---- || [[basics|Basics]] || [[combat_mechanics|Combat]] || [[squad|Squad]] || [[tactics|Tactics]] || [[dtb|Defend the Base!]] || [[skills|**Skills**]] || [[damage_type_info|Damage type info]] || ---- ====== Skills ====== ===== Table of Contents ===== * [[#endurance|Endurance]] * [[#agility|Agility]] * [[#mental_conditioning|Mental conditioning]] * [[#melee_combat|Melee combat]] * [[#marksmanship|Marksmanship]] * [[#heavy_arms|Heavy arms]] * [[#field_expertise|Field expertise]] * [[#electrotechnics|Electrotechnics]] * [[#biochemistry|Biochemistry]] ===== Endurance ===== __Properties__ * Increases base maximum Health by 20 points per level. * Grants 3% resistance (i.e. chance to fully ignore effect) per level against [[damage_type_info#physical|Knockback]], [[damage_type_info#fire|Burning (Fire)]] and [[damage_type_info#cryo|Freezing (Cryo)]]. * Reduces [[damage_type_info#tranquilization|Tranquilization/Paralysis]] and [[damage_type_info#poison|Poisoning]] buildup rate (i.e. amount of effect contracted if not resisted) by 5% per level. **Secondary specialization:** Reduces [[basics#moving_objects_pull_push|Pull and Push]] AP cost by 1. Grants an additional 20% physical damage reduction when below 25% max. Health. **Primary specialization:** Increases //stimulant// effectiveness by 50% and grants +75% [[damage_type_info#physical|Knockback resistance]]. [[#Top|Back to top ↑]] ===== Agility ===== __Properties__ * Increases base maximum Action Points by 3 per level. * Increases [[#melee_combat|Melee combat skill]] contribution in the Melee Defense Value by 5% per level. * Increases the base chance of opportunity/reaction fire in Ranged Defense by 10% per level. * Adds a 5% chance per level that an AP will not be lost when being knocked into an obstacle. **Secondary specialization:** Reduces [[basics#jumping|jumping]] Action Points cost by 1, and increases jumping range by 1. (//Jumping further costs more APs!//) **Primary specialization:** Reduces the base Action Points cost of diagonal movement to 2, and that of stance change by 1. [[#Top|Back to top ↑]] ===== Mental Conditioning ===== __Properties__ * Increases base maximum Morale by 10 points per level. * The higher the level, the lower the chance the unit will fall into Panic or Berserk, and the severity of such states is also lower. * Highly trained units have a chance to "feel out" enemies that have "psychic" abilities, and are less likely to get stealth ambushed. **Secondary specialization:** The unit will never Panic, or attack friendlies in Berserk state. **Primary specialization:** Increases Morale gain from kills by 5, and reduces all Morale requirements by 3. [[#Top|Back to top ↑]] ===== Melee combat ===== __Properties__ * Increases the base minimum damage of melee attacks (in respect to the potential max. damage) by 20% per level (0-100%). * Predominantly determines the unit's Melee Attack and Defense values based on the weapon. (These are then compared to the defender's/attacker's corresponding values.) * Increases total Armor rating by 5% per level. **Secondary specialization:** Increases melee Critical Hit Chance (CHC) by 5%, and melee Critical Damage Factor (CDF) by 25%. **Primary specialization:** Yields a 25% additional melee damage reduction, and reduces [[combat_mechanics#defense_mode|Defense Mode]] AP cost to 8 (even with firearms). [[#Top|Back to top ↑]] ===== Marksmanship ===== __Properties__ * Increases the base minimum damage of //ranged attacks// with "small arms"--mostly standard ballistic guns--in respect to the potential max. damage by 20% per level (0-100%). * Increases accuracy with small arms by 1 per level. This counters range and a small target size. * Reduces spread by 1% per level. * Reduces attack AP cost by 5% per level. **Secondary specialization:** Reduces the //AP cost// of reloading/unloading by 50% for all small arms. **Primary specialization:** Increases ranged Critical Hit Chance (CHC) by 5%, and ranged Critical Damage Factor (CDF) by 15% with small arms. [[#Top|Back to top ↑]] ===== Heavy arms ===== __Properties__ * Increases the base minimum damage of ranged attacks with "heavy arms" by 20% per level. //ONLY WITH HEAVY ARMS, ALSO//: * Increases Critical Hit Chance (CHC) by 1% per level. * Increases Critical Damage by 5% per level. * Reduces attack AP cost by 5% per level. * Reduces loading AP cost by 10% per level. * At max. level, increases accuracy by 2. **Secondary specialization:** Increases all elemental damage/effect dealt by heavy arms by 25%. Applies to both inherent and ammo-based values. **Primary specialization:** Hits with heavy arms will always do damage to Armor (min. 2), and cause Bleeding (min. 3, no crit. hit needed). [[#Top|Back to top ↑]] ===== Field expertise ===== __Properties__ Reduces the Action Points cost of: * [[basics#itemspick_up_drop_pass|picking up, dropping, and passing items]], * [[basics#inventory_items|equipping/unequipping weapons]], * [[basics#inventory_items|using hand grenades (+1/2 range at lvl. 3/5)]], * using ladders and manholes, * [[basics#operating_doors|opening and closing unlocked doors]], * and operating other mechanical devices by 12% per level (by min. 1 at max. level.) **Secondary specialization:** Increases static Melee and Ranged Defense bonus from directional cover by 4 (-30% hit chance) if it's at least 1. **Primary specialization:** Removes all item type restrictions from inventory slots, and equipping a weapon now only costs 1 AP. [[#Top|Back to top ↑]] ===== Electrotechnics ===== __Properties__ * Reduces the Action Points cost of using //electronic devices// and //gadgets//, //deploying mines// and //turrets//, and //hacking systems// by 10% per level. * Increases deployed turret damage & effectiveness of repairs, welding, etc. by 5% per level. * Increases the //base success chance of hacking operations// by 15% per level. (0% at level 0.) * Hacking chance is reduced by 25% / target level. **Secondary specialization:** Can hack //non-hardwired adjacent systems// without using any gadget/device. Increases //base chance of success// by 25%. **Primary specialization**: Can hack //hardwired systems// __without__ using a dedicated device (//still need a basic one!//). +25% base success chance. [[#Top|Back to top ↑]] ===== Biochemistry ===== __Properties__ * Reduces the Action Points cost of using //medical items//, //chemical compounds//, and other related biotech devices by 6% per level. * Increases the amount of all //healing and anti-hazard effects// administered by __this__ unit (either to self or to others) by 12% per level. * Increases all [[damage_type_info|Tranquilizing, Acid and Poison]] damage dealt directly by this unit by 10% per level. **Secondary specialization:** [[damage_type_info#acid|Acid]] and [[damage_type_info#poison|Poison]] damage taken is reduced by 25%. Acid buildup decays faster. Can stop double the Bleeding with items. **Primary specialization:** Treating a unit with missing Health of less than 50% of the max. item effectiveness will //not// consume the item. [[#Top|Back to top ↑]] ---- → Next [[damage_type_info|Damage type info]] ← Previous [[dtb|Defend the Base!]] ← [[start|Back to Main page]]