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Too Human Classes
Old 07-27-2008, 10:17 PM   #1 (permalink)
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Default Too Human Classes

Classes in Too Human have skill trees. The skill tree allows players to customize their characters by spending points earned through leveling on new skills and abilities, and each skill is only unlocked after enough points have been spent on a prerequisite skill.

Each class’ skill tree follows the same pattern. At the top of the tree is a single passive group ability, which confers bonuses to the player and his entire group. The trees then branch into three paths (only one can be followed at any given time). The paths consist of four skills:
  1. A passive ability that improves the player
  2. A deployable device
  3. A battle cry, a group skill which must be activated. These use combo points – more points yields a greater effect.
  4. A passive ability that improves the player

Finally, the last skill in each tree is a sentient power. This skill is common to all three branches and the same for every class: Gain massive amounts of combo meter by unleashing the power of Fenrir to attack all nearby enemies. The sentient power is only unlocked after 8 points have been spent in the last skill of a branch.

You can spend up to 10 points in each skill, and after 6 points the next skill is unlocked (except for the Sentient Power). You can’t take multiple branches, but you can respec from one branch to another.

Last edited by jepzilla; 07-28-2008 at 12:14 AM.
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Old 07-27-2008, 10:18 PM   #2 (permalink)
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Defender


Hit Points: 4/5
Melee: 2/5
Ballistic: 2/5
Armor: 4/5

Defensive Toughness
Hammer & Shield

Group Skill - Defender’s Resilience: Decreases the amount of damage taken.

Left Branch (Ice Branch)
  1. Enthalpy Reduction Attack: Increases chance of inflicting ice damage during melee attacks.
  2. Enthalpy Reduction Mines: Deploys an ice mine that explodes upon contact freezing all in its radius.
  3. Fimbulwinter’s Numbing Touch (Battle cry): Produces a shield which freezes enemies upon contact.
  4. Adept of the Light-Spear: Increases damage when using Laser ammunition weaponry.

Middle Branch (Tank Branch)
  1. Grim Resolve: Increases chance that damage from a killing blow will be completely deflected.
  2. Ward of the NORNs: Deploys a protective shield that absorbs damage.
  3. Reversal of Wyrds (Battle cry): Enemy status effects on group are reflected back while activated.
  4. Tyr’s Best Work: Increases the defensive bonus of equipped armor pieces.

Right Branch (Taunt Branch)
  1. The Berserker’s Grief: Increases chance that 100% of melee damage taken is reflected back at the attacker.
  2. Tree of Scorching Light: Deploys a Laser turret capable of delivering concentrated Laser damage.
  3. Egil’s Blessing (Battle Cry): Taunts all nearby enemies to focus their attacks on you.
  4. Wariror of the Iron Fist: Increases Hammer weapon damage.
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Old 07-27-2008, 10:19 PM   #3 (permalink)
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Bio-engineer


Hit Points: 5/5
Melee: 2/5
Ballistic: 2/5
Armor: 2/5

Regeneration
Healing

Group Skill - Idunn’s Touch: Increases health regeneration over time.

Left Branch (Control Branch)
  1. Skuld’s Embrace: Increases chance that enemies hit by your attacks will turn on their allies
  2. Wrack of the Lightning Mine: Deploys an EMP Mine capable of disabling machine foes for a period of time.
  3. Idunn’s Boon (Battle Cry): Immediately performs a minor heal on entire group and clears negative effects.
  4. Ascent to Valhalla: Increases Juggle attack launch height.

Middle Branch (Health Branch)
  1. Warrior of the Battle-Oar: Increases 2-Handed Weapon damage
  2. Ward of NORNs: Deploys a protective shield that absorbs damage.
  3. Idunn’s Favor (Battle Cry): Performs a large delayed heal on entire group and clears negative effects.
  4. Cellular Rebonding: Increases maximum hit points of entire group.

Right Branch (Buff Branch)
  1. Warrior of Tyr’s Way: Increases 1-Handed Weapon damage.
  2. Gifts of Idunn: Deploys a mine that heals any allies within detonation range.
  3. Idunn’s Wish (Battle Cry): Enhances resistances, clears negative effects and enhances offensive stats of entire group.
  4. Electrified Blade: Increases chance of inflicting lightning damage during melee attacks.
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Old 07-27-2008, 10:20 PM   #4 (permalink)
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Berserker


Hit Points: 2/5
Melee: 5/5
Ballistic: 1/5
Armor: 2/5

Damage Dealing
Dual Wield Weapons

Group Skill - A capacity for Rage: Increases combo meter growth rate and increases maximum combo level.

Left Branch (Speed Branch)
  1. The Bear’s boiling Blood: Increases attack speed as your combo hit counter grows
  2. Loki’s Kiss: Searches out nearby enemies to stick a Bomb onto which then detonates.
  3. Swift of claw (Battle Cry): Increases melee attack speed for entire group while activated.
  4. Unrelenting Blades: Increases Dual-Wield attack speed.

Middle Branch (Movement Branch)
  1. Onslaught of claws: Increases Fierce attack speed.
  2. Ankle biter: Deploys a turret which slows enemies when hit by its fire
  3. Engulfing Rage (Battle Cry): Increases movement speed for entire group and adds knockback to all attacks while activated.
  4. Weapon recovery: Increases slide attack speed.

Right Branch (Damage Branch)
  1. Brutality: Increases chance of channeling last damage taken in to bonus damage on the next attack.
  2. Sleep-Storm of Steel: Deploys a mine that explodes upon contact.
  3. Shield Biter (Battle Cry): Increase melee attack damage of entire group while activated.
  4. Warrior of the Twinned Claw: Increases Dual-Wield weapon damage.
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Old 07-27-2008, 10:21 PM   #5 (permalink)
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Commando


Hit Points: 2/5
Melee: 1/5
Ballistic: 5/5
Armor: 2/5

Explosives Master
Spider Master

Group Skill - Wrecker of Mead Halls: Increases damage and radius of grenades and Cannon secondary fire.

Left Branch (Ballistic Branch)
  1. Pinning Shot: Increases chance that Ballistic shots will temporarily root any targets hit.
  2. Bullet-Tree: Deploys Point Defense Turrets capable of shooting down incoming missiles.
  3. Smoothbore (Battle Cry): Group’s Ballistic shots knock enemies back while activatd.
  4. Ballistic Telemetry feedback: Increases the range of Ballistic weapons.

Middle Branch (Explosives Branch)
  1. Rain of Iron: Increases Slug ammunition rate of fire.
  2. Cluster Munitions: Deploys a cluster mine that explodes upon contact.
  3. Lightning Cascade (Battle Cry): Group attacks will include delayed detonation explosive damage while activated.
  4. Delayed Fragmentation Warheads: Increases chance that Ballistic shots will do explosive damage.

Right Branch (Plasma Branch)
  1. Adept of the Burning Spear: Increases Plasma ammunition damage
  2. Tree of Shrieking-Flame: Deploys a Plasma turret capable of delivering Plasma damage.
  3. Cut to the Bone (Battle Cry): All Ballistic shots for entire group do additional damage while activated.
  4. Gift of Gungnir: Increases Rifle damage.

Last edited by jepzilla; 07-28-2008 at 12:12 AM.
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Old 07-27-2008, 10:21 PM   #6 (permalink)
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Champion


Hit Points: 3/5
Melee: 3/5
Ballistic: 3/5
Armor: 3/5

Air Combat
Critical Strikes

Group Skill - Unerring Strike: Increased chance to inflict bonus damage through critical strikes.

Left Branch (Fire Branch)
  1. Immolating Blade: Increases chance of inflicting fire damage during melee attacks.
  2. b Lament for the Battle slain: Increases Finisher move damage.
  3. Thermal Induction Mine: Deploys a mine that explodes upon contact inflicting fire damage.
  4. One Will Rise Above (Battle cry): All air based melee attacks damage increases for entire group while activated.
  5. Warrior of the Blood-Eel: Increases Sword weapon damage.

Middle Branch (Air Branch)
  1. Asgard’s Fury: Increases air melee attack damage.
  2. Feeder of Ravens: Deploys a concussion mine that explodes upon contact, launching victims into the air.
  3. Valiant’s Might (Battle cry): All melee attacks for entire group cause enemies to be juggled into the air while activated.
  4. Ascent to Valhalla: Increases Juggle attack launch height:

Right Branch (Gun Branch)
  1. Kinship of Gungnir: Increases Pistol Weapon damage.
  2. Tree of Raining-Iron: Deploys a chain turret capable of rapid-fire damage.
  3. Storm of Mortal Wounds (Battle cry): All enemies struck by any group member will be softened and exposed to critical attacks.
  4. Stopping Power: Increases Slug ammunition damage.
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Old 07-27-2008, 11:34 PM   #7 (permalink)
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great write up jep. One thing needs to be fixed tho....the commandos group skill isnt the same as the beserkers...its increases nade damage and radius i think.

Im probably going defender left path, human right path....or champion left path, cybernetic left path...ahh so many choices!!
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Old 07-28-2008, 12:13 AM   #8 (permalink)
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great write up jep. One thing needs to be fixed tho....the commandos group skill isnt the same as the beserkers...its increases nade damage and radius i think.

Im probably going defender left path, human right path....or champion left path, cybernetic left path...ahh so many choices!!
Fixed, thanks.

You can respec to try different paths, which is cool. With only two player co-op I think certain combinations will be less viable than others, unfortunately.
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