Kineticist

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Revision as of 13:14, 9 December 2024 by Theron (talk | contribs) (→‎Notes: Corrected Entropic Leech bonus Energy and clarified Third Eye Aim.)
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Kineticist Job Training

Description

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.

Class Specialties

Starter Items

Perks

Steele gains class-specific perks for each level earned.

Perks
Level Name Description
2 Entropic Leech Allows you to draw thermal energy from a target, dealing cold damage and restoring a small amount of energy.
3 Speed of Thought Allows grapple escape chances to be calculated with intelligence instead of physique.
4 Mental Endurance Increases maximum energy by 25.
5 Mind Trick Grants the ability to contest a grapple by force of will, convincing the aggressor's mind that they want to get off of you.
6 Psychic Armor Increases defense by 1 and grants minimum defense equal to your level.
7 Steel Will Increases maximum and current willpower by five.
8 Mental Endurance 2 Increases maximum energy by 25.
9 Levitation An activated ability that grants flying and +10 evasion for the rest of the fight.
10 Unnatural Reserves Grants the ability to automatically draw upon life beyond life when HP is reduced below 50%, restoring 25% of maximum HP once per combat.
11 Mind Fortress Increases resistance to psychic lust damage by 20%.
12 Mental Endurance 3 Increases maximum energy by 50.
13 Unearthly Confidence Increases resolve and sexiness by 2 while energy is above 50%.


Special Abilities

When choosing the special ability perks, Steele may attain abilities that fall under two specific themes to define the player's play style.

Specialization Theme
Level ??? ???
2 Kinetic Burst Thermal Sunder
3 Psionic Shielding Psytuned Vitality
4 Psychogenic Vim Vitality Siphon
5 Entropy Waves Gravity Flux
6 Telekinetic Warrior Third Eye Aim
7 Vortex Brand Debris Field
8 Concussive Augmentation Geothermal Spike
9 Entropic Whip Acid Cloud
10 Mind Crush Deep Impact
11 Haste Reality Schism
12 Psychic Slam Gravity Crush
13 Void Sight Invert Decay
Special Abilities
Level Name Description
1 Force Darts
(Starter Ability)
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. Fires an additional dart at level 6 and level 12.
2 Kinetic Burst Unleashes a burst of kinetic energy next to an enemy, dealing middling kinetic damage. Has a chance to disarm.
Thermal Sunder Unleashes a torrent of thermal energy, dealing middling thermal damage. Has a chance to sunder.
3 Psionic Shielding Grants the ability to passively osmose excess psychic energy to restore (character level) shields every turn.
Psytuned Vitality Doubles maximum HP per level and restores 5 HP with each psychic ability used.
4 Psychogenic Vim Draws upon ambient energies to instantly recover 75% of your maximum energy and maximum health. Once per battle.
Vitality Siphon 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.
5 Entropy Waves Projects an entropic field over the surrounding area for three turns, dealing low, unavoidable damage and repeatedly attempting to sunder affected targets.
Gravity Flux 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.
6 Telekinetic Warrior When unarmed (or disarmed), replaces your weapon attacks with psychokinetic force.
Third Eye Aim Third Eye Aim - Allows you to guide your attacks with intelligence instead of physique (melee) or aim (ranged).
7 Vortex Brand Applies a vortex to a target that draws attacks toward them, reducing dodge chance by 50% and increasing all damage taken by 15% for 5 rounds.
Debris Field Fills the battlefield with whirling debris that deal some damage and have a chance to blind all other combatants each turn for 6 turns. Does additional damage to flying foes.
8 Concussive Augmentation Adds an unavoidable blast of kinetic force to your basic attacks for the next three attacks.
Geothermal Spike Grants a moderate damage, single-target attack dealing kinetic and thermal damage. Can miss. Automatically crits tripped targets. Automatically misses flying targets.
9 Entropic Whip Grants a moderately powerful freeze-whip attack. Can miss. Struck targets must make a physique save against the "Deep Freeze" effect. Automatically mini-crits (1.5x) sundered targets.
Acid Cloud Grants the ability to create an un-dodgeable corrosive mess around a single target. Automatically crits immobilized targets. Automatically mini-crits (1.5x) frozen targets.
10 Mind Crush Deal a moderate amount of Crushing kinetic damage. Organic opponents can be stunned for 2-3 turns. Has a four round cooldown.
Deep Impact Your critical hits can cause targets to be Stunned.
11 Haste Grants an additional attack when using basic melee or ranged attacks for ten turns.
Reality Schism Thin the fabric of reality in this location, increasing the damage of your activated psionic abilities by 20% for the remainder of the fight.
12 Psychic Slam Slams a target around for crushing kinetic damage three times, dealing higher damage to smaller foes. Has a four round cooldown.
Gravity Crush 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.
13 Void Sight Allows sight without sight. On activation remove any blinding effects, become immune to blind, and gain +10 accuracy for the remainder of the encounter.
Invert Decay Purges all internal poison and aphrodisiac effects with a scouring rush of physioactive psychic power. Increases resistance to poison and drug damage by 25% for the remainder of combat.


Notes

Entropic Leech restores more Energy when below 50%. Bonus Energy caps at x5.

The chance for Entropic 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.

Entropic Leech and Entropic Whip also ignore active Shields, unlike Freeze Chance.

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.

Entropic 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 always substitutes Intelligence instead of Physique or Aim. Although the description may imply it only applies to Accuracy, it also affects damage. It also calculates Stun Chance, Trip Chance, Stagger Chance, Blind Chance, Burn Chance and Freeze Chance weapon flags from Intelligence. Notably, by Physique and Aim are halved in the calculation, Intelligence uses the full value, making those flags much more reliable.

Telekinetic Warrior base damage: 4 + (level + will)/2. Physique bonus applies to melee attacks, Aim bonus applies to ranged attacks as usual.

Telekinetic attacks made from the Melee slot still can't hit Flying targets unless Steele is Flying or Levitating.

The chance of Deep Impact on a Critical Hit is based on Willpower vs Physique.

Invert Decay does not remove Lust, just aphrodisiacs.

Certain powers can Critically Hit: Force Darts, Entropy Whip and Gravity Crush.

Only Critical Bonus on Armor, Clothing and 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, even if another class acquires one somehow.

Gravity Flux Trip is Willpower vs Willpower. A lot of enemies have low Willpower.

Kineticist has a few special perks that can make willpower/intelligence scaling be replaced with other attribute scaling. As patch notes say:

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 Bimbo or Bro.