Class Comparison Tables

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The details of all skills were changed with the introduction of skill points

Skill Comparison Table

Elemental Gadgeteer Naturalist Psion
lvl Skill Notes Skill Notes Skill Notes Skill Notes
1 Proper Grounding<br>costs 1 PP Increases strength, intellect, and reflexes Endurance<br>costs 1 PP Increased maximum HP Ant's Strength<br>costs 4 PP Increased strength<br>Increased maximum HP Aura: Vim<br>costs 4 PP Increased to-hit ability<br>Increased dodge ability
1 Throw Sparks<br>costs 2 PP Deals fire damage Stun Gas<br>costs 3 PP Decreases foe to-hit and offense<br>Stuns opponents Kangaroo Punch<br>costs 1 PP Deals physical damage Mind Poke<br>costs 1 PP Deals psychic damage
2 Air Shield<br>costs 3 PP Increases defense Upgrade Armor<br>costs 5 PP One of:<br>Adds fire, sonic, and electric resistance<br>Increased damage absorption<br>Increased reflexes & Increased initiative Charge of the Bovine<br>costs 4 PP Increased to-hit ability<br>Increased weapon damage Knit Flesh<br>costs 4 PP Heals damage
3 Ice Bolt<br>costs 4 PP Deals ice damage Basic Martial Arts<br>passive skill Increased to-hit ability Mantis Reflexes<br>costs 5 PP Increased reflexes<br>Increased initiative Telekinesis<br>costs 4 PP Deals physical damage
4 Groundquake<br>costs 6 PP Reduces opponent to-hit and dodge chances<br>May stun opponent First Aid<br>costs 6 PP Heals damage Echolocation<br>passive skill Increased item drops Aura: Mystery<br>costs 8 PP Increased spell damage<br>-1 to the cost of combat spells
5 Proper Hydration<br>passive skill Regenerate PP every turn Not Implemented yet. N/A Memory of the Elephant<br>costs 6 PP Increased intellect<br>Increased maximum PP Premonition<br>passive skill Increased initiative
6 Lightning Bolt<br>costs 8 PP Deals electric damage Upgrade Weapons<br>costs 8 PP One of:<br>Increased to-hit ability<br>Weapon does fire and electric damage<br>Reduced chances of fumbles & Some would-be fumbles become critical hits Armadillo Armor<br>costs 8 PP Increases damage absorption Mind Jab<br>costs 7 PP Deals psychic damage
7 Fire Shield<br>costs 7 PP Damages foes when they hit you Metal Detector<br>costs 10 PP Increases item drops Snout of the Swine<br>costs 10 PP Increased chips drop Wind Warrior<br>costs 12 PP Summons a sidekick
8 Stone Armor<br>costs 12 PP Increases defense<br>Adds fire, ice, and electric resistance Advanced Martial Arts<br>passive skill Increased offense Starfish Regeneration<br>passive skill Regenerates HP each turn Aura: Keen Observation<br>costs 16 PP Slightly increased % XP gain<br>Increased chips drops
9 Tornado<br>costs 10 PP Reduces opponent to-hit and dodge chances<br>Deals damage Not Implemented yet. N/A Talons of the Raptor<br>costs 12 PP Increased melee damage Knit Bone<br>costs 12 PP Heals damage
10 Lifeblood Manipulation<br>costs 20 PP Heals almost all wounds Improved Tinkering<br>passive skill Increases duration of other skills<br>Improves Upgrade Armor & Upgrade Weapons Trample of the Rhino<br>costs 9 PP Moderately increased to-hit ability<br>Moderately increased weapon damage Meditation<br>passive skill Adds additional minutes to bedtime each rollover
11 Metalmorph<br>costs 20 PP Can upgrade certain metals Electric Net<br>costs 9 PP Reduces foe dodge ability<br>Deals electric damage Summon Wolf<br>costs 15 PP Summons a sidekick Electronic Understanding<br>passive skill Allows you to use Mind Jab, Psionic Blast and Wind warrior on Robots.
12 Firestorm<br>costs 14 PP Deals fire damage Catalyze<br>passive skill Upgrades materials with a catalyzer unit Nurture vs. Nature<br>costs 12 PP Increased effectiveness from your sidekick Aura: Vigor<br>costs 12 PP Regenerates HP each turn<br>Increased maximum HP
13 Not Implemented yet. N/A Shock Grenade<br>costs 13 PP Reduces foe hit and offense<br>Deals sonic damage Spines of the Echidna<br>costs 12 PP Damages foes when they hit you Psionic Blast<br>costs 15 PP Deals psychic damage
14 The Fire Within<br>passive skill Increased PP capacity<br>Increased % spell damage Stealth<br>costs 10 PP Increased chance of noncombat adventures Sinus of the Shark<br>costs 15 PP Increases chance of combat adventures Detachment<br>costs 20 PP Opponent attack damage decreased<br>Turn length increased
15 Sundowner Breeze<br>costs 30 PP Increases foe toughness Sniper <br>passive skill Increased ranged damage<br>Increased initiative Summon Water Buffalo<br>costs 20 PP Summons a sidekick Biofeedback<br>costs 10 PP Adds resistance to fire, ice, sonic, and psychic damage
16 Not Implemented yet. N/A Battle Armor<br>passive skill Increased defense Maul of the Cave Bear<br>costs 13 PP Greatly increased to-hit ability<br>Greatly increased weapon damage Aura: Mental Magnetism<br>costs 15 PP Increased or decreased chance of combat adventures

Class Intrinsic Skills

Elemental Gadgeteer Naturalist Psion
Can breathe under water Can create positronic computers Can Tame certain foes Can hold one aura every six levels

Class-Related 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<br>-2 to maximum HP Lug-Nut Keychain +1 damage absorption<br>-1 Strength Shark's Tooth Necklace +n (.5 x your level) melee damage<br>-1 Intellect Intellectual Headband +10% to the duration of auras<br>-1 Reflexes
7 From<br>Don't Cry for Me, Zion-tina<br>Quest. Thunder in a Bottle Using skills costs -2 PP<br>+10% to your maximum Power Points<br>-3 Melee damage Swedish Navy Wrench +15% Reflexes<br>+10 dodging ability<br>-5% Strength Astral Monkey's Paw Necklace +15% Strength<br>+10% to your maximum Hit Points<br>-5% Intellect Orb of Insight +15% Intellect<br>+20% to the duration of auras<br>-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, Power Points, To Hit, and Dodge per Level

Class HP PP To-hit Dodge
Naturalist +12 HP +8 PP +11 to-hit +9 dodge
Gadgeteer +11 HP +9 PP +10 to-hit +10 dodge
Elementalist +9 HP +14 PP +8 to-hit +9 dodge
Psion +8 HP +12 PP +9 to-hit +11 dodge

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 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.