Post by John Robinson on Dec 1, 2013 0:27:49 GMT -5
Vraes
When playing HOS, I sometimes want to remember what effect increasing a talent will do without waiting for a leveling campsite.
While attacking opponents, I wonder, why didn't that work as well as I expected? Should I increase my Intelligence attribute to support a higher level of talents, Or should I raise my Strength attribute, and Spear skill to be more effective? Or increase my rippling muscles with more points in Constitution? By the way if the Outlander wants to become an expert at wielding 2 knives your accuracy is determined by the Dexterity attribute. For melee weapons such as spears, and blades your Strength attribute is used.
Players' Guides: Heroes and Monsters (Tables) provides additional information you may find useful on a variety of topics.
Quick Cross Reference; Click on character's name to move back and forth between their Talent Tables.
Vraes's Talent Table of Terror
Kjartan's Talent Table of Flame and Fortune
Kyrea's Talent Table of Tears and Retribution
Tamlin's Talent Table of Hide and Peek
Selen's Talent Table of Dancing Daggers and Doom
Vincent's Talent Table of Shock Therapy
Fyona's Talent Table Hammer of the Gods
Kincaid's Talent Table of Crimson Steel
Start Up Table provides a side by side comparison of the Attributes and Skills each character has at the beginning of the game.
Leveling Table Check here if you would like to see how many XP you need to Level and the points on attributes, skill, and talents you can spend.
Curse attack display: Was the attack successful? Thanks to wascalwywabbit and fallen now we know.
Note: When a W appears in the AP/SP column that represents the AP required to use the equipped weapon.
Row 1 displays the automatic increase to total Hit points and Spell points when Vraes reaches the next higher level.
Row 2 displays the increase in HP Vraes gets when increasing Constitution attribute +1.
Row 3 displays the increase in SP Vraes gets when increasing Intelligence attribute +1
Row 4 displays the number of HP Vraes starts the game with
Row 5 displays the number of SP Vraes starts the game with
Strength Damage Bonus: Does not apply when Dual Wielding.
Startup Talents: Strike, Crushing Blow(1), Stone Skin(1), Savage Sweep(1)
==>There is a new section at the bottom of this table to help you understand the inner workings of Juggernaut.
Boost In Bonus (lvl 17) +8 Attributes. +14 Skills. +11 Talents.
Juggernaut: How does it work? "Hi Ho Silver Away" who was that masked fallen
If a Juggernaut attack kills an enemy monster, your Juggernaut Dice are rolled to apply special effects. In addition, you always move into the square of the dying monster, as the Juggernaut Vraes barrels forward.
Depending on the Talent level, a different Juggernaut Dice equation is used. Note that a lower Juggernaut Dice roll is better.
Levels 1-3: Rolls a D5+2 (to gain MP/SP bonuses)
Levels 4-6: Rolls a D4+1 (to gain AP/MP/SP bonuses)
Levels 7-9: Rolls a D4 (to gain mega AP/MP/SP bonuses)
Level 10: Rolls a D3 (to gain ultra AP/MP/SP bonuses)
The lower the roll the better.
If you roll a 1, you get +1 AP
If you roll a 2 or lower, you get +1 AP, and +1 MP
If you roll a 3 or lower, you get +1 MP
If you roll a 4 or lower, you get +16 SP
If you roll a 5 or lower, you get +D17 SP
Therefore, if you roll a 1, you get +2 AP, +2 MP, +16+D17 SP. As you increase in Juggernaut Level, you're rolls will continually get lower.
At Level 1-3 Juggernaut, the best you can score is +1 MP and +16+D17SP. Considering the cost of the attack is 10 / 18 / 26 SP, you can gain net positive SP if you are consistently killing targets.
When you reach level 4-6 Juggernaut, you will no longer be able to cover the SP cost of an attack without SP Drain, potions or Sacrifice, but you become eligible to get +1 AP. In this range, the results may be best if you use a 2 AP weapon, as you are more likely to gain bonus attacks because of Juggernaut than if you are using a 3 AP weapon.
When you reach level 7-9 Juggernaut, you become eligible for the +2 AP killing blow, which gains the rest of the full bonuses (+2 MP, +16+D17 SP). If you are wielding a 2 AP weapon, this is an entire bonus attack.
At level 10 Juggernaut, the least you can sore is +1 MP and +16+D17 SP, with a 33% chance of getting +1 AP and a 33% chance of getting +2 AP.
When playing HOS, I sometimes want to remember what effect increasing a talent will do without waiting for a leveling campsite.
While attacking opponents, I wonder, why didn't that work as well as I expected? Should I increase my Intelligence attribute to support a higher level of talents, Or should I raise my Strength attribute, and Spear skill to be more effective? Or increase my rippling muscles with more points in Constitution? By the way if the Outlander wants to become an expert at wielding 2 knives your accuracy is determined by the Dexterity attribute. For melee weapons such as spears, and blades your Strength attribute is used.
Players' Guides: Heroes and Monsters (Tables) provides additional information you may find useful on a variety of topics.
Quick Cross Reference; Click on character's name to move back and forth between their Talent Tables.
Vraes's Talent Table of Terror
Kjartan's Talent Table of Flame and Fortune
Kyrea's Talent Table of Tears and Retribution
Tamlin's Talent Table of Hide and Peek
Selen's Talent Table of Dancing Daggers and Doom
Vincent's Talent Table of Shock Therapy
Fyona's Talent Table Hammer of the Gods
Kincaid's Talent Table of Crimson Steel
Start Up Table provides a side by side comparison of the Attributes and Skills each character has at the beginning of the game.
Leveling Table Check here if you would like to see how many XP you need to Level and the points on attributes, skill, and talents you can spend.
Curse attack display: Was the attack successful? Thanks to wascalwywabbit and fallen now we know.
Note: When a W appears in the AP/SP column that represents the AP required to use the equipped weapon.
Row 1 displays the automatic increase to total Hit points and Spell points when Vraes reaches the next higher level.
Row 2 displays the increase in HP Vraes gets when increasing Constitution attribute +1.
Row 3 displays the increase in SP Vraes gets when increasing Intelligence attribute +1
Row 4 displays the number of HP Vraes starts the game with
Row 5 displays the number of SP Vraes starts the game with
Strength Damage Bonus: Does not apply when Dual Wielding.
Vraes | Outlander |
HP/SP +1 Lvl | 16/4 |
+1 Con = +HP | + 26 |
+1 Int = +SP | + 22 |
Starting Hit Points | 172 |
Starting Spirit Points | 70 |
Startup Talents: Strike, Crushing Blow(1), Stone Skin(1), Savage Sweep(1)
==>There is a new section at the bottom of this table to help you understand the inner workings of Juggernaut.
v4.2.77 |
Talent | AP/SP | Description |
Berserk Rage 1 | 4/8 | +8 Dmg. 3% Critical. +4 Crit Dmg. -1 Parry. -3 Armor. Turns 8 + Leadership. (Req Lvl 12+) |
Berserk Rage 2 | 4/12 | +11 Dmg. 6% Critical. +8% Crit Dmg -2 Parry. -6 Armor. |
Berserk Rage 3 | 4/18 | +14 Dmg. 9% Critical. +12% Crit Dmg. -3 Parry. -12 Armor. |
Berserk Rage 4 | 4/24 | +17 Dmg. 12% Critical. +16% Crit Dmg. -3 Parry. -16 Armor. |
Berserk Rage 5 | 4/30 | +20 Dmg. 15% Critical. +20% Crit Dmg. -4 Parry. -20 Armor. |
Berserk Rage 6 | 4/36 | +24 Dmg. 18% Critical. +24% Crit Dmg. -4 Parry. -24 Armor. |
Berserk Rage 7 | 4/42 | +28 Dmg. 21% Critical. +30% Crit Dmg. -5 Parry. -28 Armor. |
Berserk Rage 8 | 4/50 | +32 Dmg. 24% Critical. +36% Crit Dmg. -5 Parry. -34 Armor. |
Berserk Rage 9 | 4/58 | +38 Dmg. 27% Critical. +42% Crit Dmg. -6 Parry. -34 Armor. |
Berserk Rage 10 | 4/64 | +46 Dmg. 33% Critical. +50 Crit Dmg. -6 Parry. -34 Armor. |
Burst of Speed 1 | 1/10 | +1 Move-only AP. +1 Dodge Turns 3 + Lore. Buff. |
Burst of Speed 2 | 1/18 | +1 Move-only AP. +2 Dodge |
Burst of Speed 3 | 1/26 | +2 Move-only AP. +3 Dodge |
Burst of Speed 4 | 1/34 | +2 Move-only AP. +4 Dodge |
Burst of Speed 5 | 1/42 | +3 Move-only AP. +5 Dodge |
Burst of Speed 6 | 1/50 | +3 Move-only AP. +6 Dodge |
Burst of Speed 7 | 1/58 | +4 Move-only AP. +6 Dodge |
Burst of Speed 8 | 1/66 | +4 Move-only AP. +7 Dodge. |
Burst of Speed 9 | 1/74 | +5 Move-only AP. +8 Dodge. +2 Parry |
Burst of Speed 10 | 1/82 | +5 Move-only AP. +9 Dodge. +3 Parry |
Crushing Blow 1 | W/2 | +8 Dmg Melee Attack |
Crushing Blow 2 | W/3 | +16 Dmg. |
Crushing Blow 3 | W/4 | +24 Dmg. +1 Accuracy. |
Crushing Blow 4 | W/5 | +32 Dmg. +2 Accuracy. |
Crushing Blow 5 | W/6 | +40 Dmg. +2 Accuracy. |
Crushing Blow 6 | W/8 | +48 Dmg. +3 Accuracy. |
Crushing Blow 7 | W/10 | +56 Dmg. +3 Accuracy. |
Crushing Blow 8 | W/12 | +66 Dmg. +4 Accuracy. |
Crushing Blow 9 | W/14 | +78 Dmg. +4 Accuracy. |
Crushing Blow 10 | W/16 | +90 Dmg. +5 Accuracy. |
Ferocity 1 | W/16 | +32 Dmg. +2 Accuracy. Melee Attack (Req Lvl 6+) |
Ferocity 2 | W/22 | +48 Dmg. +3 Accuracy |
Ferocity 3 | W/28 | +64 Dmg. +4 Accuracy |
Ferocity 4 | W/36 | +80 Dmg. +5 Accuracy |
Ferocity 5 | W/44 | +96 Dmg. +6 Accuracy |
Ferocity 6 | W/54 | +112 Dmg. +7 Accuracy |
Ferocity 7 | W/64 | +128 Dmg. +8 Accuracy |
Ferocity 8 | W/76 | +144 Dmg. +9 Accuracy |
Ferocity 9 | W/88 | +160 Dmg. +10 Accuracy |
Ferocity 10 | W/100 | +200 Dmg. +11 Accuracy |
Natural Mastery 1 | 3/8 | +2 All Melee Skills. +2 Strength (extra melee damage only) T 8 + Lore. Use any Weapon |
Natural Mastery 2 | 3/12 | +3 All Melee Skills. +3 Strength (emdo) (Blades, Hammers, Spears) |
Natural Mastery 3 | 3/18 | +4 All Melee Skills. +4 Str (emdo) |
Natural Mastery 4 | 3/24 | +5 All Melee Skills. +5 Str (emdo) |
Natural Mastery 5 | 3/30 | +6 All Melee Skills. +6 Str (emdo) |
Natural Mastery 6 | 3/36 | +7 All Melee Skills. +7 Str (emdo) +1 Accuracy. |
Natural Mastery 7 | 3/42 | +8 All Melee Skills. +8 Str (emdo) +2 Accuracy. |
Natural Mastery 8 | 3/50 | +9 All Melee Skills. +9 Str (emdo) +3 Accuracy. |
Natural Mastery 9 | 3/58 | +10 All Melee Skills. +10 Str (emdo) +4 Accuracy. |
Natural Mastery 10 | 3/64 | +12 All Melee Skills. +12 Str (emdo) +5 Accuracy. |
Juggernaut 1 | W/10 | +8 Dmg. +4 Accuracy. If killing blow - move forward and gain MP / SP bonuses (Req Lvl 18+) |
Juggernaut 2 | W/18 | +14 Dmg. +5 Accuracy. => See special rules section at end of Table <== |
Juggernaut 3 | W/26 | +20 Dmg. +6 Accuracy. |
Juggernaut 4 | W/34 | +26 Dmg. +7 Accuracy. Adds AP bonus |
Juggernaut 5 | W/42 | +32 Dmg. +8 Accuracy. |
Juggernaut 6 | W/50 | +38 Dmg. +9 Accuracy. |
Juggernaut 7 | W/58 | +46 Dmg. +10 Accuracy. |
Juggernaut 8 | W/66 | +52 Dmg. +11 Accuracy. |
Juggernaut 9 | W/74 | +58 Dmg. +12 Accuracy. |
Juggernaut 10 | W/82 | +66 Dmg. +13 accuracy. |
Phalanx Shield 1 | 3/6 | +3 Parry. 18% Auto-Block of ranged hits. Shield Required 6+Leadership turns self buff |
Phalanx Shield 2 | 3/10 | +4 Parry. +2 Armor. 21% Auto-block of ranged hits. |
Phalanx Shield 3 | 3/14 | +5 Parry. +4 Armor. 24% |
Phalanx Shield 4 | 3/18 | +6 Parry. +6 Armor. 27% |
Phalanx Shield 5 | 3/23 | +7 Parry. +8 Armor. 30% |
Phalanx Shield 6 | 3/28 | +8 Parry. +10 Armor. 33% |
Phalanx Shield 7 | 3/34 | +9 Parry. +13 Armor. 37% |
Phalanx Shield 8 | 3/38 | +10 Parry. +16 Armor. 41% |
Phalanx Shield 9 | 3/42 | +11 Parry. +19 Armor. 46% |
Phalanx Shield 10 | 3/48 | +13 Parry. +22 Armor. 52% |
Savage Sweep 1 | W/2 | +3 Accuracy Melee Attack |
Savage Sweep 2 | W/3 | +5 Accuracy. +4 Dmg |
Savage Sweep 3 | W/4 | +6 Accuracy. +10 Dmg |
Savage Sweep 4 | W/5 | +7 Accuracy. +16 Dmg |
Savage Sweep 5 | W/6 | +8 Accuracy. +18 Dmg |
Savage Sweep 6 | W/8 | +9 Accuracy. +20 Dmg |
Savage Sweep 7 | W/10 | +11 Accuracy. +22 Dmg |
Savage Sweep 8 | W/12 | +12 Accuracy. +24 Dmg |
Savage Sweep 9 | W/14 | +14 Accuracy. +26 Dmg |
Savage Sweep 10 | W/16 | +15 Accuracy. +34 Dmg |
Stone Skin 1 | 3/8 | +20 HP. +2 Armor. Turns 8 + Lore . Raises Total HP does not Heal |
Stone Skin 2 | 3/12 | +36 HP. +5 Armor. +2 Earth Resist. |
Stone Skin 3 | 3/18 | +80 HP. +8 Armor. +4 Earth Resist. |
Stone Skin 4 | 3/24 | +120 HP, +12 Armor. +6 Earth Resist |
Stone Skin 5 | 3/30 | +150 HP. +16 Armor. +8 Earth Resist |
Stone Skin 6 | 3/36 | +180 HP. +20 Armor. +12 Earth Resist. |
Stone Skin 7 | 3/42 | +230 HP. +24 Armor. +16 Earth Resist. |
Stone Skin 8 | 3/50 | +280 HP. +30 Armor. +20 Earth Resist. |
Stone Skin 9 | 3/58 | +330 HP. +36 Armor. +24 Earth Resist |
Stone Skin 10 | 3/64 | +380 HP. +42 Armor. +30 Earth Resist |
Boost In Bonus (lvl 17) +8 Attributes. +14 Skills. +11 Talents.
Juggernaut: How does it work? "Hi Ho Silver Away" who was that masked fallen
If a Juggernaut attack kills an enemy monster, your Juggernaut Dice are rolled to apply special effects. In addition, you always move into the square of the dying monster, as the Juggernaut Vraes barrels forward.
Depending on the Talent level, a different Juggernaut Dice equation is used. Note that a lower Juggernaut Dice roll is better.
Levels 1-3: Rolls a D5+2 (to gain MP/SP bonuses)
Levels 4-6: Rolls a D4+1 (to gain AP/MP/SP bonuses)
Levels 7-9: Rolls a D4 (to gain mega AP/MP/SP bonuses)
Level 10: Rolls a D3 (to gain ultra AP/MP/SP bonuses)
The lower the roll the better.
If you roll a 1, you get +1 AP
If you roll a 2 or lower, you get +1 AP, and +1 MP
If you roll a 3 or lower, you get +1 MP
If you roll a 4 or lower, you get +16 SP
If you roll a 5 or lower, you get +D17 SP
Therefore, if you roll a 1, you get +2 AP, +2 MP, +16+D17 SP. As you increase in Juggernaut Level, you're rolls will continually get lower.
At Level 1-3 Juggernaut, the best you can score is +1 MP and +16+D17SP. Considering the cost of the attack is 10 / 18 / 26 SP, you can gain net positive SP if you are consistently killing targets.
When you reach level 4-6 Juggernaut, you will no longer be able to cover the SP cost of an attack without SP Drain, potions or Sacrifice, but you become eligible to get +1 AP. In this range, the results may be best if you use a 2 AP weapon, as you are more likely to gain bonus attacks because of Juggernaut than if you are using a 3 AP weapon.
When you reach level 7-9 Juggernaut, you become eligible for the +2 AP killing blow, which gains the rest of the full bonuses (+2 MP, +16+D17 SP). If you are wielding a 2 AP weapon, this is an entire bonus attack.
At level 10 Juggernaut, the least you can sore is +1 MP and +16+D17 SP, with a 33% chance of getting +1 AP and a 33% chance of getting +2 AP.