Hit Chance modifiers

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Hammer.gif This page is UNDER CONSTRUCTION:
How to-hit works should be spaded out and explained on this page.

The following table lists all game mechanics which affect to-hit chance.

Source Source type Increase Duration Requirements Notes
Bat out of hell Melee weapon 10% Always Level 10
Needler Ranged weapon 10% Always Level 9
Smart shirt Shirt 10% Always Level 12
astral spline Melee weapon 10 Always Level 9 +7 Melee damage
Digital rapier Melee weapon 10 Always Level 3 +5 to initiative
Truepenny blade Melee weapon 5 Always Level 7 +5 Melee damage
Aura: Vim Psion Skill ?? 30 minutes +?? dodging ability
Automatic for the Weapon Item ?? 50 minutes Obtained from motor.
Basic Martial Arts Gadgeteer Skill ?? Always Level 3
Upgrade Weapons: Frickin' Sharp Gadgeteer Skill ?? 45 minutes Level 10
Upgrade Weapons: Sharpness Gadgeteer Skill ?? 30 minutes Level 6
Big honkin' hammer Melee weapon -5 Always Level 5 +8 electric damage
Lamp post Melee weapon -8 Always Level 8 +10 Melee damage
Air tank Accessory -10 Always
  • Can be rented at the Bayside Dive Shop.
  • A component of equipment required to breathe under water.


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