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Kineticist
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=Kineticist Job Training= == Description == <blockquote> As a kineticist, you would receive a brain implant to augment your latent telekinetic abilities, allowing you to rely almost completely upon your own [[willpower]] and [[intelligence]]. You'd learn to rely on activated special abilities instead of basic melee or ranged attacks, though maintaining a basic aptitude in one or the other wouldn't hurt - at least until your mental powers fully blossom. The life of a kineticist is one where strength of mind is greater than any strength of body. </blockquote> == Class Specialties == === Starter Items === * <b>Melee Weapon:</b> [[Knife]] * <b>Ranged Weapon:</b> [[Rock]] * <b>Armor:</b> [[Dress Clothes]] * <b>Shield:</b> [[JoyCo_Shield_Generator_(Basic)|Cheap JoyCo Shield Generator]] === Perks === Steele gains class-specific perks for each level earned. <onlyinclude> {|class="wikitable sortable bordered" border="1" cellpadding="2" style="text-align:center" |+ <span id="Kineticist_Perks"></span>Perks !width="80px"| Level !width="160px"| Name !width="560px" class="unsortable"| Description |- |align="center"|2 |align="left"| <span id="Entropic_Leech"></span><b>Entropic Leech</b> |align="left"| Allows you to draw thermal energy from a target, dealing cold damage and restoring a small amount of energy. |- |align="center"|3 |align="left"| <span id="Speed_of_Thought"></span><b>Speed of Thought</b> |align="left"| Allows grapple escape chances to be calculated with intelligence instead of physique. |- |align="center"|4 |align="left"| <span id="Mental_Endurance"></span><b>Mental Endurance</b> |align="left"| Increases maximum energy by 25. |- |align="center"|5 |align="left"| <span id="Mind_Trick"></span><b>Mind Trick</b> |align="left"| Grants the ability to contest a grapple by force of will, convincing the aggressor's mind that they want to get off of you. |- |align="center"|6 |align="left"| <span id="Psychic_Armor"></span><b>Psychic Armor</b> |align="left"| Increases defense by 1 and grants minimum defense equal to your level. |- |align="center"|7 |align="left"| <span id="Steel_Will"></span><b>Steel Will</b> |align="left"| Increases maximum and current willpower by five. |- |align="center"|8 |align="left"| <span id="Mental_Endurance_2"></span><b>Mental Endurance 2</b> |align="left"| Increases maximum energy by 25. |- |align="center"|9 |align="left"| <span id="Levitation"></span><b>Levitation</b> |align="left"| An activated ability that grants flying and +10 evasion for the rest of the fight. |- |align="center"|10 |align="left"| <span id="Unnatural_Reserves"></span><b>Unnatural Reserves</b> |align="left"| Grants the ability to automatically draw upon life beyond life when HP is reduced below 50%, restoring 25% of maximum HP once per combat. |- |align="center"|11 |align="left"| <span id="Mind_Fortress"></span><b>Mind Fortress</b> |align="left"| Increases resistance to psychic lust damage by 20%. |- |align="center"|12 |align="left"| <span id="Mental_Endurance_3"></span><b>Mental Endurance 3</b> |align="left"| Increases maximum energy by 50. |- |} </onlyinclude> === Special Abilities === When choosing the special ability perks, [[Captain Steele|Steele]] may attain abilities that fall under two specific themes to define the player's play style. {|class="wikitable sortable bordered" border="1" cellpadding="2" style="text-align:center" |+ Specialization Theme !width="80px"| Level !width="200px"| ??? !width="200px"| ??? |- |align="center"|2 |align="center"| <b>Kinetic Burst</b> |align="center"| <b>Thermal Sunder</b> |- |align="center"|3 |align="center"| <b>Psionic Shielding</b> |align="center"| <b>Psytuned Vitality</b> |- |align="center"|4 |align="center"| <b>Psychogenic Vim</b> |align="center"| <b>Vitality Siphon</b> |- |align="center"|5 |align="center"| <b>Entropy Waves</b> |align="center"| <b>Gravity Flux</b> |- |align="center"|6 |align="center"| <b>Telekinetic Warrior</b> |align="center"| <b>Third Eye Aim</b> |- |align="center"|7 |align="center"| <b>Vortex Brand</b> |align="center"| <b>Debris Field</b> |- |align="center"|8 |align="center"| <b>Concussive Augmentation</b> |align="center"| <b>Geothermal Spike</b> |- |align="center"|9 |align="center"| <b>Entropic Whip</b> |align="center"| <b>Acid Cloud</b> |- |align="center"|10 |align="center"| <b>Mind Crush</b> |align="center"| <b>Deep Impact</b> |- |align="center"|11 |align="center"| <b>Haste</b> |align="center"| <b>Reality Schism</b> |- |align="center"|12 |align="center"| <b>Psychic Slam</b> |align="center"| <b>Gravity Crush</b> |- |} <onlyinclude> {|class="wikitable sortable bordered" border="1" cellpadding="2" style="text-align:center" |+ <span id="Kineticist_Abilities"></span>Special Abilities !width="80px"| Level !width="160px"| Name !width="560px" class="unsortable"| Description |- |align="center"|1 |align="left"| <span id="Force_Darts"></span><b>Force Darts</b><br><i>(Starter Ability)</i> |align="left"| Spray three lower-accuracy darts of force at a target, each dealing low kinetic damage. Guaranteed to hit at least once! Dart accuracy is based on intelligence. Dart damage scales with willpower. |- |align="center" rowspan="2"|2 |align="left"| <span id="Kinetic_Burst"></span><b>Kinetic Burst</b> |align="left"| Unleashes a burst of kinetic energy next to an enemy, dealing middling kinetic damage. Has a chance to disarm. |- |align="left"| <span id="Thermal_Sunder"></span><b>Thermal Sunder</b> |align="left"| Unleashes a torrent of thermal energy, dealing middling thermal damage. Has a chance to sunder. |- |align="center" rowspan="2"|3 |align="left"| <span id="Psionic_Shielding"></span><b>Psionic Shielding</b> |align="left"| Grants the ability to passively osmose excess psychic energy to restore (character level) shields every turn. |- |align="left"| <span id="Psytuned_Vitality"></span><b>Psytuned Vitality</b> |align="left"| Doubles maximum HP per level and restores 5 HP with each psychic ability used. |- |align="center" rowspan="2"|4 |align="left"| <span id="Psychogenic_Vim"></span><b>Psychogenic Vim</b> |align="left"| Draws upon ambient energies to instantly recover 75% of your maximum energy and maximum health. <b>Once per battle.</b> |- |align="left"| <span id="Vitality_Siphon"></span><b>Vitality Siphon</b> |align="left"| For three turns after activation, leech 50% of damage dealt into your HP. Additionally, recover 10 energy on each round damage is dealt. 15 energy to activate. |- |align="center" rowspan="2"|5 |align="left"| <span id="Entropy_Waves"></span><b>Entropy Waves</b> |align="left"| Projects an entropic field over the surrounding area for three turns, dealing low, unavoidable damage and repeatedly attempting to sunder affected targets. |- |align="left"| <span id="Gravity_Flux"></span><b>Gravity Flux</b> |align="left"| Causes gravity over to become crushingly high, dealing moderate unresistable damage to all enemies and additional kinetic damage to flying enemies. May cause the tripped condition. |- |align="center" rowspan="2"|6 |align="left"| <span id="Telekinetic_Warrior"></span><b>Telekinetic Warrior</b> |align="left"| When unarmed (or disarmed), replaces your weapon attacks with psychokinetic force. |- |align="left"| <span id="Third_Eye_Aim"></span><b>Third Eye Aim</b> |align="left"| Third Eye Aim - Allows you to guide your attacks with intelligence instead of physique (melee) or aim (ranged). |- |align="center" rowspan="2"|7 |align="left"| <span id="Vortex_Brand"></span><b>Vortex Brand</b> |align="left"| Applies a vortex to a target that draws attacks toward them, reducing dodge chance by 50% and increasing all damage taken by 15% for four rounds. |- |align="left"| <span id="Debris_Field"></span><b>Debris Field</b> |align="left"| Fills the battlefield with whirling debris that deal some damage and have a chance to blind all other combatants each turn for 3 turns. Does additional damage to flying foes. |- |align="center" rowspan="2"|8 |align="left"| <span id="Concussive_Augmentation"></span><b>Concussive Augmentation</b> |align="left"| Adds an unavoidable blast of kinetic force to your basic attacks for the next three attacks. |- |align="left"| <span id="Geothermal_Spike"></span><b>Geothermal Spike</b> |align="left"| Grants a moderate damage, single-target attack dealing kinetic and thermal damage. Can miss. Automatically crits tripped targets. Automatically misses flying targets. |- |align="center" rowspan="2"|9 |align="left"| <span id="Entropic_Whip"></span><b>Entropic Whip</b> |align="left"| Grants a moderately powerful freeze-whip attack. Can miss. Struck targets must make a physique save against the "Deep Freeze" effect. |- |align="left"| <span id="Acid_Cloud"></span><b>Acid Cloud</b> |align="left"| Grants the ability to create an un-dodgeable corrosive mess around a single target. Automatically crits immobilized targets. |- |align="center" rowspan="2"|10 |align="left"| <span id="Mind_Crush"></span><b>Mind Crush</b> |align="left"| Deal a moderate amount of Crushing kinetic damage. Organic opponents can be stunned for 2-3 turns. Has a four round cooldown. |- |align="left"| <span id="Deep_Impact"></span><b>Deep Impact</b> |align="left"| Your critical hits can cause targets to be Stunned. |- |align="center" rowspan="2"|11 |align="left"| <span id="Haste"></span><b>Haste</b> |align="left"| Grants an additional attack when using basic melee or ranged attacks for five turns. |- |align="left"| <span id="Reality_Schism"></span><b>Reality Schism</b> |align="left"| Thin the fabric of reality in this location, increasing the damage of your activated psionic abilities by 20% for the remainder of the fight. |- |align="center" rowspan="2"|12 |align="left"| <span id="Psychic_Slam"></span><b>Psychic Slam</b> |align="left"| Slams a target around for crushing kinetic damage three times, dealing higher damage to smaller foes. Has a four round cooldown. |- |align="left"| <span id="Gravity_Crush"></span><b>Gravity Crush</b> |align="left"| Pins a target under the weight of their own gravity, dealing high unresistible damage that scales up with the size of the target. Has a four round cooldown. |- |} </onlyinclude> == Notes == [[#Third Eye Aim|Third Eye Aim]] does not replace Physique or Aim requirement for Stun, Trip or Stagger Chance. [[#Geothermal Spike|Geothermal Spike]]Critical Hits do not count for [[#Deep Impact|Deep Impact]] Stun. Staffs with the Psionically Attuned flag do an extra 1 damage per level for a Kineticist. Only Kineticists can benefit from Psi Noise Generators. Telekinetic warrior damage: 4 + (level + will)/2. Melee also benefits from physique, and ranged benefits from aim. [[Category:Character classes]]
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