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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 == The chance for '''Entropy Leech''' and '''Entropic Whip''' to inflict '''Deep Freeze''' ignores Freezing Resistance, unlike '''Freeze Chance''' weapons. This makes the powers more reliable against targets with high Freezing Resistance, but less reliable against targets vulnerable to Freezing compared to weapons. '''Deep Freeze''' causes weapons and powers with the '''Crushing''' damage type to do double damage but remove the status. This includes Staffs, '''Telekinetic Warrior''', '''Mind Crush''' and '''Gravity Crush'''. '''Entropy Leech''' may do half damage and only restore 3 Energy if the target's [[Physique]] is too high compared to your [[Willpower]]. [[#Third Eye Aim|Third Eye Aim]] does not replace [[Physique]] or [[Aim]] requirement for '''Stun''', '''Trip''' or '''Stagger Chance'''. [[#Telekinetic Warrior|Telekinetic Warrior]] base damage: 4 + (level + will)/2. Physique bonus applies to melee attacks, aim bonus applies to ranged attacks as usual. The chance of [[#Deep Impact|Deep Impact]] on a '''Critical Hit''' seems to be based on [[Willpower]]. Certain powers can Critically Hit: [[#Force Darts|Force Darts]], [[#Entropy Whip|Entropy Whip]] and [[#Gravity Crush|Gravity Crush]]. Only '''Critical Bonus''' on [[Armor]], [[Clothing]] and [[Accessory|Accessories]] counts for powers. The base rate seems to be 5%, like weapons. '''Force Darts''' is unique in that if it gets multiple Critical Hits in a turn, the '''Deep Impact''' Stun will increase in duration. Staffs with the '''Psionically Attuned''' flag do an extra 1 Kinetic damage per level for a Kineticist. Only Kineticists can benefit from [[Psi-Noise Generator|Psi Noise Generators]], even if another class acquires one somehow. Kineticist has a few special perks that can make willpower/intelligence scaling be replaced with other attribute scaling. As patch notes say: <blockquote> New Kineticist Perks: Instinctive Psyfocus, Bodily Psi Aim, and Dexterous Psi Aim. Captain Steeles with their willpower and intelligence abraded by bimbo/bro transformations will unlock these via dream-sequences during sleeps. They will allow other stats to determine the strength and accuracy of your psionics. As I write this, I’m realizing that it may be too broadly proccing – I will deploy a hot-fix tomorrow to tweak the conditions to ensure that unusually smart and focused bimbos don’t have their stats switcharooed. Instinctive Psyfocus, Bodily Psi Aim, and Dexterous Psi Aim unlock events have better pre-requisites: you must be a kineticist, the stat the perk replaces must be low (below 50%) and the stat that is used in its place must be high (libido/phys/aim). Additionally, Instinctive Psyfocus is required for both Bodily and Dexterous Psi Aim and requires that the player is [[Descriptor_Variables#.22Is.2FHas.2FCan.22_Variables|Bimbo or Bro]]. </blockquote> [[Category:Character classes]]
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