Hit Chance modifiers

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Rakes-trowel.gif This page contains some non specific data which NEEDS SPADING:
How does base to-hit depend on class and level? How does Reflexes affect it? How does randomness come into the picture?
  • To-hit is compared to dodge to determine if an attempted hit lands or misses.
  • According to the manual, each character has a basic to-hit ability, determined by class and level. This is modified by Reflexes and to-hit modifiers.
  • Amounts for Skills are affected by S, the number of Skill-point.gif skill points invested in the skill.
Source Source type Increase Duration Requirements Notes
Maul of the Cave Bear Naturalist Combat Skill 15% + S%,
Min 20 + S
One attack Level 16 multiple 3 + (S/5) weapon damage
Gungnir's Charm Talisman 20% Always Level 40 +20% offense
Unlocks Heartpiercer
-20% defense
Misericorde of the Squid Melee weapon 20% Always Level 40 Successful hit weakens opponents.
+6% chance of critical hits.
N'Gah-Kthun's Lancer Ranged weapon 20% Always Level 55 +3 extra attack(s) per turn.
+20 fire damage
+2% chance of critical hits.
Angriest Man's Squeezeball of Rage Talisman 10% Always +30% Strength
+20% to your maximum Hit Points
-15% defense
bat out of Hell Melee weapon 10% Always Level 10
foil foil Melee weapon 10% Always Level 4 +10% dodging ability
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
long knife Melee weapon 10% Always Level 10 Successful hit weakens opponents (by 5 points)
needler Ranged weapon 10% Always Level 9
New Amsterdam gloves Gloves 10% Always Level 16 +5% Intellect
Rainbow Eyelets Talisman 10% Always Provides elemental damage as a function of level
+10% to your maximum Hit Points
-20% resistance to all elements
recoil foil rifle Ranged weapon 10% Always Level 5 +10% dodging ability
Reed's Brassard Talisman 10% Always +30% Strength
+20% to your maximum Hit Points
-15% defense
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
datagun Ranged weapon 5% Always Level 6 +5% weapon damage
gauze rifle Ranged weapon 5% Always Level 9 +3 HP per turn
hatchet Melee weapon 5% Always Level 10 +6 psychic damage
quantum detangler Ranged weapon 5% Always Level 7 +8 damage to positronic robots
quill blade Melee weapon 5% Always Level 12 +10 Melee damage
Trample of the Rhino Naturalist Combat Skill 10 + 2*S + level,
cap 50
One attack Level 10 multiple 2.5 + (S/10) weapon damage
Upgrade Weapons: Frickin' Sharp Gadgeteer Skill 10 + 2*S 30-50 minutes Level 6 Skill points invested in Upgrade Weapons
Duration depends on Improved Tinkering
Charge of the Bovine Naturalist Combat Skill 10 + S + level,
cap 30
One attack Level 2 multiple 1.5 + (S/10) weapon damage
Aura: Vim Psion Skill 10 + S 30 minutes +10 + S dodging ability
Basic Martial Arts Gadgeteer Skill 10 + S Always Level 3
Gyro-matic Item 15 40 minutes Obtained from gyro stabilizer
Mango Madness Item 15 30 minutes Obtained from mango mochi ball
onyx ion stone Accessory 15 Always Level 9
astral spline Melee weapon 10 Always Level 9 +7 Melee damage
B.L.ighT. gun Ranged weapon 10 Always Level 14 +6% chance of critical hits.
badger gauntlets Gloves 10 Always Level 5 for Naturalists only
+10 melee damage - for Naturalists only
Blue Elsa's blue blade Melee weapon 10 Always Level 5 +10% offense
dauntless gauntlets Gloves 10 Always Level 15 +5% Strength
digital rapier Melee weapon 10 Always Level 3 +5 to initiative
Feeling Your Oats Item 10 90 minutes Obtained from Ceres juice
+10 dodge
Gaul blatter Ranged weapon 10 Always Level 16 +5% to initiative
gold star Accessory 10 Always Increases all stats +1 level:
+5 Strength
+5 Intellect
+5 Refleces
+10 Maximum HP
+10 Maximum PP
+10 offense
+10 defense
+10 dodge
Green Globulin Effect 10 35 minutes Gained from using throwing star - black hole in combat
+10 HP
+10 PP
+10 offense
+10 defense
+10 dodge
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
ultra-visor Helmet 10 Always Level 12 Improved computer interaction
xentrium axe Melee weapon 10 Always Level 14 +10% to initiative
xentrium crossbow Ranged weapon 10 Always Level 14 +10% to initiative
sharpshooter's rifle Ranged weapon 8 Always Level 10
the golem's Glock Ranged weapon 8 Always Level 8 +10 Ranged damage
+1 extra attack(s) per turn
chakram Melee weapon 6 Always Level 8
Feelin' Festive Item 6 30/45 minutes Obtained from pinata
glob of tar Offhand Item 6 Always
Lightning's floppy hat elmet 6 Always Level 8 +6% electric resistance
Cape Kennedy cape Accessory 5 Always Level 16 +5 dodging ability
Distroed Effect 5 65 minutes Gained from There's a Blog.Org for This
pronged javelin Ranged weapon 5 Always Level 5
super-advanced weapon Ranged weapon 5 Always Level 12 +5 Ranged damage
+5 electric damage
+5% chance of critical hits
+5% chance of weapon fumbles
truepenny blade Melee weapon 5 Always Level 7 +5 Melee damage
large knife Melee weapon 3 Always
robbin' hood Helmet 3 Always Level 3 +3 Ranged damage
+3% chips
knife Melee weapon 2 Always
Boxing coach Sidekick ? 60 minutes Obtained from gym membership card
glass gauntlets Gloves -4 Always Level 3 Successful hit weakens opponents (by 3 points)
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
Gives wearer a slightly brutish appearance.
air tank Accessory -10 Always A component of equipment required to breathe under water.
gigantic sword Melee weapon -10 Always Level 12 -10 to initiative
+10% weapon damage
Gives wearer a slightly brutish appearance
ginormous club Melee weapon -10 Always Level 12 +10% chance of critical hits
Gives wearer a slightly brutish appearance
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