User Tools

Site Tools


skills

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
skills [2023/07/22 18:05]
admin [Mental Conditioning]
skills [2023/09/06 11:35] (current)
admin
Line 1: Line 1:
 ---- ----
  
-|| [[basics|Basics]] || [[combat_mechanics|Combat]] || [[squad|Squad]] || [[tactics|Tactics]] || [[skills|**Skills**]]  || [[damage_type_info|Damage type info]] ||+|| [[basics|Basics]] || [[combat_mechanics|Combat]] || [[squad|Squad]] || [[tactics|Tactics]] || [[dtb|Defend the Base!]] || [[skills|**Skills**]] || [[damage_type_info|Damage type info]] ||
  
 ---- ----
Line 28: Line 28:
 **Secondary specialization:** Reduces [[basics#moving_objects_pull_push|Pull and Push]] AP cost by <color yellow>1</color>. Grants an additional <color yellow>20% physical damage reduction</color> when below 25% max. Health. **Secondary specialization:** Reduces [[basics#moving_objects_pull_push|Pull and Push]] AP cost by <color yellow>1</color>. Grants an additional <color yellow>20% physical damage reduction</color> when below 25% max. Health.
  
-**Primary specialization:** Increases stimulant effectiveness by <color yellow>50%</color> and grants <color yellow>+75%</color> [[damage_type_info#physical|Knockback resistance]].+**Primary specialization:** Increases //stimulant// effectiveness by <color yellow>50%</color> and grants <color yellow>+75%</color> [[damage_type_info#physical|Knockback resistance]].
  
 [[#Top|Back to top ↑]] [[#Top|Back to top ↑]]
Line 74: Line 74:
  
 **Primary specialization:** **Primary specialization:**
-Yields a <color yellow>25% additional melee damage reduction</color>, and reduces <color orange>Defense Mode</color> AP cost to <color yellow>8</color> (even with firearms).+Yields a <color yellow>25% additional melee damage reduction</color>, and reduces [[combat_mechanics#defense_mode|Defense Mode]] AP cost to <color yellow>8</color> (even with firearms).
  
 [[#Top|Back to top ↑]] [[#Top|Back to top ↑]]
Line 81: Line 81:
  
 __Properties__ __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 the <color orange>base minimum damage</color> of //ranged attacks// with <color orange>"small arms"</color>--mostly standard ballistic guns--in respect to the potential max. damage by <color yellow>20% per level (0-100%)</color>
-  * Increases accuracy with small arms by 1 per level. This counters range and a small target size. +  * Increases <color orange>accuracy</color> with small arms by <color yellow>1 per level</color>. This counters range and a small target size. 
-  * Reduces spread by 1% per level. +  * Reduces spread by <color yellow>1% per level</color>
-  * Reduces attack AP cost by 5% per level.+  * Reduces attack AP cost by <color yellow>5% per level</color>.
  
 **Secondary specialization:** **Secondary specialization:**
-Reduces the AP cost of reloading/unloading by 50% for all small arms.+Reduces the //AP cost// of <color #66ff00>reloading/unloading</color> by <color yellow>50%</color> for all small arms.
  
 **Primary specialization:** **Primary specialization:**
 +Increases ranged <color orange>Critical Hit Chance (CHC)</color> by <color yellow>5%</color>, and ranged <color orange>Critical Damage Factor (CDF)</color> by <color yellow>15%</color> with small arms.
  
 [[#Top|Back to top ↑]] [[#Top|Back to top ↑]]
Line 96: Line 97:
  
 __Properties__ __Properties__
-  * Increases the base minimum damage of ranged attacks with "heavy arms" by 20% per level. +  * Increases the <color orange>base minimum damage</color> of ranged attacks with "heavy arms" by <color yellow>20% per level</color>
-ONLY WITH HEAVY ARMS, ALSO: +//ONLY WITH HEAVY ARMS, ALSO//
-  * Increases Critical Hit Chance by 1% per level. +  * Increases <color orange>Critical Hit Chance (CHC)</color> by <color yellow>1% per level</color>
-  * Increases Critical Damage by 5% per level. +  * Increases <color orange>Critical Damage</color> by <color yellow>5% per level</color>
-  * Reduces attack AP cost by 5% per level. +  * Reduces <color #66ff00>attack AP cost</color> by <color yellow>5% per level</color>
-  * Reduces loading AP cost by 10% per level. +  * Reduces <color #66ff00>loading AP cost</color> by <color yellow>10% per level</color>
-  * At max. level, increases accuracy by 2.+  * At max. level, <color yellow>increases accuracy by 2</color>.
  
 **Secondary specialization:** **Secondary specialization:**
-Increases all elemental damage/effect dealt by heavy arms by 25%. Applies to both inherent and ammo-based values.+Increases all <color orange>elemental damage/effect</color> dealt by heavy arms by <color yellow>25%</color>. Applies to both inherent and ammo-based values.
  
 **Primary specialization:** **Primary specialization:**
-Hits with heavy arms will always do damage to Armor (min. 2), and cause Bleeding (min. 3, no crit. hit needed).+Hits with heavy arms will always do damage to <color orange>Armor</color> (min. 2), and cause <color red>Bleeding</color> (min. 3, no crit. hit needed).
  
 [[#Top|Back to top ↑]] [[#Top|Back to top ↑]]
Line 115: Line 116:
  
 __Properties__ __Properties__
-  * Reduces the Action Points cost of: + 
-  * picking up, dropping, and passing items, +Reduces the <color #66ff00>Action Points cost</color> of: 
-  * equipping/unequipping weapons, +  * [[basics#itemspick_up_drop_pass|picking up, dropping, and passing items]]
-  * using hand grenades (+1/2 range at lvl. 3/5),+  * [[basics#inventory_items|equipping/unequipping weapons]]
 +  * [[basics#inventory_items|using hand grenades (+1/2 range at lvl. 3/5)]],
   * using ladders and manholes,   * using ladders and manholes,
-  * opening and closing unlocked doors, +  * [[basics#operating_doors|opening and closing unlocked doors]]
-  * and operating other mechanical devices by 10% per level (by min. 1 at max. level.)+  * and operating other mechanical devices by <color yellow>12% per level</color> (by min. 1 at max. level.)
  
 **Secondary specialization:** **Secondary specialization:**
-Increases static Melee and Ranged Defense bonus from directional cover by (-15% hit chance) if it's at least 1.+Increases static <color orange>Melee and Ranged Defense bonus</color> from directional cover by <color yellow>(-30% hit chance) if it's at least 1</color>.
  
 **Primary specialization:** **Primary specialization:**
-Removes all item type restrictions from inventory slots, and equipping a weapon now only costs 1 AP.+<color yellow>Removes all item type restrictions from inventory slots</color>, and equipping a weapon now only costs <color yellow>1</color> AP.
  
 [[#Top|Back to top ↑]] [[#Top|Back to top ↑]]
Line 134: Line 136:
  
 __Properties__ __Properties__
-  * Reduces the Action Points cost of using electronic devices and gadgets, deploying mines and turrets, and hacking systems by 10% per level. +  * Reduces the <color #66ff00>Action Points cost</color> of using //electronic devices// and //gadgets////deploying mines// and //turrets//, and //hacking systems// by <color yellow>10% per level</color>
-  * Increases deployed turret damage & effectiveness of repairs, welding, etc. by 5% per level. +  * Increases deployed turret <color yellow>damage & effectiveness</color> of repairs, welding, etc. by <color yellow>5% per level</color>
-  * Increases the base success chance of hacking operations by 15% per level. (0% at level 0.) +  * Increases the //base success chance of hacking operations// by <color yellow>15% per level</color>. (0% at level 0.) 
-  * Hacking chance is reduced by 25% / target level.+  * Hacking chance is reduced by <color yellow>25% / target level</color>.
  
 **Secondary specialization:** **Secondary specialization:**
-Can hack non-hardwired adjacent systems without using any gadget/device. Increases base chance of success by 25%.+Can hack //non-hardwired adjacent systems// without using any gadget/device. Increases //base chance of success// by <color yellow>25%</color>.
  
 **Primary specialization**: **Primary specialization**:
-Can hack hardwired systems without using a dedicated device (still need a basic one!). +25% base success chance.+Can hack //hardwired systems// __without__ using a dedicated device (//still need a basic one!//). <color yellow>+25% base success chance</color>.
  
 [[#Top|Back to top ↑]] [[#Top|Back to top ↑]]
Line 150: Line 152:
  
 __Properties__ __Properties__
-  * Reduces the Action Points cost of using medical items, chemical compounds, and other related biotech devices by 6% per level. +  * Reduces the <color #66ff00>Action Points cost</color> of using //medical items////chemical compounds//, and other related biotech devices by <color yellow>6% per level</color>
-  * 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 the amount of all //healing and anti-hazard effects// administered by __this__ unit (either to self or to others) by <color yellow>12% per level</color>
-  * Increases all Tranquilizing, Acid and Poison damage dealt directly by this unit by 10% per level.+  * Increases all [[damage_type_info|Tranquilizing, Acid and Poison]] damage dealt directly by this unit by <color yellow>10% per level</color>.
  
 **Secondary specialization:** **Secondary specialization:**
-Acid and Poison damage taken is reduced by 25%. Acid buildup decays faster. Can stop double the Bleeding with items.+[[damage_type_info#acid|Acid]] and [[damage_type_info#poison|Poison]] damage taken is <color yellow>reduced by 25%</color><color orange>Acid buildup</color> decays faster. Can stop double the <color red>Bleeding</color> with items.
  
 **Primary specialization:** **Primary specialization:**
-Treating a unit with missing Health of less than 50% of the max. item effectiveness will not consume the item.+Treating a unit with <color orange>missing Health</color> of less than <color yellow>50%</color> of the max. item effectiveness will //not// consume the item.
  
 [[#Top|Back to top ↑]] [[#Top|Back to top ↑]]
Line 166: Line 168:
 → Next [[damage_type_info|Damage type info]] → Next [[damage_type_info|Damage type info]]
  
-← Previous [[Tactics|Tactics]]+← Previous [[dtb|Defend the Base!]]
  
 ← [[start|Back to Main page]] ← [[start|Back to Main page]]
skills.1690041915.txt.gz · Last modified: 2023/07/22 18:05 by admin