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|| [[basics|Basics]] || [[combat_mechanics|Combat]] || [[squad|Squad]] || [[tactics|Tactics]] || [[dtb|Defend the Base!]] || [[skills|**Skills**]] || [[damage_type_info|Damage type info]] ||
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====== 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]].
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===== 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.
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===== 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.
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===== 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).
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===== 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.
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===== 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).
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===== 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.
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===== 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.
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===== 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.
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