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Skills
Table of Contents
Endurance
Properties
Secondary specialization: Reduces 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% Knockback resistance.
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Agility
Properties
Increases base maximum Action Points by 3 per level.
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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 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 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:
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Heavy arms
Properties
ONLY WITH HEAVY ARMS, ALSO:
Increases Critical Hit Chance 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:
picking up, dropping, and passing items,
equipping/unequipping weapons,
using hand grenades (+1/2 range at lvl. 3/5),
using ladders and manholes,
opening and closing unlocked doors,
and operating other mechanical devices by 10% per level (by min. 1 at max. level.)
Secondary specialization:
Increases static Melee and Ranged Defense bonus from directional cover by 2 (-15% 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 Tranquilizing, Acid and Poison damage dealt directly by this unit by 10% per level.
Secondary specialization:
Acid and 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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