
+10 ranged damage
+15 initiative
Summon Water Buffalo
costs 20 PP
Summons a sidekick Biofeedback
costs 10 PP
+15% fire, ice, sonic, and psychic resistance
16 Not Implemented yet. N/A Battle Armor
passive skill
Increased defense Maul of the Cave Bear
costs 13 PP
+20% to hit
4x weapon damage
Aura: Mental Magnetism
costs 15 PP
Increased or decreased chance of combat adventures

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.