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skills [2023/07/22 18:08] admin [Marksmanship] |
skills [2023/09/06 11:35] (current) admin |
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- | || [[basics|Basics]] || [[combat_mechanics|Combat]] || [[squad|Squad]] || [[tactics|Tactics]] || [[skills|**Skills**]] | + | || [[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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**Secondary specialization: | **Secondary specialization: | ||
- | **Primary specialization: | + | **Primary specialization: |
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**Primary specialization: | **Primary specialization: | ||
- | Yields a <color yellow> | + | Yields a <color yellow> |
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__Properties__ | __Properties__ | ||
- | * Increases the <color orange> | + | * Increases the <color orange> |
* Increases <color orange> | * Increases <color orange> | ||
* Reduces spread by <color yellow> | * Reduces spread by <color yellow> | ||
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**Secondary specialization: | **Secondary specialization: | ||
- | Reduces the AP cost of <color # | + | Reduces the //AP cost// of <color # |
**Primary specialization: | **Primary specialization: | ||
- | Increases ranged <color orange> | + | Increases ranged <color orange> |
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__Properties__ | __Properties__ | ||
- | * Increases the base minimum damage of ranged attacks with "heavy arms" by 20% per level. | + | * Increases the <color orange>base minimum damage</ |
- | ONLY WITH HEAVY ARMS, ALSO: | + | //ONLY WITH HEAVY ARMS, ALSO//: |
- | * Increases Critical Hit Chance by 1% per level. | + | * Increases |
- | * Increases Critical Damage by 5% per level. | + | * Increases |
- | * Reduces attack AP cost by 5% per level. | + | * Reduces |
- | * Reduces loading AP cost by 10% per level. | + | * Reduces |
- | * At max. level, increases accuracy by 2. | + | * At max. level, |
**Secondary specialization: | **Secondary specialization: | ||
- | Increases all elemental damage/ | + | Increases all <color orange>elemental damage/ |
**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</ |
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__Properties__ | __Properties__ | ||
- | * Reduces the Action Points cost of: | + | |
- | * picking up, dropping, and passing items, | + | Reduces the <color #66ff00>Action Points cost</ |
- | * equipping/ | + | * [[basics# |
- | * using hand grenades (+1/2 range at lvl. 3/5), | + | * [[basics# |
+ | * [[basics# | ||
* using ladders and manholes, | * using ladders and manholes, | ||
- | * opening and closing unlocked doors, | + | * [[basics# |
- | * and operating other mechanical devices by 10% per level (by min. 1 at max. level.) | + | * and operating other mechanical devices by <color yellow> |
**Secondary specialization: | **Secondary specialization: | ||
- | Increases static Melee and Ranged Defense bonus from directional cover by 2 (-15% hit chance) if it's at least 1. | + | Increases static |
**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</ |
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__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</ |
- | * Increases deployed turret damage & effectiveness of repairs, welding, etc. by 5% per level. | + | * Increases deployed turret |
- | * 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</ |
- | * Hacking chance is reduced by 25% / target level. | + | * Hacking chance is reduced by <color yellow>25% / target level</ |
**Secondary specialization: | **Secondary specialization: | ||
- | Can hack non-hardwired adjacent systems without using any gadget/ | + | Can hack //non-hardwired adjacent systems// without using any gadget/ |
**Primary specialization**: | **Primary specialization**: | ||
- | Can hack hardwired systems | + | Can hack //hardwired systems// __without__ |
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__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</ |
- | * 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__ |
- | * Increases all Tranquilizing, | + | * Increases all [[damage_type_info|Tranquilizing, |
**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# |
**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</ |
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→ 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]] |