Twilight Heroes Game Manual
Skills
Heroes start out with at least one skill, and gain more as they advance in levels. Skills come in different types: passive, combat, noncombat, and buff.
Passive skills are always activeyou don't have to do anything, and you continually gain the benefit.
Combat skills can only be used in combat, and generally help heroes inflict damage, hinder their opponent, or something similar. They require Power Points (PP) to use.
Noncombat skills can be used only when you're not in combat. They can do any number of things, such as heal your hero or temporarily improve one of your abilities. They require Power Points (PP) to use.
Buffs are also noncombat spells, but they can be cast on other players as well as yourself. They require Power Points (PP) to use.
Skill Points
Skill points let players improve skills. Each skill starts at 0 and can have up to 10 skill points invested in it. Players earn skill points when they level up, and may obtain skill points by other methods.
For buffs, only the skill points of the buff TARGET count. That is, if a player with 10 points invested in a buff casts it on you and you don't know the skill at all or don't have skill points invested, you will receive the skill at the base effectiveness. In other words, skill points represent the player's mastery of the skill -- no points, no mastery. On the reverse, if a player with 0 skill points casts a buff on you and you have 5 points invested, you receive the buff at the 5-point level. In this case, it doesn't matter how inexperienced the other player is, your mastery still carries through.
Skills by Class
Each class skill is listed below, along with its effect. Equations are given to explain how invested skill points will affect the ability. Equations have an X to denote a multiple of the number of current skill points invested. They also list a Max: line just to simplify what the value of a maxed-out skill would look like.
Damage spells with caps can have "hard caps" (absolute limit) or "soft caps" (point at which damage becomes lessened by some factor).
Elemental
1. Proper Grounding
Equation: +2 to each stat, then +1 to reflexes, intellect, and strength, in succession, per point.
Max: +5 STR, +5 INT, +6 REF
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1. Throw Sparks
Equation: 4-7 + 2X + (level/2), hard capped at 15 + 3X
Max: 24-27 + (level/2); hard capped at 45
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2. Air Shield
Equation: defense increased by 5 + 3X; capped at 35; duration = (30 + X)
Max: +35 defense; cast for 40 minute duration
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3. Ice Bolt
Equation: 5-10 + ((2-3)*X) + level + [intellect factor]; soft capped at 30 + 3*X
Max: 5-10 + ((2-3)*10) + level + [intellect factor]; soft capped at 60
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4. Groundquake
Equation: Foe hit and foe dodge reduced by 5 + X; 20% + X% chance to stun
Max: Foe hit and foe dodge reduced by 15, 30% chance to stun
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5. Proper Hydration
Equation: Regenerate PP at a rate of round((X+2)/3) per turn; get a bonus point at 10
Max: Regenerate 5 PP/turn
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6. Lightning Bolt
Equation: 2-8 + 2-8 + 3X + level + [intellect factor]; soft cap at 60 + 3X
Max: 34-46 + level + [intellect factor]; soft cap at 90
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7. Fire Shield
Equation: attacker takes 5 + 2X + round(level/5) fire damage upon successful hit; duration = 30 + X
Max: attacker takes 25 + round(level/5); duration = 40 minutes
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8. Stone Armor
Equation: defense = 10 + 2X + level; capped at 30 + 2X; duration = 30 + X
fire, ice, and elec resist = 5% + (X/2)%
Max: +50 defense, 10% fire, ice, elec resist; duration = 40 minutes
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9. Tornado
Equation: damage = 4-8 + 3X; foe to-hit and dodge reduced by 10 + X
Max: 34-38 damage; foe to-hit and dodge reduced by 20
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10. Lifeblood Manipulation
Equation: heals 50 + 5X% of HP; costs 20 - round(X/2) PP
Max: heals 100% of HP when cast; costs 15 PP
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11. Metalmorph
Equation:
Cost = 20 per conversion
0 Convert Titanium
1 Convert Plasteel
2 Convert Simple Items
3 Convert Cybertronium
4 Convert Depleted Dust
5 Convert Complex Items
6 Convert Tritanium
7 Convert Foundry Items
8 Convert Polysteel
9 Convert Infernium Slabs
10 Convert Byzantium
Max: can convert all items
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12. Firestorm
Equation: 15-30 + 10X + 2*level + [intellect factor]; no cap
Max: 115-130 + 2*level + [intellect factor]
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13. Summon Water Sprite
Equation: Summons sidekick for 30 minutes. If sprite acts, it either:
A) does 4-8 + (X-2X) ice damage, or
B) delevels by 3-5 + X
Max: Sprite does:
A) 4-8 + 10-20 ice damage, or
B) delevels by 13-15
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14. The Fire Within
Equation: +10% + X% max PP; +X% spell damage
Max: +20% max PP; +10% spell damage
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15. Sundowner Breeze
Equation: Foe toughness increased by (2 * level) + 2X; duration = 30 + X
The 2*level portion is capped at 20 + X.
Max: +50 foe toughness
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16. Salt of the Earth
Equation: Spell critical chance increased by 1 + round(X * 0.6)
Spell critical values are capped at +/-20%.
Max: +7% spell critical chance
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Naturalist
1. Kangaroo Punch
Equation: 4-6 + X damage
Max: 14-16 damage
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1. Ant's Strength
Equation: 5 + X STR; 10 + X max HP; duration = 30 + 3X minutes
Max: +15 STR; +20 HP; duration = 60 minutes
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2. Charge of the Bovine
Equation:
weapon damage multiplied by 1.5 + (X/10); to-hit increased by 10 + (level) + X, capped at 30
Max: weapon damage x 2.5; to-hit +30
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3. Mantis Reflexes
Equation: 5 + X REF; 5 + X initiative; duration = 30 + 3X minutes
Max: +15 REF; +15 initiative; duration = 60 minutes
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4. Echolocation
Equation: 10% + X% item drop
Max: 20% item drop
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5. Memory of the Elephant
Equation: 5 + X INT; 10 + X max PP; duration = 30 + 3X minutes
Max: +15 INT; +20 max PP; duration = 60 minutes
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6. Armadillo Armor
Equation: damage absorption = 2 + X + round(level/6); duration = 30 + 3X minutes
Max: 12 + round(level/6); duration = 60 minutes
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7. Snout of the Swine
Equation: 15% + X% chips; duration = 30 + 3X minutes
Max: +25% chips; duration = 60 minutes
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8. Starfish Regeneration
Equation: regenerate 2 + round(X/2) HP/turn; get a bonus point at 10
Max: regenerate 8 HP/turn
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9. Talons of the Raptor
Equation: melee damage +3 + X + round(level/3); capped at 10 + X; duration = 30 + 3X minutes
Max: melee damage +13 + round(level/3); capped at 20; duration = 60 minutes
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10. Trample of the Rhino
Equation: weapon damage multiplied by 2.5 + (X/10); to-hit +10 + 2X + (level), capped at 50
Max: weapon damage x 3.5; to-hit +30 + (level), capped at 50
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11. Summon Wolf
Equation: wolf does 6-10 + X damage; duration = 30 + 6X
Max: wolf does 16-20 damage if it hits; duration = 90 minutes
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12. Nurture vs. Nature
Equation: sidekick bonus of 10% + X%; duration = 30 + 3X minutes
Max: 20% sidekick bonus; 60 minute duration
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13. Spines of the Echidna
Equation: attacker takes 5 + X damage; duration = 30 + 3X minutes
Max: attacker takes 15 damage; duration = 60 minutes
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14. Sinus of the Shark
Equation: +3% + X*0.3% chances of combat adventures; duration = 30 + 3X minutes
Max: +6% chances of combat adventures; duration = 60 minutes
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15. Summon Water Buffalo
Equation: duration = 30 + 6X; damage is either:
(7-12)+(x-2x) or
(15-21)+(x-2x)
Max:duration = 90 minutes; buffalo does damage if it hits:
17-32 or
25-42
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16. Maul of the Cave Bear
Equation: weapon damage multiplied by 3 + (X/5); to-hit +15% + X% of current to-hit, minimum of 20 + X
Max: weapon damage x 5; +25% increase to to-hit, minimum bonus of +30
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Gadgeteer
1. Endurance
Equation: +3 + (X/2) HP; bonus point at 10
Max: +10 HP
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1. Stun Gas
Equation: foe hit and foe offense reduced by 5 + (X/2); chance of stun 20% + X%
Max: foe hit and offense reduced by 10; chance of stun 30%
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2. Upgrade Armor
Equation: Choose from Resistance, Superabsorbance, or Motorized
Resistance: 5% + X% resistance to fire, electric, and sonic damage
Superabsorbance: 2 + (X/2) absorbance (with a bonus point at X = 10)
Motorized: Reflexes +4 + (X/2) (with a bonus point at X = 10); Initiative 5 + X;
Max:
Resistance: +15% fire, electric, and sonic damage
Superabsorbance: +8 absorbance
Motorized: +10 reflexes; + 15 initiative
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3. Basic Martial Arts
Equation: to-hit increased by 10 + X
Max: to-hit increased by 20
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4. First Aid
Equation: out of combat cures 10-20 + 3X HP; in combat, heals 6-10 + 2X;
Max: 40-50 out of combat; 26-30 in combat
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5. Sugar Purifier
Equation: device adds 20% + 3X% to the time gains of sugar. Duration is 15 minutes, but each item of sugar eaten reduces duration by 15 minutes (i.e., you need one cast per item eaten--this is per item, NOT per fullness).
Max: +50% time from consumed sugar
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6. Upgrade Weapons
Equation: Choose from Frickin' Sharp, Lethalized, or Self-Balancing
Frickin' Sharp: to-hit 10 + 2X
Lethalized: fire damage 1 + floor(X/2); electric damage 1 + ceil(X/2)
Self-Balancing: @ 0-5 points: -X% chance of fumbles; @ 6-10 points: no fumbles; (X-5)*10% chance of a fumble becoming a critical
Max:
Frickin' Sharp: +30 to-hit
Lethalized: +6 fire damage, +6 electric damage
Self-Balancing: no fumbles, and 50% of would-be fumbles become critical hits
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7. Metal Detector
Equation: +15% + X% item drop
Max: +25% item drop
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8. Advanced Martial Arts
Equation: offense increases by 10 + 3X + level power
Max: +40 + level offensive power
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9. Aerodynamic Vehicle
Equation: +1 vehicle range; +30 - (3X) seconds turn length
Max: +1 vehicle range, no effect on turn length
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10. Improved Tinkering
Equation: Different improvements for all Upgrade Armor and Upgrade Weapons effects
Extends the duration of all mechanical gadgeteer buffs/skills by 2X minutes
Max: improves upgrade armor and weapons; all mechanical gadgeteer buffs/skills (except sugar purifier) get +20 minutes
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11. Electric Net
Equation: deals 4-8 + 2X + sqrt(level) damage; reduces foe dodge by your level * (.5 + (X/10))
Max: deals 24-28 damage + sqrt(level) damage; reduces foe dodge by 1.5 * your level
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12. Catalyze
Equation:
0 Catalyze Titanium
1 Catalyze Plasteel
2 Catalyze Medicines
3 Catalyze Cybertronium
4 Catalyze Caffeine
5 Catalyze Clockwork Cores
6 Catalyze Cryonite
7 Catalyze Vehicles
8 Catalyze Cavorite
9 Catalyze Tok'l Ore
10 Catalyze Illuminum
Max: can convert all items
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13. Shock Grenade
Equation: damage = 5 - 15 + 3X + (level/2);
foe to-hit and offense reduced by 20 + 2X
Max: damage = 35-45 + (level/2); reduces foe to-hit and offense by 40
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14. Stealth
Equation: +3% + X*0.3% chances of noncombat adventures
Max: +6% chances of noncombat adventures
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15. Sniper
Equation: Ranged damage +5 + 2X
Initiative +10 +2X
Max: Ranged damage +25; Initiative +30
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16. Battle Armor
Equation: Defense increases by 30 + level*(X+1)
Max: Defense = +30 + 11*level
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Psion
1. Mind Poke
Equation: 3-6 + X psychic damage; capped at 10 + X
Max: 13-16 psychic damage; capped at 20
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1. Aura: Vim
Equation: to-hit and dodge = 10 + X;
Max: to-hit and dodge = +20
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2. Knit Flesh
Equation: heals 2-4 + 2-4 + ((2-4)*(X/2))
Will also remove one or two negative effects (stitches, concussed?)
Max: 4-8 + 10-20
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3. Telekinesis
Equation: 4-8 + X + (level/2) + [intellect factor]; soft cap at 20 + 2X
Max: 14-18 + (level/2) + [intellect factor]; soft cap at 40
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4. Aura: Mystery
Equation: spell damage increased by 2X + (level/2); might need a cap?;
combat spell cost -1
Max: spell damage increased by 20 + (level/2); might need a cap?; combat spell cost -1
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5. Premonition
Equation: initiative increases by 5 + 2X + (level/5)
Max: initiative increases by 25 + (level/5)
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6. Mind Jab
Equation: 8-16 + 3X + level + [intellect factor]; soft cap at 30 + 3X
Max: 38-46 + level + [intellect factor]; soft cap at 60
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7. Wind Warrior
Equation: does 5-7 + X if it hits
Max: does 15-17 if it hits
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8. Aura: Keen Observation
Equation: XP gain increased by 1% + (X/2)%; +20% + X% chips drop
Max: +6% XP gain; +30% chips drop
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9. Knit Bone
Equation: heals 10-20 + 10-20 + 3X HP
Removes several negative effects (stitches, concussed, internal injuries)
Max: heals 50-70 HP
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10. Meditation
Equation: grants 10 + 2X minutes to bedtime each rollover
Max: grants +30 minutes to bedtime
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11. Electronic Understanding
Equation:
Electronic robots take 50% + 5X% damage from Mind Jab and Psionic Blast;
Positronic robots take 10% + X% damage from Mind Jab and Psionic Blast
Max: Mind Jab and Psionic Blast will do 100% damage to electronic robots, and 20% damage to positronic robots
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12. Aura: Vigor
Equation: regenerate 2 + round(X/3) HP/turn; +20% + X% max HP
Max: regenerate 5 HP/turn; +30% maximum HP
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13. Psionic Blast
Equation: 15-30 + 8X + level*3 + [intellect factor]; no cap
Max: 95-110 + level*3 + [intellect factor]
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14. Detachment
Equation: 20% + X% damage absorption Turn length increased by (20 - X) seconds
Max: 30% damage absorption; turn length increased by 10 seconds
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15. Biofeedback
Equation:
Starting at 0: Fire and ice resist = 5% + X%
Starting at 5: Add sonic resist = 5% + X%
Starting at 10: Add psychic resist = 5% + X%
Max: Fire, ice, sonic, and psychic resist +15%
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16. Aura: Mental Magnetism
Equation: plus or minus (3% + X*0.3%) chances of noncombats
Max: +/- 6% chances of noncombats
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